Tweak creature cliff interaction, using updateCarriage
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@@ -1,18 +1,15 @@
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{-# LANGUAGE LambdaCase #-}
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module Dodge.Creature.Update (updateCreature) where
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import Dodge.WorldEvent.ThingsHit
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import Dodge.Base.You
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import Control.Monad
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import Color
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import qualified Data.IntMap.Strict as IM
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import qualified Data.List as List
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import Data.Maybe
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import Dodge.Barreloid
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-- import Dodge.Base.NewID
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import Dodge.Corpse.Make
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import Dodge.Creature.Action
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import Dodge.Creature.Radius
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import Dodge.Creature.State
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import Dodge.Creature.State.WalkCycle
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import Dodge.Creature.Vocalization
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@@ -25,14 +22,12 @@ import Dodge.Inventory
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import Dodge.Lampoid
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import Dodge.Prop.Gib
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import Dodge.SoundLogic
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import Dodge.Update.Camera.Rotate
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import FoldableHelp
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import Geometry
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import LensHelp
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import Linear
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import NewInt
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import RandomHelp
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import SDL (MouseButton (..))
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import Shape
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import ShapePicture.Data
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@@ -41,7 +36,7 @@ import ShapePicture.Data
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updateCreature :: Creature -> World -> World
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updateCreature cr
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| cr ^. crPos . _z < negate 300 = (tocr . crHP .~ CrDestroyed Pitted) . destroyAllInvItems cr
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| CrIsCorpse _ <- cr ^. crHP = updateCarriage (_crID cr) . chasmTestCorpse cr
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| CrIsCorpse _ <- cr ^. crHP = updateCarriage (_crID cr)
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| null (cr ^? crHP . _HP) = id
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| otherwise = updateLivingCreature cr
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where
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@@ -49,7 +44,7 @@ updateCreature cr
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updateLivingCreature :: Creature -> World -> World
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updateLivingCreature cr =
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chasmTestLiving cr . case _crType cr of
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case _crType cr of
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Avatar{} ->
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(cWorld . lWorld . creatures . ix 0 . crType . avatarPulse %~ updatePulse)
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. crUpdate cid
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@@ -130,7 +125,8 @@ startDeathTimer cr = cr
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toDeathCarriage :: Carriage -> Carriage
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toDeathCarriage = \case
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Flying {} -> Falling
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x -> x
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Walking -> OnGround
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_ -> Falling
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-- could look at the amount of damage here (given by maxDamage) too
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corpseOrGib :: Creature -> World -> World
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@@ -142,7 +138,7 @@ corpseOrGib cr = case cr ^? crDamage . to maxDamageType . _Just . _1 of
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sethp (CrIsCorpse $ poisonSPic thecorpse)
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. dodeathsound PoisonDeath
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Just PhysicalDamage
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| _crPain cr > 200 ->
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| _crPain cr > 300 ->
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makeCrGibs cr
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. sethp (CrDestroyed Gibbed)
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. dodeathsound GibsDeath
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@@ -172,59 +168,10 @@ poisonSPic = _1 %~ overColSH (mixColors 0.5 0.5 green . normalizeColor)
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dropAll :: Creature -> World -> World
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dropAll cr w = foldl' (flip (dropItem cr)) w . reverse . IM.keys . _unNIntMap $ _crInv cr
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chasmTestLiving :: Creature -> World -> World
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chasmTestLiving cr w
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| Flying {} <- cr ^. crStance . carriage = w
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| Falling {} <- cr ^. crStance . carriage = w
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| Just (x, y) <- List.find g (w ^. cWorld . cliffs) =
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w
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& soundContinue (CrChasm (_crID cr)) (cr ^. crPos . _xy) debrisS (Just 100)
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& tocr . crPos . _xy -~ normalizeV (vNormal (x - y))
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& chasmRotate cr (x - y)
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| any f (w ^. cWorld . chasms) = w & tocr %~ startFalling
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| otherwise = w
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where
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tocr = cWorld . lWorld . creatures . ix (_crID cr)
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g = uncurry $ crOnSeg cr
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f = pointInPoly (cr ^. crPos . _xy)
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startFalling :: Creature -> Creature
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startFalling cr = case cr ^. crStance . carriage of
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Walking -> cr & crStance . carriage .~ Falling
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_ -> cr & crStance . carriage .~ Falling
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chasmTestCorpse :: Creature -> World -> World
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chasmTestCorpse cr w
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| (xy:xys) <- filter g (w ^. cWorld . cliffs) =
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w
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& soundContinue (CrChasm (_crID cr)) (cr ^. crPos . _xy) debrisS (Just 100)
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& tocr . crPos . _xy +~ h xy xys
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| any f (w ^. cWorld . chasms) = w & tocr %~ startFalling
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| otherwise = w
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where
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h :: (Point2,Point2) -> [(Point2,Point2)] -> Point2
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h (x,y) [] = normalizeV (vNormal (x-y))
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h x (y:_) = unitVectorAtAngle $ tweenAngles (d1/(d1+d2)) (h' x) (h' y)
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where
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h' :: (Point2,Point2) -> Float
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h' = argV . vNormal . uncurry (-)
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d a = uncurry closestPointOnLine a (cr ^. crPos . _xy)
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d1 :: Float
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d1 = norm (cxy - d x)
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d2 :: Float
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d2 = norm (cxy - d y)
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cxy = cr ^. crPos . _xy
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tocr = cWorld . lWorld . creatures . ix (_crID cr)
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g = uncurry $ circOnSeg cxy (crRad $ cr ^. crType)
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f = pointInPoly cxy
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chasmRotate :: Creature -> Point2 -> World -> World
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chasmRotate cr v w
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| t = rotateTo8 (argV v) w
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| otherwise = w
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where
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t = cr ^. crID == 0 && null (w ^? input . mouseButtons . ix SDL.ButtonRight)
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--startFalling :: Creature -> Creature
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--startFalling cr = case cr ^. crStance . carriage of
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-- Walking -> cr & crStance . carriage .~ Falling
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-- _ -> cr & crStance . carriage .~ Falling
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updatePulse :: Pulse -> Pulse
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updatePulse p
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