Cleanup
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@@ -40,10 +40,6 @@ applyDamageEffect dm de cr w = case de of
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& creatures . ix (_crID cr) . crPos .+.+~ (pback/_crMass cr) *.* (_dmTo dm -.- fromDir)
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TorqueDamage rot -> w
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& creatures . ix (_crID cr) . crDir +~ rot
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-- DamageSpawn f -> w & instantParticles .:~ thepart
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-- & randGen .~ g
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-- where
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-- (thepart,g) = runState (f (Left cr) dm) $ _randGen w
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NoDamageEffect -> w
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where
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fromDir = _dmFrom dm
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+1
-5
@@ -46,7 +46,7 @@ expireAndDamageFL :: (Flame -> Point2 -> [Damage])
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-> World
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-> (World, Maybe Flame)
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expireAndDamageFL fdm bt things w = case runIdentity $ S.head_ things of
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Nothing -> (w, mvFlame bt)
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Nothing -> (w, Just $ bt & flTimer -~ 1)
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Just x -> (doDamagesFL fdm x bt w, Nothing)
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doDamagesFL :: (Flame -> Point2 -> [Damage])
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-> (Point2, Either Creature Wall)
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@@ -110,10 +110,6 @@ flDamageInArea crt wlt pt w = damwls damcrs
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$ wlsNearPoint p w'
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hiteff = expireAndDamageFL (simpleDamFL FLAMING 1) pt
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mvFlame :: Flame -> Maybe Flame
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mvFlame pt = Just $ pt
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& flTimer -~ 1
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flFlicker :: Flame -> World -> World
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flFlicker pt
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| _flTimer pt `mod` 7 == 0 = tempLightSources
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@@ -1,14 +0,0 @@
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module Dodge.Particle.Update where
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import Dodge.Data
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import LensHelp
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mvPt' :: Particle -> Maybe Particle
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mvPt' pt = Just $ pt
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& ptTimer -~ 1
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killParticleUpdate :: World -> Particle -> (World,Maybe Particle)
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killParticleUpdate w pt
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| _ptTimer pt <= 0 = (w,Nothing)
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| otherwise = (w
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, Just $ pt & ptTimer -~ 1
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)
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@@ -17,13 +17,9 @@ import Dodge.RadarBlip
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import Dodge.Flare
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import Dodge.Menu
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import Dodge.CullBox
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--import Dodge.Block
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import Dodge.Distortion
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import Dodge.SoundLogic
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--import Dodge.Wall.Delete
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import Dodge.Update.WallDamage
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--import Dodge.Machine.Destroy
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--import Dodge.Menu
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import Dodge.Base
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import Dodge.Zone
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import Dodge.Hammer
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@@ -35,20 +31,13 @@ import Geometry
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import LensHelp
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import FoldableHelp
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--import qualified Data.Text as T
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--import System.Random
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import Data.List
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import Data.Maybe
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--import Data.Function
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import qualified Data.IntMap.Strict as IM
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import qualified Data.Map.Strict as M
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import Control.Applicative
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--import qualified Data.Set as S
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--import Data.Monoid
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--import System.Random
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import qualified Streaming.Prelude as S
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import SDL
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--import Streaming
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{- For most menus the only way to change the world is using event handling. -}
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updateUniverse :: Universe -> Universe
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