Continue bullet refactor
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@@ -1,7 +1,7 @@
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module Dodge.Particle.Damage where
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import Dodge.Data
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import Geometry
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import LensHelp
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--import LensHelp
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import System.Random
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import Control.Monad.State
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@@ -14,7 +14,7 @@ spawnAtBulDams thespawn bt p =
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, Damage PUSHDAM 1 sp p ep . PushBackDamage $ 2 *.* bulVel
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]
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where
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sp = head $ _buTrail bt
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sp = _buPos bt
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bulVel = _buVel bt
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ep = sp +.+ bulVel
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@@ -27,9 +27,7 @@ simpleDam dt amount bt p = [ Damage dt amount sp p ep NoDamageEffect ]
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simpleDam' :: DamageType -> Int -> Bullet -> Point2 -> [Damage]
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simpleDam' dt amount bt p = [ Damage dt amount sp p ep NoDamageEffect ]
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where
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sp = case bt ^? buTrail of
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Nothing -> 0
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Just xs -> head xs
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sp = _buPos bt
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bulVel = _buVel bt
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ep = sp +.+ bulVel
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@@ -39,7 +37,7 @@ heavyBulDams bt p =
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, Damage PUSHDAM 1 sp p ep . PushBackDamage $ 2 *.* bulVel
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]
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where
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sp = head $ _buTrail bt
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sp = _buPos bt
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bulVel = _buVel bt
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ep = sp +.+ bulVel
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@@ -49,7 +47,7 @@ basicBulDams bt p =
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, Damage PUSHDAM 1 sp p ep . PushBackDamage $ 2 *.* bulVel
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]
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where
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sp = head $ _buTrail bt
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sp = _buPos bt
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bulVel = _buVel bt
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ep = sp +.+ bulVel
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@@ -72,7 +70,7 @@ hvBulDams bt p =
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, Damage PUSHDAM 1 sp p ep . PushBackDamage $ 3 *.* (ep -.- sp)
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]
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where
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sp = head $ _buTrail bt
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sp = _buPos bt
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bulVel = _buVel bt
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ep = sp +.+ bulVel
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@@ -82,6 +80,6 @@ bounceBulDams bt p =
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, Damage PUSHDAM 1 sp p ep . PushBackDamage $ 2 *.* bulVel
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]
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where
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sp = head $ _buTrail bt
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sp = _buPos bt
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bulVel = _buVel bt
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ep = sp +.+ bulVel
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