Fix bug in randArc
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@@ -19,17 +19,18 @@ makeBlockDebris :: Block -> World -> World
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makeBlockDebris bl = makeDebris (greyN 0.5) (_blMaterial bl) (_blPos bl)
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makeBlockDebris bl = makeDebris (greyN 0.5) (_blMaterial bl) (_blPos bl)
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makeDebris :: Color -> BlockMaterial -> Point2 -> World -> World
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makeDebris :: Color -> BlockMaterial -> Point2 -> World -> World
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makeDebris = makeDebrisDirected (2*pi) 0
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makeDebris = makeDebrisDirected 1 2 (2*pi) 0
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makeDebrisDirected :: Float -> Float -> Color -> BlockMaterial -> Point2 -> World -> World
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makeDebrisDirected :: Float -> Float
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makeDebrisDirected arcrad dir col bm p w = w
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-> Float -> Float -> Color -> BlockMaterial -> Point2 -> World -> World
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makeDebrisDirected mindist maxdist arcrad dir col bm p w = w
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& flip (foldr (plNew props pjID)) thedebris
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& flip (foldr (plNew props pjID)) thedebris
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& randGen .~ newg
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& randGen .~ newg
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& matDesSound bm p
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& matDesSound bm p
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where
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where
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(thedebris,newg) = runState (mapM f [35,55..95]) $ _randGen w
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(thedebris,newg) = runState (mapM f [35,55..95]) $ _randGen w
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f h = do
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f h = do
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v <- rotateV (dir - arcrad/2) <$> randInArcStrip 2 3 arcrad
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v <- rotateV (dir - arcrad/2) <$> randInArcStrip mindist maxdist arcrad
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q <- Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere
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q <- Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere
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return $ someDebris
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return $ someDebris
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& prPos .~ p
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& prPos .~ p
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@@ -61,5 +61,5 @@ shootShatter it cr w = maybe w (uncurry $ shatterWall w sp ep) $ collidePointWal
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shatterWall :: World -> Point2 -> Point2 -> Point2 -> Wall -> World
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shatterWall :: World -> Point2 -> Point2 -> Point2 -> Wall -> World
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shatterWall w sp ep p wl = w
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shatterWall w sp ep p wl = w
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& makeDebris (_wlColor wl) StoneBlock p
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& makeDebris (_wlColor wl) StoneBlock p
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& makeDebrisDirected (pi/2) (argV $ vNormal $ uncurry (-.-) $ _wlLine wl) (_wlColor wl) StoneBlock p
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& makeDebrisDirected 1 2 (pi/2) (argV $ vNormal $ uncurry (-.-) $ _wlLine wl) (_wlColor wl) StoneBlock p
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& damageWall (Damage SHATTERING 1000 sp p ep NoDamageEffect) wl
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& damageWall (Damage SHATTERING 1000 sp p ep NoDamageEffect) wl
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+2
-2
@@ -66,13 +66,13 @@ randProb p = do
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return (p1 < p)
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return (p1 < p)
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randInCirc :: RandomGen g => Float -> State g Point2
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randInCirc :: RandomGen g => Float -> State g Point2
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randInCirc = randInArc (2*pi)
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randInCirc rad = randInArc rad (2*pi)
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randInArc :: RandomGen g => Float -> Float -> State g Point2
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randInArc :: RandomGen g => Float -> Float -> State g Point2
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randInArc = randInArcStrip 0
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randInArc = randInArcStrip 0
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randInArcStrip :: RandomGen g => Float -> Float -> Float -> State g Point2
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randInArcStrip :: RandomGen g => Float -> Float -> Float -> State g Point2
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randInArcStrip minrad maxangle maxRad = do
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randInArcStrip minrad maxRad maxangle = do
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rad <- state $ randomR (minrad,maxRad)
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rad <- state $ randomR (minrad,maxRad)
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ang <- state $ randomR (0,maxangle)
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ang <- state $ randomR (0,maxangle)
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return $ rad *.* unitVectorAtAngle ang
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return $ rad *.* unitVectorAtAngle ang
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