Cleanup
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+3
-3
@@ -14,9 +14,9 @@ import qualified IntMapHelp as IM
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unshadowBlock :: World -> Int -> World
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unshadowBlock w wlid = w & cWorld . lWorld . walls . ix wlid . wlUnshadowed .~ True
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destroyBlock :: S.Set Int2 -> Block -> World -> (S.Set Int2,World)
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destroyBlock is bl w =
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(js<>is,w
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destroyBlock :: Block -> World -> (S.Set Int2,World)
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destroyBlock bl w =
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(js,w
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& flip (foldl' unshadowBlock) (_blShadows bl)
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& makeBlockDebris bl
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& deleteWallIDs wlids
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@@ -253,18 +253,10 @@ drawInspectWalls w = concat $ do
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)
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drawInspectWall :: World -> Wall -> Picture
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drawInspectWall _ wl =
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setLayer DebugLayer $
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color rose (thickLine 3 [a, b])
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-- <> foldMap (drawDoorPaths w) (wl ^? wlStructure . wsDoor)
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drawInspectWall _ wl = setLayer DebugLayer $ color rose (thickLine 3 [a, b])
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where
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(a, b) = _wlLine wl
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--drawDoorPaths :: World -> Int -> Picture
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--drawDoorPaths w drid = concat $ do
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-- paths <- w ^? cWorld . lWorld . doors . ix drid . drObstructs
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-- return $ foldMap' (drawPathEdge . (^. penPathEdge)) paths
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drawPathEdge :: Point2 -> Point2 -> S.Set EdgeObstacle -> Picture
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drawPathEdge x y pe = setLayer DebugLayer $ multiArrow x y green (S.map obstacleColor pe)
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+13
-15
@@ -25,31 +25,29 @@ import qualified Data.Set as S
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-- maybeDestroyDoor should rather happen during the door mechanism update
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damageWall :: Damage -> Wall -> (S.Set Int2,World) -> (S.Set Int2,World)
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damageWall dt wl (is,w) = case _wlStructure wl of
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MachinePart mcid -> f $ w' & cWorld . lWorld . machines . ix mcid . mcDamage .:~ dt
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MachinePart mcid -> (,) is $ w' & cWorld . lWorld . machines . ix mcid . mcDamage .:~ dt
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BlockPart blid ->
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w' & cWorld . lWorld . blocks . ix blid . blHP -~ dmam
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& maybeDestroyBlock is blid
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& maybeDestroyBlock blid
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& _1 <>~ is
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DoorPart drid _ ->
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w' & cWorld . lWorld . doors . ix drid . drHP -~ dmam
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& maybeDestroyDoor is drid
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_ -> f w'
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& maybeDestroyDoor drid
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& _1 <>~ is
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_ -> (is, w')
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where
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f = (,) is
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-- x = case dt of
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-- Explosive y _ -> y * 100
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-- _ -> dt ^. dmAmount
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(dmam,w') = damMatSideEffect dt (_wlMaterial wl) (Right wl) w
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-- block destruction is convoluted...
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maybeDestroyBlock :: S.Set Int2 -> Int -> World -> (S.Set Int2,World)
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maybeDestroyBlock is blid w = case w ^? cWorld . lWorld . blocks . ix blid of
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Just bl | _blHP bl < 1 -> destroyBlock is bl w
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_ -> (is,w)
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maybeDestroyBlock :: Int -> World -> (S.Set Int2,World)
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maybeDestroyBlock blid w = case w ^? cWorld . lWorld . blocks . ix blid of
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Just bl | _blHP bl < 1 -> destroyBlock bl w
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_ -> (mempty,w)
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maybeDestroyDoor :: S.Set Int2 -> Int -> World -> (S.Set Int2, World)
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maybeDestroyDoor is drid w = case w ^? cWorld . lWorld . doors . ix drid of
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maybeDestroyDoor :: Int -> World -> (S.Set Int2, World)
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maybeDestroyDoor drid w = case w ^? cWorld . lWorld . doors . ix drid of
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Just dr | _drHP dr < 1 -> destroyDoor dr w
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_ -> (is,w)
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_ -> (mempty,w)
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destroyDoor :: Door -> World -> (S.Set Int2, World)
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destroyDoor dr w =
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