Cleanup
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+6
-10
@@ -16,7 +16,6 @@ import Dodge.Item.Weapon.Booster
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import Dodge.Item.Weapon.Utility
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import Dodge.Item.Weapon.Drone
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import Dodge.Item.Craftable
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--import Dodge.Creature.ReaderUpdate
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--import Dodge.Creature.AlertLevel
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--import Dodge.Creature.SetTarget
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import Dodge.Creature.Volition
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@@ -52,7 +51,6 @@ import qualified IntMapHelp as IM
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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.Monad.Reader
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--import System.Random
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--import qualified Data.Set as S
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--import qualified Data.Map as M
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@@ -110,12 +108,12 @@ multGunCrit = defaultCreature
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, _crRad = 10
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, _crHP = 300
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, _crUpdate = stateUpdate $ impulsiveAI $ sentinelExtraWatchUpdate
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[ ( not . crHasAmmo
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[ ( const $ not . crHasAmmo
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, \_ _ -> StrategyActions Reload reloadActions
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)
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, (not . crSafeDistFromTarg 150
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, (const $ not . crSafeDistFromTarg 150
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, \_ cr -> StrategyActions Flee
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[(not . crSafeDistFromTarg 150) `DoActionWhile` UseTarget (fleeFrom cr)
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[const (not . crSafeDistFromTarg 150) `DoActionWhile` UseTarget (fleeFrom cr)
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`DoActionThen` DoImpulses [ChangeStrategy WatchAndWait] ]
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)
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, (crHasTargetLOS, \_ _ -> StrategyActions (ShootAt 0)
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@@ -130,10 +128,10 @@ multGunCrit = defaultCreature
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}
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}
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where
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drawwp = DoActionIfElse NoAction crIsAiming (DoActionThen drawWeapon (WaitThen 50 NoAction))
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drawwp = DoActionIfElse NoAction (const crIsAiming) (DoActionThen drawWeapon (WaitThen 50 NoAction))
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reloadActions =
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[ holsterWeapon
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, WaitThen 1 $ DoActionWhileInterrupt NoAction crIsReloading (DoImpulses [ChangeStrategy WatchAndWait])
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, WaitThen 1 $ DoActionWhileInterrupt NoAction (const crIsReloading) (DoImpulses [ChangeStrategy WatchAndWait])
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]
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addArmour :: Creature -> Creature
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@@ -163,9 +161,7 @@ startCr = defaultCreature
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}
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{- | Items you start with. -}
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startInvList :: [Item]
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startInvList =
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[
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]
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startInvList = [ ]
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startInventory :: IM.IntMap Item
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startInventory = IM.fromList $ zip [0..] startInvList
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testInventory :: IM.IntMap Item
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