Work on weapon positioning, analyser terminal positioning

This commit is contained in:
2026-03-31 13:16:24 +01:00
parent ab04516279
commit 6bcf03b30d
18 changed files with 252 additions and 178 deletions
+2
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@@ -65,6 +65,8 @@ rightHandPQ cr
| oneH cr = (V3 11 (-3) 20, Q.qID)
| twists cr = (V3 0 5 20, Q.qz (-1)) `Q.comp` (V3 4 (-10) 0, Q.qz 1)
| twoFlat cr = (V3 4 (-8) 12, Q.qID)
-- | Just dt <- yourRootItemDT w
-- , Just as <- itemAimStance
| Just p <- crRightHandWall cr = (20 & _xy .~ p, Q.qID)
| otherwise = (handWalkingPos LeftForward (-8) cr, Q.qID)
-1
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@@ -5,7 +5,6 @@ import Dodge.Data.Creature.Misc
crMass :: CreatureType -> Float
crMass = \case
Avatar {} -> 10
AvatarDead -> 10
ChaseCrit {} -> 10
SwarmCrit -> 2
AutoCrit -> 10
-1
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@@ -8,7 +8,6 @@ import Dodge.Data.Material
crMaterial :: CreatureType -> Material
crMaterial = \case
Avatar{_avatarMaterial = mt} -> mt
AvatarDead -> Flesh
ChaseCrit {} -> Flesh
SwarmCrit -> Flesh
AutoCrit -> Flesh
-1
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@@ -6,7 +6,6 @@ import Dodge.Data.Creature.Misc
crMaxHP :: CreatureType -> Int
crMaxHP = \case
Avatar {} -> 15000
AvatarDead -> 0
ChaseCrit {} -> 150
SwarmCrit -> 50
AutoCrit -> 100
-1
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@@ -6,7 +6,6 @@ import Dodge.Data.Creature
crMvType :: Creature -> CrMvType
crMvType cr = case _crType cr of
Avatar {_avMoveSpeed = s} -> MvWalking s
AvatarDead -> defaultAimMvType
ChaseCrit {} -> defaultChaseMvType
SwarmCrit -> defaultChaseMvType
AutoCrit -> defaultAimMvType
-1
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@@ -8,7 +8,6 @@ crRad :: CreatureType -> Float
{-# INLINE crRad #-}
crRad = \case
Avatar {} -> 10
AvatarDead -> 10
ChaseCrit {} -> 10
SwarmCrit -> 2
AutoCrit -> 10
-1
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@@ -11,6 +11,5 @@ crShape = \case
ChaseCrit {} -> Humanoid (greyN 0.9) (lightx4 green) (greyN 0.3) ChaseAI
SwarmCrit -> Humanoid (greyN 0.9) (lightx4 yellow) (greyN 0.3) SwarmAI
AutoCrit -> Humanoid (greyN 0.9) (lightx4 red) (greyN 0.3) AutoAI
AvatarDead -> Humanoid (greyN 0.9) (lightx4 black) (greyN 0.3) InanimateAI
BarrelCrit {} -> Barreloid
LampCrit {} -> NonDrawnCreature
-3
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@@ -19,7 +19,6 @@ import qualified Data.IntSet as IS
crDexterity :: Creature -> Int
crDexterity cr = case cr ^. crType of
Avatar { _avDexterity = x } -> x
AvatarDead -> 0
ChaseCrit {} -> 46
SwarmCrit -> 46
AutoCrit -> 46
@@ -29,7 +28,6 @@ crDexterity cr = case cr ^. crType of
crStrength :: Creature -> Int
crStrength cr = case cr ^. crType of
Avatar { _avStrength = x } -> x
AvatarDead -> 0
ChaseCrit {} -> 46
SwarmCrit -> 40
AutoCrit -> 46
@@ -39,7 +37,6 @@ crStrength cr = case cr ^. crType of
crIntelligence :: Creature -> Int
crIntelligence cr = case cr ^. crType of
Avatar { _avIntelligence = x } -> x
AvatarDead -> 0
ChaseCrit {} -> 20
SwarmCrit -> 20
AutoCrit -> 20
-1
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@@ -53,7 +53,6 @@ updateLivingCreature cr =
. yourControl cr
LampCrit{} -> updateLampoid cr
BarrelCrit bt -> updateBarreloid bt cr
AvatarDead -> id
ChaseCrit{} -> \w ->
crUpdate cid . performActions cid $
over (cWorld . lWorld . creatures . ix cid) (chaseCritInternal w) w
-3
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@@ -16,7 +16,6 @@ import System.Random
crVocalizationSound :: Creature -> Maybe SoundID
crVocalizationSound cr = case cr ^. crType of
Avatar{} -> Nothing
AvatarDead -> Nothing
ChaseCrit{} -> Just seagullChatterS
SwarmCrit -> Nothing
AutoCrit -> Nothing
@@ -26,7 +25,6 @@ crVocalizationSound cr = case cr ^. crType of
crWarningSounds :: Creature -> [SoundID]
crWarningSounds cr = case cr ^. crType of
Avatar{} -> mempty
AvatarDead -> mempty
ChaseCrit{} ->
[ seagullBarkS
, seagullChatterS
@@ -45,7 +43,6 @@ crWarningSounds cr = case cr ^. crType of
crDeathSounds :: Creature -> DeathType -> [SoundID]
crDeathSounds cr dt = case cr ^. crType of
Avatar{} -> mempty
AvatarDead -> mempty
ChaseCrit{} -> defaultDeathSounds dt
SwarmCrit -> mempty
AutoCrit -> mempty