Refactoring
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{- |
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Drawing of creatures.
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Takes into account damage etc. -}
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module Dodge.Creature.Picture
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( basicCrPict
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, circLine
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) where
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import Dodge.Data
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import Dodge.Picture.Layer
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import Picture
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import Geometry
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import Control.Lens
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import Data.List
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import qualified Data.IntMap.Strict as IM
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basicCrPict
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:: Color -- ^ Creature color
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-> Creature
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-> Picture
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basicCrPict col cr = pictures [ onLayer CrLayer . piercingMod $ bluntScale naked , drawEquipment cr]
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where
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cdir = _crDir cr
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naked
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| pdam > 200 = color red $ circleSolid $ _crRad cr
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| pdam > 100 = color white $ circleSolid $ _crRad cr
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| otherwise = pictures [color col' $ circleSolid $ _crRad cr, circLine $ _crRad cr]
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pastDams = _crPastDamage $ _crState cr
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pdam = sum $ concatMap (map _dmAmount) $ pastDams
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col' = light . light . light $ light col
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bluntDam :: Maybe Point2
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bluntDam = find isBluntDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
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bluntScale = case fmap argV bluntDam of
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Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
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_ -> id
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isBluntDam (Blunt {}) = True
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isBluntDam _ = False
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piercingDam = find isPiercingDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
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isPiercingDam (Piercing {}) = True
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isPiercingDam _ = False
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piercingMod = case fmap argV piercingDam of
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Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
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_ -> id
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drawEquipment
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:: Creature
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-> Picture
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drawEquipment cr = pictures $ map f $ IM.toList (_crInv cr)
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where
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f (i,it) = case it ^? itEquipPict of
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Just g -> g cr i
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_ -> blank
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circLine x = line [(0,0),(x,0)]
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