Refactor, try to limit dependencies
This commit is contained in:
+132
-112
@@ -1,56 +1,59 @@
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{- Functions controlling the movement of the screen camera:
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{- Functions controlling the movement of the screen camera:
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'_cameraCenter', '_cameraZoom', _cameraRot';
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and the position that the character sees from: '_cameraViewFrom'. -}
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module Dodge.Update.Camera
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( updateCamera
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, farWallPoints
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, streamViewpoints
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, farWallDistDirection
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) where
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import Dodge.Zoning.Wall
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import Dodge.Data
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import Dodge.Base
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import Dodge.Equipment
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import Dodge.Creature.Test
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import Geometry
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--import Geometry.ConvexPoly
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import Dodge.GameRoom
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import LensHelp
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import Bound
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module Dodge.Update.Camera (
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updateCamera,
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farWallPoints,
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streamViewpoints,
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farWallDistDirection,
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) where
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import Bound
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import Control.Monad
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import Data.Foldable
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import qualified Data.Map.Strict as M
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import Data.Maybe
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import Control.Monad
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import qualified Data.Set as Set
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import Dodge.Base
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import Dodge.Creature.Test
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import Dodge.Data.Universe
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import Dodge.Equipment
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import Dodge.GameRoom
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import Dodge.Zoning.Wall
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import Geometry
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import qualified IntMapHelp as IM
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import LensHelp
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import qualified SDL
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--import Data.Monoid
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--import Data.Semigroup
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import qualified Streaming.Prelude as S
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import Streaming
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{- Update the screen camera rotation and position, including any in rold scope/remote camera modifiers;
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import qualified Streaming.Prelude as S
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{- Update the screen camera rotation and position, including any in rold scope/remote camera modifiers;
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update where your avatar's view is from. -}
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updateCamera :: Universe -> Universe
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updateCamera uv = uv
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& over uvWorld (setViewDistance cfig )
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& moveZoomCamera
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& over uvWorld updateScopeZoom
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& over uvWorld (rotateCamera cfig )
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updateCamera uv =
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uv
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& over uvWorld (setViewDistance cfig)
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& moveZoomCamera
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& over uvWorld updateScopeZoom
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& over uvWorld (rotateCamera cfig)
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where
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cfig = _uvConfig uv
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moveZoomCamera :: Universe -> Universe
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moveZoomCamera uv = uv
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& uvWorld . cWorld . cameraCenter .~ newcen
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& uvWorld . cWorld . cameraViewFrom .~ newvf
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& uvWorld . cWorld . cameraZoom .~ newzoom
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& uvWorld . cWorld . defaultZoom .~ newDefaultZoom
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& uvWorld . cWorld . itemZoom .~ newItemZoom
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where
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moveZoomCamera uv =
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uv
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& uvWorld . cWorld . cameraCenter .~ newcen
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& uvWorld . cWorld . cameraViewFrom .~ newvf
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& uvWorld . cWorld . cameraZoom .~ newzoom
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& uvWorld . cWorld . defaultZoom .~ newDefaultZoom
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& uvWorld . cWorld . itemZoom .~ newItemZoom
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where
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cfig = _uvConfig uv
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w = _uvWorld uv
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cpos =_crPos (you w)
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cpos = _crPos (you w)
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newvf = cpos +.+ fromMaybe (V2 0 0) vfoffset
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vfoffset = do
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iscam <- yourItem w ^? _Just . itScope . scopeIsCamera
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@@ -61,67 +64,72 @@ moveZoomCamera uv = uv
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guard (SDL.ButtonRight `M.member` _mouseButtons w)
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yourItem w ^? _Just . itScope . scopePos
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newcen = cpos +.+ fromMaybe (V2 0 0) mscopeoffset +.+ offset
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offset = rotateV (_cameraRot (_cWorld w)) $ ((newzoom - newDefaultZoom)/(newDefaultZoom*newzoom)) *.* _mousePos w
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offset = rotateV (_cameraRot (_cWorld w)) $ ((newzoom - newDefaultZoom) / (newDefaultZoom * newzoom)) *.* _mousePos w
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--newzoom = changeZoom (_cameraZoom w) idealZoom'
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newzoom = case yourItem w ^? _Just . itScope of
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Just zs@ZoomScope {} -> _scopeZoom zs
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Just zs@ZoomScope{} -> _scopeZoom zs
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_ -> newDefaultZoom * newItemZoom
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idealDefaultZoom = clipZoom wallZoom
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newDefaultZoom = case yourItem w ^? _Just . itScope of
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Just zs@ZoomScope {} -> _scopeZoom zs
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Just zs@ZoomScope{} -> _scopeZoom zs
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_ -> changeZoom (_defaultZoom (_cWorld w)) idealDefaultZoom
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idealItemZoom = fromMaybe 1 $ do
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guard $ crIsAiming (you w)
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zoomFromItem' <$> (yourItem w ^? _Just . itUse . useAim . aimZoom)
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zoomFromItem' <$> (yourItem w ^? _Just . itUse . heldAim . aimZoom)
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newItemZoom = changeZoom (_itemZoom (_cWorld w)) idealItemZoom
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changeZoom curZoom idealZoom
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| curZoom > idealZoom + 0.01 = ((zoomOutSpeed-1)*curZoom + idealZoom) / zoomOutSpeed
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| curZoom < idealZoom - 0.01 = ((zoomInSpeed -1)*curZoom + idealZoom) / zoomInSpeed
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| otherwise = idealZoom
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| curZoom > idealZoom + 0.01 = ((zoomOutSpeed -1) * curZoom + idealZoom) / zoomOutSpeed
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| curZoom < idealZoom - 0.01 = ((zoomInSpeed -1) * curZoom + idealZoom) / zoomInSpeed
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| otherwise = idealZoom
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--wallZoom = farWallDist newvf cfig w
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wallZoom = min4 (_boundDist (_cWorld w))
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min4 (a,b,c,d) = minimum [hh/maxd a,hh/maxd (-b),hw/maxd c,hw/maxd (-d)]
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min4 (a, b, c, d) = minimum [hh / maxd a, hh / maxd (- b), hw / maxd c, hw / maxd (- d)]
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maxd = max distFromEqmnt
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distFromEqmnt = foldr max 1 $ IM.mapMaybe (_eqViewDist . _eqEq. _itUse) $ getCrEquipment $ you w
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hw = halfWidth cfig
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distFromEqmnt = foldr max 1 $ IM.mapMaybe (_eeViewDist . _equipEffect . _itUse) $ getCrEquipment $ you w
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hw = halfWidth cfig
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hh = halfHeight cfig
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-- = maybe clipZoom zoomFromItem (yourItem w ^? itZoom) wallZoom
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-- = maybe clipZoom zoomFromItem (yourItem w ^? itZoom) wallZoom
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-- these speeds are inverted, larger means slower
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zoomInSpeed = 25
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zoomInSpeed = 25
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zoomOutSpeed = 15
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updateScopeZoom :: World -> World
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updateScopeZoom w
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| SDL.ButtonRight `M.member` _mouseButtons w
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= case w ^? cWorld . creatures . ix 0 . crInv . ix (crSel (_creatures (_cWorld w) IM.! 0))
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. itScope . scopeZoomChange of
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Just x
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| x > 10 -> zoomInLongGun $ zoomInLongGun $ zoomInLongGun w
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| x > 5 -> zoomInLongGun $ zoomInLongGun w
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| x > 0 -> zoomInLongGun w
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| x < -10 -> zoomOutLongGun $ zoomOutLongGun $ zoomOutLongGun w
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| x < -5 -> zoomOutLongGun $ zoomOutLongGun w
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| x < 0 -> zoomOutLongGun w
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| otherwise -> w
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_ -> w
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| otherwise = w & cWorld . creatures . ix 0 . crInv . ix (crSel (_creatures (_cWorld w) IM.! 0))
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. itScope %~ updateScope
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where
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updateScopeZoom w
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| SDL.ButtonRight `M.member` _mouseButtons w =
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case w
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^? cWorld . creatures . ix 0 . crInv . ix (crSel (_creatures (_cWorld w) IM.! 0))
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. itScope
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. scopeZoomChange of
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Just x
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| x > 10 -> zoomInLongGun $ zoomInLongGun $ zoomInLongGun w
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| x > 5 -> zoomInLongGun $ zoomInLongGun w
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| x > 0 -> zoomInLongGun w
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| x < -10 -> zoomOutLongGun $ zoomOutLongGun $ zoomOutLongGun w
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| x < -5 -> zoomOutLongGun $ zoomOutLongGun w
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| x < 0 -> zoomOutLongGun w
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| otherwise -> w
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_ -> w
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| otherwise =
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w
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& cWorld . creatures . ix 0 . crInv . ix (crSel (_creatures (_cWorld w) IM.! 0))
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. itScope
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%~ updateScope
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where
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updateScope (ZoomScope _ _ _ defz bl) = ZoomScope (V2 0 0) 0 defz defz bl
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updateScope otherAtt = otherAtt
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zoomSpeed :: Float
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zoomSpeed = 39/40
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zoomSpeed = 39 / 40
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zoomInLongGun :: World -> World
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zoomInLongGun w
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| currentZoom < 8 = w
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& wpPointer . itScope . scopePos .+.+~ (1-zoomSpeed) / newzoom *.* mousep
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& wpPointer . itScope . scopeZoom %~ (/ zoomSpeed)
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& decreaseScopeZoomChange
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zoomInLongGun w
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| currentZoom < 8 =
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w
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& wpPointer . itScope . scopePos .+.+~ (1 - zoomSpeed) / newzoom *.* mousep
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& wpPointer . itScope . scopeZoom %~ (/ zoomSpeed)
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& decreaseScopeZoomChange
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| otherwise = w & wpPointer . itScope . scopeZoomChange .~ 0
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where
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where
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decreaseScopeZoomChange = wpPointer . itScope . scopeZoomChange -~ 1
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wpPointer = cWorld . creatures . ix 0 . crInv . ix (crSel (_creatures (_cWorld w) IM.! 0))
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wp = _crInv (_creatures (_cWorld w) IM.! 0) IM.! crSel (_creatures (_cWorld w) IM.! 0)
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@@ -130,14 +138,15 @@ zoomInLongGun w
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mousep = rotateV (_cameraRot (_cWorld w)) $ _mousePos w
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zoomOutLongGun :: World -> World
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zoomOutLongGun w
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| currentZoom > 0.5 = w
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-- & wpPointer . itScope . scopePos .+.+~ ((1*zoomSpeed-1)) / currentZoom *.* mousep
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& wpPointer . itScope . scopeZoom *~ zoomSpeed
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& increaseScopeZoomChange
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-- | otherwise = increaseScopeZoomChange w
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zoomOutLongGun w
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| currentZoom > 0.5 =
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w
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-- & wpPointer . itScope . scopePos .+.+~ ((1*zoomSpeed-1)) / currentZoom *.* mousep
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& wpPointer . itScope . scopeZoom *~ zoomSpeed
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& increaseScopeZoomChange
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-- | otherwise = increaseScopeZoomChange w
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| otherwise = w & wpPointer . itScope . scopeZoomChange .~ 0
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where
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where
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--mousep = rotateV (_cameraRot w) $ _mousePos w
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increaseScopeZoomChange = wpPointer . itScope . scopeZoomChange +~ 1
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wpPointer = cWorld . creatures . ix 0 . crInv . ix (crSel (_creatures (_cWorld w) IM.! 0))
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@@ -146,16 +155,17 @@ zoomOutLongGun w
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ifConfigWallRotate :: Configuration -> World -> World
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ifConfigWallRotate cfig w
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| _gameplay_rotate_to_wall cfig && not (SDL.ButtonRight `M.member` _mouseButtons w)
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= rotateToOverlappingWall w
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| _gameplay_rotate_to_wall cfig && not (SDL.ButtonRight `M.member` _mouseButtons w) =
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rotateToOverlappingWall w
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| otherwise = w
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rotateToOverlappingWall :: World -> World
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rotateToOverlappingWall w = maybe
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id
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(doWallRotate . snd)
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(overlapCircWallsClosest p (_crRad cr + 5) (filter _wlRotateTo $ wlsNearPoint p w))
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w
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rotateToOverlappingWall w =
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maybe
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id
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(doWallRotate . snd)
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(overlapCircWallsClosest p (_crRad cr + 5) (filter _wlRotateTo $ wlsNearPoint p w))
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w
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where
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cr = you w
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p = _crPos (you w)
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@@ -164,24 +174,27 @@ doWallRotate :: Wall -> World -> World
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doWallRotate wl' w = rotateUsing $ (argV . uncurry (-.-) $ _wlLine wl') - _cameraRot (_cWorld w)
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where
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rotateUsing a
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| b - b' > 0.01 = w & cWorld . cameraRot +~ 0.01
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| b - b' > 0.01 = w & cWorld . cameraRot +~ 0.01
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| b - b' < negate 0.01 = w & cWorld . cameraRot -~ 0.01
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| otherwise = w
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| otherwise = w
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where
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--b = a * (2 / pi)
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b = a * (4 / pi)
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b' = fromIntegral (round b :: Int)
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rotateCameraBy :: Float -> World -> World
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rotateCameraBy x w = w
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& cWorld . cameraRot +~ x
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& cWorld . creatures . ix 0 . crInv . ix (crSel (_creatures (_cWorld w) IM.! 0))
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. itScope . scopePos %~ rotateV x
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rotateCameraBy x w =
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w
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& cWorld . cameraRot +~ x
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& cWorld . creatures . ix 0 . crInv . ix (crSel (_creatures (_cWorld w) IM.! 0))
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. itScope
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. scopePos
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%~ rotateV x
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rotateCamera :: Configuration -> World -> World
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rotateCamera cfig w
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| keyl && keyr = w
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| keyl = rotateCameraBy 0.025 w
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| keyl = rotateCameraBy 0.025 w
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| keyr = rotateCameraBy (-0.025) w
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| otherwise = ifConfigWallRotate cfig w
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where
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@@ -194,49 +207,56 @@ notAtTerminal w = isNothing $ w ^? cWorld . hud . hudElement . subInventory . te
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--zoomCamBy :: Float -> World -> World
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--zoomCamBy x w = w {_cameraZoom = max (_cameraZoom w + x) 0.01}
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zoomFromItem'
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:: ItZoom
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-> Float
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zoomFromItem' ItZoom {_itZoomMax = zMax, _itZoomMin = zMin, _itZoomFac = zFac}
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= min zMax $ max zMin zFac
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zoomFromItem' ::
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ItZoom ->
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Float
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zoomFromItem' ItZoom{_itZoomMax = zMax, _itZoomMin = zMin, _itZoomFac = zFac} =
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min zMax $ max zMin zFac
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clipZoom
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:: Float -- ^ Furthest viewable distance
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-> Float
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clipZoom ::
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-- | Furthest viewable distance
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Float ->
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Float
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clipZoom = min 20 . max 0.2
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setViewDistance :: Configuration -> World -> World
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setViewDistance cfig w = w & cWorld . viewDistance
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.~ sqrt (halfWidth cfig ** 2 + halfHeight cfig ** 2) / _cameraZoom (_cWorld w)
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setViewDistance cfig w =
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w & cWorld . viewDistance
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.~ sqrt (halfWidth cfig ** 2 + halfHeight cfig ** 2) / _cameraZoom (_cWorld w)
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-- .~ max (halfWidth cfig) (halfHeight cfig) / _cameraZoom w
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streamViewpoints :: Monad m => Point2 -> World -> Stream (Of Point2) m ()
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{-# INLINE streamViewpoints #-}
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streamViewpoints p w = flip S.for (gameRoomViewpoints p)
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$ S.filter (pointInOrOnPolygon p . _grBound) $ S.each (_gameRooms (_cWorld w))
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streamViewpoints p w =
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flip S.for (gameRoomViewpoints p) $
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S.filter (pointInOrOnPolygon p . _grBound) $ S.each (_gameRooms (_cWorld w))
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gameRoomViewpoints :: Monad m => Point2 -> GameRoom -> Stream (Of Point2) m ()
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gameRoomViewpoints p gr = S.each (_grViewpoints gr)
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<> S.map extend (S.each (_grViewpointsEx gr) <> S.map addDir (S.each $ _grLinkDirs gr))
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gameRoomViewpoints p gr =
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S.each (_grViewpoints gr)
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<> S.map extend (S.each (_grViewpointsEx gr) <> S.map addDir (S.each $ _grLinkDirs gr))
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where
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extend outp = p +.+ maxViewDistance *.* squashNormalizeV (outp -.- p)
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addDir a = p +.+ unitVectorAtAngle a
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farWallDistDirection :: Point2 -> World -> Maybe (Float,Float,Float,Float)
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farWallDistDirection p w = boundPoints
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$ S.map f vps
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farWallDistDirection :: Point2 -> World -> Maybe (Float, Float, Float, Float)
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farWallDistDirection p w =
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boundPoints $
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S.map f vps
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where
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f q = (rotateV (negate $ _cameraRot (_cWorld w)) . (-.- p)) (foldl' findPoint q (wls q))
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wls q = filter wlIsOpaque $ wlsNearSeg p q w
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findPoint q = fromMaybe q . uncurry (intersectSegSeg p q) . _wlLine
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vps = streamViewpoints p w
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extendedViewPoints :: Point2 -> [GameRoom] -> [Point2]
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extendedViewPoints p grs = map extend
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(concatMap _grViewpointsEx grs
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++ map addDir (concatMap _grLinkDirs grs)
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)
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extendedViewPoints p grs =
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map
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extend
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( concatMap _grViewpointsEx grs
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++ map addDir (concatMap _grLinkDirs grs)
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)
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where
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extend outp = p +.+ maxViewDistance *.* squashNormalizeV (outp -.- p)
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addDir a = p +.+ unitVectorAtAngle a
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Block a user