add enemy to falling list when they are defeated
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@@ -5,35 +5,40 @@ struct
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MakeQuadTreeFold
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(struct
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type env = unit
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type state = PlayerType.defeated_enemies list * EnemyMap.t
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type state = FallingEnemyMap.t * EnemyMap.t
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open EnemyType
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fun defeatEnemy (enemyID, enemyMap, defeatedList) =
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let
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val defeatedList = {angle = 1} :: defeatedList
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val enemyMap = EnemyMap.remove (enemyID, enemyMap)
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in
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(defeatedList, enemyMap)
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end
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fun defeatEnemy (enemyID, enemyMap, fallingMap) =
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case EnemyMap.get (enemyID, enemyMap) of
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SOME (enemy: EnemyType.enemy) =>
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let
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val {x, y, variant, ...} = enemy
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val fallenEnemy = {x = x, y = y, variant = variant}
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val fallingMap = FallingEnemyMap.add (enemyID, fallenEnemy, fallingMap)
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val enemyMap = EnemyMap.remove (enemyID, enemyMap)
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in
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(fallingMap, enemyMap)
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end
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| NONE => (fallingMap, enemyMap)
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fun shieldSlimeAttacked (enemyID, enemy, enemyMap, defeatedList) =
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if #shieldOn enemy then (defeatedList, enemyMap)
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else defeatEnemy (enemyID, enemyMap, defeatedList)
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fun shieldSlimeAttacked (enemyID, enemy, enemyMap, fallingMap) =
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if #shieldOn enemy then (fallingMap, enemyMap)
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else defeatEnemy (enemyID, enemyMap, fallingMap)
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fun onPlayerAttack (enemyID, enemy, enemyMap, defeatedList) =
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fun onPlayerAttack (enemyID, enemy, enemyMap, fallingMap) =
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case #variant enemy of
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PATROL_SLIME => defeatEnemy (enemyID, enemyMap, defeatedList)
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| FOLLOW_SLIME => defeatEnemy (enemyID, enemyMap, defeatedList)
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| STRAIGHT_BAT => defeatEnemy (enemyID, enemyMap, defeatedList)
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PATROL_SLIME => defeatEnemy (enemyID, enemyMap, fallingMap)
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| FOLLOW_SLIME => defeatEnemy (enemyID, enemyMap, fallingMap)
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| STRAIGHT_BAT => defeatEnemy (enemyID, enemyMap, fallingMap)
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| SHIELD_SLIME =>
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shieldSlimeAttacked (enemyID, enemy, enemyMap, defeatedList)
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shieldSlimeAttacked (enemyID, enemy, enemyMap, fallingMap)
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fun fold (enemyID, (), (defeatedList, enemyMap)) =
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fun fold (enemyID, (), (fallingMap, enemyMap)) =
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case EnemyMap.get (enemyID, enemyMap) of
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SOME enemy =>
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onPlayerAttack (enemyID, enemy, enemyMap, defeatedList)
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| NONE => (defeatedList, enemyMap)
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onPlayerAttack (enemyID, enemy, enemyMap, fallingMap)
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| NONE => (fallingMap, enemyMap)
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end)
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structure PlayerAttackFalling =
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@@ -57,9 +62,6 @@ struct
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val width = Constants.projectileWidth
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val height = Constants.projectileHeight
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val (defeatedList, enemyMap) = PlayerAttackEnemy.foldRegion
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(projectileX, projectileY, width, height, (), ([], enemyMap), enemyTree)
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val fallingTree = FallingEnemies.generateTree fallingMap
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val (defeatedList, fallingMap) = PlayerAttackFalling.foldRegion
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( projectileX
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@@ -67,11 +69,15 @@ struct
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, width
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, height
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, ()
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, (defeatedList, fallingMap)
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, ([], fallingMap)
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, fallingTree
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)
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val (fallingMap, enemyMap) = PlayerAttackEnemy.foldRegion
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(projectileX, projectileY, width, height, (), (fallingMap, enemyMap), enemyTree)
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val defeatedList = Vector.fromList defeatedList
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val defeatedList = Vector.concat [defeatedList, #enemies player]
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val player =
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PlayerPatch.withPatch (player, PlayerPatch.W_ENEMIES defeatedList)
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in
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