67 lines
2.4 KiB
Haskell
67 lines
2.4 KiB
Haskell
module Dodge.Barreloid where
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import Data.List
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import Dodge.Creature.State
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import Dodge.Data.World
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import Dodge.SoundLogic
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import Dodge.Spark
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import Dodge.WorldEvent.Explosion
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import Geometry
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import LensHelp
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import System.Random
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updateBarreloid :: Creature -> World -> World
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updateBarreloid cr = case cr ^?! crType . barrelType of
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ExplosiveBarrel -> updateExpBarrel cr
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PlainBarrel -> updateBarrel cr
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-- should generate the sparks externally using new random generators
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updateExpBarrel :: Creature -> World -> World
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updateExpBarrel cr w
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| _crHP cr > 0 = foldl' (flip ($)) (hiss w & cWorld . lWorld . creatures . at (_crID cr) .~ newCr) pierceSparks
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| otherwise = makeExplosionAt (_crPos cr) 0 $ stopSounds w & cWorld . lWorld . creatures . at (_crID cr) .~ Nothing
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where
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g = _randGen w
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damages = _csDamage $ _crState cr
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pierceSparks :: [World -> World]
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pierceSparks =
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zipWith
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(\p a -> createBarrelSpark (_crPos cr +.+ p) (a + argV p))
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poss
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as
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as = randomRs (-0.7, 0.7) g
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poss = _piercedPoints $ _csSpState $ _crState cr
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newCr = Just $ applyFuseDamage $ set (crState . csDamage) [] $ damsToExpBarrel damages cr
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applyFuseDamage cr' =
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cr' & crHP
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%~ subtract (length . _piercedPoints . _csSpState $ _crState cr')
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hiss
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| null poss = id
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| otherwise = soundMultiFrom [BarrelHiss 0, BarrelHiss 1] (_crPos cr) foamSprayLoopS (Just 1)
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stopSounds = stopSoundFrom (BarrelHiss 0) . stopSoundFrom (BarrelHiss 1)
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updateBarrel :: Creature -> World -> World
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updateBarrel cr
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| _crHP cr > 0 = doDamage cr
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| otherwise = cWorld . lWorld . creatures . at (_crID cr) .~ Nothing
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damsToExpBarrel :: [Damage] -> Creature -> Creature
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damsToExpBarrel ds cr = foldl' damToExpBarrel (foldl' damToExpBarrel cr pierceDam) otherDam
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where
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(pierceDam, otherDam) = partition isPierce ds
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isPierce Damage{_dmType = PIERCING{}} = True
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isPierce _ = False
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damToExpBarrel :: Creature -> Damage -> Creature
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damToExpBarrel cr dm = case _dmType dm of
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PIERCING ->
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over (crState . csSpState . piercedPoints) ((:) $ int -.- _crPos cr) $
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cr & crHP -~ div amount 200
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POISONDAM -> cr
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SPARKING -> cr
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-- PUSHDAM -> cr LensHelp.& crPos .+.+~ (1 / _crMass cr *.* _dePushBack (_dmEffect dm))
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_ -> cr LensHelp.& crHP -~ amount
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where
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amount = _dmAmount dm
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int = _dmAt dm
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