Simplify clouds
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+7
-9
@@ -14,7 +14,7 @@ import Data.Maybe
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import Data.Monoid
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import Dodge.Base
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import Dodge.Bullet
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import Dodge.Cloud
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--import Dodge.Cloud
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import Dodge.CrGroupUpdate
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import Dodge.Creature.Mass
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import Dodge.Creature.Radius
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@@ -802,17 +802,15 @@ updateCloud w c
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& clTimer -~ 1
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)
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where
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newVel@(V3 _ _ nvz) = (0.95 *^ springVels) + V3 0 0 (0.01 * vertVel)
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newVel2 = stripZ newVel
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vertVel = min 5 $ clAlt c - opz
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newVel = 0.95 *^ (springVels & _z +~ 0.02)
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springVels = foldl' (clClSpringVel c) (_clVel c) (clsNearPoint oldPos2 w)
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oldPos@(V3 _ _ opz) = _clPos c
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oldPos = _clPos c
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oldPos2 = stripZ oldPos
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newPos@(V3 _ _ npz) = oldPos +.+.+ newVel
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newPos@(V3 _ _ npz) = oldPos + newVel
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newPos2 = stripZ newPos
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hitWl = bouncePoint (const True) 1 oldPos2 newPos2 w
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finalPos = addZ (max 1 $ min 90 npz) $ maybe newPos2 fst hitWl
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finalVel = addZ nvz $ maybe newVel2 snd hitWl
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finalVel = newVel & _xy %~ maybe id (const . snd) hitWl
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updateDust :: World -> Dust -> Maybe Dust
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updateDust w c
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@@ -835,12 +833,12 @@ updateDust w c
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clClSpringVel :: Cloud -> Point3 -> Cloud -> Point3
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clClSpringVel a v b
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| dist3 pa pb < radDist = v +.+.+ 0.1 *.*.* normalizeV3 (pa -.-.- pb)
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| dist3 pa pb < radDist = v + 0.1 *^ normalize (pa - pb)
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| otherwise = v
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where
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pa = _clPos a
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pb = _clPos b
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radDist = 10
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radDist = 8
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--radDist = (_clRad a + _clRad b) / 2
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