Narrow down non-termination to thingsHit[LongLine]
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@@ -22,15 +22,14 @@ bulHitCr' :: Particle' -> Point2 -> Creature -> World -> World
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bulHitCr' bt p cr w =
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let sp = head $ _btTrail' bt
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ep = sp +.+ _btVel' bt
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-- mvDams = [TorqueDam 1 d1 , PushDam 1 $ 2 *.* (ep -.- sp) ]
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mvDams = [ PushDam 1 $ 2 *.* (ep -.- sp) ]
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mvDams = [ PushDam 1 $ 2 *.* bulVel ]
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addDamage = over (creatures . ix cid . crState . crDamage)
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(\dams -> (Piercing 100 sp p ep : mvDams) ++ dams)
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addDamageArmoured = over (creatures . ix cid . crState . crDamage)
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(\dams -> mvDams ++ dams)
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hitSound = soundMultiFrom [CrHitSound 0] 15 10 0
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flashEff = over worldEvents ((.) $ flareAt red p)
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bulVel = ep -.- sp
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bulVel = _btVel' bt
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ck cid = (+.+) (crKnockBack cid *.* bulVel)
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crKnockBack cid = (/) 1 $ (+) 2 $ _crMass $ _creatures w IM.! cid
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hasArmour cr = any (\it -> it ^? itIdentity == Just FrontArmour) $ _crInv cr
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@@ -38,7 +37,10 @@ bulHitCr' bt p cr w =
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sID = newParticleKey w
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(d1,g) = randomR (-0.7,0.7) $ _randGen w
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(colID,_) = randomR (0,11) $ _randGen w
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hitEffect = addDamage . hitSound . flashEff $ w
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hitEffect = addDamage
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. hitSound
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. flashEff
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$ w
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in case hasArmour cr of --shit this is ugly, to refactor
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True -> if hitBack
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then hitEffect
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