Cleanup
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@@ -10,16 +10,11 @@ module Dodge.Creature.Inanimate
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import Dodge.Data
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import Dodge.Creature.Lamp
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import Dodge.WorldEvent.Explosion
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import Dodge.Creature.Picture
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import Dodge.Spark
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import Dodge.Default
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import Dodge.Creature.State
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import Picture
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import qualified IntMapHelp as IM
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import Geometry
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--import Geometry.Data
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--import Geometry.Vector3D
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import Shape
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import Dodge.SoundLogic
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import LensHelp
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@@ -30,11 +25,7 @@ barrel :: Creature
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barrel = defaultInanimate
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{ _crUpdate = updateBarrel
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, _crHP = 500
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, _crType = DrawnCreature $ picAtCrPos $ setDepth 20 $ pictures
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[ color orange $ circleSolid 10
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, setDepth 0.049 . color (greyN 0.5) $ circleSolid 8
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, color (greyN 0.5) $ circleSolid 8
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]
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, _crType = Barreloid
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, _crState = defaultState
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{_csSpState = Barrel []
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}
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@@ -45,10 +36,7 @@ explosiveBarrel :: Creature
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explosiveBarrel = defaultInanimate
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{ _crUpdate = updateExpBarrel
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, _crHP = 400
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, _crType = DrawnCreature $ shapeAtCrPos
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. colorSH orange
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. upperPrismPoly 20
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$ polyCirc 4 10
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, _crType = Barreloid
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, _crState = defaultState
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{_csSpState = Barrel []
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}
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@@ -5,19 +5,14 @@ module Dodge.Creature.Lamp
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import Dodge.Data
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import Dodge.Material.Sound
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import Dodge.Default
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import Dodge.Creature.Picture
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import Dodge.LightSource
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import Dodge.WorldEvent.Flash
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import Dodge.WorldEvent.Sound
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import Dodge.Creature.State
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import Geometry
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import Picture
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import Polyhedra
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import qualified IntMapHelp as IM
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import LensHelp
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--import qualified Streaming.Prelude as S
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colorLamp
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:: Point3 -- color of lamp
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-> Float -- height of lamp
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@@ -25,7 +20,7 @@ colorLamp
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colorLamp col h = defaultInanimate
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{ _crUpdate = initialiseColorLamp col h
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, _crHP = 100
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, _crType = DrawnCreature $ picAtCrPosNoRot (lampCrPic h)
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, _crType = Lampoid h
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, _crRad = 3
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, _crMass = 3
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}
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@@ -33,14 +28,6 @@ colorLamp col h = defaultInanimate
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lamp :: Float -> Creature
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lamp = colorLamp 0.75
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lampCrPic :: Float -> Picture
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lampCrPic h = pictures
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[ setLayer BloomLayer (setDepth h . color white $ circleSolid 3)
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, foldMap (polyToTris . map f) $ boxXYZnobase 5 5 (h-1)
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]
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where
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f pos = Verx (pos -.-.- V3 2.5 2.5 0) blue [] BottomLayer polyNum
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initialiseColorLamp :: Point3 -> Float -> Creature -> World -> World
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initialiseColorLamp col h cr w = w
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& lightSources . at lsid ?~ lsColPosID col (addZ h $ _crPos cr) lsid
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@@ -63,7 +63,7 @@ checkDeath cr w
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where
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removecr
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| _crID cr == 0 = (creatures . ix (_crID cr) . crUpdate .~ const id)
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. (creatures . ix (_crID cr) . crType .~ DrawnCreature (const mempty))
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. (creatures . ix (_crID cr) . crType .~ NonDrawnCreature)
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. (creatures . ix (_crID cr) . crHP .~ 0)
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-- hack to get around player creature being killed but left with more than 0 hp
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| otherwise = creatures . at (_crID cr) .~ Nothing
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