Implement the start of creature AI
Add a Brain class, which determines for an entity the set of moves it makes every step of the game, and begin to implement that for gormlaks. The idea here is that every step of the game, a gormlak will move towards the furthest-away wall it can see.
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@ -15,9 +15,11 @@ data Command
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| PreviousMessage
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| PickUp
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| Open
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| Wait
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commandFromKey :: Key -> [Modifier] -> Maybe Command
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commandFromKey (KChar 'q') [] = Just Quit
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commandFromKey (KChar '.') [] = Just Wait
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commandFromKey (KChar (directionFromChar -> Just dir)) [] = Just $ Move dir
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commandFromKey (KChar 'p') [MCtrl] = Just PreviousMessage
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commandFromKey (KChar ',') [] = Just PickUp
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