Cleanup warnings
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@@ -4,8 +4,9 @@ Effects of bullets upon impact with walls or creatures, and possibly force field
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module Dodge.Item.Weapon.Bullet
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where
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import Dodge.Data
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import Dodge.Base
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--import Dodge.Base
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import Dodge.WorldEvent
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import Dodge.WorldEvent.DamageBlock
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import Dodge.SoundLogic
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import Dodge.RandomHelp
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import Dodge.WorldEvent.Shockwave
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@@ -17,14 +18,14 @@ import Picture
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import System.Random
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import Control.Lens
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import Control.Monad.State
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import qualified Data.IntMap.Strict as IM
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--import Data.Maybe
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--import qualified Data.IntMap.Strict as IM
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-- | Basic bullet hit creature effect.
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bulHitCr' :: Particle -> Point2 -> Creature -> World -> World
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bulHitCr' bt p cr w
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| crIsArmouredFrom p cr
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= createSpark 8 colID p1 (argV (p1 -.- p) + d1) Nothing . addDamageArmoured $ w
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| otherwise
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= addDamage . hitSound . flashEff $ w
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| otherwise = addDamage . makeHitSound . flashEff $ w
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where
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sp = head $ _btTrail' bt
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bulVel = _btVel' bt
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@@ -32,19 +33,17 @@ bulHitCr' bt p cr w
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mvDams = [ PushDam 1 $ 2 *.* bulVel ]
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addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
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addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
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hitSound = soundMultiFrom [CrHitSound 0] 15 10 0
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makeHitSound = soundMultiFrom [CrHitSound 0] 15 10 0
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flashEff = over worldEvents (bloodFlashAt p . )
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cid = _crID cr
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(d1,g) = randomR (-0.7,0.7) $ _randGen w
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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(colID,_) = randomR (0,11) $ _randGen w
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p1 = p +.+ 2 *.* safeNormalizeV (p -.- _crPos cr)
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{- | Bounce off armoured creatures, otherwise do damage. -}
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bulBounceArmCr' :: Particle -> Point2 -> Creature -> World -> World
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bulBounceArmCr' bt p cr w
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| crIsArmouredFrom p cr
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= addBouncer . addDamageArmoured $ w
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| otherwise
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= addDamage . hitSound . flashEff $ w
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| crIsArmouredFrom p cr = addBouncer . addDamageArmoured $ w
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| otherwise = addDamage . makeHitSound . flashEff $ w
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where
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sp = head $ _btTrail' bt
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bulVel = _btVel' bt
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@@ -52,7 +51,7 @@ bulBounceArmCr' bt p cr w
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mvDams = [ PushDam 1 $ 2 *.* bulVel ]
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addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
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addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
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hitSound = soundMultiFrom [CrHitSound 0] 15 10 0
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makeHitSound = soundMultiFrom [CrHitSound 0] 15 10 0
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flashEff = over worldEvents ((.) $ bloodFlashAt p)
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cid = _crID cr
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newDir = safeNormalizeV (p -.- _crPos cr)
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@@ -77,7 +76,7 @@ bulPenCr' bt p cr w
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$ over worldEvents (addPiercer . )
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w
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where
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(d1,g) = randomR (-0.7,0.7) $ _randGen w
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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@@ -100,7 +99,7 @@ hvBulHitCr' bt p cr w
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$ soundMultiFrom [CrHitSound 0] 15 10 0
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w
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where
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(d1,g) = randomR (-0.7,0.7) $ _randGen w
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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@@ -131,32 +130,24 @@ bulConCr' bt p cr w
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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mkwave = over worldEvents $ (.) (makeShockwaveAt [] p 15 4 1 white)
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{- | Hitting wall effects: create a spark, damage blocks. -}
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bulHitWall' :: Particle -> Point2 -> Wall -> World -> World
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bulHitWall' bt p x w = damageBlocks x
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$ createSpark 8 colID pOut (reflectDir x) Nothing
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bulHitWall' bt p x w = damageBlocksBy 5 x
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$ createSpark 8 12 pOut (reflectDir x) Nothing
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$ set randGen g
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w
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where
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sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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(colID,g) = randomR (0,11) $ _randGen w
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(a, _) = randomR (-0.1,0.1) $ _randGen w
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spid = newKey $ _projectiles w
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(a, g) = randomR (-0.2,0.2) $ _randGen w
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reflectDir wall = a + argV (reflectIn (uncurry (-.-) (_wlLine wall)) (p -.- sp) )
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damageBlocks wall w = case wall ^? blHP of
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Just hp -> foldr (\j -> walls . ix j . blHP -~ 5) w (_blIDs wall)
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_ -> w
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{- | Bounce off walls, do damage to blocks. -}
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bulBounceWall' :: Particle -> Point2 -> Wall -> World -> World
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bulBounceWall' bt p wl w = damageBlocks wl $ over worldEvents addBouncer w
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bulBounceWall' bt p wl w = damageBlocksBy 5 wl $ over worldEvents addBouncer w
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where
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sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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damageBlocks wall w
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= case wall ^? blHP of
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Just hp -> foldr (\j -> walls . ix j . blHP -~ 5) w (_blIDs wall)
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_ -> w
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bouncer = (aGenBulAt' Nothing (_btColor' bt) pOut reflectVel
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(_btHitEffect' bt) (_btWidth' bt)
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) {_btTimer' = _btTimer' bt - 1}
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@@ -174,14 +165,10 @@ bulIncWall'
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-> Wall
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-> World
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-> World
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bulIncWall' bt p wl w = damageBlocks wl $ incFlamelets w
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bulIncWall' bt p wl w = damageBlocksBy 5 wl $ incFlamelets w
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where
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sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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damageBlocks wall w
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= case wall ^? blHP of
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Just hp -> foldr (\j -> walls . ix j . blHP -~ 5) w (_blIDs wall)
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_ -> w
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wallV = uncurry (-.-) (_wlLine wl)
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reflectVel = safeNormalizeV $ reflectIn wallV (_btVel' bt)
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incFlamelets = over worldEvents $ (.) (makeFlameletTimed pOut reflectVel Nothing 3 20)
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@@ -192,15 +179,8 @@ bulConWall'
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-> Wall
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-> World
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-> World
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bulConWall' bt p wl w = damageBlocks wl $ mkwave w
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where
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sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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damageBlocks wall w
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= case wall ^? blHP of
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Just hp -> foldr (\j -> walls . ix j . blHP -~ 5) w (_blIDs wall)
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_ -> w
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mkwave = over worldEvents ( makeShockwaveAt [] p 15 4 1 white . )
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bulConWall' _ p wl = damageBlocksBy 1 wl .
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over worldEvents ( makeShockwaveAt [] p 15 4 1 white . )
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hvBulHitWall'
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:: Particle
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@@ -208,18 +188,14 @@ hvBulHitWall'
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-> Wall
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-> World
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-> World
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hvBulHitWall' bt p x w = damageBlocks x $ set randGen g $ foldr ($) w (sparks pOut sv)
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hvBulHitWall' bt p x w = damageBlocksBy 5 x $ set randGen g $ foldr ($) w (sparks pOut sv)
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where
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sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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(a, g) = randomR (-0.1,0.1) $ _randGen w
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spid = newKey $ _projectiles w
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(a, g) = randomR (-0.2,0.2) $ _randGen w
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reflectDir wall = a +
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argV (reflectIn (uncurry (-.-) (_wlLine wall)) (p -.- sp) )
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sv = unitVectorAtAngle $ reflectDir x
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damageBlocks wall w = case wall ^? blHP of
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Just hp -> foldr (\j -> walls . ix j . blHP -~ 20) w (_blIDs wall)
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_ -> w
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cs = take 10 $ randomRs (0,11) $ _randGen w
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ds = randomRs (-0.7,0.7) $ _randGen w
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ts = randomRs (4,8) $ _randGen w
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