270 lines
9.9 KiB
Haskell
270 lines
9.9 KiB
Haskell
module Dodge.Creature.State
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( stateUpdate
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, doDamage
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) where
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import Dodge.Data
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import Dodge.Damage
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import Dodge.Hammer
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import Dodge.Reloading
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import Dodge.Prop.Gib
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import Dodge.Base
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import Dodge.Creature.State.WalkCycle
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import Dodge.Creature.Impulse.Movement
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import Dodge.Creature.Damage
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import Dodge.LightSource.Torch
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import Dodge.SoundLogic
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import RandomHelp
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import Dodge.WorldEvent
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import Dodge.Creature.Action
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import Geometry
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import Picture
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import Shape
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import ShapePicture
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import qualified IntMapHelp as IM
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import LensHelp
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foldCr :: [Creature -> World -> World]
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-> Creature -> World -> World
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--foldCr xs cr w = foldr ($ cr) w xs
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foldCr xs cr w = foldr f w xs
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where
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f g w' = case w' ^? creatures . ix (_crID cr) of
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Just cr' -> g cr' w'
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Nothing -> w'
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-- | this seems to work, but I am not sure about the ordering:
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-- previously, the movement was updated before the ai in order to correctly set the oldpos.
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-- This should be made more sensible: should the movement side effects apply to
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-- the creature before or after it has moved?
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-- at what point invSideEffects is applied wrt to when the creature moves
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-- may affect whether the shield moves correctly
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stateUpdate :: (Creature -> World -> World) -> Creature -> World -> World
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stateUpdate f = foldCr
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[ equipmentEffects
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, invSideEff
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, upInv -- upInv must be called before invSideEff 22.05.23
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, movementSideEff
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, f
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, internalUpdate
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, clearDamage -- these three
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, checkDeath -- must be in
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, doDamage -- this order 22/06/05
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]
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checkDeath :: Creature -> World -> World
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checkDeath cr w
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| _crHP cr > 0 = w
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| otherwise = w
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-- & creatures . at (_crID cr) .~ Nothing
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& dropByState cr
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& removecr
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& stopSoundFrom (CrWeaponSound (_crID cr) 0)
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& corpseOrGib cr
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where
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removecr
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| _crID cr == 0 = (creatures . ix (_crID cr) . crUpdate .~ const id)
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. (creatures . ix (_crID cr) . crType .~ DrawnCreature (const mempty))
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. (creatures . ix (_crID cr) . crHP .~ 0)
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-- hack to get around player creature being killed but left with more than 0 hp
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| otherwise = creatures . at (_crID cr) .~ Nothing
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corpseOrGib :: Creature -> World -> World
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corpseOrGib cr w = case maxDamageType (_csDamage (_crState cr)) of
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Just (FLAMING,_) -> w & plNew corpses cpID (thecorpse & cpPict %~ fmap scorchSPic)
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Just (ELECTRICAL,_) -> w & plNew corpses cpID thecorpse
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Just (POISONDAM,_) -> w & plNew corpses cpID (thecorpse & cpPict %~ fmap poisonSPic)
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_ | _crPastDamage cr > 200 -> w & addCrGibs cr
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& bloodPuddleAt cpos
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& bloodPuddleAt cpos
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& bloodPuddleAt cpos
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_ -> w
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& bloodPuddleAt cpos
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& bloodPuddleAt cpos
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& plNew corpses cpID thecorpse
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where
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cpos = _crPos cr
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thecorpse = Corpse
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{ _cpID = 0
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, _cpPos = _crPos cr
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, _cpDir = _crDir cr
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, _cpPict = _crCorpse cr cr
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, _cpRes = Nothing
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}
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scorchSPic :: SPic -> SPic
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scorchSPic = over _1 $
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overColSH (mixColors 0.9 0.1 black . normalizeColor)
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poisonSPic :: SPic -> SPic
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poisonSPic = over _1 $
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overColSH (mixColors 0.5 0.5 green . normalizeColor)
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--scorchSPic :: World -> SPic -> SPic
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--scorchSPic w sp = evalState (scorchSPic' sp) (_randGen w)
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--
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--scorchSPic' :: SPic -> State StdGen SPic
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--scorchSPic' = _1 $ overColSHM $ \col -> takeOne [col,black]
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---- (return . mixColorsLinear 0.9 0.1 black)
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bloodPuddleAt :: Point2 -> World -> World
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bloodPuddleAt p w = w
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& snd . plNewID decorations
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(color (dark $ dark red) . setDepth 01 . uncurryV translate (p +.+ q) $ circleSolid 10)
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& randGen .~ g
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where
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(q,g) = randInCirc 10 & runState $ _randGen w
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internalUpdate :: Creature -> World -> World
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internalUpdate cr = creatures . ix (_crID cr) %~
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( (crHammerPosition %~ moveHammerUp)
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. stepReloading
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. updateMovement
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)
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-- | Drop items according to the creature state.
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-- TODO make sure this doesn't mess up any ItemPosition
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dropByState :: Creature -> World -> World
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dropByState cr w = foldr (dropItem cr) w $ case cr ^. crState . csDropsOnDeath of
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DropAll -> IM.keys $ _crInv cr
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DropSpecific xs -> xs
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DropAmount n -> take n $ evalState (shuffle $ IM.keys $ _crInv cr) (_randGen w)
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clearDamage :: Creature -> World -> World
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clearDamage cr w = w
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& creatures . ix (_crID cr) . crState . csDamage .~ []
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doDamage :: Creature -> World -> World
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doDamage cr w = w
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& applyPastDamages cr
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& applyCreatureDamage dams cr
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where
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dams = _csDamage $ _crState cr
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-- TODO generalise shake to arbitrary damage amounts
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applyPastDamages :: Creature -> World -> World
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applyPastDamages cr w
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| _crPastDamage cr > 200 = let (p,g) = runState (randInCirc 3) (_randGen w)
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in w & creatures . ix (_crID cr) %~ (crMvBy p . (crPastDamage -~ 100))
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& randGen .~ g
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| _crPastDamage cr > 20 = let (p,g) = runState (randInCirc 2) (_randGen w)
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in w & creatures . ix (_crID cr) %~ (crMvBy p . (crPastDamage -~ 10))
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& randGen .~ g
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| _crPastDamage cr > 0 = let (p,g) = runState (randInCirc 1) (_randGen w)
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in w & creatures . ix (_crID cr) %~ (crMvBy p . (crPastDamage -~ 1))
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& randGen .~ g
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| otherwise = w
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movementSideEff :: Creature -> World -> World
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movementSideEff cr w
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| hasJetPack = case cr ^? crStance . carriage of
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Just (Boosting v) -> w
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& randGen .~ g
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& makeFlamelet
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(oldPos +.+ (_crRad cr + 3) *.* unitVectorAtAngle (_crDir cr + pi))
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20
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(momentum +.+ 1 *.* rotateV randDir (vInverse v))
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1
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20
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_ -> w
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| otherwise = footstepSideEffect cr w
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where
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hasJetPack = any (\it -> it ^? itType . iyBase == Just (EQUIP JETPACK)) $ _crInv cr
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oldPos = _crOldPos cr
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momentum' = 0.97 *.* (_crPos cr -.- _crOldPos cr)
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momentum'' | magV momentum' > 3 = 3 *.* normalizeV momentum'
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| otherwise = momentum'
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momentum = momentum'' +.+ 0.01 *.* unitVectorAtAngle randAng
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(randDir,g) = randomR (-0.5,0.5) $ _randGen w
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(randAng,_) = randomR (0,2*pi) $ _randGen w
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useUpdate :: ItemUse -> ItemUse
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useUpdate = (useHammer %~ moveHammerUp)
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. (useDelay . warmTime %~ decreaseToZero)
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. (useDelay . rateTime %~ decreaseToZero)
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useEquipment :: Creature -> Int -> World -> World
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useEquipment cr i = _eqUse (_eqEq $ _itUse itm) itm cr
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where
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itm = _crInv cr IM.! i
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-- a map updating all inventory items
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upInv :: Creature -> World -> World
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upInv cr = creatures . ix (_crID cr) . crInv %~ IM.mapWithKey (itemUpdate cr)
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-- a loop going over equipped items
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equipmentEffects :: Creature -> World -> World
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equipmentEffects cr = flip (foldr $ useEquipment cr) (IM.keys $ _crInvEquipped cr)
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-- a loop going over all inventory items
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invSideEff :: Creature -> World -> World
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invSideEff cr w = weaponReloadSounds cr $ IM.foldrWithKey f w (_crInv cr)
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where
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f i it w' = itemInvSideEffect cr it
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$ doItemTargeting i cr w' & maybe id (\g -> g it cr) (it ^? itEffect . ieInv)
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itemInvSideEffect :: Creature -> Item -> World -> World
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itemInvSideEffect cr it
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| hastorchattach = createAttachLight cr it
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| otherwise = id
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where
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hastorchattach = it ^? itType . iyModules . ix ModHeldAttach == Just ATTACHTORCH && _itIsHeld it
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createAttachLight :: Creature -> Item -> World -> World
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createAttachLight cr it = createTorchLightOffset cr it attachoff
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where
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attachoff = it ^?! itDimension . dimAttachPos
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itemUpdate :: Creature -> Int -> Item -> Item
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itemUpdate cr i
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| i == crSel cr = baseupdate True
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| otherwise = baseupdate False
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where
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baseupdate bool = updateAutoRecharge . (itUse %~ useUpdate)
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. (itPos .~ InInv (_crID cr) i)
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. (itIsHeld .~ bool)
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updateAutoRecharge :: Item -> Item
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updateAutoRecharge it = case _itConsumption it of
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AutoRecharging l m t p
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| l < m && p <= 0 -> it & itConsumption .~ AutoRecharging (l+1) m t t
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| l < m -> it & itConsumption . arProgress -~ 1
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_ -> it
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doItemTargeting :: Int -> Creature -> World -> World
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doItemTargeting invid cr w = case cr ^? crInv . ix invid . itTargeting of
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Nothing -> w
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Just NoTargeting -> w
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Just t -> let (w',t') = _tgUpdate t (_crInv cr IM.! invid) cr w t
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in w' & creatures . ix (_crID cr) . crInv . ix invid . itTargeting .~ t'
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weaponReloadSounds :: Creature -> World -> World
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weaponReloadSounds cr w = case cr ^? crInvSel . iselAction of
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Just ReloadAction{_reloadAction = la} -> soundContinue
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(CrReloadSound cid) (_crPos cr) (_actionSound la) (Just 1) w
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_ -> w
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-- PassiveReload stype | Just (_laReloadTime am) == am ^? laTransfer . transferTime
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-- -> soundContinue (CrReloadSound 0) (_crPos cr) stype Nothing w
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-- PassiveReload _ -> w
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-- ActiveClear | am ^? laTransfer . transferTime == Just 0 -> stopSoundFrom (CrReloadSound cid) w
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-- ActiveClear | _laTransfer am == NoTransfer -> w
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-- ActiveClear -> soundContinue (CrReloadSound cid) (_crPos cr) reloadS (Just 1) w
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-- ActivePartial{} | am ^? laTransfer . transferTime == Just 0 -> stopSoundFrom (CrReloadSound cid) w
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-- ActivePartial{} | _laTransfer am == NoTransfer -> w
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-- ActivePartial{} -> soundContinue (CrReloadSound cid) (_crPos cr) reloadS (Just 1) w
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-- Just ChargeableAmmo {} -> w
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-- Just NoConsumption {} -> w
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-- Just ItemItselfConsumable {} -> w
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-- Nothing -> w
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where
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cid = _crID cr
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updateMovement :: Creature -> Creature
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updateMovement cr
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| isFrictionless cr = over crPos (+.+ momentum) cr
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| otherwise = updateWalkCycle cr
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where
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momentum' = 0.98 *.* (_crPos cr -.- _crOldPos cr)
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momentum'' | magV momentum' > 1 = 1 *.* normalizeV momentum'
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| otherwise = momentum'
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momentum = momentum''
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isFrictionless :: Creature -> Bool
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isFrictionless cr = case cr ^? crStance . carriage of
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Just (Boosting _) -> True
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Just Floating -> True
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_ -> False
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