Partial (not working) refactor of damages, energyballs
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+4
-9
@@ -24,14 +24,6 @@ updateBullet w bu
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-- have to be slightly carefull not to accelerate bullets using magnets
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| otherwise = second (Just . updateBulVel) . hitEffFromBul w $ applyMagnetsToBul bu w
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buDamages :: Bullet -> [Damage]
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buDamages bu = case _buPayload bu of
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BulBall {} -> []
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BulPlain x -> [Damage PIERCING x 0 0 0]
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BulFlak -> []
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BulFrag -> []
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BulGas -> []
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-- do we want this to drain energy from the deflection source?
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applyMagnetsToBul :: Bullet -> World -> Bullet
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applyMagnetsToBul bu = foldl' doMagnetBuBu bu . _oldMagnets . _lWorld . _cWorld
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@@ -172,8 +164,11 @@ hitEffFromBul w bu = case _buEffect bu of
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hitstream = thingsHit sp (sp + _buVel bu) w
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setFromToDams :: Bullet -> Point2 -> [Damage]
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setFromToDams bu p = map f (buDamages bu)
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setFromToDams bu p = case _bu of
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BullPlain x -> [Piercing x p v]
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_ -> []
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where
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v = _buVel bu
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f = (dmFrom .~ _buPos bu) . (dmAt .~ p) . (dmTo .~ _buPos bu +.+ _buVel bu)
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damageThingHit :: Bullet -> (Point2, Either Creature Wall) -> World -> World
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