Simplify item placement during generation
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@@ -16,7 +16,7 @@ import Picture
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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defaultInanimate = defaultCreature & crIsAnimate .~ False
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defaultInanimate = defaultCreature & crState . crIsAnimate .~ False
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lamp :: Creature
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lamp = defaultInanimate
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@@ -72,7 +72,7 @@ explosiveBarrel = defaultInanimate
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, _crState = defaultState {_goals = [[Wait]]
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,_faction = ChaseCritters
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,_crSpState = Barrel []
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,_crApplyDamage = \_ c -> (id, c)
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}
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, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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,_crApplyDamage = \_ c -> (id, c)
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}
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@@ -56,13 +56,6 @@ stateUpdate u w (f,g) cr =
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addCorpse = insertNewKey $ uncurry translate (_crOldPos cr)
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$ rotate (_crDir cr)
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(_crCorpse cr)
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-- maybeIt = evalState (maybeTakeOne $ IM.elems (_crInv cr)) (_randGen w)
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-- insertIt = case maybeIt of
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-- Just it -> createItemAt (offset +.+ _crOldPos cr)
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-- (FlIt {_flIt=it,_flItPos=(0,0),_flItRot=rot,_flItID=0})
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-- Nothing -> id
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-- offset = _crRad cr *.* unitVectorAtAngle rot
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-- (rot,_) = randomR (-pi,pi) g
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-- | Drop items accoring to the creature state.
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dropByState :: Creature -> World -> World
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@@ -93,17 +86,12 @@ copyItemToFloor cr i w = case _crInv cr IM.! i of
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_ -> w
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flid = newKey $ _floorItems w
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theflit = FlIt
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{_flIt = set itAmount 1 it
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{_flIt = it
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,_flItPos = offset +.+ _crPos cr
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,_flItRot = rot
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,_flItID = flid
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}
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createItemAt :: Point2 -> FloorItem -> World -> World
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createItemAt p it w = over floorItems (IM.insert i (set flItPos p
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$ set flItID i it)) w
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where i = newKey (_floorItems w)
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setOldPos :: Creature -> Creature
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setOldPos cr = set crOldPos (_crPos cr) cr
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@@ -120,7 +108,7 @@ doDamage cr = set (crState . crDamage) [] $ over (crState . crPastDamage) (+ hpL
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damagedCr
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where dams = _crDamage $ _crState cr
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startHP = _crHP cr
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damagedCr = snd $ (_crApplyDamage (_crState cr)) dams cr
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damagedCr = snd $ (_crApplyDamage cr) dams cr
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afterHP = _crHP damagedCr
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hpLost = startHP - afterHP -- note this can be negative
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@@ -269,9 +257,10 @@ updateExpBarrel w (f,g) cr
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damToExpBarrel :: [DamageType] -> Creature -> Creature
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damToExpBarrel ds cr = foldr damToExpBarrel' (foldr damToExpBarrel' cr pierceDam) otherDam
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where (pierceDam,otherDam) = partition isPierce ds
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isPierce (Piercing {}) = True
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isPierce _ = False
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where
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(pierceDam,otherDam) = partition isPierce ds
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isPierce (Piercing {}) = True
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isPierce _ = False
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damToExpBarrel' :: DamageType -> Creature -> Creature
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damToExpBarrel' (Piercing amount sp int ep) cr
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@@ -3,10 +3,22 @@
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module Dodge.Creature.State.Data
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where
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import Geometry
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import Dodge.Data.DamageType
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import Control.Lens
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data ItemDropType
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data CreatureState = CrSt
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{ _goals :: [[Goal]]
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, _stance :: Stance
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, _faction :: Faction
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, _crDamage :: [DamageType]
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, _crPastDamage :: Int
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, _crSpState :: CrSpState
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, _crDropsOnDeath :: CreatureDropType
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, _crIsAnimate :: Bool
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}
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data CreatureDropType
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= DropAll
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| DropAmount Int
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| DropSpecific [Int]
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@@ -89,6 +101,7 @@ data Faction
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| NoFaction
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deriving (Eq,Show)
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makeLenses ''CreatureState
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makeLenses ''CrSpState
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makeLenses ''Goal
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makeLenses ''Carriage
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