180 lines
6.4 KiB
Haskell
180 lines
6.4 KiB
Haskell
{- | Effects of bullets upon impact with walls or creatures. -}
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module Dodge.Particle.Bullet.HitEffect where
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import Dodge.Data
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import Dodge.Particle.Spark
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import Dodge.Wall.Damage
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import Dodge.WorldEvent
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import Dodge.Particle.Bullet.Spawn
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import Dodge.SoundLogic
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import Dodge.RandomHelp
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import Dodge.WorldEvent.Shockwave
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import Dodge.Creature.Property
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import Dodge.Wall.Reflect
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import Geometry
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import Picture
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import LensHelp
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import System.Random
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import Control.Monad.State
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-- | Basic bullet hit creature effect.
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bulHitCr :: Particle -> Point2 -> Creature -> World -> World
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bulHitCr bt p cr w
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| crIsArmouredFrom p cr
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= colSpark 8 (_ptColor bt) p1 (argV (p1 -.- p)) $ addDamageArmoured w
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| otherwise = addDamage . bulletHitSound p $ w
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where
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sp = head $ _ptTrail bt
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bulVel = _ptVel bt
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ep = sp +.+ bulVel
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mvDams = [ PushDam 1 $ 2 *.* bulVel ]
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addDamage = creatures . ix cid . crState . crDamage .++~ (Piercing 100 sp p ep : mvDams)
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addDamageArmoured = creatures . ix cid . crState . crDamage .++~ mvDams
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cid = _crID cr
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p1 = p +.+ 2 *.* squashNormalizeV (p -.- _crPos cr)
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bulletHitSound :: Point2 -> World -> World
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bulletHitSound p = soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
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{- | Bounce off armoured creatures, otherwise do damage. -}
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bulBounceArmCr' :: Particle -> Point2 -> Creature -> World -> World
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bulBounceArmCr' bt p cr w
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| crIsArmouredFrom p cr = addBouncer . addDamageArmoured $ w
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| otherwise = addDamage . bulletHitSound p $ w
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where
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sp = head $ _ptTrail bt
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bulVel = _ptVel bt
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ep = sp +.+ bulVel
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mvDams = [ PushDam 1 $ 2 *.* bulVel ]
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addDamage = creatures . ix cid . crState . crDamage .++~ (Piercing 100 sp p ep : mvDams)
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addDamageArmoured = creatures . ix cid . crState . crDamage .++~ mvDams
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cid = _crID cr
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newDir = squashNormalizeV (p -.- _crPos cr)
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pOut = p +.+ 2 *.* newDir
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reflectVel = magV bulVel *.* newDir
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addBouncer = instantParticles .:~ bouncer
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bouncer = (aBulAt Nothing id (Just (_ptColor bt)) Nothing pOut reflectVel (_btDrag bt)
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(_ptHitEff bt) (_ptWidth bt)
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) {_ptTimer = _ptTimer bt - 1}
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{- | Bullet pass through creatures. -}
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bulPenCr' :: Particle -> Point2 -> Creature -> World -> World
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bulPenCr' bt p cr w = w
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& instantParticles .:~ piercer
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& bulletHitSound ep
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& creatures . ix cid . crState . crDamage .++~
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[Piercing 50 sp p ep
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,Blunt 50 sp p ep
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,TorqueDam 1 d1
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,PushDam 1 $ 3 *.* (ep -.- sp)
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]
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where
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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cid = _crID cr
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sp = head $ _ptTrail bt
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ep = sp +.+ _ptVel bt
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piercer = (aBulAt Nothing id (Just (_ptColor bt)) (Just cid) p (_ptVel bt) (_btDrag bt)
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(_ptHitEff bt) (_ptWidth bt)
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) {_ptTimer = _ptTimer bt - 1}
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{- | Heavy bullet effects when hitting creature:
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piercing, blunt, twisting and pushback damage all applied. -}
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hvBulHitCr :: Particle -> Point2 -> Creature -> World -> World
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hvBulHitCr bt p cr w = w
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& creatures . ix cid . crState . crDamage .++~
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[Piercing 200 sp p ep
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,Blunt 100 sp p ep
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,TorqueDam 1 d1
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,PushDam 1 $ 3 *.* (ep -.- sp)
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]
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& bulletHitSound ep
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where
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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cid = _crID cr
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sp = head $ _ptTrail bt
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ep = sp +.+ _ptVel bt
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{- | Create a flamelet when hitting a creature. -}
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bulIncCr :: Particle -> Point2 -> Creature -> World -> World
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bulIncCr bt p cr w = w
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& makeFlamelet p 20 v Nothing 3 20
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& bulletHitSound p
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& creatures . ix cid . crState . crDamage .:~ Piercing 60 sp p ep
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where
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cid = _crID cr
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sp = head $ _ptTrail bt
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ep = sp +.+ _ptVel bt
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v = evalState (randInCirc 1) $ _randGen w
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{- | Creates a shockwave when hitting a creature. -}
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bulConCr :: Particle -> Point2 -> Creature -> World -> World
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bulConCr bt p cr = over (creatures . ix cid . crState . crDamage) (Blunt 10 sp p ep :)
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. makeShockwaveAt [] p 15 4 1 white
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. bulletHitSound p
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where
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cid = _crID cr
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sp = head $ _ptTrail bt
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ep = sp +.+ _ptVel bt
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{- | Hitting wall effects: create a spark, damage blocks. -}
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bulHitWall :: Particle -> Point2 -> Wall -> World -> World
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bulHitWall bt p = damageWall (Piercing 100 sp p ep)
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where
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ep = sp +.+ _ptVel bt
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sp = head $ _ptTrail bt
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{- | Bounce off walls, do damage to blocks. -}
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bulBounceWall :: Particle -> Point2 -> Wall -> World -> World
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bulBounceWall bt p wl = damageWall (Blunt 50 sp p ep) wl
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. over instantParticles (bouncer :)
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where
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ep = sp +.+ _ptVel bt
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sp = head $ _ptTrail bt
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pOut = p +.+ squashNormalizeV (sp -.- p)
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bouncer = (aBulAt Nothing id (Just (_ptColor bt)) Nothing pOut reflectVel (_btDrag bt) (_ptHitEff bt) (_ptWidth bt)
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) {_ptTimer = _ptTimer bt - 1}
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reflectVel = reflVelWall wl (_ptVel bt)
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-- the hack is to get around the fact that the particles list gets reset after
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-- all projectiles in it are checked, so we cannot add to it as we accumulate over
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-- this list
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{- | Create flamelet on wall. -}
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bulIncWall
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:: Particle
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-> Point2 -- Impact point
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-> Wall
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-> World
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-> World
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bulIncWall bt p wl = damageWall (Blunt 50 sp p ep) wl
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. makeFlamelet pOut 20 reflectVel Nothing 3 20
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where
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ep = sp +.+ _ptVel bt
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sp = head $ _ptTrail bt
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pOut = p +.+ squashNormalizeV (sp -.- p)
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wallV = uncurry (-.-) (_wlLine wl)
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reflectVel = squashNormalizeV $ reflectIn wallV (_ptVel bt)
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{- | Create a shockwave on wall-}
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bulConWall
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:: Particle
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-> Point2 -- ^ Impact point
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-> Wall
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-> World
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-> World
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bulConWall bt p wl = damageWall (Blunt 10 sp p ep) wl .
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makeShockwaveAt [] p 15 4 1 white
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where
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ep = sp +.+ _ptVel bt
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sp = head $ _ptTrail bt
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hvBulHitWall
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:: Particle
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-> Point2 -- ^ Impact point
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-> Wall
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-> World
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-> World
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hvBulHitWall bt p wl w = damageWall (Piercing 200 sp p ep) wl
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. damageWall (Blunt 100 sp p ep) wl
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$ set randGen g $ foldr ($) w (sparks pOut sv)
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where
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ep = sp +.+ _ptVel bt
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sp = head $ _ptTrail bt
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pOut = p +.+ squashNormalizeV (sp -.- p)
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(a, g) = randomR (-0.2,0.2) $ _randGen w
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sv = unitVectorAtAngle $ a + reflDirWall sp p wl
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cs' = take 10 $ randomRs (0,11) $ _randGen w
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cs = map (brightX 100 1.5 . numColor) cs'
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ts = randomRs (4,8) $ _randGen w
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sparks pos vel = zipWith (\t c -> colSpark t c pos (argV vel)) ts cs
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