Add no weapon start
This commit is contained in:
+227
-155
@@ -1,4 +1,4 @@
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{- Actions performed by creatures within the world
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{- | Actions performed by creatures within the world
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-}
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{-# LANGUAGE BangPatterns #-}
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module Dodge.Creature.Action
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@@ -27,94 +27,139 @@ import System.Random
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import qualified Data.IntMap.Strict as IM
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import qualified Data.Map as M
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moveForwardSpeed :: Float -> Int -> World -> World
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moveForwardSpeed
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:: Float -- ^ Speed
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-> Int -- ^ Creature id
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-> World
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-> World
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moveForwardSpeed x n w = over (creatures . ix n . crPos) (+.+ p) w
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where p = (*.*) x $ unitVectorAtAngle $ _crDir $ _creatures w IM.! n
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where
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p = (*.*) x $ unitVectorAtAngle $ _crDir $ _creatures w IM.! n
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mvForward :: Float -> Int -> World -> World
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mvForward speed cid w = stepForward cid speed $ over (creatures . ix cid . crPos) (+.+ p) w
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where p = (*.*) (speed * equipFactor) $ unitVectorAtAngle $ _crDir $ _creatures w IM.! cid
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equipFactor = product $ map equipSpeed $ IM.elems $ _crInv $ _creatures w IM.! cid
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crStrafeLeft
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:: Float -- ^ Speed
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-> Creature
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-> Creature
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crStrafeLeft speed cr = stepForward s2 $ over crPos (+.+ p) cr
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where
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p = (*.*) s2 $ unitVectorAtAngle $ (_crDir cr + pi/2)
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equipFactor = product $ map equipSpeed $ IM.elems $ _crInv cr
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s2 = (speed * equipFactor)
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crStrafeLeft :: Float -> Creature -> Creature
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crStrafeLeft speed cr = stepForward' s2 $ over crPos (+.+ p) cr
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where p = (*.*) s2 $ unitVectorAtAngle $ (_crDir cr + pi/2)
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equipFactor = product $ map equipSpeed $ IM.elems $ _crInv cr
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s2 = (speed * equipFactor)
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crStrafeRight :: Float -> Creature -> Creature
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crStrafeRight speed cr = stepForward' s2 $ over crPos (+.+ p) cr
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where p = (*.*) s2 $ unitVectorAtAngle $ (_crDir cr - pi/2)
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equipFactor = product $ map equipSpeed $ IM.elems $ _crInv cr
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s2 = (speed * equipFactor)
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crStrafeRight
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:: Float -- ^ Speed
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-> Creature
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-> Creature
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crStrafeRight speed cr = stepForward s2 $ over crPos (+.+ p) cr
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where
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p = (*.*) s2 $ unitVectorAtAngle $ (_crDir cr - pi/2)
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equipFactor = product $ map equipSpeed $ IM.elems $ _crInv cr
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s2 = (speed * equipFactor)
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crMvForward :: Float -> Creature -> Creature
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crMvForward
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:: Float -- ^ Speed
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-> Creature
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-> Creature
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crMvForward speed cr = over crPos (+.+ p) cr
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where p = (*.*) (speed * equipFactor) $ unitVectorAtAngle $ _crDir cr
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equipFactor = product $ map equipSpeed $ IM.elems $ _crInv cr
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where
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p = (*.*) (speed * equipFactor) $ unitVectorAtAngle $ _crDir cr
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equipFactor = product $ map equipSpeed $ IM.elems $ _crInv cr
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crMvBy :: Point2 -> Creature -> Creature
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crMvBy p' cr = stepForward' (magV p) $ over crPos (+.+ p) cr
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where p = (*.*) (equipFactor * aimingFactor) $ rotateV (_crDir cr) p'
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equipFactor = product $ map equipSpeed $ IM.elems $ _crInv cr
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aimingFactor | (_posture $ _stance $ _crState cr) == Aiming
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= fromMaybe 1 $ it ^? itAimingSpeed
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| otherwise = 1
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it = _crInv cr IM.! _crInvSel cr
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crMvBy
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:: Point2 -- ^ Movement translation vector
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-> Creature
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-> Creature
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crMvBy p' cr = stepForward (magV p) $ over crPos (+.+ p) cr
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where
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p = (*.*) (equipFactor * aimingFactor) $ rotateV (_crDir cr) p'
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equipFactor = product $ map equipSpeed $ IM.elems $ _crInv cr
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aimingFactor | (_posture $ _stance $ _crState cr) == Aiming
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= fromMaybe 1 $ it ^? itAimingSpeed
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| otherwise = 1
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it = _crInv cr IM.! _crInvSel cr
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stepForward :: Int -> Float -> World -> World
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stepForward cid speed = over (creatures . ix cid . crState . stance . carriage) f
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where f (w@Walking {}) = w {_stepToAdd = ceiling speed}
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f s = s
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stepForward' :: Float -> Creature -> Creature
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stepForward' speed cr = over (crState . stance . carriage) f cr
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where f (w@Walking {}) = w {_stepToAdd = ceiling speed}
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f s = s
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stepForward
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:: Float -- ^ Speed
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-> Creature
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-> Creature
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stepForward speed cr = over (crState . stance . carriage) f cr
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where
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f (w@Walking {}) = w {_stepToAdd = ceiling speed}
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f s = s
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{- Determine the speed modifier of an item. -}
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equipSpeed :: Item -> Float
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equipSpeed NoItem = 1
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equipSpeed it | _itIdentity it == FrontArmour = 0.75
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| _itIdentity it == FlameShield = 0.75
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| otherwise = 1
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turnTo :: Point2 -> Int -> World -> World
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turnTo
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:: Point2 -- ^ Target point
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-> Int -- ^ Creature id
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-> World
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-> World
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turnTo p n w = set (creatures . ix n . crDir) dirToTarget w
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where cr = _creatures w IM.! n
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dirToTarget = argV (p -.- _crPos cr)
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where
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cr = _creatures w IM.! n
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dirToTarget = argV (p -.- _crPos cr)
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turnToward :: Point2 -> Int -> World -> World
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turnToward p n w | isLeftOfA dirToTarget (_crDir cr)
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= f $ over (creatures . ix n . crDir)
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(normalizeAngle . (+ (0.03 + r*m))) w
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| otherwise = f $ over (creatures . ix n . crDir)
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(\x->normalizeAngle (x - (0.03 + r*m))) w
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where cr = _creatures w IM.! n
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dirToTarget = argV (p -.- _crPos cr)
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(r,g) = randomR (-0.1,0.1) (_randGen w)
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m = diffAngles dirToTarget (_crDir cr)
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f = set randGen g
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turnTowardRandomise
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:: Point2 -- ^ Target point
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-> Int -- ^ Creature id
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-> World
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-> World
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turnTowardRandomise p n w
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| isLeftOfA dirToTarget (_crDir cr)
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= f $ over (creatures . ix n . crDir)
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(normalizeAngle . (+ (0.03 + r*m))) w
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| otherwise = f $ over (creatures . ix n . crDir)
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(\x->normalizeAngle (x - (0.03 + r*m))) w
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where
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cr = _creatures w IM.! n
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dirToTarget = argV (p -.- _crPos cr)
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(r,g) = randomR (-0.1,0.1) (_randGen w)
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m = diffAngles dirToTarget (_crDir cr)
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f = set randGen g
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turnTowardAngle :: Float -> Int -> World -> World
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turnTowardAngle
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:: Float -- ^ Angle
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-> Int -- ^ Creature id
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-> World
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-> World
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turnTowardAngle a n w
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| isLeftOfA a (_crDir cr) = f $ over (creatures . ix n . crDir)
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(normalizeAngle . (+ (0.03 + r*m))) w
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| otherwise = f $ over (creatures . ix n . crDir)
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(\x->normalizeAngle (x - (0.03 + r*m))) w
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where cr = _creatures w IM.! n
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(r,g) = randomR (-0.1,0.1) (_randGen w)
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m = diffAngles a (_crDir cr)
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f = set randGen g
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where
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cr = _creatures w IM.! n
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(r,g) = randomR (-0.1,0.1) (_randGen w)
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m = diffAngles a (_crDir cr)
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f = set randGen g
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turnToward'' :: Float -> Point2 -> Int -> World -> World
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turnToward'' turnSpeed p n w
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turnTowardWithSpeed
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:: Float -- ^ Turn speed
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-> Point2 -- ^ Target point
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-> Int -- ^ Creature id
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-> World
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-> World
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turnTowardWithSpeed turnSpeed p n w
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| isLeftOfA dirToTarget (_crDir cr)
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= f $ over (creatures . ix n . crDir) (normalizeAngle. (+ (turnSpeed + r))) w
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| otherwise = f $ over (creatures . ix n . crDir) (\x->normalizeAngle (x - (turnSpeed + r))) w
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where cr = _creatures w IM.! n
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dirToTarget = argV (p -.- _crPos cr)
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(r,g) = randomR (-0.1,0.1) (_randGen w)
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f = set randGen g
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where
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cr = _creatures w IM.! n
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dirToTarget = argV (p -.- _crPos cr)
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(r,g) = randomR (-0.1,0.1) (_randGen w)
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f = set randGen g
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crTurnAndStrafeIn :: Float -> Float -> Point2 -> Creature -> Creature
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crTurnAndStrafeIn
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:: Float -- ^ Strafe speed
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-> Float -- ^ Turn speed
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-> Point2 -- ^ Target position
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-> Creature
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-> Creature
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crTurnAndStrafeIn strafeSpeed turnSpeed p cr
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| vToTarg == (0,0) = cr -- this should deal with the angleVV error
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| errorAngleVV 3 vToTarg (unitVectorAtAngle (_crDir cr)) <= turnSpeed
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@@ -124,15 +169,23 @@ crTurnAndStrafeIn strafeSpeed turnSpeed p cr
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$ crStrafeLeft strafeSpeed cr
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| otherwise = over crDir (\x->normalizeAngle (x - turnAmount))
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$ crStrafeRight strafeSpeed cr
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where vToTarg = p -.- _crPos cr
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dirToTarget = argV vToTarg
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turnAmount = turnSpeed
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where
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vToTarg = p -.- _crPos cr
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dirToTarget = argV vToTarg
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turnAmount = turnSpeed
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crTurnTo :: Point2 -> Creature -> Creature
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crTurnTo
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:: Point2 -- ^ Target position
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-> Creature
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-> Creature
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crTurnTo p cr = set crDir dirToTarget cr
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where dirToTarget = argV (p -.- _crPos cr)
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crTurnTowardSpeed :: Float -> Point2 -> Creature -> Creature
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crTurnTowardSpeed
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:: Float -- ^ Turn speed
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-> Point2 -- ^ Target position
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-> Creature
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-> Creature
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crTurnTowardSpeed turnSpeed p cr
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| vToTarg == (0,0) = cr -- this should deal with the angleVV error
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| errorAngleVV 3 vToTarg (unitVectorAtAngle (_crDir cr)) <= turnSpeed
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@@ -144,7 +197,12 @@ crTurnTowardSpeed turnSpeed p cr
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dirToTarget = argV vToTarg
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turnAmount = turnSpeed
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turnTowardSpeed :: Float -> Point2 -> Int -> World -> World
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turnTowardSpeed
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:: Float -- ^ Turn speed
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-> Point2 -- ^ Target position
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-> Int -- ^ Creature id
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-> World
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-> World
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turnTowardSpeed turnSpeed p n w
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| vToTarg == (0,0) = w -- this should deal with the angleVV error
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| errorAngleVV 3 vToTarg (unitVectorAtAngle (_crDir cr)) <= turnSpeed
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@@ -157,43 +215,54 @@ turnTowardSpeed turnSpeed p n w
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dirToTarget = argV vToTarg
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turnAmount = turnSpeed
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turnLRS :: Int -> World -> World
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turnLRS n w = f $ over (creatures . ix n . crDir) (+ (fromIntegral r * pi / 2)) w
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where (r,g) = randomR (negate 1::Int,1) (_randGen w)
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f = set randGen g
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turnToward
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:: Point2 -- ^ Target position
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-> Int -- ^ Creature id
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-> World
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-> World
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turnToward p n w
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| isLeftOfA dirToTarget (_crDir cr) = over (creatures . ix n . crDir) (+ 0.03) w
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| otherwise = over (creatures . ix n . crDir) (\x-> x - 0.03) w
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where
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cr = _creatures w IM.! n
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dirToTarget = argV (p -.- _crPos cr)
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turnToward' :: Point2 -> Int -> World -> World
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turnToward' p n w | isLeftOfA dirToTarget (_crDir cr)
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= over (creatures . ix n . crDir) (+ 0.03) w
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| otherwise = over (creatures . ix n . crDir) (\x-> x - 0.03) w
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where cr = _creatures w IM.! n
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dirToTarget = argV (p -.- _crPos cr)
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overturnToward :: Point2 -> Int -> World -> World
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overturnToward p n w
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| isLeftOfA dirToTarget (_crDir cr)
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= over (creatures . ix n . crDir) (normalizeAngle. (+ 0.03 )) w
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| otherwise = over (creatures . ix n . crDir) (\x->normalizeAngle (x - 0.03 )) w
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where cr = _creatures w IM.! n
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dirToTarget = argV (p -.- _crPos cr)
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moveForward :: Int -> World -> World
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{- Move a creature forward in the direction it is facing. -}
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moveForward
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:: Int -- ^ Creature id
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-> World
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-> World
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moveForward n w = over (creatures . ix n . crPos) (+.+ p) w
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where p = unitVectorAtAngle $ _crDir $ _creatures w IM.! n
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where
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p = unitVectorAtAngle $ _crDir $ _creatures w IM.! n
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moveToward :: Point2 -> Int -> World -> World
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{- Move a creature forward, faster if it is facing a target point -}
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moveToward
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:: Point2 -- ^ Target point
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-> Int -- ^ Creature id
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-> World
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-> World
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moveToward p n w
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| angle < 10 = moveForwardSpeed 0.1 n w
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| angle < 20 = moveForwardSpeed 0.02 n w
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| angle < 40 = moveForwardSpeed 0.01 n w
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| otherwise = w
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where angle = errorAngleVV 5 (p -.- curPos) (unitVectorAtAngle (_crDir (_creatures w IM.! n)))
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curPos = _crPos (_creatures w IM.! n)
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where
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angle = errorAngleVV 5 (p -.- curPos) (unitVectorAtAngle (_crDir (_creatures w IM.! n)))
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curPos = _crPos (_creatures w IM.! n)
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moveBy :: Int -> Point2 -> World -> World
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{- Translate a creature. -}
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moveBy
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:: Int -- ^ Creature id
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-> Point2 -- ^ Translation
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-> World
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-> World
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moveBy n v = over (creatures . ix n . crPos) (+.+ v)
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reloadWeapon :: Int -> World -> Maybe World
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reloadWeapon
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:: Int -- ^ Creature id
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-> World
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-> Maybe World
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reloadWeapon cid w =
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let cr = _creatures w IM.! cid
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it = _crInv cr IM.! _crInvSel cr
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@@ -204,24 +273,32 @@ reloadWeapon cid w =
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$ set ( itRef . wpReloadState) rT w
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_ -> Nothing
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{- Start reloading if clip is empty. -}
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crAutoReload :: Creature -> Creature
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crAutoReload cr = case cr ^? crInv . ix (_crInvSel cr) . wpLoadedAmmo of
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Just 0 -> cr & crInv . ix (_crInvSel cr) . wpReloadState %~ (`fromMaybe` reloadT)
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& crInv . ix (_crInvSel cr) . wpLoadedAmmo %~ (`fromMaybe` maxA)
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_ -> cr
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where reloadT = cr ^? crInv . ix (_crInvSel cr) . wpReloadTime
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maxA = cr ^? crInv . ix (_crInvSel cr) . wpMaxAmmo
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Just 0 -> cr & crInv . ix (_crInvSel cr) . wpReloadState %~ (`fromMaybe` reloadT)
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& crInv . ix (_crInvSel cr) . wpLoadedAmmo %~ (`fromMaybe` maxA)
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_ -> cr
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where
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reloadT = cr ^? crInv . ix (_crInvSel cr) . wpReloadTime
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maxA = cr ^? crInv . ix (_crInvSel cr) . wpMaxAmmo
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blinkAction :: Int -> World -> World
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blinkAction n w = soundOnce teleSound $ set (creatures . ix n . crPos) p3
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$ blinkShockwave n p3
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$ inverseShockwaveAt cp 40 2 2 2
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w
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where p1 = _cameraCenter w +.+ (1 / _cameraZoom w) *.* rotateV (_cameraRot w) (_mousePos w)
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cp = _crPos $ _creatures w IM.! n
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p2 = collidePointWalls cp p1 $ wallsAlongLine cp p1 w
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r = 1.5 * _crRad (_creatures w IM.! n)
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p3 = fromMaybe p1 (fmap ((\p -> moveAmountToward p r cp) . fst) p2)
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{- Teleport a creature to the mouse position -}
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blinkAction
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:: Int -- ^ Creature id
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-> World
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-> World
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blinkAction n w = soundOnce teleSound
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$ set (creatures . ix n . crPos) p3
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$ blinkShockwave n p3
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$ inverseShockwaveAt cp 40 2 2 2
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w
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where
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p1 = _cameraCenter w +.+ (1 / _cameraZoom w) *.* rotateV (_cameraRot w) (_mousePos w)
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cp = _crPos $ _creatures w IM.! n
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p2 = collidePointWalls cp p1 $ wallsAlongLine cp p1 w
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r = 1.5 * _crRad (_creatures w IM.! n)
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p3 = fromMaybe p1 (fmap ((\p -> moveAmountToward p r cp) . fst) p2)
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blinkShockwave
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:: Int -- ^ Blinking creature ID.
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@@ -230,19 +307,25 @@ blinkShockwave
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-> World
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blinkShockwave i p = makeShockwaveAt [i] p 60 1 2 cyan
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moveAmountToward :: Point2 -> Float -> Point2 -> Point2
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moveAmountToward
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:: Point2 -- ^ Start point
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-> Float -- ^ Fraction to move along
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-> Point2 -- ^ End point
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-> Point2
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moveAmountToward p1 am p2
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= p1 +.+ am *.* errorNormalizeV 44 (p2 -.- p1)
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facePointAI :: Point2 -> Int -> World -> World
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facePointAI p n w = set (creatures . ix n . crDir)
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(argV (p -.- _crPos (_creatures w IM.! n)) )
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w
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reverseDir :: Int -> World -> World
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reverseDir
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:: Int -- ^ Creature id
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-> World
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-> World
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reverseDir n = over (creatures . ix n . crDir) (+ pi)
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turnBy :: Float -> Int -> World -> World
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turnBy
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:: Float -- ^ Angle change
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-> Int -- ^ Creature id
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-> World
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-> World
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turnBy a n = over (creatures . ix n . crDir) (+ a)
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{-
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@@ -251,60 +334,49 @@ Get your creature to drop the item under the cursor.
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youDropItem :: World -> World
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youDropItem w = case yourItem w of
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NoItem -> w
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it -> rmSelectedInvItem (_yourID w) $ over floorItems (IM.insert flid theflit)
|
||||
$ updateLocation
|
||||
$ soundOnce putDownSound
|
||||
$ set randGen g w
|
||||
where (rot, g) = randomR (-pi,pi) $ _randGen w
|
||||
offset = _crRad (you w) *.* unitVectorAtAngle rot
|
||||
updateLocation w = case it ^? itID of
|
||||
Just (Just i) -> w & itemPositions . ix i .~ OnFloor flid
|
||||
_ -> w
|
||||
flid = newKey $ _floorItems w
|
||||
theflit = FlIt {_flIt = set itAmount 1 it
|
||||
,_flItPos = offset +.+ _crPos (you w)
|
||||
,_flItRot = rot
|
||||
,_flItID = flid}
|
||||
it -> rmSelectedInvItem (_yourID w)
|
||||
. copyItemToFloor (you w) (_crInvSel $ you w)
|
||||
$ soundOnce putDownSound
|
||||
w
|
||||
|
||||
{- Drop an item silently. -}
|
||||
dropItem
|
||||
:: Int -- ^ Creature id
|
||||
{- Copy an inventory item to the floor. -}
|
||||
copyItemToFloor
|
||||
:: Creature
|
||||
-> Int -- ^ Inventory position
|
||||
-> World
|
||||
-> World
|
||||
dropItem cid i w = case _crInv cr IM.! i of
|
||||
NoItem -> w
|
||||
it -> rmInvItem cid i
|
||||
. over floorItems (IM.insert flid theflit)
|
||||
copyItemToFloor cr i w = case _crInv cr IM.! i of
|
||||
NoItem -> w
|
||||
it -> over floorItems (IM.insert flid theflit)
|
||||
. updateLocation
|
||||
$ set randGen g w
|
||||
where
|
||||
(rot, g) = randomR (-pi,pi) $ _randGen w
|
||||
offset = _crRad cr *.* unitVectorAtAngle rot
|
||||
offset = (_crRad cr + 2) *.* unitVectorAtAngle rot
|
||||
updateLocation w = case it ^? itID of
|
||||
Just (Just i) -> w & itemPositions . ix i .~ OnFloor flid
|
||||
_ -> w
|
||||
flid = newKey $ _floorItems w
|
||||
theflit = FlIt
|
||||
{_flIt = set itAmount 1 it
|
||||
{_flIt = it
|
||||
,_flItPos = offset +.+ _crPos cr
|
||||
,_flItRot = rot
|
||||
,_flItID = flid
|
||||
}
|
||||
where
|
||||
cr = _creatures w IM.! cid
|
||||
|
||||
pickUpItem' :: FloorItem -> World -> World
|
||||
pickUpItem' flit w = case maybeInvSlot of
|
||||
{- Pick up a specific item. -}
|
||||
pickUpItem :: FloorItem -> World -> World
|
||||
pickUpItem flit w = case maybeInvSlot of
|
||||
Nothing -> w
|
||||
Just i -> soundOnce pickUpSound
|
||||
$ updateItLocation i
|
||||
$ w & floorItems %~ IM.delete (_flItID flit)
|
||||
& creatures . ix 0 . crInv . ix i %~ addItem it
|
||||
where
|
||||
it = _flIt flit
|
||||
maybeInvSlot = checkInvSlotsYou it w
|
||||
updateItLocation invid w'
|
||||
= case _itID it of Nothing -> w'
|
||||
Just j -> w' & itemPositions . ix j .~ InInv 0 invid
|
||||
Just i -> w
|
||||
& soundOnce pickUpSound
|
||||
& updateItLocation i
|
||||
& floorItems %~ IM.delete (_flItID flit)
|
||||
& creatures . ix 0 . crInv . ix i %~ addItem it
|
||||
where
|
||||
it = _flIt flit
|
||||
maybeInvSlot = checkInvSlotsYou it w
|
||||
updateItLocation invid w' = case _itID it of
|
||||
Nothing -> w'
|
||||
Just j -> w' & itemPositions . ix j .~ InInv 0 invid
|
||||
|
||||
|
||||
@@ -22,8 +22,8 @@ lamp :: Creature
|
||||
lamp = defaultInanimate
|
||||
{ _crUpdate = initialiseLamp
|
||||
, _crHP = 500
|
||||
, _crPict = \ _ -> onLayer CrLayer $ color white $ circleSolid 5
|
||||
, _crRad = 5
|
||||
, _crPict = \ _ -> onLayer CrLayer $ color white $ circleSolid 3
|
||||
, _crRad = 3
|
||||
}
|
||||
|
||||
initialiseLamp :: CRUpdate
|
||||
|
||||
@@ -67,31 +67,6 @@ dropByState cr w = foldr (copyItemToFloor cr) w is
|
||||
DropSpecific xs -> xs
|
||||
DropAmount n -> take n $ evalState (shuffle $ IM.keys $ _crInv cr) (_randGen w)
|
||||
|
||||
{- Copy an inventory item to the floor. -}
|
||||
copyItemToFloor
|
||||
:: Creature
|
||||
-> Int -- ^ Inventory position
|
||||
-> World
|
||||
-> World
|
||||
copyItemToFloor cr i w = case _crInv cr IM.! i of
|
||||
NoItem -> w
|
||||
it -> over floorItems (IM.insert flid theflit)
|
||||
. updateLocation
|
||||
$ set randGen g w
|
||||
where
|
||||
(rot, g) = randomR (-pi,pi) $ _randGen w
|
||||
offset = _crRad cr *.* unitVectorAtAngle rot
|
||||
updateLocation w = case it ^? itID of
|
||||
Just (Just i) -> w & itemPositions . ix i .~ OnFloor flid
|
||||
_ -> w
|
||||
flid = newKey $ _floorItems w
|
||||
theflit = FlIt
|
||||
{_flIt = it
|
||||
,_flItPos = offset +.+ _crPos cr
|
||||
,_flItRot = rot
|
||||
,_flItID = flid
|
||||
}
|
||||
|
||||
|
||||
setOldPos :: Creature -> Creature
|
||||
setOldPos cr = set crOldPos (_crPos cr) cr
|
||||
|
||||
@@ -57,13 +57,13 @@ wasdWithAiming w speed aimSpeed i cr
|
||||
= set (crState . stance . carriage) Floating
|
||||
cr
|
||||
| isAiming
|
||||
= stepForward' aimSpeed
|
||||
= stepForward aimSpeed
|
||||
$ over crPos (+.+ (aimSpeed *.* mov))
|
||||
$ set crDir mouseDir
|
||||
$ set (crState . stance . carriage) (Walking 0 0)
|
||||
cr
|
||||
| isMoving
|
||||
= stepForward' speed
|
||||
= stepForward speed
|
||||
$ over ( crPos) (+.+ (speed *.* mov))
|
||||
$ over ( crDir) (flip fromMaybe dir)
|
||||
$ set (crState . stance . carriage) (Walking 0 0)
|
||||
|
||||
Reference in New Issue
Block a user