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