Start to move damage effects of bullets into a more sensible place
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@@ -1,12 +1,12 @@
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module Dodge.Creature.Damage where
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import Dodge.Data
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import Dodge.SoundLogic
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import Dodge.Creature.Property
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import Dodge.Particle.Spark
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import Dodge.Particle.Bullet.Spawn
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import Color
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import Geometry
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import LensHelp
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import Control.Lens
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import Data.List
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defaultApplyDamage :: [Damage] -> Creature -> (World -> World, Creature)
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@@ -18,34 +18,52 @@ defaultApplyDamage ds cr = over _2 doPoisonDam $ foldl' applyIndividualDamage (i
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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 -> Creature -> Creature
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applyDamageEffect dm de cr = case de of
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NoDamageEffect -> cr
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PushDamage push pushexp pushRad -> cr
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& crPos %~ (+.+ (pushAmount *.* squashNormalizeV (_crPos cr -.- fromDir)))
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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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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 -> cr
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PushBackDamage pback -> (f, cr
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& crPos %~ (+.+ ((1/_crMass cr) *.* pback ))
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TorqueDamage rot -> cr & crDir +~ rot
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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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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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) {_ptTimer = _ptTimer bt - 1}
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pOut = p +.+ 2 *.* newDir
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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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SparkBullet _ -> (f, cr) -- TODO
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_ -> (f,cr)
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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 = case _dmType dm of
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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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-- & 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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& applyDamageEffect dm (_dmEffect dm)
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applyPiercingDamage :: Creature -> Damage -> (World -> World, Creature)
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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 & applyDamageEffect dm (_dmEffect dm))
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| otherwise = (id, 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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@@ -4,18 +4,10 @@ module Dodge.Creature.State.Data
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where
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--import Geometry
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import Geometry.Data
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import Dodge.Data.DamageType
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import Color
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import Control.Lens
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import qualified Data.IntSet as IS
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import qualified Data.Vector as V
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data CreatureState = CrSt
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{ _crDamage :: [Damage]
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, _crPastDamage :: V.Vector [Damage]
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, _crSpState :: CrSpState
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, _crDropsOnDeath :: CreatureDropType
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}
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data CreatureDropType
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= DropAll
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| DropAmount Int
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@@ -43,5 +35,4 @@ data CrGroup
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| CrGroupID { _crGroupID :: Int }
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| ShieldGroup
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deriving (Eq, Show)
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makeLenses ''CreatureState
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makeLenses ''CrSpState
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