Start to generalise text input to "terminal signal" input
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@@ -75,15 +75,15 @@ wasdWithAiming w speed cr
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| otherwise = crMvForward speed
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theTurn cr' = creatureTurnTowardDir (_crMvAim cr') 0.2 cr'
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movDir = wasdDir w
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dir = fmap ((w ^. cWorld . cwCamPos . camRot) +) (safeArgV movDir)
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movAbs = rotateV (w ^. cWorld . cwCamPos . camRot) $ normalizeV movDir
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dir = fmap ((w ^. cWorld . cwCam . camRot) +) (safeArgV movDir)
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movAbs = rotateV (w ^. cWorld . cwCam . camRot) $ normalizeV movDir
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isAiming = _posture (_crStance cr) == Aiming
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mouseDir = fromMaybe
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(argV (_mousePos (_input w)) + (w ^. cWorld . cwCamPos . camRot) )
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(argV (_mousePos (_input w)) + (w ^. cWorld . cwCam . camRot) )
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$ do
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itRef <- cr ^? crManipulation . manObject . inInventory . ispItem
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_ <- cr ^? crInv . ix itRef . itScope . scopePos
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return . argV $ mouseWorldPos (w ^. input) (w ^. cWorld . cwCamPos) -.- _crPos cr
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return . argV $ mouseWorldPos (w ^. input) (w ^. cWorld . cwCam) -.- _crPos cr
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aimTurn :: Float -> Creature -> Creature
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aimTurn a cr = creatureTurnTowardDir a (x * 0.2) cr
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@@ -120,7 +120,7 @@ pressedMBEffectsTopInventory pkeys w
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| isDown SDL.ButtonLeft && isDown SDL.ButtonRight && inTopInv = useItem (you w) w
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| isDown SDL.ButtonLeft && inTopInv = doTopInvLeftClick (you w) w
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| isDown SDL.ButtonMiddle =
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w & cWorld . cwCamPos . camRot -~ rotation
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w & cWorld . cwCam . camRot -~ rotation
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& input . clickMousePos .~ _mousePos (_input w)
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| otherwise = w
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where
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