477 lines
17 KiB
Haskell
477 lines
17 KiB
Haskell
{-# LANGUAGE BangPatterns #-}
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{- |
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Module : Dodge.Update
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Description : Simulation update
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-}
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module Dodge.Update ( updateUniverse ) where
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import Dodge.Laser.Update
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import Dodge.PressPlate
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import Dodge.ModificationEffect
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import Dodge.CrGroupUpdate
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import Dodge.Zoning.Cloud
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import Dodge.Zoning.Creature
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import Dodge.WorldEffect
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import Dodge.Data
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import Dodge.Beam
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import Dodge.LightSource.Update
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import Dodge.Projectile.Update
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import Dodge.Creature.Update
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import Dodge.RadarSweep
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import Dodge.PosEvent
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import Dodge.Spark
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import Dodge.EnergyBall
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import Dodge.Flame
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import Dodge.Bullet
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import Dodge.Update.Cloud
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import Dodge.Machine.Update
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import Dodge.RadarBlip
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import Dodge.Flare
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import Dodge.Menu
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import Dodge.CullBox
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import Dodge.Distortion
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import Dodge.SoundLogic
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import Dodge.Update.WallDamage
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import Dodge.Base
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--import Dodge.Zone
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import Dodge.Hammer
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import Dodge.WallCreatureCollisions
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import Dodge.Update.Camera
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import Dodge.Inventory
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import Sound.Data
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import Geometry
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import LensHelp
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import FoldableHelp
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import Data.List
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import Data.Maybe
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import qualified IntMapHelp as IM
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import qualified Data.Map.Strict as M
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import Control.Applicative
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--import qualified Streaming.Prelude as S
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import SDL
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{- For most menus the only way to change the world is using event handling. -}
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updateUniverse :: Universe -> Universe
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updateUniverse u = case _menuLayers u of
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(WaitScreen s i : _)
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| i < 1 -> u & over uvWorld doWorldEvents
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| otherwise -> u & menuLayers %~ ( (WaitScreen s (i-1) :) . tail )
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(OptionScreen {_scOptionFlag = GameOverOptions} : _) -> u & uvWorld %~
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( updateParticles
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. (radarBlips .~ [])
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. updateIMl _props _pjUpdate
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. updateLightSources
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. updateClouds )
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(_ : _) -> u
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[] -> functionalUpdate u
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{- | The update step. -}
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functionalUpdate :: Universe -> Universe
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functionalUpdate w = checkEndGame
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-- . updateRandGen
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. over uvWorld (mouseButtons . each .~ True) -- to determine if the mouse button is held
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. over uvWorld (worldClock +~ 1)
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. over uvWorld updateWorldSelect
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. over uvWorld doRewind
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. over uvWorld (hammers . each %~ moveHammerUp)
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. over uvWorld updateDistortions
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. over uvWorld updateCreatureSoundPositions
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. over uvWorld ppEvents
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. updateCamera
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. colCrsWalls
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. over uvWorld simpleCrSprings
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. over uvWorld zoneCreatures
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. over uvWorld (updateIMl _doors _drMech )
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. over uvWorld doWorldEvents
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. over uvWorld updateDelayedEvents
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. over uvWorld (updateIMl _modifications (doModificationEffect . _mdUpdate) )
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. over uvWorld updateSparks
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. over uvWorld updateRadarSweeps
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. over uvWorld updatePosEvents
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. over uvWorld updateFlames
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. over uvWorld updateEnergyBalls
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. over uvWorld updateParticles
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. over uvWorld updateBullets
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. over uvWorld updateRadarBlips
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. over uvWorld updateFlares
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. over uvWorld updateBeams
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. over uvWorld updateLasers
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. over uvWorld (updateIMl _props _pjUpdate )
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. over uvWorld (updateIMl' _projectiles updateProjectile)
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. over uvWorld updateLightSources
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. over uvWorld updateClouds
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. over uvWorld updateGusts
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. over uvWorld zoneClouds
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. over uvWorld (updateMIM magnets _mgUpdate )
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. over uvWorld (updateIMl' _terminals tmUpdate )
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-- . updateIMl _machines mcChooseUpdate
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. over uvWorld (updateIMl' _machines updateMachine )
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. over uvWorld (updateIMl' _creatures updateCreature )
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-- creatures should be updated early so that crOldPos is set before any position change
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. over (uvWorld . creatures) (fmap setOldPos)
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. over uvWorld updateCreatureGroups
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. over uvWorld updateWallDamages
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. over uvWorld updateSeenWalls
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. over uvWorld updateTerminal
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. over uvWorld updateRBList
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. updateBounds -- where should this go? next to update camera?
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$ over uvWorld updateCloseObjects w
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doWorldEvents :: World -> World
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doWorldEvents w = foldr doWorldEffect (w & worldEvents .~ []) (_worldEvents w)
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updateLasers :: World -> World
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updateLasers w = w'
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& lasers .~ []
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& lasersToDraw .~ ls
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where
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(w',ls) = mapAccumR updateLaser w (_lasers w)
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zoneClouds :: World -> World
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zoneClouds w = w
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& clZoning .~ mempty
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& clZoning %~ \zn ->
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foldl' (flip zoneCloud) zn (_clouds w)
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--runIdentity (S.fold_ (flip $ updateZoning (:)) (zn & znObjects .~ mempty) id (_clouds w))
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updateWorldSelect :: World -> World
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updateWorldSelect w = f . g $ case (w ^? mouseButtons . ix ButtonLeft, w ^? mouseButtons . ix ButtonRight) of
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(Nothing ,Nothing) -> w
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(Just False,Nothing) -> w & lLine . _1 .~ mwp
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(Just True ,Nothing) -> w & lLine . _2 .~ mwp
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(Nothing ,_) -> w
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(Just False,_) -> w & rLine . _1 .~ mwp
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(Just True ,_) -> w & rLine . _2 .~ mwp
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where
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mwp = mouseWorldPos w
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f | ButtonLeft `M.member` _mouseButtons w = lSelect .~ mwp
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| otherwise = id
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g | ButtonRight `M.member` _mouseButtons w = rSelect .~ mwp
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| otherwise = id
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--mcChooseUpdate :: Machine -> Machine -> World -> World
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--mcChooseUpdate mc mc'
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-- | _mcHP mc > 0 = _mcUpdate mc mc'
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-- | otherwise = destroyMachine mc
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tmUpdate :: Terminal -> World -> World
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tmUpdate tm w = case w ^? terminals . ix (_tmID tm) . tmFutureLines . ix 0 of
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Nothing -> w
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Just tl | _tlPause tl > 0 -> w & pointTermParams . tmFutureLines . ix 0 . tlPause -~ 1
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Just (TerminalLineDisplay _ f) -> w & pointTermParams %~
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( ( tmFutureLines %~ tail )
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. ( tmDisplayedLines .:~ f w )
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)
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Just (TerminalLineEffect _ eff) -> w
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& pointTermParams . tmFutureLines %~ tail
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& eff tm
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Just (TerminalLineTerminalEffect _ eff) -> w
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& pointTermParams . tmFutureLines %~ tail
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& pointTermParams %~ eff
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where
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pointTermParams = terminals . ix (_tmID tm)
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setOldPos :: Creature -> Creature
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setOldPos cr = cr
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& crOldPos .~ _crPos cr
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& crOldDir .~ _crDir cr
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-- hack
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--updateRandGen :: World -> World
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--updateRandGen = randGen %~ (snd . (uniform :: StdGen -> (Int,StdGen)))
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doRewind :: World -> World
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doRewind w = case _maybeWorld w of
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Just' w' -> w' & timeFlow .~ RewindingLastFrame
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Nothing' -> w & timeFlow .~ NormalTimeFlow
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zoneCreatures :: World -> World
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zoneCreatures w = w
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& crZoning .~ mempty
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& crZoning %~ \zn -> foldl' (flip zoneCreature) zn (_creatures w)
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-- foldl' (flip $ updateZoning (\cr -> IM.insert (_crID cr) cr))
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-- zn (_creatures w)
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updateCreatureSoundPositions :: World -> World
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updateCreatureSoundPositions w = M.foldlWithKey' insertSound w
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. M.mapMaybeWithKey updateSound
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$ _playingSounds w
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where
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insertSound w' k s = w' & toPlaySounds %~ M.insertWith (const id) k s
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updateSound (CrMouth cid) s = case w ^? creatures . ix cid . crPos of
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Just p -> Just s {_soundPos = p, _soundAngDist = Just (soundAngle p w,0)}
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Nothing -> Just s {_soundTime = Just 0}
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updateSound _ _ = Nothing
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--updateIMr :: (World -> IM.IntMap a) -> (a -> a -> World -> World) -> World -> World
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--updateIMr fim fup w = foldr (dbArg fup) w (fim w)
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updateIMl :: (World -> IM.IntMap a) -> (a -> a -> World -> World) -> World -> World
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updateIMl fim fup w = foldl' (flip $ dbArg fup) w (fim w)
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updateIMl' :: (World -> IM.IntMap a) -> (a -> World -> World) -> World -> World
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updateIMl' fim fup w = foldl' (flip fup) w (fim w)
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updateCreatureGroups :: World -> World
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updateCreatureGroups w = w & creatureGroups %~
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IM.mapMaybe (\cgp -> doCrGroupUpdate (_crGroupUpdate cgp) w cgp)
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updateDistortions :: World -> World
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updateDistortions = distortions %~ mapMaybe updateDistortion
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updateLightSources :: World -> World
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updateLightSources = tempLightSources %~ f
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where
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f = mapMaybe (\b -> updateTempLightSource (_tlsUpdate b) b)
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updateRadarBlips :: World -> World
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updateRadarBlips = radarBlips %~ mapMaybe updateRadarBlip
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updateFlares :: World -> World
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updateFlares = flares %~ mapMaybe updateFlare
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{- Apply internal particle updates, delete 'Nothing's. -}
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updateBullets :: World -> World
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updateBullets w = updateInstantBullets $ set bullets (catMaybes ps) w'
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where
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(w',ps) = mapAccumR updateBullet w $ _bullets w
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updateFlames :: World -> World
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updateFlames w = w' & flames .~ catMaybes newflames
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where
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(w',newflames) = mapAccumR moveFlame w $ _flames w
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updateEnergyBalls :: World -> World
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updateEnergyBalls w = w' & energyBalls .~ catMaybes newebs
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where
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(w',newebs) = mapAccumR moveEnergyBall w $ _energyBalls w
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updateRadarSweeps :: World -> World
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updateRadarSweeps w = w' & radarSweeps .~ catMaybes newradarSweeps
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where
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(w',newradarSweeps) = mapAccumR updateRadarSweep w $ _radarSweeps w
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updateSparks :: World -> World
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updateSparks w = w' & sparks .~ catMaybes newsparks
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where
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(w',newsparks) = mapAccumR moveSpark w $ _sparks w
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updatePosEvents :: World -> World
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updatePosEvents w = w' & posEvents .~ catMaybes newposEvents
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where
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(w',newposEvents) = mapAccumR updatePosEvent w $ _posEvents w
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{- Apply internal particle updates, delete 'Nothing's. -}
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updateParticles :: World -> World
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updateParticles w = updateInstantParticles $ set particles (catMaybes ps) w'
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where
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(w',ps) = mapAccumR (\a b -> _ptUpdate b a b) w $ _particles w
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updateBeams :: World -> World
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updateBeams w = w
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& newBeams .~ WorldBeams [] [] [] []
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& beams .~ thebeams
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& combineBeams thebeams
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where
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thebeams = _newBeams w
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combineBeams :: WorldBeams -> World -> World
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combineBeams wbeams w = w''
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& beams . positronBeams .~ pbeams
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& beams . electronBeams .~ ebeams
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where
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(w',pbeams) = mapAccumR (combineBeamBeams (_electronBeams wbeams)) w $ _positronBeams wbeams
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(w'',ebeams) = mapAccumR (combineBeamBeams (_positronBeams wbeams)) w' $ _electronBeams wbeams
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combineBeamBeams :: [Beam] -> World -> Beam -> (World,Beam)
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combineBeamBeams bms w bm = case intersectBeamBeams bm bms of
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(ps,Nothing) -> (w, bm & bmFirstPoints .~ ps)
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(ps,Just a) -> (doBeamCombine (_beamCombine (_bmType bm)) a w, bm & bmFirstPoints .~ ps)
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-- intersect a beam with a list of beams.
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-- returns the (reversed) travel of the beam up to maybe an intersection point
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intersectBeamBeams :: Beam -> [Beam]
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-> ([Point2], Maybe (Point2,(Point2,Point2,Beam),(Point2,Point2,Beam)))
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intersectBeamBeams bm bms = f [] $ _bmPoints bm
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where
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f ps (x:y:ys) = case intersectSegBeams x y bms of
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Just (z,a) -> (z:x:ps, Just (z,(x,y,bm),a))
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Nothing -> f (x:ps) (y:ys)
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f ps [x] = (x:ps, Nothing)
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f _ _ = error "made an empty beam"
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intersectSegBeams :: Point2 -> Point2 -> [Beam] -> Maybe (Point2,(Point2,Point2,Beam))
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intersectSegBeams sp ep (bm:bms) = case intersectSegBeam sp ep bm of
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Nothing -> intersectSegBeams sp ep bms
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--Just a@(z,_) -> maybe (Just a) Just $ intersectSegBeams sp z bms
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Just a@(z,_) -> intersectSegBeams sp z bms <|> Just a
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intersectSegBeams _ _ _ = Nothing
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intersectSegBeam :: Point2 -> Point2 -> Beam -> Maybe (Point2,(Point2,Point2,Beam))
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intersectSegBeam sp ep bm = case intersectSegSegs' sp ep (_bmPoints bm) of
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Nothing -> Nothing
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Just (z,x,y) -> Just (z,(x,y,bm))
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intersectSegSegs' :: Point2 -> Point2 -> [Point2] -> Maybe (Point2,Point2,Point2)
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intersectSegSegs' sp ep (x:y:ys) = case intersectSegSeg sp ep x y of
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--Just z -> maybe (Just (z,x,y)) Just $ intersectSegSegs' sp z (y:ys)
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Just z -> intersectSegSegs' sp z (y:ys) <|> Just (z,x,y)
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Nothing -> intersectSegSegs' sp ep (y:ys)
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intersectSegSegs' _ _ _ = Nothing
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--intersectSegSegs :: Point2 -> Point2 -> [Point2] -> Maybe Point2
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--intersectSegSegs sp ep (x:y:ys) = case intersectSegSeg sp ep x y of
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-- Just z -> maybe (Just z) Just $ intersectSegSegs sp z (y:ys)
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-- Nothing -> intersectSegSegs sp ep (y:ys)
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--intersectSegSegs _ _ _ = Nothing
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--
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--intersectSegSegss :: Point2 -> Point2 -> [[Point2]] -> Maybe Point2
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--intersectSegSegss sp ep (as:ass) = case intersectSegSegs sp ep as of
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-- Just z -> maybe (Just z) Just $ intersectSegSegss sp z ass
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-- Nothing -> intersectSegSegss sp ep ass
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--intersectSegSegss _ _ _ = Nothing
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--
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--intersectSegsSegss :: [Point2] -> [[Point2]] -> Maybe Point2
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--intersectSegsSegss (x:y:ys) ass = maybe
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-- (intersectSegsSegss (y:ys) ass)
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-- Just
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-- (intersectSegSegss x y ass)
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--intersectSegsSegss _ _ = Nothing
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updateInstantBullets :: World -> World
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updateInstantBullets w = case _instantBullets w of
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[] -> w
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ps -> let (w',ps') = mapAccumR updateBullet (w {_instantBullets=[]}) ps
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in updateInstantBullets $ w' & bullets .++~ catMaybes ps'
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updateInstantParticles :: World -> World
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updateInstantParticles w = case _instantParticles w of
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[] -> w
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ps -> let (w',ps') = mapAccumR (\a b -> _ptUpdate b a b) (w {_instantParticles=[]}) ps
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in updateInstantParticles $ w' & particles .++~ catMaybes ps'
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updateMIM :: ASetter' World (IM.IntMap a) -> (a -> a -> Maybe a) -> World -> World
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updateMIM f up = f %~ IM.mapMaybe (dbArg up)
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-- Note that this updates the randgen
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--updateCreatures :: World -> World
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--updateCreatures w = appEndo f $ w
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-- & creatures .~ IM.mapMaybe id m
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-- & randGen .~ newg
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-- where
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-- ((f,newg),m) = mapAccumR crUp (Endo id,_randGen w) (_creatures w)
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-- crUp (f',g) cr = ((f' <> f'',g'), cr')
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-- where
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-- (f'',cr') = _crUpdate cr cr (w & randGen .~ g)
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-- (_,g') = genWord8 g
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ppEvents :: World -> World
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ppEvents w = IM.foldl' (flip $ \pp -> doPressPlateEvent (_ppEvent pp) pp) w $ _pressPlates w
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updateSeenWalls :: World -> World
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updateSeenWalls w = foldl' markWallSeen w (map (_wlID . snd) $ allVisibleWalls w)
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-- where
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-- f w' !i -- = w' & walls . ix i . wlSeen .~ True
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-- = w' { _walls = IM.adjust mw i $ _walls w' }
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-- mw wl = wl {_wlSeen = True}
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markWallSeen :: World -> Int -> World
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markWallSeen !w !i = w { _walls = IM.adjust markSeen i $ _walls w }
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markSeen :: Wall -> Wall
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markSeen wl = wl {_wlSeen = True}
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checkEndGame :: Universe -> Universe
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checkEndGame uv = case _deathDelay w of
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Just x | x < 0 -> uv & menuLayers .~ [gameOverMenu]
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& uvWorld . deathDelay .~ Nothing
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Just _ -> uv & uvWorld . deathDelay . _Just -~ 1
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_ | _crHP (you w) < 1 -> uv & uvWorld . deathDelay ?~ 50
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_ -> uv
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where
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w = _uvWorld uv
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updateGusts :: World -> World
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updateGusts w = w
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& gusts %~ IM.mapMaybe (mvGust w)
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mvGust :: World -> Gust -> Maybe Gust
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mvGust _ gu
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| _guTime gu < 0 = Nothing
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| otherwise = Just $ gu
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& guPos .+.+~ _guVel gu
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& guTime -~ 1
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updateClouds :: World -> World
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updateClouds w = w' & clouds .~ catMaybes mclouds
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where
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-- cls = _clouds w
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(w',mclouds) = mapAccumR updateCloud w (_clouds w)
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cloudEffect :: Cloud -> World -> World
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cloudEffect cl = case _clType cl of
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GasCloud -> cloudPoisonDamage cl
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SmokeCloud -> id
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updateCloud :: World -> Cloud -> (World,Maybe Cloud)
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updateCloud w c
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| _clTimer c < 1 = (w, Nothing)
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| otherwise = (cloudEffect c w, Just $ c
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& clPos .~ finalPos
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& clVel .~ finalVel
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& clTimer -~ 1
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)
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where
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newVel@(V3 _ _ nvz) = (0.95 *.*.* springVels) +.+.+ V3 0 0 (0.001 * vertVel)
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newVel2 = stripZ newVel
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vertVel = _clAlt c - opz
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springVels = foldl' (clClSpringVel c) (_clVel c) (clsNearPoint oldPos2 w)
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oldPos@(V3 _ _ opz) = _clPos c
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oldPos2 = stripZ oldPos
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newPos@(V3 _ _ npz) = oldPos +.+.+ newVel
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newPos2 = stripZ newPos
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hitWl = bouncePoint (const True) 1 oldPos2 newPos2 w
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finalPos = addZ (min 74 npz) $ maybe newPos2 fst hitWl
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-- allowing clouds at/above height 75 causes graphical glitches 22.05.23
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finalVel = addZ nvz $ maybe newVel2 snd hitWl
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clClSpringVel :: Cloud -> Point3 -> Cloud -> Point3
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clClSpringVel a v b
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| dist3 pa pb < radDist = v +.+.+ 0.1 *.*.* normalizeV3 (pa -.-.- pb)
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| otherwise = v
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where
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pa = _clPos a
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pb = _clPos b
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radDist = (_clRad a + _clRad b) / 2
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simpleCrSprings :: World -> World
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simpleCrSprings w = IM.foldl' (flip crSpring) w $ _creatures w
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-- note that this may in rare cases not push creatures away from each other
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crSpring :: Creature -> World -> World
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crSpring c w = foldl' (flip $ crCrSpring c) w cs
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where
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cs = crsNearPoint (_crPos c) w
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crCrSpring :: Creature -> Creature -> World -> World
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crCrSpring c1 c2
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| id1 == id2 = id
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| vec == V2 0 0 = id
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| diff >= comRad = id
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| otherwise = creatures %~
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( over (ix id1 . crPos) (+.+ overlap1)
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. over (ix id2 . crPos) (-.- overlap2)
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)
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where
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id1 = _crID c1
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id2 = _crID c2
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vec = _crPos c1 -.- _crPos c2
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diff = magV vec
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comRad = _crRad c1 + _crRad c2
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overlap1 = ((comRad - diff) * _crMass c2 * 0.5 / massT) *.* errorNormalizeV 55 vec
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overlap2 = ((comRad - diff) * _crMass c1 * 0.5 / massT) *.* errorNormalizeV 56 vec
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massT = _crMass c1 + _crMass c2
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|
|
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updateDelayedEvents :: World -> World
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updateDelayedEvents w = let (neww,newde) = mapAccumR f w (_delayedEvents w)
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in neww & delayedEvents .~ catMaybes newde
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where
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f w' (i,g)
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| i <= 0 = (w' & worldEvents .:~ g, Nothing)
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| otherwise = (w', Just (i-1,g))
|