Make creature update an external function
This commit is contained in:
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module Dodge.Humanoid where
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import Dodge.Data
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import Dodge.Creature.Boid
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import Dodge.Creature.YourControl
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import Dodge.Creature.State
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import Dodge.Creature.Impulse
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import Dodge.Creature.ChainUpdates
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import Dodge.Creature.Test
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import Dodge.Creature.Volition
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import LensHelp
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import Dodge.Creature.ReaderUpdate
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import Dodge.Creature.Action
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import Dodge.Creature.Perception
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import Dodge.Creature.Strategy
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import Dodge.Creature.SentinelAI
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import qualified IntMapHelp as IM
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import Geometry
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import RandomHelp
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import Data.Maybe
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updateHumanoid :: Creature -> World -> World
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updateHumanoid cr = case cr ^?! crType . humanoidAI of
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ChaseAI -> defaultImpulsive
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[ const doStrategyActions
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, performActions
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, const overrideMeleeCloseTarget
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, const setViewPos
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, setMvPos
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, chaseCritMv
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, chaseCritPerceptionUpdate [0]
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, targetYouWhenCognizant
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, const searchIfDamaged
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, const (crMeleeCooldown %~ max 0 . subtract 1)
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] cr
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SpreadGunAI -> defaultImpulsive
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[performActions
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,watchUpdateStrat
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[ (crHasTargetLOS, \_ _ -> StrategyActions (ShootAt 0)
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[DoActionIf (const $ not . crIsAiming) drawWeapon
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,DoActionThen
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(DoActionWhile crHasTargetLOS $ ArbitraryAction chooseMovementSpreadGun)
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(DoImpulses [ChangeStrategy WatchAndWait])
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]
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)
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, (const crAwayFromPost, const goToPostStrat)
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]
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,perceptionUpdate [0]
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,const doStrategyActions
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,const reloadOverride
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,targetYouWhenCognizant
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,const $ overrideInternal
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(\cr' -> crHasTarget cr' && crStratConMatches (GetTo (V2 0 0)) cr')
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(\cr' -> cr' & crActionPlan . apStrategy .~ WatchAndWait)
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] cr
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PistolAI -> defaultImpulsive
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[ performActions
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, watchUpdateStrat
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[ (crHasTargetLOS, \w cr' -> StrategyActions (ShootAt 0)
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[DoActionIf (const $ not . crIsAiming) drawWeapon,chooseMovementPistol cr' w])
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, (const crAwayFromPost, const goToPostStrat)
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]
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, perceptionUpdate [0]
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, const doStrategyActions
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, const reloadOverride
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, targetYouWhenCognizant
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, const $ overrideInternal
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(\cr' -> crHasTarget cr' && crStratConMatches (GetTo (V2 0 0)) cr')
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(crActionPlan . apStrategy .~ WatchAndWait)
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] cr
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LtAutoAI -> defaultImpulsive
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[ performActions
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, watchUpdateStrat
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[ (crHasTargetLOS, \_ _ -> StrategyActions (ShootAt 0)
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[DoActionIf (const $ not . crIsAiming) drawWeapon
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,DoActionThen
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(DoActionWhile crHasTargetLOS $ ArbitraryAction chooseMovementLtAuto)
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(DoImpulses [ChangeStrategy WatchAndWait])
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]
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)
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, (const crAwayFromPost, const goToPostStrat)
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]
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, perceptionUpdate [0]
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, const doStrategyActions
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, const reloadOverride
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, targetYouWhenCognizant
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, const $ overrideInternal
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(\cr' -> crHasTarget cr' && crStratConMatches (GetTo (V2 0 0)) cr')
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(crActionPlan . apStrategy .~ WatchAndWait)
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] cr
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LauncherAI -> defaultImpulsive
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[ performActions
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, watchUpdateStrat
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[ (crHasTargetLOS, \_ _ -> StrategyActions (ShootAt 0) [retreatFireLauncher])
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, (const crAwayFromPost, const goToPostStrat)
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]
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, perceptionUpdate [0]
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, const doStrategyActions
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, const reloadOverride
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, targetYouWhenCognizant
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, const $ overrideInternal
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(\cr' -> crHasTarget cr' && crStratConMatches (GetTo (V2 0 0)) cr')
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(crActionPlan . apStrategy .~ WatchAndWait)
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] cr
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SwarmAI -> defaultImpulsive
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[ flockToPointUsing' (encircleDistP 100) (meleeHeadingMove 0.1 0.1 (pi/4) 3.9)
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, const (crMeleeCooldown %~ max 0 . subtract 1)
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, perceptionUpdate [0]
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, const doStrategyActions
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, targetYouWhenCognizant
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] cr
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AutoAI -> defaultImpulsive [sentinelAI] cr
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FlockArmourChaseAI -> defaultImpulsive
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[ watchUpdateStrat []
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, const doStrategyActions
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, performActions
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, targetYouWhenCognizant
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, setTargetMv (\_ -> _targetCr . _crIntention)
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, flockACC
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, perceptionUpdate [0]
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, goToTarget
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, const overrideMeleeCloseTarget
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, const (crMeleeCooldown %~ max 0 . subtract 1)
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] cr
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MiniGunAI -> defaultImpulsive [sentinelFireType (const shootTillEmpty)] cr
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LongAI -> defaultImpulsive [sentinelFireType $ const shootTillEmpty] cr
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MultGunAI -> defaultImpulsive [sentinelExtraWatchUpdate
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[ ( const $ not . crWeaponReady
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, \_ _ -> StrategyActions Reload reloadActions
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)
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, (const $ not . crSafeDistFromTarg 150
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, \_ cr' -> StrategyActions Flee
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[const (not . crSafeDistFromTarg 150) `DoActionWhile` UseTarget (fleeFrom cr')
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`DoActionThen` DoImpulses [ChangeStrategy WatchAndWait] ]
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)
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, (crHasTargetLOS, \_ _ -> StrategyActions (ShootAt 0)
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[ drawwp `DoActionThen` shootFirstMiss `DoActionThen` DoImpulses [ChangeStrategy WatchAndWait] ]
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)
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]
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] cr
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YourAI -> stateUpdate yourControl cr
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InanimateAI -> id
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where
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drawwp = DoActionIfElse NoAction (const crIsAiming) (DoActionThen drawWeapon (WaitThen 50 NoAction))
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reloadActions =
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[ holsterWeapon
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, WaitThen 1 $ DoActionWhileInterrupt NoAction (const crIsReloading) (DoImpulses [ChangeStrategy WatchAndWait])
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]
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-- bit of a hack to get new random generators after each creature's update
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defaultImpulsive :: [World -> Creature -> Creature]
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-> Creature -> World -> World
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defaultImpulsive = fmap (fmap updateRandGen) . stateUpdate . impulsiveAIBefore . chainCreatureUpdates
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where
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updateRandGen w = let (_,g) = randomR (0,1::Int) (_randGen w)
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in w & randGen .~ g
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chooseMovementSpreadGun :: Creature -> World -> Action
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chooseMovementSpreadGun cr w
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| dist cpos p < 30 && safeAngleVV (p -.- cpos) (unitVectorAtAngle (_crDir cr)) > pi
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= DoImpulses [UseItem, MoveForward (-3)]
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| d < 30 = DoImpulses [UseItem,TurnToward p 0.06]
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| d < 60 = DoImpulses [UseItem,TurnToward p 0.06,MoveForward 3]
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| d < 100 = DoImpulses [TurnToward p 0.06, MoveForward 3 ]
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| d < 200 = DoImpulses [TurnToward p (0.06 + 0.002 *(d-100)), MoveForward 3 ]
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| otherwise
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= DoImpulses [TurnToward p 0.26, MoveForward 3]
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where
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d = dist cpos p
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cpos = _crPos cr
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tcr = _creatures w IM.! 0
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p = _crPos tcr
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chooseMovementPistol :: Creature -> World -> Action
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chooseMovementPistol cr w = chooseMovementPistol' cr w
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`DoActionThen`
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DoImpulses [ChangeStrategy WatchAndWait]
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chooseMovementPistol' :: Creature -> World -> Action
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chooseMovementPistol' cr w = takeOneWeighted [chargeProb,retreatProb,strafeProb,strafeProb]
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[chargeActions
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,retreatActionsPistol ycr cr
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,strafeLeftActions
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,strafeRightActions
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] & evalState $ g
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where
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g = _randGen w
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cpos = _crPos cr
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ycr = _creatures w IM.! 0
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ypos = _crPos ycr
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chargeProb | dist cpos ypos > 300 = 5
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| dist cpos ypos > 150 = 1
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| otherwise = 0
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strafeProb | dist cpos ypos > 150 = 1
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| otherwise = 0
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retreatProb | dist cpos ypos < 200 = 1 :: Float
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| otherwise = 0
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chargeActions =
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[TurnToward ypos 0.1]
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`DoImpulsesAlongside`
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3
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`DoReplicate`
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ImpulsesList (replicate 9 [Move (V2 3 0)] ++ [[Move (V2 3 0),UseItem]])
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strafeLeftActions =
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DoImpulses [TurnToward yposr (2*pi)]
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`DoActionThen`
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3
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`DoReplicate`
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ImpulsesList (replicate 9 [Move (V2 0 3)] ++ [[Move (V2 0 3),UseItem]])
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strafeRightActions =
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DoImpulses [TurnToward yposl (2*pi)]
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`DoActionThen`
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3
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`DoReplicate`
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ImpulsesList (replicate 9 [Move (V2 0 (-3))] ++ [[Move (V2 0 (-3)),UseItem]])
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yposl = ypos -.- 100 *.* vNormal (normalizeV $ ypos -.- cpos)
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yposr = ypos +.+ 100 *.* vNormal (normalizeV $ ypos -.- cpos)
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retreatActionsPistol :: Creature -> Creature -> Action
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retreatActionsPistol tcr cr =
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[TurnToward retreatOffset 0.2]
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`DoImpulsesAlongside`
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3
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`DoReplicate`
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ImpulsesList (replicate 9 [Move (V2 (-3) 0)] ++ [[UseItem]])
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where
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cpos = _crPos cr
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tpos = _crPos tcr
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retreatOffset =
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let a | dist cpos tpos < 50 = 0
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| isLeftOfA (_crDir cr) (argV $ tpos -.- cpos)
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= -0.7
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| otherwise = 0.7
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in fromMaybe tpos $ intersectLineLine' cpos
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(cpos +.+ rotateV a (tpos -.- cpos))
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tpos
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(tpos +.+ vNormal (cpos -.- tpos))
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chooseMovementLtAuto :: Creature -> World -> Action
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chooseMovementLtAuto cr w
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| dist cpos p > 200 = DoImpulses [UseItem,TurnToward p 0.05 , MoveForward 3]
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| dist cpos p < 80 = DoImpulses [UseItem,TurnToward p 0.05, MoveForward (-3) ]
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| errorAngleVV 22 (p' -.- cpos) (unitVectorAtAngle (_crDir cr)) < 0.4
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= DoImpulses [UseItem,TurnToward p' 0.01, Move (V2 0 3)]
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| otherwise
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= DoImpulses [UseItem,TurnToward p' 0.05, Move (V2 0 3)]
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where
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cpos = _crPos cr
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tcr = _creatures w IM.! 0
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p = _crPos tcr
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v = vNormal $ p -.- cpos
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p' = p +.+ 0.5 *.* (v -.- 20 *.* normalizeV v)
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retreatFireLauncher :: Action
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retreatFireLauncher = ImpulsesList ( [ UseItem ] : replicate 20 [ Turn 0.16 ])
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`DoActionThen`
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holsterWeapon
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`DoActionThen`
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ImpulsesList ( replicate 30 [ MoveForward 3 ])
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`DoActionThen`
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drawWeapon
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`DoActionThen`
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ImpulsesList ( [UseItem] : replicate 20 [ Turn $ negate 0.16 ] )
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`DoActionThen`
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holsterWeapon
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`DoActionThen`
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ImpulsesList ( replicate 15 [ MoveForward 3 ] )
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`DoActionThen`
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drawWeapon
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`DoActionThen`
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ImpulsesList (
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replicate 100 [UseItem, ImpulseUseTarget $ \tcr -> TurnToward (_crPos tcr) (pi/16) ] )
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`DoActionThen`
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20
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`WaitThen`
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holsterWeapon
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`DoActionThen`
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ImpulsesList ( replicate 15 [ MoveForward 3 ] )
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`DoActionThen`
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DoImpulses [ChangeStrategy WatchAndWait]
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