Cleanup
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@@ -8,31 +8,31 @@ import Geometry
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import LensHelp
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import LensHelp
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import Control.Monad.State
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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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import Data.List
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defaultApplyDamage :: [Damage] -> Creature -> (World -> World, Creature)
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defaultApplyDamage :: [Damage] -> Creature -> World -> World
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defaultApplyDamage ds cr = over _2 doPoisonDam $ foldl' applyIndividualDamage (id,cr) ds'
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defaultApplyDamage ds cr w = foldl' (applyIndividualDamage cr) w ds'
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where
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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 Damage{_dmType=PoisonDam} = True
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isPoison _ = False
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isPoison _ = False
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poisonDam = quot (max 0 (sum (map _dmAmount ps))) 10
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-- poisonDam = quot (max 0 (sum (map _dmAmount ps))) 10
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doPoisonDam = crHP -~ poisonDam
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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 :: Damage -> DamageEffect -> Creature -> World -> World
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applyDamageEffect dm de (f,cr) = case de of
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applyDamageEffect dm de cr w = case de of
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PushDamage push pushexp pushRad -> (f, cr
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PushDamage push pushexp pushRad -> w
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& crPos %~ (+.+ (pushAmount *.* squashNormalizeV (_crPos cr -.- fromDir))) )
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& creatures . ix (_crID cr) . crPos .+.+~ pushAmount *.* squashNormalizeV (_crPos cr -.- fromDir)
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where
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where
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pushAmount
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pushAmount
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| dist (_crPos cr) fromDir == 0 = 0
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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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| 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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PushBackDamage pback -> w
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& crPos %~ (+.+ ((1/_crMass cr) *.* pback ))
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& creatures . ix (_crID cr) . crPos .+.+~ (1/_crMass cr) *.* pback
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)
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TorqueDamage rot -> w
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TorqueDamage rot -> (f, cr & crDir +~ rot)
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& creatures . ix (_crID cr) . crDir +~ rot
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BounceBullet bt | crIsArmouredFrom p cr -> (f . (instantParticles .:~ bouncer), cr) -- TODO
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BounceBullet bt | crIsArmouredFrom p cr -> w & instantParticles .:~ bouncer
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where
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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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bouncer = (aBulAt Nothing id (Just (_ptColor bt)) Nothing pOut reflectVel (_btDrag bt)
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(_ptHitEff bt) (_ptWidth 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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reflectVel = magV bulVel *.* newDir
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newDir = squashNormalizeV (p -.- _crPos cr)
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newDir = squashNormalizeV (p -.- _crPos cr)
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bulVel = _ptVel bt
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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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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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where
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fromDir = _dmFrom dm
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fromDir = _dmFrom dm
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p = _dmAt 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 :: Creature -> World -> Damage -> World
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applyIndividualDamage (f,cr) dm = applyDamageEffect dm (_dmEffect dm) (f . f', cr')
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applyIndividualDamage cr w dm = applyDamageEffect dm (_dmEffect dm) cr $ applyIndividualDamage' cr w dm
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where
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(f',cr') = applyIndividualDamage' (f,cr) dm
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-- & applyDamageEffect dm (_dmEffect 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' :: Creature -> World -> Damage -> World
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applyIndividualDamage' (f,cr) dm = case _dmType dm of
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applyIndividualDamage' cr w dm = case _dmType dm of
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Piercing -> applyPiercingDamage cr dm & _1 %~ (. f)
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Piercing -> applyPiercingDamage cr dm w
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_ -> (f , newcr )
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_ -> w & creatures . ix (_crID cr) . crHP -~ _dmAmount dm
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where
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newcr = cr
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& 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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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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| crIsArmouredFrom p cr = colSpark 8 (brightX 10 1.5 orange) p1 (argV (p1 -.- p))
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| otherwise = (id, cr & crHP -~ _dmAmount dm)
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| otherwise = creatures . ix (_crID cr) . crHP -~ _dmAmount dm
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where
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where
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p = _dmAt dm
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p = _dmAt dm
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p1 = p +.+ 2 *.* squashNormalizeV (p -.- _crPos cr)
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p1 = p +.+ 2 *.* squashNormalizeV (p -.- _crPos cr)
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@@ -55,11 +55,11 @@ explosiveBarrel = defaultInanimate
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{_crSpState = Barrel []
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{_crSpState = Barrel []
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}
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}
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, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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,_crApplyDamage = \_ c -> (id, c)
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,_crApplyDamage = \_ _ -> id
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}
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}
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updateBarrel :: Creature -> World -> World
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updateBarrel :: Creature -> World -> World
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updateBarrel cr
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updateBarrel cr
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| _crHP cr > 0 = creatures . ix (_crID cr) %~ (snd . doDamage)
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| _crHP cr > 0 = doDamage cr
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| otherwise = creatures . at (_crID cr) .~ Nothing
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| otherwise = creatures . at (_crID cr) .~ Nothing
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-- should generate the sparks externally using new random generators
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-- should generate the sparks externally using new random generators
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@@ -62,7 +62,7 @@ updateLamp h i cr w
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& creatures . at cid .~ Nothing
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& creatures . at cid .~ Nothing
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| otherwise = w
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| otherwise = w
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& lightSources . ix i . lsParam . lsPos .~ addZ h cpos
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& lightSources . ix i . lsParam . lsPos .~ addZ h cpos
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& creatures . ix cid %~ (snd . doDamage)
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& doDamage cr
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where
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where
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cpos = _crPos cr
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cpos = _crPos cr
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cid = _crID cr
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cid = _crID cr
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+11
-11
@@ -47,16 +47,15 @@ stateUpdate :: (Creature -> World -> (World -> World, Creature))
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-> Creature -> World -> World
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-> Creature -> World -> World
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stateUpdate = stateUpdateDamage doDamage
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stateUpdate = stateUpdateDamage doDamage
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stateUpdateDamage :: (Creature -> (World -> World,Creature))
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stateUpdateDamage :: (Creature -> World -> World)
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-> (Creature -> World -> (World -> World, Creature))
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-> (Creature -> World -> (World -> World, Creature))
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-- -> CRUpdate
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-- -> CRUpdate
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-> Creature -> World -> World
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-> Creature -> World -> World
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stateUpdateDamage damageupdate u cr w =
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stateUpdateDamage damageupdate u cr w = damageupdate cr $
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mvcrhammerup . invSideEff upcr . movementSideEff cr . deathEff . f . g $ w
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mvcrhammerup . invSideEff upcr . movementSideEff cr . deathEff . f $ w
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& creatures . at (_crID cr) .~ (stepReloading <$> crOrCorpse upcr')
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& creatures . at (_crID cr) .~ (stepReloading <$> crOrCorpse upcr)
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where
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where
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(f,upcr) = u (updateMovement cr) w
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(f,upcr) = u (updateMovement cr) w
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(g,upcr') = damageupdate upcr
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mvcrhammerup = creatures . ix (_crID cr) . crHammerPosition %~ moveHammerUp
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mvcrhammerup = creatures . ix (_crID cr) . crHammerPosition %~ moveHammerUp
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crOrCorpse cr'
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crOrCorpse cr'
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| cr' ^. crHP > 0 = Just cr'
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| cr' ^. crHP > 0 = Just cr'
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@@ -82,13 +81,14 @@ setOldPos cr = cr
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& crOldPos .~ _crPos cr
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& crOldPos .~ _crPos cr
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& crOldDir .~ _crDir cr
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& crOldDir .~ _crDir cr
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clearDamage :: Creature -> (World-> World,Creature)
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clearDamage :: Creature -> World -> World
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clearDamage cr = (id,cr&crState . crDamage .~ [])
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clearDamage cr = creatures . ix (_crID cr) . crState . crDamage .~ []
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doDamage :: Creature -> (World -> World, Creature)
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doDamage :: Creature -> World -> World
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doDamage cr = set (_2 . crState . crDamage) []
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doDamage cr w = w
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. over (_2 . crState . crPastDamage) (advancePastDamages dams)
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& creatures . ix (_crID cr) . crState . crDamage .~ []
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$ _crApplyDamage cr dams cr
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& creatures . ix (_crID cr) . crState . crPastDamage %~ advancePastDamages dams
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& _crApplyDamage cr dams cr
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where
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where
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dams = _crDamage $ _crState cr
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dams = _crDamage $ _crState cr
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+1
-1
@@ -277,7 +277,7 @@ data Creature = Creature
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, _crLeftInvSel :: Maybe Int
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, _crLeftInvSel :: Maybe Int
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, _crState :: CreatureState
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, _crState :: CreatureState
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, _crCorpse :: Picture
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, _crCorpse :: Picture
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, _crApplyDamage :: [Damage] -> Creature -> (World -> World,Creature)
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, _crApplyDamage :: [Damage] -> Creature -> World -> World
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, _crStance :: Stance
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, _crStance :: Stance
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, _crActionPlan :: ActionPlan
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, _crActionPlan :: ActionPlan
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, _crMeleeCooldown :: Int
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, _crMeleeCooldown :: Int
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