Remove ssaTri, bullet movement is broken
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@@ -28,7 +28,7 @@ bulHitCr bt p cr w
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| otherwise = addDamage . bulletHitSound p $ w
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where
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sp = head $ _btTrail' bt
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bulVel = _btVel' bt
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bulVel = _ptVel bt
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ep = sp +.+ bulVel
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mvDams = [ PushDam 1 $ 2 *.* bulVel ]
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addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
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@@ -46,7 +46,7 @@ bulBounceArmCr' bt p cr w
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| otherwise = addDamage . bulletHitSound p $ w
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where
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sp = head $ _btTrail' bt
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bulVel = _btVel' bt
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bulVel = _ptVel bt
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ep = sp +.+ bulVel
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mvDams = [ PushDam 1 $ 2 *.* bulVel ]
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addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
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@@ -77,9 +77,9 @@ bulPenCr' bt p cr w
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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addPiercer = over particles (piercer :)
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piercer = (aGenBulAt (Just cid) p (_btVel' bt) (_btDrag bt)
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piercer = (aGenBulAt (Just cid) p (_ptVel bt) (_btDrag bt)
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(_btHitEffect' bt) (_btWidth' bt)
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) {_btTimer' = _btTimer' bt - 1}
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{- | Heavy bullet effects when hitting creature:
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@@ -100,7 +100,7 @@ hvBulHitCr bt p cr w
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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{- | Create a flamelet when hitting a creature. -}
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bulIncCr :: Particle -> Point2 -> Creature -> World -> World
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bulIncCr bt p cr w
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@@ -112,7 +112,7 @@ bulIncCr bt p cr w
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where
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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v = evalState (randInCirc 1) $ _randGen w
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incFlamelets = over worldEvents $ (.) (makeFlameletTimed p 20 v Nothing 3 20)
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{- | Creates a shockwave when hitting a creature. -}
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@@ -124,23 +124,23 @@ bulConCr bt p cr
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where
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cid = _crID cr
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sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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{- | Hitting wall effects: create a spark, damage blocks. -}
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bulHitWall :: Particle -> Point2 -> Wall -> World -> World
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bulHitWall bt p = damageWall (Piercing 100 sp p ep)
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where
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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sp = head $ _btTrail' bt
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{- | Bounce off walls, do damage to blocks. -}
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bulBounceWall :: Particle -> Point2 -> Wall -> World -> World
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bulBounceWall bt p wl = damageWall (Blunt 50 sp p ep) wl . over worldEvents addBouncer
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where
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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sp = head $ _btTrail' bt
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pOut = p +.+ squashNormalizeV (sp -.- p)
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bouncer = (aGenBulAt Nothing pOut reflectVel 0.5 (_btHitEffect' bt) (_btWidth' bt)
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) {_btTimer' = _btTimer' bt - 1}
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reflectVel = reflVelWall wl (_btVel' bt)
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reflectVel = reflVelWall wl (_ptVel bt)
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addBouncer = ( over particles (bouncer : ) . )
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-- the hack is to get around the fact that the particles list gets reset after
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-- all projectiles in it are checked, so we cannot add to it as we accumulate over
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@@ -155,11 +155,11 @@ bulIncWall
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-> World
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bulIncWall bt p wl = damageWall (Blunt 50 sp p ep) wl . incFlamelets
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where
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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sp = head $ _btTrail' bt
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pOut = p +.+ squashNormalizeV (sp -.- p)
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wallV = uncurry (-.-) (_wlLine wl)
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reflectVel = squashNormalizeV $ reflectIn wallV (_btVel' bt)
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reflectVel = squashNormalizeV $ reflectIn wallV (_ptVel bt)
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incFlamelets = over worldEvents $ (.) (makeFlameletTimed pOut 20 reflectVel Nothing 3 20)
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{- | Create a shockwave on wall-}
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bulConWall
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@@ -171,7 +171,7 @@ bulConWall
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bulConWall bt p wl = damageWall (Blunt 10 sp p ep) wl .
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over worldEvents ( makeShockwaveAt [] p 15 4 1 white . )
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where
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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sp = head $ _btTrail' bt
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hvBulHitWall
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@@ -184,7 +184,7 @@ hvBulHitWall bt p wl w = damageWall (Piercing 200 sp p ep) wl
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. damageWall (Blunt 100 sp p ep) wl
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$ set randGen g $ foldr ($) w (sparks pOut sv)
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where
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ep = sp +.+ _btVel' bt
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ep = sp +.+ _ptVel bt
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sp = head $ _btTrail' bt
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pOut = p +.+ squashNormalizeV (sp -.- p)
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(a, g) = randomR (-0.2,0.2) $ _randGen w
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