Add AimStance to creature posture when Aiming
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@@ -201,7 +201,7 @@ youDropItem w = fromMaybe w $ do
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--guard $ not $ _crInvLock cr
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guard $ not $ w ^. cWorld . lWorld . lInvLock
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return $ case cr ^. crStance . posture of
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Aiming -> throwItem w
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Aiming {} -> throwItem w
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AtEase -> dropItem cr curpos w
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where
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cr = you w
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@@ -64,7 +64,7 @@ crCurrentEquipment lw = fmap f . _crEquipment
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strFromHeldItem :: LWorld -> Creature -> Int
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strFromHeldItem lw cr = fromMaybe 0 $ do
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Aiming <- cr ^? crStance . posture
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Aiming {} <- cr ^? crStance . posture
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i <- cr ^? crManipulation . manObject . imRootSelectedItem
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j <- cr ^? crInv . ix i
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fmap (negate . itemWeight) $ lw ^? items . ix j
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@@ -99,7 +99,7 @@ crInAimStance as m cr = crIsAiming cr && mitstance == Just as
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i <- cr ^? crManipulation . manObject . imRootSelectedItem
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--itm <- invRootTrees' (cr ^. crInv) ^? ix i
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itm <- fmap (fmap (\(a,b,_) -> (a,b))) $ invIMDT (fmap (\k -> m ^?! ix k) (cr ^. crInv)) ^? ix (_unNInt i)
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return $ aimStance itm
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return $ itemAimStance itm
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--cr ^? crInv . ix i . itUse . heldAim . aimStance
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oneH :: IM.IntMap Item -> Creature -> Bool
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@@ -6,6 +6,7 @@ module Dodge.Creature.Volition (
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shootFirstMiss,
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) where
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import Dodge.Data.AimStance
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import Dodge.Data.Creature
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import Dodge.Data.CreatureEffect
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import Dodge.SoundLogic.LoadSound
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@@ -13,7 +14,7 @@ import Geometry
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holsterWeapon, drawWeapon :: Action
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holsterWeapon = DoImpulses [ChangePosture AtEase, MakeSound whiteNoiseFadeOutS]
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drawWeapon = DoImpulses [ChangePosture Aiming, MakeSound whiteNoiseFadeInS]
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drawWeapon = DoImpulses [ChangePosture $ Aiming OneHand, MakeSound whiteNoiseFadeInS]
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shootTillEmpty :: Action
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--shootTillEmpty = (crCanShoot `DoActionWhile` DoImpulses [UseItem])
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@@ -136,25 +136,31 @@ wasdAim inp w cr
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setAimPosture (w ^. cWorld . lWorld . items) cr
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| SDL.ButtonRight `M.member` _mouseButtons inp =
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aimTurn (w ^. cWorld . lWorld) mousedir cr
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| Aiming <- cr ^. crStance . posture = removeAimPosture m cr
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| Aiming {} <- cr ^. crStance . posture = removeAimPosture cr
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| otherwise = creatureTurnTowardDir (_crMvAim cr) 0.2 cr
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where
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m = w ^. cWorld . lWorld . items
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mousedir = argV $ w ^. cWorld . lWorld . lAimPos - (cr ^. crPos)
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setAimPosture :: IM.IntMap Item -> Creature -> Creature
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setAimPosture m = (crStance . posture .~ Aiming) . doAimTwist m (- twoHandTwistAmount)
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setAimPosture m cr = fromMaybe cr $ do
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invid <- cr ^? crManipulation . manObject . imRootSelectedItem
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itid <- cr ^? crInv . ix invid
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as <- fmap itemBaseStance $ m ^? ix itid
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return $ cr
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& crStance . posture .~ Aiming as
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& doAimTwist as (- twoHandTwistAmount)
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doAimTwist :: IM.IntMap Item -> Float -> Creature -> Creature
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doAimTwist m x cr = fromMaybe cr $ do
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itRef <- cr ^? crManipulation . manObject . imRootSelectedItem
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itid <- cr ^? crInv . ix itRef
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astance <- fmap itemBaseStance $ m ^? ix itid
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guard $ astance == TwoHandOver || astance == TwoHandUnder
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return $ cr & crDir +~ x
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doAimTwist :: AimStance -> Float -> Creature -> Creature
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doAimTwist as x
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| as == TwoHandOver || as == TwoHandUnder = crDir +~ x
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| otherwise = id
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removeAimPosture :: IM.IntMap Item -> Creature -> Creature
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removeAimPosture m = (crStance . posture .~ AtEase) . doAimTwist m twoHandTwistAmount
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removeAimPosture :: Creature -> Creature
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removeAimPosture cr = fromMaybe cr $ do
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as <- cr ^? crStance . posture . aimStance
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return $ cr
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& crStance . posture .~ AtEase
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& doAimTwist as twoHandTwistAmount
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twoHandTwistAmount :: Float
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twoHandTwistAmount = 1.6 * pi
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