Cleanup creature picture
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@@ -15,10 +15,9 @@ import Dodge.Creature.Test
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--import Dodge.Creature.AlertLevel.Data
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--import Dodge.Picture.Layer
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import Dodge.Item.Data
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import Dodge.Base.Window
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import Picture
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import Geometry
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import Geometry.Vector3D
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--import Geometry.Vector3D
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import Control.Lens
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import Data.List
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@@ -28,24 +27,28 @@ basicCrPict
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-> Creature
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-> World
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-> Picture
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basicCrPict col cr w
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| dist (_crPos cr) (_cameraCenter w) > 1.5 * max (getWindowX w) (getWindowY w) = blank
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| otherwise = setLayer 0 $ pictures $
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targetingPic ++
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[ tr . setDepth 0 $ color yellow $ circleSolid 10
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, tr . piercingMod $ bluntScale $ naked col cr
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, tr $ torso (light4 col) (V2 0 (-crad)) (V2 0 crad)
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, trFeet $ feet cr
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, tr $ arms col cr
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, tr $ drawEquipment cr
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]
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basicCrPict col cr w = setLayer 0 $ pictures $
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targetingPic ++
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[ tr . dm . rotdir $ scalp cr
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, tr . dm . rotdir $ upperBody col cr
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, tr . dm . rotmdir $ feet cr
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, tr . rotdir $ drawEquipment cr
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]
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where
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crad = _crRad cr
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dm = damageMod cr
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targetingPic = IM.elems $ IM.mapMaybeWithKey f $ _crInv cr
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f invid it = fmap ((\g -> g invid it cr w) . snd) (it ^? itTargeting . _Just)
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tr = uncurryV translate (_crPos cr) . rotate (_crDir cr)
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trFeet = uncurryV translate (_crPos cr) . rotate (_crMvDir cr)
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tr = uncurryV translate (_crPos cr)
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rotdir = rotate (_crDir cr)
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rotmdir = rotate (_crMvDir cr)
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. setDepth 1
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. color (greyN 0.3)
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damageMod :: Creature -> Picture -> Picture
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damageMod cr pic = piercingMod $ bluntScale pic
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where
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cdir = _crDir cr
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pastDams = _crPastDamage $ _crState cr
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bluntDam :: Maybe Point2
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bluntDam = find isBluntDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
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bluntScale = case fmap argV bluntDam of
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@@ -59,94 +62,104 @@ basicCrPict col cr w
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piercingMod = case fmap argV piercingDam of
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Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
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_ -> id
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pastDams = _crPastDamage $ _crState cr
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feet :: Creature -> Picture
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feet cr = case cr ^? crStance . carriage of
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Just (Walking sa LeftForward) -> setL
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[ translate (f sa) off $ circleSolid 5
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, translate (-f sa) (-off) $ circleSolid 5
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Just (Walking sa LeftForward) -> pictures
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[ translate ( f sa) off aFoot
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, translate (-f sa) (-off) aFoot
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]
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Just (Walking sa RightForward) -> setL
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[ translate (-f sa) off $ circleSolid 5
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, translate (f sa) (-off) $ circleSolid 5
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Just (Walking sa RightForward) -> pictures
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[ translate (-f sa) off aFoot
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, translate ( f sa) (-off) aFoot
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]
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_ -> setL
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[ translate 0 off $ circleSolid 5
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, translate 0 (-off) $ circleSolid 5
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_ -> pictures
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[ translate 0 off aFoot
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, translate 0 (-off) aFoot
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]
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where
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--setL = onLayerL [levLayer CrLayer, -5] . color (greyN 0.3) . pictures
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setL = setDepth 1 . color (greyN 0.3) . pictures
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aFoot = circleSolid 4
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off = 5
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sLen = _strideLength $ _crStance cr
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f i = 6 * fromIntegral (sLen - i) / fromIntegral sLen
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arms :: Color -> Creature -> Picture
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arms col cr
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| aimingTwist = blank
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arms :: Creature -> Picture
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arms cr
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| oneH cr = shoulderH . translate 11 (-3) . rotate (-0.5) $ scale 1 1.5 aHand
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| twists cr = shoulderH . translate 0 (0.5* crad) . rotate (-1) $ pictures
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[ translate 12 4 aHand
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, translate 4 (-10) aHand
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]
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| otherwise = case cr ^? crStance . carriage of
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Just (Walking sa LeftForward) -> setL
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[ translate (-f sa) (-off) . sc $ circleSolid 4
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]
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Just (Walking sa RightForward) -> setL
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[ translate (-f sa) off . sc $ circleSolid 4
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]
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Just (Walking sa LeftForward) -> waistH $ translate (-f sa) (-off) aHand
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Just (Walking sa RightForward) -> waistH $ translate (-f sa) off aHand
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_ -> blank
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where
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sc = scale 1 1
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--setL = onLayerL [levLayer CrLayer, -4] . color (light4 col) . pictures
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setL = setDepth 20 . color (light4 col) . pictures
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aHand = circleSolid 4
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crad = _crRad cr
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off = 8
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sLen = _strideLength $ _crStance cr
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f i = negate 2 + negate 6 * fromIntegral (sLen - i) / fromIntegral sLen
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aimingTwist = crIsAiming' cr -- && crIt ^? itAimStance == Just TwoHandTwist
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--crIt = _crInv cr IM.! _crInvSel cr
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torso :: Color -> Point2 -> Point2 -> Picture
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torso col x y = color col $ pictures
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[ poly3 [addZ 20 x, addZ 12 v, addZ 12 (V2 0 0 -.- v), addZ 20 y]
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, setDepth 12 . rotate a . scale 1 1 $ circleSolid $ magV v
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]
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scalp :: Creature -> Picture
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scalp cr
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| twists cr = translate 0 (0.5*crad) . rotate (-1) $ translate (negate 0.25 * crad) 0.25 fhead
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| oneH cr = rotate 0.5 $ translate (0.25 * crad) 0 fhead
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| otherwise = translate (0.25 * crad) 0 fhead
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where
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v = 0.25 *.* (x -.- y)
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a = argV v
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fhead = setDepth 22 $ circleSolid $ crad * 0.5
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crad = _crRad cr
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oneH :: Creature -> Bool
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oneH cr = crIsAiming' cr && crIt ^? itAimStance == Just OneHand
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where
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crIt = _crInv cr IM.! _crInvSel cr
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twists :: Creature -> Bool
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twists cr = crIsAiming' cr && crIt ^? itAimStance == Just TwoHandTwist
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where
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crIt = _crInv cr IM.! _crInvSel cr
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torso :: Creature -> Picture
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torso cr
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| oneH cr = rotate 0.5 $ pictures
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[ translate 0 3 . rotate (negate 0.2) $ aShoulder
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, translate 0 (negate 3) . rotate 0.2 $ aShoulder
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]
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| twists cr = translate 0 (0.5* crad) . rotate (-1) $ pictures
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[ rotate (negate 0.2) . translate 2 3 . rotate (negate 0.4) $ aShoulder
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, rotate (negate 0.2) . translate 0 (negate 3) . rotate 0.2 $ aShoulder
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]
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| otherwise = pictures
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[ translate 0 3 . rotate (negate 0.2) $ aShoulder
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, translate 0 (negate 3) . rotate 0.2 $ aShoulder
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]
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where
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aShoulder = scale 0.5 1 $ circleSolid crad
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crad = _crRad cr
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upperBody :: Color -> Creature -> Picture
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upperBody col cr = color (light4 col) $ pictures
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[ arms cr
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, shoulderH $ torso cr
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]
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naked :: Color -> Creature -> Picture
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naked col cr
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naked _ cr
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| strikeMelee = shoulderH . color white $ circleSolid $ _crRad cr
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| pdam > 200 = shoulderH . color red $ circleSolid $ _crRad cr
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| pdam > 99 = shoulderH . color white $ circleSolid $ _crRad cr
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| aimingOneHand = rotate (negate twistA * 0.5) $ pictures
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[ translate (0.25 * crad) 0 fhead
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, shoulderH . translate 8 (-8) . color col' $ circleSolid 4
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, translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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, translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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]
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| aimingTwist = translate 0 (0.5* crad) . rotate twistA $ pictures
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[ translate (negate 0.25 * crad) 0.25 fhead
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, shoulderH . translate 12 4 . color col' $ circleSolid 4
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, shoulderH . translate 4 (-10) . color col' $ circleSolid 4
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, shoulderH . rotate (negate 0.2) . translate 2 3 . rotate (negate 0.4) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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, shoulderH . rotate (negate 0.2) . translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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]
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| otherwise = pictures
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[ translate (0.25 * crad) 0 fhead
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, shoulderH . translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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, shoulderH . translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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]
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| otherwise = []
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where
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fhead = setDepth 22 $ circleSolid $ crad * 0.5
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shoulderH = setDepth 20
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twistA = negate 1
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aimingOneHand = crIsAiming' cr && crIt ^? itAimStance == Just OneHand
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aimingTwist = crIsAiming' cr && crIt ^? itAimStance == Just TwoHandTwist
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crIt = _crInv cr IM.! _crInvSel cr
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strikeMelee = _crMeleeCooldown cr > 5
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pdam = sum $ concatMap (map _dmAmount) pastDams
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crad = _crRad cr
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pastDams = _crPastDamage $ _crState cr
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col' = light . light . light $ light col
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shoulderH :: Picture -> Picture
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shoulderH = setDepth 20
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waistH :: Picture -> Picture
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waistH = setDepth 10
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light4 :: Color -> Color
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light4 = light . light . light . light
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