Refactor shell movement, modularised in a tweakable way
This commit is contained in:
@@ -30,6 +30,7 @@ import Dodge.Data
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import Dodge.Default
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import Dodge.Item.Weapon
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import Dodge.Item.Weapon.Launcher
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import Dodge.Item.Weapon.Bezier
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import Dodge.Item.Equipment
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import Dodge.Item.Consumable
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import Dodge.WorldEvent.Cloud
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@@ -390,6 +390,8 @@ data Ammo
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= ShellAmmo
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{ _amPayload :: Point2 -> World -> World
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, _amString :: String
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, _amPjMove :: Item -> Creature -> [Projectile -> World -> World]
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, _amPjDraw :: Projectile -> Picture
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}
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| BulletAmmo
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{ _amString :: String
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@@ -408,12 +410,14 @@ data Projectile
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{ _pjPos :: Point2
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, _pjStartPos :: Point2
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, _pjVel :: Point2
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, _pjAcc :: Point2
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, _pjDir :: Float
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, _pjSpin :: Float
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, _pjDraw :: Projectile -> Picture
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, _pjID :: Int
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, _pjUpdate :: Projectile -> World -> World
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, _pjPayload :: Point2 -> World -> World
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, _pjTimer :: Int
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}
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| LinearShockwave
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{ _pjDraw :: Projectile -> Picture
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@@ -8,10 +8,12 @@ defaultShell = Shell
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{ _pjPos = (0,0)
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, _pjStartPos = (0,0)
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, _pjVel = (0,0)
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, _pjAcc = (0,0)
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, _pjDir = 0
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, _pjSpin = 0
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, _pjDraw = \_ -> blank
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, _pjID = 0
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, _pjTimer = 0
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, _pjUpdate = \_ -> id
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, _pjPayload = \_ -> id
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}
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@@ -37,3 +37,9 @@ defaultGun = Weapon
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, _itTargeting = Nothing
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, _itWorldTrigger = Nothing
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}
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defaultAutoGun :: Item
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defaultAutoGun = defaultGun
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{ _itScrollUp = const id
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, _itScrollDown = const id
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, _itInvDisplay = basicWeaponDisplay
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}
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@@ -13,8 +13,6 @@ import Dodge.Default
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--import Dodge.Default.Shell
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import Dodge.Item.Draw
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import Dodge.Particle.Bullet.HitEffect
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import Dodge.Particle.Bullet.Spawn
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--import Dodge.Item.Weapon.Decoration
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import Dodge.Item.Weapon.InventoryDisplay
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import Dodge.Item.Weapon.TriggerType
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import Dodge.Item.Weapon.ExtraEffect
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@@ -83,12 +81,6 @@ pistol = Weapon
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, _itTargeting = Nothing
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, _itWorldTrigger = Nothing
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}
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defaultAutoGun :: Item
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defaultAutoGun = autoGun
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{ _itScrollUp = const id
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, _itScrollDown = const id
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, _itInvDisplay = basicWeaponDisplay
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}
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effectGun :: String -> (Creature -> World -> World) -> Item
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effectGun name eff = defaultGun
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{ _itName = name ++ "Gun"
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@@ -161,7 +153,7 @@ rezGun = defaultGun
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]
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}
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teslaGun :: Item
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teslaGun = defaultAutoGun
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teslaGun = defaultGun
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{ _itName = "TESLA"
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, _itIdentity = TeslaGun
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, _wpMaxAmmo = 200
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@@ -261,52 +253,7 @@ tractorGun = defaultAutoGun
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, _itAimingRange = 0.5
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, _itEquipPict = pictureWeaponOnAim $ color blue $ pictures [polygon $ rectNESW 1.5 6 (-1.5) 0 ]
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}
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useTargetPos
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:: (Maybe Point2 -> Creature -> World -> World)
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-> Creature
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-> World
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-> World
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useTargetPos f cr w = case cr ^? crInv . ix (_crInvSel cr) . itTargeting . _Just of
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Nothing -> w
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Just (g,_) -> f (g w) cr w
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bezierGun :: Item
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bezierGun = defaultAutoGun
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{ _itName = "B-GUN"
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, _itUse = \_ -> useTargetPos $ \p ->
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shootWithSound 0
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. withMuzFlare
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. withRecoil 40
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. torqueBefore 0.05 -- I believe that this doesn't affect
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$ shootBezier $ fromJust p -- <- the start point
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, _itAttachment = Nothing
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, _itScrollUp = removeItAttachment 0
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, _itScrollDown = removeItAttachment 0
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, _itHammer = HammerUp
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, _itEffect = rbSetTarget
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, _itZoom = defaultItZoom
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, _itAimingRange = 0
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}
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shootBezier :: Point2 -> Creature -> World -> World
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shootBezier targetp cr w = w & particles %~ (theBullet :)
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where
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theBullet = aCurveBulAt
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(Just cid)
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white
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startp
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(controlp +.+ randPos)
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(targetp +.+ randPos')
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(destroyOnImpact bulHitCr bulHitWall' bulHitFF')
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5
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controlp = mouseWorldPos w
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cid = _crID cr
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dir = _crDir cr
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startp = _crPos cr +.+ rotateV dir (_crRad cr + 1,0)
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(randPos,randPos') = flip evalState (_randGen w) $ do
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a <- randInCirc 10
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b <- randInCirc 20
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return (a,b)
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removeItAttachment :: Int -> Int -> World -> World
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removeItAttachment i _ w = w & creatures . ix i . crInv . ix itRef . itAttachment .~ Nothing
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@@ -0,0 +1,57 @@
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module Dodge.Item.Weapon.Bezier
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where
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import Dodge.Data
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import Dodge.Base
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import Dodge.Default.Weapon
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import Dodge.Item.Weapon.Targeting
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import Dodge.Item.Weapon.TriggerType
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import Dodge.Item.Weapon.ExtraEffect
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import Dodge.Default
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import Dodge.Particle.Bullet.Spawn
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import Dodge.Particle.Bullet.HitEffect
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import Dodge.WorldEvent.HitEffect
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import Dodge.RandomHelp
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import Picture
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import Geometry
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--import System.Random
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import Data.Maybe
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import Control.Lens
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import Control.Monad.State
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bezierGun :: Item
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bezierGun = defaultGun
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{ _itName = "B-GUN"
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, _itUse = \_ -> useTargetPos $ \p ->
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shootWithSound 0
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. withMuzFlare
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. withRecoil 40
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. torqueBefore 0.05 -- I believe that this doesn't affect
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$ shootBezier $ fromJust p -- <- the start point
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, _itAttachment = Nothing
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, _itScrollUp = removeItTarget 0
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, _itScrollDown = removeItTarget 0
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, _itHammer = HammerUp
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, _itEffect = rbSetTarget
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, _itZoom = defaultItZoom
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, _itAimingRange = 0
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}
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shootBezier :: Point2 -> Creature -> World -> World
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shootBezier targetp cr w = w & particles %~ (theBullet :)
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where
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theBullet = aCurveBulAt
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(Just cid)
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white
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startp
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(controlp +.+ randPos)
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(targetp +.+ randPos')
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(destroyOnImpact bulHitCr bulHitWall' bulHitFF')
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5
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controlp = mouseWorldPos w
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cid = _crID cr
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dir = _crDir cr
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startp = _crPos cr +.+ rotateV dir (_crRad cr + 1,0)
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(randPos,randPos') = flip evalState (_randGen w) $ do
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a <- randInCirc 10
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b <- randInCirc 20
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return (a,b)
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@@ -111,13 +111,13 @@ rbSetTarget = ItInvEffect
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| _crInvSel cr /= invid = w
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| SDL.ButtonRight `S.member` _mouseButtons w = w
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& creatures . ix (_crID cr) . crInv . ix invid . itTargeting
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%~ maybe (Just $ targetCurrentMousePos w) Just
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%~ maybe (Just $ targetRBMousePos w) Just
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| otherwise = w & creatures . ix (_crID cr) . crInv . ix invid . itTargeting .~ Nothing
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targetCurrentMousePos
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targetRBMousePos
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:: World
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-> (World -> Maybe Point2, Int -> Item -> Creature -> World -> Picture)
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targetCurrentMousePos w = (f, \_ _ _ w' -> cursorPic w')
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targetRBMousePos w = (f, \_ _ _ w' -> cursorPic w')
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where
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f _ = Just mwp
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mwp = mouseWorldPos w
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@@ -45,8 +45,17 @@ launcher = defaultGun
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, _wpAmmo = ShellAmmo
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{ _amPayload = makeExplosionAt
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, _amString = ""
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, _amPjMove = basicAmPjMoves
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, _amPjDraw = shellPic
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}
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}
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basicAmPjMoves :: Item -> Creature -> [Projectile -> World -> World]
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basicAmPjMoves _ cr =
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[reduceSpinBy 0.995
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,pjEffAtTime 35 $ trySpinByCID (_crID cr)
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]
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flameLauncher :: Item
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flameLauncher = launcher & wpAmmo . amPayload .~ makeFlameExplosionAt
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poisonLauncher :: Item
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@@ -61,93 +70,105 @@ aRocketWithItemParams
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-> World
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aRocketWithItemParams it cr w = over projectiles (IM.insert i theShell) w
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where
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pl = _amPayload $ _wpAmmo it
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cid = _crID cr
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am = _wpAmmo it
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i = IM.newKey $ _projectiles w
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pos = _crPos cr +.+ ((_crRad cr +1) *.* unitVectorAtAngle dir)
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dir = _crDir cr
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theShell = makeShellAt pl i cid pos dir
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makeShellAt
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:: (Point2 -> World -> World)
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-- ^ Payload
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-> Int -- ^ Projectile id
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-> Int -- ^ Creature id
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-> Point2 -- ^ Start position
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-> Float -- ^ Direction
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-> Projectile
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makeShellAt pl i cid pos dir = defaultShell
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{ _pjPos = pos
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, _pjStartPos = pos
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, _pjVel = rotateV dir (1,0)
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, _pjDraw = \_ -> blank
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, _pjID = i
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, _pjUpdate = \_ -> moveShell 50 i cid 0 (rotateV dir (3,0))
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, _pjPayload = pl
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}
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ammoMvs pj w' = foldr ($ pj) w' (_amPjMove am it cr)
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theShell = defaultShell
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{ _pjPos = pos
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, _pjStartPos = pos
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, _pjVel = rotateV dir (1,0)
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, _pjAcc = rotateV dir (3,0)
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, _pjDraw = _amPjDraw am
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, _pjID = i
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, _pjUpdate = \pj -> ammoMvs pj . decTimMvVel pj . moveShell pj
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, _pjPayload = _amPayload am
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, _pjTimer = 50
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}
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moveShell
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:: Int -- ^ Timer (frames)
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-> Int -- ^ Projectile id
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-> Int -- ^ Creature id
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-> Float -- ^ Rotation
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-> Point2 -- ^ Acceleration
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-> World -> World
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moveShell time i cid rot accel w
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:: Projectile -- ^ Projectile id
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-> World
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-> World
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moveShell pj w
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| time > 40 = if circOnSomeWall oldPos 4 w
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then doExplode
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else w
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& projectiles . ix i . pjPos %~ (+.+ vel)
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& projectiles . ix i . pjDraw .~ (\_ -> piclow)
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& projectiles . ix i . pjUpdate .~ (\_ -> moveShell (time-1) i cid rot (rotateV rot accel))
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| isJust thingHit = doExplode
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| time == 35 = w
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& projectiles . ix i . pjPos %~ (+.+ vel)
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& projectiles . ix i . pjDraw .~ (\_ -> pic)
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& projectiles . ix i . pjUpdate .~ \_ -> moveShell (time-1) i cid spin accel
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| time >= 20 = w
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& projectiles . ix i . pjPos %~ (+.+ vel)
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& projectiles . ix i . pjDraw .~ (\_ -> pic)
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& projectiles . ix i . pjUpdate .~ (\_ -> moveShell (time-1) i cid rot' (rotateV rot accel))
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| time > -99 = w
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& projectiles . ix i . pjPos %~ (+.+ vel)
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& randGen .~ g
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& projectiles . ix i . pjDraw .~ (\_ -> pic)
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& projectiles . ix i . pjUpdate .~ (\_ -> moveShell (time-1) i cid rot' (rotateV rot accel))
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& projectiles . ix i . pjVel %~ (\v -> accel +.+ frict *.* v)
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& soundFromPos (ShellSound i) newPos (fromIntegral smokeTrailSound) 1 250
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& makeFlameletTimed (oldPos -.- vel) (vel +.+ rotateV (pi+sparkD) accel) Nothing 3 10
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& smokeGen
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| time > -200 = w
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& projectiles . ix i . pjPos %~ (+.+ vel)
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& projectiles . ix i . pjDraw .~ (\_ -> pic)
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& projectiles . ix i . pjUpdate .~ (\_ -> moveShell (time-1) i cid rot' (rotateV rot accel))
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| otherwise = doExplode
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where
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time = _pjTimer pj
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accel = _pjAcc pj
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doExplode = w
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& projectileExplosion oldPos
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& stopSoundFrom (ShellSound i)
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& projectiles %~ IM.delete i
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pj = _projectiles w IM.! i
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i = _pjID pj
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oldPos = _pjPos pj
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vel = _pjVel pj
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projectileExplosion = _pjPayload pj
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newPos = oldPos +.+ vel
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(frict,g) = randomR (0.6,0.9) $ _randGen w
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(sparkD,_) = randomR (-0.2,0.2) $ _randGen w
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dir = argV vel
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pic = onLayer PtLayer $ uncurry translate newPos $ rotate (argV accel) shellPic
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piclow = onLayerL [levLayer CrLayer - 2]
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$ uncurry translate newPos $ rotate (argV accel) shellPic
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hitCr = fst <$> collideCircCrsPoint oldPos newPos 4 w
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hitWl = fst <$> collideCircWalls' oldPos newPos 2 (wallsNearPoint newPos w)
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thingHit = hitCr <|> hitWl
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spin = case w ^? creatures . ix cid of
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Just cr -> negate $ min 0.2 $ max (-0.2) $ normalizeAnglePi (dir - _crDir cr) / 20
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_ -> 0
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r1 = randInCirc 10 & evalState $ _randGen w
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smokeGen = makeSmokeCloudAt (oldPos +.+ r1 +.+ 30 *.* normalizeV (oldPos -.- newPos))
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rot' = rot * 0.995
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shellPic :: Picture
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shellPic = color black $ polygon [(-6,4),(-6,-4),(6,-4),(8,0),(6,4)]
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reduceSpinBy :: Float -> Projectile -> World -> World
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reduceSpinBy x pj = projectiles . ix (_pjID pj) . pjSpin *~ x
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shellPic :: Projectile -> Picture
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shellPic pj
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| t > 40 = onLayerL [levLayer CrLayer - 2]
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$ uncurry translate pos $ rotate (argV accel) basePic
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| otherwise = onLayer PtLayer $ uncurry translate pos $ rotate (argV accel) basePic
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where
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basePic = color black $ polygon [(-6,4),(-6,-4),(6,-4),(8,0),(6,4)]
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accel = _pjAcc pj
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pos = _pjPos pj
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t = _pjTimer pj
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decTimMvVel :: Projectile -> World -> World
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decTimMvVel pj = projectiles . ix pjid %~
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( (pjTimer -~ 1)
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. (pjPos %~ (+.+ vel) )
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. (pjAcc %~ rotateV rot )
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)
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where
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rot = _pjSpin pj
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vel = _pjVel pj
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pjid = _pjID pj
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pjEffAtTime
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:: Int
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-> (Projectile -> World -> World)
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-> Projectile
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-> World
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-> World
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pjEffAtTime t f pj
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| _pjTimer pj == t = f pj
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| otherwise = id
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trySpinByCID
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:: Int -- ^ creature id
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-> Projectile
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-> World
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-> World
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trySpinByCID cid pj w = w & projectiles . ix pjid . pjSpin .~ newSpin
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where
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pjid = _pjID pj
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dir = argV $ _pjVel pj
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newSpin = case w ^? creatures . ix cid of
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Just cr -> negate $ min 0.2 $ max (-0.2) $ normalizeAnglePi (dir - _crDir cr) / 20
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_ -> 0
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@@ -0,0 +1,20 @@
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module Dodge.Item.Weapon.Targeting
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where
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import Dodge.Data
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import Control.Lens
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import qualified Data.IntMap.Strict as IM
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useTargetPos
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:: (Maybe Point2 -> Creature -> World -> World)
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-> Creature
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-> World
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-> World
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useTargetPos f cr w = case cr ^? crInv . ix (_crInvSel cr) . itTargeting . _Just of
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Nothing -> w
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Just (g,_) -> f (g w) cr w
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removeItTarget :: Int -> Int -> World -> World
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removeItTarget i _ w = w & creatures . ix i . crInv . ix itRef . itTargeting .~ Nothing
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where
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cr = _creatures w IM.! i
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itRef = _crInvSel cr
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