Files
loop/src/Dodge/Projectile/Create.hs
T

84 lines
2.4 KiB
Haskell

module Dodge.Projectile.Create (
createShell,
PJStabiliser (..),
) where
import qualified Quaternion as Q
import Dodge.Data.Muzzle
import Data.Maybe
import Dodge.Data.World
import Dodge.Item.Location
import Geometry
import qualified IntMapHelp as IM
import LensHelp
import NewInt
data PJStabiliser
= StabOrthReduce
| StabSpinIncrease
-- assumes the mscreen is in your inventory
-- TODO take into account creature aimstance positioning
createShell ::
(Point3, Q.Quaternion Float) ->
Maybe (NewInt ItmInt) ->
Maybe (NewInt ItmInt) ->
Maybe PJStabiliser ->
ProjectileType ->
Payload ->
Muzzle ->
Creature ->
World ->
World
createShell (p,q) mdetonator mscreen stab pjtype payload muz cr w =
w
& updatescreen
& updatedetonator
& cWorld . lWorld . projectiles . at i
?~ Shell
{ _pjPos = pos
, _pjZ = 20
, _pjZVel = 5
, _pjVel = rotateV dir' (V2 speed 0) + crvelcomponent
, _pjID = i
, _pjDir = dir'
, _pjSpin = 0
, _pjPayload = payload
, _pjTimer = lifespan
, _pjBarrelSpin = bs
-- , _pjUpdates =
-- anyspin
, _pjType = pjtype
, _pjDetonatorID = mdetonator
, _pjScreenID = mscreen
}
where
crvelcomponent = case stab of
Just StabOrthReduce -> projV (cr ^. crPos - cr ^. crOldPos) (unitVectorAtAngle dir)
_ -> cr ^. crPos - cr ^. crOldPos
bs = case stab of
Just StabOrthReduce -> Nothing
Just StabSpinIncrease -> Just (_crID cr, 5)
_ -> Just (_crID cr, 2)
speed = case pjtype of
Grenade{} -> 4
Rocket{} -> 1
RetiredProjectile -> 0
lifespan = 350
updatedetonator = fromMaybe id $ do
screenid <- mdetonator
return $
pointerToItemID screenid . itUse . uaParams
. apProjectiles
.:~ i
updatescreen = fromMaybe id $ do
screenid <- mscreen
return $
pointerToItemID screenid . itUse . uaParams
. apProjectiles
.:~ i
i = IM.newKey $ w ^. cWorld . lWorld . projectiles
dir = _crDir cr + _mzRot muz
pos = _crPos cr + rotateV dir (xyV3 p + rotateV (argV (Q.qToV2 q)) (_mzPos muz))
dir' = dir + argV (Q.qToV2 q)