Continue ai refactor
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@@ -99,7 +99,7 @@ sumDamage cr dm x = x + _dmAmount dm
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movementSideEff :: Creature -> World -> World
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movementSideEff cr w
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| hasJetPack
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= case cr ^? crState . stance . carriage of
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= case cr ^? crStance . carriage of
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Just (Boosting v)
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-> makeFlameletTimed
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(oldPos +.+ (_crRad cr + 3) *.* (unitVectorAtAngle $ _crDir cr + pi))
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@@ -110,7 +110,7 @@ movementSideEff cr w
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$ set randGen g
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w
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_ -> w
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| otherwise = case cr ^? crState . stance . carriage of
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| otherwise = case cr ^? crStance . carriage of
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Just (Walking x y) -> takeStep x y w
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_ -> w
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where hasJetPack = any (\it -> it ^? itIdentity == Just JetPack) $ _crInv cr
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@@ -154,12 +154,12 @@ updateMovement g cr
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| isFrictionless cr
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= (over crPos (+.+ momentum) $ setOldPos cr, g')
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| otherwise
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= case cr ^? crState . stance . carriage of
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= case cr ^? crStance . carriage of
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Just (Walking x y)
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-> (set (crState . stance . carriage) (Walking ((x+y)`mod`120) 0)
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-> (set (crStance . carriage) (Walking ((x+y)`mod`120) 0)
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$ setOldPos
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cr, g)
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_ -> (set (crState . stance . carriage) (Walking 0 0)
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_ -> (set (crStance . carriage) (Walking 0 0)
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$ setOldPos
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cr, g)
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where
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@@ -170,7 +170,7 @@ updateMovement g cr
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(randAng,g') = randomR (0,2*pi) g
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isFrictionless :: Creature -> Bool
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isFrictionless cr = case cr ^? crState . stance . carriage of
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isFrictionless cr = case cr ^? crStance . carriage of
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Just (Boosting _) -> True
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Just (Floating) -> True
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_ -> False
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