Make many death events just leave corpses (no gore)
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@@ -3,6 +3,7 @@ module Dodge.Creature.State
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, doDamage
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) where
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import Dodge.Data
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import Dodge.Damage
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import Dodge.Hammer
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import Dodge.Reloading
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import Dodge.Prop.Gib
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@@ -19,9 +20,11 @@ import Dodge.Creature.Action
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--import Dodge.Hammer
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import Geometry
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import Picture
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import Shape
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import ShapePicture
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import qualified IntMapHelp as IM
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--import StrictHelp
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import FoldableHelp
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--import FoldableHelp
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--import qualified Data.IntSet as IS
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@@ -82,12 +85,15 @@ checkDeath cr w
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. (creatures . ix (_crID cr) . crPict .~ const mempty)
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| otherwise = creatures . at (_crID cr) .~ Nothing
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corpseOrGib :: Creature -> World -> World
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corpseOrGib cr w
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| _crPastDamage cr > 200 = w & addCrGibs cr
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corpseOrGib cr w = case maxDamageType (_crDamage (_crState cr)) of
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Just (FLAMING,_) -> w & plNew corpses cpID (thecorpse & cpPict %~ fmap scorchSPic)
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Just (ELECTRICAL,_) -> w & plNew corpses cpID thecorpse
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Just (POISONDAM,_) -> w & plNew corpses cpID (thecorpse & cpPict %~ fmap poisonSPic)
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_ | _crPastDamage cr > 200 -> w & addCrGibs cr
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& bloodPuddleAt cpos
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& bloodPuddleAt cpos
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& bloodPuddleAt cpos
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| otherwise = w
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_ -> w
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& bloodPuddleAt cpos
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& bloodPuddleAt cpos
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& plNew corpses cpID thecorpse
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@@ -101,6 +107,20 @@ corpseOrGib cr w
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, _cpRes = Nothing
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}
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scorchSPic :: SPic -> SPic
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scorchSPic = over _1 $
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overColSH (mixColors 0.9 0.1 black . normalizeColor)
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poisonSPic :: SPic -> SPic
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poisonSPic = over _1 $
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overColSH (mixColors 0.5 0.5 green . normalizeColor)
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--scorchSPic :: World -> SPic -> SPic
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--scorchSPic w sp = evalState (scorchSPic' sp) (_randGen w)
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--
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--scorchSPic' :: SPic -> State StdGen SPic
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--scorchSPic' = _1 $ overColSHM $ \col -> takeOne [col,black]
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---- (return . mixColorsLinear 0.9 0.1 black)
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bloodPuddleAt :: Point2 -> World -> World
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bloodPuddleAt p w = w
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