Cleanup warnings
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+21
-49
@@ -5,9 +5,10 @@ module Dodge.Creature
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, pistolCrit
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, ltAutoCrit
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, spreadGunCrit
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, autoCrit
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)
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where
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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.State.Data
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import Dodge.Creature.ImpulseRat
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import Dodge.Creature.ActionRat
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@@ -18,10 +19,12 @@ import Dodge.Creature.LauncherCrit
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import Dodge.Creature.PistolCrit
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import Dodge.Creature.LtAutoCrit
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import Dodge.Creature.SpreadGunCrit
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import Dodge.Creature.AutoCrit
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import Dodge.Data
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import Dodge.Default
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import Dodge.Base
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import Dodge.Item.Weapon
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import Dodge.Item.Equipment
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import Dodge.Item.Consumable
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import Dodge.WorldEvent.Cloud
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import Dodge.Creature.YourControl
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@@ -30,29 +33,21 @@ import Dodge.Creature.State
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import Dodge.Creature.Picture
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import Dodge.Creature.Rationality
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import Dodge.Creature.ChooseTarget
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import Dodge.Item
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--import Dodge.Item
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import Dodge.Picture.Layer
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import Picture
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import Geometry
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--import Geometry
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import Data.List
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import Data.Char
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import Data.Maybe
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import Data.Function
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import Data.Graph.Inductive.Graph
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import Data.Graph.Inductive.PatriciaTree
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import Codec.BMP
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import qualified Data.ByteString as B
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--import Data.List
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--import Data.Char
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--import Data.Maybe
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--import Data.Function
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import Control.Lens
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import Control.Applicative
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import Control.Monad.State
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import Control.Monad
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import System.Random
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import qualified Data.Set as S
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--import System.Random
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--import qualified Data.Set as S
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import qualified Data.IntMap.Strict as IM
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import qualified Data.Map as M
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import Foreign.ForeignPtr
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import Control.Concurrent
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--import qualified Data.Map as M
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spawnerCrit :: Creature
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spawnerCrit = defaultCreature
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@@ -74,9 +69,12 @@ smallChaseCrit = defaultCreature
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chaseCrit :: Creature
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chaseCrit = defaultCreature
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{ _crUpdate = stateUpdate $ impulsiveAIR $
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chaseTargetR targetYouLOS <=<
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overrideMeleeCloseTargetR <=<
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basicPerceptionUpdateR [0] <=<
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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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@@ -165,33 +163,6 @@ multGunCrit = defaultCreature
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, _crGoal = []
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}
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}
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autoCrit :: Creature
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autoCrit = 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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[ (crHasTargetLOS, shootAdvanceStrat 0)
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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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, _crActionPlan = ActionPlan
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{ _crImpulse = []
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, _crAction = []
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, _crStrategy = StrategyActions WatchAndWait [StartSentinelPost]
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, _crGoal = []
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}
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, _crInv = IM.fromList [(0,autoGun),(1,medkit 100)]
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, _crInvSel = 0
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, _crRad = 10
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, _crHP = 300
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}
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addArmour :: Creature -> Creature
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addArmour = over crInv insarmour
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where
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@@ -215,6 +186,7 @@ startCr = defaultCreature
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, _crFaction = PlayerFaction
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}
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{- | Items you start with. -}
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startInventory :: IM.IntMap Item
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startInventory = IM.fromList (zip [0..20]
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(
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[bezierGun
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@@ -241,6 +213,6 @@ startInventory = IM.fromList (zip [0..20]
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]
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++
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repeat NoItem))
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smokeGenGun :: Item
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smokeGenGun = effectGun "smoke" $ const spawnSmokeAtCursor
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