structure PlayerAttack = struct structure AttackEnemies = MakeQuadTreeFold (struct type env = unit type state = PlayerType.defeated_enemies list * EnemyMap.t open EnemyType fun onAttacked (enemyID, enemy, enemyMap, defeatedList) = case #variant enemy of PATROL_SLIME => let val defeatedList = {angle = 1} :: defeatedList val enemyMap = EnemyMap.remove (enemyID, enemyMap) in (defeatedList, enemyMap) end | FOLLOW_SLIME => let val defeatedList = {angle = 1} :: defeatedList val enemyMap = EnemyMap.remove (enemyID, enemyMap) in (defeatedList, enemyMap) end | STRAIGHT_BAT => let val defeatedList = {angle = 1} :: defeatedList val enemyMap = EnemyMap.remove (enemyID, enemyMap) in (defeatedList, enemyMap) end fun fold (enemyID, (), (defeatedList, enemyMap)) = case EnemyMap.get (enemyID, enemyMap) of SOME enemy => onAttacked (enemyID, enemy, enemyMap, defeatedList) | NONE => (defeatedList, enemyMap) end) fun attackEnemies (player: PlayerType.player, enemyMap, enemyTree) = let open PlayerType val {x, y, facing, mainAttack, ...} = player in case mainAttack of MAIN_ATTACKING {length, ...} => let open EntityType val height = Constants.playerSize val x = (case facing of FACING_RIGHT => x + Constants.playerSize | FACING_LEFT => x - length) val (defeatedList, enemyMap) = AttackEnemies.foldRegion (x, y, length, height, (), ([], enemyMap), enemyTree) val defeatedList = Vector.fromList defeatedList val defeatedList = Vector.concat [defeatedList, #enemies player] val player = PlayerPatch.withPatch (player, PlayerPatch.W_ENEMIES defeatedList) in (player, enemyMap) end | _ => (player, enemyMap) end end