packages feed

edge-0.8: Unit/Smart/Death.hs

module Unit.Smart.Death ( Death(..)
                       , new
                       ) where

import Data.WrapAround
import Animation
import Graphics.Gloss.Data.Picture
import Graphics.Gloss.Data.Color
import GHC.Float
import Trigonometry
import ResourceTracker
import Updating
import qualified Moving as M
import Combat
import qualified Projectile.BulletSII as P.BulletSII
import qualified Projectile.BulletMII as P.BulletMII
import AfterEffect
import qualified AfterEffect.SimpleExplosion as SimpleExplosion
import Data.Maybe
import Universe hiding (wrapMap, resourceTracker)
import qualified Universe as U
import Sound.ALUT

radialVelocity = pi -- radians per second

maxVelocityMag = 200.0

kamikazeDamage = 100.0

maxIntegrity = 12

accelerationRate = 200.0

adjAngle = pi / 8

shotDelay_sniper = 3.0

shotDelay_spread = 2.0

data Death = Death { angle :: Double -- radians
                   , velocity :: (Double, Double)
                   , center :: WrapPoint
                   , idealTargetLocation :: Maybe WrapPoint
                   , wrapMap :: WrapMap
                   , launchTube :: [Projectile]
                   , sinceLastShot_sniper :: Double
                   , sinceLastShot_spread :: Double
                   , integrity :: Double
                   , vision :: Maybe Arena
                   , resourceTracker :: ResourceTracker
    
                   -- Sound
                   , queueShotSound :: Bool
                   , shotSoundSource :: Maybe Source
                   }

instance Audible Death where

  processAudio self lcenter =
    do self' <- if isNothing (shotSoundSource self)
                  then initializeShotSoundSource self
                  else return self
       if not (queueShotSound self)
               then return self'
               else do let (x, y) = vectorRelation
                                      (wrapMap self)
                                      (lcenter)
                                      (center self)
                       let s = fromJust $ shotSoundSource self
                       sourcePosition s $= (Vertex3 (double2Float x)
                                                    (double2Float (-y))
                                                    0)
                       play [s]
                       return self' { queueShotSound = False }

  terminateAudio self =
    if isNothing (shotSoundSource self)
      then return self
      else do stop [fromJust (shotSoundSource self)]
              return self

initializeShotSoundSource self =
  do [source] <- genObjectNames 1
     buffer source $= getSound (resourceTracker self) "energy-shot-02.wav"
     sourceRelative source $= Listener
     referenceDistance source $= audioReferenceDistance
     rolloffFactor source $= audioRolloffFactor
     return self { shotSoundSource = Just source }

new :: ResourceTracker
        -> WrapMap
        -> WrapPoint
        -> Double
        -> Death
new rt wmap center' angle' =
  Death { center = center'
        , angle = angle'
        , idealTargetLocation = Nothing
        , velocity = (0.0, 0.0)
        , wrapMap = wmap
        , launchTube = []
        , sinceLastShot_sniper = 0.0
        , sinceLastShot_spread = 0.0
        , integrity = maxIntegrity
        , vision = Nothing
        , resourceTracker = rt

        , queueShotSound = False
        , shotSoundSource = Nothing
        }

instance Observant Death where

  updateVision self arena = self { vision = Just arena }

updateAngle t self
 = case vision self of
     Nothing -> self
     Just a -> case lance a of
                Nothing -> self
                Just l -> let sDir = angle self in
                          let sDir' = if sDir == 0.0 / 0.0
                                        then 0.1
                                        else sDir in
                          let tDir = vectorDirection
                                       (vectorRelation
                                         (wrapMap self)
                                         (center self)
                                         (M.center l)) in
                          let adj
                                | tDir - sDir' > adjAngle = radialVelocity * t
                                | tDir - sDir' < (-1) * adjAngle = (-radialVelocity) * t
                                | otherwise = 0.0 in
                          self { angle = angle self + adj }

updateVelocity t self =
  let thrustingVelocity = M.calcNewVelocity
                              (velocity self)
                              accelerationRate
                              (angle self)
                              maxVelocityMag
                              t in
  let velocity' = case vision self of
                    Nothing -> velocity self
                    Just a ->
                      case lance a of
                        Nothing -> velocity self
                        Just l -> let sDir = angle self in
                                  let sDir' = if sDir == 0.0 / 0.0
                                                then 0.1
                                                else sDir in
                                  let tDir = vectorDirection
                                               (vectorRelation
                                                 (wrapMap self)
                                                 (center self)
                                                 (M.center l)) in
                                  if abs (tDir - sDir') <= adjAngle
                                    then thrustingVelocity
                                    else velocity self in
  self { velocity = velocity' }

instance Animation Death where
  image self _ = fromMaybe
                   (Scale 0.20 0.20
                     (Color white
                     (Text "Error! Missing image!")))
                   (getImage rt "death.bmp")
    where rt = resourceTracker self

instance M.Locatable Death where
  center = center

instance M.Moving Death where
  velocity = velocity

instance M.Colliding Death where
  collisionRadius _ = 60.0

instance InternallyUpdating Death where

  preUpdate self t = (updateFiringInformation t
                        . updateIdealTargetLocation t
                        . updateVelocity t
                        . updateAngle t) self

  postUpdate self t =
    let center' = fromMaybe (center self) (idealTargetLocation self) in
    self { center = center'
         , idealTargetLocation = Nothing
         }

updateFiringInformation t self =
  fst $ (handleSpreadFiring . handleSniperFiring) (self, t)

handleSniperFiring (self, t) =
  let sinceLastShot_sniper' = sinceLastShot_sniper self + t in
    if sinceLastShot_sniper' >= shotDelay_sniper
      then (self { sinceLastShot_sniper = 0.0
                , launchTube = projectile : launchTube self
                , queueShotSound = True
                }, t)
      else (self { sinceLastShot_sniper = sinceLastShot_sniper' }, t)
  where projectile = Projectile
                       (P.BulletSII.new
                         (wrapMap self)
                         pAngle
                         (center self)
                         (velocity self))
        pSpeed = P.BulletSII.speed
        pAngle = case vision self of
                   Nothing -> angle self
                   Just arena ->
                     case lance arena of
                       Nothing -> angle self
                       Just l -> targetingA
                                   pSpeed
                                   (vectorRelation
                                     (U.wrapMap arena)
                                     (center self)
                                     (M.center l))
                                   (subV
                                     (M.velocity l)
                                     (M.velocity self))

handleSpreadFiring (self, t) =
  let sinceLastShot_spread' = sinceLastShot_spread self + t in
    if sinceLastShot_spread' >= shotDelay_spread
      then (self { sinceLastShot_spread = 0.0
                , launchTube = projectiles ++ launchTube self
                , queueShotSound = True
                }, t)
      else (self { sinceLastShot_spread = sinceLastShot_spread' }, t)
  where projectiles = map projectile [ x * pi / 8.0 - pi / 4.0 | x <- [0..7] ]
        projectile x = Projectile
                        (P.BulletMII.new
                          (wrapMap self)
                          (pAngle + x)
                          (center self)
                          (velocity self))
        pAngle = case vision self of
                   Nothing -> angle self
                   Just arena ->
                     case lance arena of
                       Nothing -> angle self
                       Just l -> vectorDirection
                                  (vectorRelation
                                    (U.wrapMap arena)
                                    (center self)
                                    (M.center l))

updateIdealTargetLocation :: Double -> Death -> Death
updateIdealTargetLocation t self =
  self { idealTargetLocation = Just (M.idealNewLocation (wrapMap self)
                                                        (center self)
                                                        (velocity self)
                                                        t)
        }

instance Launcher Death where

  deployProjectiles self = (launchTube self, self { launchTube = [] })

instance Transient Death where

  expired' self = if integrity self > 0.0
                    then Nothing
                    else Just [aeffect]
    where aeffect = AfterEffect (SimpleExplosion.new (resourceTracker self)
                                                     (wrapMap self)
                                                     (center self)
                                                     (velocity self))

instance Damageable Death where

  inflictDamage self d = self { integrity = max 0.0 (integrity self - d) }

instance Damaging Death where

  damageEnergy self = kamikazeDamage