Cleanup
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@@ -1,6 +1,6 @@
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module Dodge.Creature.HandPos where
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import Dodge.Data
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import Dodge.Creature.Test
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import Dodge.Creature.Stance
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--import Shape
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import ShapePicture
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import Geometry
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@@ -92,20 +92,7 @@ translateToChest cr
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| twists cr = rotateSP (-1)
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| otherwise = id
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oneH :: Creature -> Bool
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oneH = crInStance OneHand
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twoFlat :: Creature -> Bool
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twoFlat = crInStance TwoHandFlat
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twists :: Creature -> Bool
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twists = crInStance TwoHandTwist
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shoulderSP :: SPic -> SPic
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shoulderSP = translateSPz 20
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waistSP :: SPic -> SPic
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waistSP = translateSPz 10
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crInStance :: AimStance -> Creature -> Bool
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crInStance as cr = crIsAiming' cr -- || (_posture (_crStance cr) == Reloading && hasAmmo cr)
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&& cr ^? crInv . ix (_crInvSel cr) . itUse . useAim . aimStance == Just as
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@@ -12,13 +12,13 @@ module Dodge.Creature.Picture
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) where
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import Dodge.Data
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--import Dodge.Base
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import Dodge.Creature.Test
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--import Dodge.Render.InfoBox
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--import Dodge.Render.List
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--import Dodge.Creature.AlertLevel.Data
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--import Dodge.Picture.Layer
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import Dodge.Clock
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import Dodge.Creature.HandPos (translateToRightHand,translateToLeftHand)
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import Dodge.Creature.Stance
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--import Dodge.Debug.Picture
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import Picture
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import Geometry
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@@ -197,24 +197,11 @@ scalp cr
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where
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fhead = colorSH (greyN 0.9) . upperPrismPolyHalf 5 $ polyCirc 4 5
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crInStance :: AimStance -> Creature -> Bool
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crInStance as cr = crIsAiming' cr -- || (_posture (_crStance cr) == Reloading && hasAmmo cr)
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&& cr ^? crInv . ix (_crInvSel cr) . itUse . useAim . aimStance == Just as
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--hasAmmo :: Creature -> Bool
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--hasAmmo cr = case cr ^? crInv . ix (_crInvSel cr) . itConsumption . ammoLoaded of
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-- Just x -> x > 0
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-- _ -> False
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oneH :: Creature -> Bool
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oneH = crInStance OneHand
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--twoFlat :: Creature -> Bool
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--twoFlat = crInStance TwoHandFlat
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twists :: Creature -> Bool
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twists = crInStance TwoHandTwist
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torso :: Creature -> Shape
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{-# INLINE torso #-}
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torso cr
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@@ -4,7 +4,7 @@ module Dodge.Creature.Property
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, crNearPoint
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) where
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import Dodge.Data
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import Dodge.Creature.HandPos
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import Dodge.Creature.Stance
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import Geometry
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import Data.Maybe
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@@ -26,8 +26,8 @@ hasFrontArmour p cr = fromMaybe False $ do
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-- even though angleVV can generate NaN, the comparison seems to deal with it
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where
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frontarmdirection
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| crInStance OneHand cr = 0.5
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| crInStance TwoHandTwist cr = negate 1
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| crInAimStance OneHand cr = 0.5
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| crInAimStance TwoHandTwist cr = negate 1
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| otherwise = 0
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--crOnSeg :: Point2 -> Point2 -> Creature -> Bool
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@@ -5,17 +5,6 @@ Note that the creature NEED NOT be the same as the creature with that id in the
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in fact in some cases a creature with that id may not even exist.
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-}
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module Dodge.Creature.Test
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-- ( crCanShoot
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-- , crIsAiming'
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-- , crIsReloading
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-- , crIsAiming
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-- , crHasTargetLOS
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-- , crAwayFromPost
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-- , crHasTargetR
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-- , crStratConMatchesR
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-- , crHasAmmo
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-- , crSafeDistFromTarg
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-- )
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where
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import Dodge.Data
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import Dodge.Base.Collide
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@@ -59,9 +48,6 @@ crCanSeeCIDR cid cr = reader $ \w -> hasLOS (_crPos cr) (_crPos $ _creatures w I
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crIsAiming :: Creature -> Bool
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crIsAiming cr = _posture (_crStance cr) == Aiming
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crIsAiming' :: Creature -> Bool
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crIsAiming' cr = _posture (_crStance cr) == Aiming
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crHasTarget' :: Creature -> Bool
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crHasTarget' cr = isJust $ cr ^? crIntention . targetCr . _Just
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@@ -119,11 +105,5 @@ crAwayFromPostR cr = return $ case find sentinelGoal $ _crGoal $ _crActionPlan c
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crHasAmmo :: Creature -> Bool
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crHasAmmo cr = maybe False (> 0) $ cr ^? crInv . ix (_crInvSel cr) . itConsumption . ammoLoaded
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crHasAmmo' :: Creature -> Bool
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crHasAmmo' cr = maybe False (> 0) $ cr ^? crInv . ix (_crInvSel cr) . itConsumption . ammoLoaded
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crCanShoot :: Creature -> Bool
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crCanShoot p = crIsAiming p && crHasAmmo p
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crCanShoot' :: Creature -> Bool
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crCanShoot' p = crIsAiming' p && crHasAmmo' p
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@@ -174,7 +174,7 @@ createShieldWall cr invid w = case _itEffectID $ _itEffect it of
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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 | crIsAiming' cr = vNormal
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therot | crIsAiming cr = vNormal
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| otherwise = rotateV (twoFlatHRot cr) . vNormal
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removeShieldWall :: Creature -> Int -> World -> World
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removeShieldWall cr invid w = case _itEffectID $ _itEffect it of
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@@ -66,6 +66,7 @@ import Dodge.WorldEvent
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import Dodge.RandomHelp
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import Dodge.Inventory.Lock
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import Dodge.Creature.HandPos
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import Dodge.Creature.Stance
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--import Dodge.Default
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import Dodge.Base
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import Sound.Data
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@@ -395,7 +396,7 @@ muzzleOffset cr it = V3 (holdOffset + 5 + _muzPos dimPort - _handlePos dimPort)
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where
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dimPort = _dimPortage $ _itDimension it
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holdOffset
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| crInStance OneHand cr = 10
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| crInAimStance OneHand cr = 10
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| otherwise = 0
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withMuzPos :: (Point3 -> World -> World) -> ChainEffect
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