Implement basic laser sensor
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@@ -5,17 +5,46 @@ import Color
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import Dodge.Data
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import Dodge.LevelGen.Data
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import Dodge.Default
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import Dodge.Data.DamageType
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import Geometry
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import ShapePicture
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import Shape
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lightSensor :: PSType
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lightSensor = PutMachine blue (reverse $ square wdth) defaultMachine
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{ _mcDraw = const lightSensorSPic
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}
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import Control.Lens
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lightSensorSPic :: SPic
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lightSensorSPic = ( colorSH blue $ upperPrismPoly 25 (square wdth)
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lightSensor :: Point2 -> Float -> Placement
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lightSensor p r = Placement (PS p r $ PutLS theLS)
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$ \lsid -> jsps p r $ PutMachine blue (reverse $ square wdth) defaultMachine
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{ _mcDraw = lightSensorSPic
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, _mcUpdate = lightSensorUpdate
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, _mcLSs = [lsid]
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}
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where
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theLS = defaultLS
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{ _lsPos = V3 0 0 30
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, _lsIntensity = 0.1
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}
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lightSensorUpdate :: Machine -> World -> World
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lightSensorUpdate mc w = w & machines . ix mcid %~ upmc
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& lightSources . ix lsid %~ upls
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where
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upmc = ( mcSensor %~ \x' -> min 750 (max 0 (x' - 5 + newSense)) )
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. (mcDamage .~ [])
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x = _mcSensor mc
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mcid = _mcID mc
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lsid = head (_mcLSs mc)
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newSense = sum . map _dmAmount $ filter isLasering $ _mcDamage mc
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ni = fromIntegral x / 500
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upls = lsIntensity .~ V3 ni ni ni
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isLasering Lasering {} = True
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isLasering _ = False
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isElectrical Electrical {} = True
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isElectrical _ = False
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lightSensorSPic :: Machine -> SPic
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lightSensorSPic mc = ( colorSH blue $ upperPrismPoly 25 (square wdth)
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, mempty )
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wdth :: Float
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