Rename Critters -> Creature
This commit is contained in:
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module Dodge.Creature where
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-- imports {{{
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import Dodge.Data
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import Dodge.AIs
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import Dodge.CreatureState
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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.Consumable
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import Dodge.WorldEvent.Cloud
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import Dodge.Creature.YourControl
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import Picture
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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 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 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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---}
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--colouredEnemy col = pictures [color (greyN 0.8) $ circleSolid 10, color col $ circLine 10]
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colouredEnemy col = pictures [color col $ circleSolid 10, circLine 10]
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-- armouredSwarmCrit :: Int -> Creature
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-- armouredSwarmCrit n = (defaultCreature n)
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-- -- { _crUpdate = encircleAI' n
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-- { _crUpdate = swarmAI lineOrth n
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-- , _crHP = 30
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-- , _crPict = equipOnTop goalPict
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-- , _crState = defaultState {_goals = [[]], _faction = EncircleFlock}
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-- , _crInv = IM.fromList [(0,frontArmour)]
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-- }
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--
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-- swarmCrit :: Int -> Creature
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-- swarmCrit n = (defaultCreature n)
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-- -- { _crUpdate = encircleAI' n
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-- { _crUpdate = swarmAI lineOrth n
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-- , _crHP = 30
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-- , _crPict = equipOnTop goalPict
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-- , _crState = defaultState {_goals = [[]], _faction = EncircleFlock}
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-- , _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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-- }
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--
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-- encircleCrit :: Int -> Creature
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-- encircleCrit n = (defaultCreature n)
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-- -- { _crUpdate = encircleAI' n
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-- { _crUpdate = swarmAI lineOrth n
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-- , _crHP = 30
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-- , _crPict = equipOnTop goalPict
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-- , _crState = defaultState {_goals = [[]], _faction = EncircleFlock}
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-- , _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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-- }
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--
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spawnerCrit :: Creature
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spawnerCrit = defaultCreature
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{ _crUpdate = stateUpdate $ spawnerAI chaseCrit
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, _crHP = 300
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, _crPict = enemyPict blue
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, _crState = defaultState {_goals = [[WaitFor 0]]
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}
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, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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}
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--
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-- guardMelee :: Int -> Creature
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-- guardMelee n = (defaultCreature n)
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-- { _crUpdate = meleeAI' n
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-- , _crHP = 30
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-- , _crPict = equipOnTop goalPict
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-- , _crState = defaultState {_goals = [[InitGuard]]
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-- ,_faction = ChaseCritters}
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-- , _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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-- }
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smallChaseCrit :: Creature
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smallChaseCrit = defaultCreature
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{ _crUpdate = stateUpdate chaseAI
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, _crHP = 1
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, _crRad = 4
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--, _crPict = equipOnTop goalPict
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, _crPict = enemyPict green
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, _crState = defaultState {_goals = [[Wait]]
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,_faction = ChaseCritters}
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, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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, _crCorpse = onLayer CorpseLayer $ color (greyN 0.5) $ circleSolid 4
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}
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chaseCrit :: Creature
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chaseCrit = defaultCreature
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{ _crUpdate = stateUpdate chaseAI
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, _crHP = 300
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-- , _crPict = goalPict -- enemyPict green
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, _crPict = enemyPict green
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, _crState = defaultState {_goals = [[Wait]]
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,_faction = ChaseCritters}
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, _crInv = IM.empty
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-- IM.fromList [(0,frontArmour)]
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}
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armourChaseCrit :: Creature
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armourChaseCrit = defaultCreature
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{ _crUpdate = stateUpdate chaseAI
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, _crHP = 300
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, _crPict = enemyPict green
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, _crState = defaultState {_goals = [[Wait]]}
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, _crInv = IM.fromList [(0,frontArmour)]
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}
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miniGunCrit :: Creature
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miniGunCrit = defaultCreature
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{ _crPict = enemyPict red
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--, _crUpdate = checkDeadStopSound n . shooterFootsteps n . makeStateAI autoShooterAI n
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, _crUpdate = stateUpdate miniAI
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--, _crUpdate = shooterFootsteps n . makeStateAI autoShooterAI n
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, _crInv = IM.fromList [(0,miniGun)]
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, _crInvSel = 0
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, _crRad = 10
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--, _crState = ShooterWait
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, _crState = defaultState {_goals = [[InitGuard]]}
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, _crHP = 500
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}
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longCrit :: Creature
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longCrit = defaultCreature
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{ _crPict = enemyPict red
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--, _crUpdate = checkDeadStopSound n . shooterFootsteps n . makeStateAI autoShooterAI n
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, _crUpdate = stateUpdate sniperAI
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--, _crUpdate = shooterFootsteps n . makeStateAI autoShooterAI n
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, _crInv = IM.fromList [(0,longGun),(1,medkit 100)]
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, _crInvSel = 0
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, _crRad = 10
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--, _crState = ShooterWait
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, _crState = defaultState {_goals = [[InitGuard]]}
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, _crHP = 300
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}
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multGunCrit :: Creature
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multGunCrit = defaultCreature
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{ _crPict = enemyPict red
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--, _crUpdate = checkDeadStopSound n . shooterFootsteps n . makeStateAI autoShooterAI n
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, _crUpdate = stateUpdate (twitchMissAI 300 350)
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--, _crUpdate = shooterFootsteps n . makeStateAI autoShooterAI n
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, _crInv = IM.fromList [(0,multGun),(1,medkit 100)]
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, _crInvSel = 0
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, _crRad = 10
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--, _crState = ShooterWait
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, _crState = defaultState {_goals = [[InitGuard]]}
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, _crHP = 300
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}
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launcherCrit :: Creature
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launcherCrit = defaultCreature
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{ _crPict = enemyPict red
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--, _crUpdate = checkDeadStopSound n . shooterFootsteps n . makeStateAI autoShooterAI n
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, _crUpdate = stateUpdate (launcherAI 150 200)
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--, _crUpdate = shooterFootsteps n . makeStateAI autoShooterAI n
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, _crInv = IM.fromList [(0,launcher),(1,medkit 100)]
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, _crInvSel = 0
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, _crRad = 10
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--, _crState = ShooterWait
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, _crState = defaultState {_goals = [[Init]]}
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, _crHP = 300
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}
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spreadGunCrit :: Creature
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spreadGunCrit = defaultCreature
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{ _crPict = enemyPict red
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--, _crUpdate = checkDeadStopSound n . shooterFootsteps n . makeStateAI autoShooterAI n
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, _crUpdate = stateUpdate chargeAI
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--, _crUpdate = shooterFootsteps n . makeStateAI autoShooterAI n
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, _crInv = IM.fromList [(0,spreadGun),(1,medkit 100)]
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, _crInvSel = 0
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, _crRad = 10
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--, _crState = ShooterWait
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, _crState = defaultState {_goals = [[Init]]}
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, _crHP = 300
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}
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pistolCrit :: Creature
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pistolCrit = defaultCreature
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{ _crPict = enemyPict red
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--, _crUpdate = checkDeadStopSound n . shooterFootsteps n . makeStateAI autoShooterAI n
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, _crUpdate = stateUpdate (dodgeAI 150 200)
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--, _crUpdate = shooterFootsteps n . makeStateAI autoShooterAI n
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, _crInv = IM.fromList [(0,pistol),(1,medkit 100)]
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, _crInvSel = 0
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, _crRad = 10
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--, _crState = ShooterWait
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, _crState = defaultState {_goals = [[InitGuard]]}
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, _crHP = 500
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}
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autoCrit :: Creature
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autoCrit = defaultCreature
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{ _crPict = enemyPict red
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--, _crUpdate = checkDeadStopSound n . shooterFootsteps n . makeStateAI autoShooterAI n
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, _crUpdate = stateUpdate basicShooterAI
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--, _crUpdate = shooterFootsteps n . makeStateAI autoShooterAI n
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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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--, _crState = ShooterWait
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, _crState = defaultState {_goals = [[InitGuard]]}
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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 insarmour xs = IM.insert i frontArmour xs
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where i = newKey xs
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--closeShooterCrit :: Int -> Creature
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--closeShooterCrit n = (defaultCreature n)
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-- { _crPos = startPos
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-- , _crPict = equipOnTop goalPict
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-- , _crUpdate = closeShooterAI n
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-- , _crInv = IM.fromList [(0,ltAutoGun)]
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-- , _crInvSel = 0
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-- , _crRad = 10
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-- , _crState = defaultState {_goals = [[InitGuard]]}
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-- , _crHP = 50
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-- }
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-- where startPos = (20*fromIntegral n-550,0)
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barrel :: Creature
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barrel = defaultCreature
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{ _crUpdate = updateBarrel
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, _crHP = 500
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, _crPict = \ _ -> onLayer CrLayer $ pictures [ color orange $ circleSolid 10
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, color (greyN 0.5) $ circleSolid 8
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]
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, _crState = defaultState {_goals = [[Wait]]
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,_faction = ChaseCritters
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,_crSpState = Barrel []
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}
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, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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}
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explosiveBarrel :: Creature
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explosiveBarrel = defaultCreature
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{ _crUpdate = updateExpBarrel
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, _crHP = 400
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, _crPict = \ _ -> onLayer CrLayer $ pictures [ color orange $ circleSolid 10
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, color red $ circleSolid 8
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]
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, _crState = defaultState {_goals = [[Wait]]
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,_faction = ChaseCritters
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,_crSpState = Barrel []
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,_crApplyDamage = \_ c -> (id, c)
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}
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, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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}
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equipOnTop :: (Creature -> Picture) -> Creature -> Picture
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--equipOnTop f cr = onLayer CrLayer $ pictures $ fst (drawEquipment cr) ++ [f cr] ++ snd (drawEquipment cr)
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equipOnTop f cr = pictures [onLayer CrLayer (f cr) , drawEquipment cr]
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drawEquipment :: Creature -> Picture
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drawEquipment cr = pictures $ map f $ IM.toList (_crInv cr)
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where f (i,it) = case it ^? itEquipPict of
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Just g -> g cr i
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_ -> blank
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--drawEquipment :: Creature -> ([Picture],[Picture])
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--drawEquipment cr = (map fst p1, map fst p2)
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-- where f (k,it) = join $ (it ^? itEquipPict) <*> (pure cr) <*> (pure k)
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-- picts = sortBy (compare `on` snd) $ mapMaybe f $ IM.toList (_crInv cr)
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-- (p1,p2) = partition (\ x -> snd x < 0) picts
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frontArmouredPict = const $ pictures [ color (greyN 0.8) $ circleSolid 20
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, color red $ circLine 20
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]
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--packCrits :: (Int -> World -> World) -> [Int] -> [Creature]
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--packCrits ai is = [(defaultCreature i)
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-- { _crPos = (150,10+20*fromIntegral i)
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-- , _crPict = swarmPict
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-- , _crUpdate = ai i
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-- --, _crUpdate = swarmAI is i
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-- , _crRad = 3
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-- , _crHP = 1
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-- , _crMass = 2
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-- }
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-- | i <- is]
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--queenBeeCrit :: Int -> Creature
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--queenBeeCrit cID = (defaultCreature cID)
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-- { _crRad = 20
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-- , _crCorpse = color (greyN 0.5) $ circleSolid 20
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-- , _crPict = const $ pictures [color black $ circSolid 20
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-- ,color yellow $ circLine 20
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-- ]
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-- , _crUpdate = checkDead cID . makeStateAI queenBeeAI cID
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-- , _crState = QueenBee 0 20
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-- , _crMass = 20
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-- }
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--antCrit :: Int -> Creature
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--antCrit cID = (defaultCreature cID)
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-- { _crPos = (0,100 + 3 * fromIntegral cID)
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-- , _crUpdate = checkDead cID . makeStateAI (antAI 2) cID
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-- , _crState = AntMove 50
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-- , _crPict = antPic
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-- , _crRad = 3
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-- , _crHP = 1
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-- , _crMass = 2
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-- , _crCorpse = color (greyN 0.5) $ circSolid 3
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-- }
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-- where i = evalState (state (randomR (1::Int,100))) (mkStdGen cID)
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--antPic = const $ pictures [ translate (-1) 0 $ circleSolid 2
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-- , translate (2) 0 $ circleSolid 1
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-- , translate (1) 0 $ circleSolid 1
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-- , line [(3,3),(-3,-3)]
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-- , line [(-3,3),(3,-3)]
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-- , line [(0,-3),(0,3)]
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-- ]
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flamerPict = const $ pictures [color (light $ light $ light $ dim blue) $ circleSolid 10, circLine 10]
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goalPict cr = let r = _crRad cr in case _crState cr of
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CrSt {_goals = gls ,_crDamage = crDam }
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-- | crDam > _crHP cr -> color white $ circleSolid r
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| otherwise -> case head gls of
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[] -> sizeColEnemy r white
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(MoveToFor p i:_) -> dGoals $ sizeColEnemy r green
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(WaitFor x:_) -> dGoals $ sizeColEnemy r yellow
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(FireAt p:_) -> dGoals $ sizeColEnemy r red
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(Reload:_) -> dGoals $ sizeColEnemy r orange
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(PathTo p:_) -> dGoals $ sizeColEnemy r cyan
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(SubPathTo p i _:_) -> dGoals $ sizeColEnemy r blue
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(Search i:_) -> dGoals $ sizeColEnemy r black
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_ -> dGoals $ sizeColEnemy r magenta
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where dGoals p = pictures [p, rotate (0 - _crDir cr) $ scale 0.1 0.1 $ color white $ text $ show gls]
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_ -> sizeColEnemy r (light $ dim green)
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startCr :: Creature
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startCr = defaultCreature
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{ _crPos = (0,0)
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, _crOldPos = (0,0)
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, _crDir = 0
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, _crID = 0
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, _crPict = basicCrPict $ greyN 0.8
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, _crUpdate = stateUpdate yourControl
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, _crRad = 10
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, _crMass = 10
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, _crHP = 10000
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, _crMaxHP = 1500
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, _crInv = IM.fromList (zip [0..20]
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(
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[pistol,autoGun,launcher,lasGun,grenade
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,ltAutoGun,flamer,multGun,spreadGun,remoteLauncher
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,longGun
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,hvAutoGun
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,teslaGun
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,latchkey 0
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,miniGun
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,medkit 50
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,bezierGun
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,poisonSprayer
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,blinkGun
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,frontArmour
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]
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++ repeat NoItem))
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-- startInv
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, _crCorpse = onLayer CorpseLayer $ color (greyN 0.5) $ pictures [color (greyN 0.8) $ circleSolid 10, circLine 10]
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}
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smokeGenGun = effectGun "smoke" $ \_ -> spawnSmokeAtCursor
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enemyPict :: Color -> Creature -> Picture
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enemyPict col = equipOnTop $ sizeEnemy (light $ light $ light $ light col)
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sizeEnemy col cr
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| pdam > 200 = color red $ circleSolid $ _crRad cr
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| pdam > 100 = color white $ circleSolid $ _crRad cr
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| mod pdam 2 == 1 = color white $ circleSolid $ _crRad cr
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| otherwise = pictures [color col $ circleSolid $ _crRad cr
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, circLine $ _crRad cr ]
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where pdam = _crPastDamage $ _crState cr
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sizeColEnemy r col = pictures [color col $ circleSolid r, circLine r]
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basicCrPict :: Color -> Creature -> Picture
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basicCrPict col cr = pictures [ onLayer CrLayer naked , drawEquipment cr]
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where naked | pdam > 200 = color red $ circleSolid $ _crRad cr
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| pdam > 100 = color white $ circleSolid $ _crRad cr
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| mod pdam 2 == 1 = color white $ circleSolid $ _crRad cr
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-- | crDam > _crHP cr && odd (crDam - _crHP cr)
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-- = [color white $ circleSolid $ _crRad cr]
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| otherwise = pictures [color col $ circleSolid $ _crRad cr, circLine $ _crRad cr]
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pdam = _crPastDamage $ _crState cr
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