Move towards incorporating sound into ai
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+31
-4
@@ -10,7 +10,8 @@ import Dodge.Data
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import Dodge.Item.Data
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import Dodge.Creature.Stance.Data
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import Dodge.Creature.State.Data
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import Dodge.Creature.AlertLevel.Data
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import Dodge.Creature.Perception.Data
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import Dodge.Creature.Memory.Data
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import Dodge.SoundLogic
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import Dodge.Picture.Layer
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import Geometry
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@@ -49,16 +50,42 @@ defaultCreature = Creature
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,_strideLength = 40
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}
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, _crActionPlan = ActionPlan [] [] WatchAndWait [LiveLongAndProsper]
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, _crPerception = defaultPerceptionState
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, _crMemory = defaultCreatureMemory
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, _crMeleeCooldown = 0
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, _crAwakeLevel = Vigilant
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, _crAttentionDir = AttentiveTo IM.empty
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, _crAwarenessLevel = IM.empty
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, _crFaction = NoFaction
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, _crTarget = Nothing
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, _crMvTarget= Nothing
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, _crGroup = LoneWolf
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, _crMvType = defaultAimMvType
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}
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defaultCreatureMemory :: MemoryState
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defaultCreatureMemory = MemoryState
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{ _soundsToInvestigate = []
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}
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defaultPerceptionState :: PerceptionState
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defaultPerceptionState = PerceptionState
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{ _crAwakeLevel = Lethargic
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, _crAttentionDir = AttentiveTo IM.empty
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, _crAwarenessLevel = IM.empty
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, _crVision = defaultVision
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, _crAudition = defaultAudition
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}
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defaultVision :: Vision
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defaultVision = Eyes
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{ _viFOV = f
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, _viDist = g
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}
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where
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f x | abs x < 0.5 * pi = 1
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| otherwise = 0
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g x | x > 500 = 0
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| otherwise = 1
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defaultAudition :: Audition
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defaultAudition = Ears
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{ _auDist = \x -> 1 / (x * x)
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}
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defaultChaseMvType :: CrMvType
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defaultChaseMvType = ChaseMvType
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{ _mvSpeed = 3
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