Refactor bullet particles
This commit is contained in:
@@ -1,162 +1,19 @@
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module Dodge.Creature.ActionRat
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( shootTargetWithStrat
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, aimThenShootStrat
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, suppressShootTarget
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, suppress
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, shootAdvance
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, shootFirstMiss
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, doStrategyActions
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, doStrategyActionsR
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, reloadOverride
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, reloadOverrideR
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, reloadOverrideNoHolster
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, shootAdvanceStrat
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, shootMoveStrat
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, watchUpdateStrat
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, watchUpdateStratR
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, goToPostStrat
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, overrideInternal
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, overrideInternalR
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, fleeTime
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( goToPostStrat
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)
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where
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import Dodge.Data
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import Dodge.Base
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--import Dodge.Base
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--import Dodge.Base.Collide
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--import Dodge.Creature.ChooseTarget
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import Dodge.Creature.Stance.Data
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--import Dodge.Creature.Stance.Data
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import Dodge.Creature.Test
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import Dodge.Creature.Volition
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--import Geometry
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import Data.List
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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.Reader
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shootTargetWithStrat
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:: (Creature -> World -> Maybe Creature) -- ^ Function for determining target
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-> (World -> Creature -> Creature -> [Action] -> [Action])
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-- ^ Function for determining shooting strategy given target
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-> World
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-> Creature
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-> Creature
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shootTargetWithStrat targFunc strat w cr = case targFunc cr w of
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Nothing -> cr
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Just crTarg -> cr & crActionPlan . crAction %~ strat w cr crTarg
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{- | Action update for a simple shooting creature -}
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suppressShootTarget
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:: (Creature -> World -> Maybe Creature) -- ^ Function for determining target
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-> World
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-> Creature
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-> Creature
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suppressShootTarget targFunc w cr = case targFunc cr w of
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Nothing -> cr
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Just crTarg -> cr & crActionPlan . crAction %~ suppress w cr crTarg
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suppress :: World -> Creature -> Creature -> [Action] -> [Action]
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suppress w cr tcr as
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| canSee (_crID cr) (_crID tcr) w && cr ^. crStance . posture /= Aiming
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&& cr ^? crInv . ix (_crInvSel cr) . wpReloadState == Just 0 =
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[ DrawWeapon
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, WaitThen 50 ShootTillEmpty
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, AimAtCloseSlow
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{ _targetID = _crID tcr
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, _targetSeenAt = _crPos cr
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, _aimSpeed = 0.2
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, _slowAimSpeed = 0.01
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, _slowAimAngle = pi/4
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}
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]
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| otherwise = as
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-- This should be decomposed properly
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shootFirstMiss :: Int -> World -> Creature -> Strategy
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shootFirstMiss tcid _ _ = StrategyActions (ShootAt tcid) acs
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where
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acs =
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[ DoActionIfElse NoAction crIsAiming (DoActionThen DrawWeapon (WaitThen 50 NoAction))
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`DoActionThen`
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LeadTarget (30,50)
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`DoActionThen`
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advanceShoot
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`DoActionThen`
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LeadTarget (0,0)
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`DoActionThen`
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lostest `DoActionWhile`
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advanceShoot `DoActionThen`
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75 `DoReplicate`
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advanceShoot `DoActionThen`
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DoImpulses [ChangeStrategy WatchAndWait]
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]
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lostest (w,cr') = canSee (_crID cr') tcid w
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advanceShoot = ImpulsesList [[UseItem, MoveForward 3]]
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fleeTime :: Int -> World -> Creature -> Strategy
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fleeTime t _ _ = StrategyActions Flee
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[ t `DoReplicate`
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UseTargetCID FleeFrom
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`DoActionThen`
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DoImpulses [ChangeStrategy WatchAndWait]
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]
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aimThenShootStrat :: Int -> World -> Creature -> Strategy
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aimThenShootStrat tcid _ _ = StrategyActions (ShootAt tcid)
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[ DoActionIfElse NoAction crIsAiming (DoActionThen DrawWeapon (WaitThen 50 NoAction))
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`DoActionThen`
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50
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`WaitThen`
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DoImpulses [UseItem, ChangeStrategy WatchAndWait]
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, AimAtCloseSlow
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{ _targetID = tcid
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, _targetSeenAt = (0,0) -- hack
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, _aimSpeed = 0.2
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, _slowAimSpeed = 0.01
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, _slowAimAngle = pi/8
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}
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]
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shootMoveStrat :: Point2 -> Int -> World -> Creature -> Strategy
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shootMoveStrat moveV tcid _ _ = StrategyActions (ShootAt tcid)
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[ DoActionIfElse NoAction crIsAiming (DoActionThen DrawWeapon (WaitThen 50 NoAction))
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`DoActionThen`
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lostest `DoActionWhile`
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75 `DoReplicate`
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advanceShoot `DoActionThen`
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DoImpulses [ChangeStrategy WatchAndWait]
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, AimAtCloseSlow
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{ _targetID = tcid
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, _targetSeenAt = (0,0) -- hack
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, _aimSpeed = 0.2
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, _slowAimSpeed = 0.01
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, _slowAimAngle = pi/8
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}
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]
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where
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lostest (w,cr') = canSee (_crID cr') tcid w
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advanceShoot = ImpulsesList [[UseItem, Move moveV]]
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shootAdvanceStrat :: Int -> World -> Creature -> Strategy
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shootAdvanceStrat tcid _ _ = StrategyActions (ShootAt tcid)
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[ DoActionIfElse NoAction crIsAiming (DoActionThen DrawWeapon (WaitThen 50 NoAction))
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`DoActionThen`
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lostest `DoActionWhile`
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advanceShoot `DoActionThen`
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75 `DoReplicate`
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advanceShoot `DoActionThen`
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DoImpulses [ChangeStrategy WatchAndWait]
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, AimAtCloseSlow
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{ _targetID = tcid
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, _targetSeenAt = (0,0) -- hack
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, _aimSpeed = 0.2
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, _slowAimSpeed = 0.01
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, _slowAimAngle = pi/8
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}
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]
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where
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lostest (w,cr') = canSee (_crID cr') tcid w
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advanceShoot = ImpulsesList [[UseItem, MoveForward 3]]
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--import Control.Lens
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goToPostStrat :: World -> Creature -> Strategy
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goToPostStrat w cr = case find sentinelGoal $ _crGoal $ _crActionPlan cr of
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@@ -171,137 +28,6 @@ goToPostStrat w cr = case find sentinelGoal $ _crGoal $ _crActionPlan cr of
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sentinelGoal (SentinelAt _ _) = True
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sentinelGoal _ = False
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holsterIfAiming
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| crIsAiming (w,cr) = HolsterWeapon
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| crIsAiming (w,cr) = holsterWeapon
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| otherwise = NoAction
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overrideInternal
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:: ((World , Creature) -> Bool)
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-> (World -> Creature -> Creature)
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-> World
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-> Creature
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-> Creature
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overrideInternal test update w cr
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| test (w,cr) = update w cr
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| otherwise = cr
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overrideInternalR
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:: ((World , Creature) -> Bool)
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-> (World -> Creature -> Creature)
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-> Creature
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-> Reader World Creature
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overrideInternalR test update cr = reader $ \w ->
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if test (w,cr)
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then update w cr
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else cr
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shootAdvance :: World -> Creature -> Creature -> [Action] -> [Action]
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shootAdvance w cr tcr as
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| lostest (w,cr) && cr ^. crStance . posture /= Aiming
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&& cr ^? crInv . ix (_crInvSel cr) . wpReloadState == Just 0 =
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[ DrawWeapon
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, DoImpulses [ChangeStrategy $ ShootAt $ _crID tcr]
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, 50 `WaitThen`
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lostest `DoActionWhile`
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advanceShoot `DoActionThen`
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50 `DoReplicate`
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advanceShoot `DoActionThen`
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DoImpulses [ChangeStrategy WatchAndWait]
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, AimAtCloseSlow
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{ _targetID = _crID tcr
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, _targetSeenAt = _crPos cr
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, _aimSpeed = 0.2
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, _slowAimSpeed = 0.01
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, _slowAimAngle = pi/8
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}
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]
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| cr ^. crStance . posture == Aiming && cr ^? crInv . ix (_crInvSel cr) . wpReloadState /= Just 0
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= [ HolsterWeapon ]
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| otherwise = as
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where
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lostest (w',cr') = canSee (_crID cr') (_crID tcr) w'
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advanceShoot = ImpulsesList [[UseItem, MoveForward 3]]
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doStrategyActions
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:: World
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-> Creature
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-> Creature
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doStrategyActions _ cr = case cr ^? crActionPlan . crStrategy of
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Just (StrategyActions strat acs) -> cr & crActionPlan . crAction .~ acs
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& crActionPlan . crStrategy .~ strat
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_ -> cr
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doStrategyActionsR
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:: Creature
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-> Reader World Creature
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doStrategyActionsR cr = return $ case cr ^? crActionPlan . crStrategy of
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Just (StrategyActions strat acs) -> cr & crActionPlan . crAction .~ acs
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& crActionPlan . crStrategy .~ strat
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_ -> cr
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reloadOverride
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:: World
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-> Creature
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-> Creature
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reloadOverride _ cr
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| cr ^? crInv . ix (_crInvSel cr) . wpLoadedAmmo == Just 0
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&& cr ^. crStance . posture == Aiming
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= cr & crActionPlan . crStrategy .~ StrategyActions Reload reloadActions
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| otherwise = cr
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where
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reloadActions =
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[ HolsterWeapon
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, WaitThen 1 $ DoActionWhileInterrupt NoAction crIsReloading (DoImpulses [ChangeStrategy WatchAndWait])
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]
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reloadOverrideR
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:: Creature
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-> Reader World Creature
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reloadOverrideR cr
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| cr ^? crInv . ix (_crInvSel cr) . wpLoadedAmmo == Just 0
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&& cr ^. crStance . posture == Aiming
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= return $ cr & crActionPlan . crStrategy .~ StrategyActions Reload reloadActions
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| otherwise = return $ cr
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where
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reloadActions =
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[ HolsterWeapon
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, WaitThen 1 $ DoActionWhileInterrupt NoAction crIsReloading (DoImpulses [ChangeStrategy WatchAndWait])
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]
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reloadOverrideNoHolster
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:: World
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-> Creature
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-> Creature
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reloadOverrideNoHolster _ cr
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| cr ^? crInv . ix (_crInvSel cr) . wpLoadedAmmo == Just 0
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&& cr ^. crStance . posture == Aiming
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= cr & crActionPlan . crStrategy .~ StrategyActions Reload reloadActions
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| otherwise = cr
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where
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reloadActions =
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[ DoActionWhileInterrupt NoAction crIsReloading (DoImpulses [ChangeStrategy WatchAndWait])
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]
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watchUpdateStrat
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:: [ ((World, Creature) -> Bool, World -> Creature -> Strategy) ]
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-> World
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-> Creature
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-> Creature
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watchUpdateStrat fs w cr = case cr ^? crActionPlan . crStrategy of
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Just WatchAndWait -> cr
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& crActionPlan . crStrategy .~ listGuard (fs, \_ _ -> WatchAndWait) (w, cr) w cr
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_ -> cr
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watchUpdateStratR
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:: [ ((World, Creature) -> Bool, World -> Creature -> Strategy) ]
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-> Creature
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-> Reader World Creature
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watchUpdateStratR fs cr = reader $ \w -> case cr ^? crActionPlan . crStrategy of
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Just WatchAndWait -> cr
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& crActionPlan . crStrategy .~ listGuard (fs, \_ _ -> WatchAndWait) (w, cr) w cr
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_ -> cr
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listGuard :: ([(a -> Bool, b)] , b) -> a -> b
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listGuard ( (test,y):ps, z ) x
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| test x = y
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| otherwise = listGuard (ps, z) x
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listGuard (_,z) _ = z
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