Add bullet damages field, move bullet data into own file
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@@ -0,0 +1,38 @@
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{-# LANGUAGE TemplateHaskell #-}
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{-# LANGUAGE StrictData #-}
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module Dodge.Data.Bullet where
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import Dodge.Data.DamageType
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import Geometry.Data
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import Control.Lens
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data Bullet = Bullet
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{ _buState :: BulletState
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, _buEffect :: BulletEffect
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, _buSpawn :: BulletSpawn
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, _buUpdateMod :: BulletUpdateMod
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, _buTrajectory :: BulletTrajectory
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, _buVel :: Point2
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, _buDrag :: Float
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, _buPos :: Point2
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, _buOldPos :: Point2
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, _buWidth :: Float
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, _buTimer :: Int
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, _buDamages :: [Damage]
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}
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data EnergyBall = IncBall | TeslaBall | ConcBall
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data BulletState = NormalBulletState
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| DyingBulletState
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| DelayedBullet Float
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data BulletUpdateMod = NoBulletUpdateMod
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data BulletEffect = DestroyBullet
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| BounceBullet
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| PenetrateBullet
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data BulletSpawn = BulBall EnergyBall | BulSpark
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data BulletTrajectory
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= BasicBulletTrajectory
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| BezierTrajectory Point2 Point2 Point2
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| FlechetteTrajectory Point2
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| MagnetTrajectory Point2
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makeLenses ''Bullet
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@@ -1,9 +1,12 @@
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{-# LANGUAGE TemplateHaskell #-}
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{-# LANGUAGE StrictData #-}
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{-
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Datatypes describing the type of damage effects that are to be applied to
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creatures.
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-}
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module Dodge.Data.DamageType where
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import Geometry.Data
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import Control.Lens
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data DamageType
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= PIERCING
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| BLUNT
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@@ -21,3 +24,33 @@ data DamageType
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| POISONDAM
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| ENTERREMENT
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deriving (Eq,Ord,Show,Read)
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data DamageEffect
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= PushDamage
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{ _dePush :: Float
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, _dePushExp :: Float
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, _dePushRadius :: Float
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}
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| TorqueDamage { _deTorque :: Float }
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| PushBackDamage {_dePushBack :: Float }
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| NoDamageEffect
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deriving (Eq,Ord,Show)
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data Damage = Damage
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{ _dmType :: DamageType
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, _dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2
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, _dmEffect :: DamageEffect
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}
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deriving (Eq,Ord,Show)
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isElectrical :: Damage -> Bool
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isElectrical dm = case _dmType dm of
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ELECTRICAL -> True
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_ -> False
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isMovementDam :: Damage -> Bool
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isMovementDam dm = case _dmType dm of
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TORQUEDAM -> True
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PUSHDAM -> True
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_ -> False
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makeLenses ''Damage
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makeLenses ''DamageEffect
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