AI refactor
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@@ -0,0 +1,75 @@
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module Dodge.Creature.LtAutoCrit
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( ltAutoCrit
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) where
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import Dodge.Data
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import Dodge.Default
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import Dodge.Creature.Picture
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import Dodge.Creature.Test
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import Dodge.Creature.ActionRat
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import Dodge.Creature.ChooseTarget
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import Dodge.Creature.SetTarget
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import Dodge.Creature.Rationality
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import Dodge.Creature.AlertLevel
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import Dodge.Creature.State
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import Dodge.Creature.State.Data
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import Dodge.Item.Weapon
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import Dodge.Item.Consumable
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import Geometry
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import Picture
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import Dodge.RandomHelp
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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import Control.Monad.State
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import System.Random
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ltAutoCrit :: Creature
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ltAutoCrit = defaultCreature
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{ _crPict = basicCrPict red
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, _crUpdate = stateUpdate $ impulsiveAI $ composeInternalAIs
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[ performActions
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, watchUpdateStrat
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[ (crHasTargetLOS, \w cr -> StrategyActions (ShootAt 0)
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[DoActionIf (not . crIsAiming) DrawWeapon
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,DoActionThen
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(DoActionWhile crHasTargetLOS $ ArbitraryAction chooseMovement)
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(DoImpulses [ChangeStrategy WatchAndWait])
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]
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)
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, (crAwayFromPost, goToPostStrat)
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]
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, basicPerceptionUpdate [0]
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, doStrategyActions
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, reloadOverride
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, targetYouWhenCognizant
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, overrideInternal (onBoth (&&) crHasTarget (crStratConMatches (GetTo (0,0))))
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$ \ _ -> crActionPlan . crStrategy .~ WatchAndWait
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]
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, _crActionPlan = ActionPlan
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{ _crImpulse = []
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, _crAction = []
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, _crStrategy = StrategyActions WatchAndWait [StartSentinelPost]
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, _crGoal = []
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}
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, _crInv = IM.fromList [(0,ltAutoGun),(1,medkit 100)]
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, _crInvSel = 0
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, _crRad = 10
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, _crHP = 500
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}
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chooseMovement :: Creature -> World -> Action
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chooseMovement cr w
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| dist cpos p > 200 = DoImpulses [UseItem,TurnToward p 0.05 , MoveForward 3]
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| dist cpos p < 80 = DoImpulses [UseItem,TurnToward p 0.05, MoveForward (-3) ]
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| errorAngleVV 22 (p' -.- cpos) (unitVectorAtAngle (_crDir cr)) < 0.4
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= DoImpulses [UseItem,TurnToward p' 0.01, Move (0,3)]
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| otherwise
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= DoImpulses [UseItem,TurnToward p' 0.05, Move (0,3)]
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where
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cpos = _crPos cr
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tcr = _creatures w IM.! 0
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p = _crPos tcr
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v = vNormal $ p -.- cpos
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p' = p +.+ 0.5 *.* (v -.- 20 *.* (normalizeV v))
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@@ -16,10 +16,13 @@ import Dodge.Item.Weapon
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import Dodge.Item.Consumable
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import Geometry
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import Picture
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import Dodge.RandomHelp
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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import Control.Monad.State
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import System.Random
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pistolCrit :: Creature
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pistolCrit = defaultCreature
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@@ -27,7 +30,7 @@ pistolCrit = defaultCreature
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, _crUpdate = stateUpdate $ impulsiveAI $ composeInternalAIs
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[ performActions
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, watchUpdateStrat
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[ (crHasTargetLOS, \w cr -> StrategyActions (ShootAt 0) [chooseMovement cr w])
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[ (crHasTargetLOS, \w cr -> StrategyActions (ShootAt 0) [DoActionIf (not . crIsAiming) DrawWeapon,chooseMovement cr w])
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, (crAwayFromPost, goToPostStrat)
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]
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, basicPerceptionUpdate [0]
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@@ -48,15 +51,58 @@ pistolCrit = defaultCreature
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, _crRad = 10
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, _crHP = 500
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}
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chooseMovement :: Creature -> World -> Action
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chooseMovement cr w = undefined
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chooseMovement cr w = chooseMovement' cr w
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`DoActionThen`
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DoImpulses [ChangeStrategy WatchAndWait]
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retreatAction :: Creature -> Creature -> Action
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retreatAction tcr cr =
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chooseMovement' :: Creature -> World -> Action
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chooseMovement' cr w = takeOneWeighted [chargeProb,retreatProb,strafeProb,strafeProb]
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[chargeActions
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,retreatActions ycr cr
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,strafeLeftActions
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,strafeRightActions
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] & evalState $ g
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where
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g = _randGen w
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cpos = _crPos cr
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ycr = _creatures w IM.! 0
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ypos = _crPos ycr
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chargeProb | dist cpos ypos > 300 = 5
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| dist cpos ypos > 150 = 1
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| otherwise = 0
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strafeProb | dist cpos ypos > 150 = 1
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| otherwise = 0
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retreatProb | dist cpos ypos < 200 = 1 :: Float
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| otherwise = 0
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chargeActions =
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[TurnToward ypos 0.1]
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`DoImpulsesAlongside`
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3
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`DoReplicate`
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ImpulsesList (replicate 9 [Move (3,0)] ++ [[Move (3,0),UseItem]])
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strafeLeftActions =
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DoImpulses [TurnToward yposr (2*pi)]
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`DoActionThen`
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3
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`DoReplicate`
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ImpulsesList (replicate 9 [Move (0,3)] ++ [[Move (0,3),UseItem]])
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strafeRightActions =
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DoImpulses [TurnToward yposl (2*pi)]
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`DoActionThen`
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3
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`DoReplicate`
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ImpulsesList (replicate 9 [Move (0,-3)] ++ [[Move (0,-3),UseItem]])
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yposl = ypos -.- 100 *.* (vNormal $ normalizeV $ ypos -.- cpos)
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yposr = ypos +.+ 100 *.* (vNormal $ normalizeV $ ypos -.- cpos)
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retreatActions :: Creature -> Creature -> Action
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retreatActions tcr cr =
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[TurnToward retreatOffset 0.2]
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`DoImpulsesAlongside`
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NoAction
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3
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`DoReplicate`
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ImpulsesList (replicate 9 [Move (-3,0)] ++ [[UseItem]])
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where
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cpos = _crPos cr
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tpos = _crPos tcr
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@@ -70,3 +116,4 @@ retreatAction tcr cr =
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tpos
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(tpos +.+ vNormal (cpos -.- tpos))
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@@ -137,6 +137,9 @@ performAction cr w ac = case ac of
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(imps, Just ac) -> (imps, Just $ DoActionWhilePartial ac f resetAc)
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(imps, _) -> (imps, Just $ DoActionWhilePartial resetAc f resetAc)
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| otherwise -> performAction cr w partAc
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DoActionIf f ac
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| f (w,cr) -> performAction cr w ac
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| otherwise -> ([],Nothing)
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DoActionIfElse ac f ac'
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| f (w,cr) -> performAction cr w ac
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| otherwise -> performAction cr w ac'
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@@ -164,7 +167,9 @@ performAction cr w ac = case ac of
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_ -> ([],Nothing)
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UseAheadPos f -> performAction cr w (f (_crPos cr +.+ 20 *.* unitVectorAtAngle (_crDir cr)))
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ArbitraryAction f -> performAction cr w (f cr w)
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DoImpulsesAlongside sideImpulses mainAc -> undefined
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DoImpulsesAlongside sideImp mainAc -> case performAction cr w mainAc of
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(imp, Just ac) -> (sideImp ++ imp, Just $ DoImpulsesAlongside sideImp ac)
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(imp, _) -> (sideImp ++ imp, Nothing)
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DoReplicate t ac -> performAction cr w $ DoReplicatePartial ac t ac
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DoReplicatePartial _ 0 ac' -> performAction cr w ac'
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DoReplicatePartial ac t ac' -> case performAction cr w ac' of
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@@ -0,0 +1,76 @@
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module Dodge.Creature.SpreadGunCrit
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( spreadGunCrit
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) where
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import Dodge.Data
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import Dodge.Default
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import Dodge.Creature.Picture
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import Dodge.Creature.Test
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import Dodge.Creature.ActionRat
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import Dodge.Creature.ChooseTarget
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import Dodge.Creature.SetTarget
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import Dodge.Creature.Rationality
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import Dodge.Creature.AlertLevel
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import Dodge.Creature.State
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import Dodge.Creature.State.Data
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import Dodge.Item.Weapon
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import Dodge.Item.Consumable
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import Geometry
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import Picture
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import Dodge.RandomHelp
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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import Control.Monad.State
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import System.Random
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spreadGunCrit :: Creature
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spreadGunCrit = defaultCreature
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{ _crPict = basicCrPict red
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, _crUpdate = stateUpdate $ impulsiveAI $ composeInternalAIs
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[ performActions
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, watchUpdateStrat
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[ (crHasTargetLOS, \w cr -> StrategyActions (ShootAt 0)
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[DoActionIf (not . crIsAiming) DrawWeapon
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,DoActionThen
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(DoActionWhile crHasTargetLOS $ ArbitraryAction chooseMovement)
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(DoImpulses [ChangeStrategy WatchAndWait])
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]
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)
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, (crAwayFromPost, goToPostStrat)
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]
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, basicPerceptionUpdate [0]
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, doStrategyActions
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, reloadOverride
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, targetYouWhenCognizant
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, overrideInternal (onBoth (&&) crHasTarget (crStratConMatches (GetTo (0,0))))
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$ \ _ -> crActionPlan . crStrategy .~ WatchAndWait
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]
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, _crActionPlan = ActionPlan
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{ _crImpulse = []
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, _crAction = []
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, _crStrategy = StrategyActions WatchAndWait [StartSentinelPost]
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, _crGoal = []
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}
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, _crInv = IM.fromList [(0,spreadGun),(1,medkit 100)]
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, _crInvSel = 0
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, _crRad = 10
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, _crHP = 500
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}
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chooseMovement :: Creature -> World -> Action
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chooseMovement cr w
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| dist cpos p < 30 && safeAngleVV (p -.- cpos) (unitVectorAtAngle (_crDir cr)) > pi
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= DoImpulses [UseItem, MoveForward (-3)]
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| d < 30 = DoImpulses [UseItem,TurnToward p 0.06]
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| d < 60 = DoImpulses [UseItem,TurnToward p 0.06,MoveForward 3]
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| d < 100 = DoImpulses [TurnToward p 0.06, MoveForward 3 ]
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| d < 200 = DoImpulses [TurnToward p (0.06 + 0.002 *(d-100)), MoveForward 3 ]
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| otherwise
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= DoImpulses [TurnToward p 0.26, MoveForward 3]
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where
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d = dist cpos p
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cpos = _crPos cr
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tcr = _creatures w IM.! 0
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p = _crPos tcr
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@@ -9,6 +9,7 @@ import Dodge.Creature.Stance.Data
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import Picture.Data
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import Control.Lens
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import qualified Data.Set as S
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data CreatureState = CrSt
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{ _goals :: [[Impulse]]
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@@ -39,6 +40,10 @@ data Faction
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| PlayerFaction
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deriving (Eq,Show)
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data CrGroup
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= LoneWolf
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| Swarm { _swarm :: S.Set Int }
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makeLenses ''CreatureState
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makeLenses ''CrSpState
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makeLenses ''Impulse
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@@ -0,0 +1,39 @@
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module Dodge.Creature.SwarmCrit
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( swarmCrit
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)
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where
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import Dodge.Data
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import Dodge.Default
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import Dodge.Creature.Picture
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import Dodge.Creature.Test
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import Dodge.Creature.ActionRat
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import Dodge.Creature.ImpulseRat
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import Dodge.Creature.ChooseTarget
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import Dodge.Creature.SetTarget
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import Dodge.Creature.Rationality
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import Dodge.Creature.AlertLevel
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import Dodge.Creature.State
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import Dodge.Creature.State.Data
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import Dodge.Item.Weapon
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import Dodge.Item.Consumable
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import Dodge.Picture.Layer
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import Geometry
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import Picture
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import Dodge.RandomHelp
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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import Control.Monad.State
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import System.Random
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swarmCrit :: Creature
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swarmCrit = defaultCreature
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{ _crUpdate = stateUpdate $ meleeCooldown $ impulsiveAI $ chaseTarget targetYouLOS
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, _crHP = 1
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, _crRad = 4
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, _crPict = basicCrPict yellow
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, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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, _crCorpse = onLayer CorpseLayer $ color (greyN 0.5) $ circleSolid 4
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, _crFaction = ColorFaction yellow
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}
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