module Dodge.Creature.ArmourChase ( armourChaseCrit , flockArmourChaseCrit ) where import Dodge.Data import Dodge.Data.FloatFunction import Dodge.Default import Dodge.Creature.ChaseCrit import Dodge.Item.Equipment import Dodge.Item.Consumable import qualified IntMapHelp as IM import Control.Lens flockArmourChaseCrit :: Creature flockArmourChaseCrit = defaultCreature { _crName = "armourChaseCrit" , _crHP = 300 , _crInv = IM.fromList [(0,frontArmour) ,(1,medkit 200) ] , _crActionPlan = ActionPlan {_apImpulse = [] ,_apAction = [] ,_apStrategy = FollowImpulses ,_apGoal = [Kill 0] } , _crMeleeCooldown = 0 , _crGroup = ShieldGroup , _crMvType = defaultChaseMvType } & crType . humanoidAI .~ FlockArmourChaseAI armourChaseCrit :: Creature armourChaseCrit = chaseCrit { _crName = "armourChaseCrit" --, _crUpdate = defaultImpulsive [] , _crInv = IM.fromList [(0,frontArmour) ,(1,medkit 200) ] , _crMvType = defaultChaseMvType {_mvTurnRad = FloatConst 0.05} } & crEquipment . at OnChest ?~ 0 & crInvEquipped . at 0 ?~ OnChest