reimplement enemy-filter loop (now enemy's reaction, and decision to possibly filter, is fully under enemy's control - physics, damage reaction, whether to filter or update enemy's state, etc.)
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7
fcore/enemy/enemy-variants.sml
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7
fcore/enemy/enemy-variants.sml
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@@ -0,0 +1,7 @@
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signature ENEMY_VARIANTS =
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sig
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datatype t = PATROL_SLIME | FOLLOW_SLIME
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end
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structure EnemyVariants: ENEMY_VARIANTS =
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struct datatype t = PATROL_SLIME | FOLLOW_SLIME end
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