Files
loop/src/Dodge/Item/Weapon.hs
T
2021-04-26 12:03:22 +02:00

1894 lines
76 KiB
Haskell

{-# LANGUAGE BangPatterns #-}
module Dodge.Item.Weapon
( module Dodge.Item.Weapon
)
where
import Dodge.Data
import Dodge.Base
import Dodge.SoundLogic
import Dodge.Creature.Action
import Dodge.RandomHelp
import Dodge.WorldEvent
import Dodge.Debug
import Dodge.WallCreatureCollisions
import Dodge.Default
import Dodge.Item.Draw
import Dodge.Item.Weapon.Bullet
import Dodge.Item.Weapon.InventoryDisplay
import Dodge.Item.Weapon.TriggerType
import Dodge.Item.Weapon.Recock
import Geometry
import Picture
import Data.List
import Data.Char
import Data.Maybe
import Data.Function
import qualified Data.ByteString as B
import Control.Lens
import Control.Applicative
import Control.Monad.State
import Control.Monad
import qualified SDL as SDL
--import qualified Graphics.UI.SDL.Mixer as Mix
import System.Random
import qualified Data.Set as S
import qualified Data.IntMap.Strict as IM
import qualified Data.Map as M
import Foreign.ForeignPtr
import Control.Concurrent
-- }}}
pistol,lasGun,tractorGun,launcher,autoGun
,teslaGun
,spreadGun
,multGun
-- ,shatterGun
,longGun,flamer,blinkGun,forceFieldGun :: Item
pistol = Weapon
{ _itName = "PISTOL"
, _itIdentity = Pistol
, _wpMaxAmmo = 15
, _wpLoadedAmmo = 15
, _wpReloadTime = 40
, _wpReloadState = 0
, _wpFireRate = 8
, _wpFireState = 0
, _wpFire = shootWithSound 0
. withRandomDir 0.1
. withMuzFlare
. withVelWthHiteff (30,0) 2
$ destroyOnImpact bulHitCr' bulHitWall' bulHitFF'
, _wpSpread = 0.02
, _wpRange = 20
, _itHammer = HammerUp
, _itFloorPict = onLayer FlItLayer $ color green $ polygon $ rectNESW 3 3 (-3) (-3)
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 1
, _itAimingRange = 0
, _itZoom = defaultItZoom
, _itEquipPict = drawWeapon $ color green $ polygon $ rectNESW 3 3 (-3) (-3)
, _itScrollUp = const id
, _itScrollDown = const id
, _itAttachment = Nothing
, _itID = Nothing
, _itEffect = wpRecock
, _itInvDisplay = basicWeaponDisplay
, _itInvColor = white
}
defaultGun = pistol
defaultAutoGun = autoGun {_itScrollUp = const id
, _itScrollDown = const id, _itInvDisplay = basicWeaponDisplay}
effectGun :: String -> (Int -> World -> World) -> Item
effectGun name eff = defaultGun
{ _itName = name ++ "Gun"
, _wpFire = eff
}
autoEffectGun :: String -> (Int -> World -> World) -> Item
autoEffectGun name eff = defaultAutoGun
{ _itName = name ++ "Gun"
, _wpFire = eff
}
autoGun = defaultGun
{ _itName = "AUTOGUN"
, _itIdentity = AutoGun
, _wpMaxAmmo = 30
, _wpLoadedAmmo = 30
, _wpReloadTime = 80
, _wpReloadState = 0
, _wpFireRate = 6
, _wpFireState = 0
, _wpFire = autoFireMode
, _wpSpread = autogunSpread
, _wpRange = 20
, _itHammer = NoHammer
-- , _itHammer = HammerUp
, _itFloorPict = onLayer FlItLayer $ color red $ pictures [polygon [(-4,-4),(-4,4),(4,4),(4,-4)]]
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 0.4
, _itAimingRange = 1
, _itZoom = defaultItZoom {_itAimZoomFac = 1.5}
, _itEquipPict = drawWeapon $ color red $ polygon $ rectNESW 4 4 (-4) (-4)
, _itEffect = NoItEffect
, _itAttachment = Just $ ItMode 0
, _itScrollUp = incMode
, _itScrollDown = incMode
, _itInvDisplay = displayAutoGun
}
autoFireMode = shootWithSound (fromIntegral autoGunSound)
. torqueBefore 0.05
$ autoGunNonTwistEff
singleFireMode = shootWithSound (fromIntegral autoGunSound)
. torqueAfter 0.03
$ autoGunNonTwistEff
autoGunNonTwistEff = withRecoil 40
. withRandomDir (autogunSpread/2)
. withMuzFlare
. withVelWthHiteff (50,0) 3
$ destroyOnImpact bulHitCr' bulHitWall' bulHitFF'
incMode :: Int -> World -> World
incMode _ w
= case newMode of
0 -> w & creatures . ix 0 . crInv . ix itRef . itAttachment . _Just . itMode .~ 0
& creatures . ix 0 . crInv . ix itRef . itHammer .~ NoHammer
& creatures . ix 0 . crInv . ix itRef . itEffect .~ NoItEffect
& creatures . ix 0 . crInv . ix itRef . wpFire .~ autoFireMode
1 -> w & creatures . ix 0 . crInv . ix itRef . itAttachment . _Just . itMode .~ 1
& creatures . ix 0 . crInv . ix itRef . itHammer .~ HammerUp
& creatures . ix 0 . crInv . ix itRef . itEffect .~ wpRecock
& creatures . ix 0 . crInv . ix itRef . wpFire .~ singleFireMode
where itRef = fromMaybe (-2) $ w ^? creatures . ix 0 . crInvSel
oldMode = w ^? creatures . ix 0 . crInv . ix itRef . itAttachment . _Just . itMode
newMode = fromMaybe 1 $ fmap f oldMode
f x = mod (x+1) 2
decMode :: Int -> World -> World
decMode _ w = w & creatures . ix 0 . crInv . ix itRef . itAttachment . _Just . itMode %~ f
& creatures . ix 0 . crInv . ix itRef . itName .~ "AUTOGUN" ++ g newMode
where itRef = fromMaybe (-2) $ w ^? creatures . ix 0 . crInvSel
oldMode = w ^? creatures . ix 0 . crInv . ix itRef . itAttachment . _Just . itMode
newMode = fromMaybe 1 $ fmap f oldMode
f x = mod (x-1) 2
g 1 = "-S"
g 2 = "-B"
g 0 = "-A"
rezGun = defaultGun
{ _itName = "REANIMATOR"
, _wpMaxAmmo = 50
, _wpLoadedAmmo = 50
, _wpReloadTime = 80
, _wpReloadState = 0
, _wpFireRate = 0
, _wpFireState = 0
, _wpFire = shoot aTeslaArc
, _wpSpread = 0.001
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color chartreuse $ pictures [polygon $ rectNESW 7 3 1 (-3)
,polygon $ rectNESW (-1) 3 (-7) (-3)
]
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 0.4
, _itAimingRange = 0
, _itEquipPict = drawWeapon $ color chartreuse $ pictures [polygon $ rectNESW 7 3 1 (-3)
,polygon $ rectNESW (-1) 3 (-7) (-3)
]
}
teslaGun = defaultAutoGun
{ _itName = "TESLA"
, _itIdentity = TeslaGun
, _wpMaxAmmo = 200
, _wpLoadedAmmo = 200
, _wpReloadTime = 80
, _wpReloadState = 0
, _wpFireRate = 0
, _wpFireState = 0
, _wpFire = shoot aTeslaArc
, _wpSpread = 0.001
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color blue $ pictures [polygon $ rectNESW 7 3 1 (-3)
,polygon $ rectNESW (-1) 3 (-7) (-3)
]
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 0.4
, _itZoom = defaultItZoom
, _itAimingRange = 0
, _itEquipPict = drawWeapon $ color blue $ pictures [polygon $ rectNESW 7 3 1 (-3)
,polygon $ rectNESW (-1) 3 (-7) (-3)
]
}
lasGun = defaultAutoGun
{ _itName = "LASGUN ////"
, _itIdentity = LasGun
, _wpMaxAmmo = 200
, _wpLoadedAmmo = 200
, _wpReloadTime = 80
, _wpReloadState = 0
, _wpFireRate = 0
, _wpFireState = 0
, _wpFire = shoot aLaser
, _wpSpread = 0.001
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color blue $ polygon $ rectNESW 3 3 (-3) (-3)
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 0.4
, _itAimingRange = 1
, _itEquipPict = drawWeapon $ color blue $ polygon $ rectNESW 3 3 (-3) (-3)
, _itAttachment = Just $ ItPhaseV 1
, _itScrollUp = incPhaseV
, _itScrollDown = decPhaseV
, _itInvDisplay = displayLasGun
}
incPhaseV :: Int -> World -> World
incPhaseV _ w = w & creatures . ix 0 . crInv . ix itRef . itAttachment . _Just . itPhaseV %~ f
where itRef = fromMaybe (-2) $ w ^? creatures . ix 0 . crInvSel
oldPhaseV = w ^? creatures . ix 0 . crInv . ix itRef . itAttachment . _Just . itPhaseV
newPhaseV = fromMaybe 1 $ fmap f oldPhaseV
f 0.2 = 1
--f 0.5 = 1
f 1 = 5
--f 2 = 5
f 5 = 5
decPhaseV :: Int -> World -> World
decPhaseV _ w = w & creatures . ix 0 . crInv . ix itRef . itAttachment . _Just . itPhaseV %~ f
where itRef = fromMaybe (-2) $ w ^? creatures . ix 0 . crInvSel
oldPhaseV = w ^? creatures . ix 0 . crInv . ix itRef . itAttachment . _Just . itPhaseV
newPhaseV = fromMaybe 1 $ fmap f oldPhaseV
f 0.2 = 0.2
--f 0.5 = 0.2
f 1 = 0.2
--f 2 = 1
f 5 = 1
forceFieldGun = defaultGun
{ _itName = "FORCEFIELD"
, _itIdentity = ForceFieldGun
, _wpMaxAmmo = 100
, _wpLoadedAmmo = 100
, _wpReloadTime = 40
, _wpReloadState = 0
, _wpFireRate = 10
, _wpFireState = 0
, _wpFire = forceFieldFire
, _wpSpread = 0.02
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ polygon [(-4,-4),(-4,4),(4,4),(4,0),(0,0),(0,-4)]
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 0.4
, _itAimingRange = 0.5
}
-- grapGun = defaultGun
-- { _itName = "grapGun"
-- , _itIdentity = GrapGun
-- , _wpMaxAmmo = 1
-- , _wpLoadedAmmo = 1
-- , _wpReloadTime = 40
-- , _wpReloadState = 0
-- , _wpFireRate = 10
-- , _wpFireState = 0
-- , _wpFire = grapFire
-- , _wpSpread = 0.002
-- , _wpRange = 20
-- , _wpIsAuto = False
-- , _itFloorPict = onLayer FlItLayer $ polygon [(-4,-4),(-4,4),(4,4),(4,0),(0,0),(0,-4)]
-- , _itAmount = 1
-- , _itMaxStack = 1
-- , _itAimingSpeed = 1
-- , _itAimingRange = 0.5
-- }
tractorGun = defaultAutoGun
{ _itName = "TRACTORGUN"
, _itIdentity = TractorGun
, _wpMaxAmmo = 10000
, _wpLoadedAmmo = 10000
, _wpReloadTime = 40
, _wpReloadState = 0
, _wpFireRate = 0
, _wpFireState = 0
, _wpFire = shoot $ aTractorBeam 0
, _wpSpread = 0.00001
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color blue $ pictures [polygon $ rectNESW 1.5 6 (-1.5) 0 ]
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 0.4
, _itAimingRange = 0.5
, _itEquipPict = drawWeapon $ color blue $ pictures [polygon $ rectNESW 1.5 6 (-1.5) 0 ]
}
launcher = defaultGun
{ _itName = "ROCKO"
, _itIdentity = Launcher
, _wpMaxAmmo = 30
, _wpLoadedAmmo = 30
, _wpReloadTime = 80
, _wpReloadState = 0
, _wpFireRate = 20
, _wpFireState = 0
, _wpFire = shootWithSound (fromIntegral launcherSound) $ aRocketWithPayload makeExplosionAt
, _wpSpread = 0.02
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color cyan $ polygon $ rectNESW 5 5 (-5) (-5)
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 0.2
, _itAimingRange = 0.5
, _itEquipPict = drawWeapon $ color cyan $ polygon $ rectNESW 5 5 (-5) (-5)
, _itHammer = NoHammer
, _itEffect = NoItEffect
}
flameLauncher = launcher
{ _itName = "FLROCKO"
, _wpFire = shootWithSound (fromIntegral launcherSound) $ aRocketWithPayload makeFlameExplosionAt
}
poisonLauncher = launcher
{ _itName = "POISROCK"
, _wpFire = shootWithSound (fromIntegral launcherSound) $ aRocketWithPayload makePoisonExplosionAt
}
teslaLauncher = launcher
{ _itName = "TESLROCK"
, _wpFire = shootWithSound (fromIntegral launcherSound) $ aRocketWithPayload makeTeslaExplosionAt
}
bezierGun = defaultAutoGun
{ _itName = "B-GUN"
, _wpFire = maybeSetTarget $ \p -> shootWithSound 0
. withMuzFlare
. withRecoil 40
. torqueBefore 0.05 -- I believe that this doesn't affect
$ shootBezier p -- <- the start point
, _itAttachment = Nothing
, _itScrollUp = removeItAttachment 0
, _itScrollDown = removeItAttachment 0
, _itHammer = HammerUp
, _itEffect = bezierRecock
, _itZoom = defaultItZoom
, _itAimingRange = 0
}
maybeSetTarget :: (Point2 -> Int -> World -> World) -> Int -> World -> World
maybeSetTarget f cid w = case join $ w ^? creatures . ix cid . crInv . ix itRef . itAttachment of
Just (ItTargetPos targetp)
-> f targetp cid w
_ -> w & creatures . ix cid . crInv . ix itRef . itAttachment .~ Just (ItTargetPos mp)
where
mp = mouseWorldPos w
cr = _creatures w IM.! cid
itRef = _crInvSel cr
shootBezier :: Point2 -> Int -> World -> World
shootBezier targetp cid w = over particles' (theBullet :) w
where
theBullet = aCurveBulAt
(Just cid)
white
startp
(controlp +.+ randPos)
(targetp +.+ randPos')
(destroyOnImpact bulHitCr' bulHitWall' bulHitFF')
5
controlp = mouseWorldPos w
cr = _creatures w IM.! cid
dir = _crDir cr
startp = _crPos cr +.+ rotateV dir (_crRad cr + 1,0)
(randPos,randPos') = flip evalState (_randGen w)
$ do a <- randInCirc 10
b <- randInCirc 20
return (a,b)
removeItAttachment :: Int -> Int -> World -> World
removeItAttachment i _ w = w & creatures . ix i . crInv . ix itRef . itAttachment .~ Nothing
where cr = _creatures w IM.! i
itRef = _crInvSel cr
remoteLauncher = defaultGun
{ _itName = "ROCKO-REM"
, _itIdentity = RemoteLauncher
, _wpMaxAmmo = 1
, _wpLoadedAmmo = 1
, _wpReloadTime = 80
, _wpReloadState = 0
, _wpFireRate = 10
, _wpFireState = 0
, _wpFire = fireRemoteLauncher
, _wpSpread = 0.02
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color cyan $ polygon $ rectNESW 5 5 (-5) (-5)
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 0.2
, _itAimingRange = 0.5
, _itEquipPict = drawWeapon $ color cyan $ polygon $ rectNESW 5 5 (-5) (-5)
, _itAttachment = Just $ ItScope (0,0) 0 1 True
}
hvAutoGun = defaultAutoGun
{ _itName = "AUTO-HV"
, _itIdentity = HvAutoGun
, _wpMaxAmmo = 100
, _wpLoadedAmmo = 100
, _wpReloadTime = 200
, _wpReloadState = 0
, _wpFireRate = 25
, _wpFireState = 0
, _wpFire = rateIncAB 24 10 (torqueBeforeForced 0.1 mkHvBul)
$ torqueAfter 0.2 mkHvBul
, _wpSpread = autogunSpread
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color orange $ polygon $ rectNESW 5 5 (-5) (-5)
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 0.2
, _itAimingRange = 1
, _itEquipPict = drawWeapon $ color orange $ polygon $ rectNESW 5 5 (-5) (-5)
}
where mkHvBul = withSound (fromIntegral longGunSound)
. withThinSmoke
. withMuzFlare
. withVelWthHiteff (80,0) 6
$ penWalls
hvBulHitCr' hvBulHitWall' bulHitFF'
ltAutoGun = defaultAutoGun
{ _itName = "AUTO-LT"
, _itIdentity = LtAutoGun
, _wpMaxAmmo = 25
, _wpLoadedAmmo = 25
, _wpReloadTime = 80
, _wpReloadState = 0
, _wpFireRate = 4
, _wpFireState = 0
, _wpFire = shootWithSound 0 . withRandomDir 0.3 . withSidePush 50
. withMuzFlare $ withVelWthHiteff (30,0) 2 bulletEffect'
, _wpSpread = 0.5
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color green $ pictures [polygon $ rectNSWE 4 (-4) (-4) 0
,circleSolid 4
]
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 1
, _itAimingRange = 0
, _itZoom = defaultItZoom
, _itEquipPict = drawWeapon $ color green $ pictures [polygon $ rectNSWE 4 (-4) (-4) 0
,circleSolid 4
]
}
miniGun = defaultAutoGun
{ _itName = "MINI-G"
, _itIdentity = MiniGun
, _wpMaxAmmo = 150
, _wpLoadedAmmo = 150
, _wpReloadTime = 200
, _wpReloadState = 0
, _wpFireRate = 2
, _wpFireState = 0
, _wpFire = withWarmUp 50 . torqueBefore 0.03 . withSidePush 50 . withRecoil 15
. withRandomDir 0.1
. withRandomOffset 9
. withMuzFlare
. withVelWthHiteff (30,0) 2
$ destroyOnImpact bulBounceArmCr' bulHitWall' bulHitFF'
, _wpSpread = autogunSpread
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color red $ polygon $ rectNESW 9 5 (-9) (-5)
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 0.4
, _itAimingRange = 1
, _itEquipPict = drawWeapon $ color red $ polygon $ rectNESW 9 5 (-9) (-5)
}
spreadGun = defaultGun
{ _itName = "SPREAD"
, _itIdentity = SpreadGun
, _wpMaxAmmo = 5
, _wpLoadedAmmo = 5
, _wpReloadTime = 80
, _wpReloadState = 0
, _wpFireRate = 20
, _wpFireState = 0
, _wpFire = shootWithSound (fromIntegral shotgunSound)
. withRecoil 100
. withMuzFlare
$ spreadNumVelWthHiteff spreadGunSpread 9 (30,0) 2 bulletEffect'
, _wpSpread = spreadGunSpread
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ color green $ pictures [ polygon [(-3,0),(3,6),(3,-6)]
]
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 1
, _itAimingRange = 0
, _itEquipPict = drawWeapon $ color green $ pictures [ polygon [(-3,0),(3,6),(3,-6)]
]
}
-- shatterGun = defaultGun
-- { _itName = "shatterGun"
-- , _itIdentity = ShatterGun
-- , _wpMaxAmmo = 50
-- , _wpLoadedAmmo = 50
-- , _wpReloadTime = 80
-- , _wpReloadState = 0
-- , _wpFireRate = 40
-- , _wpFireState = 0
-- , _wpFire = shatterGunFire
-- , _wpSpread = 3.14
-- , _wpRange = 20
-- , _wpIsAuto = False
-- , _itFloorPict = polygon [(-4,-4),(-4,4),(4,4),(4,0),(0,0),(0,-4)]
-- , _itAmount = 1
-- , _itMaxStack = 1
-- , _itAimingSpeed = 1
-- , _itAimingRange = 0.5
-- }
multGun = defaultGun
{ _itName = "MULTGUN"
, _itIdentity = MultGun
, _wpMaxAmmo = 2
, _wpLoadedAmmo = 2
, _wpReloadTime = 40
, _wpReloadState = 0
, _wpFireRate = 20
, _wpFireState = 0
, _wpFire = shootWithSound (fromIntegral shotgunSound)
. withRecoil 200
. withMuzFlare
$ numVelWthHitEff 5 (50,0) 5 bulletEffect'
, _wpSpread = spreadGunSpread
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ multGunPic
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 0.4
, _itAimingRange = 1
, _itZoom = defaultItZoom {_itAimZoomFac = 1.5}
, _itEquipPict = drawWeapon $ multGunPic
}
where multGunPic = color red $ pictures
[ polygon $ rectNSEW 12 8 2 (-2)
, polygon $ rectNSEW 7 3 2 (-2)
, polygon $ rectNSEW 2 (-2) 2 (-2)
, polygon $ rectNSEW (-3) (-7) 2 (-2)
, polygon $ rectNSEW (-8) (-12) 2 (-2)
, polygon [(-1.5,12),(-2,12),(-2,-12),(-1.5,-12)]
]
longGun = defaultGun
{ _itName = "LONGGUN"
, _itIdentity = LongGun
, _wpMaxAmmo = 1
, _wpLoadedAmmo = 1
, _wpReloadTime = 80
, _wpReloadState = 0
, _wpFireRate = 100
, _wpFireState = 0
, _wpFire = shootWithSound (fromIntegral longGunSound)
. withThickSmoke
. torqueAfter 0.05
. withMuzFlare
. withVelWthHiteff (60,0) 6
$ penWalls hvBulHitCr' hvBulHitWall' bulHitFF'
, _wpSpread = 0.0
, _wpRange = 200
, _itFloorPict = onLayer FlItLayer $ pictures [color orange $ polygon $ rectNESW 3 6 (-3) (-6) ]
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 0.2
, _itAimingRange = 1
, _itZoom = defaultItZoom {_itAimZoomMax = 0.5, _itAimZoomMin = 0.5}
, _itEquipPict = drawWeapon $ pictures [color orange $ polygon $ rectNESW 3 6 (-3) (-6) ]
, _itScrollUp = startZoomInLongGun
, _itScrollDown = startZoomOutLongGun
, _itAttachment = Just $ ItScope (0,0) 0 1 False
, _itEffect = itemLaserScopeEffect
}
startZoomInLongGun :: Int -> World -> World
startZoomInLongGun _ w = w & creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
. itAttachment . _Just . scopeZoomChange %~ \x -> max 5 (x + 5)
startZoomOutLongGun :: Int -> World -> World
startZoomOutLongGun _ w = w & creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
. itAttachment . _Just . scopeZoomChange %~ \x -> min (-5) (x-5)
-- (\x -> - 10)
poisonSprayer = defaultAutoGun
{ _itName = "POISON"
, _itIdentity = PoisonSprayer
, _wpMaxAmmo = 500
, _wpLoadedAmmo = 500
, _wpReloadTime = 100
, _wpReloadState = 0
, _wpFireRate = 0
, _wpFireState = 0
, _wpFire = shoot $ aGasCloud
, _wpSpread = flamerAngle
, _wpRange = 8
, _itFloorPict = onLayer FlItLayer $ color yellow $ polygon $ rectNESW 4 4 (-4) (-4)
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 0.2
, _itAimingRange = 0
, _itZoom = defaultItZoom
, _itEquipPict = drawWeapon $ color yellow $ polygon $ rectNESW 4 4 (-4) (-4)
}
flamer = defaultAutoGun
{ _itName = "FLAMER"
, _itIdentity = Flamethrower
, _wpMaxAmmo = 250
, _wpLoadedAmmo = 250
, _wpReloadTime = 100
, _wpReloadState = 0
, _wpFireRate = 0
, _wpFireState = 0
, _wpFire = shoot $ aFlame 0
, _wpSpread = flamerAngle
, _wpRange = 8
, _itFloorPict = onLayer FlItLayer $ color yellow $ polygon $ rectNESW 4 4 (-4) (-4)
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 0.5
-- , _itAimingSpeed = 1
-- , _itAimingSpeed = 0.2
, _itAimingRange = 0
, _itZoom = defaultItZoom {_itAimZoomMax = 5, _itAimZoomMin = 1.5}
, _itEquipPict = drawWeapon $ color yellow $ polygon $ rectNESW 4 4 (-4) (-4)
, _itAttachment = Nothing
}
blinkGun = defaultGun
{ _itName = "BLINKER"
, _itIdentity = Blinker
, _wpMaxAmmo = 100
, _wpLoadedAmmo = 100
, _wpReloadTime = 20
, _wpReloadState = 0
, _wpFireRate = 0
, _wpFireState = 0
, _wpFire = shoot aSelf
, _wpSpread = 0.05
, _wpRange = 20
, _itFloorPict = onLayer FlItLayer $ polygon [(-2,-2),(-2,2),(2,2),(2,0),(0,0),(0,-2)]
, _itAmount = 1
, _itMaxStack = 1
, _itAimingSpeed = 1
, _itAimingRange = 0
}
aTeslaArc :: Int -> World -> World
aTeslaArc cid w = aTeslaArc' cid
$ soundFrom (CrWeaponSound cid) 25 1 0 w
aTeslaArc' :: Int -> World -> World
aTeslaArc' cid w =
teslaGunFlashAt (pos +.+ 5 *.* unitVectorAtAngle dir)
$ over projectiles (IM.insert i (makeTeslaArcAt i pos dir))
$ set randGen g w
where cr = (_creatures w IM.! cid)
i = newProjectileKey w
pos = _crPos cr +.+ ((_crRad cr +1) *.* unitVectorAtAngle dir)
+.+ sideOffset *.* vNormal (unitVectorAtAngle dir)
(sideOffset,g) = randomR (-5,5) $ _randGen w
dir = _crDir cr
aLaser :: Int -> World -> World
aLaser cid w = over particles' ( (:) (makeLaserAt phaseV pos dir (Just cid)))
$ soundFrom LasSound 24 1 0
$ laserGunFlashAt (pos +.+ 5 *.* unitVectorAtAngle dir)
w
where cr = (_creatures w IM.! cid)
i = newProjectileKey w
pos = _crPos cr +.+ ((_crRad cr +3) *.* unitVectorAtAngle dir)
dir = _crDir cr
phaseV = fromMaybe 1 $ cr ^? crInv . ix j . itAttachment . _Just . itPhaseV
j = _crInvSel cr
aTractorBeam :: Int -> Int -> World -> World
aTractorBeam col cid w
= set (creatures . ix cid . crInv . ix itRef . wpFire)
(shoot $ aTractorBeam ((col + 1) `mod` 10))
$ over projectiles (IM.insert i (tractorBeamAt col i pos dir)) w
where i = newProjectileKey w
cr = (_creatures w IM.! cid)
pos = _crPos cr +.+ ((_crRad cr +10) *.* unitVectorAtAngle dir)
dir = _crDir cr
itRef = _crInvSel cr
aRocketWithPayload
:: (Point2 -> World -> World)
-- ^ Payload
-> Int -- ^ Creature id
-> World
-> World
aRocketWithPayload pl cid w = over projectiles (IM.insert i theShell) w
where
i = newProjectileKey w
cr = (_creatures w IM.! cid)
pos = _crPos cr +.+ ((_crRad cr +1) *.* unitVectorAtAngle dir)
dir = _crDir cr
theShell = makeShellAt pl i cid pos dir
makeShellAt
:: (Point2 -> World -> World)
-- ^ Payload
-> Int -- ^ Projectile id
-> Int -- ^ Creature id
-> Point2 -- ^ Start position
-> Float -- ^ Direction
-> Projectile
makeShellAt pl i cid pos dir = Shell
{ _pjPos = pos
, _pjStartPos = pos
, _pjVel = rotateV dir (1,0)
, _pjPict = blank
, _pjID = i
, _pjUpdate = moveShell 50 i cid 0 (rotateV dir (3,0))
, _pjPayload = pl
}
moveShell
:: Int -- ^ Timer (frames)
-> Int -- ^ Projectile id
-> Int -- ^ Creature id
-> Float -- ^ Rotation
-> Point2 -- ^ Acceleration
-> World -> World
moveShell time i cid rot accel w
| time > 40 = if circOnSomeWall oldPos 4 w
then doExplode
else w
& projectiles . ix i . pjPos %~ (+.+ vel)
& projectiles . ix i . pjPict .~ piclow
& projectiles . ix i . pjUpdate .~ moveShell (time-1) i cid rot (rotateV rot accel)
| isJust thingHit = doExplode
| time == 35 = w
& projectiles . ix i . pjPos %~ (+.+ vel)
& projectiles . ix i . pjPict .~ pic
& projectiles . ix i . pjUpdate .~ moveShell (time-1) i cid spin accel
| time >= 20 = w
& projectiles . ix i . pjPos %~ (+.+ vel)
& projectiles . ix i . pjPict .~ pic
& projectiles . ix i . pjUpdate .~ moveShell (time-1) i cid rot (rotateV rot accel)
| time > -99 = w
& projectiles . ix i . pjPos %~ (+.+ vel)
& randGen .~ g
& projectiles . ix i . pjPict .~ pic
& projectiles . ix i . pjUpdate .~ (moveShell (time-1) i cid rot (rotateV rot accel))
& projectiles . ix i . pjVel %~ (\v -> accel +.+ frict *.* v)
& soundFromPos (ShellSound i) newPos (fromIntegral smokeTrailSound) (1) 250
& makeFlameletTimed (oldPos -.- vel) (vel +.+ rotateV (pi+sparkD) accel) Nothing 3 10
& smokeGen
| time > -200 = w
& projectiles . ix i . pjPos %~ (+.+ vel)
& projectiles . ix i . pjPict .~ pic
& projectiles . ix i . pjUpdate .~ moveShell (time-1) i cid rot (rotateV rot accel)
| otherwise = doExplode
where
doExplode = w
& projectileExplosion oldPos
& stopSoundFrom (ShellSound i)
& projectiles %~ IM.delete i
pj = _projectiles w IM.! i
oldPos = _pjPos pj
vel = _pjVel pj
projectileExplosion = _pjPayload pj
newPos = oldPos +.+ vel
(frict,g) = randomR (0.6,0.9) $ _randGen w
(sparkD,_) = randomR (-0.2,0.2) $ _randGen w
dir = argV $ vel
pic = onLayer PtLayer $ uncurry translate newPos $ rotate (argV accel) shellPic
piclow = onLayerL [levLayer CrLayer - 2]
$ uncurry translate newPos $ rotate (argV accel) shellPic
hitCr = fmap fst $ collideCircCrsPoint oldPos newPos 4 w
hitWl = fmap fst $ collideCircWalls' oldPos newPos 2 $ wallsNearPoint newPos w
thingHit = hitCr <|> hitWl
spin = case w ^? creatures . ix cid of
Just cr -> min 0.2 $ max (-0.2)
$ (normalizeAnglePi (dir - _crDir cr)) / 20
_ -> 0
r1 = _randGen w & evalState (randInCirc 10)
smokeGen = makeSmokeCloudAt (oldPos +.+ r1 +.+ 30 *.* (normalizeV (oldPos -.- newPos)))
normalizeAnglePi angle | normalizeAngle angle > pi = normalizeAngle angle - 2*pi
| otherwise = normalizeAngle angle
shellPic = color black $ polygon [(-6,4),(-6,-4),(6,-4),(8,0),(6,4)]
remoteShellPic :: Int -> Picture
remoteShellPic i | rem (i+200) 20 < 9 = polygon [(-6,4),(-6,-4),(6,-4),(8,0),(6,4)]
| otherwise = pictures [ polygon [(-6,4),(-6,-4),(6,-4),(8,0),(6,4)]
, color col $ circleSolid 3
]
where col | i > (-99) = green
| otherwise = red
shellExplosionAt = makeExplosionAt
tractorBeamAt :: Int -> Int -> Point2 -> Float -> Projectile
tractorBeamAt colID i pos dir = Projectile
{ _pjPos = pos
, _pjStartPos = p'
, _pjVel = d
, _pjPict = blank
, _pjID = i
, _pjUpdate = updateTractor colID 10 i
}
where
d = unitVectorAtAngle dir
p' = pos +.+ 400 *.* d
aGasCloud :: Int -> World -> World
aGasCloud cid w
= insertCloud $ set randGen g $
w
where
(a,g) = randomR (-0.1,0.1) (_randGen w)
cr = (_creatures w IM.! cid)
dir = _crDir cr + a
pos = _crPos cr +.+ ((_crRad cr + 2.9) *.* unitVectorAtAngle (_crDir cr))
pos2 = (0.5 *.* vel) +.+
_crPos cr +.+ ((_crRad cr + 2.9) *.* unitVectorAtAngle (_crDir cr))
vel = (_crPos cr -.- _crOldPos cr) +.+ 10 *.* unitVectorAtAngle dir
insertCloud = makeGasCloud pos vel -- . makeFlame pos2 vel (Just cid)
aFlame :: Float -> Int -> World -> World
aFlame a cid w
= shakeCr cid 2
$ insertFlame $ resetAngle $ set randGen g $
w
where
(a2,g) = randomR (-0.1,0.1) (_randGen w)
(t,_) = randomR (99,101) (_randGen w)
angle = min flamerAngle $ max (-flamerAngle) (a + a2)
cr = (_creatures w IM.! cid)
dir = _crDir cr + angle
pos = _crPos cr +.+ ((_crRad cr + 2.9) *.* unitVectorAtAngle (_crDir cr))
w1 = set randGen g w
vel = (_crPos cr -.- _crOldPos cr) +.+ 4 *.* unitVectorAtAngle dir
insertFlame = makeFlame t pos vel (Just cid) -- . makeFlame pos2 vel (Just cid)
resetAngle = set (creatures . ix cid . crInv . ix (_crInvSel cr) . wpFire)
(shoot $ aFlame angle)
flamerAngle = 0.3
aSelf :: Int -> World -> World
aSelf = blinkAction
reflect :: Float -> Float -> Float
reflect a b = a + 2*(a-b)
moveGrenade :: Int -> Float -> Int -> World -> World
moveGrenade 0 dir pID w = over projectiles (IM.delete pID)
$ explosion (_pjPos (_projectiles w IM.! pID))
-- set (pointToItem (_itemPositions w IM.! wpID) . itEquipPict)
-- (drawWeapon $ grenadePic 50)
w
where
pj = _projectiles w IM.! pID
explosion = _pjPayload pj
moveGrenade time dir pID w
= case hitWl of
Just _ -> soundOnce (fromIntegral tapQuiet) updatedWorld
_ -> updatedWorld
where
updatedWorld = updateV $ set (projectiles . ix pID . pjPos) finalPos
$ set (projectiles .ix pID.pjPict)
(onLayer PtLayer $ uncurry translate newPos
$ rotate dir $ grenadePic time)
$ set (projectiles .ix pID.pjUpdate) (moveGrenade (time-1) dir pID) w
pj = _projectiles w IM.! pID
oldPos = _pjPos pj
newPos = _pjVel pj +.+ oldPos
hitWl = collideCircWalls' oldPos newPos 4 $ wallsNearPoint newPos w
finalPos = fromMaybe newPos (fmap fst hitWl)
setV v = set (projectiles .ix pID.pjVel) v
updateV = fromMaybe id (fmap (setV.snd) hitWl)
pointToItem (InInv cid invid) = creatures . ix cid . crInv . ix invid
pointToItem (OnFloor flid) = floorItems . ix flid . flIt
retireRemoteRocket :: Int -> Int -> Int -> World -> World
retireRemoteRocket itid 0 pjid w
= set (pointToItem (_itemPositions w IM.! itid) . itAttachment . _Just . scopePos)
(0,0)
$ set (pointToItem (_itemPositions w IM.! itid) . wpFire)
fireRemoteLauncher
(w & projectiles %~ IM.delete pjid)
retireRemoteRocket itid t pjid w = setScope w & projectiles . ix pjid . pjUpdate .~ retireRemoteRocket itid (t-1) pjid
where
setScope w' = case _itemPositions w' IM.! itid of
InInv cid invid
-> w' & creatures . ix cid . crInv . ix invid . itAttachment
. _Just . scopePos .~ (pos -.- _crPos (_creatures w' IM.! cid))
_ -> w'
pos = fromMaybe (0,0) $ w ^? projectiles . ix pjid . pjPos
retireRemoteBomb :: Int -> Int -> Int -> World -> World
retireRemoteBomb itid 0 pjid w
= set (pointToItem (_itemPositions w IM.! itid) . itAttachment . _Just . scopePos)
(0,0)
$ set (pointToItem (_itemPositions w IM.! itid) . itZoom)
defaultItZoom
$ set (pointToItem (_itemPositions w IM.! itid) . twFire)
throwRemoteBomb
(w & projectiles %~ IM.delete pjid)
retireRemoteBomb itid t pjid w
= setScope w & projectiles . ix pjid . pjUpdate .~ retireRemoteBomb itid (t-1) pjid
where
setScope w' = case _itemPositions w' IM.! itid of
InInv cid invid
-> w' & creatures . ix cid . crInv . ix invid . itAttachment
. _Just . scopePos .~ (pos -.- _crPos (_creatures w' IM.! cid))
_ -> w'
pos = fromMaybe (0,0) $ w ^? projectiles . ix pjid . pjPos
moveRemoteBomb :: Int -> Int -> Int -> World -> World
moveRemoteBomb itid time pID w
| time < -4 = setScope
$ updatePicture
$ set (projectiles .ix pID.pjUpdate) (moveRemoteBomb itid (f time) pID)
w
| time < 2
= case hitWl of
Just _ -> soundOnce (fromIntegral tapQuiet) $ halfV updatedWorld
_ -> halfV updatedWorld
| otherwise
= case hitWl of
Just _ -> soundOnce (fromIntegral tapQuiet) updatedWorld
_ -> updatedWorld
where
updatedWorld
= updateV $ set (projectiles . ix pID . pjPos) finalPos
$ updatePicture
$ set (projectiles .ix pID.pjUpdate) (moveRemoteBomb itid (time-1) pID)
$ setScope
w
setScope w' = case _itemPositions w' IM.! itid of
InInv cid invid
-> w' & creatures . ix cid . crInv . ix invid . itAttachment
. _Just . scopePos .~ (newPos -.- _crPos (_creatures w' IM.! cid))
& creatures . ix cid . crInv . ix invid . itZoom
.~ (defaultItZoom {_itAimZoomMax = 0.5, _itAimZoomMin = 0.5})
_ -> w'
pj = _projectiles w IM.! pID
oldPos = _pjPos pj
newPos = _pjVel pj +.+ oldPos
-- this is hacky, should use a version of collidePointWalls' that collides
-- circles and walls
invShift x = x -.- 5 *.* normalizeV (_pjVel pj)
hitWl = collideCircWalls' oldPos newPos 4 $ wallsNearPoint newPos w
finalPos = fromMaybe newPos (fmap (invShift . fst) hitWl)
setV v = set (projectiles .ix pID.pjVel) v
updateV = fromMaybe id (fmap (setV.snd) hitWl)
halfV = over (projectiles . ix pID . pjVel) (\v -> 0.5 *.* v)
f x | x < -369 = -10
| otherwise = x - 1
updatePicture = set (projectiles . ix pID.pjPict)
(onLayer PtLayer $ uncurry translate newPos
$ remoteBombPic time)
. lowLightDirected (withAlpha 0.1 red) newPos
(50 *.* unitVectorAtAngle (negate $ degToRad (10 * fromIntegral time)))
[-0.2,-0.15,-0.1,-0.05,0,0.05,0.1,0.15,0.2]
shootRateIncrease :: Int -> Int -> (Int -> World -> World) -> Int -> World -> World
shootRateIncrease startRate fastRate shootEffect cid w
| repeatFire = set (pointItem . wpFireRate) (max fastRate (currentRate - 1))
$ set (pointItem . wpFireState) currentRate
$ shootEffect cid
w
| firstFire = set (pointItem . wpFireRate) (startRate - 1)
$ set (pointItem . wpFireState) startRate
$ shootEffect cid
w
| reloadCondition = fromMaybe w $ reloadWeapon cid w
| otherwise = w
where cr = _creatures w IM.! cid
itRef = _crInvSel cr
item = _crInv cr IM.! itRef
pointItem = (creatures . ix cid . crInv . ix itRef)
currentRate = _wpFireRate item
repeatFire = _wpReloadState item == 0
&& _wpFireState item == 1
&& _wpLoadedAmmo item > 0
firstFire = _wpReloadState item == 0
&& _wpFireState item == 0
&& _wpLoadedAmmo item > 0
reloadCondition = _wpLoadedAmmo item == 0
rateIncAB :: Int -> Int -> (Int -> World -> World)
-> (Int -> World -> World)
-> Int -> World -> World
rateIncAB startRate fastRate shooteff1 shooteff2 cid w
| repeatFire = set (pointItem . wpFireRate) (max fastRate (currentRate - 1))
$ over (pointItem . wpLoadedAmmo) (\ammo -> ammo-1)
$ set (pointItem . wpFireState) currentRate
$ shooteff2 cid
w
| firstFire = set (pointItem . wpFireRate) (startRate - 1)
$ over (pointItem . wpLoadedAmmo) (\ammo -> ammo-1)
$ set (pointItem . wpFireState) startRate
$ shooteff1 cid
w
| reloadCondition = fromMaybe w $ reloadWeapon cid w
| otherwise = w
where cr = _creatures w IM.! cid
itRef = _crInvSel cr
item = _crInv cr IM.! itRef
pointItem = (creatures . ix cid . crInv . ix itRef)
currentRate = _wpFireRate item
repeatFire = _wpReloadState item == 0
&& _wpFireState item == 1
&& _wpLoadedAmmo item > 0
firstFire = _wpReloadState item == 0
&& _wpFireState item == 0
&& _wpLoadedAmmo item > 0
reloadCondition = _wpLoadedAmmo item == 0
makeLaserAt :: Float -> Point2 -> Float -> Maybe Int -> Particle'
makeLaserAt phaseV pos dir mcid = Particle'
{ _ptDraw = const blank
, _ptUpdate' = moveLaser phaseV pos dir mcid
}
moveLaser :: Float -> Point2 -> Float -> Maybe Int -> World -> Particle' -> (World, Maybe Particle')
moveLaser phaseV pos dir mcid w pt
= ( set randGen g
-- $ over worldEvents ((.) flares)
$ hitEffect w
, Just pt {_ptDraw = const $ onLayer PtLayer $ pic
,_ptUpdate' = ptTimer' 0
}
)
where xp = pos +.+ 800 *.* unitVectorAtAngle dir
(a,g) = randomR (-0.7,0.7) $ _randGen w
reflectDir wall = a + (argV $ reflectIn
(_wlLine wall !! 1 -.- _wlLine wall !! 0)
(xp -.- pos)
)
(colID,_) = randomR (0,11) $ _randGen w
-- flares w = foldr (\p w' -> flareAt' yellow 0.01 0.02 p w') w flarePs
-- flarePs = zipWith (\x y -> x +.+ 5 *.* normalizeV (y -.- x)) ps $ tail ps
-- flarePos p = p +.+ ((a + 0.8) * 3) *.* (normalizeV (pos -.- p))
f :: [Wall] -> Point2 -> Point2 -> (Maybe (Point2,Either3 Creature Wall ForceField),[Point2])
f seenWs x y = case listToMaybe $ filter (h' seenWs)
$ thingsHitExceptCrLongLine Nothing x y w of
Just (p,E3x2 wl)
| _wlIsSeeThrough wl -> f' p $ f (wl:seenWs)
p
(h x y wl p)
| otherwise -> (Just (p,E3x2 wl), [p])
Just (p,obj) -> (Just (p,obj), [p])
Nothing -> (Nothing, [y])
f' p (x,ps') = (x,p:ps')
h x y wl p | isEntering = p +.+ rotateV angleRef normalDist
| otherwise = p +.+ rotateV angleRef' normalDist'
where wlNormal = vNormal $ (_wlLine wl !! 1) -.- (_wlLine wl !! 0)
normalDist = magV (p -.- y) *.* normalizeV wlNormal
angleInc = piRange $ argV wlNormal - argV (x -.- y)
angleRef | reflectExternal = angleInc
| otherwise = asin $ sin angleInc / phaseV
piRange a | a > pi = a - 2 * pi
| a > 0 - pi = a
| otherwise = a + 2 * pi
isEntering = isLeftOf (x -.- y) ((_wlLine wl !! 1) -.- (_wlLine wl !! 0))
wlNormal' = vNormal $ (_wlLine wl !! 0) -.- (_wlLine wl !! 1)
normalDist' = magV (p -.- y) *.* normalizeV wlNormal'
angleInc' = piRange $ argV wlNormal' - argV (x -.- y)
angleRef' | reflectInternal = angleInc'
| otherwise = asin $ phaseV * sin angleInc'
reflectInternal = 1 < abs (phaseV * sin angleInc')
reflectExternal = 1 < abs (sin angleInc / phaseV)
h' ws (_,E3x2 wl) = not $ any (\w -> _wlID w == _wlID wl) ws
h' _ _ = True
(thHit, ps) = f [] pos xp
hitEffect
= case thHit of
Just (p,E3x1 cr)
-> over (creatures . ix (_crID cr) . crState . crDamage) ((:) $ Lasering 19 pos p xp)
-- . over worldEvents ((.) $ flareAt yellow (flarePos p))
Just (p,E3x2 wl) -> createSpark 8 colID (p +.+ safeNormalizeV (pos -.- p))
(reflectDir wl) Nothing
_ -> id
pic = pictures [ fadeLine pos (head ps) 0.2 40 yellow
, setLayer 1 $ color (withAlpha 0.9 white) $ vThickLine (pos:ps)
, setLayer 1 $ color (withAlpha 0.5 yellow) $ vvThickLine (pos:ps)
]
fadeLine :: Point2 -> Point2 -> Float -> Float -> Color -> Picture
fadeLine sp ep alph width col = setLayer 1 $
polygonCol [(sp , ca)
,(sp +.+ n , cb)
,(ep +.+ n , cb)
,(ep , ca)
,(ep -.- n , cb)
,(sp -.- n , cb)
]
where n = width *.* (normalizeV $ vNormal $ ep -.- sp)
ca = withAlpha alph col
cb = withAlpha 0 col
-- pictures [color (withAlpha (0.8 * alph) col) $ lineOfThickness width [sp,p 0.25]
-- ,color (withAlpha (0.6 * alph) col) $ lineOfThickness width [p 0.25,p 0.5]
-- ,color (withAlpha (0.4 * alph) col) $ lineOfThickness width [p 0.5,p 0.75]
-- ,color (withAlpha (0.2 * alph) col) $ lineOfThickness width [p 0.75,ep]
-- ]
-- where p x = sp +.+ x *.* (ep -.- sp)
grenadeLauncher :: Item
grenadeLauncher = pistol
grenade,remoteBomb :: Item
grenade = Throwable
{ _itName = "GRENADE " ++ show fuseTime
, _itIdentity = Grenade
, _itMaxStack = 8
, _itAmount = 1
, _itFloorPict = onLayer FlItLayer $ polygon [(-3,-3),(-3,3),(3,3),(3,-3)]
, _twMaxRange = 150
, _twAccuracy = 30
, _twFire = throwGrenade fuseTime
, _itAimingSpeed = 1
, _itAimingRange = 0
, _itZoom = defaultItZoom {_itAimZoomMax = (f fuseTime), _itAimZoomMin = (f fuseTime)}
, _itEquipPict = drawWeapon $ grenadePic fuseTime
, _itID = Nothing
, _itAttachment = Just $ ItFuse fuseTime
, _itInvColor = white
, _itInvDisplay = _itName
, _itEffect = wpRecock
, _itHammer = HammerUp
, _itScrollUp = decreaseFuse fuseTime
, _itScrollDown = increaseFuse fuseTime
}
where fuseTime = 50
f x = 50 / fromIntegral x
flameGrenade :: Item
flameGrenade = grenade {
_itName = "FLMGREN " ++ show fuseTime
, _twFire = throwGrenade' makeFlameExplosionAt fuseTime
}
where fuseTime = 50
f x = 50 / fromIntegral x
teslaGrenade :: Item
teslaGrenade = grenade {
_itName = "TLSGREN " ++ show fuseTime
, _twFire = throwGrenade' makeTeslaExplosionAt fuseTime
}
where fuseTime = 50
f x = 50 / fromIntegral x
increaseFuse :: Int -> Int -> World -> World
increaseFuse fuse i w = w & creatures . ix 0 . crInv . ix itRef . itScrollUp .~ decreaseFuse newTime
& creatures . ix 0 . crInv . ix itRef . itScrollDown .~ increaseFuse newTime
& creatures . ix 0 . crInv . ix itRef . twFire .~ throwGrenade newTime
& creatures . ix 0 . crInv . ix itRef . itName .~ "GRENADE " ++ show newTime
& creatures . ix 0 . crInv . ix itRef . itAttachment .~ Just (ItFuse newTime)
& creatures . ix 0 . crInv . ix itRef . itZoom
.~ (defaultItZoom {_itAimZoomMax = zm, _itAimZoomMin = zm})
where itRef = fromMaybe (-2) $ w ^? creatures . ix 0 . crInvSel
newTime = min (fuse + 5) 90
zm = 50 / fromIntegral newTime
decreaseFuse :: Int -> Int -> World -> World
decreaseFuse fuse i w = w & creatures . ix 0 . crInv . ix itRef . itScrollUp .~ decreaseFuse newTime
& creatures . ix 0 . crInv . ix itRef . itScrollDown .~ increaseFuse newTime
& creatures . ix 0 . crInv . ix itRef . twFire .~ throwGrenade newTime
& creatures . ix 0 . crInv . ix itRef . itName .~ "GRENADE " ++ show newTime
& creatures . ix 0 . crInv . ix itRef . itAttachment .~ Just (ItFuse newTime)
& creatures . ix 0 . crInv . ix itRef . itZoom
.~ (defaultItZoom {_itAimZoomMax = zm, _itAimZoomMin = zm})
where itRef = fromMaybe (-2) $ w ^? creatures . ix 0 . crInvSel
newTime = max (fuse - 5) 20
zm = 50 / fromIntegral newTime
defaultThrowable = grenade
remoteBomb = defaultThrowable
{ _itName = "REMOTEBOMB"
, _itIdentity = RemoteBomb
, _itMaxStack = 1
, _itAmount = 1
, _itFloorPict = onLayer FlItLayer $ polygon [(-3,-3),(-3,3),(3,3),(3,-3)]
, _twMaxRange = 150
, _twAccuracy = 30
, _twFire = throwRemoteBomb
, _itAttachment = Just $ ItScope (0,0) 0 1 True
, _itEquipPict = drawWeapon $ remoteBombUnarmedPic
}
throwGrenade' :: (Point2 -> World -> World) -> Int -> Int -> World -> World
throwGrenade' explosion fuseTime n w = setWp $ removePict $ over projectiles addG $ set randGen g w
where
addG = IM.insert i $ Shell
{ _pjPos = p
, _pjStartPos = p
, _pjVel = v
, _pjPict = onLayer PtLayer $ uncurry translate p $ grenadePic 0
, _pjID = i
, _pjUpdate = moveGrenade fuseTime dir i
, _pjPayload = explosion
}
j = _crInvSel $ _creatures w IM.! n
removePict = set (creatures . ix n . crInv . ix j . itEquipPict) $ \ _ _ -> blank
i = newProjectileKey w
(a, g) = randomR (-grenadeAccA,grenadeAccA::Float) (_randGen w)
(l, _) = randomR (1 - 2*grenadeAccL,1+grenadeAccL::Float) g
-- - v = 0.02 * l / _cameraZoom w *.* rotateV (a+_cameraRot w) (limitRange $ _mousePos w)
v' = 1 / (fromIntegral fuseTime * _cameraZoom w) *.* rotateV (_cameraRot w) ( _mousePos w)
v | magV v' > 6 = 6 *.* normalizeV v'
| otherwise = v'
cr = _creatures w IM.! n
p' = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr,0)
p | circOnSomeWall p' 4 w = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr-4,0)
| otherwise = p'
dir = argV v
setWp :: World -> World
setWp w' = w' & creatures . ix n . crInv . ix j . itEffect .~ throwArmReset 20
throwGrenade :: Int -> Int -> World -> World
throwGrenade = throwGrenade' makeExplosionAt
throwArmReset :: Int -> ItEffect
throwArmReset x =
ItInvEffect {_itInvEffect = f
,_itEffectCounter = x
}
where f cr i = creatures . ix (_crID cr) . crInv %~ IM.adjust counterDown i
counterDown it | _itEffectCounter (_itEffect it) == 0
= it & itHammer .~ HammerUp
& itEquipPict .~ (drawWeapon $ grenadePic 50)
| otherwise = it & itEffect . itEffectCounter %~ (\x -> x - 1)
(grenadeAccL, grenadeAccA) = (0.1, 0.1)
grenadePic :: Int -> Picture
grenadePic x = pictures [ color (dark $ dark green) $ circleSolid 5
, color green $ arc
(degToRad $ (179 * fromIntegral x / 50) - 180 )
(degToRad $ 180 - (179 * fromIntegral x / 50) )
5
, translate (-2) 2 $ rotate (pi*0.5)
$ scale 0.05 0.05 $ color green $ text $ show $ 1 + quot x 20
]
fireRemoteLauncher :: Int -> World -> World
fireRemoteLauncher cid w = setLocation $ resetFire $ resetName
$ soundOnce (fromIntegral launcherSound)
$ over projectiles remRocket w
where
i = newKey $ _projectiles w
cr = _creatures w IM.! cid
dir = _crDir cr
pos = _crPos cr +.+ rotateV dir (_crRad cr + 1,0)
remRocket = IM.insert i $ Projectile
{ _pjPos = pos
, _pjStartPos = pos
, _pjVel = rotateV dir (1,0)
, _pjPict = blank
, _pjID = i
, _pjUpdate = moveRemoteShell 50 i cid itid dir
}
j = _crInvSel $ _creatures w IM.! cid
newitid = newKey $ _itemPositions w
maybeitid = w ^? creatures . ix cid . crInv . ix j . itID . _Just
resetFire = set (creatures . ix cid . crInv . ix j . wpFire) $ explodeRemoteRocket itid i
resetName = set (creatures . ix cid . crInv . ix j . itName) "REMOTEROCKET"
setLocation :: World -> World
setLocation w' = case maybeitid of
Nothing -> w' & creatures . ix cid . crInv . ix j . itID .~ Just newitid
& itemPositions %~ IM.insert newitid (InInv cid j)
_ -> w'
itid = fromMaybe newitid maybeitid
moveRemoteShell :: Int -> Int -> Int -> Int -> Float -> World -> World
moveRemoteShell time i cid itid dir w
| time > 40 = if circOnSomeWall oldPos 4 w
then doExplosion w
else over (projectiles . ix i . pjPos) (+.+ vel)
$ set (projectiles . ix i . pjPict) piclow
$ set (projectiles . ix i . pjUpdate)
(moveRemoteShell (time-1) i cid itid newdir)
$ setScope
w
| time >= 20 = case thingHit of
Just p -> doExplosion w
Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
$ set (projectiles . ix i . pjPict) pic
$ set (projectiles . ix i . pjUpdate)
(moveRemoteShell (time-1) i cid itid newdir)
$ setScope
w
| time > -99
= case thingHit of
Just p -> doExplosion
$ stopSoundFrom (ShellSound i)
w
Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
$ set randGen g
$ set (projectiles . ix i . pjPict) pic
$ set (projectiles . ix i . pjUpdate)
(moveRemoteShell (time-1) i cid itid newdir)
$ over (projectiles . ix i . pjVel) (\v -> accel +.+ frict *.* v)
$ soundFromPos (ShellSound i) newPos (fromIntegral smokeTrailSound) (1) 250
$ smokeGen
$ makeFlameletTimed oldPos
(0.5 *.* rotateV (pi+sparkD) accel) Nothing 3 10
$ setScope
w
| time > -200 = case thingHit of
Just p -> doExplosion
$ stopSoundFrom (ShellSound i)
w
Nothing -> over (projectiles . ix i . pjPos) (+.+ vel)
$ set (projectiles . ix i . pjPict) pic
$ set (projectiles . ix i . pjUpdate)
(moveRemoteShell (time-1) i cid itid newdir)
$ setScope
w
| otherwise = doExplosion
$ stopSoundFrom (ShellSound i)
w
where
pj = _projectiles w IM.! i
oldPos = _pjPos pj
vel = _pjVel pj
newPos = oldPos +.+ vel
newdir
| SDL.ButtonRight `S.member` (_mouseButtons w)
&& w ^? creatures . ix cid . crInvSel == w ^? itemPositions . ix itid . itInvId
= _cameraRot w + (argV $ _mousePos w)
| otherwise = dir
accel = rotateV newdir (2,0)
(frict,g) = randomR (0.6,0.9) $ _randGen w
(sparkD,_) = randomR (-0.5,0.5) $ _randGen w
dir = argV $ vel
pic = onLayer PtLayer $ uncurry translate newPos
$ rotate (argV accel) $ remoteShellPic time
piclow = onLayerL [levLayer CrLayer - 2]
$ uncurry translate newPos $ rotate (argV accel)
$ remoteShellPic time
hitCr = fmap fst $ collideCircCrsPoint oldPos newPos 4 w
hitWl = fmap fst $ collideCircWalls' oldPos newPos 2 $ wallsNearPoint newPos w
thingHit = hitCr <|> hitWl
r1 = _randGen w & evalState (randInCirc 10)
smokeGen = makeSmokeCloudAt (oldPos +.+ r1 +.+ 30 *.* (normalizeV (oldPos -.- newPos)))
doExplosion = explodeRemoteRocket itid i cid
setScope w' = case _itemPositions w' IM.! itid of
InInv cid invid
-> w' & creatures . ix cid . crInv . ix invid . itAttachment
. _Just . scopePos .~ (newPos -.- _crPos (_creatures w' IM.! cid))
_ -> w'
explodeRemoteRocket :: Int -> Int -> Int -> World -> World
explodeRemoteRocket itid pjid n w
= set (projectiles . ix pjid . pjUpdate) (retireRemoteRocket itid 30 pjid)
$ set (projectiles . ix pjid . pjPict) blank
$ set (itPoint . wpFire) (flip const)
$ resetName
$ makeExplosionAt (_pjPos (_projectiles w IM.! pjid)) w
where
resetName = set (itPoint . itName) "REMOTELAUNCHER"
itPoint = pointToItem $ _itemPositions w IM.! itid
throwRemoteBomb :: Int -> World -> World
throwRemoteBomb n w = setLocation $ removePict $ resetFire
$ resetName $ over projectiles addG w
where
addG = IM.insert i $ Projectile
{ _pjPos = p
, _pjStartPos = p
, _pjVel = v
, _pjPict = blank
, _pjID = i
, _pjUpdate = moveRemoteBomb itid 50 i
}
i = newProjectileKey w
-- fireDist = zoom *.* (rotateV (_cameraRot w) (_mousePos w) +.+ _cameraCenter w -.- yourPos)
d = argV $ _mousePos w
--(l, _) = randomR (1 - grenadeAccL,1+grenadeAccL) (_randGen w)
--(a, g) = randomR (-grenadeAccA,grenadeAccA) (_randGen w)
v' = 0.02 / _cameraZoom w *.* rotateV (_cameraRot w) ( _mousePos w)
v | magV v' > 6 = 6 *.* normalizeV v'
-- zoom = 1 / _cameraZoom w
j = _crInvSel $ _creatures w IM.! n
resetName = set (creatures . ix n . crInv . ix j . itName) "REMOTE"
removePict = set (creatures . ix n . crInv . ix j . itEquipPict) $ \ _ _ -> blank
resetFire = set (creatures . ix n . crInv . ix j . twFire) $ explodeRemoteBomb itid i
cr = _creatures w IM.! n
p' = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr,0)
p | circOnSomeWall p' 4 w = _crPos cr +.+ rotateV (_crDir cr) (_crRad cr-4,0)
| otherwise = p'
maybeitid = w ^? creatures . ix n . crInv . ix j . itID . _Just
setLocation :: World -> World
setLocation w' = case maybeitid of
Nothing -> w' & creatures . ix n . crInv . ix j . itID .~ Just newitid
& itemPositions %~ IM.insert newitid (InInv n j)
_ -> w'
newitid = newKey $ _itemPositions w
itid = fromMaybe newitid maybeitid
explodeRemoteBomb :: Int -> Int -> Int -> World -> World
explodeRemoteBomb itid pjid n w
= set (projectiles . ix pjid . pjUpdate) (retireRemoteBomb itid 30 pjid)
$ set (projectiles . ix pjid . pjPict) blank
$ set (creatures . ix n . crInv . ix j . twFire) (flip const)
$ resetName
$ resetPict
-- $ resetScope
$ makeExplosionAt (_pjPos (_projectiles w IM.! pjid)) w
-- - $ makeShrapnelBombAt (_pjPos (_projectiles w IM.! pjid)) w
where
resetName = set (creatures . ix n . crInv . ix j . itName) "REMOTEBOMB"
resetPict = set (creatures . ix n . crInv . ix j . itEquipPict )
(drawWeapon $ remoteBombUnarmedPic)
-- resetScope = creatures . ix n . crInv . ix j . itScope . _Just . scopePos .~ (0,0)
j = _crInvSel $ _creatures w IM.! n
remoteBombPic :: Int -> Picture
remoteBombPic x = pictures [ color (dark $ dark orange) $ circleSolid 5
, rotate (0 - degToRad (fromIntegral x * 10 + 45)) $ color red $ arc 0 (pi/2) 5
, rotate (0 - degToRad (fromIntegral x * 10 + 45)) $ color (withAlpha 0.05 red)
$ arcSolid 0 90 50
, rotate (0 - degToRad (fromIntegral x * 10 + 20)) $ color (withAlpha 0.05 red)
$ arcSolid 0 40 40
, rotate (0 - degToRad (fromIntegral x * 10 + 10)) $ color (withAlpha 0.05 red)
$ arcSolid 0 20 20
]
remoteBombUnarmedPic :: Picture
remoteBombUnarmedPic = color (dark $ dark orange) $ circleSolid 5
spreadGunSpread,autogunSpread :: Float
spreadGunSpread = 0.5
autogunSpread = 0.07
pipe = Craftable
{ _itIdentity = Generic
, _itName = "PIPE"
, _itMaxStack = 3
, _itAmount = 3
, _itFloorPict = onLayer FlItLayer $ polygon [(-3,-3),(-3,3),(3,3),(3,-3)]
, _itEquipPict = \cr _ -> blank
, _itID = Nothing
, _itInvDisplay = _itName
, _itInvColor = green
}
magShield = defaultEquipment
{ _itIdentity = MagShield
, _itName = "MAGSHIELD"
, _itMaxStack = 1
, _itAmount = 1
, _itFloorPict = onLayer FlItLayer $ polygon [(-3,-3),(-3,3),(3,3),(3,-3)]
, _itEquipPict = \cr _ -> blank
, _itID = Nothing
}
flameShield = defaultEquipment
{ _itIdentity = FlameShield
, _itName = "FLAMESHIELD"
, _itMaxStack = 1
, _itAmount = 1
, _itFloorPict = onLayer FlItLayer $ polygon [(-3,-3),(-3,3),(3,3),(3,-3)]
, _itEquipPict = (\cr _ -> onLayer CrLayer $
pictures [color cyan $ circle (_crRad cr+2)]
)
, _itID = Nothing
}
frontArmour = defaultEquipment
{ _itIdentity = FrontArmour
, _itName = "FARMOUR"
, _itMaxStack = 1
, _itAmount = 1
, _itFloorPict = onLayer FlItLayer $ translate 0 (-5)
$ pictures [color (greyN 0.1) $ thickArc 0 (pi/2) 10 5
,color (greyN 0.1) $ thickArc (3*pi/2) (2*pi) 10 5
]
, _itEquipPict = (\cr _ -> onLayer CrLayer
$ pictures [color (greyN 0.1) $ thickArc 0 (pi/2) 10 5
,color (greyN 0.1) $ thickArc (3*pi/2) (2*pi) 10 5
]
)
, _itEffect = NoItEffect
, _itID = Nothing
}
jetPack = defaultEquipment
{ _itIdentity = JetPack
, _itName = "JETPACK"
, _itMaxStack = 1
, _itAmount = 1
, _itFloorPict = onLayer FlItLayer $ color yellow $ polygon [(-3,-3),(-3,3),(3,3),(3,-3)]
, _itEquipPict = (\cr _ -> onLayer CrLayer
$ pictures [color yellow $ polygon $ rectNSEW 5 (-5) (-3) (-11)
]
)
, _itEffect = NoItEffect
, _itID = Nothing
}
-- }}}
forceFieldFire :: Int -> World -> World
forceFieldFire cid w = w
--shatterGunFire :: Int -> World -> World
--shatterGunFire n w | fireCondition = -- soundOnce 0
-- set (creatures . ix n . crInv . ix itRef . wpFireState)
-- (_wpFireRate (_crInv cr IM.! itRef))
-- $ over (creatures . ix n . crInv . ix itRef . wpLoadedAmmo)
-- (\x -> x - 1)
-- $ over projectiles (IM.insert i $ makeTremorAt i pos dir) w
-- | reloadCondition = let remAmmo = _crAmmo cr M.! _wpAmmoType item
-- (newA,newTotalA) = moveInt (_wpMaxAmmo item) remAmmo
-- in set (pointerToItem . wpReloadState) rTime
-- $ set (pointerToItem . wpLoadedAmmo) newA
-- $ over (creatures . ix n . crAmmo )
-- (M.insert (_wpAmmoType item) newTotalA) w
-- | emptyCondition = soundOnce 1 w
-- | otherwise = w
-- where i = newProjectileKey w
-- cr = (_creatures w IM.! n)
-- pos = _crPos cr +.+ ((_crRad cr +1) *.* unitVectorAtAngle dir)
-- dir = _crDir cr
-- --(colID, _) = randomR (0,11) (_randGen w)
-- itRef = _crInvSel cr
-- item = _crInv cr IM.! itRef
-- pointerToItem = creatures . ix n . crInv . ix itRef
-- rTime = _wpReloadTime (_crInv cr IM.! itRef)
-- fireCondition = _wpReloadState (_crInv cr IM.! itRef) == 0
-- && _wpFireState (_crInv cr IM.! itRef) == 0
-- && _wpLoadedAmmo (_crInv cr IM.! itRef) > 0
-- reloadCondition = _wpReloadState (_crInv cr IM.! itRef) == 0
-- && _wpLoadedAmmo (_crInv cr IM.! itRef) == 0
-- && someJust (_crAmmo cr M.!? PistolBullet)
-- emptyCondition = _wpLoadedAmmo (_crInv cr IM.! itRef) == 0
--for reloading, we take from the total ammo
moveInt :: Int -> Int -> (Int,Int)
moveInt toReload totalAmmo = (x, totalAmmo-x)
where x = min toReload totalAmmo
updateTractor :: Int -> Int -> Int -> World -> World
updateTractor colID time i w
| time > 0 = set (projectiles . ix i . pjUpdate) (updateTractor colID (time-1) i)
$ set (projectiles . ix i . pjPict) pic
$ over creatures (IM.map tractCr)
$ over floorItems (IM.map tractFlIt)
w
| otherwise = over projectiles (IM.delete i) w
where tractCr cr | circOnSeg p1 p2 cP 10
= over crPos (\p ->
p -.- m *.* ((0.3/ x) *.* q +.+ (f y *.* p4))
) cr
| otherwise = cr
where x = abs y + 1
y = errorClosestPointOnLineParam 1 p1 p3 cP
cP = _crPos cr
m | dist cP p1 < 350 = 1
| otherwise = (400 - dist cP p1) / 50
tractFlIt it | circOnSeg p1 p2 iP 10
= over flItPos (\p -> p -.- m *.*
( (0.3/ x) *.* q +.+ (f y *.* p4))
) it
| otherwise = it
where x = abs y + 1
y = errorClosestPointOnLineParam 2 p1 p3 iP
iP = _flItPos it
m | dist iP p1 < 350 = 1
| otherwise = (410 - dist iP p1) / 60
pj = _projectiles w IM.! i
q = _pjVel pj
p1 = _pjPos pj
p' = _pjStartPos pj
p2 = fromMaybe p' $ fmap fst $ collidePointWalls p1 p' $ wallsNearPoint p' w
p4 = vNormal p5
p5 = errorNormalizeV 12 $ p2 -.- p1
p3 = p1 +.+ p4
g x | x > 5 = (10 - x) / 5
| x > 1 = 1
| x > -1 = x
| x > -5 = -1
| otherwise = (x - 10) / 5
d = errorNormalizeV 13 $ p' -.- p1
f x = g x / 50
cID = fromIntegral colID / 10
col = mixColors 0.5 0.5 white blue
px z = (fromIntegral time + 5) *.* z
pz z = fromIntegral time * 10 *.* z
pic = onLayer PtLayer $ color (withAlpha 0.05 col)
$ polygon [ p1 +.+ px p4
, p1 -.- 10 *.* p5
, p1 -.- px p4
, (p' -.- pz p5) -.- px p4
, (p' -.- pz p5) +.+ px p4]
thickLine :: [Point2] -> Picture
thickLine = lineOfThickness 2
vThickLine :: [Point2] -> Picture
vThickLine = lineOfThickness 3
vvThickLine :: [Point2] -> Picture
vvThickLine = lineOfThickness 6
thinLine :: [Point2] -> Picture
thinLine = lineOfThickness 1
someJust (Just x) | x > 0 = True
| otherwise = False
shakeCr :: Int -> Float -> World -> World
shakeCr cID amount w =
let vec = vNormal $ unitVectorAtAngle $ _crDir $ _creatures w IM.! cID
(x,g) = randomR (-amount,amount) $ _randGen w
in set randGen g . over (creatures . ix cID . crPos) (+.+ (x *.* vec)) $ w
radar = defaultGun
{ _itName = "RADAR"
, _itIdentity = Generic
, _wpMaxAmmo = 100
, _wpLoadedAmmo = 100
, _wpReloadTime = 200
, _wpReloadState = 0
, _wpFireRate = 120
, _wpFireState = 0
, _wpFire = shoot $ aRadarPulse
, _wpSpread = autogunSpread
, _wpRange = 20
, _itHammer = HammerUp
, _itFloorPict = onLayer FlItLayer $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
, _itAmount = 1
, _itMaxStack = 1
, _itAimingRange = 1
, _itZoom = defaultItZoom {_itAimZoomMax = 1, _itZoomMax = 1}
, _itEquipPict = drawWeapon $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
}
sonar = defaultGun
{ _itName = "SONAR"
, _itIdentity = Generic
, _wpMaxAmmo = 100
, _wpLoadedAmmo = 100
, _wpReloadTime = 200
, _wpReloadState = 0
, _wpFireRate = 120
, _wpFireState = 0
, _wpFire = shoot $ aSonarPulse
, _wpSpread = autogunSpread
, _wpRange = 20
, _itHammer = HammerUp
, _itFloorPict = onLayer FlItLayer $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
, _itAmount = 1
, _itMaxStack = 1
, _itAimingRange = 1
, _itZoom = defaultItZoom {_itAimZoomMax = 1, _itZoomMax = 1}
, _itEquipPict = drawWeapon $ color blue $ polygon $ rectNESW 5 5 (-5) (-5)
}
aSonarPulse :: Int -> World -> World
aSonarPulse cid w = over particles' ((:) $ sonarPulseAt (_crPos (_creatures w IM.! cid))) w
aRadarPulse :: Int -> World -> World
aRadarPulse cid w = over particles' ((:) $ radarPulseAt (_crPos (_creatures w IM.! cid))) w
blipAt :: Point2 -> Color -> Int -> Particle'
blipAt p col i = Particle'
{_ptDraw = const blank
,_ptUpdate' = mvBlip p col i i
}
mvBlip :: Point2 -> Color -> Int -> Int -> World -> Particle' -> (World, Maybe Particle')
mvBlip p col maxt 0 w pt = (w, Nothing)
mvBlip p col maxt t w pt
= (w, Just $ pt & ptUpdate' .~ mvBlip p col maxt (t-1)
& ptDraw .~ (const . setDepth (-0.5)
. setLayer 1
$ uncurry translate p
$ color (withAlpha (fromIntegral t / fromIntegral maxt) col)
$ circleSolid 2)
)
sonarPulseAt :: Point2 -> Particle'
sonarPulseAt p = Particle'
{ _ptDraw = const blank
, _ptUpdate' = mvSonar 100 p
}
mvSonar :: Int -> Point2 -> World -> Particle' -> (World, Maybe Particle')
mvSonar 0 _ w _ = (w, Nothing)
mvSonar x p w pt = (w, Just $ pt {_ptDraw = const pic
,_ptUpdate' = mvSonar (x-1) p
}
)
where pic = setDepth (-0.5) . setLayer 1 $ pictures
-- $ sweepPics ++
crBlips -- ++ wallBlips
crBlips = mapMaybe crBlip $ IM.elems $ _creatures w
crBlip cr | dist cpos p < r + crad && dist cpos p > r - (crad + 100)
= Just $ colHelper (0.5 * (1 - (r - dist cpos p) /100))
$ uncurry translate cpos $ circleSolid crad
| otherwise = Nothing
where crad = _crRad cr
cpos = _crPos cr
r = fromIntegral (500 - x*5)
sweepPics = [colHelper 0.05 $ uncurry translate p $ thickCircle r 5
-- ,colHelper 0.3 $ uncurry translate p $ thickCircle (r-5) 5
-- ,colHelper 0.1 $ uncurry translate p $ thickCircle (r-10) 5
]
globalAlpha | x > 10 = 1
| otherwise = fromIntegral x / 10
colHelper y = color (withAlpha (y * globalAlpha) green)
-- wallBlips
radarPulseAt :: Point2 -> Particle'
radarPulseAt p = Particle'
{ _ptDraw = const blank
, _ptUpdate' = mvRadar 50 p
}
mvRadar :: Int -> Point2 -> World -> Particle' -> (World, Maybe Particle')
mvRadar 0 _ w _ = (w, Nothing)
mvRadar x p w pt = (putBlips w, Just $ pt {_ptDraw = const pic
,_ptUpdate' = mvRadar (x-1) p
}
)
where pic = onLayerL [levLayer ShadowLayer, 1] $ pictures
$ sweepPics
putBlips = over worldEvents ((.) $ over particles' ((++) blips))
blips = map (\p -> blipAt p (withAlpha (0.5*globalAlpha) red) 50)
$ circPoints
circPoints = mapMaybe (\wl -> collidePointCircCorrect (_wlLine wl !! 0) (_wlLine wl !! 1) r p)
$ (map (over wlLine reverse) $ IM.elems $ wallsAlongCirc p r w)
++ (IM.elems $ wallsAlongCirc p r w)
r = fromIntegral (800 - x*16)
sweepPics = [--colHelper 0.1 $ uncurry translate p $ thickCircle r 15
--,colHelper 0.06 $ uncurry translate p $ thickCircle (r-5) 5
--,colHelper 0.03 $ uncurry translate p $ thickCircle (r-10) 5
]
globalAlpha | x > 10 = 1
| otherwise = fromIntegral x / 10
colHelper y = color (withAlpha (y * globalAlpha) red)
autoSonar = defaultEquipment
{ _itIdentity = Generic
, _itName = "AUTOSONAR"
, _itMaxStack = 1
, _itAmount = 1
, _itFloorPict = onLayer FlItLayer $ color yellow $ polygon [(-3,-3),(-3,3),(3,3),(3,-3)]
, _itEquipPict = \cr _ -> blank
, _itEffect = autoSonarEffect
, _itID = Nothing
, _itAimingSpeed = 1
, _itAimingRange = 0
, _itZoom = defaultItZoom {_itAimZoomMax = 1, _itZoomMax = 1}
}
autoRadar = defaultEquipment
{ _itIdentity = Generic
, _itName = "AUTORADAR"
, _itMaxStack = 1
, _itAmount = 1
, _itFloorPict = onLayer FlItLayer $ color yellow $ polygon [(-3,-3),(-3,3),(3,3),(3,-3)]
, _itEquipPict = \cr _ -> blank
, _itEffect = autoRadarEffect
, _itID = Nothing
, _itAimingSpeed = 1
, _itAimingRange = 0
, _itZoom = defaultItZoom {_itAimZoomMax = 1, _itZoomMax = 1}
}
autoRadarEffect :: ItEffect
autoRadarEffect = ItInvEffect {_itInvEffect = f 50
,_itEffectCounter = 0
}
where f 0 cr i w = aRadarPulse (_crID cr)
w & creatures . ix (_crID cr) . crInv . ix i
. itEffect . itInvEffect .~ f 100
f t cr i w = w & creatures . ix (_crID cr) . crInv . ix i
. itEffect . itInvEffect .~ f (t-1)
autoSonarEffect :: ItEffect
autoSonarEffect = ItInvEffect {_itInvEffect = f 50
,_itEffectCounter = 0
}
where f 0 cr i w = aSonarPulse (_crID cr)
w & creatures . ix (_crID cr) . crInv . ix i
. itEffect . itInvEffect .~ f 140
f t cr i w = w & creatures . ix (_crID cr) . crInv . ix i
. itEffect . itInvEffect .~ f (t-1)
itemLaserScopeEffect :: ItEffect
itemLaserScopeEffect
= ItInvEffect {_itInvEffect = f
,_itEffectCounter = 0
}
where f cr invid w
| invid == _crInvSel cr
= w & particles' %~ (:) (makeLaserScope sp ep d reloadFrac)
& creatures . ix (_crID cr) . crInv . ix invid . itHammer %~ moveHammerUp
& laserScopeTargetGlow col glowPoint
-- this flare MAY be buggy... something to do with the creature glare
| otherwise = w
where
p = _crPos cr
d = _crDir cr
r = _crRad cr
sp = (p +.+ (r + 3) *.* unitVectorAtAngle d)
xp = sp +.+ 3000 *.* unitVectorAtAngle d
ep = case listToMaybe $ thingsHitLongLine sp xp w of
Just (p,_) -> p
Nothing -> xp
glowPoint = case listToMaybe $ thingsHitLongLine sp xp w of
Just (p,E3x2 wl) -> p +.+ 2 *.* wallNormal wl
_ -> (ep -.- 2 *.* unitVectorAtAngle d)
it = (cr ^. crInv) IM.! invid
reloadFrac
| _wpLoadedAmmo it == 0 = 1
| otherwise = fromIntegral (_wpReloadState it) / fromIntegral (_wpReloadTime it)
col = mixColors reloadFrac (1-reloadFrac) red green
moveHammerUp !HammerDown = HammerReleased
moveHammerUp !_ = HammerUp
makeLaserScope :: Point2 -> Point2 -> Float -> Float -> Particle'
makeLaserScope p ep d relFrac = Particle'
{_ptDraw = const $ onLayer PtLayer $ pictures
[color (withAlpha 0.5 $ mixColors relFrac (1-relFrac) red green)
$ lineOfThickness 0.5 [p,ep]
,color (withAlpha 0.2 $ mixColors relFrac (1-relFrac) red green)
$ lineOfThickness 1.5 [p,ep]
,color (withAlpha 0.1 $ mixColors relFrac (1-relFrac) red green)
$ lineOfThickness 2 [p,ep]
]
,_ptUpdate' = \w pt -> (w, Just $ pt & ptUpdate' .~ \w' _ -> (w',Nothing))
}
spawnGun :: Creature -> Item
spawnGun cr = defaultGun
{ _itName = "SPAWNER"
, _wpMaxAmmo = 1
, _wpLoadedAmmo = 1
, _wpReloadTime = 80
, _wpReloadState = 0
, _wpFireRate = 100
, _wpFire = spawnCrNextTo cr
}
spawnCrNextTo :: Creature -> Int -> World -> World
spawnCrNextTo cr i w = w & creatures %~ IM.insert k newCr
where
k = newKey $ _creatures w
sCr = _creatures w IM.! i
newCr = cr
& crID .~ k
& crPos .~ _crPos sCr +.+ unitVectorAtAngle (_crDir sCr)
& crOldPos .~ _crPos sCr +.+ unitVectorAtAngle (_crDir sCr)