Move main to allow for new executables
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@@ -610,7 +610,7 @@ retireRemoteRocket itid t pjid w = setScope w
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retireRemoteBomb :: Int -> Int -> Int -> World -> World
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retireRemoteBomb itid 0 pjid w = w
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& pointToItem (_itemPositions w IM.! itid) %~
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( (itAttachment . _Just . scopePos .~ (V2 0 0))
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( (itAttachment . _Just . scopePos .~ V2 0 0)
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. (itZoom .~ defaultItZoom)
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. (itUse .~ (\_ -> hammerCheck throwRemoteBomb))
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)
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@@ -754,7 +754,7 @@ fireRemoteLauncher cr w = setLocation
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i = IM.newKey $ _projectiles w
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cid = _crID cr
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dir = _crDir cr
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pos = _crPos cr +.+ rotateV dir (V2 (_crRad cr + 1) (0))
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pos = _crPos cr +.+ rotateV dir (V2 (_crRad cr + 1) 0)
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remRocket = IM.insert i $ Shell
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{ _pjPos = pos
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, _pjStartPos = pos
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@@ -762,7 +762,7 @@ fireRemoteLauncher cr w = setLocation
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, _pjDraw = remoteShellPic'
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, _pjID = i
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, _pjUpdate = \pj -> decTimMvVel pj . setRemoteScope itid pj . moveRemoteShell cid itid pj
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, _pjAcc = (V2 0 0)
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, _pjAcc = V2 0 0
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, _pjDir = dir
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, _pjSpin = 0
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, _pjPayload = makeExplosionAt
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@@ -864,8 +864,8 @@ throwRemoteBomb cr w = setLocation
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removePict = set (creatures . ix cid . crInv . ix j . itEquipPict) $ \ _ _ -> blank
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resetFire = set (creatures . ix cid . crInv . ix j . itUse)
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$ \_ -> hammerCheck $ explodeRemoteBomb itid i
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p' = _crPos cr +.+ rotateV (_crDir cr) (V2 (_crRad cr) (0))
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p | circOnSomeWall p' 4 w = _crPos cr +.+ rotateV (_crDir cr) (V2 (_crRad cr-4) (0))
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p' = _crPos cr +.+ rotateV (_crDir cr) (V2 (_crRad cr) 0)
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p | circOnSomeWall p' 4 w = _crPos cr +.+ rotateV (_crDir cr) (V2 (_crRad cr-4) 0)
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| otherwise = p'
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maybeitid = w ^? creatures . ix cid . crInv . ix j . itID . _Just
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setLocation :: World -> World
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@@ -59,7 +59,7 @@ shootBezier targetp cr w = w & particles %~ (theBullet :)
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controlp = mouseWorldPos w
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cid = _crID cr
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dir = _crDir cr
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startp = _crPos cr +.+ rotateV dir (V2 (_crRad cr + 1) (0))
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startp = _crPos cr +.+ rotateV dir (V2 (_crRad cr + 1) 0)
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(randPos,randPos') = flip evalState (_randGen w) $ do
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a <- randInCirc 10
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b <- randInCirc 20
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@@ -10,12 +10,12 @@ basicBullet = BulletAmmo
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{ _amString = "BULLET"
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, _amBulEff = destroyOnImpact bulHitCr bulHitWall' bulHitFF'
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, _amBulWth = 2
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, _amBulVel = (V2 30 0)
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, _amBulVel = V2 30 0
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}
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hvBullet :: Ammo
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hvBullet = BulletAmmo
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{ _amString = "HVBULLET"
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, _amBulEff = penWalls hvBulHitCr hvBulHitWall' bulHitFF'
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, _amBulWth = 6
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, _amBulVel = (V2 80 0)
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, _amBulVel = V2 80 0
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}
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@@ -127,8 +127,8 @@ targetRBMousePos w = (f, \_ _ _ w' -> cursorPic w')
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cursorPic w' = setLayer 1 $ 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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[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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@@ -84,8 +84,8 @@ throwGrenade explosion cr w = setWp $ removePict $ over projectiles addG w
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v' = 1 / (fromIntegral fuseTime * _cameraZoom w) *.* rotateV (_cameraRot w) ( _mousePos w)
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v | magV v' > 6 = 6 *.* normalizeV v'
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| otherwise = v'
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p' = _crPos cr +.+ rotateV (_crDir cr) (V2 (_crRad cr) (0))
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p | circOnSomeWall p' 4 w = _crPos cr +.+ rotateV (_crDir cr) (V2 (_crRad cr-4) (0))
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p' = _crPos cr +.+ rotateV (_crDir cr) (V2 (_crRad cr) 0)
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p | circOnSomeWall p' 4 w = _crPos cr +.+ rotateV (_crDir cr) (V2 (_crRad cr-4) 0)
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| otherwise = p'
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dir = argV v
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setWp :: World -> World
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@@ -128,7 +128,7 @@ withRecoil
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withRecoil recoilAmount eff cr = eff cr . over (creatures . ix cid) pushback
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where
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cid = _crID cr
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pushback = over crPos (+.+ rotateV (_crDir cr) (V2 ((-recoilAmount) / _crMass cr ) (0)))
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pushback = over crPos (+.+ rotateV (_crDir cr) (V2 ((-recoilAmount) / _crMass cr ) 0))
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{- | Pushes a creature sideways by a random amount.
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Applied before the underlying effect. -}
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withSidePush
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@@ -140,7 +140,7 @@ withSidePush
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withSidePush maxSide eff cr w = eff cr . over (creatures . ix cid) push $ w
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where
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cid = _crID cr
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push = over crPos (+.+ rotateV (_crDir cr) (V2 (0) (pushAmount / _crMass cr)))
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push = over crPos (+.+ rotateV (_crDir cr) (V2 0 (pushAmount / _crMass cr)))
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(pushAmount, _) = randomR (-maxSide,maxSide) $ _randGen w
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-- consider unifying the pushes using a direction vector
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{- | Pushes a creature sideways by a random amount.
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@@ -154,7 +154,7 @@ withSidePushAfter
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withSidePushAfter maxSide eff cr w = over (creatures . ix cid) push . eff cr $ w
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where
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cid = _crID cr
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push = over crPos (+.+ rotateV (_crDir cr) (V2 (0) (pushAmount / _crMass cr)))
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push = over crPos (+.+ rotateV (_crDir cr) (V2 0 (pushAmount / _crMass cr)))
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(pushAmount, _) = randomR (-maxSide,maxSide) $ _randGen w
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{- | Applies a world effect and sound effect after an ammo check. -}
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shootWithSound
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@@ -462,7 +462,7 @@ numVelWthHitEff num vel wth eff cr = over particles (newbuls ++)
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d = _crDir cr
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poss = map (+.+ pos) $ take num offsets
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maxOffset = fromIntegral num * 2.5 - 2.5
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offsets = map (\y -> rotateV d (V2 0 y)) [-maxOffset,5-maxOffset..]
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offsets = map (rotateV d . V2 0) [-maxOffset,5-maxOffset..]
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pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle d
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{- | Uses '_wpSpread' as a parameter for the current offset angle. -}
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randWalkAngle
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