Files
loop/src/Dodge/Material/Damage.hs
T
2022-07-17 10:57:29 +01:00

75 lines
2.4 KiB
Haskell

module Dodge.Material.Damage where
import Dodge.Data
import Dodge.Spark
import Geometry
damageMaterial :: Damage -> Material
-> Float -- the angle of the hit surface, in radians
-> World -> (Int, World)
damageMaterial dm mt = case mt of
Stone -> damageStone dm
_ -> defDamageMaterial dm
-- Glass -> damageGlass dm
defDamageMaterial :: Damage -> Float -> World -> (Int,World)
defDamageMaterial dm _ w = (_dmAmount dm, w)
damageStone :: Damage -> Float -> World -> (Int,World)
damageStone dm dir = case _dmType dm of
LASERING -> a 0 $ colSparkRandDir 0.2 4 lSparkCol outTo (argV $ reflectIn (p -.- sp) v)
PIERCING -> a d $ colSparkRandDir 0.2 8 pSparkCol outTo (argV $ reflectIn (p -.- sp) v)
BLUNT -> a d id
SHATTERING -> a d id
CRUSHING -> a d id
EXPLOSIVE -> a d id
CUTTING -> a d id
SPARKING -> a 0 id
FLAMING -> a 0 id
ELECTRICAL -> a 0 id
CONCUSSIVE -> a d id
TORQUEDAM -> a 0 id
PUSHDAM -> a 0 id
POISONDAM -> a 0 id
ENTERREMENT -> a 0 id
where
v = unitVectorAtAngle dir
a x f w = (x,f w)
d = _dmAmount dm
sp = _dmFrom dm
p = _dmAt dm
outTo = p +.+ squashNormalizeV (sp -.- p)
pSparkCol = V4 5 1 0.5 2
lSparkCol = V4 20 (-5) 0 1
--damageGlass :: Damage -> Float -> World -> (World,Int)
--damageGlass dm dir w = w & case _dmType dm of
-- LASERING -> a 0 $ id
-- PIERCING -> a d $ dosplint . colSparkRandDir 0.2 8 pSparkCol outTo (reflDirWall sp p wl) . wlDustAt wl outTo
-- BLUNT -> a d $ dosplint . wlDustAt wl outTo
-- SHATTERING -> a d $ dosplint . muchWlDustAt wl outTo
-- CRUSHING -> a d dosplint
-- EXPLOSIVE -> a d dosplint
-- CUTTING -> a d dosplint
-- SPARKING -> a 0 id
-- FLAMING -> a 0 id
-- ELECTRICAL -> a 0 id
-- CONCUSSIVE -> a 0 dosplint
-- TORQUEDAM -> a 0 id
-- PUSHDAM -> a 0 id
-- POISONDAM -> a 0 id
-- ENTERREMENT -> a 0 id
-- where
-- mbl = do
-- blid <- wl ^? wlStructure . wsBlock
-- w ^? blocks . ix blid
-- d :: Int
-- d = max 1 $ maybe 1 (subtract 1 . _blHP) mbl
-- a :: Int -> (World -> World) -> World -> (World,Int)
-- a x f w' = (f w',x)
-- dosplint = maybe id splinterBlock mbl
-- sp = _dmFrom dm
-- p = _dmAt dm
-- outTo = p +.+ squashNormalizeV (sp -.- p)
-- pSparkCol = V4 5 1 0.5 2
-- lSparkCol = V4 20 (-5) 0 1