Cleanup
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@@ -10,7 +10,6 @@ module Dodge.Creature (
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armourChaseCrit,
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module Dodge.Creature.Action,
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module Dodge.Creature.Boid,
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module Dodge.Creature.ChainUpdates,
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module Dodge.Creature.Impulse,
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module Dodge.Creature.Perception,
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module Dodge.Creature.ReaderUpdate,
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@@ -31,7 +30,6 @@ import Dodge.Creature.Action
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import Dodge.Creature.ArmourChase
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import Dodge.Creature.AutoCrit
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import Dodge.Creature.Boid
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import Dodge.Creature.ChainUpdates
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import Dodge.Creature.ChaseCrit
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import Dodge.Creature.Impulse
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import Dodge.Creature.Inanimate
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@@ -1,9 +0,0 @@
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module Dodge.Creature.ChainUpdates (chainCreatureUpdates) where
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import Data.Foldable
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import Dodge.Data.World
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chainCreatureUpdates :: [World -> Creature -> Creature] -> World -> Creature -> Creature
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chainCreatureUpdates ls w cr = foldl' unf cr ls
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where
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unf cr' g = g w cr'
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@@ -4,13 +4,13 @@ module Dodge.Creature.SentinelAI (
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sentinelExtraWatchUpdate,
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) where
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import Control.Lens
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--import Control.Lens
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import Data.Maybe
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--import Dodge.Creature.Action
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import Dodge.Creature.ChainUpdates
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import Dodge.Creature.Perception
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import Dodge.Creature.ReaderUpdate
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import Dodge.Creature.Strategy
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--import Dodge.Creature.ChainUpdates
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--import Dodge.Creature.Perception
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--import Dodge.Creature.ReaderUpdate
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--import Dodge.Creature.Strategy
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import Dodge.Creature.Test
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import Dodge.Creature.Volition
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import Dodge.Data.CreatureEffect
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@@ -47,54 +47,56 @@ sentinelAI =
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--chainCreatureUpdates ls w cr = foldr (\f -> f w) cr ls
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sentinelFireType :: (Int -> Action) -> World -> Creature -> Creature
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sentinelFireType f =
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chainCreatureUpdates
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[ watchUpdateStrat
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[
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( crHasTargetLOS
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, \_ _ ->
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StrategyActions
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(ShootAt 0)
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[ drawwp `DoActionThen` f 0 `DoActionThen` DoImpulses [ChangeStrategy WatchAndWait]
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, aiming
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]
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)
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, (const crAwayFromPost, const goToPostStrat)
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]
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, perceptionUpdate [0]
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, -- , Left $ perceptionUp 0
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const doStrategyActions
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, targetYouWhenCognizant
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, const $
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overrideInternal
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(\cr -> crHasTarget cr && crStratConMatches (GetTo (V2 0 0)) cr)
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(crActionPlan . apStrategy .~ WatchAndWait)
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]
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where
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drawwp = DoActionIfElse NoAction (WdCrBlfromCrBl CrIsAiming) (DoActionThen drawWeapon (WaitThen 50 NoAction))
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aiming =
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AimAt
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{ _targetID = 0
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, _targetSeenAt = V2 0 0 -- hack
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}
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sentinelFireType _ = undefined
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--sentinelFireType f =
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-- chainCreatureUpdates
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-- [ watchUpdateStrat
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-- [
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-- ( crHasTargetLOS
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-- , \_ _ ->
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-- StrategyActions
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-- (ShootAt 0)
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-- [ drawwp `DoActionThen` f 0 `DoActionThen` DoImpulses [ChangeStrategy WatchAndWait]
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-- , aiming
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-- ]
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-- )
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-- , (const crAwayFromPost, const goToPostStrat)
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-- ]
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-- , perceptionUpdate [0]
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-- , -- , Left $ perceptionUp 0
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-- const doStrategyActions
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-- , targetYouWhenCognizant
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-- , const $
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-- overrideInternal
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-- (\cr -> crHasTarget cr && crStratConMatches (GetTo (V2 0 0)) cr)
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-- (crActionPlan . apStrategy .~ WatchAndWait)
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-- ]
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-- where
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-- drawwp = DoActionIfElse NoAction (WdCrBlfromCrBl CrIsAiming) (DoActionThen drawWeapon (WaitThen 50 NoAction))
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-- aiming =
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-- AimAt
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-- { _targetID = 0
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-- , _targetSeenAt = V2 0 0 -- hack
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-- }
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sentinelExtraWatchUpdate ::
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[(World -> Creature -> Bool, World -> Creature -> Strategy)] ->
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World ->
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Creature ->
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Creature
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sentinelExtraWatchUpdate xs =
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chainCreatureUpdates
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[ watchUpdateStrat
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(xs ++ [(const crAwayFromPost, const goToPostStrat)])
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, perceptionUpdate [0]
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, const doStrategyActions
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, targetYouWhenCognizant
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, const $
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overrideInternal
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(\cr -> crHasTarget cr && crStratConMatches (GetTo (V2 0 0)) cr)
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(crActionPlan . apStrategy .~ WatchAndWait)
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]
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sentinelExtraWatchUpdate _ = undefined
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--sentinelExtraWatchUpdate xs =
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-- chainCreatureUpdates
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-- [ watchUpdateStrat
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-- (xs ++ [(const crAwayFromPost, const goToPostStrat)])
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-- , perceptionUpdate [0]
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-- , const doStrategyActions
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-- , targetYouWhenCognizant
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-- , const $
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-- overrideInternal
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-- (\cr -> crHasTarget cr && crStratConMatches (GetTo (V2 0 0)) cr)
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-- (crActionPlan . apStrategy .~ WatchAndWait)
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-- ]
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--shootAtAdvance :: Int -> [Action]
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--shootAtAdvance tcid =
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@@ -1,12 +1,15 @@
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module Dodge.Humanoid (chaseCritInternal) where
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import Data.Foldable
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import Dodge.Creature
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import Dodge.Data.World
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import LensHelp
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chaseCritInternal :: World -> Creature -> Creature
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chaseCritInternal =
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chainCreatureUpdates
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chaseCritInternal w cr =
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foldl'
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(\c f -> f w c)
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cr
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[ const doStrategyActions
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, overrideMeleeCloseTarget
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, setViewPos
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@@ -202,7 +202,6 @@ doDrawing' win pdata u = do
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
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--setup downscale viewport for blurring bloom
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--setViewportSize (round winx `div` (2 * resFact)) (round winy `div` (2 * resFact))
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setViewport _gr_downsize_res cfig
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboHalf1 pdata)))
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glDepthFunc GL_ALWAYS
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