Cleanup terminal display
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@@ -62,13 +62,13 @@ mvShockwave is w pt
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tFraction = fromIntegral t / fromIntegral (_ptMaxTime pt)
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rad = r - (3/4) * r * tFraction
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doDams = over creatures (IM.map damCr)
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. flip (IM.foldl' (flip $ damageWall (Damage Explosive 10000 p p p NoDamageEffect)))
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. flip (IM.foldl' (flip $ damageWall (Damage EXPLOSIVE 10000 p p p NoDamageEffect)))
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hitBlocks
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hitBlocks = wallsOnCirc p rad $ wallsNearPoint p w
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damCr cr
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| _crID cr `elem` is || dist (_crPos cr) p >= rad + _crRad cr = cr
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| otherwise = cr & crState . crDamage .:~
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Damage PushDam dam cpos cpos cpos
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Damage PUSHDAM dam cpos cpos cpos
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(PushBackDamage (25 * push *.* squashNormalizeV (_crPos cr -.- p)))
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where
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cpos = _crPos cr
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@@ -108,7 +108,7 @@ moveInverseShockwave w pt
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damCr cr
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| dist (_crPos cr) p >= rad + _crRad cr = cr
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| otherwise = cr & crState . crDamage .:~
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Damage PushDam 1 cpos cpos cpos (PushBackDamage $ 25 *.* squashNormalizeV (p -.- cpos))
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Damage PUSHDAM 1 cpos cpos cpos (PushBackDamage $ 25 *.* squashNormalizeV (p -.- cpos))
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where
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cpos = _crPos cr
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@@ -42,7 +42,7 @@ aFlameParticle t pos vel maycid = PtZ
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, _ptCrIgnore = maycid
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, _ptWidth = 4
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, _ptTimer = t
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, _ptHitEff = expireAndDamage $ simpleDam Flaming 20
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, _ptHitEff = expireAndDamage $ simpleDam FLAMING 20
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, _ptZ = 20
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}
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drawFlame
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@@ -126,7 +126,7 @@ incBall p = do
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, _ptCrIgnore = Nothing
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, _ptWidth = 3
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, _ptTimer = 20
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, _ptHitEff = expireAndDamage $ simpleDam Flaming 20
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, _ptHitEff = expireAndDamage $ simpleDam FLAMING 20
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, _ptZ = 20
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}
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@@ -154,7 +154,7 @@ aStaticBall p = return PtZ
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, _ptCrIgnore = Nothing
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, _ptWidth = 3
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, _ptTimer = 20
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, _ptHitEff = expireAndDamage $ simpleDam Electrical 20
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, _ptHitEff = expireAndDamage $ simpleDam ELECTRICAL 20
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, _ptZ = 20
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}
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@@ -178,7 +178,7 @@ makeFlamelet (V2 x y) z vel maycid size time w = w
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, _ptCrIgnore = maycid
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, _ptWidth = size
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, _ptTimer = time
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, _ptHitEff = expireAndDamage $ simpleDam Flaming 20
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, _ptHitEff = expireAndDamage $ simpleDam FLAMING 20
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, _ptZ = z
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}
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where
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@@ -307,5 +307,5 @@ cloudPoisonDamage c w = w & creatures %~ flip (foldr (IM.adjust doDam)) damagedC
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where
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damagedCrs = IM.keys $ IM.filter f $ creaturesNearPoint clpos w
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f cr = dist3 (addZ 20 $ _crPos cr) (_clPos c) < _crRad cr + _clRad c + 10
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doDam cr = cr & crState . crDamage .:~ Damage PoisonDam 1 clpos clpos clpos NoDamageEffect
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doDam cr = cr & crState . crDamage .:~ Damage POISONDAM 1 clpos clpos clpos NoDamageEffect
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clpos = stripZ $ _clPos c
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