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loop/src/Dodge/Item/Weapon/Shatter.hs
T

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Haskell

module Dodge.Item.Weapon.Shatter where
--import Dodge.WorldEvent.HitEffect
--import Dodge.Item.Weapon.BulletGun.Clip
import Dodge.Data
import Dodge.Wall.Damage
--import Dodge.SoundLogic
import Dodge.Block.Debris
import Dodge.Base.Collide
--import Dodge.Zone
import Dodge.Creature.HandPos
--import Dodge.ChainEffect
import Dodge.Default.Weapon
import Geometry
import LensHelp
shatterGun :: Item
shatterGun = defaultWeapon
& itType . iyBase .~ HELD SHATTERGUN
& itUse . useDelay . rateMax .~ 10
& itUse . rUse .~ HeldShatter --shootShatter
& itUse . useMods .~ ShatterMod
& itUse . useAim . aimStance .~ TwoHandFlat
shootShatter :: Item -> Creature -> World -> World
shootShatter it cr w = maybe w (uncurry $ shatterWall w sp ep) $ sequence
$ collidePointWallsFilterStream canshatter sp ep w
where
canshatter wl = case _wlOpacity wl of
Opaque -> True
SeeThrough -> True
_ -> False
sp = _crPos cr +.+ aimingMuzzlePos cr it *.* unitVectorAtAngle dir
dir = _crDir cr
ep = sp +.+ 200 *.* unitVectorAtAngle dir
shatterWall :: World -> Point2 -> Point2 -> Point2 -> Wall -> World
shatterWall w sp ep p wl = w
& makeDebris (_wlMaterial wl) (_wlColor wl) p
& makeDebrisDirected 1 2 (pi/2) (argV $ vNormal $ uncurry (-.-) $ _wlLine wl) (_wlMaterial wl)
(_wlColor wl) p
& damageWall (Damage SHATTERING 1000 sp p ep NoDamageEffect) wl