Apply different damage amounts to different materials
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@@ -1,3 +1,5 @@
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{-# LANGUAGE LambdaCase #-}
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{-# LANGUAGE TupleSections #-}
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module Dodge.Material.Damage (damMatSideEffect) where
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import Linear
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@@ -11,8 +13,8 @@ import RandomHelp
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type ECW = Either Creature Wall
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damMatSideEffect :: Damage -> Material -> ECW -> World -> World
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damMatSideEffect dm mt = case mt of
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damMatSideEffect :: Damage -> Material -> ECW -> World -> (Int,World)
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damMatSideEffect dm = \case
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Stone -> damageStone dm
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Metal -> damageMetal dm
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Flesh -> damageFlesh dm
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@@ -20,28 +22,29 @@ damMatSideEffect dm mt = case mt of
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-- Glass -> damageGlass dm
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_ -> defDamageMaterial dm
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defDamageMaterial :: Damage -> ECW -> World -> World
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defDamageMaterial _ _ w = w
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defDamageMaterial :: Damage -> ECW -> World -> (Int,World)
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defDamageMaterial dm _ = (dm ^. dmAmount,)
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damageStone :: Damage -> ECW -> World -> World
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damageStone dm ecw w =
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w & case dm of
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Lasering _ p t -> makeSpark FireSpark (outTo p t) (rdir p t)
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Piercing _ p t ->
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makeSpark NormalSpark (outTo p t) (rdir p t)
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damageStone :: Damage -> ECW -> World -> (Int,World)
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damageStone dm ecw w = case dm of
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Lasering _ p t -> f 0 $ makeSpark FireSpark (outTo p t) (rdir p t)
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Piercing _ p t ->
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f dmam $ makeSpark NormalSpark (outTo p t) (rdir p t)
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. makeDustAt Stone 200 (addZ 20 (outTo p t))
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. randsound p [slapS, slap1S]
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Blunt _ p t -> makeDustAt Stone 200 (addZ 20 (outTo p t))
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Shattering _ p t -> makeDustAt Stone 200 (addZ 20 (outTo p t))
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Crushing{} -> id
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Explosive{} -> id
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Sparking{} -> id
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Flaming{} -> id
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Electrical{} -> id
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Poison{} -> id
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Enterrement{} -> id
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Flashing{} -> id
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Blunt _ p t -> f dmam $ makeDustAt Stone 200 (addZ 20 (outTo p t))
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Shattering _ p t -> f dmam $ makeDustAt Stone 200 (addZ 20 (outTo p t))
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Crushing{} -> f dmam $ id
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Explosive{} -> f dmam $ id
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Sparking{} -> f 0 $ id
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Flaming{} -> f 0 $ id
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Electrical{} -> f 0 $ id
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Poison{} -> f 0 $ id
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Enterrement{} -> f 0 $ id
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Flashing{} -> f 0 $ id
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where
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f x g = (x, g w)
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dmam = dm ^. dmAmount
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rdir p t = argV $ reflectIn v t
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where
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v = case ecw of
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@@ -53,26 +56,27 @@ damageStone dm ecw w =
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so = DamageHitSound (w ^. cWorld . lWorld . lClock)
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outTo x t = x -.- squashNormalizeV t
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damageMetal :: Damage -> ECW -> World -> World
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damageMetal dm ecw w =
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w & case dm of
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Lasering _ p t -> makeSpark FireSpark (outTo p t) (rdir p t)
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Piercing _ p t ->
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damageMetal :: Damage -> ECW -> World -> (Int,World)
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damageMetal dm ecw w = case dm of
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Lasering _ p t -> f 0 $ makeSpark FireSpark (outTo p t) (rdir p t)
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Piercing _ p t -> f dmam $
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makeSpark NormalSpark (outTo p t) (rdir p t)
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. randsound p [tingS, ting1S, ting2S, ting3S, ting4S, ting5S]
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Blunt _ p t ->
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Blunt _ p t -> f dmam $
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makeSpark NormalSpark (outTo p t) (rdir p t)
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. randsound p [clangS,clang1S,clang2S]
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Shattering {} -> id
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Crushing{} -> id
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Explosive{} -> id
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Sparking{} -> id
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Flaming{} -> id
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Electrical{} -> id
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Poison{} -> id
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Enterrement{} -> id
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Flashing{} -> id
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Shattering {} -> f dmam $ id
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Crushing{} -> f dmam $ id
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Explosive{} -> f dmam $ id
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Sparking{} -> f 0 $ id
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Flaming{} -> f 0 $ id
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Electrical{} -> f 0 $ id
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Poison{} -> f 0 $ id
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Enterrement{} -> f 0 $ id
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Flashing{} -> f 0 $ id
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where
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f x g = (x, g w)
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dmam = dm ^. dmAmount
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rdir p t = argV $ reflectIn v t
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where
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v = case ecw of
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@@ -84,8 +88,8 @@ damageMetal dm ecw w =
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in soundStart so p x Nothing . set randGen g
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so = DamageHitSound (w ^. cWorld . lWorld . lClock)
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damageFlesh :: Damage -> ECW -> World -> World
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damageFlesh dm _ w = w & case dm of
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damageFlesh :: Damage -> ECW -> World -> (Int,World)
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damageFlesh dm _ w = (dm ^. dmAmount,) $ w & case dm of
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Lasering {} -> id
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Piercing _ p t ->
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randsound
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@@ -117,9 +121,9 @@ damageFlesh dm _ w = w & case dm of
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so = DamageHitSound (w ^. cWorld . lWorld . lClock)
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outTo x t = x -.- squashNormalizeV t
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damageDirt :: Damage -> ECW -> World -> World
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damageDirt :: Damage -> ECW -> World -> (Int,World)
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damageDirt dm _ w =
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w & case dm of
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(dm^. dmAmount,) $ w & case dm of
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Lasering _ p t -> -- makeSpark FireSpark (outTo p t) (rdir p t)
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makeDustAt Dirt 200 (addZ 20 (outTo p t))
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Piercing _ p t ->
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