Refactor bullet particles
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@@ -5,9 +5,10 @@ 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.Volition
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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.ReaderUpdate
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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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@@ -21,17 +22,17 @@ import Picture
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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 Control.Monad.Reader
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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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, _crUpdate = stateUpdate $ impulsiveAIR $
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performActionsR
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>=> watchUpdateStratR
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[ (crHasTargetLOS, \_ _ -> StrategyActions (ShootAt 0)
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[DoActionIf (not . crIsAiming) DrawWeapon
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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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@@ -39,13 +40,12 @@ ltAutoCrit = defaultCreature
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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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>=> basicPerceptionUpdateR [0]
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>=> doStrategyActionsR
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>=> reloadOverrideR
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>=> targetYouWhenCognizantR
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>=> (overrideInternalR (onBoth (&&) crHasTarget (crStratConMatches (GetTo (0,0))))
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$ \ _ -> crActionPlan . crStrategy .~ WatchAndWait)
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, _crActionPlan = ActionPlan
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{ _crImpulse = []
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, _crAction = []
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