Simplify props (should they be removed?)
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@@ -7,7 +7,6 @@ import Color
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import Control.Lens
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import Data.Aeson
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import Data.Aeson.TH
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import Dodge.Data.WorldEffect
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import Geometry.Data
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import qualified Quaternion as Q
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import ShapePicture.Data
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@@ -15,10 +14,8 @@ import ShapePicture.Data
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data Prop = ShapeProp
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{ _prPos :: Point2
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, _prDraw :: SPic
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, _prUpdate :: PropUpdate
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, _prID :: Int
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, _prRot :: Float
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-- , _prToggle :: Bool
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}
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data DebrisType
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@@ -33,23 +30,9 @@ data Debris = DebrisChunk
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, _dbSpin :: Q.Quaternion Float
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}
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data PropUpdate
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= PropUpdateId
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| PropUpdates [PropUpdate]
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| PropUpdatePosition WdP2f
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| PropUpdateWhen WdBl PropUpdate
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| PropUpdateIf WdBl PropUpdate PropUpdate
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data PrWdLsLs
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= PrWdLsId
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| PrWdLsSetPosition WdP2f Point3
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| PrWdLsSetColor Point3
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makeLenses ''Prop
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makeLenses ''Debris
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makeLenses ''DebrisType
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deriveJSON defaultOptions ''DebrisType
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deriveJSON defaultOptions ''Debris
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deriveJSON defaultOptions ''PrWdLsLs
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deriveJSON defaultOptions ''PropUpdate
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deriveJSON defaultOptions ''Prop
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@@ -1,14 +0,0 @@
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module Dodge.Default.Prop where
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import Dodge.Data.Prop
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import Geometry
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defaultProp :: Prop
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defaultProp =
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ShapeProp
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{ _prPos = V2 0 0
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, _prDraw = mempty
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, _prID = 0
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, _prUpdate = PropUpdateId
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, _prRot = 0
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}
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@@ -1,31 +0,0 @@
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module Dodge.Prop.Update (updateProp) where
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import Control.Lens
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import Data.Foldable
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import Dodge.Data.World
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import Dodge.WdP2f
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import Dodge.WorldBool
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updateProp :: Prop -> World -> World
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updateProp pr = case _prUpdate pr of
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PropUpdateId -> id
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PropUpdates pus -> doPropUpdates pr pus
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PropUpdatePosition x -> propUpdatePosition x pr
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PropUpdateWhen t x -> propUpdateIf t x PropUpdateId pr
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PropUpdateIf t x y -> propUpdateIf t x y pr
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propUpdateIf :: WdBl -> PropUpdate -> PropUpdate -> Prop -> World -> World
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propUpdateIf wb x y pr w
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| doWdBl wb w = updateProp (pr & prUpdate .~ x) w
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| otherwise = updateProp (pr & prUpdate .~ y) w
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propUpdatePosition :: WdP2f -> Prop -> World -> World
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propUpdatePosition x pr w =
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w
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& cWorld . lWorld . props . ix (_prID pr) . prPos .~ fst (doWdP2f x w)
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& cWorld . lWorld . props . ix (_prID pr) . prRot .~ snd (doWdP2f x w)
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doPropUpdates :: Prop -> [PropUpdate] -> World -> World
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doPropUpdates pr pus w = foldl' f w pus
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where
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f w' pu = updateProp (pr & prUpdate .~ pu) w'
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@@ -38,7 +38,6 @@ import Dodge.Machine.Update
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import Dodge.ModificationEffect
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import Dodge.Projectile.Update
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import Dodge.Prop.Moving
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import Dodge.Prop.Update
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import Dodge.RadarBlip
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import Dodge.RadarSweep
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import Dodge.ScreenPos
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@@ -275,13 +274,11 @@ functionalUpdate =
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. over
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uvWorld
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(updateIMl' (_linearShockwaves . _lWorld . _cWorld) updateLinearShockwave)
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. over uvWorld (updateIMl' (_props . _lWorld . _cWorld) updateProp)
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. over uvWorld (updateIMl' (_projectiles . _lWorld . _cWorld) updateProjectile)
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. over uvWorld updateClouds
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. over uvWorld updateDusts
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. over uvWorld updateGusts
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. over uvWorld (updateIMl' (_terminals . _lWorld . _cWorld) tmUpdate)
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-- . updateIMl _machines mcChooseUpdate
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. over uvWorld (updateIMl' (_machines . _lWorld . _cWorld) updateMachine)
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. over uvWorld (updateIMl' (_creatures . _lWorld . _cWorld) updateCreature)
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-- creatures should be updated early so that crOldPos is set before any position change
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