Cleanup
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@@ -28,16 +28,13 @@ applyTerminalString ss = case ss of
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applyTerminalCommand :: String -> Universe -> Universe
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applyTerminalCommand s = case s of
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"NOCLIP" -> uvConfig . debug_booleans . at Noclip %~ toggleJust
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'-': xs -> uvWorld %~ \w -> foldl' (flip createItemYou) w (inventoryX xs)
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-- (uvWorld . cWorld . lWorld %~ initSpecificCrItemLocations 0)
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-- . (uvWorld . cWorld . lWorld . creatures . ix 0 . crInv .~ IM.fromList (zip [0 ..] $ inventoryX x))
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-- . (uvWorld . cWorld . lWorld . creatures . ix 0 . crInvCapacity .~ 50)
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-- ['I','S',x,y] -> uvWorld . cWorld . lWorld . creatures . ix 0 . crInvCapacity .~ read [x,y]
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"GODON" -> uvWorld . cWorld . lWorld . creatures . ix 0 . crType . avatarMaterial .~ Crystal
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"GODOFF" -> uvWorld . cWorld . lWorld . creatures . ix 0 . crType . avatarMaterial .~ Flesh
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x -> fromMaybe id $ do
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x -> fromMaybe (g x) $ do
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(ibt, n) <- parseItem [x]
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return $ uvWorld %~ flip (foldl' (&)) (replicate n ( createItemYou (itemFromBase ibt)))
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where
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g xs = uvWorld %~ \w -> foldl' (flip createItemYou) w (inventoryX xs)
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applyTerminalCommandArguments :: String -> [String] -> Universe -> Universe
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applyTerminalCommandArguments command args u = case command of
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+10
-14
@@ -641,8 +641,9 @@ loadMuzzle loc cr (b, w) mz = maybe (b, w) (True,) $ case mz ^. mzAmmoSlot of
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| x <= availableammo -> x
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| otherwise -> 0
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guard $ usedammo > 0
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return $ useLoadedAmmo loc cr mz (Just (usedammo, mag)) $
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removeAmmoFromMag usedammo mid w
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return $
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useLoadedAmmo loc cr mz (Just (usedammo, mag)) $
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removeAmmoFromMag usedammo mid w
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makeMuzzleFlare :: Muzzle -> LocationDT OItem -> Creature -> World -> World
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makeMuzzleFlare mz loc cr = case mz ^. mzFlareType of
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@@ -720,7 +721,7 @@ useLoadedAmmo ::
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World ->
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World
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useLoadedAmmo loc cr mz m w =
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makeMuzzleFlare mz loc cr $ case _mzEffect mz of
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makeMuzzleFlare mz loc cr $ case _mzEffect mz of
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MuzzleShootBullet -> shootBullets loc cr (mz, x, magtree) w
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MuzzleLaser -> creatureShootLaser loc cr mz w
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MuzzlePulseLaser -> creatureShootPulseLaser loc cr mz w
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@@ -737,7 +738,7 @@ useLoadedAmmo loc cr mz m w =
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mz
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cr
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w
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MuzzleNozzle{} -> useGasParams mid mz loc cr $ walkNozzle mz itm w
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MuzzleNozzle{} -> useGasParams mitid mz loc cr $ walkNozzle mz itm w
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MuzzleShatter -> shootShatter itm cr w
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MuzzleDetector ->
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itemDetectorEffect
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@@ -753,7 +754,7 @@ useLoadedAmmo loc cr mz m w =
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MuzzleScroller -> useTimeScrollGun itm cr w
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where
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itmtree = loc ^. locDT
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mid = magtree ^? dtValue . _1 . itLocation . ilInvID
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mitid = magtree ^. dtValue . _1 . itID
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itm = itmtree ^. dtValue . _1
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(x, magtree) = fromJust m
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@@ -918,11 +919,7 @@ shootPulseBall p dir w =
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removeAmmoFromMag :: Int -> Int -> World -> World
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removeAmmoFromMag x magid =
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cWorld . lWorld . items
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. ix magid
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. itConsumables
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. _Just
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-~ x
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cWorld . lWorld . items . ix magid . itConsumables . _Just -~ x
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getBulletType :: DTree OItem -> Maybe Bullet
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getBulletType magtree =
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@@ -1113,13 +1110,13 @@ mcUseHeld hit = case hit of
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_ -> mcShootAuto
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useGasParams ::
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Maybe (NewInt InvInt) ->
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NewInt ItmInt ->
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Muzzle ->
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LocationDT OItem ->
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Creature ->
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World ->
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World
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useGasParams mmagid mz loc cr w =
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useGasParams (NInt magitid) mz loc cr w =
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w
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& createGas gastype pressure pos dir cr
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& randGen .~ g'
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@@ -1127,9 +1124,8 @@ useGasParams mmagid mz loc cr w =
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itm = loc ^. locDT . dtValue . _1
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(pressure, g) = doGenFloat (_nzPressure $ _mzEffect mz) (_randGen w)
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gastype = fromMaybe (error "cannot find gas ammo") $ do
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magid <- mmagid
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hit <- itm ^? itType . ibtHeld
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fueltype <- cr ^? crInv . ix magid >>= \k -> w ^? cWorld . lWorld . items . ix k >>= magAmmoParams >>= (^? ampCreateGas)
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fueltype <- w ^? cWorld . lWorld . items . ix magitid >>= magAmmoParams >>= (^? ampCreateGas)
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gasType hit fueltype
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(V3 x y _, q) =
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locOrient loc cr
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+2
-5
@@ -620,10 +620,7 @@ updatePulseLaser pz = case pz ^. pzTimer of
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5 -> (Endo f, [pz & pzTimer -~ 1])
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_ -> (Endo g, [pz & pzTimer -~ 1])
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where
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f w =
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dodam
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thHit
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w
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f w = dodam thHit w
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& cWorld . lWorld . flares <>~ drawLaser cyan (sp : ps)
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where
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(thHit, ps) = reflectPulseLaserAlong phasev sp xp w
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@@ -645,7 +642,7 @@ updatePulseLaser pz = case pz ^. pzTimer of
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xp = sp +.+ 800 *.* unitVectorAtAngle dir
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g w = w & cWorld . lWorld . flares <>~ drawLaser cyan (sp : ps)
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where
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(_, ps) = reflectLaserAlong phasev sp xp w
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(_, ps) = reflectPulseLaserAlong phasev sp xp w
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randWallReflect :: RandomGen g => Float -> Wall -> State g Float
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randWallReflect a wl = randPeaked a1 outa a2
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