AI refactor
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@@ -1,33 +1,105 @@
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module Dodge.Creature.Rationality
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where
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import Dodge.Data
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import Dodge.Base.Collide
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import Dodge.Creature.Rationality.Data
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import Dodge.Creature.Action
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import Dodge.Creature.Action.UseItem
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import Dodge.Creature.State.Data
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import Dodge.SoundLogic
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import Geometry
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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import System.Random
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import Control.Lens
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impulsiveAI
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:: (Impulse -> World -> Creature -> (World -> World, Creature))
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-> World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
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impulsiveAI impulseFunc w (f,g) cr
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= (\(f''' ,cr) -> ((f''',g),Just cr))
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$ foldr
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(\imp (f' , cr') -> let (f'', cr'') = impulseFunc imp w cr' in (f'' . f', cr''))
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(id, cr)
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(_crImpulse $ _crRationality cr)
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:: (World -> Creature -> Creature) -- ^ Internal AI update, should determine impulses
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-> World
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-> (World -> World,StdGen)
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-> Creature
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-> ((World -> World,StdGen), Maybe Creature)
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impulsiveAI impF w (f,g) = followImpulses w (f,g) . impF w
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applyBasicImpulse
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followImpulses
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:: World
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-> (World -> World,StdGen)
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-> Creature
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-> ((World -> World,StdGen), Maybe Creature)
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followImpulses w (f,g) cr
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= (\(f''' ,cr) -> ((f''',g'),Just cr))
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$ foldr
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(\imp (f' , cr') -> let (f'', cr'') = followImpulse imp w cr' in (f'' . f', cr''))
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(f, cr)
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(_crImpulse $ _crRationality cr)
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where
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g' = snd $ next g
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followImpulse
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:: Impulse
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-> World
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-> Creature
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-> (World -> World , Creature)
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applyBasicImpulse imp w cr = case imp of
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Move p -> (id, creatureMove p cr)
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followImpulse imp w cr = case imp of
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Move p -> (id, crMvBy p cr)
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MoveForward x -> (id, crMvForward x cr)
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Turn a -> (id, creatureTurn a cr)
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TurnToward p a -> (id, creatureTurnToward p a cr)
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UseItem -> (crUseItem cr, cr)
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SwitchToItem i -> (id, cr & crInvSel .~ i)
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_ -> (id, cr)
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Melee crID ->
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(hitCr crID
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, crMvBy (10 *.* normalizeV (posFromID crID -.- cpos)) $ cr & crMeleeCooldown ?~ 20) -- randomise cooldown?
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RandomTurn a -> (id, creatureTurn (rr a) cr)
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_ -> (id , cr)
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DropItem -> undefined
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where
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cpos = _crPos cr
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posFromID cid = _crPos $ _creatures w IM.! cid
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rr a = fst $ randomR (-a,a) $ _randGen w
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hitCr i = over (creatures . ix i . crState . crDamage) (addDam i)
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. soundOnce (fromIntegral hitSound)
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addDam i dams = (( Blunt 100 cpos (posFromID i) (posFromID i) ) : dams )
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actionUpdateAI
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:: (World -> Creature -> Creature) -- ^ the function updating the actions
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-> World
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-> Creature
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-> Creature
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actionUpdateAI actF w c = performActions w $ actF w c
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performActions :: World -> Creature -> Creature
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performActions w cr = cr
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& crRationality . crImpulse .~ concat iss
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& crRationality . crAction .~ catMaybes mayas
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where
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(iss, mayas) = unzip $ map (performAction cr w) $ cr ^. crRationality . crAction
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{- | Performing an action means that a creature has some impulses for a frame, and
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updates or deletes the action itself. -}
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performAction
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:: Creature
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-> World
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-> Action
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-> ( [Impulse] , Maybe Action )
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performAction cr w ac = case ac of
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ShootTillEmpty -> case cr ^? crInv . ix (_crInvSel cr) . wpLoadedAmmo of
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Just x | x > 0 -> ( [UseItem] , Just ShootTillEmpty )
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_ -> ( [] , Nothing )
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AimAtCloseSlow tcid p speed slowSpeed a
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| canSee (_crID cr) tcid w && abs (normalizeAngle $ cdir - argV (tpos -.- cpos)) < a
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-> ([TurnToward tpos slowSpeed] , Just $ AimAtCloseSlow tcid tpos speed slowSpeed a)
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| canSee (_crID cr) tcid w
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-> ([TurnToward tpos speed] , Just $ AimAtCloseSlow tcid tpos speed slowSpeed a)
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| abs (normalizeAngle (cdir - (argV (p -.- cpos)))) < a
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-> ([TurnToward p slowSpeed] , Just $ AimAtCloseSlow tcid p speed slowSpeed a)
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| otherwise -> ([TurnToward p speed] , Just $ AimAtCloseSlow tcid p speed slowSpeed a)
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where
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tpos = _crPos (_creatures w IM.! tcid)
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ImpulsesList (xs:xss) -> (xs, Just $ ImpulsesList xss)
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ImpulsesList _ -> ([], Nothing)
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where
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cpos = _crPos cr
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cdir = _crDir cr
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