Add jitter when receiving damage
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@@ -8,6 +8,7 @@ import Dodge.Reloading
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import Dodge.Base
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import Dodge.Creature.State.WalkCycle
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import Dodge.Creature.Impulse.Movement
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--import Dodge.Creature.Test
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--import Dodge.Base
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import Dodge.SoundLogic
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@@ -93,10 +94,25 @@ dropByState cr w = foldr (copyInvItemToFloor cr) w $ case cr ^. crState . crDrop
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doDamage :: Creature -> World -> World
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doDamage cr w = w
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& creatures . ix (_crID cr) . crState . crDamage .~ []
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& applyPastDamages cr
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& _crApplyDamage cr dams cr
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where
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dams = _crDamage $ _crState cr
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-- TODO generalise shake to arbitrary damage amounts
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applyPastDamages :: Creature -> World -> World
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applyPastDamages cr w
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| _crPastDamage cr > 200 = let (p,g) = runState (randInCirc 3) (_randGen w)
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in w & creatures . ix (_crID cr) %~ (crMvBy p . (crPastDamage -~ 100))
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& randGen .~ g
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| _crPastDamage cr > 20 = let (p,g) = runState (randInCirc 2) (_randGen w)
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in w & creatures . ix (_crID cr) %~ (crMvBy p . (crPastDamage -~ 10))
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& randGen .~ g
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| _crPastDamage cr > 0 = let (p,g) = runState (randInCirc 1) (_randGen w)
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in w & creatures . ix (_crID cr) %~ (crMvBy p . (crPastDamage -~ 1))
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& randGen .~ g
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| otherwise = w
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movementSideEff :: Creature -> World -> World
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movementSideEff cr w
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| hasJetPack = case cr ^? crStance . carriage of
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