Cleanup combining code, flatten modules
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@@ -84,6 +84,7 @@ showAttachItem t itm = case t of
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showEquipItem :: EquipItemType -> String
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showEquipItem eit = case eit of
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INVISIBILITYEQUIPMENT esite -> "INVISIBILITY " ++ show esite
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_ -> show eit
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showAutoRechargeProgress :: LeftConsumption -> String
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+13
-12
@@ -27,7 +27,7 @@ itemTreeSPic (LDT (itm, _) l r) =
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itemRotTreeSPic :: Item -> (ItemLink, LabelDoubleTree ItemLink ComposedItem) -> SPic
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itemRotTreeSPic par (il, t) = fromMaybe mempty $ do
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(p, q) <- _iatOrient il par (_iatType il) itm
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return $ (translateSP p $ overPosSP (Q.rotate q) $ itemTreeSPic t)
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return . translateSP p . overPosSP (Q.rotate q) $ itemTreeSPic t
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where
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itm = t ^. ldtValue . _1
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@@ -178,22 +178,22 @@ heldItemSPic ht it = case ht of
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FORCEFIELDGUN -> defSPic
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TORCH -> noPic torchShape
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BANGSTICK i -> noPic $ baseStickShapeX it i -- <> addBullets it
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PISTOL -> noPic $ baseStickShape
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MACHINEPISTOL -> noPic $ baseStickShape
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AUTOPISTOL -> noPic $ baseStickShape
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SMG -> noPic $ baseSMGShape
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PISTOL -> noPic baseStickShape
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MACHINEPISTOL -> noPic baseStickShape
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AUTOPISTOL -> noPic baseStickShape
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SMG -> noPic baseSMGShape
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BANGCONE -> noPic $ bangConeShape 5
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BLUNDERBUSS -> noPic $ bangConeShape 20
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GRAPECANNON _ -> noPic $ bangConeShape 20
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MINIGUNX i -> miniGunXPictItem i it
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VOLLEYGUN i -> noPic $ volleyGunShape i -- <> addBullets it
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RIFLE -> noPic baseRifleShape -- <> addBullets it
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AUTORIFLE -> noPic $ baseRifleShape
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BURSTRIFLE -> noPic $ baseRifleShape
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AUTORIFLE -> noPic baseRifleShape
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BURSTRIFLE -> noPic baseRifleShape
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BANGROD -> noPic baseRodShape -- <> addBullets it
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ELEPHANTGUN -> noPic baseAMRShape -- <> addBullets it
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AMR -> noPic $ baseAMRShape
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AUTOAMR -> noPic $ baseAMRShape
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AMR -> noPic baseAMRShape
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AUTOAMR -> noPic baseAMRShape
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SNIPERRIFLE -> noPic baseAMRShape -- <> addBullets it
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-- MACHINEGUN -> noPic $ baseAMRShape <> addTinClip it
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FLAMESPITTER -> flamerPic it
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@@ -360,11 +360,12 @@ teslaGunPic =
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lasGunPic :: Item -> SPic
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lasGunPic _ =
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( colorSH blue $
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upperBoxST 4 (rectNESW 3 30 1 0)
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colorSH
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blue
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( upperBoxST 4 (rectNESW 3 30 1 0)
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<> upperBoxSU 4 (rectNESW (-1) 30 (-3) 0)
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<> upperBoxSU 1 (rectNESW 3 30 (-3) 0)
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)
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)
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:!: (setLayer BloomNoZWrite . color col . setDepth 1.1 . polygon $ rectNESW 1 30 (-1) 0)
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where
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--amFrac = fractionLoadedAmmo it
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@@ -73,7 +73,7 @@ ammoComposedItem' itm = fromMaybe (error "in ammoComposedItem, wrong item") $ do
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,noa (AmmoTargetingSF atype) AmmoTargetingLink
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,noa (AmmoPayloadSF atype) AmmoPayloadLink
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,noa (AmmoEffectSF atype) AmmoEffectLink
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,noa (RemoteScreenSF) RemoteScreenLink
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,noa RemoteScreenSF RemoteScreenLink
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]
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[]
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)
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@@ -125,7 +125,7 @@ invLDT'' =
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. fmap (singleLDT . basePartiallyComposedItem')
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invLDT' :: IM.IntMap Item -> [LabelDoubleTree ComposeLinkType ComposedItem]
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invLDT' = map (first _iatType . second (\(x,y,_) -> (x,y))) . invLDT''
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invLDT' = map (bimap _iatType (\(x,y,_) -> (x,y))) . invLDT''
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-- this assumes the creature inventory is well formed, specifically the
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-- location ids
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@@ -7,16 +7,10 @@ module Dodge.Item.Held.BatteryGuns
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import Dodge.SoundLogic.ExternallyGeneratedSounds
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import Dodge.Default.Item
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--import Dodge.Base
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--import Dodge.Data.Beam
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import Color
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import Control.Lens
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--import qualified Data.Map.Strict as M
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import Dodge.Data.Item
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--import Dodge.Reloading.Action
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import Dodge.Tesla.ItemParams
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import Geometry.Data
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--import qualified IntMapHelp as IM
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sparkGun :: Item
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sparkGun =
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@@ -54,14 +48,14 @@ lasGun =
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& itUse . heldAim . aimMuzzles . ix 0 . mzInaccuracy .~ 0
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& itUse . heldAim . aimMuzzles . ix 0 . mzFlareType .~ LasGunFlare
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& itUse . heldAim . aimMuzzles . ix 0 . mzEffect .~ MuzzleLaser
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& itParams
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.~ Refracting
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{ _phaseV = 1
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, _lasColor = yellow
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, _lasColor2 = yellow
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, _lasCycle = 0
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, _lasDamage = 11
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}
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-- & itParams
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-- .~ Refracting
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-- { _phaseV = 1
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-- , _lasColor = yellow
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-- , _lasColor2 = yellow
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-- , _lasCycle = 0
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-- , _lasDamage = 11
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-- }
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& itDimension . dimRad .~ 10
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& itDimension . dimCenter .~ V3 15 0 0
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& itUse . heldAim . aimWeight .~ 6
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@@ -19,7 +19,7 @@ orientByLink itm lt = case (_itType itm,lt) of
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_ -> (0,Q.axisAngle (V3 1 0 0) 0)
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orientAttachment :: Item -> ComposeLinkType -> Item -> Maybe (Point3, Q.Quaternion Float)
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orientAttachment par lnk ch = Just (t1 + (Q.rotate q1 t2), q1 * q2)
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orientAttachment par lnk ch = Just (t1 + Q.rotate q1 t2, q1 * q2)
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where
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(t1,q1) = orientByLink par lnk
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(t2,q2) = orientChild ch
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