Cleanup
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@@ -3,10 +3,9 @@ module Dodge.Projectile.Update (
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updateProjectile,
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) where
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import Data.List (delete)
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import LensHelp
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import Control.Monad
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import Data.Foldable
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import Data.List (delete)
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import Data.Maybe
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import Dodge.Base
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import Dodge.Data.World
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@@ -18,6 +17,7 @@ import Dodge.SoundLogic
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import Dodge.WorldEvent.Cloud
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import Geometry
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import qualified IntMapHelp as IM
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import LensHelp
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import NewInt
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import RandomHelp
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@@ -26,8 +26,12 @@ updateProjectile pj w = foldl' (\w' pu -> upProjectile pu pj w') w (_prjUpdates
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upProjectile :: ProjectileUpdate -> Projectile -> World -> World
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upProjectile pu pj = case pu of
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CollisionEffectPU mcontrolid mdetonatorid mscreenid -> shellCollisionCheck
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mcontrolid mdetonatorid mscreenid pj
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CollisionEffectPU mcontrolid mdetonatorid mscreenid ->
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shellCollisionCheck
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mcontrolid
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mdetonatorid
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mscreenid
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pj
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TimePU -> decTimMvVel pj
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ThrustPU st et smoke
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| act st et -> doThrust pj smoke
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@@ -50,21 +54,25 @@ upProjectile pu pj = case pu of
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applyGravityPU :: Projectile -> World -> World
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applyGravityPU pj w
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| newz <= 0 && abs (pj ^. prjZVel) < 1 = w
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& topj . prjVel %~ decvel
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& topj . prjSpin %~ decspin
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| newz < 0 = w & topj . prjZ .~ 0
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& topj . prjZVel %~ bouncez
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& topj . prjVel %~ decvel
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& topj . prjSpin %~ decspin
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& soundStart (ShellSound (pj ^. prjID)) (pj ^. prjPos) click1S Nothing
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| otherwise = w & topj . prjZ .~ newz
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& topj . prjZVel -~ 0.5
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| newz <= 0 && abs (pj ^. prjZVel) < 1 =
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w
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& topj . prjVel %~ decvel
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& topj . prjSpin %~ decspin
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| newz < 0 =
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w & topj . prjZ .~ 0
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& topj . prjZVel %~ bouncez
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& topj . prjVel %~ decvel
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& topj . prjSpin %~ decspin
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& soundStart (ShellSound (pj ^. prjID)) (pj ^. prjPos) click1S Nothing
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| otherwise =
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w & topj . prjZ .~ newz
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& topj . prjZVel -~ 0.5
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where
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topj = cWorld . lWorld . projectiles . ix (pj ^. prjID)
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bouncez z | z < -1 = -0.5 * z
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bouncez z
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| z < -1 = -0.5 * z
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| otherwise = 0
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decvel v
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decvel v
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| magV v > 1 = rotateV (5 * pj ^. prjSpin) $ 0.8 * v
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| otherwise = 0
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decspin x
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@@ -73,13 +81,16 @@ applyGravityPU pj w
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newz = pj ^. prjZ + pj ^. prjZVel
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--shellCollisionCheck :: (Projectile -> World -> World) -> Projectile -> World -> World
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shellCollisionCheck :: Maybe (NewInt ItmInt)
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-> Maybe (NewInt ItmInt)
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-> Maybe (NewInt ItmInt)
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-> Projectile -> World -> World
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shellCollisionCheck ::
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Maybe (NewInt ItmInt) ->
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Maybe (NewInt ItmInt) ->
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Maybe (NewInt ItmInt) ->
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Projectile ->
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World ->
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World
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shellCollisionCheck controlid detid screenid pj w
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-- | time > 330 && circOnSomeWall oldPos 4 w = g
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-- | time <= 330 && anythingHitCirc 2 oldPos newPos w = g
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-- | time > 330 && circOnSomeWall oldPos 4 w = g
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-- | time <= 330 && anythingHitCirc 2 oldPos newPos w = g
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| anythingHitCirc 2 oldPos newPos w = g
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| time <= 0 = g
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| otherwise = w
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@@ -114,10 +125,11 @@ doThrust pj smoke w =
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(addZ 20 (oldPos +.+ r1 +.+ 30 *.* normalizeV (oldPos -.- newPos)))
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where
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lifetime = fst . randomR lt $ _randGen w
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lt | smoke = (50, 200)
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| otherwise = (300,500)
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trailfadetime = fst . randomR (100,300) $ _randGen w
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accel = _prjAcc pj
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lt
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| smoke = (50, 200)
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| otherwise = (300, 500)
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trailfadetime = fst . randomR (100, 300) $ _randGen w
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accel = rotateV (pj ^. prjDir) (V2 3 0)
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i = _prjID pj
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oldPos = _prjPos pj
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vel = _prjVel pj
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@@ -146,20 +158,18 @@ trySpinByCID cid i pj w = w & cWorld . lWorld . projectiles . ix pjid . prjSpin
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-- note this only allows YOU to remotely track projectiles
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pjRemoteSetDirection :: ProjectileHoming -> Projectile -> World -> World
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pjRemoteSetDirection ph pj w = case ph of
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NoHoming -> w
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HomeUsingRemoteScreen screenid ->
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let newdir
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| w ^? cWorld . lWorld . creatures . ix 0 . crManipulation . manObject . imSelectedItem
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== w ^? cWorld . lWorld . itemLocations . ix (_unNInt screenid) . ilInvID =
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(w ^. wCam . camRot) + argV (_mousePos (_input w))
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| otherwise = _prjDir pj
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in w & cWorld . lWorld . projectiles . ix (_prjID pj) . prjAcc
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.~ magV (_prjAcc pj) *.* unitVectorAtAngle newdir
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HomeUsingTargeting itid -> fromMaybe w $ do
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tp <- w ^? pointerToItemID itid . itTargeting . itTgPos . _Just
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return $
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w & cWorld . lWorld . projectiles . ix (_prjID pj) . prjAcc
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%~ vecTurnTo 0.2 (_prjPos pj) tp
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HomeUsingRemoteScreen screenid
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| lw ^? creatures . ix 0 . crManipulation . manObject . imSelectedItem
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== lw ^? itemLocations . ix (_unNInt screenid) . ilInvID ->
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w & cWorld . lWorld . projectiles . ix (_prjID pj) . prjDir
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.~ (w ^. wCam . camRot) + argV (w ^. input . mousePos)
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HomeUsingTargeting itid
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| Just tp <- w ^? pointerToItemID itid . itTargeting . itTgPos . _Just ->
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w & cWorld . lWorld . projectiles . ix (_prjID pj) . prjDir
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%~ turnTo 0.2 (_prjPos pj) tp
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_ -> w
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where
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lw = w ^. cWorld . lWorld
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--pjRemoteSetDirection mscreenid pj w = fromMaybe w $ do
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-- screenid <- fmap _unNInt mscreenid
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@@ -179,7 +189,7 @@ decTimMvVel pj =
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cWorld . lWorld . projectiles . ix pjid
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%~ ( (prjTimer -~ 1)
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. (prjPos %~ (+.+ vel))
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. (prjAcc %~ rotateV rot)
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-- . (prjAcc %~ rotateV rot)
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. (prjDir +~ rot)
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)
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where
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@@ -187,10 +197,13 @@ decTimMvVel pj =
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vel = _prjVel pj
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pjid = _prjID pj
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explodeShell :: Maybe (NewInt ItmInt) ->
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Maybe (NewInt ItmInt) ->
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Maybe (NewInt ItmInt) ->
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Projectile -> World -> World
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explodeShell ::
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Maybe (NewInt ItmInt) ->
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Maybe (NewInt ItmInt) ->
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Maybe (NewInt ItmInt) ->
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Projectile ->
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World ->
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World
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explodeShell controlid mdetid screenid pj w =
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w
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& cWorld . lWorld . projectiles . ix pjid . prjUpdates .~ [DestroyPU screenid 30]
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