Add crab crit, rethink Action datatype slightly
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@@ -15,7 +15,7 @@ data ActionPlan
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= Inanimate
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| ActionPlan
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{ -- _apImpulse :: [Impulse] -- done per frame
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_apAction :: [Action] -- updated per frame, likely persist across frames
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_apAction :: Action -- updated per frame, likely persist across frames
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, _apStrategy :: Strategy -- current strategy
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, _apGoal :: [Goal] -- particular ordered goals
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}
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@@ -68,8 +68,9 @@ data Action
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, _targetSeenAt :: Point2
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}
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| PathTo { _pathToPoint :: Point2, _pathFailAction :: Action }
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| EvadeAim {_enemyPos :: Point2, _enemyDir :: Float, _acTimer :: Int}
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| TurnToPoint { _turnToPoint :: Point2 }
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| ImpulsesList { _impulsesListList :: [[Impulse]] }
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| ImpulsesList { _impulsesListList :: [[Impulse]], _acAction :: Action }
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| DoImpulses { _doImpulsesList :: [Impulse] }
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| WaitThen
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{ _waitThenTimer :: Int
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@@ -98,7 +99,7 @@ data Action
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, _doActionWhileThenCondition :: WdCrBl
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, _doActionWhileThenThen :: Action
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}
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| DoActions { _doActionsList :: [Action] }
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-- | DoActions { _doActionsList :: [Action] }
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| DoActionThen
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{ _doActionThenFirst :: Action
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, _doActionThenSecond :: Action
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@@ -140,9 +141,9 @@ data Strategy
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| CloseToMelee {_meleeTarget :: Int}
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| StrategyActions Strategy [Action]
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| GetTo Point2
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| Reload
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-- | Reload
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| Flee
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| MeleeStrike
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-- | MeleeStrike
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| Search
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deriving (Eq, Ord, Show) --Generic, Flat)
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--deriving (Eq, Ord, Show, Read) --Generic, Flat)
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@@ -58,6 +58,11 @@ data CreatureType
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, _footForward :: FootForward
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, _strideAmount :: Float
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}
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| CrabCrit {_meleeCooldown :: Int
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, _footForward :: FootForward
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, _strideAmount :: Float
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, _dodgeCooldown :: Int
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}
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| HoverCrit {_meleeCooldown :: Int}
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| SwarmCrit
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| AutoCrit
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