Refactor, try to limit dependencies

This commit is contained in:
2022-07-28 00:59:56 +01:00
parent 8aa5c17ab9
commit 160560af5f
418 changed files with 15104 additions and 13342 deletions
+75 -67
View File
@@ -1,91 +1,98 @@
{-# LANGUAGE TupleSections #-}
module Dodge.Creature.Impulse
( impulsiveAIBefore
, followThenClearImpulses
) where
import Dodge.Data
import Dodge.FloatFunction
import Dodge.RandImpulse
import Dodge.CreatureEffect
import Dodge.Creature.Vocalization
import Dodge.Creature.Impulse.Movement
import Dodge.Creature.Impulse.UseItem
import Dodge.SoundLogic
import Geometry
import LensHelp
import qualified IntMapHelp as IM
import System.Random
module Dodge.Creature.Impulse (
impulsiveAIBefore,
followThenClearImpulses,
) where
import Control.Monad.State
import Data.Bifunctor
--import Data.Maybe
--
impulsiveAIBeforeAfter
:: (World -> Creature -> Creature)
-> (World -> Creature -> Creature)
-> Creature -> World -> World
import Dodge.Creature.Impulse.Movement
import Dodge.Creature.Impulse.UseItem
import Dodge.Creature.Vocalization
import Dodge.CreatureEffect
import Dodge.Data.World
import Dodge.FloatFunction
import Dodge.RandImpulse
import Dodge.SoundLogic
import Geometry
import qualified IntMapHelp as IM
import LensHelp
import System.Random
impulsiveAIBeforeAfter ::
(World -> Creature -> Creature) ->
(World -> Creature -> Creature) ->
Creature ->
World ->
World
impulsiveAIBeforeAfter startup endup cr w = w' & cWorld . creatures . ix (_crID cr) .~ endup w' cr'
where
w' = g w
(g,cr') = impulsiveAI startup cr w
(g, cr') = impulsiveAI startup cr w
impulsiveAIBefore :: (World -> Creature -> Creature)
-> Creature -> World -> World
impulsiveAIBefore ::
(World -> Creature -> Creature) ->
Creature ->
World ->
World
impulsiveAIBefore f cr w = g w & cWorld . creatures . ix (_crID cr) .~ cr'
where
(g,cr') = impulsiveAI f cr w
(g, cr') = impulsiveAI f cr w
impulsiveAI
:: (World -> Creature -> Creature) -- | internal creature update
-> Creature
-> World
-> (World -> World , Creature)
impulsiveAI ::
(World -> Creature -> Creature) ->
Creature ->
World ->
(World -> World, Creature)
impulsiveAI f cr w = followImpulses w $ f w cr
followThenClearImpulses :: Creature -> World -> World
followThenClearImpulses = impulsiveAIBeforeAfter (const id) (const $ crActionPlan . apImpulse .~ [])
followImpulses :: World -> Creature -> (World -> World, Creature)
followImpulses w cr = foldr f (id, cr) (_apImpulse $ _crActionPlan cr)
where
f imp (theupdate,cr') = first (. theupdate) $ followImpulse cr' w imp
f imp (theupdate, cr') = first (. theupdate) $ followImpulse cr' w imp
followImpulse :: Creature -> World -> Impulse -> (World -> World , Creature)
followImpulse :: Creature -> World -> Impulse -> (World -> World, Creature)
followImpulse cr w imp = case imp of
ImpulseNothing -> (id,cr)
RandomImpulse rimp ->
let (newimp,newgen) = runState (doRandImpulse rimp) (_randGen w)
in first ((randGen .~ newgen) .) $ followImpulse cr w newimp
Bark sid -> (soundStart (CrMouth cid) cpos sid Nothing, resetCrVocCoolDown cr)
Move p -> crup $ crMvBy p cr
MoveForward x -> crup $ crMvForward x cr
Turn a -> crup $ creatureTurn a cr
TurnToward p a -> crup $ creatureTurnToward p a cr
TurnTo p -> crup $ creatureTurnTo p cr
ChangePosture post -> crup $ cr & crStance . posture .~ post
UseItem -> (useItem cr, cr)
SwitchToItem i -> crup $ cr & crInvSel .~ InvSel i NoInvSelAction
Melee cid' -> (hitCr cid'
, crMvBy (10 *.* normalizeV (posFromID cid' -.- cpos)) $ cr & crMeleeCooldown .~ 20)
RandomTurn a -> (randGen .~ snd (rr a), creatureTurn (fst $ rr a) cr)
MakeSound sid -> ( soundStart (CrSound (_crID cr)) (_crPos cr) sid Nothing , cr )
DropItem -> undefined
ChangeStrategy strat -> crup $ cr & crActionPlan . apStrategy .~ strat
AddGoal gl -> crup $ cr & crActionPlan . apGoal .:~ gl
ArbitraryImpulseFunction f -> crup $ doWdCrCr f w cr
ArbitraryImpulse f -> followImpulse cr w (doCrWdImp f cr w)
ImpulseNothing -> (id, cr)
RandomImpulse rimp ->
let (newimp, newgen) = runState (doRandImpulse rimp) (_randGen w)
in first ((randGen .~ newgen) .) $ followImpulse cr w newimp
Bark sid -> (soundStart (CrMouth cid) cpos sid Nothing, resetCrVocCoolDown cr)
Move p -> crup $ crMvBy p cr
MoveForward x -> crup $ crMvForward x cr
Turn a -> crup $ creatureTurn a cr
TurnToward p a -> crup $ creatureTurnToward p a cr
TurnTo p -> crup $ creatureTurnTo p cr
ChangePosture post -> crup $ cr & crStance . posture .~ post
UseItem -> (useItem cr, cr)
SwitchToItem i -> crup $ cr & crInvSel .~ InvSel i NoInvSelAction
Melee cid' ->
( hitCr cid'
, crMvBy (10 *.* normalizeV (posFromID cid' -.- cpos)) $ cr & crMeleeCooldown .~ 20
)
RandomTurn a -> (randGen .~ snd (rr a), creatureTurn (fst $ rr a) cr)
MakeSound sid -> (soundStart (CrSound (_crID cr)) (_crPos cr) sid Nothing, cr)
DropItem -> undefined
ChangeStrategy strat -> crup $ cr & crActionPlan . apStrategy .~ strat
AddGoal gl -> crup $ cr & crActionPlan . apGoal .:~ gl
ArbitraryImpulseFunction f -> crup $ doWdCrCr f w cr
ArbitraryImpulse f -> followImpulse cr w (doCrWdImp f cr w)
ArbitraryImpulseEffect f -> (doCrWdWd f cr, cr)
ImpulseUseTargetCID f -> case cr ^? crIntention . targetCr . _Just of
ImpulseUseTargetCID f -> case cr ^? crIntention . targetCr . _Just of
Just tcr -> followImpulse cr w (doIntImp f $ _crID tcr)
_ -> crup cr
_ -> crup cr
ImpulseUseTarget f -> case cr ^? crIntention . targetCr . _Just of
Just tcr -> followImpulse cr w (doCrImp f tcr)
_ -> crup cr
_ -> crup cr
ImpulseUseAheadPos f -> followImpulse cr w (doP2Imp f (_crPos cr +.+ 20 *.* unitVectorAtAngle (_crDir cr)))
MvForward -> crup $ crMvForward speed cr
MvTurnToward p -> crup
$ creatureTurnToward p (turnRad $ safeAngleVV (p -.- cpos) (unitVectorAtAngle cdir)) cr
MvForward -> crup $ crMvForward speed cr
MvTurnToward p ->
crup $
creatureTurnToward p (turnRad $ safeAngleVV (p -.- cpos) (unitVectorAtAngle cdir)) cr
where
crup = (id,)
mvType = _crMvType cr
@@ -93,10 +100,11 @@ followImpulse cr w imp = case imp of
turnRad = doFloatFloat $ _mvTurnRad mvType
cpos = _crPos cr
cdir = _crDir cr
cid = _crID cr
cid = _crID cr
posFromID cid' = _crPos $ _creatures (_cWorld w) IM.! cid'
rr a = randomR (-a,a) $ _randGen w
hitCr i = (cWorld . creatures . ix i . crState . csDamage
.:~ Damage BLUNT 100 cpos (posFromID i) (posFromID i) NoDamageEffect
rr a = randomR (- a, a) $ _randGen w
hitCr i =
( cWorld . creatures . ix i . crState . csDamage
.:~ Damage BLUNT 100 cpos (posFromID i) (posFromID i) NoDamageEffect
)
. soundStart (CrSound cid) cpos hitS Nothing
. soundStart (CrSound cid) cpos hitS Nothing