Refactor, add bullet modules and weapon effect modifiers
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@@ -1,21 +1,22 @@
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module Dodge.Item.Weapon.Launcher
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where
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import Dodge.Data
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import Dodge.Item.Weapon.TriggerType
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import Dodge.Default.Weapon
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import Dodge.Default.Shell
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import Dodge.SoundLogic.Synonyms
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import Picture
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import qualified IntMapHelp as IM
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import Dodge.WorldEvent.Explosion
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import Dodge.Picture.Layer
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import Dodge.Item.Draw
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import Geometry
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import Dodge.Default.Shell
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import Dodge.Item.Weapon.Shell
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import Dodge.Item.Weapon.TriggerType
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import Dodge.Base
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import Dodge.SoundLogic
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import Dodge.WorldEvent.SpawnParticle
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import Dodge.WorldEvent.Cloud
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import Dodge.RandomHelp
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import Geometry
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import Picture
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import qualified IntMapHelp as IM
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import Data.Maybe
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import Control.Lens
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@@ -45,7 +46,7 @@ launcher = defaultGun
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, _wpAmmo = defaultShellAmmo
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{ _amPayload = makeExplosionAt
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, _amString = ""
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, _amPjMove = basicAmPjMoves
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, _amPjParams = basicAmPjMoves
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, _amPjDraw = shellPic
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}
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}
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@@ -54,19 +55,58 @@ basicAmPjMoves :: [PjParam]
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basicAmPjMoves =
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[spinDrag
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,spinStart
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,thrustParam
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]
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spinDrag :: PjParam
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spinDrag = PjParam
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{ _pjMoveParam = \_ _ _ -> reduceSpinBy 0.995
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, _pjIntParam = 0
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, _pjDisplayParam = ("SPIN DRAG:" ++ ) . show
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{ _pjMoveParam = \i _ _ -> reduceSpinBy (1 - (fromIntegral i)*2 / 200)
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, _pjIntParam = 1
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, _pjDisplayParam = pjPadText "SPIN SLOWDOWN" . show
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, _pjMaxParam = 5
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}
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pjPadText :: String -> String -> String
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pjPadText s = (rightPad 12 ' ' s ++ ) . (' ':)
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spinStart :: PjParam
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spinStart = PjParam
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{ _pjMoveParam = \_ _ cr -> pjEffAtTime 35 $ trySpinByCID (_crID cr)
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, _pjIntParam = 0
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, _pjDisplayParam = ("SPIN START:" ++ ) . show
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{ _pjMoveParam = \i _ cr -> pjEffAtTime 35 $ trySpinByCID (_crID cr) i
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, _pjIntParam = 2
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, _pjDisplayParam = pjPadText "SPIN AMOUNT" . show
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, _pjMaxParam = 5
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}
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thrustParam :: PjParam
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thrustParam = PjParam
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{ _pjMoveParam = \i _ _ -> pjThrust i
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, _pjIntParam = 1
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, _pjDisplayParam = pjPadText "THRUST DELAY" . show
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, _pjMaxParam = 5
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}
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pjThrust :: Int -> Projectile -> World -> World
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pjThrust i = pjEffTimeRange (st,et) $ doThrust
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where
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et | i == 0 = 36
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| otherwise = 40 - (fromIntegral i * 20)
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st = et - 100
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doThrust :: Projectile -> World -> World
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doThrust pj w = w
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& randGen .~ g
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& projectiles . ix i . pjVel %~ (\v -> accel +.+ frict *.* v)
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& soundFromPos (ShellSound i) newPos (fromIntegral smokeTrailSound) 1 250
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& makeFlameletTimed (oldPos -.- vel) (vel +.+ rotateV (pi+sparkD) accel) Nothing 3 10
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& smokeGen
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where
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accel = _pjAcc pj
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i = _pjID pj
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oldPos = _pjPos pj
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vel = _pjVel pj
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newPos = oldPos +.+ vel
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(frict,g) = randomR (0.6,0.9) $ _randGen w
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(sparkD,_) = randomR (-0.2,0.2) $ _randGen w
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r1 = randInCirc 10 & evalState $ _randGen w
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smokeGen = makeSmokeCloudAt (oldPos +.+ r1 +.+ 30 *.* normalizeV (oldPos -.- newPos))
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flameLauncher :: Item
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flameLauncher = launcher & wpAmmo . amPayload .~ makeFlameExplosionAt
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@@ -86,7 +126,7 @@ aRocketWithItemParams it cr w = over projectiles (IM.insert i theShell) w
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i = IM.newKey $ _projectiles w
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pos = _crPos cr +.+ ((_crRad cr +1) *.* unitVectorAtAngle dir)
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dir = _crDir cr
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ammoMvs pj w' = foldr (\pjP -> (_pjMoveParam pjP) (_pjIntParam pjP) it cr pj) w' (_amPjMove am)
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ammoMvs pj w' = foldr (\pjP -> (_pjMoveParam pjP) (_pjIntParam pjP) it cr pj) w' (_amPjParams am)
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theShell = defaultShell
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{ _pjPos = pos
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, _pjStartPos = pos
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@@ -108,18 +148,10 @@ moveShell pj w
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then doExplode
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else w
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| isJust thingHit = doExplode
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| time >= 20 = w
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| time > -99 = w
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& randGen .~ g
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& projectiles . ix i . pjVel %~ (\v -> accel +.+ frict *.* v)
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& soundFromPos (ShellSound i) newPos (fromIntegral smokeTrailSound) 1 250
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& makeFlameletTimed (oldPos -.- vel) (vel +.+ rotateV (pi+sparkD) accel) Nothing 3 10
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& smokeGen
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| time > -200 = w
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| time > -300 = w
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| otherwise = doExplode
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where
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time = _pjTimer pj
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accel = _pjAcc pj
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doExplode = w
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& projectileExplosion oldPos
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& stopSoundFrom (ShellSound i)
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@@ -129,13 +161,9 @@ moveShell pj w
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vel = _pjVel pj
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projectileExplosion = _pjPayload pj
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newPos = oldPos +.+ vel
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(frict,g) = randomR (0.6,0.9) $ _randGen w
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(sparkD,_) = randomR (-0.2,0.2) $ _randGen w
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hitCr = fst <$> collideCircCrsPoint oldPos newPos 4 w
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hitWl = fst <$> collideCircWalls' oldPos newPos 2 (wallsNearPoint newPos w)
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thingHit = hitCr <|> hitWl
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r1 = randInCirc 10 & evalState $ _randGen w
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smokeGen = makeSmokeCloudAt (oldPos +.+ r1 +.+ 30 *.* normalizeV (oldPos -.- newPos))
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reduceSpinBy :: Float -> Projectile -> World -> World
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reduceSpinBy x pj = projectiles . ix (_pjID pj) . pjSpin *~ x
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@@ -151,16 +179,18 @@ shellPic pj
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pos = _pjPos pj
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t = _pjTimer pj
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decTimMvVel :: Projectile -> World -> World
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decTimMvVel pj = projectiles . ix pjid %~
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( (pjTimer -~ 1)
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. (pjPos %~ (+.+ vel) )
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. (pjAcc %~ rotateV rot )
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)
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pjEffTimeRange
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:: (Int,Int)
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-> (Projectile -> World -> World)
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-> Projectile
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-> World
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-> World
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pjEffTimeRange (st,et) f pj
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| t <= et && t >= st = f pj
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| otherwise = id
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where
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rot = _pjSpin pj
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vel = _pjVel pj
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pjid = _pjID pj
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t = _pjTimer pj
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pjEffAtTime
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:: Int
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@@ -174,13 +204,15 @@ pjEffAtTime t f pj
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trySpinByCID
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:: Int -- ^ creature id
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-> Int -- ^ Spin amount
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-> Projectile
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-> World
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-> World
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trySpinByCID cid pj w = w & projectiles . ix pjid . pjSpin .~ newSpin
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trySpinByCID cid i pj w = w & projectiles . ix pjid . pjSpin .~ newSpin
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where
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pjid = _pjID pj
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dir = argV $ _pjVel pj
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newSpin = case w ^? creatures . ix cid of
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Just cr -> negate $ min 0.2 $ max (-0.2) $ normalizeAnglePi (dir - _crDir cr) / 20
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Just cr -> negate $ min 0.2 $ max (-0.2) $ normalizeAnglePi (dir - _crDir cr) / spinFactor
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_ -> 0
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spinFactor = 5 * (6 - fromIntegral i)
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@@ -0,0 +1,27 @@
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module Dodge.Item.Weapon.Shell
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where
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import Dodge.Data
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import Geometry.Vector
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import Control.Lens
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decTimMvVel :: Projectile -> World -> World
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decTimMvVel pj = projectiles . ix pjid %~
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( (pjTimer -~ 1)
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. (pjPos %~ (+.+ vel) )
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. (pjAcc %~ rotateV rot )
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)
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where
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rot = _pjSpin pj
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vel = _pjVel pj
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pjid = _pjID pj
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--pjAutoSpin :: Projectile -> World -> World
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--pjAutoSpin pj = projectiles . ix pjid %~
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-- ( (pjDir -~ 1)
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-- . (pjPos %~ (+.+ vel) )
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-- . (pjAcc %~ rotateV rot )
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-- )
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-- where
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-- rot = _pjSpin pj
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-- vel = _pjVel pj
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-- pjid = _pjID pj
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@@ -153,8 +153,7 @@ withSidePushAfter maxSide eff cr w = over (creatures . ix cid) push . eff cr $ w
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cid = _crID cr
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push = over crPos (+.+ rotateV (_crDir cr) (0,pushAmount / _crMass cr))
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(pushAmount, _) = randomR (-maxSide,maxSide) $ _randGen w
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{- |
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Applies a world effect and sound effect after an ammo check. -}
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{- | Applies a world effect and sound effect after an ammo check. -}
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shootWithSound
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:: Int -- ^ Sound identifier
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-> (Creature -> World -> World)
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@@ -178,6 +177,30 @@ shootWithSound soundid f cr w
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&& _itUseTime item == 0
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&& _wpLoadedAmmo item > 0
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reloadCondition = _wpLoadedAmmo item == 0
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{- | Applies a world effect and sound effect after an ammo check. -}
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shootWithSoundI
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:: Int -- ^ Sound identifier
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-> (Item -> Creature -> World -> World)
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-- ^ Shoot effect, takes creature id as input
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-> Item
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-> Creature
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-> World
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-> World
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shootWithSoundI soundid f item cr w
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| fireCondition = over (pointerToItem . wpLoadedAmmo) (\ammo -> ammo-1)
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$ soundOncePos soundid (_crPos cr)
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$ set (pointerToItem . itUseTime) (_itUseRate item)
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$ f item cr w
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| reloadCondition = fromMaybe w $ startReloadingWeapon cr w
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| otherwise = w
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where
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cid = _crID cr
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itRef = _crInvSel cr
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pointerToItem = creatures . ix cid . crInv . ix itRef
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fireCondition = _wpReloadState item == 0
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&& _itUseTime item == 0
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&& _wpLoadedAmmo item > 0
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reloadCondition = _wpLoadedAmmo item == 0
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{- |
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Applies a world effect after an item use cooldown check. -}
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useTimeCheck
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@@ -205,6 +228,19 @@ hammerCheck f cr w = case (_crInv cr IM.! _crInvSel cr) ^? itHammer of
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where
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cid = _crID cr
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setHammerDown = creatures . ix cid . crInv . ix (_crInvSel cr) . itHammer .~ HammerDown
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{- | Applies a world effect after a hammer position check. -}
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hammerCheckI
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:: (Item -> Creature -> World -> World) -- ^ Underlying effect
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-> Item
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-> Creature
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-> World
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-> World
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hammerCheckI f it cr w = case it ^? itHammer of
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Just HammerUp -> f it cr $ setHammerDown w
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_ -> setHammerDown w
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where
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cid = _crID cr
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setHammerDown = creatures . ix cid . crInv . ix (_crInvSel cr) . itHammer .~ HammerDown
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{- | Applies a world effect after an ammo check. -}
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shoot
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:: (Creature -> World -> World)
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@@ -272,6 +308,17 @@ withMuzFlare f cr w = tempLightForAt 3 pos . muzzleFlashAt pos2 $ f cr w
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where
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pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
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pos2 = _crPos cr +.+ (2 * _crRad cr) *.* unitVectorAtAngle (_crDir cr)
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withMuzFlareI
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:: (Item -> Creature -> World -> World) -- ^ Underlying effect
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-> Item
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-> Creature
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-> World
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-> World
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withMuzFlareI f it cr w = tempLightForAt 3 pos . muzzleFlashAt pos2 $ f it cr w
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where
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pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
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pos2 = _crPos cr +.+ (2 * _crRad cr) *.* unitVectorAtAngle (_crDir cr)
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{- | Applies the effect to a randomly rotated creature. -}
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withRandomDir
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:: Float -- ^ Max possible rotation
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@@ -283,6 +330,18 @@ withRandomDir
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withRandomDir acc f cr w = f (cr & crDir +~ a) $ set randGen g w
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where
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(a, g) = randomR (-acc,acc) $ _randGen w
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{- | Applies the effect to a randomly rotated creature. -}
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withRandomDirI
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:: Float -- ^ Max possible rotation
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-> (Item -> Creature -> World -> World)
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-- ^ Underlying effect
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-> Item
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-> Creature
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-> World
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-> World
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withRandomDirI acc f it cr w = f it (cr & crDir +~ a) $ set randGen g w
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where
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(a, g) = randomR (-acc,acc) $ _randGen w
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{- | Creates a bullet with a given velocity, width, and 'HitEffect' -}
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withVelWthHiteff
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:: Point2 -- ^ Velocity, x direction is forward with respect to the creature
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