Use tasty for tests, fix bug in circOnLine
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@@ -3,8 +3,7 @@ module Dodge.Item.Weapon.BatteryGuns
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, teslaGun
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, tractorGun
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, makeLaserAt
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)
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where
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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 Dodge.Particle.TeslaArc
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@@ -27,11 +26,9 @@ import ShapePicture
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import Dodge.Picture
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import LensHelp
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--import Data.Function
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--import qualified Data.Sequence as Seq
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import Data.List
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import Data.Bifunctor
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import System.Random
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--import Data.Maybe
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import Data.Tuple
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import qualified Data.IntMap.Strict as IM
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teslaGun :: Item
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@@ -161,7 +158,7 @@ aTeslaArc cr w = set randGen g w
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aLaser :: Item -> Creature -> World -> World
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aLaser it cr = particles .:~ makeLaserAt phasev pos dir
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where
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pos = _crPos cr +.+ (aimingMuzzlePos cr it) *.* unitVectorAtAngle dir
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pos = _crPos cr +.+ aimingMuzzlePos cr it *.* unitVectorAtAngle dir
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dir = _crDir cr
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phasev = _phaseV . _itParams $ _crInv cr IM.! j
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j = _crInvSel cr
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@@ -171,34 +168,34 @@ makeLaserAt phasev pos dir = Particle
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{ _ptDraw = const blank
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, _ptUpdate = moveLaser phasev pos dir
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}
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moveLaser
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:: Float -- ^ Phase velocity, controls deflection through windows
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moveLaser :: Float -- ^ Phase velocity, controls deflection through windows
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-> Point2
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-> Float
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-> World
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-> Particle
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-> (World, Maybe Particle)
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moveLaser phasev pos dir w pt
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= ( hitEffect w
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= ( damThingHitWith (Lasering 19) pos xp thHit w
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, Just pt {_ptDraw = const pic ,_ptUpdate = ptSimpleTime 0 }
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)
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where
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where
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xp = pos +.+ 800 *.* unitVectorAtAngle dir
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(thHit, ps) = f [] pos xp
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f :: [Wall] -> Point2 -> Point2 -> (Maybe (Point2,Either Creature Wall),[Point2])
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f seenWs x y = case find (h' seenWs) $ thingsHitExceptCrLongLine Nothing x y w of
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--f seenWs x y = case find (h' seenWs) $ thingsHitExceptCr Nothing x y w of
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f seenWs x y = case find (notseen seenWs) $ thingsHitExceptCrLongLine Nothing x y w of
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--f seenWs x y = case find (notseen seenWs) $ thingsHitExceptCr Nothing x y w of
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Just (p,Right wl)
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| _wlOpacity wl == SeeThrough -> addPoint p $ f (wl:seenWs) p (h x y wl p)
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| _wlOpacity wl == SeeThrough -> second (p:) $ f (wl:seenWs) p (refract x y wl p)
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| otherwise -> (Just (p,Right wl), [p])
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Just (p,obj) -> (Just (p,obj), [p])
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Nothing -> (Nothing, [y])
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addPoint p (x,ps') = (x,p:ps')
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h x y wl p
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| isEntering = p +.+ rotateV angleRef normalDist
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| otherwise = p +.+ rotateV angleRef' normalDist'
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refract x y wl p
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| isEntering = p +.+ rotateV angleRef (normalDist wlNormal)
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| otherwise = p +.+ rotateV angleRef' (normalDist wlNormal')
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where
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wlNormal = vNormal $ uncurry (-.-) $ swap (_wlLine wl)
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normalDist = magV (p -.- y) *.* normalizeV wlNormal
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wlNormal' = vNormal $ uncurry (-.-) (_wlLine wl)
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normalDist wlnormal = magV (p -.- y) *.* normalizeV wlnormal
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angleInc = piRange $ argV wlNormal - argV (x -.- y)
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angleRef
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| reflectExternal = angleInc
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@@ -208,8 +205,6 @@ moveLaser phasev pos dir w pt
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| a' > negate pi = a'
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| otherwise = a' + 2 * pi
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isEntering = not $ isLeftOf (x -.- y) (uncurry (-.-) (_wlLine wl))
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wlNormal' = vNormal $ uncurry (-.-) (_wlLine wl)
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normalDist' = magV (p -.- y) *.* normalizeV wlNormal'
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angleInc' = piRange $ argV wlNormal' - argV (x -.- y)
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angleRef'
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| reflectInternal = angleInc'
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@@ -217,10 +212,8 @@ moveLaser phasev pos dir w pt
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reflectInternal = 1 < abs (phasev * sin angleInc')
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reflectExternal = 1 < abs (sin angleInc / phasev)
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h' ws (_,Right wl) = not $ any (\w' -> _wlID w' == _wlID wl) ws
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h' _ _ = True
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(thHit, ps) = f [] pos xp
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hitEffect = damThingHitWith (Lasering 19) pos xp thHit
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notseen ws (_,Right wl) = not $ any (\w' -> _wlID w' == _wlID wl) ws
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notseen _ _ = True
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pic = setLayer 1 $ pictures
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[ setDepth 19 . color (brightX 0 0.5 yellow) $ lineOfThickness 20 (pos:ps)
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, setDepth 19.5 . color (brightX 10 1 yellow) $ lineOfThickness 3 (pos:ps)
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