Move towards unifying (your) creature manipulation with selection
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@@ -40,9 +40,9 @@ drawCreature w m cr = translateSP (_crPos cr) . fallrot . rotateSP (_crDir cr) $
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BarrelCrit{} -> barrelShape
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LampCrit{_lampHeight = h} -> lampCrSPic h
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ChaseCrit{} -> noPic $ drawChaseCrit w cr
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Avatar{} -> basicCrPict m cr
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SwarmCrit -> basicCrPict m cr
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AutoCrit -> basicCrPict m cr
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Avatar{} -> basicCrPict w m cr
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SwarmCrit -> basicCrPict w m cr
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AutoCrit -> basicCrPict w m cr
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CrabCrit{} -> noPic $ drawCrabCrit w cr
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HoverCrit{} -> noPic $ drawHoverCrit cr
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SlinkCrit{} -> noPic $ drawSlinkCrit cr
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@@ -67,15 +67,15 @@ drawSlimeCrit cr =
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guard $ length qs == 12
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return $ zipWith (+) (fmap (0.1 * (10 - x) *^) so) (fmap (0.1 * x *^) qs)
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basicCrPict :: IM.IntMap Item -> Creature -> SPic
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basicCrPict m cr = drawEquipment m cr <> noPic (basicCrShape cr)
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basicCrPict :: World -> IM.IntMap Item -> Creature -> SPic
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basicCrPict w m cr = drawEquipment w m cr <> noPic (basicCrShape w cr)
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basicCrShape :: Creature -> Shape
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basicCrShape cr =
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basicCrShape :: World -> Creature -> Shape
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basicCrShape w cr =
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scaleSH (V3 crsize crsize crsize) $
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mconcat
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[ colorSH (_skinHead cskin) . overPosSH (translateToES cr OnHead) $ scalp
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, colorSH (_skinUpper cskin) $ upperBody cr
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[ colorSH (_skinHead cskin) . overPosSH (translateToES w cr OnHead) $ scalp
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, colorSH (_skinUpper cskin) $ upperBody w cr
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, rotmdir $ colorSH (_skinLower cskin) $ feet cr
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]
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where
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@@ -294,8 +294,8 @@ spiderJoint p q = (f $ Q.axisAngle (V3 0 (-1) 0) (pi - (a + b)), f . Q.axisAngle
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-- c = argV $ (p-q) ^. _xy
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-- f x = Q.qz c * x
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makeCorpse :: StdGen -> Creature -> SPic
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makeCorpse g cr = case cr ^. crType of
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makeCorpse :: World -> StdGen -> Creature -> SPic
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makeCorpse w g cr = case cr ^. crType of
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HoverCrit{} -> noPic $ drawHoverCrit cr
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ChaseCrit{} -> noPic $ chaseCorpse g cr
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CrabCrit{} -> noPic $ crabCorpse g cr
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@@ -305,7 +305,7 @@ makeCorpse g cr = case cr ^. crType of
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. scaleSH (V3 crsize crsize crsize)
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$ mconcat
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[ colorSH (_skinHead cskin) $ deadScalp cr
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, colorSH (_skinUpper cskin) $ deadUpperBody cr
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, colorSH (_skinUpper cskin) $ deadUpperBody w cr
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, rotmdir $ colorSH (_skinLower cskin) $ deadFeet cr
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]
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where
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@@ -375,12 +375,12 @@ deadFeet :: Creature -> Shape
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{-# INLINE deadFeet #-}
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deadFeet = feet
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arms :: Creature -> Shape
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arms :: World -> Creature -> Shape
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{-# INLINE arms #-}
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arms cr =
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arms w cr =
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(^. _1) $
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translateToRightHand cr aHand
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<> translateToLeftHand cr aHand
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translateToRightHand w cr aHand
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<> translateToLeftHand w cr aHand
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where
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aHand = noPic $ translateSHz (-2) . upperPrismPolyHalfST 2 $ polyCirc 3 4
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@@ -404,28 +404,28 @@ scalp =
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(colorSH (greyN 0.9) . upperPrismPolyHalfST 5 $ polyCirc 3 5)
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& each . sfShadowImportance .~ Unimportant
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torso :: Creature -> Shape
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torso :: World -> Creature -> Shape
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{-# INLINE torso #-}
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torso cr = overPosSH (translateToES cr OnBack) tsh
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torso w cr = overPosSH (translateToES w cr OnBack) tsh
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where
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tsh = ashoulder 3 (-0.2) <> ashoulder (-3) 0.2
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ashoulder y a = translateSHxy 0 y . rotateSH a $ scaleSH (V3 10 10 1) baseShoulder
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deadUpperBody :: Creature -> Shape
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deadUpperBody cr = deadRot cr . translateSHz (negate 10) . upperBody $ cr
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deadUpperBody :: World -> Creature -> Shape
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deadUpperBody w cr = deadRot cr . translateSHz (negate 10) . upperBody w $ cr
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baseShoulder :: Shape
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{-# INLINE baseShoulder #-}
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-- baseShoulder = translateSHz (-20) . scaleSH (V3 0.5 1 1) . upperPrismPolyHalfMI 10 $ polyCirc 3 1
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baseShoulder = scaleSH (V3 0.5 1 1) . upperPrismPolyHalfMI 10 $ polyCirc 3 1
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upperBody :: Creature -> Shape
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upperBody :: World -> Creature -> Shape
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{-# INLINE upperBody #-}
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upperBody cr = arms cr <> torso cr
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upperBody w cr = arms w cr <> torso w cr
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drawEquipment :: IM.IntMap Item -> Creature -> SPic
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drawEquipment :: World -> IM.IntMap Item -> Creature -> SPic
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{-# INLINE drawEquipment #-}
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drawEquipment m cr = foldMap (itemEquipPict cr) (invDT . fmap (\i -> m ^?! ix i) $ _crInv cr)
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drawEquipment w m cr = foldMap (itemEquipPict w cr) (invDT . fmap (\i -> m ^?! ix i) $ _crInv cr)
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barrelShape :: SPic
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barrelShape = noPic $ cylinderPoly Medium Important (map (addZ 20) ps) (map (addZ 0) ps)
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