Cleanup unused code
This commit is contained in:
@@ -14,8 +14,6 @@ import Dodge.Item.Draw
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import Dodge.Item.Weapon.Bullet
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import Dodge.Item.Weapon.TriggerType
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import Dodge.SoundLogic.Synonyms
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import Dodge.WorldEvent.HitEffect
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import Dodge.Particle.Bullet.HitEffect
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import Picture
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import Geometry
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@@ -54,17 +52,6 @@ autoGun = defaultAutoGun
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, _itInvDisplay = basicWeaponDisplay
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, _wpAmmo = basicBullet
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}
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autoFireMode, singleFireMode, autoGunNonTwistEff :: Creature -> World -> World
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autoFireMode = shootWithSound autoGunSound
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. torqueBefore 0.05
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$ autoGunNonTwistEff
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singleFireMode = hammerCheck $ shootWithSound autoGunSound autoGunNonTwistEff
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autoGunNonTwistEff = withRecoil 40
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. withRandomDir (autogunSpread/2)
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. withMuzFlare
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. withVelWthHiteff (V2 50 0) 3
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$ destroyOnImpact bulHitCr bulHitWall' bulHitFF'
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autoGunPic :: Picture
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autoGunPic = color red $ polygon $ rectNESW 4 12 (-4) (-12)
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@@ -24,12 +24,13 @@ import Control.Monad.State
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bezierGun :: Item
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bezierGun = defaultGun
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{ _itName = "B-GUN"
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, _itUse = \_ -> useTargetPos $ \p ->
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shootWithSound 0
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. withMuzFlare
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. withRecoil 40
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. torqueBefore 0.05 -- I believe that this doesn't affect
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$ shootBezier $ fromJust p -- <- the start point
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, _itUse = \_ -> useTargetPos $ \p -> shootBezier $ fromJust p -- <- the start point
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, _itUseModifiers =
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[shootWithSoundI 0
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, withMuzFlareI
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. withRecoilI 40
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. torqueBeforeForcedI 0.05
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]
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, _itFloorPict = onLayer FlItLayer bezierGunPic
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, _itEquipPict = pictureWeaponOnAim bezierGunPic
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, _itAttachment = Nothing
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@@ -1,32 +1,32 @@
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{- |
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Weapon effects when pulling the trigger. -}
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module Dodge.Item.Weapon.TriggerType
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-- ( hammerCheckI
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-- , shootWithSoundI
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-- , shootWithSoundForI
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-- , withMuzFlareI
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-- , withVelWthHiteff
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-- , ammoUseCheckI
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-- , rateIncABI
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-- , torqueBeforeForcedI
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-- , torqueAfterI
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-- , withSoundI
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-- , withThickSmokeI
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-- , withThinSmokeI
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-- , withRandomOffsetI
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-- , withRandomDirI
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-- , withRecoilI
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-- , withSidePushAfterI
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-- , withSidePushI
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-- , withWarmUpI
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-- , spreadNumI
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-- , numI
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-- , randWalkAngle -- ^ should be made into a modifier, perhaps
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-- , hammerCheckI
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-- , hammerCheckL
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-- , shootL
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-- , useTimeCheckI
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-- ) where
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( shootWithSoundI
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, shootWithSoundForI
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, withMuzFlareI
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, withVelWthHiteff
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, ammoUseCheckI
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, rateIncABI
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, torqueBeforeForcedI
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, torqueAfterI
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, withSoundI
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, withThickSmokeI
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, withThinSmokeI
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, withRandomOffsetI
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, withRandomDirI
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, withRecoilI
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, withSidePushAfterI
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, withSidePushI
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, withWarmUpI
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, spreadNumI
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, numI
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, randWalkAngle -- ^ should be made into a modifier, perhaps
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, hammerCheckI
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, hammerCheckL
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, shootL
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, useTimeCheckI
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, ammoCheckI
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)
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where
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import Dodge.Data
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import Dodge.SoundLogic
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@@ -46,6 +46,15 @@ import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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import Data.Foldable
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type ChainEffect =
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(Item -> Creature -> World -> World)
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-> Item
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-> Creature -- ^ Creature id
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-> World
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-> World
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withThinSmokeI
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:: (Item -> Creature -> World -> World) -- ^ Underlying effect
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-> Item
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@@ -58,17 +67,6 @@ withThinSmokeI eff item cr w = eff item cr $ foldl' (flip $ makeThinSmokeAt . (+
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pos = _crPos cr +.+ (_crRad cr +0.5) *.* unitVectorAtAngle dir
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ps = (replicateM 5 . randInCirc) 8 & evalState $ _randGen w
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withThinSmoke
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:: (Creature -> World -> World) -- ^ Underlying effect
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-> Creature
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-> World
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-> World
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withThinSmoke eff cr w = eff cr $ foldl' (flip $ makeThinSmokeAt . (+.+ pos)) w ps
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where
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dir = _crDir cr
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pos = _crPos cr +.+ (_crRad cr +0.5) *.* unitVectorAtAngle dir
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ps = (replicateM 5 . randInCirc) 8 & evalState $ _randGen w
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withThickSmokeI
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:: (Item -> Creature -> World -> World) -- ^ Underlying effect
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-> Item
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@@ -80,57 +78,16 @@ withThickSmokeI eff item cr w = eff item cr $ foldl' (flip $ makeThickSmokeAt .
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dir = _crDir cr
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pos = _crPos cr +.+ (_crRad cr + 15) *.* unitVectorAtAngle dir
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ps = (replicateM 20 . randInCirc) 8 & evalState $ _randGen w
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withThickSmoke
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:: (Creature -> World -> World) -- ^ Underlying effect
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-> Creature
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-> World
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-> World
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withThickSmoke eff cr w = eff cr $ foldl' (flip $ makeThickSmokeAt . (+.+ pos)) w ps
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where
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dir = _crDir cr
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pos = _crPos cr +.+ (_crRad cr + 15) *.* unitVectorAtAngle dir
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ps = (replicateM 20 . randInCirc) 8 & evalState $ _randGen w
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-- TODO create a trigger that does different things on first and continued
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-- fire.
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{- |
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Fires at an increasing rate.
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Has different effect after first fire.
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Applies ammo check and use cooldown check. -}
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rateIncAB
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:: Int -- ^ Start rate
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-> Int -- ^ End rate
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-> ((Creature -> World -> World) -> Creature -> World -> World) -- ^ Extra effect on first fire
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-> ((Creature -> World -> World) -> Creature -> World -> World) -- ^ Extra effect on continued fire
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-> (Creature -> World -> World) -- ^ Extra effect (always applied)
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-> Creature -- ^ Creature id
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-> World
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-> World
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rateIncAB startRate fastRate exeffFirst exeffCont eff cr w
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| repeatFire = w
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& pointItem %~ ( (itUseRate .~ max fastRate (currentRate - 1))
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. (wpLoadedAmmo -~ 1)
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. (itUseTime .~ currentRate) )
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& exeffCont eff cr
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| firstFire = w
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& pointItem %~ ( (itUseRate .~ startRate - 1)
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. (wpLoadedAmmo -~ 1)
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. (itUseTime .~ startRate) )
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& exeffFirst eff cr
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| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
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| otherwise = w
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where
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cid = _crID cr
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itRef = _crInvSel cr
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item = _crInv cr IM.! itRef
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pointItem = creatures . ix cid . crInv . ix itRef
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currentRate = _itUseRate item
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repeatFire = _wpReloadState item == 0
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&& _itUseTime item == 1
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&& _wpLoadedAmmo item > 0
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firstFire = _wpReloadState item == 0
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&& _itUseTime item == 0
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&& _wpLoadedAmmo item > 0
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reloadCondition = _wpLoadedAmmo item == 0
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ammoCheckI :: ChainEffect
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ammoCheckI eff item cr w
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| _wpLoadedAmmo item == 0
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= fromMaybe w (startReloadingWeapon cr w)
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| otherwise = eff item cr w
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{- |
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Fires at an increasing rate.
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Has different effect after first fire.
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@@ -156,7 +113,6 @@ rateIncABI startRate fastRate exeffFirst exeffCont eff item cr w
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. (wpLoadedAmmo -~ 1)
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. (itUseTime .~ startRate) )
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& exeffFirst eff item cr
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| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
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| otherwise = w
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where
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cid = _crID cr
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@@ -165,11 +121,8 @@ rateIncABI startRate fastRate exeffFirst exeffCont eff item cr w
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currentRate = _itUseRate item
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repeatFire = _wpReloadState item == 0
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&& _itUseTime item == 1
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&& _wpLoadedAmmo item > 0
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firstFire = _wpReloadState item == 0
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&& _itUseTime item == 0
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&& _wpLoadedAmmo item > 0
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reloadCondition = _wpLoadedAmmo item == 0
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{- | Apply effect after a warm up. -}
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withWarmUpI
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:: Int -- ^ warm up sound id
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@@ -180,7 +133,6 @@ withWarmUpI
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-> World
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-> World
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withWarmUpI soundID f item cr w
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| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
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| _wpReloadState item /= 0 = w
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| curWarmUp < maxWarmUp = w
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& pointerToItem . wpCurWarmUp +~ 2
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@@ -194,40 +146,6 @@ withWarmUpI soundID f item cr w
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pointerToItem = creatures . ix cid . crInv . ix itRef
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curWarmUp = _wpCurWarmUp item
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maxWarmUp = _wpMaxWarmUp item
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reloadCondition = _wpLoadedAmmo item == 0
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{- | Apply effect after a warm up. -}
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withWarmUp
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:: Int -- ^ warm up sound id
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-> (Creature -> World -> World)
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-- ^ underlying effect
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-> Creature
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-> World
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-> World
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withWarmUp soundID f cr w
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| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
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| _wpReloadState item /= 0 = w
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| curWarmUp < maxWarmUp = w
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& pointerToItem . wpCurWarmUp +~ 2
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& soundFrom (CrWeaponSound cid) soundID 2 0
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| otherwise = w
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& pointerToItem . wpCurWarmUp .~ maxWarmUp
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& f cr
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where
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cid = _crID cr
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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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curWarmUp = _wpCurWarmUp item
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maxWarmUp = _wpMaxWarmUp item
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reloadCondition = _wpLoadedAmmo item == 0
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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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-> (Creature -> World -> World) -- ^ Underlying effect
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-> Creature
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-> World -> World
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withSound soundid f cr = soundOncePos soundid (_crPos cr) . f cr
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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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withSoundI
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@@ -248,16 +166,6 @@ withRecoilI recoilAmount eff item cr = eff item cr . over (creatures . ix cid) p
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where
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cid = _crID cr
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pushback = over crPos (+.+ rotateV (_crDir cr) (V2 ((-recoilAmount) / _crMass cr ) 0))
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withRecoil
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:: Float -- ^ Recoil amount
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-> (Creature -> World -> World)
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-- ^ Underlying world effect, takes creature id as input
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-> Creature
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-> World -> World
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withRecoil recoilAmount eff cr = eff cr . over (creatures . ix cid) pushback
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where
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cid = _crID cr
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pushback = over crPos (+.+ rotateV (_crDir cr) (V2 ((-recoilAmount) / _crMass cr ) 0))
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{- | Pushes a creature sideways by a random amount.
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Applied before the underlying effect. -}
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withSidePushI
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@@ -273,19 +181,6 @@ withSidePushI maxSide eff item cr w = eff item cr $
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cid = _crID cr
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push = over crPos (+.+ rotateV (_crDir cr) (V2 0 (pushAmount / _crMass cr)))
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(pushAmount, _) = randomR (-maxSide,maxSide) $ _randGen w
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{- | Pushes a creature sideways by a random amount.
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Applied before the underlying effect. -}
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withSidePush
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:: Float -- ^ Maximal possible side push amount
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-> (Creature -> World -> World)
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-- ^ Underlying world effect, takes creature id as input
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-> Creature
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-> World -> World
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withSidePush maxSide eff cr w = eff cr . over (creatures . ix cid) push $ w
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where
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cid = _crID cr
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push = over crPos (+.+ rotateV (_crDir cr) (V2 0 (pushAmount / _crMass cr)))
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(pushAmount, _) = randomR (-maxSide,maxSide) $ _randGen w
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-- consider unifying the pushes using a direction vector
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{- | Pushes a creature sideways by a random amount.
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Applied after the underlying effect. -}
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@@ -300,19 +195,6 @@ withSidePushAfterI maxSide eff item cr w = over (creatures . ix cid) push . eff
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cid = _crID cr
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push = over crPos (+.+ rotateV (_crDir cr) (V2 0 (pushAmount / _crMass cr)))
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(pushAmount, _) = randomR (-maxSide,maxSide) $ _randGen w
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{- | Pushes a creature sideways by a random amount.
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Applied after the underlying effect. -}
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withSidePushAfter
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:: Float -- ^ Maximal possible side push amount
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-> (Creature -> World -> World)
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-- ^ Underlying world effect, takes creature id as input
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-> Creature -- ^ Creature id
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-> World -> World
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withSidePushAfter maxSide eff cr w = over (creatures . ix cid) push . eff cr $ w
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where
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cid = _crID cr
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push = over crPos (+.+ rotateV (_crDir cr) (V2 0 (pushAmount / _crMass cr)))
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(pushAmount, _) = randomR (-maxSide,maxSide) $ _randGen w
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{- | Applies a world effect and sound effect after an ammo check. -}
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shootWithSoundForI
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:: Int -- ^ Sound identifier
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@@ -343,56 +225,6 @@ shootWithSoundForI soundid playTime f item cr w
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&& _wpLoadedAmmo item > 0
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reloadCondition = _wpLoadedAmmo item == 0
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{- | Applies a world effect and sound effect after an ammo check. -}
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shootWithSoundFor
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:: Int -- ^ Sound identifier
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-> Int -- ^ Frames to play
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-> (Creature -> World -> World)
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-- ^ Shoot effect, takes creature id as input
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-> Creature
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-> World
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-> World
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shootWithSoundFor soundid playTime f cr w
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| fireCondition = over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
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$ soundFromPos (CrWeaponSound cid) cpos soundid playTime 0
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$ set (pointerToItem . itUseTime) (_itUseRate item)
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$ f cr w
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| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
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| otherwise = w
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where
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cid = _crID cr
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cpos = _crPos cr
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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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&& _itUseTime item == 0
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&& _wpLoadedAmmo item > 0
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reloadCondition = _wpLoadedAmmo item == 0
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{- | Applies a world effect and sound effect after an ammo check. -}
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shootWithSound
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:: Int -- ^ Sound identifier
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-> (Creature -> World -> World)
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-- ^ Shoot effect, takes creature id as input
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-> Creature
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-> World
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-> World
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shootWithSound soundid f cr w
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| fireCondition = over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
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$ soundOncePos soundid (_crPos cr)
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$ set (pointerToItem . itUseTime) (_itUseRate item)
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$ f cr w
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| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
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| otherwise = w
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where
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cid = _crID cr
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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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&& _itUseTime item == 0
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&& _wpLoadedAmmo item > 0
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reloadCondition = _wpLoadedAmmo item == 0
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{- | Applies a world effect and sound effect after an ammo check. -}
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shootWithSoundI
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:: Int -- ^ Sound identifier
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-> (Item -> Creature -> World -> World)
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@@ -418,21 +250,6 @@ shootWithSoundI soundid f item cr w
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reloadCondition = _wpLoadedAmmo item == 0
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{- |
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Applies a world effect after an item use cooldown check. -}
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useTimeCheck
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:: (Creature -> World -> World) -- ^ Underlying effect
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-> Creature
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-> World
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-> World
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useTimeCheck f cr w = case theItem ^? itUseTime of
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Just 0 -> f cr $ setUseTime w
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_ -> w
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where
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cid = _crID cr
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setUseTime = creatures . ix cid . crInv . ix (_crInvSel cr) . itUseTime +~ useRate
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theItem = _crInv cr IM.! _crInvSel cr
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useRate = fromMaybe 0 $ theItem ^? itUseRate
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{- |
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Applies a world effect after an item use cooldown check. -}
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useTimeCheckI
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:: (Item -> Creature -> World -> World) -- ^ Underlying effect
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-> Item
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@@ -446,19 +263,6 @@ useTimeCheckI f item cr w = case item ^? itUseTime of
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cid = _crID cr
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setUseTime = creatures . ix cid . crInv . ix (_crInvSel cr) . itUseTime +~ useRate
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useRate = fromMaybe 0 $ item ^? itUseRate
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{- | Applies a world effect after a hammer position check. -}
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hammerCheck
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:: (Creature -> World -> World) -- ^ Underlying effect
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-> Creature
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-> World
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-> World
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hammerCheck f cr w = case (_crInv cr IM.! _crInvSel cr) ^? itHammer of
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Just HammerUp -> f cr $ setHammerDown w
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_ -> setHammerDown w
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where
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cid = _crID cr
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setHammerDown = creatures . ix cid . crInv . ix (_crInvSel cr) . itHammer .~ HammerDown
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{- | Applies a world effect after a hammer position check. -}
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hammerCheckI
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:: (Item -> Creature -> World -> World) -- ^ Underlying effect
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@@ -493,27 +297,6 @@ ammoUseCheckI f item cr w
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&& _itUseTime item == 0
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&& _wpLoadedAmmo item > 0
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reloadCondition = _wpLoadedAmmo item == 0
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{- | Applies a world effect after an ammo check. -}
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shoot
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:: (Creature -> World -> World)
|
||||
-- ^ Underlying effect
|
||||
-> Creature
|
||||
-> World
|
||||
-> World
|
||||
shoot f cr w
|
||||
| fireCondition = f cr w & pointerToItem %~
|
||||
( (wpLoadedAmmo -~ 1) . (itUseTime .~ _itUseRate item) )
|
||||
| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
|
||||
| otherwise = w
|
||||
where
|
||||
cid = _crID cr
|
||||
itRef = _crInvSel cr
|
||||
item = _crInv cr IM.! itRef
|
||||
pointerToItem = creatures . ix cid . crInv . ix itRef
|
||||
fireCondition = _wpReloadState item == 0
|
||||
&& _itUseTime item == 0
|
||||
&& _wpLoadedAmmo item > 0
|
||||
reloadCondition = _wpLoadedAmmo item == 0
|
||||
{- | Applies a world effect after a hammer position check.
|
||||
Arbitrary inventory position. -}
|
||||
hammerCheckL
|
||||
@@ -550,17 +333,6 @@ shootL f cr invid w
|
||||
&& _itUseTime item == 0
|
||||
&& _wpLoadedAmmo item > 0
|
||||
reloadCondition = _wpLoadedAmmo item == 0
|
||||
|
||||
withMuzFlare
|
||||
:: (Creature -> World -> World) -- ^ Underlying effect
|
||||
-> Creature
|
||||
-> World
|
||||
-> World
|
||||
withMuzFlare f cr w = tempLightForAt 3 pos . muzzleFlashAt pos2 $ f cr w
|
||||
where
|
||||
pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
|
||||
pos2 = _crPos cr +.+ (2 * _crRad cr) *.* unitVectorAtAngle (_crDir cr)
|
||||
|
||||
withMuzFlareI
|
||||
:: (Item -> Creature -> World -> World) -- ^ Underlying effect
|
||||
-> Item
|
||||
@@ -572,17 +344,6 @@ withMuzFlareI f it cr w = tempLightForAt 3 pos . muzzleFlashAt pos2 $ f it cr w
|
||||
pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
|
||||
pos2 = _crPos cr +.+ (2 * _crRad cr) *.* unitVectorAtAngle (_crDir cr)
|
||||
{- | Applies the effect to a randomly rotated creature. -}
|
||||
withRandomDir
|
||||
:: Float -- ^ Max possible rotation
|
||||
-> (Creature -> World -> World)
|
||||
-- ^ Underlying effect
|
||||
-> Creature
|
||||
-> World
|
||||
-> World
|
||||
withRandomDir acc f cr w = f (cr & crDir +~ a) $ set randGen g w
|
||||
where
|
||||
(a, g) = randomR (-acc,acc) $ _randGen w
|
||||
{- | Applies the effect to a randomly rotated creature. -}
|
||||
withRandomDirI
|
||||
:: Float -- ^ Max possible rotation
|
||||
-> (Item -> Creature -> World -> World)
|
||||
@@ -621,18 +382,6 @@ withRandomOffsetI offsetAmount f item cr w = f item (cr & crPos %~ (+.+ offV)) $
|
||||
where
|
||||
(offsetVal , g) = randomR (-offsetAmount,offsetAmount) $ _randGen w
|
||||
offV = rotateV (_crDir cr) (V2 0 offsetVal)
|
||||
{- | Apply the effect to a translated creature. -}
|
||||
withRandomOffset
|
||||
:: Float -- ^ Max possible translate
|
||||
-> (Creature -> World -> World)
|
||||
-- ^ Underlying effect
|
||||
-> Creature
|
||||
-> World
|
||||
-> World
|
||||
withRandomOffset offsetAmount f cr w = f (cr & crPos %~ (+.+ offV)) $ set randGen g w
|
||||
where
|
||||
(offsetVal , g) = randomR (-offsetAmount,offsetAmount) $ _randGen w
|
||||
offV = rotateV (_crDir cr) (V2 0 offsetVal)
|
||||
-- | Rotates a creature with minimum rotation at least 0.1.
|
||||
-- Rotates the player creature before applying the effect, other creatures after.
|
||||
torqueBeforeForcedI
|
||||
@@ -654,43 +403,6 @@ torqueBeforeForcedI torque feff item cr w
|
||||
(rot, g) = randomR (-torque,torque) $ _randGen w
|
||||
rot' | rot < 0 = rot - 0.1
|
||||
| otherwise = rot + 0.1
|
||||
-- | Rotates a creature with minimum rotation at least 0.1.
|
||||
-- Rotates the player creature before applying the effect, other creatures after.
|
||||
torqueBeforeForced
|
||||
:: Float -- ^ Max possible rotation (less the 0.1 forced rotation)
|
||||
-> (Creature -> World -> World)
|
||||
-- ^ Underlying effect
|
||||
-> Creature
|
||||
-> World
|
||||
-> World
|
||||
torqueBeforeForced torque feff cr w
|
||||
| cid == 0 = feff (cr & crDir +~ rot') $ w
|
||||
& randGen .~ g
|
||||
& creatures . ix cid . crDir +~ rot'
|
||||
& cameraRot +~ rot'
|
||||
| otherwise = feff cr $ set randGen g $ over (creatures . ix cid . crDir) (+rot') w
|
||||
where
|
||||
cid = _crID cr
|
||||
(rot, g) = randomR (-torque,torque) $ _randGen w
|
||||
rot' | rot < 0 = rot - 0.1
|
||||
| otherwise = rot + 0.1
|
||||
-- | Rotates the player creature before applying an effect.
|
||||
-- Note this currently (29/4/2021) rotates other creatures /after/ applying the effect.
|
||||
torqueBefore
|
||||
:: Float -- ^ Max possible rotation
|
||||
-> (Creature -> World -> World) -- ^ Underlying effect
|
||||
-> Creature -- ^ Creature id
|
||||
-> World
|
||||
-> World
|
||||
torqueBefore torque feff cr w
|
||||
| cid == 0 = feff (cr & crDir +~ rot) $ w
|
||||
& randGen .~ g
|
||||
& creatures . ix cid . crDir +~ rot
|
||||
& cameraRot +~ rot
|
||||
| otherwise = set randGen g $ over (creatures . ix cid . crDir) (+rot) $ feff cr w
|
||||
where
|
||||
cid = _crID cr
|
||||
(rot, g) = randomR (-torque,torque) $ _randGen w
|
||||
-- | Rotate a randomly creature after applying an effect.
|
||||
torqueAfterI
|
||||
:: Float -- ^ Max possible rotation
|
||||
@@ -707,21 +419,6 @@ torqueAfterI torque feff item cr w
|
||||
(rot, g) = randomR (-torque,torque) $ _randGen w
|
||||
rotateScope = creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
|
||||
. itAttachment . _Just . scopePos %~ rotateV rot
|
||||
-- | Rotate a randomly creature after applying an effect.
|
||||
torqueAfter
|
||||
:: Float -- ^ Max possible rotation
|
||||
-> (Creature -> World -> World) -- ^ Underlying effect
|
||||
-> Creature -- ^ Creature id
|
||||
-> World
|
||||
-> World
|
||||
torqueAfter torque feff cr w
|
||||
| cid == 0 = rotateScope $ set randGen g $ over cameraRot (+rot) $ feff cr w
|
||||
| otherwise = set randGen g $ over (creatures . ix cid . crDir) (+rot) $ feff cr w
|
||||
where
|
||||
cid = _crID cr
|
||||
(rot, g) = randomR (-torque,torque) $ _randGen w
|
||||
rotateScope = creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
|
||||
. itAttachment . _Just . scopePos %~ rotateV rot
|
||||
spreadNumI
|
||||
:: (Item -> Creature -> World -> World)
|
||||
-> Item
|
||||
@@ -736,28 +433,6 @@ spreadNumI eff item cr w = foldr f w dirs
|
||||
f dir = eff item (cr & crDir +~ dir)
|
||||
spread = _wpSpread item
|
||||
numBul = _wpNumBarrels item
|
||||
{- | Create multiple bullets with a given spread, a given amount, given velocity,
|
||||
given width and given 'HitEffect'. -}
|
||||
spreadNumVelWthHiteff
|
||||
:: Float -- ^ Spread
|
||||
-> Int -- ^ Number of bullets
|
||||
-> Point2 -- ^ Velocity, x is direction of creature
|
||||
-> Float -- ^ Bullet width
|
||||
-> HitEffect -- ^ Effect when hitting creature, wall etc
|
||||
-> Creature -- ^ Creature id
|
||||
-> World
|
||||
-> World
|
||||
spreadNumVelWthHiteff spread num vel wth eff cr w = over particles (newbuls ++) w
|
||||
where
|
||||
cid = _crID cr
|
||||
newbuls = zipWith
|
||||
(\pos d -> aGenBulAt (Just cid) pos (rotateV d vel) eff wth)
|
||||
poss dirs
|
||||
poss = map ((+.+) $ _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr))
|
||||
$ (replicateM num . randInCirc) 5 & evalState $ _randGen w
|
||||
dirs = map (_crDir cr +) $ zipWith (+)
|
||||
[-spread,-spread+(2*spread/fromIntegral num)..]
|
||||
(randomRs (0,spread/5) (_randGen w))
|
||||
numI
|
||||
:: (Item -> Creature -> World -> World)
|
||||
-> Item
|
||||
@@ -772,25 +447,6 @@ numI eff item cr w = foldr f w poss
|
||||
poss = map (rotateV (_crDir cr) . V2 0 . (*5) . (+ cp) . fromIntegral) [0 .. numBul - 1]
|
||||
f pos = eff item (cr & crPos %~ (+.+ pos))
|
||||
numBul = _wpNumBarrels item
|
||||
{- | Create a number of bullets side by side with a given velocity,
|
||||
given width and given 'HitEffect'. -}
|
||||
numVelWthHitEff
|
||||
:: Int -- ^ Amount of bullets
|
||||
-> Point2 -- ^ Velocity, x axis is direction of creature
|
||||
-> Float -- ^ Bullet width
|
||||
-> HitEffect -- ^ Effect when hitting creature, wall etc
|
||||
-> Creature
|
||||
-> World
|
||||
-> World
|
||||
numVelWthHitEff num vel wth eff cr = over particles (newbuls ++)
|
||||
where
|
||||
cid = _crID cr
|
||||
newbuls = map (\p -> aGenBulAt (Just cid) p (rotateV d vel) eff wth) poss
|
||||
d = _crDir cr
|
||||
poss = map (+.+ pos) $ take num offsets
|
||||
maxOffset = fromIntegral num * 2.5 - 2.5
|
||||
offsets = map (rotateV d . V2 0) [-maxOffset,5-maxOffset..]
|
||||
pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle d
|
||||
{- | Uses '_wpSpread' as a parameter for the current offset angle. -}
|
||||
randWalkAngle
|
||||
:: Float -- ^ Max offset angle
|
||||
|
||||
Reference in New Issue
Block a user