Add new bullet trajectories
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@@ -3,17 +3,20 @@
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Extra weapon effects, supplementing explicit use effects.
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-}
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module Dodge.Item.Weapon.ExtraEffect
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(-- wpRecock
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itemLaserScopeEffect
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( itemLaserScopeEffect
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, autoSonarEffect
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, autoRadarEffect
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, targetRBPress
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, targetRBCreature
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, targetCursor
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, targetLaser
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-- , rbSetTarget
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) where
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import Dodge.Data
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import Dodge.Base
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import Dodge.Item.Weapon.Decoration
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import Dodge.Item.Weapon.UseEffect
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import Dodge.Item.Weapon.LaserPath
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--import Dodge.Item.Attachment.Data
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import Dodge.WorldEvent.ThingsHit
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import Dodge.Picture.Layer
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@@ -82,16 +85,35 @@ autoSonarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
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f t _ cr i w = w
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& creatures . ix (_crID cr) . crInv . ix i . itEffect . itInvEffect .~ f (t-1)
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targetRBPress :: Targeting
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targetRBPress = TargetingOnHeld
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defaultTargeting :: Targeting
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defaultTargeting = TargetingOnHeld
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{ _tgPos = Nothing
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, _tgHeldUpdate = targetRBPressUpdate
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, _tgDraw = targetRBPressDraw
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, _tgUpdate = \_ _ _ -> id
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, _tgDraw = \_ _ _ _ -> mempty
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, _tgID = Nothing
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, _tgActive = False
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, _tgPoints = []
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}
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targetRBPressDraw :: Int -> Item -> Creature -> World -> Picture
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targetRBPressDraw _ it _ w = fromMaybe mempty $ do
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targetLaser :: Targeting
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targetLaser = defaultTargeting
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& tgUpdate .~ targetLaserUpdate
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& tgDraw .~ targetLaserDraw
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targetRBPress :: Targeting
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targetRBPress = defaultTargeting
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& tgUpdate .~ targetRBPressUpdate
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& tgDraw .~ targetSimpleDraw
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targetRBCreature :: Targeting
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targetRBCreature = defaultTargeting
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& tgUpdate .~ targetRBCreatureUpdate
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& tgDraw .~ targetRBCreatureDraw
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targetCursor :: Targeting
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targetCursor = defaultTargeting
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& tgUpdate .~ targetCursorUpdate
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& tgDraw .~ targetSimpleDraw
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targetSimpleDraw :: Int -> Item -> Creature -> World -> Picture
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targetSimpleDraw _ it _ w = fromMaybe mempty $ do
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mwp <- it ^? itTargeting . tgPos . _Just
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return $ setLayer 1 $ color red $ onLayer InvLayer $ uncurryV translate mwp
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return $ setLayer 5 $ color red $ onLayer InvLayer $ uncurryV translate mwp
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$ rotate (_cameraRot w)
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$ pictures
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[line [V2 x x, V2 (-x) (-x)]
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@@ -100,8 +122,67 @@ targetRBPressDraw _ it _ w = fromMaybe mempty $ do
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where
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x = 5 / _cameraZoom w
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targetRBCreatureDraw :: Int -> Item -> Creature -> World -> Picture
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targetRBCreatureDraw _ it _ w = fromMaybe mempty $ do
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mwp <- it ^? itTargeting . tgPos . _Just
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return $ setLayer 5 $ color thecolor $ onLayer InvLayer $ uncurryV translate mwp
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$ rotate (_cameraRot w)
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$ pictures
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[line [V2 x x, V2 (-x) (-x)]
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,line [V2 (-x) x, V2 x (-x)]
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]
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where
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x = 5 / _cameraZoom w
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thecolor | _tgActive $ _itTargeting it = red
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| otherwise = blue
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targetCursorUpdate :: Item -> Creature -> World -> Targeting -> Targeting
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targetCursorUpdate _ _ w t
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| SDL.ButtonRight `S.member` _mouseButtons w = t
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& tgPos . _Just .~ mouseWorldPos w
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& tgActive .~ True
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| otherwise = t & tgPos %~ const Nothing
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& tgActive .~ False
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targetRBPressUpdate :: Item -> Creature -> World -> Targeting -> Targeting
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targetRBPressUpdate _ _ w t
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| SDL.ButtonRight `S.member` _mouseButtons w = t
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& tgPos %~ maybe (Just $ mouseWorldPos w) Just
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& tgActive .~ True
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| otherwise = t & tgPos %~ const Nothing
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& tgActive .~ False
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targetRBCreatureUpdate :: Item -> Creature -> World -> Targeting -> Targeting
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targetRBCreatureUpdate _ _ w t
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| SDL.ButtonRight `S.member` _mouseButtons w = t & updatePos
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& tgActive .~ True
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| otherwise = t & tgID .~ fmap _crID (creatureNearPoint mwp w)
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& updatePos
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& tgActive .~ False
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where
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mwp = mouseWorldPos w
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updatePos t' = t' & tgPos .~ posFromMaybeID (_tgID t')
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posFromMaybeID Nothing = Nothing
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posFromMaybeID (Just i) = w ^? creatures . ix i . crPos
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targetLaserDraw :: Int -> Item -> Creature -> World -> Picture
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targetLaserDraw _ it _ _ = fromMaybe mempty $ do
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ps <- it ^? itTargeting . tgPoints
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return $ setLayer 1 $ pictures
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[ setDepth 19 . color (brightX 0 0.5 red) $ thickLine 5 ps
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, setDepth 19.5 . color (brightX 5 1 red) $ thickLine 1 ps
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]
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targetLaserUpdate :: Item -> Creature -> World -> Targeting -> Targeting
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targetLaserUpdate _ cr w t
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| SDL.ButtonRight `S.member` _mouseButtons w = t
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& tgPos .~ fmap fst mp
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& tgPoints .~ ps ++ [sp]
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& tgActive .~ True
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| otherwise = t & tgPos %~ const Nothing
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& tgPoints .~ []
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& tgActive .~ False
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where
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(mp, ps) = reflectLaserAlong 0.2 [] sp ep w
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sp = _crPos cr +.+ 15 *.* unitVectorAtAngle (_crDir cr)
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ep = sp +.+ 1000 *.* normalizeV (mouseWorldPos w -.- sp)
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