Cleanup
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@@ -8,31 +8,31 @@ import Geometry
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import LensHelp
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import Control.Monad.State
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import System.Random
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--import System.Random
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import Data.List
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defaultApplyDamage :: [Damage] -> Creature -> (World -> World, Creature)
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defaultApplyDamage ds cr = over _2 doPoisonDam $ foldl' applyIndividualDamage (id,cr) ds'
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defaultApplyDamage :: [Damage] -> Creature -> World -> World
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defaultApplyDamage ds cr w = foldl' (applyIndividualDamage cr) w ds'
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where
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(ps,ds') = partition isPoison ds
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(_,ds') = partition isPoison ds
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isPoison Damage{_dmType=PoisonDam} = True
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isPoison _ = False
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poisonDam = quot (max 0 (sum (map _dmAmount ps))) 10
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doPoisonDam = crHP -~ poisonDam
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-- poisonDam = quot (max 0 (sum (map _dmAmount ps))) 10
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-- doPoisonDam = crHP -~ poisonDam
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applyDamageEffect :: Damage -> DamageEffect -> (World->World,Creature) -> (World -> World, Creature)
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applyDamageEffect dm de (f,cr) = case de of
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PushDamage push pushexp pushRad -> (f, cr
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& crPos %~ (+.+ (pushAmount *.* squashNormalizeV (_crPos cr -.- fromDir))) )
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applyDamageEffect :: Damage -> DamageEffect -> Creature -> World -> World
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applyDamageEffect dm de cr w = case de of
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PushDamage push pushexp pushRad -> w
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& creatures . ix (_crID cr) . crPos .+.+~ pushAmount *.* squashNormalizeV (_crPos cr -.- fromDir)
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where
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pushAmount
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| dist (_crPos cr) fromDir == 0 = 0
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| otherwise = min 5 $ (push*5*pushRad / (dist (_crPos cr) fromDir * _crMass cr))**pushexp
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PushBackDamage pback -> (f, cr
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& crPos %~ (+.+ ((1/_crMass cr) *.* pback ))
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)
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TorqueDamage rot -> (f, cr & crDir +~ rot)
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BounceBullet bt | crIsArmouredFrom p cr -> (f . (instantParticles .:~ bouncer), cr) -- TODO
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PushBackDamage pback -> w
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& creatures . ix (_crID cr) . crPos .+.+~ (1/_crMass cr) *.* pback
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TorqueDamage rot -> w
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& creatures . ix (_crID cr) . crDir +~ rot
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BounceBullet bt | crIsArmouredFrom p cr -> w & instantParticles .:~ bouncer
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where
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bouncer = (aBulAt Nothing id (Just (_ptColor bt)) Nothing pOut reflectVel (_btDrag bt)
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(_ptHitEff bt) (_ptWidth bt)
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@@ -41,32 +41,30 @@ applyDamageEffect dm de (f,cr) = case de of
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reflectVel = magV bulVel *.* newDir
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newDir = squashNormalizeV (p -.- _crPos cr)
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bulVel = _ptVel bt
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DamageSpawn f -> (instantParticles .:~ thepart, cr)
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BounceBullet _ -> w
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DamageSpawn f -> w & instantParticles .:~ thepart
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& randGen .~ g
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where
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thepart = evalState (f (Left cr) dm) $ mkStdGen 0
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(thepart,g) = runState (f (Left cr) dm) $ _randGen w
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NoDamageEffect -> w
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where
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fromDir = _dmFrom dm
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p = _dmAt dm
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applyIndividualDamage :: (World -> World, Creature) -> Damage -> (World -> World, Creature)
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applyIndividualDamage (f,cr) dm = applyDamageEffect dm (_dmEffect dm) (f . f', cr')
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where
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(f',cr') = applyIndividualDamage' (f,cr) dm
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applyIndividualDamage :: Creature -> World -> Damage -> World
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applyIndividualDamage cr w dm = applyDamageEffect dm (_dmEffect dm) cr $ applyIndividualDamage' cr w dm
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-- & applyDamageEffect dm (_dmEffect dm)
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applyIndividualDamage' :: (World -> World, Creature) -> Damage -> (World -> World, Creature)
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applyIndividualDamage' (f,cr) dm = case _dmType dm of
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Piercing -> applyPiercingDamage cr dm & _1 %~ (. f)
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_ -> (f , newcr )
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where
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newcr = cr
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& crHP -~ _dmAmount dm
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applyIndividualDamage' :: Creature -> World -> Damage -> World
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applyIndividualDamage' cr w dm = case _dmType dm of
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Piercing -> applyPiercingDamage cr dm w
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_ -> w & creatures . ix (_crID cr) . crHP -~ _dmAmount dm
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applyPiercingDamage :: Creature -> Damage -> (World -> World, Creature)
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applyPiercingDamage :: Creature -> Damage -> World -> World
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applyPiercingDamage cr dm
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| crIsArmouredFrom p cr = (colSpark 8 (brightX 10 1.5 orange) p1 (argV (p1 -.- p)) , cr)
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| otherwise = (id, cr & crHP -~ _dmAmount dm)
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| crIsArmouredFrom p cr = colSpark 8 (brightX 10 1.5 orange) p1 (argV (p1 -.- p))
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| otherwise = creatures . ix (_crID cr) . crHP -~ _dmAmount dm
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where
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p = _dmAt dm
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p1 = p +.+ 2 *.* squashNormalizeV (p -.- _crPos cr)
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