Add Read/Show instance for Creature
This commit is contained in:
+131
-127
@@ -19,13 +19,17 @@ data ActionPlan
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,_apStrategy :: Strategy
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,_apGoal :: [Goal]
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}
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newtype RandImpulse = RandImpulseList [Impulse]
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deriving (Eq,Ord,Show,Read)
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data RandImpulse
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= RandImpulseList [Impulse]
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| RandImpulseCircMove Float
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deriving (Eq,Ord,Show,Read)
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data Impulse
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= Move Point2
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| MoveForward Float
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| Turn Float
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| RandomTurn Float
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| RandomImpulse (State StdGen Impulse)
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| RandomImpulse RandImpulse -- (State StdGen Impulse)
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| TurnToward Point2 Float
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| MvTurnToward Point2
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| MvForward
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@@ -52,34 +56,34 @@ data Impulse
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{_impulseUseAheadPos :: P2Imp
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}
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| ImpulseNothing
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instance Show Impulse where
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show imp = case imp of
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Move p -> "Move "++shortPoint2 p
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MoveForward f -> "MoveForward "++ show f
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Turn f -> "Turn "++show f
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RandomTurn f -> "RandomTurn "++show f
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TurnToward p f -> "TurnToward "++shortPoint2 p++show f
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MvTurnToward p -> "MvTurnToward "++shortPoint2 p
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MvForward -> "MvForward"
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TurnTo p -> "TurnTo "++shortPoint2 p
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UseItem -> "UseItem"
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SwitchToItem i -> "SwitchToItem "++show i
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DropItem -> "DropItem"
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Bark sid -> "Bark "++show sid
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Melee i -> "Melee "++show i
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ChangePosture post -> "ChangePosture " ++ show post
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MakeSound sid -> "MakeSound " ++ show sid
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ChangeStrategy s -> "ChangeStrategy " ++ show s
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AddGoal g -> "AddGoal " ++ show g
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ArbitraryImpulseFunction {} -> "ArbitraryImpulseFunction"
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ArbitraryImpulse {} -> "ArbitraryImpulse"
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ArbitraryImpulseEffect {} -> "ArbitraryImpulseEffect"
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ImpulseUseTargetCID {} -> "ImpulseUseTargetCID"
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ImpulseUseTarget {} -> "ImpulseUseTarget"
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ImpulseUseAheadPos {} -> "ImpulseUseAheadPos"
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RandomImpulse {} -> "RandomImpulse"
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ImpulseNothing -> "ImpulseNothing"
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-- deriving (Eq,Ord,Show)
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deriving (Eq,Ord,Show,Read)
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--instance Show Impulse where
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-- show imp = case imp of
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-- Move p -> "Move "++shortPoint2 p
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-- MoveForward f -> "MoveForward "++ show f
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-- Turn f -> "Turn "++show f
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-- RandomTurn f -> "RandomTurn "++show f
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-- TurnToward p f -> "TurnToward "++shortPoint2 p++show f
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-- MvTurnToward p -> "MvTurnToward "++shortPoint2 p
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-- MvForward -> "MvForward"
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-- TurnTo p -> "TurnTo "++shortPoint2 p
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-- UseItem -> "UseItem"
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-- SwitchToItem i -> "SwitchToItem "++show i
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-- DropItem -> "DropItem"
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-- Bark sid -> "Bark "++show sid
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-- Melee i -> "Melee "++show i
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-- ChangePosture post -> "ChangePosture " ++ show post
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-- MakeSound sid -> "MakeSound " ++ show sid
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-- ChangeStrategy s -> "ChangeStrategy " ++ show s
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-- AddGoal g -> "AddGoal " ++ show g
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-- ArbitraryImpulseFunction {} -> "ArbitraryImpulseFunction"
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-- ArbitraryImpulse {} -> "ArbitraryImpulse"
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-- ArbitraryImpulseEffect {} -> "ArbitraryImpulseEffect"
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-- ImpulseUseTargetCID {} -> "ImpulseUseTargetCID"
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-- ImpulseUseTarget {} -> "ImpulseUseTarget"
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-- ImpulseUseAheadPos {} -> "ImpulseUseAheadPos"
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-- RandomImpulse {} -> "RandomImpulse"
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-- ImpulseNothing -> "ImpulseNothing"
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infixr 9 `WaitThen`
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infixr 9 `DoActionThen`
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infixr 9 `DoActionWhile`
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@@ -180,101 +184,101 @@ data Action
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{_sideImpulses :: [Impulse]
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,_mainAction :: Action
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}
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deriving (Generic)
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instance Show Action where
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show act = case act of
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ActionNothing -> "ActionNothing"
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LabelAction
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{_actLabel = str
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,_actAction = subAct
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} -> str++":"++show subAct
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AimAt
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{_targetID = tid
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,_targetSeenAt = p
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} -> "AimAt tid:"++show tid++" seenAt:"++shortPoint2 p
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PathTo
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{_pathToPoint = p
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} -> "PathTo:"++shortPoint2 p
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TurnToPoint
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{_turnToPoint = p
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} -> "TurnToPoint:"++shortPoint2 p
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---- | PickupItem
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---- {_pickupItemID :: Int
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---- }
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ImpulsesList
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{_impulsesListList = iss
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} -> "ImpulsesList:"++show iss
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DoImpulses
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{_doImpulsesList = is
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} -> "DoImpulses:"++show is
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WaitThen
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{_waitThenTimer = i
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,_waitThenAction = a
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} -> "WaitThen timer:"++show i++" act:"++show a
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DoActionWhile
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{_doActionWhileCondition = _
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,_doActionWhileAction = a
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} -> "DoActionWhile (function) act:"++show a
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DoActionWhilePartial
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{_doActionWhilePartial = partact
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,_doActionWhileCondition = _
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,_doActionWhileAction = a
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} -> "DoActionWhilePartial partAct:"++show partact++" resetAct:"++show a
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DoActionIf
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{_doActionIfCondition = _
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,_doActionIfAction = a
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} -> "DoActionIf act:"++show a
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DoActionIfElse
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{_doActionIfElseIfAction = ifa
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,_doActionIfElseCondition = _
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,_doActionIfElseElseAction = elsea
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} -> "DoActionIfElse ifa:"++show ifa++" elsea:"++show elsea
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DoActionWhileInterrupt
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{_doActionWhileThenDo = whilea
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,_doActionWhileThenCondition = _
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,_doActionWhileThenThen = thena
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} -> "DoActionWhileInterrupt whilea:" ++show whilea++" interrupta:"++show thena
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DoActions
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{_doActionsList = as
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} -> "DoActions " ++ foldMap show as
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DoActionThen
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{_doActionThenFirst = a1
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,_doActionThenSecond = a2
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} -> "DoActionThen " ++ show a1 ++ " then:" ++ show a2
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---- | DoGuardActions
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---- {_doGuardActionsList :: [( (World, Creature) -> Bool, Action, Maybe Action)]
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---- }
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DoReplicate
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{_doReplicateTimes = i
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,_doReplicateAction = a
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} -> "DoReplicate times:" ++ show i ++ " act:"++ show a
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DoReplicatePartial
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{_partialAction = pa
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,_doReplicateTimes = i
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,_doReplicateAction = ra
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} -> "DoReplicatePartial pa:" ++ show pa ++ " times:" ++ show i ++ " reset:"++ show ra
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LeadTarget
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{_leadTargetBy = p
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} -> "LeadTarget by:"++ show p
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NoAction -> "NoAction"
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StartSentinelPost -> "StartSentinelPost"
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UseTarget
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{_useTarget = _
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} -> "UseTarget func"
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UseSelf
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{_useSelf = _
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} -> "UseSelf func"
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UseAheadPos
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{_useAheadPos = _
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} -> "UseAheadPos func"
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UseMvTargetPos
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{_useMvTargetPos = _
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} -> "UseMvTargetPos func"
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ArbitraryAction {} -> "ArbitraryAction func"
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DoImpulsesAlongside
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{_sideImpulses = is
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,_mainAction = a
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} -> "DoImpulsesAlongside sideImpulses:"++show is ++ " mainA:"++show a
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deriving (Eq,Ord,Show,Read)
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--instance Show Action where
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-- show act = case act of
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-- ActionNothing -> "ActionNothing"
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-- LabelAction
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-- {_actLabel = str
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-- ,_actAction = subAct
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-- } -> str++":"++show subAct
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-- AimAt
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-- {_targetID = tid
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-- ,_targetSeenAt = p
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-- } -> "AimAt tid:"++show tid++" seenAt:"++shortPoint2 p
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-- PathTo
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-- {_pathToPoint = p
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-- } -> "PathTo:"++shortPoint2 p
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-- TurnToPoint
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-- {_turnToPoint = p
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-- } -> "TurnToPoint:"++shortPoint2 p
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------ | PickupItem
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------ {_pickupItemID :: Int
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------ }
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-- ImpulsesList
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-- {_impulsesListList = iss
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-- } -> "ImpulsesList:"++show iss
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-- DoImpulses
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-- {_doImpulsesList = is
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-- } -> "DoImpulses:"++show is
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-- WaitThen
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-- {_waitThenTimer = i
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-- ,_waitThenAction = a
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-- } -> "WaitThen timer:"++show i++" act:"++show a
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-- DoActionWhile
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-- {_doActionWhileCondition = _
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-- ,_doActionWhileAction = a
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-- } -> "DoActionWhile (function) act:"++show a
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-- DoActionWhilePartial
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-- {_doActionWhilePartial = partact
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-- ,_doActionWhileCondition = _
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-- ,_doActionWhileAction = a
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-- } -> "DoActionWhilePartial partAct:"++show partact++" resetAct:"++show a
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-- DoActionIf
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-- {_doActionIfCondition = _
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-- ,_doActionIfAction = a
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-- } -> "DoActionIf act:"++show a
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-- DoActionIfElse
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-- {_doActionIfElseIfAction = ifa
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-- ,_doActionIfElseCondition = _
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-- ,_doActionIfElseElseAction = elsea
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-- } -> "DoActionIfElse ifa:"++show ifa++" elsea:"++show elsea
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-- DoActionWhileInterrupt
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-- {_doActionWhileThenDo = whilea
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-- ,_doActionWhileThenCondition = _
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-- ,_doActionWhileThenThen = thena
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-- } -> "DoActionWhileInterrupt whilea:" ++show whilea++" interrupta:"++show thena
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-- DoActions
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-- {_doActionsList = as
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-- } -> "DoActions " ++ foldMap show as
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-- DoActionThen
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-- {_doActionThenFirst = a1
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-- ,_doActionThenSecond = a2
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-- } -> "DoActionThen " ++ show a1 ++ " then:" ++ show a2
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------ | DoGuardActions
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------ {_doGuardActionsList :: [( (World, Creature) -> Bool, Action, Maybe Action)]
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------ }
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-- DoReplicate
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-- {_doReplicateTimes = i
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-- ,_doReplicateAction = a
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-- } -> "DoReplicate times:" ++ show i ++ " act:"++ show a
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-- DoReplicatePartial
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-- {_partialAction = pa
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-- ,_doReplicateTimes = i
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-- ,_doReplicateAction = ra
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-- } -> "DoReplicatePartial pa:" ++ show pa ++ " times:" ++ show i ++ " reset:"++ show ra
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-- LeadTarget
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-- {_leadTargetBy = p
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-- } -> "LeadTarget by:"++ show p
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-- NoAction -> "NoAction"
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-- StartSentinelPost -> "StartSentinelPost"
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-- UseTarget
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-- {_useTarget = _
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-- } -> "UseTarget func"
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-- UseSelf
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-- {_useSelf = _
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-- } -> "UseSelf func"
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-- UseAheadPos
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-- {_useAheadPos = _
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-- } -> "UseAheadPos func"
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-- UseMvTargetPos
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-- {_useMvTargetPos = _
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-- } -> "UseMvTargetPos func"
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-- ArbitraryAction {} -> "ArbitraryAction func"
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-- DoImpulsesAlongside
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-- {_sideImpulses = is
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-- ,_mainAction = a
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-- } -> "DoImpulsesAlongside sideImpulses:"++show is ++ " mainA:"++show a
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-- deriving (Eq,Ord,Show)
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data Strategy
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@@ -293,13 +297,13 @@ data Strategy
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| Reload
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| Flee
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| MeleeStrike
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deriving (Generic,Show)
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deriving (Eq,Ord,Show,Read)
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-- deriving (Eq,Ord,Show)
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data Goal
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= LiveLongAndProsper
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| Kill Int
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| SentinelAt Point2 Float
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deriving (Show)
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deriving (Eq,Ord,Show,Read)
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makeLenses ''ActionPlan
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makeLenses ''Impulse
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makeLenses ''Action
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@@ -41,6 +41,6 @@ data AmmoType
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{ _amForceFieldType :: Wall
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}
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| GenericAmmo
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deriving (Show,Read)
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deriving (Eq,Ord,Show,Read)
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makeLenses ''ProjectileUpdate
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makeLenses ''AmmoType
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@@ -0,0 +1,18 @@
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{-# LANGUAGE TemplateHaskell #-}
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{-# LANGUAGE StrictData #-}
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module Dodge.Data.Corpse where
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import ShapePicture.Data
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import Geometry.Data
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import Control.Lens
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data CorpseResurrection = NoResurrection
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data Corpse = Corpse
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{ _cpID :: Int
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, _cpPos :: Point2
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, _cpDir :: Float
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, _cpSPic :: SPic
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, _cpRes :: CorpseResurrection
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}
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makeLenses ''Corpse
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@@ -45,7 +45,7 @@ data Creature = Creature
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, _crEquipment :: M.Map EquipPosition Int
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, _crLeftInvSel :: Maybe Int
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, _crState :: CreatureState
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, _crCorpse :: Creature -> Corpse -> SPic
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, _crCorpse :: CreatureCorpse --Creature -> Corpse -> SPic
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, _crMaterial :: Material
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, _crPastDamage :: Int
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, _crStance :: Stance
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@@ -63,18 +63,14 @@ data Creature = Creature
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, _crStatistics :: CreatureStatistics
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, _crCamouflage :: CamouflageStatus
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}
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data Corpse = Corpse
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{ _cpID :: Int
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, _cpPos :: Point2
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, _cpDir :: Float
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, _cpPict :: Corpse -> SPic
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, _cpRes :: Maybe Creature
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}
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deriving (Eq,Ord,Show,Read)
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data CreatureCorpse = MakeDefaultCorpse
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deriving (Eq,Ord,Show,Read)
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data Intention = Intention
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{ _targetCr :: Maybe Creature
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, _mvToPoint :: Maybe Point2
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, _viewPoint :: Maybe Point2
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}
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deriving (Eq,Ord,Show,Read)
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makeLenses ''Creature
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makeLenses ''Intention
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makeLenses ''Corpse
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@@ -4,17 +4,20 @@ module Dodge.Data.Creature.Misc
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( module Dodge.Data.Creature.Misc
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, module Dodge.Data.CamouflageStatus
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) where
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import Dodge.Data.FloatFunction
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import Dodge.Data.CamouflageStatus
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import Sound.Data
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import Geometry.Data
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import Color
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import Control.Lens
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data CreatureStatistics = CreatureStatistics
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{ _strength :: Int
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, _dexterity :: Int
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, _intelligence :: Int
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}
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deriving (Eq,Ord,Show)
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deriving (Eq,Ord,Show,Read)
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data Vocalization
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= Mute
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| Vocalization
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@@ -23,19 +26,24 @@ data Vocalization
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,_vcMaxCoolDown :: Int
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,_vcCoolDown :: Int
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}
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deriving (Eq,Ord,Show)
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deriving (Eq,Ord,Show,Read)
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data CrMvType
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= NoMvType
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| MvWalking { _mvSpeed :: Float }
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| CrMvType
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{ _mvSpeed :: Float
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, _mvTurnRad :: Float -> Float
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, _mvTurnRad :: FloatFloat
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, _mvTurnJit :: Float
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, _mvAimSpeed :: Float -> Float
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, _mvAimSpeed :: FloatFloat
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}
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deriving (Eq,Ord,Show,Read)
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data HumanoidAI = YourAI | ChaseAI | InanimateAI | SpreadGunAI | PistolAI
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| LtAutoAI | LauncherAI | SwarmAI | AutoAI | FlockArmourChaseAI | MiniGunAI
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| LongAI | MultGunAI
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deriving (Eq,Ord,Show,Read)
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data CreatureType
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= Humanoid
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{ _skinHead :: Color
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@@ -47,7 +55,11 @@ data CreatureType
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| Lampoid {_lampHeight :: Float, _lampColor :: Point3, _lampLSID :: Maybe Int}
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| Turretoid
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| NonDrawnCreature
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deriving (Eq,Ord,Show,Read)
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data BarrelType = PlainBarrel | ExplosiveBarrel
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deriving (Eq,Ord,Show,Read)
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makeLenses ''CreatureStatistics
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makeLenses ''Vocalization
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makeLenses ''CrMvType
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@@ -10,4 +10,5 @@ data CreatureState = CrSt
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, _csSpState :: CrSpState
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, _csDropsOnDeath :: CreatureDropType
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}
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deriving (Eq,Ord,Show,Read)
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makeLenses ''CreatureState
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@@ -1,37 +1,50 @@
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module Dodge.Data.CreatureEffect where
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data WdCrCr = NoCreatureEffect
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deriving (Eq,Ord,Show,Read)
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data CrWdImp = NoCrWdImp
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deriving (Eq,Ord,Show,Read)
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data CrWdWd = CrWdWdId
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deriving (Eq,Ord,Show,Read)
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data IntImp = NoIntImp
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deriving (Eq,Ord,Show,Read)
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data CrImp = NoCrImp
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| TurnTowardCr Float -- turn amount
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deriving (Eq,Ord,Show,Read)
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data P2Imp = P2ImpNo
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deriving (Eq,Ord,Show,Read)
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data WdCrBl = WdCrTrue
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| WdCrBlfromCrBl CrBl
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| WdCrNegate WdCrBl
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| WdCrLOSTarget
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| WdCrSafeDistFromTarget Float
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deriving (Eq,Ord,Show,Read)
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data CrBl = CrCanShoot
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| CrIsReloading
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| CrIsAiming
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deriving (Eq,Ord,Show,Read)
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data MCrAc = MCrNoAction
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deriving (Eq,Ord,Show,Read)
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data CrAc = CrTurnAround
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| CrFleeFromTarget
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deriving (Eq,Ord,Show,Read)
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data P2Ac = P2NoAction
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deriving (Eq,Ord,Show,Read)
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|
||||
data MP2Ac = MP2NoAction
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data CrWdAc = CrWdBFSThenReturn Int
|
||||
| ChooseMovementSpreadGun
|
||||
| ChooseMovementLtAuto
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
module Dodge.Data.FloatFunction where
|
||||
|
||||
data FloatFloat = FloatID
|
||||
| FloatFOV Float
|
||||
| FloatLessCheck Float
|
||||
| FloatAbsCheckGreaterLess Float Float Float
|
||||
| FloatConst Float
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
@@ -40,7 +40,7 @@ data Item = Item
|
||||
, _itValue :: ItemValue
|
||||
, _itParams :: ItemParams
|
||||
}
|
||||
deriving (Show,Read)
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
data ItemTweaks
|
||||
= NoTweaks
|
||||
| Tweakable
|
||||
|
||||
@@ -28,5 +28,5 @@ data ItemConsumption
|
||||
{ _icAmount :: IcAmount
|
||||
}
|
||||
| NoConsumption
|
||||
deriving (Show,Read)
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
makeLenses ''ItemConsumption
|
||||
|
||||
@@ -11,6 +11,7 @@ data LoadAction
|
||||
| LoadPrime {_actionTime :: Int, _actionSound :: SoundID}
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
data InvSel = InvSel {_iselPos :: Int, _iselAction :: InvSelAction }
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
data InvSelAction
|
||||
= NoInvSelAction
|
||||
| ReloadAction { _actionProgress :: Int, _reloadAction :: LoadAction, _actionHammer :: HammerType}
|
||||
|
||||
Reference in New Issue
Block a user