remove dead code
This commit is contained in:
@@ -409,101 +409,46 @@ struct
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| _ => enemy
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fun updatePatrolState
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( player
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, enemy
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, walls
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, wallTree
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, platforms
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, platformTree
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, projectileTree
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, enemyList
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, fallingList
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) =
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(player, enemy, walls, wallTree, platforms, platformTree) =
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let
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val {x, y, ...} = enemy
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val size = Constants.enemySize
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val enemy = withDefaultYAxis enemy
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val patches = getPatrolPatches (enemy, wallTree, platformTree, [])
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getPhysicsPatches enemy
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getEnvironmentPatches
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(enemy, walls, wallTree, platforms, platformTree)
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in
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if QuadTree.hasCollisionAt (x, y, size, size, ~1, projectileTree) then
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(* if projectile hits, filter out from this list, and add to list of
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* fallingEnemies *)
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let
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val fallingList =
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{x = x, y = y, variant = #variant enemy} :: fallingList
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in
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(enemyList, fallingList)
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end
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else if isCollidingWithPlayerAttack (player, enemy) then
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(* filter out when any projectile hits *)
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(enemyList, fallingList)
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else
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(* since we're not filtering out, update the enemy's state and cons enemy *)
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let
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val enemy = withDefaultYAxis enemy
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val patches = getPatrolPatches (enemy, wallTree, platformTree, [])
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getPhysicsPatches enemy
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getEnvironmentPatches
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(enemy, walls, wallTree, platforms, platformTree)
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val enemy = EnemyPatch.withPatches (enemy, patches)
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in
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(enemy :: enemyList, fallingList)
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end
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EnemyPatch.withPatches (enemy, patches)
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end
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fun updateFollowState
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( player
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, enemy
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, walls
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, wallTree
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, platforms
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, platformTree
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, projectileTree
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, graph
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, enemyList
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, fallingList
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) =
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(player, enemy, walls, wallTree, platforms, platformTree, graph) =
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let
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val {x, y, ...} = enemy
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val size = Constants.enemySize
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val enemy = withDefaultYAxis enemy
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val patches = getFollowPatches
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(player, enemy, wallTree, platformTree, platforms, graph, [])
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getPhysicsPatches enemy
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getEnvironmentPatches
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(enemy, walls, wallTree, platforms, platformTree)
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in
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if QuadTree.hasCollisionAt (x, y, size, size, ~1, projectileTree) then
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(* if projectile hits, filter out from this list, and add to list of
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* fallingEnemies *)
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let
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val fallingList =
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{x = x, y = y, variant = #variant enemy} :: fallingList
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in
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(enemyList, fallingList)
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end
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else if isCollidingWithPlayerAttack (player, enemy) then
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(* filter out when any projectile hits *)
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(enemyList, fallingList)
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else
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(* since we're not filtering out, update the enemy's state and cons enemy *)
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let
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val enemy = withDefaultYAxis enemy
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val patches = getFollowPatches
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(player, enemy, wallTree, platformTree, platforms, graph, [])
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getPhysicsPatches enemy
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val enemy = EnemyPatch.withPatches (enemy, patches)
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val patches = EnemyPhysics.getEnvironmentPatches
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(enemy, walls, wallTree, platforms, platformTree)
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val enemy = EnemyPatch.withPatches (enemy, patches)
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in
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(enemy :: enemyList, fallingList)
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end
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EnemyPatch.withPatches (enemy, patches)
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end
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fun updateStraightBat
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(player, enemy, walls, wallTree, projectileTree, enemyList, fallingList) =
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fun updateStraightBat (player, enemy, walls, wallTree) =
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let
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val {x, y, batRest, batDirY, batMinY, batMaxY, xAxis, ...} = enemy
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@@ -553,59 +498,18 @@ struct
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in
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EnemyPatch.W_BAT_REST 0 :: patches
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end
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val enemy = EnemyPatch.withPatches (enemy, patches)
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in
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(enemy :: enemyList, fallingList)
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EnemyPatch.withPatches (enemy, patches)
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end
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fun updateEnemyState
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( enemy
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, projectiles
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, projectileTree
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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, enemyList
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, fallingList
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) =
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(enemy, walls, wallTree, platforms, platformTree, player, graph) =
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case #variant enemy of
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PATROL_SLIME =>
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updatePatrolState
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( player
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, enemy
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, walls
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, wallTree
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, platforms
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, platformTree
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, projectileTree
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, enemyList
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, fallingList
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)
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(player, enemy, walls, wallTree, platforms, platformTree)
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| FOLLOW_SLIME =>
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updateFollowState
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( player
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, enemy
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, walls
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, wallTree
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, platforms
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, platformTree
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, projectileTree
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, graph
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, enemyList
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, fallingList
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)
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| STRAIGHT_BAT =>
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updateStraightBat
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( player
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, enemy
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, walls
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, wallTree
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, projectileTree
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, enemyList
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, fallingList
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)
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(player, enemy, walls, wallTree, platforms, platformTree, graph)
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| STRAIGHT_BAT => updateStraightBat (player, enemy, walls, wallTree)
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end
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