Move targeting functions
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@@ -106,6 +106,7 @@ data EquipItemType
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| INVISIBILITYEQUIPMENT EquipSite
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| BRAINHAT
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| HAT
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| TARGETINGHAT TargetType
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| HEADLAMP
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| POWERLEGS
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| SPEEDLEGS
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@@ -38,6 +38,7 @@ itemFromEquipType et = case et of
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INVISIBILITYEQUIPMENT _ -> error "need to define invisibility for more than wrist"
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BRAINHAT -> brainHat
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HAT -> hat
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TARGETINGHAT tt -> targetingHat tt
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HEADLAMP -> headLamp
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POWERLEGS -> powerLegs
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SPEEDLEGS -> speedLegs
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@@ -36,6 +36,7 @@ equipItemSPic et _ = case et of
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INVISIBILITYEQUIPMENT _ -> noPic (colorSH chartreuse $ upperPrismPoly 3 $ rectWH 2 2)
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BRAINHAT -> noPic (colorSH yellow $ upperPrismPoly 3 $ rectWH 4 4)
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HAT -> noPic (colorSH yellow $ upperPrismPoly 3 $ rectWH 4 4)
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TARGETINGHAT _ -> noPic (colorSH yellow $ upperPrismPoly 3 $ rectWH 4 4)
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HEADLAMP -> noPic headLampShape
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POWERLEGS -> legsSPic yellow
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SPEEDLEGS -> legsSPic green
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@@ -4,6 +4,7 @@ module Dodge.Item.Equipment (
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powerLegs,
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wristInvisibility,
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wristArmour,
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targetingHat,
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hat,
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brainHat,
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frontArmour,
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@@ -16,6 +17,7 @@ module Dodge.Item.Equipment (
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flameShield,
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) where
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import Dodge.Item.Targeting
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import Geometry.Data
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import Dodge.Data.CamouflageStatus
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import Dodge.Data.Item
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@@ -86,6 +88,13 @@ hat =
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& itUse . equipEffect . eeSite .~ GoesOnHead
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& itType . iyBase .~ EQUIP HAT
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targetingHat :: TargetType -> Item
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targetingHat tt =
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defaultEquipment
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& itUse . equipEffect . eeSite .~ GoesOnHead
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& itType . iyBase .~ EQUIP (TARGETINGHAT tt)
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& itUse . equipTargeting .~ (defaultTargeting & tgType .~ tt)
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headLamp :: Item
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headLamp =
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defaultEquipment
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@@ -103,6 +103,7 @@ equipInfo eit = case eit of
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INVISIBILITYEQUIPMENT _ -> "A DEVICE THAT BENDS LIGHT AROUND ITS USER."
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BRAINHAT -> "AN IQ ENHANCER. USELESS."
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HAT -> "A HAT"
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TARGETINGHAT tt -> "Headwear that "++ targetingInfo tt
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HEADLAMP -> "A TORCH STRAPPED TO A HAT."
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POWERLEGS -> "STRENGTH ENHANCING LEGS."
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SPEEDLEGS -> "SPEED ENHANCING LEGS."
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@@ -114,6 +115,14 @@ equipInfo eit = case eit of
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AUTODETECTOR d -> "A DEVICE THAT DETECTS "++detectorInfo d ++" IN AN EXPANDING RADIUS. PULSES AUTOMATICALLY. "
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targetingInfo :: TargetType -> String
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targetingInfo tt = case tt of
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TargetLaser -> "creates a laser, the end of which becomes the target."
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TargetRBPress -> "creates a fixed target."
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TargetRBLine -> "creates a line target."
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TargetRBCreature -> "targets a creature."
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TargetCursor -> "creates a moving target."
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consumableInfo :: ConsumableItemType -> String
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consumableInfo cit = case cit of
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MEDKIT _ -> "A SELF-USE HEALING KIT."
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@@ -8,30 +8,15 @@ module Dodge.Item.Weapon.ExtraEffect (
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autoSonarEffect,
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autoEffect,
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autoRadarEffect,
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targetLaserUpdate,
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targetUpdateWith,
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targetRBPressUpdate,
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targetRBCreatureUp,
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targetCursorUpdate,
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-- , rbSetTarget
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) where
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--import Dodge.Item.Attachment.Data
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import qualified Data.Map.Strict as M
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import Data.Maybe
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import Dodge.Base
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import Dodge.Creature.Test
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import Dodge.Data.World
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import Dodge.Item.Weapon.LaserPath
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import Dodge.RadarSweep
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import Dodge.SoundLogic
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import Dodge.Zoning.Creature
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import FoldableHelp
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import Geometry.Vector
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import LensHelp
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import Picture
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import qualified SDL
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import Sound.Data
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autoEffect :: (Item -> Creature -> World -> World) -> Int -> SoundID -> Item -> Creature -> World -> World
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@@ -62,97 +47,3 @@ autoRadarEffect = autoEffect (const (aRadarPulse ObWall)) 100 click1S
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autoSonarEffect :: Item -> Creature -> World -> World
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autoSonarEffect = autoEffect (const (aRadarPulse ObCreature)) 50 click1S
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targetRBCreatureUp :: Item -> Creature -> World -> Targeting -> (World, Targeting)
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targetRBCreatureUp it cr w t
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| not $ _itIsHeld it =
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( w
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, t
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& tgID .~ Nothing
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& tgPos .~ Nothing
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& tgActive .~ False
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)
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| SDL.ButtonRight `M.member` _mouseButtons (_input w) && isJust (t ^? tgID . _Just)
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&& canSeeTarget =
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(w, t & updatePos & tgActive .~ True)
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| otherwise = (w, t & tgID .~ fmap _crID newtarg & updatePos & tgActive .~ False)
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where
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newtarg =
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safeMinimumOn (dist mwp . _crPos)
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. filter (canseepos . _crPos)
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$ crsNearCirc mwp 40 w
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canseepos p = hasLOS (_crPos cr) p w
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mwp = mouseWorldPos (w ^. input) (w ^. cWorld . camPos)
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updatePos t' = t' & tgPos .~ posFromMaybeID (_tgID t')
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posFromMaybeID Nothing = Nothing
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posFromMaybeID (Just i) = w ^? cWorld . lWorld . creatures . ix i . crPos
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canSeeTarget = fromMaybe False $ do
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cid <- t ^? tgID . _Just
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cpos <- w ^? cWorld . lWorld . creatures . ix cid . crPos
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Just $ hasLOS cpos (_crPos cr) w
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targetUpdateWith ::
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(World -> Targeting -> Targeting) ->
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Item ->
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Creature ->
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World ->
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Targeting ->
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(World, Targeting)
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targetUpdateWith f it _ w t
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| _itIsHeld it = (w, f w t)
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| otherwise = (w, t)
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targetCursorUpdate :: World -> Targeting -> Targeting
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targetCursorUpdate w t
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| SDL.ButtonRight `M.member` _mouseButtons (_input w) =
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t
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& tgPos . _Just .~ mouseWorldPos (w ^. input) (w ^. cWorld . camPos)
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& tgActive .~ True
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| otherwise =
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t & tgPos %~ const Nothing
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& tgActive .~ False
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targetRBPressUpdate :: World -> Targeting -> Targeting
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targetRBPressUpdate w t
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| SDL.ButtonRight `M.member` _mouseButtons (_input w) =
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t
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& tgPos %~ maybe (Just $ mouseWorldPos (w ^. input) (w ^. cWorld . camPos)) Just
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& tgActive .~ True
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| otherwise =
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t & tgPos %~ const Nothing
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& tgActive .~ False
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targetLaserUpdate :: Item -> Creature -> World -> Targeting -> (World, Targeting)
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targetLaserUpdate _ cr w t
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| crIsAiming cr =
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( addLaserPic w
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, t
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& tgPos .~ fmap fst mp
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& tgActive .~ True
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)
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| otherwise =
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( w
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, t & tgPos %~ const Nothing
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& tgActive .~ False
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)
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where
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(mp, _) = reflectLaserAlong 0.2 sp ep w
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sp = _crPos cr +.+ 15 *.* unitVectorAtAngle (_crDir cr)
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ep = sp +.+ 5000 *.* normalizeV (mouseWorldPos (w ^. input) (w ^. cWorld . camPos) -.- sp)
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addLaserPic =
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cWorld . lWorld . lasers
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.:~ LaserStart
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{ _lpPhaseV = 1
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, _lpDir = _crDir cr
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, _lpPos = sp
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, _lpColor = col
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, _lpType = TargetingLaser
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}
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--wpammo = _itConsumption it
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-- reloadFrac
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-- | _laLoaded wpammo == 0 = 1
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-- | otherwise = case _laTransfer wpammo of
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-- Transfer _ rs -> fromIntegral rs / fromIntegral (_laReloadTime wpammo)
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-- NoTransfer -> 1
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col = blue -- mixColors reloadFrac (1-reloadFrac) blue red
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+105
-1
@@ -1,7 +1,18 @@
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module Dodge.Targeting where
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import Color
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import Dodge.Item.Weapon.LaserPath
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import Dodge.Creature.Test
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import Dodge.Base.Coordinate
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import Dodge.Base.Collide
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import Dodge.Zoning.Creature
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import Geometry.Vector
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import FoldableHelp
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import Dodge.Data.World
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import Dodge.Item.Weapon.ExtraEffect
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import qualified SDL
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import qualified Data.Map.Strict as M
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import LensHelp
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import Data.Maybe
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updateTargeting :: TargetType -> Item -> Creature -> World -> Targeting -> (World, Targeting)
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updateTargeting tu = case tu of
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@@ -10,3 +21,96 @@ updateTargeting tu = case tu of
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TargetRBLine -> targetUpdateWith targetRBPressUpdate
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TargetRBCreature -> targetRBCreatureUp
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TargetCursor -> targetUpdateWith targetCursorUpdate
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targetRBCreatureUp :: Item -> Creature -> World -> Targeting -> (World, Targeting)
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targetRBCreatureUp it cr w t
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| not $ _itIsHeld it =
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( w
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, t
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& tgID .~ Nothing
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& tgPos .~ Nothing
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& tgActive .~ False
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)
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| SDL.ButtonRight `M.member` _mouseButtons (_input w) && isJust (t ^? tgID . _Just)
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&& canSeeTarget =
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(w, t & updatePos & tgActive .~ True)
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| otherwise = (w, t & tgID .~ fmap _crID newtarg & updatePos & tgActive .~ False)
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where
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newtarg =
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safeMinimumOn (dist mwp . _crPos)
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. filter (canseepos . _crPos)
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$ crsNearCirc mwp 40 w
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canseepos p = hasLOS (_crPos cr) p w
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mwp = mouseWorldPos (w ^. input) (w ^. cWorld . camPos)
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updatePos t' = t' & tgPos .~ posFromMaybeID (_tgID t')
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posFromMaybeID Nothing = Nothing
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posFromMaybeID (Just i) = w ^? cWorld . lWorld . creatures . ix i . crPos
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canSeeTarget = fromMaybe False $ do
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cid <- t ^? tgID . _Just
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cpos <- w ^? cWorld . lWorld . creatures . ix cid . crPos
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Just $ hasLOS cpos (_crPos cr) w
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targetUpdateWith ::
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(World -> Targeting -> Targeting) ->
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Item ->
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Creature ->
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World ->
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Targeting ->
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(World, Targeting)
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targetUpdateWith f it _ w t
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| _itIsHeld it = (w, f w t)
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| otherwise = (w, t)
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targetCursorUpdate :: World -> Targeting -> Targeting
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targetCursorUpdate w t
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| SDL.ButtonRight `M.member` _mouseButtons (_input w) =
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t
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& tgPos . _Just .~ mouseWorldPos (w ^. input) (w ^. cWorld . camPos)
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& tgActive .~ True
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| otherwise =
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t & tgPos %~ const Nothing
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& tgActive .~ False
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targetRBPressUpdate :: World -> Targeting -> Targeting
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targetRBPressUpdate w t
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| SDL.ButtonRight `M.member` _mouseButtons (_input w) =
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t
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& tgPos %~ maybe (Just $ mouseWorldPos (w ^. input) (w ^. cWorld . camPos)) Just
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& tgActive .~ True
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| otherwise =
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t & tgPos %~ const Nothing
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& tgActive .~ False
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targetLaserUpdate :: Item -> Creature -> World -> Targeting -> (World, Targeting)
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targetLaserUpdate _ cr w t
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| crIsAiming cr =
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( addLaserPic w
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, t
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& tgPos .~ fmap fst mp
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& tgActive .~ True
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)
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| otherwise =
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( w
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, t & tgPos %~ const Nothing
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& tgActive .~ False
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)
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where
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(mp, _) = reflectLaserAlong 0.2 sp ep w
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sp = _crPos cr +.+ 15 *.* unitVectorAtAngle (_crDir cr)
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ep = sp +.+ 5000 *.* normalizeV (mouseWorldPos (w ^. input) (w ^. cWorld . camPos) -.- sp)
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addLaserPic =
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cWorld . lWorld . lasers
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.:~ LaserStart
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{ _lpPhaseV = 1
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, _lpDir = _crDir cr
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, _lpPos = sp
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, _lpColor = col
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, _lpType = TargetingLaser
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}
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--wpammo = _itConsumption it
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-- reloadFrac
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-- | _laLoaded wpammo == 0 = 1
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-- | otherwise = case _laTransfer wpammo of
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-- Transfer _ rs -> fromIntegral rs / fromIntegral (_laReloadTime wpammo)
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-- NoTransfer -> 1
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col = blue -- mixColors reloadFrac (1-reloadFrac) blue red
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