Cleanup
This commit is contained in:
@@ -211,7 +211,7 @@ unsafeBlinkAction cr w
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$ inverseShockwaveAt cpos 40 2 2 w
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| otherwise = w
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& blinkActionFail cr
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& creatures . ix cid . crState . crDamage .:~
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& creatures . ix cid . crState . csDamage .:~
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Damage ENTERREMENT 10000 mwp mwp mwp NoDamageEffect
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where
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success = fromMaybe True $ do
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@@ -92,7 +92,7 @@ followImpulse cr w imp = case imp of
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cid = _crID cr
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posFromID cid' = _crPos $ _creatures w IM.! cid'
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rr a = randomR (-a,a) $ _randGen w
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hitCr i = (creatures . ix i . crState . crDamage
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hitCr i = (creatures . ix i . crState . csDamage
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.:~ Damage BLUNT 100 cpos (posFromID i) (posFromID i) NoDamageEffect
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)
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. soundStart (CrSound cid) cpos hitS Nothing
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@@ -12,7 +12,7 @@ import Data.Maybe
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useItem :: Creature -> World -> World
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useItem cr' w = fromMaybe (f w) $ do
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cr <- w ^? creatures . ix (_crID cr')
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cr <- w ^? creatures . ix (_crID cr')
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it <- cr ^? crInv . ix (_crInvSel cr)
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return $ itemEffect cr it w
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where
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@@ -37,7 +37,7 @@ barrel = defaultInanimate
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, color (greyN 0.5) $ circleSolid 8
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]
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, _crState = defaultState
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{_crSpState = Barrel []
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{_csSpState = Barrel []
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}
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, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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}
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@@ -51,7 +51,7 @@ explosiveBarrel = defaultInanimate
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. upperPrismPoly 20
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$ polyCirc 4 10
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, _crState = defaultState
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{_crSpState = Barrel []
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{_csSpState = Barrel []
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}
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, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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,_crApplyDamage = \_ _ -> id
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@@ -68,7 +68,7 @@ updateExpBarrel cr w
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| otherwise = makeExplosionAt (_crPos cr) $ stopSounds w & creatures . at (_crID cr) .~ Nothing
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where
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g = _randGen w
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damages = _crDamage $ _crState cr
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damages = _csDamage $ _crState cr
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pierceSparks :: [World -> World]
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pierceSparks
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= zipWith4 (\p a -> createBarrelSpark (_crPos cr +.+ p) (a + argV p) (Just $ _crID cr))
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@@ -76,10 +76,10 @@ updateExpBarrel cr w
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as = randomRs (-0.7,0.7) g
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colids = randomRs (0,11) g
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times = randomRs (2,5) g
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poss = _piercedPoints $ _crSpState $ _crState cr
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newCr = Just $ applyFuseDamage $ set (crState . crDamage) [] $ damToExpBarrel damages cr
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poss = _piercedPoints $ _csSpState $ _crState cr
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newCr = Just $ applyFuseDamage $ set (crState . csDamage) [] $ damToExpBarrel damages cr
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applyFuseDamage cr' = cr' & crHP %~
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subtract (length . _piercedPoints . _crSpState $ _crState cr')
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subtract (length . _piercedPoints . _csSpState $ _crState cr')
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hiss | null poss = id
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| otherwise = soundMultiFrom [BarrelHiss 0,BarrelHiss 1] (_crPos cr) foamSprayLoopS (Just 1)
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stopSounds = stopSoundFrom (BarrelHiss 0) . stopSoundFrom (BarrelHiss 1)
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@@ -93,7 +93,7 @@ damToExpBarrel ds cr = foldr damToExpBarrel' (foldr damToExpBarrel' cr pierceDam
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damToExpBarrel' :: Damage -> Creature -> Creature
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damToExpBarrel' dm cr = case _dmType dm of
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PIERCING -> over (crState . crSpState . piercedPoints) ((:) $ int -.- _crPos cr)
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PIERCING -> over (crState . csSpState . piercedPoints) ((:) $ int -.- _crPos cr)
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$ cr & crHP -~ div amount 200
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POISONDAM -> cr
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SPARKING -> cr
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@@ -211,7 +211,7 @@ deadRot :: Creature -> Shape -> Shape
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deadRot cr = overPosSH (Q.rotateToZ d)
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where
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d = maybe (V3 1 0 0) (addZ 0 . unitVectorAtAngle . subtract (_crDir cr+pi))
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(damageDirection . _crDamage $ _crState cr)
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(damageDirection . _csDamage $ _crState cr)
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scalp :: Creature -> Shape
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{-# INLINE scalp #-}
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@@ -81,10 +81,11 @@ checkDeath cr w
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removecr
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| _crID cr == 0 = (creatures . ix (_crID cr) . crUpdate .~ const id)
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. (creatures . ix (_crID cr) . crPict .~ const mempty)
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. (creatures . ix (_crID cr) . crHP .~ 0) -- hack to get around player creature being killed but left with more than 0 hp
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. (creatures . ix (_crID cr) . crHP .~ 0)
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-- hack to get around player creature being killed but left with more than 0 hp
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| otherwise = creatures . at (_crID cr) .~ Nothing
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corpseOrGib :: Creature -> World -> World
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corpseOrGib cr w = case maxDamageType (_crDamage (_crState cr)) of
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corpseOrGib cr w = case maxDamageType (_csDamage (_crState cr)) of
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Just (FLAMING,_) -> w & plNew corpses cpID (thecorpse & cpPict %~ fmap scorchSPic)
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Just (ELECTRICAL,_) -> w & plNew corpses cpID thecorpse
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Just (POISONDAM,_) -> w & plNew corpses cpID (thecorpse & cpPict %~ fmap poisonSPic)
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@@ -139,21 +140,21 @@ internalUpdate cr = creatures . ix (_crID cr) %~
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-- | Drop items according to the creature state.
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-- TODO make sure this doesn't mess up any ItemPosition
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dropByState :: Creature -> World -> World
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dropByState cr w = foldr (dropItem cr) w $ case cr ^. crState . crDropsOnDeath of
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dropByState cr w = foldr (dropItem cr) w $ case cr ^. crState . csDropsOnDeath of
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DropAll -> IM.keys $ _crInv cr
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DropSpecific xs -> xs
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DropAmount n -> take n $ evalState (shuffle $ IM.keys $ _crInv cr) (_randGen w)
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clearDamage :: Creature -> World -> World
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clearDamage cr w = w
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& creatures . ix (_crID cr) . crState . crDamage .~ []
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& creatures . ix (_crID cr) . crState . csDamage .~ []
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doDamage :: Creature -> World -> World
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doDamage cr w = w
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& applyPastDamages cr
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& _crApplyDamage cr dams cr
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where
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dams = _crDamage $ _crState cr
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dams = _csDamage $ _crState cr
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-- TODO generalise shake to arbitrary damage amounts
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applyPastDamages :: Creature -> World -> World
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+1
-1
@@ -8,7 +8,7 @@ import LensHelp
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import qualified Data.Map.Strict as M
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damageCrWall :: Damage -> Either Creature Wall -> World -> World
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damageCrWall dt (Left cr) = creatures . ix (_crID cr) . crState . crDamage .:~ dt
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damageCrWall dt (Left cr) = creatures . ix (_crID cr) . crState . csDamage .:~ dt
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damageCrWall dt (Right wl) = damageWall dt wl
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damageDirection :: [Damage] -> Maybe Float
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+3
-4
@@ -1341,10 +1341,9 @@ isMovementDam dm = case _dmType dm of
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_ -> False
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data CreatureState = CrSt
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{ _crDamage :: [Damage]
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-- , _crPastDamage :: V.Vector [Damage]
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, _crSpState :: CrSpState
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, _crDropsOnDeath :: CreatureDropType
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{ _csDamage :: [Damage]
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, _csSpState :: CrSpState
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, _csDropsOnDeath :: CreatureDropType
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}
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data EffectArguments
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@@ -148,10 +148,10 @@ yourDefaultStrideLength = 40
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defaultState :: CreatureState
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defaultState = CrSt
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{ _crDamage = []
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{ _csDamage = []
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-- , _crPastDamage = V.fromList $ replicate 20 []
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, _crSpState = GenCr
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, _crDropsOnDeath = DropAll
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, _csSpState = GenCr
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, _csDropsOnDeath = DropAll
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}
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defaultEquipment :: Item
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@@ -21,7 +21,7 @@ doDamages :: (Particle -> Point2 -> [Damage])
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-> World
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-> World
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doDamages fdm (p,thhit) bt = case thhit of
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Left cr -> creatures . ix (_crID cr) . crState . crDamage .++~ dams
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Left cr -> creatures . ix (_crID cr) . crState . csDamage .++~ dams
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Right wl -> wallDamages %~ IM.insertWith (++) (_wlID wl) dams
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where
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dams = fdm bt p
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@@ -42,7 +42,7 @@ drawGib x pr = flesh <> skin
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addCrGibs :: Creature -> World -> World
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addCrGibs cr w = case damageDirection $ _crDamage $ _crState cr of
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addCrGibs cr w = case damageDirection $ _csDamage $ _crState cr of
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Nothing -> w
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& addGibAt 25 (_skinHead skin) cpos
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& addGibsAt 3 7 (_skinLower skin) cpos
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@@ -29,7 +29,7 @@ fallSmallBounceDamage pr w = w
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| _pjPosZ pr < 25 = creatures %~ fmap dodamage'
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| otherwise = id
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dodamage' cr
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| dist (_crPos cr) p < _crRad cr + 5 = cr & crState . crDamage
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| dist (_crPos cr) p < _crRad cr + 5 = cr & crState . csDamage
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.:~ Damage CRUSHING (floor . (*10) . max 0 . subtract 5 . abs $ _pjVelZ pr) (p -.- v) p (p +.+ v) NoDamageEffect
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| otherwise = cr
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@@ -62,7 +62,7 @@ armouredChasers = do
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let theCrits = zipWith3 (\p a c -> sPS p a (PutCrit c)) ps as cs
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treeFromPost [corridor,corridor] <$> (randomMediumRoom <&> rmPmnts %~ (++ theCrits))
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where
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cs = (armourChaseCrit & crState . crDropsOnDeath .~ DropSpecific [0])
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cs = (armourChaseCrit & crState . csDropsOnDeath .~ DropSpecific [0])
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: replicate 4 chaseCrit
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randomMediumRoom :: RandomGen g => State g Room
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@@ -29,7 +29,7 @@ centerVaultExplosiveExit = do
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[sPS (V2 0 110) 0 $ PutCrit explosiveBarrel
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,sPS (V2 5 115) 0 $ PutCrit explosiveBarrel
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,sPS (V2 0 120) 0 $ PutCrit explosiveBarrel
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,sPS (V2 0 0) 0 $ PutCrit (cr & crState . crDropsOnDeath .~ DropAll)
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,sPS (V2 0 0) 0 $ PutCrit (cr & crState . csDropsOnDeath .~ DropAll)
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]
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centerVaultRoom 120 120 50 <&> rmPmnts %~ (extraPS ++)
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--r <- centerVaultRoom 120 120 50 <&> rmPmnts %~ (extraPS ++)
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@@ -14,6 +14,6 @@ damThingHitWith
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-> World
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-> World
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damThingHitWith partDT sp ep mayEiCrWl = case mayEiCrWl of
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Just (hitp,Left cr) -> creatures . ix (_crID cr) . crState . crDamage .:~ partDT sp hitp ep
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Just (hitp,Left cr) -> creatures . ix (_crID cr) . crState . csDamage .:~ partDT sp hitp ep
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Just (hitp,Right wl) -> damageWall (partDT sp hitp ep) wl
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Nothing -> id
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@@ -67,7 +67,7 @@ mvShockwave is w pt
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hitBlocks = wallsOnCirc p rad $ wallsNearPoint p w
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damCr cr
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| _crID cr `elem` is || dist (_crPos cr) p >= rad + _crRad cr = cr
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| otherwise = cr & crState . crDamage .:~
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| otherwise = cr & crState . csDamage .:~
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Damage PUSHDAM dam cpos cpos cpos
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(PushBackDamage (25 * push *.* squashNormalizeV (_crPos cr -.- p)))
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where
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@@ -107,7 +107,7 @@ moveInverseShockwave w pt
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hitBlocks = wallsOnCirc p rad $ wallsNearPoint p w
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damCr cr
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| dist (_crPos cr) p >= rad + _crRad cr = cr
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| otherwise = cr & crState . crDamage .:~
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| otherwise = cr & crState . csDamage .:~
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Damage PUSHDAM 1 cpos cpos cpos (PushBackDamage $ 25 *.* squashNormalizeV (p -.- cpos))
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where
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cpos = _crPos cr
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@@ -232,7 +232,7 @@ cloudPoisonDamage c w = w & creatures %~ flip (foldr (IM.adjust doDam)) damagedC
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where
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damagedCrs = IM.keys $ IM.filter f $ creaturesNearPoint clpos w
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f cr = dist3 (addZ 20 $ _crPos cr) (_clPos c) < _crRad cr + _clRad c + 10
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doDam cr = cr & crState . crDamage .:~ Damage POISONDAM 1 clpos clpos clpos NoDamageEffect
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doDam cr = cr & crState . csDamage .:~ Damage POISONDAM 1 clpos clpos clpos NoDamageEffect
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clpos = stripZ $ _clPos c
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incBall :: RandomGen g => Point2 -> State g Particle
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