Unify launcher projectile creation
This commit is contained in:
+5
-36
@@ -299,8 +299,8 @@ useLoadedAmmo itmtree cr (cme, w) (mzid, Just (mz, x, magtree)) = (,) (cme & cme
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MuzzleLaser -> shootLaser itmtree cr mz w
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MuzzleTesla -> shootTeslaArc itm cr mz w
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MuzzleTractor -> shootTractorBeam cr w
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MuzzleRLauncher -> createProjectile magtree mz itmtree cr w
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MuzzleGLauncher -> createGProjectile magtree mz itmtree cr w
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MuzzleRLauncher -> createProjectile Rocket magtree mz itmtree cr w
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MuzzleGLauncher -> createProjectile Grenade magtree mz itmtree cr w
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MuzzleNozzle{} -> useGasParams mid mz itm cr $ walkNozzle mzid mz itm cr w
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MuzzleShatter -> shootShatter itm cr w
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MuzzleDetector -> itemDetectorEffect itm cr w
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@@ -607,13 +607,14 @@ determineProjectileTracking magtree itmtree = fromMaybe NoHoming $
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return $ HomeUsingTargeting (targetingtree ^. ldtValue . itID)
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createProjectile ::
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ProjectileType ->
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LabelDoubleTree ComposeLinkType Item ->
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Muzzle ->
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LabelDoubleTree ComposeLinkType Item ->
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Creature ->
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World ->
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World
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createProjectile magtree muz itmtree cr = fromMaybe failsound $ do
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createProjectile pjtype magtree muz itmtree cr = fromMaybe failsound $ do
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magid <- magtree ^? ldtValue . itLocation . ilInvID
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ammoitem <- cr ^? crInv . ix magid
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let homing = determineProjectileTracking magtree itmtree
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@@ -625,39 +626,7 @@ createProjectile magtree muz itmtree cr = fromMaybe failsound $ do
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aparams <- ((magtree ^? ldtLeft) >>= lookup AmmoPayloadLink >>= (^? ldtValue . itType . ibtAttach . shellPayload))
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<|> ammoitem ^? itConsumables . magParams . ampPayload
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return $
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createGShell homing rdetonate rscreen issmokeless Rocket aparams muz cr
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. startthesound
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where
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-- the sound should be moved to the projectile firing
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startthesound =
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soundMultiFrom
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[CrWeaponSound (_crID cr) j | j <- [0 .. 3]]
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(_crPos cr)
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tap4S
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Nothing
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failsound w' = case w' ^? input . mouseButtons . ix SDL.ButtonLeft of
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Just 0 -> soundStart (CrWeaponSound (_crID cr) 0) (_crPos cr) click1S Nothing w'
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_ -> soundContinue (CrWeaponSound (_crID cr) 0) (_crPos cr) click1S Nothing w'
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createGProjectile ::
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LabelDoubleTree ComposeLinkType Item ->
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Muzzle ->
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LabelDoubleTree ComposeLinkType Item ->
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Creature ->
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World ->
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World
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createGProjectile magtree muz itmtree cr = fromMaybe failsound $ do
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magid <- magtree ^? ldtValue . itLocation . ilInvID
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ammoitem <- cr ^? crInv . ix magid
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let homing = determineProjectileTracking magtree itmtree
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rdetonate = fmap (^. ldtValue . itID) $
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lookup RemoteDetonatorLink (magtree ^. ldtLeft)
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rscreen = fmap (^. ldtValue . itID) $
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lookup RemoteScreenLink (magtree ^. ldtLeft)
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aparams <- ((magtree ^? ldtLeft) >>= lookup AmmoPayloadLink >>= (^? ldtValue . itType . ibtAttach . shellPayload))
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<|> ammoitem ^? itConsumables . magParams . ampPayload
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return $
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createGShell homing rdetonate rscreen False Grenade aparams muz cr
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createShell homing rdetonate rscreen issmokeless pjtype aparams muz cr
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. startthesound
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where
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-- the sound should be moved to the projectile firing
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@@ -1,6 +1,5 @@
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module Dodge.Projectile.Create (
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-- createShell,
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createGShell,
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createShell,
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) where
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import NewInt
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@@ -27,59 +26,6 @@ createShell :: ProjectileHoming
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-> ProjectileType
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-> Payload -> Muzzle -> Creature -> World -> World
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createShell homing mdetonator mscreen smokestatus pjtype payload muz cr w = w
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& updatescreen
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& updatedetonator
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& cWorld . lWorld . projectiles . at i
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?~ Shell
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{ _prjPos = pos
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, _prjZ = 20
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, _prjZVel = 0
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, _prjVel = rotateV dir (V2 1 0) + cr ^. crPos - cr ^. crOldPos
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, _prjDraw = homingDrawType homing
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, _prjID = i
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, _prjAcc = rotateV dir (V2 3 0)
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, _prjDir = dir
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, _prjSpin = 0
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, _prjPayload = payload
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, _prjTimer = lifespan
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, _prjUpdates =
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[ CollisionEffectPU (homing ^? phRemoteID) mdetonator mscreen
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, TimePU
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, StartSpinPU 335 (_crID cr) spinamount
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, RemoteDirectionPU (lifespan - thrustdelay) 0 homing
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, ThrustPU (lifespan - thrustdelay) 0 smokestatus
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, ReduceSpinPU (1 - spindrag * 2 / 200)
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]
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, _prjType = pjtype
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}
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where
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lifespan = 350
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spindrag = 1
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spinamount = 2
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thrustdelay = 20
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updatedetonator = fromMaybe id $ do
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screenid <- mdetonator
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return $ pointerToItemID screenid . itUse . uaParams
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. apProjectiles
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.:~ i
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updatescreen = fromMaybe id $ do
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--screenid <- homing ^? phRemoteID
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screenid <- mscreen
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return $ pointerToItemID screenid . itUse . uaParams
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. apLinkedProjectile
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?~ i
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i = IM.newKey $ w ^. cWorld . lWorld . projectiles
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dir = _crDir cr + _mzRot muz
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pos = _crPos cr +.+ rotateV dir (_mzPos muz)
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-- assumes the mscreen is in your inventory
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createGShell :: ProjectileHoming
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-> Maybe (NewInt ItmInt)
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-> Maybe (NewInt ItmInt)
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-> Bool
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-> ProjectileType
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-> Payload -> Muzzle -> Creature -> World -> World
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createGShell homing mdetonator mscreen smokestatus pjtype payload muz cr w = w
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& updatescreen
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& updatedetonator
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& cWorld . lWorld . projectiles . at i
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@@ -123,7 +69,6 @@ createGShell homing mdetonator mscreen smokestatus pjtype payload muz cr w = w
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. apProjectiles
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.:~ i
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updatescreen = fromMaybe id $ do
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--screenid <- homing ^? phRemoteID
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screenid <- mscreen
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return $ pointerToItemID screenid . itUse . uaParams
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. apLinkedProjectile
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