Improve possible manipulation of equipment
This commit is contained in:
@@ -78,6 +78,8 @@ data CombineType
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| MAGSHIELD
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| FLAMESHIELD
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| FRONTARMOUR
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| WRISTARMOUR
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| BRAINHAT
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| POWERLEGS
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| SPEEDLEGS
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| JUMPLEGS
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@@ -174,14 +174,14 @@ inventoryA = IM.fromList $ zip [0..]
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testInventory :: IM.IntMap Item
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testInventory = IM.fromList $ zip [0..]
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[ makeTypeCraftNum 9 PIPE
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, brainHat
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, autoSonar
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, autoRadar
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, magShield
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, frontArmour
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, flameShield
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, wristArmour
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, flatShield
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, makeTypeCraftNum 1 MOTOR
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, speedLegs
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, jumpLegs
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, makeModule INCENDIARYMODULE
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, makeModule STATICMODULE
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, makeModule CONCUSSMODULE
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@@ -1,9 +1,9 @@
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module Dodge.Creature.HandPos where
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import Dodge.Data
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import Dodge.Creature.Test
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import Shape
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--import Shape
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import ShapePicture
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import Geometry
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--import Geometry
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import Control.Lens
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import Data.Maybe
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@@ -65,12 +65,23 @@ translateToRightLeg cr = rotateSP (_crMvDir cr - _crDir cr) . case cr ^? crStanc
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Just (Walking sa RightForward) -> translateSPf ( f sa) (-off)
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_ -> translateSPf 0 (-off)
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where
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aFoot :: Shape
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aFoot = upperPrismPoly 10 $ polyCirc 3 4
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off = 5
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sLen = _strideLength $ _crStance cr
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f i = 6 * fromIntegral (sLen - i) / fromIntegral sLen
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translateToHead :: Creature -> SPic -> SPic
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translateToHead cr
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| twists cr = translateSPz 20 . translateSPf 0 5 . rotateSP (-1) . translateSPf (negate 2.5) 0.25
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| oneH cr = translateSPz 20 . rotateSP 0.5 . translateSPf 2.5 0
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| otherwise = translateSPz 20 . translateSPf 2.5 0
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translateToChest :: Creature -> SPic -> SPic
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translateToChest cr
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| oneH cr = rotateSP 0.5
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-- | twists cr = translateSPf 0 5 . rotateSP (-1)
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| twists cr = rotateSP (-1)
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| otherwise = id
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oneH :: Creature -> Bool
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oneH = crInStance OneHand
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@@ -184,9 +184,9 @@ arms cr = fst $ translateToRightHand cr aHand
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where
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aHand :: SPic
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aHand = noPic $ translateSHz (-4) . upperPrismPolyHalf 4 $ polyCirc 3 4
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off = 8
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sLen = _strideLength $ _crStance cr
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f i = negate 2 + negate 6 * fromIntegral (sLen - i) / fromIntegral sLen
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-- off = 8
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-- sLen = _strideLength $ _crStance cr
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-- f i = negate 2 + negate 6 * fromIntegral (sLen - i) / fromIntegral sLen
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scalp :: Creature -> Shape
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{-# INLINE scalp #-}
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@@ -209,8 +209,8 @@ crInStance as cr = crIsAiming' cr -- || (_posture (_crStance cr) == Reloading &&
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oneH :: Creature -> Bool
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oneH = crInStance OneHand
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twoFlat :: Creature -> Bool
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twoFlat = crInStance TwoHandFlat
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--twoFlat :: Creature -> Bool
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--twoFlat = crInStance TwoHandFlat
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twists :: Creature -> Bool
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twists = crInStance TwoHandTwist
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@@ -248,8 +248,8 @@ upperBody col cr = colorSH (light4 col) $ mconcat
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shoulderSH :: Shape -> Shape
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shoulderSH = translateSHz 20
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waistSH :: Shape -> Shape
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waistSH = translateSHz 10
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--waistSH :: Shape -> Shape
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--waistSH = translateSHz 10
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light4 :: Color -> Color
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light4 = light . light . light . light
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@@ -4,6 +4,7 @@ module Dodge.Creature.Property
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, crNearPoint
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) where
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import Dodge.Data
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import Dodge.Creature.HandPos
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import Geometry
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import Data.Maybe
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@@ -13,18 +14,21 @@ import Control.Lens
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-- previous frame
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-- Not sure if it is a good idea
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crIsArmouredFrom :: Point2 -> Creature -> Bool
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crIsArmouredFrom p cr
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= p /= _crOldPos cr
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-- && any (\it -> it ^? itType == Just FRONTARMOUR) (_crInv cr)
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&& hasFrontArmour cr
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&& angleVV (unitVectorAtAngle $ _crDir cr) (p -.- _crOldPos cr) < pi/2
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-- even though angleVV can generate NaN, the comparison seems to deal with it
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crIsArmouredFrom p cr = hasFrontArmour p cr
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hasFrontArmour :: Creature -> Bool
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hasFrontArmour cr = fromMaybe False $ do
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hasFrontArmour :: Point2 -> Creature -> Bool
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hasFrontArmour p cr = fromMaybe False $ do
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invid <- cr ^? crEquipment . ix OnChest
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ittype <- cr ^? crInv . ix invid . itType
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return $ FRONTARMOUR == ittype
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&& p /= _crOldPos cr
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&& angleVV (unitVectorAtAngle (_crDir cr + frontarmdirection)) (p -.- _crOldPos cr) < pi/2
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-- even though angleVV can generate NaN, the comparison seems to deal with it
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where
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frontarmdirection
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| crInStance OneHand cr = 0.5
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| crInStance TwoHandTwist cr = negate 1
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| otherwise = 0
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--crOnSeg :: Point2 -> Point2 -> Creature -> Bool
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--crOnSeg p1 p2 cr = circOnSeg p1 p2 (_crPos cr) (_crRad cr)
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+4
-2
@@ -382,8 +382,10 @@ data ItemUse
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{ _cUse :: Item -> Creature -> World -> World
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}
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| EquipUse
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{ _eqUse :: Creature -> Int -> World -> World
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, _eqSite :: EquipSite
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{ _eqUse :: Creature -> Int -> World -> World
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, _eqOnEquip :: Creature -> Int -> World -> World
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, _eqOnRemove :: Creature -> Int -> World -> World
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, _eqSite :: EquipSite
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}
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| NoUse
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data EquipSite
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@@ -160,6 +160,8 @@ defaultEquipment = Item
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, _itConsumption = NoConsumption
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, _itUse = EquipUse
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{_eqUse = \_ _ -> id
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,_eqOnEquip = \_ _ -> id
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,_eqOnRemove = \_ _ -> id
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,_eqSite = GoesOnSpecial
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}
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, _itScroll = \ _ _ -> id
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+39
-16
@@ -20,11 +20,12 @@ magShield :: Item
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magShield = defaultEquipment
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{ _itType = MAGSHIELD
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, _itName = "MAGSHIELD"
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, _itUse = EquipUse useMagShield GoesOnWrist
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, _itEquipPict = \_ _ -> (,) emptySH blank
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, _itID = Nothing
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, _itAttachment = ItMInt Nothing
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}
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& itUse . eqUse .~ useMagShield
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& itUse . eqSite .~ GoesOnWrist
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useMagShield :: Creature -> Int -> World -> World
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useMagShield cr invid w = w & magnets . at mgid ?~ themagnet
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where
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@@ -43,29 +44,42 @@ flameShield :: Item
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flameShield = defaultEquipment
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{ _itType = FLAMESHIELD
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, _itName = "FLAMESHIELD"
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, _itUse = EquipUse
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{_eqUse = \_ _ -> id
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,_eqSite = GoesOnChest
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}
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, _itEquipPict = \cr _ -> (,) emptySH $ setDepth 20 $ pictures [color cyan $ circle (_crRad cr+2)]
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, _itID = Nothing
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}
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} & itUse . eqSite .~ GoesOnChest
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{- | Slows you down, blocks forward projectiles. -}
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frontArmour :: Item
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frontArmour = defaultEquipment
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{ _itType = FRONTARMOUR
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, _itName = "FARMOUR"
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, _itUse = EquipUse
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{_eqUse = \_ _ -> id
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,_eqSite = GoesOnChest
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}
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, _itEquipPict = pictureOnEquip (emptySH , setDepth 20 $ pictures
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[color (greyN 0.1) $ thickArc 0 (pi/2) 10 5
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,color (greyN 0.1) $ thickArc (3*pi/2) (2*pi) 10 5
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[color thecol $ thickArc 0 (pi/2) 10 5
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,color thecol $ thickArc (3*pi/2) (2*pi) 10 5
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])
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, _itEffect = NoItEffect
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, _itID = Nothing
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}
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& itUse . eqSite .~ GoesOnChest
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where
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thecol = yellow -- (greyN 0.1)
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wristArmour :: Item
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wristArmour = defaultEquipment
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{ _itType = WRISTARMOUR
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, _itName = "WRISTARMOUR"
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, _itEquipPict = spicForWrist (emptySH , setDepth 20 $ pictures
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[color thecol $ thickArc 0 (pi/2) 10 5
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,color thecol $ thickArc (3*pi/2) (2*pi) 10 5
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])
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, _itEffect = NoItEffect
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, _itID = Nothing
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}
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& itUse . eqSite .~ GoesOnWrist
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where
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thecol = yellow -- (greyN 0.1)
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spicForWrist :: SPic -> Creature -> Item -> SPic
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spicForWrist = pictureOnEquip . translateSP (V3 0 4 (-4))
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pictureOnEquip :: SPic -> Creature -> Item -> SPic
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pictureOnEquip sp cr itm = fromMaybe mempty $ do
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i <- _itInvPos itm
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@@ -77,6 +91,8 @@ equipPosition epos cr sh = case epos of
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OnRightWrist -> translateToRightHand cr $ mirrorSPxz sh
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OnLegs -> translateToLeftLeg cr sh <>
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translateToRightLeg cr (mirrorSPxz sh)
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OnHead -> translateToHead cr sh
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OnChest -> translateToChest cr sh
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_ -> sh
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flatShield :: Item
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@@ -191,20 +207,27 @@ jetPack = defaultEquipment
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$ pictures [color yellow $ polygon $ rectNSEW 5 (-5) (-3) (-11) ]
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, _itEffect = NoItEffect
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, _itID = Nothing
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} & itUse . eqSite .~ GoesOnBack
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brainHat :: Item
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brainHat = defaultEquipment
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{ _itType = BRAINHAT
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, _itName = "BRAINHAT"
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, _itEquipPict = pictureOnEquip (noPic $ colorSH yellow $ upperPrismPoly 3 $ rectWH 4 4)
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, _itEffect = NoItEffect
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, _itID = Nothing
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}
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& itUse . eqSite .~ GoesOnHead
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powerLegs :: Item
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powerLegs = defaultEquipment
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{ _itType = POWERLEGS
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, _itName = "POWERLEGS"
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, _itUse = EquipUse
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{_eqUse = \_ _ -> id
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,_eqSite = GoesOnLegs
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}
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, _itEquipPict = pictureOnEquip (noPic $ translateSH (V3 0 4 0) $ colorSH yellow $ upperPrismPoly 3 $ rectWH 2 2)
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, _itEffect = NoItEffect
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, _itID = Nothing
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}
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& itUse . eqSite .~ GoesOnLegs
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speedLegs :: Item
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speedLegs = powerLegs
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{ _itType = SPEEDLEGS
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@@ -1,6 +1,7 @@
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{-# LANGUAGE TupleSections #-}
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module ShapePicture
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( emptyBlank
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, translateSP
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, translateSPf
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, translateSPz
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, rotateSP
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@@ -41,6 +42,9 @@ translateSPf x y = bimap (translateSH (V3 x y 0)) (translate x y)
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translateSPz :: Float -> SPic -> SPic
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translateSPz z = bimap (translateSH (V3 0 0 z)) (translate3 (V3 0 0 z))
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translateSP :: Point3 -> SPic -> SPic
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translateSP v = bimap (translateSH v) (translate3 v)
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rotateSP :: Float -> SPic -> SPic
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rotateSP a = bimap (rotateSH a) (rotate a)
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