Move background item effects out of records
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module Dodge.Item.BackgroundEffect (
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itBackgroundEffect,
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itEffectOnPickup,
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itEffectOnDrop,
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) where
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import Dodge.Inventory.SelectionList
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--import Dodge.Inventory.Path
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import Data.Maybe
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import Color
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import Dodge.Default.Wall
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import Dodge.Wall.Delete
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import Dodge.Item.HeldOffset
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import Dodge.Creature.Test
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import Geometry.Vector
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import Dodge.Wall.Move
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import Dodge.Wall.Create
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import Dodge.Item.Location
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import Dodge.Data.World
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import Control.Lens
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itBackgroundEffect :: Item -> Creature -> World -> World
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itBackgroundEffect itm cr w = case itm ^. itType of
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COPIER _ -> copierItemUpdate' itm cr w
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ITEMSCAN -> cancelExamineInventory' w
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HELD FLATSHIELD -> rootNotrootEff' createShieldWall' removeShieldWall' itm cr w
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HELD MINIGUNX{} ->
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w & pointerToItem itm . itParams . wTime
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%~ (max 0 . subtract 1)
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_ -> w
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copierItemUpdate' :: Item -> Creature -> World -> World
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copierItemUpdate' itm cr w = fromMaybe w $ do
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x <- itm ^? itScroll . itsInt
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invid <- itm ^? itLocation . ilInvID
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ip <- itm ^? itType . ibtPathing
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i <- getInventoryPath x ip invid cr
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itm' <- cr ^? crInv . ix i
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v <- getItemValue itm' w cr
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return $ w & pointerToItem itm . itUse . uValue .~ v
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cancelExamineInventory' :: World -> World
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cancelExamineInventory' = hud . hudElement . subInventory %~ f
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where
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f ExamineInventory = NoSubInventory
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f x = x
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rootNotrootEff' ::
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(Item -> Creature -> World -> World) ->
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(Item -> Creature -> World -> World) ->
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Item ->
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Creature ->
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World ->
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World
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rootNotrootEff' f g it
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| it ^? itLocation . ilIsRoot == Just True = f it
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| otherwise = g it
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createShieldWall' :: Item -> Creature -> World -> World
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createShieldWall' it cr w = case it ^? itParams . flatShieldWlMIX . _Just of
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Nothing ->
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let (wlid, w') = createWall ((shieldWall' crid){_wlLine = wlline, _wlID = wlid}) w
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in w' & pointerToItem it . itParams .~ FlatShieldParams (Just wlid)
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Just wid -> moveWallID wid wlline w
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where
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crid = _crID cr
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wlline = (a, b)
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crdirv = unitVectorAtAngle $ _crDir cr
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crpos = _crPos cr
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rad = _crRad cr + 2
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a = crpos +.+ rad *.* crdirv -.- 10 *.* therot crdirv
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b = crpos +.+ rad *.* crdirv +.+ 10 *.* therot crdirv
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therot
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| crIsAiming cr = vNormal
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| otherwise = rotateV (twoFlatHRot cr) . vNormal
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removeShieldWall' :: Item -> Creature -> World -> World
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removeShieldWall' it _ w = case it ^? itParams . flatShieldWlMIX . _Just of
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Nothing -> w
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Just wid ->
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w & deleteWallID wid
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& pointerToItem it . itParams . flatShieldWlMIX .~ Nothing
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itEffectOnPickup :: Item -> Creature -> World -> World
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itEffectOnPickup _ _ = id
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itEffectOnDrop :: Item -> Creature -> World -> World
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itEffectOnDrop itm _ w = case itm ^. itType of
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HELD MINIGUNX{} -> w & pointerToItemID (_itID itm) . itParams . wTime .~ 0
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_ -> w
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shieldWall' :: Int -> Wall
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shieldWall' crid =
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defaultWall
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{ _wlColor = yellow
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, _wlOpacity = SeeAbove
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, _wlPathable = True
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, _wlWalkable = True
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, _wlFireThrough = True
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, _wlReflect = True
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, _wlRotateTo = False
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, _wlStructure = CreaturePart crid -- shieldWallDamage
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}
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