Files
loop/src/Dodge/Creature/Property.hs
T

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1.3 KiB
Haskell

module Dodge.Creature.Property
( crIsArmouredFrom
, crNearSeg
, crNearPoint
) where
import Dodge.Data
import Dodge.Creature.HandPos
import Geometry
import Data.Maybe
import Control.Lens
-- the use of crOldPos is because the damage position is calculated on the
-- previous frame
-- Not sure if it is a good idea
crIsArmouredFrom :: Point2 -> Creature -> Bool
crIsArmouredFrom p cr = hasFrontArmour p cr
hasFrontArmour :: Point2 -> Creature -> Bool
hasFrontArmour p cr = fromMaybe False $ do
invid <- cr ^? crEquipment . ix OnChest
ittype <- cr ^? crInv . ix invid . itType
return $ FRONTARMOUR == ittype
&& p /= _crOldPos cr
&& angleVV (unitVectorAtAngle (_crDir cr + frontarmdirection)) (p -.- _crOldPos cr) < pi/2
-- even though angleVV can generate NaN, the comparison seems to deal with it
where
frontarmdirection
| crInStance OneHand cr = 0.5
| crInStance TwoHandTwist cr = negate 1
| otherwise = 0
--crOnSeg :: Point2 -> Point2 -> Creature -> Bool
--crOnSeg p1 p2 cr = circOnSeg p1 p2 (_crPos cr) (_crRad cr)
crNearSeg :: Float -> Point2 -> Point2 -> Creature -> Bool
crNearSeg d p1 p2 cr = circOnSeg p1 p2 (_crPos cr) (_crRad cr + d)
crNearPoint :: Float -> Point2 -> Creature -> Bool
crNearPoint d p cr = dist (_crPos cr) p < d + _crRad cr