Refactor, try to limit dependencies
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@@ -1,26 +1,31 @@
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module Dodge.Creature.Impulse.Movement where
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import Dodge.Data
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import Control.Lens
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import Dodge.Creature.Statistics
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import Dodge.Data.World
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import Geometry
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--import Data.Maybe
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--import qualified IntMapHelp as IM
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import Control.Lens
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{- | Creature attempts to moves under its own steam.
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The idea is that this may or may not work, depending on the status of the creature.
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For now, though, this cannot fail. -}
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crMvBy :: Point2 -- ^ Movement translation vector, will be made relative to creature direction
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-> Creature -> Creature
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The idea is that this may or may not work, depending on the status of the creature.
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For now, though, this cannot fail.
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-}
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crMvBy ::
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-- | Movement translation vector, will be made relative to creature direction
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Point2 ->
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Creature ->
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Creature
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crMvBy p cr = crMvAbsolute (rotateV (_crDir cr) p) cr
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crMvAbsolute
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:: Point2 -- ^ Movement translation vector
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-> Creature
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-> Creature
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crMvAbsolute p' cr = advanceStepCounter (magV p) cr
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& crPos %~ (+.+ p)
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& crMvDir .~ argV p
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where
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crMvAbsolute ::
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-- | Movement translation vector
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Point2 ->
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Creature ->
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Creature
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crMvAbsolute p' cr =
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advanceStepCounter (magV p) cr
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& crPos %~ (+.+ p)
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& crMvDir .~ argV p
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where
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p = strengthFactor (getCrStrength cr) *.* p'
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strengthFactor :: Int -> Float
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@@ -29,18 +34,20 @@ strengthFactor i
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| i < 1 = 0
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| otherwise = 0.1 * fromIntegral i
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crMvForward
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:: Float -- ^ Speed
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-> Creature
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-> Creature
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crMvForward ::
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-- | Speed
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Float ->
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Creature ->
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Creature
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crMvForward speed = crMvBy (V2 speed 0)
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advanceStepCounter
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:: Float -- ^ Speed
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-> Creature
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-> Creature
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advanceStepCounter ::
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-- | Speed
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Float ->
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Creature ->
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Creature
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advanceStepCounter speed = crStance . carriage %~ f
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where
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where
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f car = case car of
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Standing -> f (Walking 0 RightForward)
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Walking i ff -> Walking (i + ceiling speed) ff
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@@ -50,25 +57,27 @@ creatureTurn :: Float -> Creature -> Creature
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creatureTurn a = crDir +~ a
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creatureTurnTo :: Point2 -> Creature -> Creature
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creatureTurnTo p cr
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creatureTurnTo p cr
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| vToTarg == V2 0 0 = cr -- this should deal with the angleVV error
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| otherwise = cr & crDir .~ dirToTarget
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| otherwise = cr & crDir .~ dirToTarget
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where
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vToTarg = p -.- _crPos cr
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dirToTarget = argV vToTarg
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-- the following is perhaps not ideal because it mixes normalizeAngle with
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-- angleVV, but it seems to work
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creatureTurnTowardDir
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:: Float -- ^ Angle
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-> Float -- ^ Turn speed
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-> Creature
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-> Creature
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creatureTurnTowardDir a turnSpeed cr
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| normalizeAngle (abs (a - cdir)) <= turnSpeed
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= cr & crDir .~ dirToTarget
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| isLeftOfA (normalizeAngle dirToTarget) (normalizeAngle $ _crDir cr)
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= cr & crDir +~ turnSpeed
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creatureTurnTowardDir ::
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-- | Angle
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Float ->
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-- | Turn speed
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Float ->
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Creature ->
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Creature
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creatureTurnTowardDir a turnSpeed cr
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| normalizeAngle (abs (a - cdir)) <= turnSpeed =
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cr & crDir .~ dirToTarget
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| isLeftOfA (normalizeAngle dirToTarget) (normalizeAngle $ _crDir cr) =
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cr & crDir +~ turnSpeed
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| otherwise = cr & crDir -~ turnSpeed
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where
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cdir = _crDir cr
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@@ -76,16 +85,16 @@ creatureTurnTowardDir a turnSpeed cr
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dirToTarget = argV vToTarg
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creatureTurnToward :: Point2 -> Float -> Creature -> Creature
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creatureTurnToward p turnSpeed cr
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creatureTurnToward p turnSpeed cr
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| vToTarg == V2 0 0 = cr -- this should deal with the angleVV error
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| errorAngleVV 3 vToTarg (unitVectorAtAngle (_crDir cr)) <= turnSpeed
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= cr & crDir .~ dirToTarget
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| errorAngleVV 3 vToTarg (unitVectorAtAngle (_crDir cr)) <= turnSpeed =
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cr & crDir .~ dirToTarget
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| isLeftOfA (normalizeAngle dirToTarget) (normalizeAngle $ _crDir cr) = cr & crDir +~ turnSpeed
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| otherwise = cr & crDir -~ turnSpeed
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| otherwise = cr & crDir -~ turnSpeed
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where
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vToTarg = p -.- _crPos cr
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dirToTarget = argV vToTarg
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{- | Speed modifier of an item when not aiming. -}
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-- | Speed modifier of an item when not aiming.
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equipSpeed :: Item -> Float
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equipSpeed _ = 1
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