Tweak wall cutting, removes inverse walls
This commit is contained in:
+2
-1
@@ -31,7 +31,8 @@ import System.Random
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roomTreex :: RandomGen g => State g (Maybe [Room])
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roomTreex = do
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struct' <- aTreeStrut
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let struct = treePost [[SpecificRoom $ fmap (pure . Right) pistolerRoom]] [EndRoom]
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-- let struct = treePost [[SpecificRoom $ fmap (pure . Right) pistolerRoom]] [EndRoom]
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let struct = treePost [[SpecificRoom $ fmap (pure . Right) $ pure testRoom]] [EndRoom]
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let t' = padCorridors struct
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t = treeTrunk
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[[StartRoom]
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@@ -1,3 +1,6 @@
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{-
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Weapon effects when pulling the trigger.
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-}
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module Dodge.Item.Weapon.TriggerType
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where
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import Dodge.Data
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@@ -6,20 +9,20 @@ import Dodge.CreatureAction (reloadWeapon)
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import Dodge.WorldEvent (muzzleFlashAt,tempLightForAt)
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import Dodge.WorldEvent.Cloud
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import Dodge.RandomHelp
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import Dodge.Item.Weapon.Bullet
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import Geometry
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import System.Random
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import Control.Lens
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import Control.Monad.State
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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withThinSmoke :: (Int -> World -> World) -> Int -> World -> World
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withThinSmoke
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:: (Int -> World -> World) -- ^ Underlying effect
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-> Int -- ^ Creature id
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-> World
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-> World
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withThinSmoke eff cid w = eff cid . foldr makeThinSmokeAt w $ map (+.+ pos) ps
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where
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cr = _creatures w IM.! cid
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@@ -27,7 +30,11 @@ withThinSmoke eff cid w = eff cid . foldr makeThinSmokeAt w $ map (+.+ pos) ps
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pos = _crPos cr +.+ ((_crRad cr +0.5) *.* unitVectorAtAngle dir)
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ps = (sequence . replicate 5 . randInCirc) 8 & evalState $ _randGen w
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withThickSmoke :: (Int -> World -> World) -> Int -> World -> World
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withThickSmoke
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:: (Int -> World -> World) -- ^ Underlying effect
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-> Int -- ^ Creature id
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-> World
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-> World
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withThickSmoke eff cid w = eff cid . foldr makeThickSmokeAt w $ map (+.+ pos) ps
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where
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cr = _creatures w IM.! cid
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@@ -35,27 +42,35 @@ withThickSmoke eff cid w = eff cid . foldr makeThickSmokeAt w $ map (+.+ pos) ps
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pos = _crPos cr +.+ ((_crRad cr +15) *.* unitVectorAtAngle dir)
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ps = (sequence . replicate 20 . randInCirc) 8 & evalState $ _randGen w
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withWarmUp :: Int -> (Int -> World -> World) -> Int -> World -> World
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{- Shoot a weapon rapidly after a warm up.
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Applies ammo check as well.
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-}
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withWarmUp
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:: Int -- ^ Warm up time (in frames)
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-> (Int -> World -> World)
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-- ^ Shoot effect
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-> Int -- ^ Creature id
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-> World
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-> World
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withWarmUp t f cid w
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| reloadCondition = fromMaybe w $ reloadWeapon cid w
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| _wpReloadState item /= 0 = w
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| fState == 0 = set (pointerToItem . wpFire) (withWarmUp 100 f)
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$ set (pointerToItem . wpFireState) 2
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w
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| t > 2 = set (pointerToItem . wpFire) (withWarmUp (t-1) f)
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$ set (pointerToItem . wpFireState) 2
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$ soundFrom (CrWeaponSound cid) 26 2 0
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w
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| t > 0 = set (pointerToItem . wpFire) (withWarmUp (t-1) f)
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$ set (pointerToItem . wpFireState) 2
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w
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| otherwise = set (pointerToItem . wpFire) (withWarmUp 1 f)
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$ over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
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$ set (pointerToItem . wpFireState) 2
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$ f cid
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$ soundFrom (CrWeaponSound cid) 28 2 0
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w
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| reloadCondition = fromMaybe w $ reloadWeapon cid w
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| _wpReloadState item /= 0 = w
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| fState == 0 = set (pointerToItem . wpFire) (withWarmUp 100 f)
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$ set (pointerToItem . wpFireState) 2
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w
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| t > 2 = set (pointerToItem . wpFire) (withWarmUp (t-1) f)
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$ set (pointerToItem . wpFireState) 2
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$ soundFrom (CrWeaponSound cid) 26 2 0
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w
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| t > 0 = set (pointerToItem . wpFire) (withWarmUp (t-1) f)
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$ set (pointerToItem . wpFireState) 2
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w
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| otherwise = set (pointerToItem . wpFire) (withWarmUp 1 f)
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$ over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
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$ set (pointerToItem . wpFireState) 2
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$ f cid
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$ soundFrom (CrWeaponSound cid) 28 2 0
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w
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where
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cr = _creatures w IM.! cid
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itRef = _crInvSel cr
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@@ -65,7 +80,13 @@ withWarmUp t f cid w
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fRate = _wpFireRate item
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reloadCondition = _wpLoadedAmmo item == 0
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withSound :: Int -> (Int -> World -> World) -> Int -> World -> World
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{- Adds a sound to a creature based world effect.
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The sound is emitted from the creature's position. -}
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withSound
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:: Int -- ^ Sound id
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-> (Int -> World -> World) -- ^ Underlying effect
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-> Int -- ^ Creature id
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-> World -> World
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withSound soundid f cid w = (soundOncePos soundid p . f cid) w
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where
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p = _crPos (_creatures w IM.! cid)
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@@ -79,6 +100,7 @@ withRecoil
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withRecoil recoilAmount eff cid w = eff cid . over (creatures . ix cid) pushback $ w
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where
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pushback cr = over crPos (+.+ rotateV (_crDir cr) ((-recoilAmount) / _crMass cr ,0)) cr
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withSidePush
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:: Float -- ^ Maximal possible side push amount
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-> (Int -> World -> World)
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@@ -91,7 +113,7 @@ withSidePush maxSide eff cid w = eff cid . over (creatures . ix cid) push $ w
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(pushAmount, _) = randomR (-maxSide,maxSide) $ _randGen w
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{-
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Applies an effect and sound with an ammo check.
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Applies a world effect and sound effect after an ammo check.
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-}
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shootWithSound
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:: Int -- ^ Sound identifier
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@@ -115,21 +137,26 @@ shootWithSound soundid f cid w
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&& _wpFireState item == 0
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&& _wpLoadedAmmo item > 0
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reloadCondition = _wpLoadedAmmo item == 0
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shoot :: (Int -> World -> World) -> Int -> World -> World
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{- Applies a world effect after an ammo check. -}
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shoot
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:: (Int -> World -> World)
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-- ^ Underlying effect, takes creature id as input
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-> Int -- ^ Creature id
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-> World -> World
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shoot f cid w | fireCondition = over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
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$ set (pointerToItem . wpFireState) (_wpFireRate item)
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$ f cid w
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| reloadCondition = fromMaybe w $ reloadWeapon cid w
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| otherwise = w
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where cr = (_creatures w IM.! cid)
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itRef = _crInvSel cr
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item = _crInv cr IM.! itRef
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pointerToItem = creatures . ix cid . crInv . ix itRef
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fireCondition = _wpReloadState item == 0
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&& _wpFireState item == 0
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&& _wpLoadedAmmo item > 0
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reloadCondition = _wpLoadedAmmo item == 0
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where
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cr = (_creatures w IM.! cid)
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itRef = _crInvSel cr
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item = _crInv cr IM.! itRef
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pointerToItem = creatures . ix cid . crInv . ix itRef
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fireCondition = _wpReloadState item == 0
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&& _wpFireState item == 0
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&& _wpLoadedAmmo item > 0
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reloadCondition = _wpLoadedAmmo item == 0
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withMuzFlare :: (Int -> World -> World) -> Int -> World -> World
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withMuzFlare f cid w = tempLightForAt 3 pos
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@@ -139,87 +166,156 @@ withMuzFlare f cid w = tempLightForAt 3 pos
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pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
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pos2 = _crPos cr +.+ (2 * _crRad cr) *.* unitVectorAtAngle (_crDir cr)
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withRandomDir :: Float -> (Int -> World -> World) -> Int -> World -> World
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{-
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Rotates the creature randomly, applies the effect, rotates the creature back.
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-}
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withRandomDir
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:: Float -- ^ Max possible rotation
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-> (Int -> World -> World)
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-- ^ Underlying effect
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-> Int -- ^ Creature id
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-> World
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-> World
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withRandomDir acc f cid w = over (creatures . ix cid . crDir) (\d -> d - a)
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. f cid
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. over (creatures . ix cid . crDir) (+ a)
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$ set randGen g
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w
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where (a, g) = randomR (-acc,acc) $ _randGen w
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withVelWthHiteff :: Point2 -> Float -> HitEffect -> Int -> World -> World
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{- Creates a bullet with a given velocity, width, and 'HitEffect'
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-}
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withVelWthHiteff
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:: Point2 -- ^ Velocity, x direction is forward with respect to the creature
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-> Float -- ^ Bullet width
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-> HitEffect -- ^ Bullet effect when hitting creature, wall etc
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-> Int -- ^ Creature id
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-> World
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-> World
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withVelWthHiteff vel width hiteff cid w
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= over particles' ((:) newbul)
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= over particles' ((:) newbul) $ set randGen g w
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where
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cr = _creatures w IM.! cid
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newbul = aGenBulAt' (Just cid) (numColor colid) pos (rotateV dir vel) hiteff width
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(colid, g) = randomR (0,11) $ _randGen w
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dir = _crDir cr
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pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
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pos2 = _crPos cr +.+ (2 * _crRad cr) *.* unitVectorAtAngle (_crDir cr)
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{- Translate the creature sideways a random amount, apply the effect, translate back. -}
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withRandomOffset
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:: Float -- ^ Max possible translate
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-> (Int -> World -> World)
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-- ^ Underlying effect
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-> Int -- ^ Creature id
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-> World
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-> World
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withRandomOffset offsetAmount f cid w
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= over (creatures . ix cid . crPos) (-.- offV)
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. f cid
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. over (creatures . ix cid . crPos) (+.+ offV)
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$ set randGen g
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w
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where cr = _creatures w IM.! cid
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newbul = aGenBulAt' (Just cid) (numColor colid) pos (rotateV dir vel) hiteff width
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(colid, g) = randomR (0,11) $ _randGen w
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dir = _crDir cr
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pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
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pos2 = _crPos cr +.+ (2 * _crRad cr) *.* unitVectorAtAngle (_crDir cr)
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w
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where
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(offsetVal , g) = randomR (-offsetAmount,offsetAmount) $ _randGen w
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cr = _creatures w IM.! cid
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offV = rotateV (_crDir cr) (0,offsetVal)
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withRandomOffset :: Float -> (Int -> World -> World) -> Int -> World -> World
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withRandomOffset offsetAmount f cid w = over (creatures . ix cid . crPos) (-.- offV)
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. f cid
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. over (creatures . ix cid . crPos) (+.+ offV)
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$ set randGen g
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w
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where (offsetVal , g) = randomR (-offsetAmount,offsetAmount) $ _randGen w
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cr = _creatures w IM.! cid
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offV = rotateV (_crDir cr) (0,offsetVal)
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torqueBeforeForced :: Float -> (Int -> World -> World) -> Int -> World -> World
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-- | Rotates a creature with minimum rotation at least 0.1.
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-- Rotates the player creature before applying the effect, other creatures after.
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torqueBeforeForced
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:: Float -- ^ Max possible rotation (less the 0.1 forced rotation)
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-> (Int -> World -> World)
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-- ^ Underlying effect
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-> Int -- ^ Creature id
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-> World
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-> World
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torqueBeforeForced torque feff cid w
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| cid == 0 = feff cid $ set randGen g $ over (creatures . ix cid . crDir) (+rot')
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$ over cameraRot (+rot') w
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| otherwise = feff cid $ set randGen g $ over (creatures . ix cid . crDir) (+rot') w
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where (rot, g) = randomR (-torque,torque) $ _randGen w
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rot' | rot < 0 = rot - 0.1
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| otherwise = rot + 0.1
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where
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(rot, g) = randomR (-torque,torque) $ _randGen w
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rot' | rot < 0 = rot - 0.1
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| otherwise = rot + 0.1
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torqueBefore :: Float -> (Int -> World -> World) -> Int -> World -> World
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-- | Rotates the player creature before applying an effect, other creatures after.
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torqueBefore
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:: Float -- ^ Max possible rotation
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-> (Int -> World -> World)
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-- ^ Underlying effect
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-> Int
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-- ^ Creature id
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-> World
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-> World
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torqueBefore torque feff cid w
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| cid == 0 = feff cid $ set randGen g $ over (creatures . ix cid . crDir) (+rot)
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$ over cameraRot (+rot) w
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| otherwise = feff cid $ set randGen g $ over (creatures . ix cid . crDir) (+rot) w
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where (rot, g) = randomR (-torque,torque) $ _randGen w
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torqueAfter :: Float -> (Int -> World -> World) -> Int -> World -> World
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where
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(rot, g) = randomR (-torque,torque) $ _randGen w
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-- | Rotate a randomly creature after applying an effect.
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torqueAfter
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:: Float -- ^ Max possible rotation
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-> (Int -> World -> World)
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-- ^ Underlying effect
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-> Int
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-- ^ Creature id
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-> World
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-> World
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torqueAfter torque feff cid w
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| cid == 0 = rotateScope $ set randGen g $ over cameraRot (+rot) $ feff cid w
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| otherwise = set randGen g $ over (creatures . ix cid . crDir) (+rot) $ feff cid w
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where (rot, g) = randomR (-torque,torque) $ _randGen w
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rotateScope w = w & creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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. itAttachment . _Just . scopePos %~ rotateV rot
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spreadNumVelWthHiteff :: Float -> Int -> Point2 -> Float -> HitEffect -> Int -> World -> World
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where
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(rot, g) = randomR (-torque,torque) $ _randGen w
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rotateScope w = w & creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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. itAttachment . _Just . scopePos %~ rotateV rot
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{- Create multiple bullets with a given spread, a given amount, given velocity,
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given width and given 'HitEffect'.
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-}
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spreadNumVelWthHiteff
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:: Float -- ^ Spread
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-> Int -- ^ Number of bullets
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-> Point2 -- ^ Velocity, x is direction of creature
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-> Float -- ^ Bullet width
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-> HitEffect -- ^ Effect when hitting creature, wall etc
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-> Int -- ^ Creature id
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-> World
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-> World
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spreadNumVelWthHiteff spread num vel wth eff cid w
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= over particles' (newbuls ++)
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w
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where cr = _creatures w IM.! cid
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newbuls = zipWith3 (\pos d colid -> aGenBulAt' (Just cid) (numColor colid)
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pos (rotateV d vel) eff wth
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) poss dirs colids
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poss = map ((+.+) $ _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr))
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$ evalState ((sequence . take num . repeat . randInCirc) 5) $ _randGen w
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dirs = map ((+) (_crDir cr))
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$ zipWith (+) [-spread,-spread+(2*spread/(fromIntegral num))..]
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$ randomRs (0,spread/5) (_randGen w)
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colids = take num $ randomRs (0,11) (_randGen w)
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= over particles' (newbuls ++) w
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where
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cr = _creatures w IM.! cid
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newbuls = zipWith3 (\pos d colid -> aGenBulAt' (Just cid) (numColor colid)
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pos (rotateV d vel) eff wth
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) poss dirs colids
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poss = map ((+.+) $ _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr))
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$ evalState ((sequence . take num . repeat . randInCirc) 5) $ _randGen w
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dirs = map ((+) (_crDir cr))
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$ zipWith (+) [-spread,-spread+(2*spread/(fromIntegral num))..]
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$ randomRs (0,spread/5) (_randGen w)
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colids = take num $ randomRs (0,11) (_randGen w)
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numVelWthHitEff :: Int -> Point2 -> Float -> HitEffect -> Int -> World -> World
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{- Create a number of bullets side by side with a given velocity,
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given width and given 'HitEffect'.
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-}
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numVelWthHitEff
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:: Int -- ^ Amount of bullets
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-> Point2 -- ^ Velocity, x axis is direction of creature
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-> Float -- ^ Bullet width
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-> HitEffect -- ^ Effect when hitting creature, wall etc
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-> Int -- ^ Creature id
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-> World
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-> World
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numVelWthHitEff num vel wth eff cid w
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= over particles' (newbuls ++)
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w
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where cr = _creatures w IM.! cid
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newbuls = zipWith (\pos colid -> aGenBulAt' (Just cid) (numColor colid)
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pos (rotateV d vel) eff wth
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)
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poss colids
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d = _crDir cr
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poss = map (\o -> o +.+ pos) offsets
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maxOffset = fromIntegral num * 2.5 - 2.5
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offsets = map (\y -> rotateV d (0,y)) [-maxOffset,5-maxOffset..]
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colids = take num $ randomRs (0,11) (_randGen w)
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pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle d
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= over particles' (newbuls ++) w
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where
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cr = _creatures w IM.! cid
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newbuls = zipWith (\pos colid -> aGenBulAt' (Just cid) (numColor colid)
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pos (rotateV d vel) eff wth
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)
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poss colids
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d = _crDir cr
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poss = map (\o -> o +.+ pos) offsets
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maxOffset = fromIntegral num * 2.5 - 2.5
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offsets = map (\y -> rotateV d (0,y)) [-maxOffset,5-maxOffset..]
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colids = take num $ randomRs (0,11) (_randGen w)
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pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle d
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+4
-1
@@ -5,6 +5,7 @@ module Dodge.Layout
|
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where
|
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import Dodge.Data
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||||
import Dodge.LevelGen
|
||||
import Dodge.LevelGen.StaticWalls
|
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import Dodge.LevelGen.Data
|
||||
import Dodge.Base
|
||||
import Dodge.RandomHelp
|
||||
@@ -77,6 +78,7 @@ wallsFromTree t =
|
||||
-- createInnerWalls
|
||||
divideWalls
|
||||
. assignKeys
|
||||
. removeInverseWalls
|
||||
. foldr cutWalls [] -- map (map (g . roundPoint2))
|
||||
-- . map (map roundPoint2)
|
||||
$ (concatMap _rmPolys $ flatten t)
|
||||
@@ -88,7 +90,8 @@ wallsFromTree t =
|
||||
wallsFromRooms :: [Room] -> IM.IntMap Wall
|
||||
wallsFromRooms =
|
||||
-- divideWalls .
|
||||
IM.fromList . zip [0..] . zipWith f [0..] . foldr cutWalls [] . concatMap _rmPolys
|
||||
IM.fromList . zip [0..] . zipWith f [0..] . removeInverseWalls
|
||||
. foldr cutWalls [] . concatMap _rmPolys
|
||||
where
|
||||
f i (x,y) = defaultWall {_wlLine = [x,y] , _wlID = i}
|
||||
|
||||
|
||||
@@ -7,22 +7,38 @@ module Dodge.LevelGen.StaticWalls
|
||||
import Dodge.Data
|
||||
import Dodge.Base
|
||||
import Dodge.Default
|
||||
|
||||
import Geometry
|
||||
|
||||
import Control.Lens
|
||||
|
||||
import Data.Function (on)
|
||||
|
||||
import Data.Graph
|
||||
import Data.List
|
||||
import Data.Maybe
|
||||
import qualified Data.IntMap as IM
|
||||
|
||||
import qualified Data.Set as S
|
||||
|
||||
type WallP = (Point2,Point2)
|
||||
|
||||
-- | Test whether lines are near parallel.
|
||||
-- Assumes non-zero length lines.
|
||||
nearParallel :: WallP -> WallP -> Bool
|
||||
nearParallel (a,b) (x,y)
|
||||
= dotV (a -.- b) (vNormal (x -.- y)) < 0.01
|
||||
|
||||
-- | Test for near collinearity.
|
||||
-- Assumes non-zero length lines.
|
||||
nearCollinear :: WallP -> WallP -> Bool
|
||||
nearCollinear (a,b) (x,y)
|
||||
| a /= x = nearParallel (a,b) (x,y) && nearParallel (a,b) (a,x)
|
||||
| otherwise = nearParallel (a,b) (x,y) && nearParallel (a,b) (a,y)
|
||||
|
||||
-- | Remove inverse walls.
|
||||
removeInverseWalls :: [WallP] -> [WallP]
|
||||
removeInverseWalls ((a,b):ps)
|
||||
| elem (b,a) ps = removeInverseWalls $ delete (b,a) ps
|
||||
| otherwise = (a,b) : (removeInverseWalls ps)
|
||||
removeInverseWalls ps = ps
|
||||
|
||||
-- | Cut out a polygon from a set of walls, and check for errors in the
|
||||
-- created walls.
|
||||
-- If created walls are not consistent, expand poly and retry.
|
||||
|
||||
+11
-11
@@ -125,7 +125,7 @@ door = Room
|
||||
,((20, 5),pi)
|
||||
]
|
||||
roomPillars :: Room
|
||||
roomPillars = over rmLinks init $ set rmPS plmnts $ roomRect' 240 240 2 2
|
||||
roomPillars = over rmLinks init $ set rmPS plmnts $ roomRect 240 240 2 2
|
||||
where
|
||||
plmnts = PS (120,120) 0 putLamp
|
||||
: PS (10,10) 0 putLamp
|
||||
@@ -171,7 +171,7 @@ glassSwitchBack = do
|
||||
,blockLine (wth-wllen, 4*hf) ( wth,4*hf)
|
||||
, PS (wth/2,hgt/2) 0 $ putLamp
|
||||
]
|
||||
return $ set rmPS plmnts $ roomRect' wth hgt 2 6
|
||||
return $ set rmPS plmnts $ roomRect wth hgt 2 6
|
||||
|
||||
manyDoors :: Int -> Tree (Either Room Room)
|
||||
manyDoors i = treePost (replicate i (Left door)) $ Right door
|
||||
@@ -182,9 +182,9 @@ glassLesson = do
|
||||
return $ Node (Left $ botRoom) [deadRoom door,uppers, treePost (Left door : corridors) $ Right door]
|
||||
where uppers = Node (Left door) [deadRoom topRoom]
|
||||
botRoom = set rmPS botplmnts
|
||||
$ roomRect' 200 200 1 1
|
||||
$ roomRect 200 200 1 1
|
||||
topRoom = set rmPS topplmnts
|
||||
$ roomRect' 200 200 1 1
|
||||
$ roomRect 200 200 1 1
|
||||
botplmnts = [PS (0,0) 0 $ PutWindow (rectNSWE (200) 0 (90) (110))
|
||||
$ withAlpha 0.5 aquamarine
|
||||
,PS (50,100) 0 $ PutCrit miniGunCrit
|
||||
@@ -218,7 +218,7 @@ miniRoom1 = do
|
||||
,blockLine ( 0, 40+3*hf) (wllen,40+3*hf)
|
||||
,blockLine (wth-wllen, 40+4*hf) ( wth,40+4*hf)
|
||||
]
|
||||
return $ set rmPS plmnts $ shiftRoomBy ((0,40),0) $ roomRect' wth hgt 2 4
|
||||
return $ set rmPS plmnts $ shiftRoomBy ((0,40),0) $ roomRect wth hgt 2 4
|
||||
|
||||
miniTree2 :: RandomGen g => State g (Tree (Either Room Room))
|
||||
miniTree2 = miniRoom1 >>= randomiseOutLinks >>= changeLinkTo (\p -> (snd . fst) p < 70)
|
||||
@@ -277,7 +277,7 @@ roomMiniIntro = fmap (g . expandTreeBy f) $ sequence $ treePost
|
||||
|
||||
roomCenterPillar :: RandomGen g => State g Room
|
||||
roomCenterPillar = changeLinkTo ((\p -> dist p (120,0) < 10) . fst)
|
||||
$ set rmPS plmnts $ roomRect' 240 240 2 2
|
||||
$ set rmPS plmnts $ roomRect 240 240 2 2
|
||||
where plmnts = [ blockLine (115,115) (115,125)
|
||||
, blockLine (125,115) (125,125)
|
||||
, PS (40,120) 0 putLamp
|
||||
@@ -342,7 +342,7 @@ weaponEmptyRoom = do
|
||||
,PS (w/2,h/2) 0 $ putLamp
|
||||
]
|
||||
(fmap connectRoom . randomiseOutLinks) =<< (changeLinkTo ((\p -> dist p (w/2,0) < 10) . fst)
|
||||
$ set rmPS plmnts $ roomRect' w h 2 2)
|
||||
$ set rmPS plmnts $ roomRect w h 2 2)
|
||||
|
||||
|
||||
weaponUnderCrits :: RandomGen g => State g (Tree (Either Room Room))
|
||||
@@ -520,7 +520,7 @@ longRoom = do
|
||||
]
|
||||
brls <- fmap (map (\p -> PS (p +.+ (10,200)) 0 $ PutCrit explosiveBarrel) )
|
||||
$ sequence $ replicate 5 $ randInRect (w-20) 900
|
||||
let rm = roomRect' w (h+70) 1 1 & rmPolys %~ ( (++)
|
||||
let rm = roomRect w (h+70) 1 1 & rmPolys %~ ( (++)
|
||||
[rectNSWE h (h-165) (-45) (w+45)
|
||||
]
|
||||
)
|
||||
@@ -548,7 +548,7 @@ shooterRoom = do
|
||||
,PS ( 75,h-80) 0 putLamp
|
||||
]
|
||||
)
|
||||
$ roomRect' 100 h 1 1
|
||||
$ roomRect 100 h 1 1
|
||||
|
||||
|
||||
shootersRoom1 :: RandomGen g => State g Room
|
||||
@@ -628,7 +628,7 @@ pistolerRoom = do
|
||||
++
|
||||
concat [f x y | x<-xs,y<-ys]
|
||||
return
|
||||
$ set rmPS plmnts $ roomRect' w h (max i 2) (max i 2)
|
||||
$ set rmPS plmnts $ roomRect w h (max i 2) (max i 2)
|
||||
|
||||
shootingRange :: RandomGen g => State g (Tree (Either Room Room))
|
||||
shootingRange = do
|
||||
@@ -658,5 +658,5 @@ spawnerRoom = do
|
||||
,PS (x/2, y-10) 0 putLamp
|
||||
]
|
||||
let f ((lx,_),_) = lx < x/2-5
|
||||
roomWithSpawner <- (fmap connectRoom . randomiseOutLinks) =<< filterLinks f (set rmPS plmnts $ roomRect' x y 2 2)
|
||||
roomWithSpawner <- (fmap connectRoom . randomiseOutLinks) =<< filterLinks f (set rmPS plmnts $ roomRect x y 2 2)
|
||||
return $ treeTrunk [Left (airlock 0)] roomWithSpawner
|
||||
|
||||
@@ -1,12 +1,19 @@
|
||||
{-
|
||||
Procedural creation of rooms.
|
||||
-}
|
||||
module Dodge.Room.Procedural
|
||||
where
|
||||
( roomRect
|
||||
, roomRectAutoLinks
|
||||
, testRoom
|
||||
) where
|
||||
import Dodge.Room.Data
|
||||
import Dodge.Room.Placement
|
||||
import Dodge.Room.Link
|
||||
import Dodge.LevelGen
|
||||
import Dodge.LevelGen.Data
|
||||
import Geometry
|
||||
|
||||
import Data.List (nub,sortBy)
|
||||
import Data.List (nub,nubBy,sortBy)
|
||||
import Data.Function (on)
|
||||
--import Control.Monad.State
|
||||
--import System.Random
|
||||
@@ -14,13 +21,13 @@ import Data.Function (on)
|
||||
A simple rectangular room with a light in the center.
|
||||
Creates links and pathfinding graph.
|
||||
-}
|
||||
roomRect'
|
||||
roomRect
|
||||
:: Float -- ^ Width
|
||||
-> Float -- ^ Height
|
||||
-> Int -- ^ Number of links on vertical walls
|
||||
-> Int -- ^ Number of links on horizontal walls
|
||||
-> Room
|
||||
roomRect' x y xn yn = Room
|
||||
roomRect x y xn yn = Room
|
||||
{ _rmPolys = [rectNSWE y 0 0 x ]
|
||||
, _rmLinks = lnks
|
||||
, _rmPath = concatMap doublePair pth
|
||||
@@ -36,9 +43,11 @@ roomRect' x y xn yn = Room
|
||||
slnks = flip zip (repeat ( pi)) $ translateS (20,0) $ gridPoints xd (xn+1) 0 1
|
||||
lnks = nlnks ++ elnks ++ wlnks ++ slnks
|
||||
pth = linksAndPath lnks $ translateS (20,20) (makeGrid xd xn yd yn)
|
||||
|
||||
{-
|
||||
Creates a rectangular room, automatically creates links and pathfinding graph at a sensible size.
|
||||
-}
|
||||
roomRectAutoLinks :: Float -> Float -> Room
|
||||
roomRectAutoLinks x y = roomRect' x y ((ceiling x - 40) `div` 60) ((ceiling y - 40) `div` 60)
|
||||
roomRectAutoLinks x y = roomRect x y ((ceiling x - 40) `div` 60) ((ceiling y - 40) `div` 60)
|
||||
|
||||
makeGrid :: Float -> Int -> Float -> Int -> [(Point2,Point2)]
|
||||
makeGrid x nx y ny = nub $ concatMap doublePair
|
||||
@@ -61,3 +70,33 @@ linksAndPath :: [(Point2,Float)] -> [(Point2,Point2)] -> [(Point2,Point2)]
|
||||
linksAndPath lnks subpth = subpth ++ concatMap linkClosest lnks
|
||||
where linkClosest (p,_) = doublePair (p, head $ sortBy (compare `on` dist p) $ map fst subpth)
|
||||
|
||||
{- Combines two rooms into one room.
|
||||
Combines into one big bound, concatenates the rest.
|
||||
-}
|
||||
combineRooms :: Room -> Room -> Room
|
||||
combineRooms r r' = Room
|
||||
{ _rmPolys = _rmPolys r ++ _rmPolys r'
|
||||
, _rmLinks = _rmLinks r ++ _rmLinks r'
|
||||
, _rmPath = _rmPath r ++ _rmPath r'
|
||||
, _rmPS = _rmPS r ++ _rmPS r'
|
||||
, _rmBound = convexHull . nubBy (\a b -> dist a b < 5) $ _rmBound r ++ _rmBound r'
|
||||
}
|
||||
|
||||
northSegment :: Room
|
||||
northSegment = Room
|
||||
{ _rmPolys = [ [(0,0),(200,200),(-200,200)] ]
|
||||
, _rmLinks = [((0,200), 0)]
|
||||
, _rmPath = [((0,200),(0,0)),((0,0),(0,200))]
|
||||
, _rmPS = [PS (0,100) 0 putLamp]
|
||||
, _rmBound = [(200,200),(-200,200)]
|
||||
--, _rmBound = []
|
||||
}
|
||||
|
||||
testRoom :: Room
|
||||
testRoom = foldr1 combineRooms $ map (\a -> shiftRoomBy ((0,0),a) northSegment) [0,pi/2,pi,3*pi/2]
|
||||
|
||||
---- -- -{- Combines multiple rooms into one room.
|
||||
---- -- -Combines into one big poly and one big bound, and concatenates the rest.
|
||||
---- -- --}
|
||||
---- -- -combineRooms :: [Room] -> Room
|
||||
---- -- -combineRooms rs = foldr f
|
||||
|
||||
@@ -164,6 +164,19 @@ orderPolygon ps = sortBy (compare `on` \p -> argV (p -.- cen)) ps
|
||||
where
|
||||
cen = 1/ fromIntegral (length ps) *.* foldr1 (+.+) ps
|
||||
|
||||
-- | Adds a point to a convex polygon.
|
||||
-- If the point is inside, returns the original.
|
||||
-- Points ordered anticlockwise, input not checked.
|
||||
addPointPolygon :: Point2 -> [Point2] -> [Point2]
|
||||
addPointPolygon p ps
|
||||
| pointInOrOnPolygon p ps = ps
|
||||
| otherwise = orderPolygon $ p : ps
|
||||
|
||||
-- | Creates the convex hull of a set of points.
|
||||
convexHull :: [Point2] -> [Point2]
|
||||
convexHull (x:y:z:xs) = foldr addPointPolygon (orderPolygon (x:y:z:[])) xs
|
||||
convexHull _ = error "Tried to create the convex hull of two or less points"
|
||||
|
||||
-- | Return distance between two points.
|
||||
dist :: Point2 -> Point2 -> Float
|
||||
{-# INLINE dist #-}
|
||||
|
||||
Reference in New Issue
Block a user