Refactor modules
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@@ -13,6 +13,8 @@ import Dodge.Creature.Stance.Data
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import Dodge.WorldEvent.Shockwave
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import Dodge.Data
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import Dodge.Base
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import Dodge.Base.Zone
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import Dodge.Base.Collide
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import Dodge.SoundLogic
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import Dodge.SoundLogic.Synonyms
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--import Dodge.WorldEvent
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@@ -1,8 +1,8 @@
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module Dodge.Creature.Action.Flee
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where
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import Dodge.Data
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import Dodge.Base.Collide
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import Geometry
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import FoldableHelp
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retreatPointForFrom
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:: Float -> World -> Creature -> Point2 -> Maybe Point2
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@@ -3,8 +3,8 @@ module Dodge.Creature.AlertLevel
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where
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import Dodge.Data
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import Dodge.Creature.AlertLevel.Data
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import Dodge.Base
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--import Dodge.Base.Collide
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import Dodge.Base.Collide
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import StrictHelp
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import Control.Lens
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import Control.Monad.Reader
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@@ -62,4 +62,4 @@ basicAttentionUpdate
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-> Creature
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-> Creature
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basicAttentionUpdate cids w cr = cr & crAttentionDir .~
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AttentiveTo (forceList $ filter (\cid -> canSee (_crID cr) cid w) cids)
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AttentiveTo (forceFoldable $ filter (\cid -> canSee (_crID cr) cid w) cids)
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@@ -15,6 +15,7 @@ import Dodge.Item.Equipment
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import Dodge.Item.Consumable
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import Picture
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import Geometry
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import FoldableHelp
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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@@ -2,6 +2,7 @@ module Dodge.Creature.ChooseTarget
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where
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import Dodge.Data
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import Dodge.Base
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import Dodge.Base.Collide
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import Dodge.Creature.AlertLevel.Data
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import Control.Lens
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@@ -5,7 +5,7 @@ import Dodge.Creature.State.Data
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import Dodge.Creature.State.WalkCycle
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import Dodge.Creature.Stance.Data
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--import Dodge.Creature.Test
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import Dodge.Base
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--import Dodge.Base
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import Dodge.SoundLogic
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import Dodge.SoundLogic.Synonyms
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import Dodge.RandomHelp
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@@ -15,6 +15,7 @@ import Dodge.Creature.Action
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import Geometry
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import Picture
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import qualified IntMapHelp as IM
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import StrictHelp
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import Data.List
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--import Data.Char
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@@ -81,7 +82,7 @@ crFriction _ _ = (0,0)
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doDamage :: Creature -> Creature
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doDamage cr = set (crState . crDamage) []
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$ over (crState . crPastDamage) (forceList . take 20 . (dams :) ) damagedCr
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$ over (crState . crPastDamage) (forceFoldable . take 20 . (dams :) ) damagedCr
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where
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dams = _crDamage $ _crState cr
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damagedCr = snd $ _crApplyDamage cr dams cr
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