Refactor shell movement, modularised in a tweakable way
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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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