Cleanup
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@@ -14,7 +14,7 @@ import Control.Lens
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-- previous frame
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-- Not sure if it is a good idea
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crIsArmouredFrom :: Point2 -> Creature -> Bool
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crIsArmouredFrom p cr = hasFrontArmour p cr
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crIsArmouredFrom = hasFrontArmour
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hasFrontArmour :: Point2 -> Creature -> Bool
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hasFrontArmour p cr = fromMaybe False $ do
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@@ -377,6 +377,7 @@ data ItemUse
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{ _lUse :: Item -> Creature -> World -> World
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, _useDelay :: UseDelay
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, _useHammer :: HammerType
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, _eqSite :: EquipSite
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}
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| ConsumeUse
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{ _cUse :: Item -> Creature -> World -> World
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@@ -65,6 +65,7 @@ defaultlUse = LeftUse
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{ _lUse = \_ _ -> id
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, _useDelay = FixedRate {_rateMax = 8, _rateTime = 0}
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, _useHammer = NoHammer
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, _eqSite = GoesOnSpecial
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}
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luseInstantNoH :: (Item -> Creature -> World -> World) -> ItemUse
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@@ -72,6 +73,7 @@ luseInstantNoH f = LeftUse
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{ _lUse = f
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, _useDelay = NoDelay
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, _useHammer = NoHammer
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, _eqSite = GoesOnSpecial
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}
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defaultAimParams :: AimParams
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defaultAimParams = AimParams
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@@ -162,7 +162,7 @@ flameThrower = defaultAutoGun
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{ _dimRad = 7
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, _dimCenter = V3 9 0 0
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, _dimPortage = HeldItem
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{ _handlePos = 5
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{ _handlePos = 0
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, _muzPos = 18
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}
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, _dimSPic = flamerPic
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@@ -385,11 +385,19 @@ withMuzFlareI f it cr w = makeTlsTimeRadColPos 2 100 (V3 1 1 0.5) flashPos
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. muzFlareAt (V4 5 5 0 2) flarePos cdir
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$ f it cr w
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where
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flarePos = addZ 0 (_crPos cr) +.+.+ rotate3z cdir (muzzleOffset +.+.+ V3 0 0 20)
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flashPos = addZ 0 (_crPos cr) +.+.+ rotate3z cdir (muzzleOffset +.+.+ V3 5 0 20)
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muzzleOffset = V3 (_muzPos (_dimPortage (_itDimension it))) 0 0
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flarePos = addZ 0 (_crPos cr) +.+.+ rotate3z cdir (muzzleOffset cr it +.+.+ V3 0 0 20)
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flashPos = addZ 0 (_crPos cr) +.+.+ rotate3z cdir (muzzleOffset cr it +.+.+ V3 5 0 20)
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-- muzzleOffset = V3 (_muzPos (_dimPortage (_itDimension it))) 0 0
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cdir = _crDir cr
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muzzleOffset :: Creature -> Item -> Point3
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muzzleOffset cr it = V3 (holdOffset + 5 + _muzPos dimPort - _handlePos dimPort) 0 0
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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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| otherwise = 0
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withMuzPos :: (Point3 -> World -> World) -> ChainEffect
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withMuzPos = withMuzPosShift (V2 0 0)
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withMuzPosShift :: Point2 -> (Point3 -> World -> World) -> ChainEffect
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@@ -27,7 +27,7 @@ rewindGun = defaultGun
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, _wpCharge = 0
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}
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, _itEffect = ItRewindEffect rewindEffect []
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, _itUse = defaultlUse {_lUse = \itm cr -> useRewindGun itm cr}
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, _itUse = defaultlUse {_lUse = useRewindGun}
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}
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rewindEffect :: Item -> Creature -> World -> World
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rewindEffect itm cr w
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@@ -109,7 +109,7 @@ aSelf :: Creature -> World -> World
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aSelf = blinkAction
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aSelfL :: Item -> Creature -> World -> World
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aSelfL _ cr = blinkAction cr
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aSelfL _ = blinkAction
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effectGun :: String -> (Creature -> World -> World) -> Item
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effectGun name eff = defaultGun
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+2
-2
@@ -49,11 +49,11 @@ rotateSP :: Float -> SPic -> SPic
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rotateSP a = bimap (rotateSH a) (rotate a)
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mirrorSPxz :: SPic -> SPic
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mirrorSPxz = bimap (reverse . overPosSH flipy) (mirrorxz)
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mirrorSPxz = bimap (reverse . overPosSH flipy) mirrorxz
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where
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flipy (V3 x y z) = V3 x (negate y) z
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mirrorSPyz :: SPic -> SPic
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mirrorSPyz = bimap (reverse . overPosSH flipx) (mirroryz)
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mirrorSPyz = bimap (reverse . overPosSH flipx) mirroryz
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where
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flipx (V3 x y z) = V3 (negate x) y z
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