Separate out creature data
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{-# LANGUAGE TemplateHaskell #-}
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{-# LANGUAGE StrictData #-}
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{-# LANGUAGE DeriveGeneric #-}
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module Dodge.Data.ActionPlan where
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import Dodge.Creature.Stance.Data
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import Dodge.Data.CreatureEffect
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import Dodge.ShortShow
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import Control.Lens
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import Geometry.Data
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import Control.Monad.State
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import System.Random
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import Sound.Data
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import GHC.Generics
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data ActionPlan
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= Inanimate
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| ActionPlan
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{_apImpulse :: [Impulse]
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,_apAction :: [Action]
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,_apStrategy :: Strategy
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,_apGoal :: [Goal]
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}
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data RandImpulse = RandImpulseList [Impulse]
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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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| TurnToward Point2 Float
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| MvTurnToward Point2
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| MvForward
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| TurnTo Point2
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| UseItem
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| SwitchToItem Int
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| DropItem
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| Bark SoundID -- placeholder for various communication types
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| Melee Int
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| ChangePosture Posture
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| MakeSound SoundID
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| ChangeStrategy Strategy
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| AddGoal Goal
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| ArbitraryImpulseFunction WdCrCr
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| ArbitraryImpulse CrWdImp
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| ArbitraryImpulseEffect CrWdWd
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| ImpulseUseTargetCID
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{_impulseUseTargetCID :: IntImp
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}
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| ImpulseUseTarget
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{_impulseUseTarget :: CrImp
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}
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| ImpulseUseAheadPos
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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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infixr 9 `WaitThen`
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infixr 9 `DoActionThen`
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infixr 9 `DoActionWhile`
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infixr 9 `DoReplicate`
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infixr 9 `DoImpulsesAlongside`
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data Action
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= LabelAction
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{_actLabel :: String
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,_actAction :: Action
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}
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| ActionNothing
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| AimAt
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{_targetID :: Int
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,_targetSeenAt :: Point2
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}
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| PathTo
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{_pathToPoint :: Point2
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}
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| TurnToPoint
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{_turnToPoint :: Point2
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}
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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 :: [[Impulse]]
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}
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| DoImpulses
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{_doImpulsesList :: [Impulse]
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}
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| WaitThen
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{_waitThenTimer :: Int
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,_waitThenAction :: Action
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}
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| DoActionWhile
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{_doActionWhileCondition :: WdCrBl
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,_doActionWhileAction :: Action
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}
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| DoActionWhilePartial
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{_doActionWhilePartial :: Action
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,_doActionWhileCondition :: WdCrBl
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,_doActionWhileAction :: Action
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}
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| DoActionIf
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{_doActionIfCondition :: WdCrBl
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,_doActionIfAction :: Action
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}
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| DoActionIfElse
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{_doActionIfElseIfAction :: Action
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,_doActionIfElseCondition :: WdCrBl
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,_doActionIfElseElseAction :: Action
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}
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| DoActionWhileInterrupt
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{_doActionWhileThenDo :: Action
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,_doActionWhileThenCondition :: WdCrBl
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,_doActionWhileThenThen :: Action
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}
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| DoActions
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{_doActionsList :: [Action]
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}
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| DoActionThen
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{_doActionThenFirst :: Action
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,_doActionThenSecond :: Action
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}
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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 :: Int
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,_doReplicateAction :: Action
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}
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| DoReplicatePartial
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{_partialAction :: Action
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,_doReplicateTimes :: Int
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,_doReplicateAction :: Action
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}
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| LeadTarget
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{_leadTargetBy :: Point2
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}
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| NoAction
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| StartSentinelPost
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| UseTarget
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{_useTarget :: MCrAc
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}
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| UseSelf
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{_useSelf :: CrAc
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}
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| UseAheadPos
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{_useAheadPos :: P2Ac
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}
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| UseMvTargetPos
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{_useMvTargetPos :: MP2Ac
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}
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| ArbitraryAction
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{ _arbitraryAction :: CrWdAc }
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| DoImpulsesAlongside
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-- ^ Repeatedly perform impulses alongside a main action until the main action terminates
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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)
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data Strategy
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= Flank Int
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| Ambush Int
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| Lure Int Point2
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| Patrol [Point2]
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| ShootAt Int
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| FollowImpulses
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| WatchAndWait
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| WarningCry
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| LookAround
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| CloseToMelee Int
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| StrategyActions Strategy [Action]
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| GetTo Point2
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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)
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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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makeLenses ''ActionPlan
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makeLenses ''Impulse
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makeLenses ''Action
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