Fix blink bug
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@@ -0,0 +1,103 @@
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{-# LANGUAGE TupleSections #-}
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module Dodge.Creature.Action.Blink (
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blinkActionMousePos,
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blinkActionFail,
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unsafeBlinkAction,
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) where
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import Dodge.Zoning.Wall
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import Data.Maybe
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import Dodge.Base
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import Dodge.Data.World
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import Dodge.SoundLogic
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import Dodge.WorldEvent.Shockwave
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import Geometry
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import LensHelp
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import Picture
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-- | Teleport a creature to the mouse position
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blinkActionMousePos :: Creature -> World -> World
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blinkActionMousePos cr w =
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w
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& soundMultiFrom [TeleSound 0, TeleSound 1] p3 teleS Nothing
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& blinkDistortions cpos p3
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& cWorld . creatures . ix cid . crPos .~ p3
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& blinkShockwave cid p3
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& inverseShockwaveAt cpos 40 2 2
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where
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cid = _crID cr
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p1 = mouseWorldPos w
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cpos = _crPos cr
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--p2 = bouncePoint (const True) 1 cpos p1 w
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p2 = pushIntoMaybe $ collideCircWalls cpos p1 r (wlsNearSeg cpos p1 w)
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r = _crRad cr
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p3 = maybe p1 ((+.+ squashNormalizeV (cpos -.- p1)) . fst) p2
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--p3 = maybe p1 (const 0) p2
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--p3 = maybe p1 fst p2
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pushIntoMaybe :: (a, Maybe b) -> Maybe (a,b)
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pushIntoMaybe (x,my) = (x,) <$> my
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blinkDistortions :: Point2 -> Point2 -> World -> World
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blinkDistortions sp ep = cWorld . distortions .++~ distortionBulge
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where
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distR = 120
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distortionBulge =
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[ RadialDistortion ep (ep +.+ V2 distR 0) (ep +.+ V2 0 distR) 0.1
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, RadialDistortion sp (sp +.+ V2 distR 0) (sp +.+ V2 0 distR) 1.9
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]
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{- | Teleport a creature to the mouse position.
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Can go through walls, if ending up in wall does big damage.
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-}
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unsafeBlinkAction ::
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Creature ->
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World ->
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World
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unsafeBlinkAction cr w
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| success =
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soundMultiFrom [TeleSound 0, TeleSound 1] mwp teleS Nothing
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. blinkDistortions cpos mwp
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. set (cWorld . creatures . ix cid . crPos) mwp
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. blinkShockwave cid mwp
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$ inverseShockwaveAt cpos 40 2 2 w
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| otherwise =
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w
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& blinkActionFail cr
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& cWorld . creatures . ix cid . crState . csDamage
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.:~ Damage ENTERREMENT 10000 mwp mwp mwp NoDamageEffect
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where
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success = fromMaybe True $ do
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wl <- snd $ collidePointWallsFilter (const True) mwp cpos w
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return (isLHS mwp `uncurry` _wlLine wl)
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cid = _crID cr
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mwp = mouseWorldPos w
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cpos = _crPos cr
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blinkShockwave ::
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-- | Blinking creature ID.
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Int ->
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Point2 ->
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World ->
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World
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blinkShockwave i p = makeShockwaveAt [i] p 60 1 2 cyan
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-- | Like a blink action, but no ingoing distortion
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blinkActionFail ::
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Creature ->
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World ->
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World
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blinkActionFail cr w =
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w
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& soundMultiFrom [TeleSound 0, TeleSound 1] p3 teleS Nothing
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& cWorld . distortions .:~ distortionBulge
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& cWorld . creatures . ix cid . crPos .~ p3
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& inverseShockwaveAt cpos 40 2 2
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where
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distR = 120
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distortionBulge = RadialDistortion cpos (cpos +.+ V2 distR 0) (cpos +.+ V2 0 distR) 1.9
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cid = _crID cr
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p1 = mouseWorldPos w
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cpos = _crPos cr
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p2 = bouncePoint (const True) 1 cpos p1 w
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r = 1.5 * _crRad cr
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p3 = maybe p1 (mvPointTowardAtSpeed r cpos . fst) p2
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