Files
loop/src/Dodge/Creature/Picture.hs
T
2022-05-21 21:53:49 +01:00

278 lines
8.6 KiB
Haskell

--{-# LANGUAGE TupleSections #-}
{- |
Drawing of creatures.
Takes into account damage etc. -}
module Dodge.Creature.Picture
( basicCrPict
, drawCrEquipment
, circLine
, picAtCrPos
, shapeAtCrPos
, picAtCrPosNoRot
) where
import Dodge.Data
--import Dodge.Base
import Dodge.Creature.Test
--import Dodge.Render.InfoBox
--import Dodge.Render.List
--import Dodge.Creature.AlertLevel.Data
--import Dodge.Picture.Layer
import Dodge.Clock
--import Dodge.Debug.Picture
import Picture
import Geometry
import Shape
import ShapePicture
--import Geometry.Vector3D
import Control.Lens
import qualified Data.IntMap.Strict as IM
import qualified Data.Vector as V
basicCrPict :: Color -- ^ Creature color
-> Creature
-> Configuration
-> World
-> SPic
basicCrPict col cr cfig w =
drawCrEquipment cr
<>
(basicCrShape col cr
, pictures $
targetingPic ++
[ creatureDisplayText cfig w cr
--, tr . rotdir $ _spPicture $ drawEquipment cr
]
)
where
targetingPic = IM.elems $ IM.mapMaybeWithKey f $ _crInv cr
f invid it = fmap (\g -> g invid it cr cfig w) (it ^? itTargeting . tgDraw)
drawCrEquipment :: Creature -> SPic
drawCrEquipment cr = uncurryV translateSPf (_crPos cr) (rotateSP (_crDir cr) $ drawEquipment cr)
shapeAtCrPos :: Shape -> Creature -> Configuration -> World -> SPic
shapeAtCrPos sh cr _ _ =
( uncurryV translateSHf (_crPos cr) $ rotateSH (_crDir cr) sh
, mempty
)
basicCrShape
:: Color -- ^ Creature color
-> Creature
-> Shape
basicCrShape col cr = tr . scaleSH (V3 crsize crsize crsize) $ mconcat
[ --rotdir . _spShape $ drawEquipment cr
rotdir . dm . translateSHz 20 $ scalp cr
, rotdir . dm $ upperBody col cr
, dm . rotmdir $ feet cr
]
where
crsize = 0.1 * _crRad cr
dm = damageModSH cr
tr = uncurryV translateSHf (_crPos cr)
rotdir = rotateSH (_crDir cr)
rotmdir = rotateSH (_crMvDir cr)
. colorSH (greyN 0.3)
creatureDisplayText :: Configuration -> World -> Creature -> Picture
creatureDisplayText cfig w cr
| not (_debug_cr_awareness cfig) = []
| otherwise
= setLayer DebugLayer
. setDepth 20
. translate x y
. color white
. rotate (0.5 * pi)
-- . rotate (argV v - 0.5 * pi)
. scale theScale theScale
. stackText
$ clockCycle 25 (V.fromList
[ \cr' -> [crDisplayAwake cr']
, \cr' -> [crDisplayAlert cr']
]
) w cr
where
campos = _cameraViewFrom w
theScale = 0.15 / _cameraZoom w
cpos = _crPos cr
v = cpos -.- campos
(V2 x y) = campos +.+ v +.+ _crRad cr *.* normalizeV v
crDisplayAlert :: Creature -> String
crDisplayAlert cr
| isSuspicious = "?"
| isCognizant = "!"
| otherwise = "."
where
imAwarenesses = _crAwarenessLevel (_crPerception cr)
isSuspicious = any f imAwarenesses && not (null imAwarenesses)
isCognizant = any g imAwarenesses && not (null imAwarenesses)
f (Suspicious _) = True
f _ = False
g (Cognizant _) = True
g _ = False
crDisplayAwake :: Creature -> String
crDisplayAwake = show . _crAwakeLevel . _crPerception
--crDisplayAwake cr = case _crAwakeLevel (_crPerception cr) of
-- Comatose -> "-"
-- Asleep -> "Z"
-- Lethargic -> "L"
-- Vigilant -> "V"
-- Overstrung -> "O"
--damageMod :: Creature -> Picture -> Picture
--damageMod cr pic = piercingMod $ bluntScale pic
-- where
-- cdir = _crDir cr
-- pastDams = _crPastDamage $ _crState cr
-- bluntDam :: Maybe Point2
-- bluntDam = find isBluntDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
-- bluntScale = case fmap argV bluntDam of
-- Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
-- _ -> id
-- isBluntDam Blunt{} = True
-- isBluntDam _ = False
-- piercingDam = find isPiercingDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
-- isPiercingDam Piercing{} = True
-- isPiercingDam _ = False
-- piercingMod = case fmap argV piercingDam of
-- Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
-- _ -> id
damageModSH :: Creature -> Shape -> Shape
damageModSH _ = id
feet :: Creature -> Shape
{-# INLINE feet #-}
feet cr = case cr ^? crStance . carriage of
Just (Walking sa LeftForward) -> mconcat
[ translateSHf ( f sa) off aFoot
, translateSHf (-f sa) (-off) aFoot
]
Just (Walking sa RightForward) -> mconcat
[ translateSHf (-f sa) off aFoot
, translateSHf ( f sa) (-off) aFoot
]
_ -> mconcat
[ translateSHf 0 off aFoot
, translateSHf 0 (-off) aFoot
]
where
aFoot :: Shape
aFoot = upperPrismPoly 10 $ polyCirc 3 4
off = 5
sLen = _strideLength $ _crStance cr
f i = 6 * fromIntegral (sLen - i) / fromIntegral sLen
arms :: Creature -> Shape
{-# INLINE arms #-}
arms cr
| oneH cr = shoulderSH . translateSHf 11 (-3) . rotateSH (-0.5) $ scaleSH (V3 1 1.5 1) aHand
| twists cr = shoulderSH . translateSHf 0 5 . rotateSH (-1) $ mconcat
[ translateSHf 12 4 aHand
, translateSHf 4 (-10) aHand
]
| twoFlat cr = waistSH $ translateSHf 4 8 aHand
<> translateSHf 4 (-8) aHand
| otherwise = case cr ^? crStance . carriage of
Just (Walking sa LeftForward) -> waistSH $ translateSHf (-f sa) (-off) aHand
Just (Walking sa RightForward) -> waistSH $ translateSHf (-f sa) off aHand
_ -> emptySH
where
aHand :: Shape
aHand = translateSHz (-4) . upperPrismPolyHalf 4 $ polyCirc 3 4
off = 8
sLen = _strideLength $ _crStance cr
f i = negate 2 + negate 6 * fromIntegral (sLen - i) / fromIntegral sLen
scalp :: Creature -> Shape
{-# INLINE scalp #-}
scalp cr
| twists cr = translateSHf 0 5 . rotateSH (-1) $ translateSHf (negate 2.5) 0.25 fhead
| oneH cr = rotateSH 0.5 $ translateSHf 2.5 0 fhead
| otherwise = translateSHf 2.5 0 fhead
where
fhead = colorSH (greyN 0.9) . upperPrismPolyHalf 5 $ polyCirc 4 5
crInStance :: AimStance -> Creature -> Bool
crInStance as cr = crIsAiming' cr -- || (_posture (_crStance cr) == Reloading && hasAmmo cr)
&& cr ^? crInv . ix (_crInvSel cr) . itUse . useAim . aimStance == Just as
--hasAmmo :: Creature -> Bool
--hasAmmo cr = case cr ^? crInv . ix (_crInvSel cr) . itConsumption . ammoLoaded of
-- Just x -> x > 0
-- _ -> False
oneH :: Creature -> Bool
oneH = crInStance OneHand
twoFlat :: Creature -> Bool
twoFlat = crInStance TwoHandFlat
twists :: Creature -> Bool
twists = crInStance TwoHandTwist
torso :: Creature -> Shape
{-# INLINE torso #-}
torso cr
| oneH cr = rotateSH 0.5 $ mconcat
[ translateSHf 0 3 . rotateSH (negate 0.2) $ aShoulder
, translateSHf 0 (negate 3) . rotateSH 0.2 $ aShoulder
]
| twists cr = translateSHf 0 5 . rotateSH (-1) $ mconcat
[ rotateSH (negate 0.2) . translateSHf 2 3 . rotateSH (negate 0.4) $ aShoulder
, rotateSH (negate 0.2) . translateSHf 0 (negate 3) . rotateSH 0.2 $ aShoulder
]
| otherwise = mconcat
[ translateSHf 0 3 . rotateSH (negate 0.2) $ aShoulder
, translateSHf 0 (negate 3) . rotateSH 0.2 $ aShoulder
]
where
--aShoulder = translateSHz (-10) . scaleSH (V3 0.5 1 1) . upperPrismPoly 10 $ polyCirc 3 crad
aShoulder = scaleSH (V3 10 10 1) baseShoulder
baseShoulder :: Shape
{-# INLINE baseShoulder #-}
baseShoulder = translateSHz (-10) . scaleSH (V3 0.5 1 1) . upperPrismPolyHalf 10 $ polyCirc 3 1
upperBody :: Color -> Creature -> Shape
{-# INLINE upperBody #-}
upperBody col cr = colorSH (light4 col) $ mconcat
[ arms cr
, shoulderSH $ torso cr
]
shoulderSH :: Shape -> Shape
shoulderSH = translateSHz 20
waistSH :: Shape -> Shape
waistSH = translateSHz 10
light4 :: Color -> Color
light4 = light . light . light . light
--drawAwakeLevel
-- :: Creature
-- -> Picture
--drawAwakeLevel cr = case cr ^? crAttentionDir of
-- Just (AttentiveTo [0]) -> setPos . color red $ circleSolid 5
-- _ -> setPos . color blue $ circleSolid 5
-- where
-- setPos = translate 0 (_crRad cr)
drawEquipment :: Creature -> SPic
{-# INLINE drawEquipment #-}
drawEquipment cr = foldMap f (_crInv cr)
where
f itm = _itEquipPict itm cr itm
circLine :: Float -> Picture
circLine x = line [V2 0 0,V2 x 0]
picAtCrPos :: Picture -> Creature -> Configuration -> World -> SPic
--{-# INLINE picAtCrPos #-}
picAtCrPos thePic cr _ _ = (,) emptySH $ tranRot (_crPos cr) (_crDir cr) thePic
picAtCrPosNoRot :: Picture -> Creature -> Configuration -> World -> SPic
--{-# INLINE picAtCrPos #-}
picAtCrPosNoRot thePic cr _ _ = (,) emptySH $ uncurryV translate (_crPos cr) thePic