Files
loop/src/Dodge/Item/Weapon/Shatter.hs
T
2022-06-20 11:12:24 +01:00

66 lines
2.0 KiB
Haskell

module Dodge.Item.Weapon.Shatter where
--import Dodge.WorldEvent.HitEffect
--import Dodge.Item.Weapon.BulletGun.Clip
import Dodge.Data
import Dodge.Wall.Damage
--import Dodge.SoundLogic
import Dodge.Block.Debris
import Dodge.Base.Collide
import Dodge.Zone
import Dodge.Creature.HandPos
--import Dodge.ChainEffect
import Dodge.Default.Weapon
import Dodge.Default
--import Dodge.Item.Attachment
--import Dodge.Item.Weapon.ExtraEffect
--import Dodge.Item.Weapon.InventoryDisplay
--import Dodge.Item.Draw
import Dodge.Item.Weapon.TriggerType
--import Dodge.SoundLogic.LoadSound
import Picture
import Geometry
import ShapePicture
import Shape
--import Sound.Data
import LensHelp
import qualified Data.IntMap.Strict as IM
shatterGun :: Item
shatterGun = defaultWeapon
& itType . iyBase .~ SHATTERGUN
& itUse .~ ruseRate 10 shootShatter upHammer
[ ammoHammerCheck
, useTimeCheck
-- , withSoundStart tap3S
, useAmmoAmount 1
]
& itUse . useAim . aimStance .~ TwoHandFlat
& itDimension . dimSPic .~ shatterGunSPic
shatterGunSPic :: Item -> SPic
shatterGunSPic _ = noPic $ colorSH blue $
upperPrismPoly 5 (rectNESW xb 8 xa 0)
++ upperPrismPoly 5 (rectNESW (-xa) 8 (-xb) 0)
where
xa = 1
xb = 9
shootShatter :: Item -> Creature -> World -> World
shootShatter it cr w = maybe w (uncurry $ shatterWall w sp ep) $ collidePointWallsWall sp ep
$ IM.filter canshatter
$ wallsAlongLine sp ep w
where
canshatter wl = case _wlOpacity wl of
Opaque -> True
SeeThrough -> True
_ -> False
sp = _crPos cr +.+ aimingMuzzlePos cr it *.* unitVectorAtAngle dir
dir = _crDir cr
ep = sp +.+ 200 *.* unitVectorAtAngle dir
shatterWall :: World -> Point2 -> Point2 -> Point2 -> Wall -> World
shatterWall w sp ep p wl = w
& makeDebris (_wlMaterial wl) p
& makeDebrisDirected 1 2 (pi/2) (argV $ vNormal $ uncurry (-.-) $ _wlLine wl) (_wlMaterial wl) p
& damageWall (Damage SHATTERING 1000 sp p ep NoDamageEffect) wl