module Dodge.Creature ( module Dodge.Creature, module Dodge.Creature.ChaseCrit, module Dodge.Creature.Inanimate, launcherCrit, pistolCrit, ltAutoCrit, spreadGunCrit, autoCrit, armourChaseCrit, module Dodge.Creature.Action, module Dodge.Creature.Boid, module Dodge.Creature.ChainUpdates, module Dodge.Creature.Impulse, module Dodge.Creature.Perception, module Dodge.Creature.ReaderUpdate, module Dodge.Creature.SentinelAI, module Dodge.Creature.State, module Dodge.Creature.Strategy, module Dodge.Creature.Test, module Dodge.Creature.Volition, module Dodge.Creature.YourControl, ) where import Control.Lens import Dodge.Creature.Action import Dodge.Creature.ArmourChase import Dodge.Creature.AutoCrit import Dodge.Creature.Boid import Dodge.Creature.ChainUpdates import Dodge.Creature.ChaseCrit import Dodge.Creature.Impulse import Dodge.Creature.Inanimate import Dodge.Creature.LauncherCrit import Dodge.Creature.LtAutoCrit import Dodge.Creature.Perception import Dodge.Creature.PistolCrit import Dodge.Creature.ReaderUpdate import Dodge.Creature.SentinelAI import Dodge.Creature.SpreadGunCrit import Dodge.Creature.State import Dodge.Creature.Strategy import Dodge.Creature.Test import Dodge.Creature.Volition import Dodge.Creature.YourControl import Dodge.Data.Creature import Dodge.Default import Dodge.Item import Geometry.Data import qualified IntMapHelp as IM import Picture spawnerCrit :: Creature spawnerCrit = defaultCreature & crHP .~ 300 & crInv .~ IM.empty & crType . skinUpper .~ lightx4 blue miniGunCrit :: Creature miniGunCrit = defaultCreature & crInv .~ IM.fromList [(0, miniGunX 3)] & crType . skinUpper .~ lightx4 red & crType . humanoidAI .~ MiniGunAI longCrit :: Creature longCrit = defaultCreature & crInv .~ IM.fromList [(0, sniperRifle), (1, medkit 100)] & crType . humanoidAI .~ LongAI & crType . skinUpper .~ lightx4 red multGunCrit :: Creature multGunCrit = defaultCreature & crInv .~ IM.fromList [(0, volleyGun 4), (1, medkit 100)] & crType . skinUpper .~ lightx4 red & crType . humanoidAI .~ MultGunAI addArmour :: Creature -> Creature addArmour = over crInv insarmour where insarmour xs = IM.insert (IM.newKey xs) frontArmour xs {- | The creature you control. ID 0. -} startCr :: Creature startCr = defaultCreature & crPos .~ V2 20 0 & crOldPos .~ V2 20 0 & crDir .~ pi / 2 & crMvDir .~ pi / 2 & crID .~ 0 & crHP .~ 1000 & crMaxHP .~ 1500 & crInv .~ startInventory & crCorpse .~ MakeDefaultCorpse & crFaction .~ PlayerFaction & crMvType .~ MvWalking yourDefaultSpeed & crType . skinUpper .~ lightx4 black & crType . humanoidAI .~ YourAI -- | Items you start with. startInvList :: [Item] startInvList = [] startInventory :: IM.IntMap Item startInventory = IM.fromList $ zip [0 ..] startInvList inventoryX :: Char -> [Item] inventoryX c = case c of 'A' -> [ clickDetector ITEMDETECTOR , makeTypeCraftNum 1 TRANSFORMER , makeTypeCraftNum 2 CAN , makeTypeCraftNum 2 PIPE ] 'B' -> [ forceFieldGun , wristArmour , wristArmour , autoRifle , smg , machinePistol , makeTypeCraftNum 4 MICROCHIP , makeTypeCraftNum 2 TIN , makeTypeCraftNum 2 HARDWARE , makeTypeCraftNum 2 CAN , makeTypeCraftNum 2 PIPE , makeTypeCraftNum 1 CREATURESENSOR ] 'C' -> [ autoDetector CREATUREDETECTOR , autoDetector WALLDETECTOR , autoDetector ITEMDETECTOR , wristInvisibility ] 'D' -> [ blinkGun , unsafeBlinkGun , autoDetector WALLDETECTOR ] 'E' -> [ makeTypeCraftNum 3 PIPE , makeTypeCraftNum 5 HARDWARE , makeTypeCraftNum 1 TIN , makeTypeCraftNum 1 SPRING , makeTypeCraftNum 1 PLANK , makeTypeCraftNum 1 PLATE , makeTypeCraftNum 1 STEELDRUM , makeTypeCraftNum 1 MOTOR ] 'F' -> [ makeTypeCraftNum 5 PIPE , makeTypeCraftNum 5 TUBE , makeTypeCraftNum 5 HARDWARE , makeTypeCraftNum 5 TIN , makeTypeCraftNum 5 CAN , makeTypeCraftNum 5 SPRING , makeTypeCraftNum 5 PUMP , makeTypeCraftNum 5 MAGNET , makeTypeCraftNum 5 PLANK , makeTypeCraftNum 5 PLATE , makeTypeCraftNum 5 STEELDRUM , makeTypeCraftNum 5 MOTOR , makeTypeCraftNum 5 TRANSFORMER , makeTypeCraftNum 5 PRISM , makeTypeCraftNum 5 LIGHTER , makeTypeCraftNum 5 (ENERGYBALLCRAFT IncBall) ] 'G' -> [ autoPistol , pistol , makeTypeCraftNum 2 HARDWARE , makeTypeCraftNum 2 MAGNET , makeTypeCraftNum 5 (ENERGYBALLCRAFT IncBall) , makeTypeCraftNum 5 (ENERGYBALLCRAFT TeslaBall) , makeTypeCraftNum 5 (ENERGYBALLCRAFT ConcBall) , makeTypeCraftNum 5 (BULBODYCRAFT BounceBullet) , makeTypeCraftNum 5 (BULBODYCRAFT PenetrateBullet) ] 'H' -> [shatterGun] 'I' -> [ makeTypeCraft TELEPORTMODULE , makeTypeCraftNum 2 TIMEMODULE , makeTypeCraftNum 2 MICROCHIP , makeTypeCraft HARDDRIVE , makeTypeCraft RAM ] 'J' -> [ lasGun , lasGun , dualBeam , makeTypeCraftNum 10 TRANSFORMER ] 'K' -> [ autoRifle , targetingHat TargetRBPress , makeTypeCraftNum 7 MICROCHIP , makeTypeCraftNum 4 HARDWARE , makeTypeCraftNum 2 MAGNET , makeTypeCraftNum 1 MOTOR , makeTypeCraftNum 2 ANTIMATTER , makeTypeCraftNum 1 LIGHTSENSOR , makeTypeCraftNum 1 SOUNDSENSOR , makeTypeCraftNum 1 HEATSENSOR , makeTypeCraftNum 1 (BULBODYCRAFT BounceBullet) , makeTypeCraftNum 1 (BULBODYCRAFT PenetrateBullet) , makeTypeCraftNum 1 (ENERGYBALLCRAFT IncBall) , makeTypeCraftNum 1 (ENERGYBALLCRAFT TeslaBall) , makeTypeCraftNum 1 (ENERGYBALLCRAFT ConcBall) ] 'L' -> [scrollWatch] 'M' -> stackedInventory 'T' -> testInventory _ -> [] testInventory :: [Item] testInventory = [ makeTypeCraftNum 9 PIPE , autoAmr , brainHat , headLamp , autoDetector WALLDETECTOR , magShield , frontArmour , wristArmour , flatShield , sniperRifle , makeTypeCraftNum 1 MOTOR , makeTypeCraft (ENERGYBALLCRAFT IncBall) , makeTypeCraft (ENERGYBALLCRAFT TeslaBall) , makeTypeCraft (ENERGYBALLCRAFT ConcBall) , teleportModule , makeTypeCraftNum 10 HARDWARE , makeTypeCraftNum 3 SPRING , makeTypeCraftNum 10 CAN , makeTypeCraftNum 3 PLANK ] stackedInventory :: [Item] stackedInventory = [ burstRifle , pipe , scrollWatch , rewindWatch , stopWatch , tractorGun , autoPistol , pistol , teslaGun , blinkGun , miniGunX 3 , boosterGun , remoteLauncher , flatShield , spawnGun (lamp 5) , lasGun , flameThrower , poisonSprayer , launcher , bulletBeltPack , bulletBeltBracer ]