Refactor bullet particles

This commit is contained in:
2021-05-19 13:46:19 +02:00
parent 44f239c673
commit 4463dc7716
29 changed files with 637 additions and 535 deletions
+3 -20
View File
@@ -4,12 +4,9 @@ module Dodge.Creature.AutoCrit
import Dodge.Data
import Dodge.Default
import Dodge.Creature.Picture
import Dodge.Creature.Test
import Dodge.Creature.ActionRat
import Dodge.Creature.SentinelAI
--import Dodge.Creature.ChooseTarget
import Dodge.Creature.SetTarget
import Dodge.Creature.Rationality
import Dodge.Creature.AlertLevel
import Dodge.Creature.State
--import Dodge.Creature.State.Data
import Dodge.Item.Weapon
@@ -17,28 +14,14 @@ import Dodge.Item.Consumable
--import Geometry
import Picture
--import Dodge.RandomHelp
--
--import Data.Maybe
import qualified Data.IntMap.Strict as IM
import Control.Lens
import Control.Monad
--import System.Random
autoCrit :: Creature
autoCrit = defaultCreature
{ _crPict = basicCrPict red
, _crUpdate = stateUpdate $ impulsiveAIR $
performActionsR
>=> watchUpdateStratR
[ (crHasTargetLOS, shootAdvanceStrat 0)
, (crAwayFromPost, goToPostStrat)
]
>=> basicPerceptionUpdateR [0]
>=> doStrategyActionsR
>=> reloadOverrideR
>=> targetYouWhenCognizantR
>=> (overrideInternalR (onBoth (&&) crHasTarget (crStratConMatches (GetTo (0,0))))
$ \ _ -> crActionPlan . crStrategy .~ WatchAndWait)
, _crUpdate = stateUpdate $ impulsiveAIR $ sentinelAI
, _crActionPlan = ActionPlan
{ _crImpulse = []
, _crAction = []