Refactor bullet particles
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module Dodge.Creature.ChaseCrit
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(smallChaseCrit
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,chaseCrit
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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.ReaderUpdate
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import Dodge.Creature.ChooseTarget
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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.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
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--import System.Random
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smallChaseCrit :: Creature
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smallChaseCrit = chaseCrit
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{ _crHP = 1
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, _crRad = 4
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, _crPict = basicCrPict green
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, _crInv = IM.fromList [(0,medkit 200)]
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, _crCorpse = onLayer CorpseLayer $ color (greyN 0.5) $ circleSolid 4
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}
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chaseCrit :: Creature
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chaseCrit = defaultCreature
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{ _crUpdate = stateUpdate $ impulsiveAIR $
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doStrategyActionsR >=>
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performActionsR >=>
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overrideMeleeCloseTargetR >=>
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chaseTargetR targetYouLOS >=>
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basicPerceptionUpdateR [0] >=>
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targetYouWhenCognizantR >=>
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return . (crMeleeCooldown . _Just %~ (max 0 . subtract 1))
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, _crHP = 300
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, _crPict = basicCrPict green
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, _crInv = IM.fromList [(0,medkit 200)]
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, _crMeleeCooldown = Just 0
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, _crFaction = ColorFaction green
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}
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