Separate out bullet effects, allow for tweaking to change these
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@@ -11,11 +11,11 @@ import Dodge.SoundLogic.LoadSound
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import Dodge.WorldEvent
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import Dodge.WorldEvent.Damage
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--import Dodge.Default
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import Dodge.Item.Weapon.InventoryDisplay
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--import Dodge.Item.Weapon.InventoryDisplay
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import Dodge.Item.Weapon.TriggerType
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import Dodge.Item.Weapon.AmmoParams
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import Dodge.Default.Weapon
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import Dodge.Item.Attachment
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--import Dodge.Item.Attachment
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import Dodge.WorldEvent.HelperParticle
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import Dodge.Base
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import Dodge.Zone
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@@ -26,11 +26,11 @@ import ShapePicture
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import Dodge.Picture
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import Data.Function
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import qualified Data.Sequence as Seq
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--import qualified Data.Sequence as Seq
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import Data.List
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import Control.Lens
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import System.Random
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import Data.Maybe
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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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@@ -51,7 +51,6 @@ teslaGun = defaultGun
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& useAim . aimSpeed .~ 0.4
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& useAim . aimStance .~ TwoHandFlat
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, _itFloorPict = teslaGunPic
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-- , _itZoom = defaultItZoom
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}
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teslaGunPic :: Item -> SPic
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teslaGunPic _ = noPic $ colorSH blue $
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@@ -80,11 +79,30 @@ lasGun = defaultAutoGun
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& useAim . aimRange .~ 1
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& useAim . aimStance .~ TwoHandTwist
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, _itFloorPict = lasGunPic
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, _itAttachment = ItCharMode $ Seq.fromList "/VZ"
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, _itScroll = scrollCharMode
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, _itInvDisplay = basicWeaponDisplay
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, _itParams = Refracting {_phaseVel = 1}
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, _itParams = Refracting {_phaseV = 1}
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, _itTweaks = Tweakable
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{ _tweakParams = IM.fromList [(0,lasGunTweak)]
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, _tweakSel = 0
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}
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}
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lasGunTweak :: TweakParam
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lasGunTweak = TweakParam
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{ _doTweak = thetweak
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, _curTweak = 1
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, _maxTweak = 3
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, _showTweak = showPhaseV
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, _nameTweak = "PHASE VELOCITY"
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}
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where
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thetweak 0 = itParams . phaseV .~ 0.2
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thetweak 1 = itParams . phaseV .~ 1
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thetweak 2 = itParams . phaseV .~ 5
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thetweak _ = id
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showPhaseV 0 = "V"
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showPhaseV 1 = "/"
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showPhaseV 2 = "Z"
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showPhaseV i = "THIS SHOULD NOT BE POSSIBLE" ++ show i
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lasGunPic :: Item -> SPic
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lasGunPic it =
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( colorSH blue $
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@@ -133,24 +151,23 @@ aTeslaArc cr w = set randGen g w
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chooseColor _ = cyan
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aLaser :: Creature -> World -> World
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aLaser cr = particles %~ (makeLaserAt phaseV pos dir : )
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aLaser cr = particles %~ (makeLaserAt phasev pos dir : )
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where
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pos = _crPos cr +.+ ((_crRad cr +3) *.* unitVectorAtAngle dir)
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dir = _crDir cr
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phaseV = charToPhaseV
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$ fromMaybe '/' $ Seq.lookup 0 =<< cr ^? crInv . ix j . itAttachment . itCharMode
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phasev = _phaseV . _itParams $ _crInv cr IM.! j
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j = _crInvSel cr
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charToPhaseV :: Fractional p => Char -> p
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charToPhaseV 'V' = 0.2
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charToPhaseV '/' = 1
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charToPhaseV 'Z' = 5
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charToPhaseV _ = error "Trying to set an undefined phaseV"
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--charToPhaseV :: Fractional p => Char -> p
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--charToPhaseV 'V' = 0.2
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--charToPhaseV '/' = 1
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--charToPhaseV 'Z' = 5
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--charToPhaseV _ = error "Trying to set an undefined phaseV"
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makeLaserAt :: Float -> Point2 -> Float -> Particle
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makeLaserAt phaseV pos dir = Particle
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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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, _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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@@ -159,7 +176,7 @@ moveLaser
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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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moveLaser phasev pos dir w pt
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= ( hitEffect w
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, Just pt {_ptDraw = const pic ,_ptUpdate = ptSimpleTime 0 }
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)
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@@ -183,7 +200,7 @@ moveLaser phaseV pos dir w pt
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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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| otherwise = asin $ sin angleInc / phaseV
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| otherwise = asin $ sin angleInc / phasev
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piRange a'
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| a' > pi = a' - 2 * pi
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| a' > negate pi = a'
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@@ -194,9 +211,9 @@ moveLaser phaseV pos dir w pt
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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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| otherwise = asin $ phaseV * sin angleInc'
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reflectInternal = 1 < abs (phaseV * sin angleInc')
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reflectExternal = 1 < abs (sin angleInc / phaseV)
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| otherwise = asin $ phasev * sin angleInc'
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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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