Refactor launcherCrit ai

This commit is contained in:
jgk
2021-05-13 14:23:58 +02:00
parent 9b3fbba393
commit 2402e1e868
10 changed files with 133 additions and 233 deletions
-201
View File
@@ -430,207 +430,6 @@ chargeAI w (f,g) cr =
_ -> ( (f , g') , replaceImpulse [] cr )
(Init:_) -> ((f,g), replaceImpulse [] cr)
launcherAI :: Float -> Float -> World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
launcherAI inRange outRange w (f,g) cr =
let cpos = _crPos cr
cid = _crID cr
ypos = _crPos $ you w
yposl x = ypos -.- x *.* (vNormal $ normalizeV $ ypos -.- cpos)
yposr x = ypos +.+ x *.* (vNormal $ normalizeV $ ypos -.- cpos)
(aimtime,g') = randomR (80,120) g
(recupTime,_) = randomR (0,50) g
wp = _crInv cr IM.! _crInvSel cr
noAmmo = 0 == _wpLoadedAmmo wp || _wpReloadState wp /= 0
updateSearch = over (crState . goals) f
where f (g:_:h:gs) = (g:[PathTo ypos]:h:gs)
f (g:gs) = (g:[PathTo ypos]:gs)
replaceGoal newImpulses = Just . over (crState . goals) (\gs -> newImpulses ++ tail gs)
addGoal newImpulses = Just . over (crState . goals) (\gs -> newImpulses ++ gs)
replaceImpulse newActions
= Just . over (crState . goals) (\((_:as):ass) -> (newActions ++ as):ass)
addImpulse newActions
= Just . over (crState . goals) (\(as:ass) -> (newActions++as):ass)
ts = take 3 $ randomRs (20,25) g
retreatActions = SetPosture Aiming
: Fire
: TurnByFor 0.16 20
: SetPosture AtEase
: MoveByFor (3,0) 18
: SetPosture Aiming
: Fire
: TurnByFor (-0.16) 20
: SetPosture AtEase
: MoveByFor (3,0) 10
: TurnToward ypos
-- : WaitFor 12
-- : Fire
-- : WaitFor 20
: SetPosture Aiming
: Fire
: WaitFor 60
: [SetPosture AtEase]
strafeLeftActions = TurnToward (yposr 30)
: SetPosture Aiming
: (concatMap (\t -> [Fire,MoveByFor (0,3) t]) ts)
++ [SetPosture AtEase]
strafeRightActions = TurnToward (yposl 30)
: SetPosture Aiming
: (concatMap (\t -> [Fire,MoveByFor (0,-3) t]) ts)
++ [SetPosture AtEase]
rota a = cpos +.+ rotateV a (ypos -.- cpos)
(a2:a3:a4:a5:_) = evalState (takeOne [[0.1,0.15,0.5,1.5]
--,[0.1,0.15,0.5,1.5]
-- ,[0.2,0.3,0.6,1]
-- ,[0.2,0.3,0.5,0.8]
-- ,[0.2,0.3,0.5,1]
-- ,[0.1,0.2,0.5,0.9]
-- ,[0.1,0.2,0.4,0.7]
-- ,[0.1,0.2,0.3,0.4]
]
) g
curveLeft = TurnToward (rota $ negate a2)
: SetPosture Aiming
: Fire
: TurnToward (rota $ negate a3)
: WaitFor 20
: Fire
: TurnToward (rota $ negate a4)
: WaitFor 20
: Fire
: TurnToward (rota $ negate a5)
: SetPosture AtEase
: [MoveByFor (-3,0) 40]
curveRight = TurnToward (rota a2)
: SetPosture Aiming
: Fire
: TurnToward (rota a3)
: WaitFor 20
: Fire
: TurnToward (rota a4)
: WaitFor 20
: Fire
: TurnToward (rota a5)
: SetPosture AtEase
: [MoveByFor (-3,0) 40]
strafeProb :: Float
strafeProb | dist cpos ypos > 350 = 40
| otherwise = 10
retreatProb | dist cpos ypos < 100 = 80
| dist cpos ypos < 200 = 40
| otherwise = 0
curveLeftProb = 20
curveRightProb = 20
-- | dist cpos ypos < 200 = 1
-- | otherwise = 0
fireActions = -- TurnToward ypos :
(evalState (takeOneWeighted
[curveLeftProb,curveRightProb
,strafeProb,strafeProb,retreatProb]
[curveLeft
,curveRight
,strafeLeftActions
,strafeRightActions
,retreatActions
]
) $ g
)
in --if _crHP cr <= 0 then killCr w f cr else
case head $ _goals $ _crState cr of
(TurnTo p:_) -> ( (f,g') , replaceImpulse [] . crTurnTo p $ cr)
(TurnByFor a 0:_) -> ( (f,g') , replaceImpulse [] . over crDir (+a) $ cr)
(TurnByFor a i:_) -> ( (f,g') , replaceImpulse [TurnByFor a (i-1)] . over crDir (+a) $ cr)
(SetPosture pture:_) -> ((f,g), replaceImpulse [] $ set (crStance . posture) pture cr)
(MoveByFor p 0:_) -> ((f,g'), replaceImpulse [] . crMvBy p $ cr)
(MoveByFor p i:_) -> ((f,g'), replaceImpulse [MoveByFor p (i-1)] . crMvBy p $ cr)
(Fire:_) | pointHitsWalls cpos (cpos +.+ 40 *.* unitVectorAtAngle (_crDir cr))
(wallsAlongLine cpos (cpos +.+ 40 *.* unitVectorAtAngle (_crDir cr)) w)
-> ((f,g),replaceImpulse [] cr)
| otherwise -> ((tryUseItem cid . f,g'), replaceImpulse [] cr)
(ImpulseID i (MoveByFor p 0):_) -> ((f,g'), replaceImpulse [] . crMvBy p $ cr)
(ImpulseID i (MoveByFor p x):_)
| canSeeFire cpos (aCrPos i w) w
-> ( (f,g')
, replaceImpulse [ImpulseID i (MoveByFor p (x-1))]
. crMvBy p
. crTurnTowardSpeed 0.01 (aCrPos i w)
$ cr
)
| otherwise
-> ( (f,g')
, replaceImpulse [ImpulseID i (MoveForwardFor (x-1))]
. crMvBy p
$ cr
)
(TurnToward p:_)
| errorAngleVV 99 (p -.- cpos) (unitVectorAtAngle $ _crDir cr) > 2
-> ( (f,g')
, Just . crTurnTowardSpeed 0.5 p
$ cr
)
| errorAngleVV 99 (p -.- cpos) (unitVectorAtAngle $ _crDir cr) > 0.2
-> ( (f,g')
, Just . crTurnTowardSpeed 0.1 p
$ cr
)
| otherwise
-> ( (f,g')
, replaceImpulse []
. crTurnTo p
$ cr
)
[] | noAmmo -> ( (tryUseItem cid . f, g')
, addImpulse [Reload] cr
)
| canSeeFireVisionAny cid (_yourID w) w
-> ( ( f , g' )
-- , addImpulse (WaitFor 9:fireActions)
, addImpulse (WaitFor 9:fireActions)
$ updateSearch cr
)
| otherwise -> ( ( f , g' )
, replaceGoal [] cr
)
(WaitFor x:gls)| x == 0 -> ( (f ,g' ), replaceImpulse [] cr )
| otherwise -> ( (f ,g' ), replaceImpulse [WaitFor (x-1)] cr )
(MoveToFor p x:gls)
| canSeeFire cpos ypos w -> ( (f , g')
, replaceGoal [[],[PathTo ypos]] cr
)
| x == 0 -> ( (f , g')
, replaceImpulse [] cr
)
| dist p cpos < 10 -> ( (f , g') , replaceImpulse [] cr)
| angleVV (unitVectorAtAngle (_crDir cr)) (p -.- cpos) > pi/4
-> ( (f , g')
, replaceImpulse [MoveToFor p (x-1)] $ crTurnTowardSpeed 0.05 p cr )
| otherwise -> ( (f , g')
, replaceImpulse [MoveToFor p (x-1)] $ crMvForward 2
$ crTurnTowardSpeed 0.05 p cr )
(PathTo p:_) | dist p cpos < 10 -> ( (f , g') , replaceImpulse [] cr )
| hasLOS cpos p w -> ( (f , g') , addImpulse [MoveToFor p 100] cr )
| otherwise -> case pointTowardsImpulse cpos p w of
Just q -> ( (f , g') , addImpulse [MoveToFor q 100] cr )
_ -> ( (f , g') , replaceImpulse [] cr )
(Reload:_) | _wpReloadState wp == 0 -> ( (f , g') , replaceImpulse [WaitFor recupTime] cr )
| canSeeFireVisionAny cid (_yourID w) w
-> ( (f , g')
, Just $ cr
) -- no longer chase if see you when reloading
-- $ replaceImpulse [] w
| otherwise -> ( (f , g') , Just cr)
(Guard p p':_) | dist ypos cpos < 900 && canSeeFireVisionAny cid (_yourID w) w
-> ( ( f , g')
, addGoal [[WaitFor aimtime],[PathTo ypos]] cr
)
| dist cpos p > 10
-> ( (f,g') , addGoal [[PathTo p]] cr)
| errorAngleVV 21 (unitVectorAtAngle (_crDir cr)) (p' -.- p) > pi/8
-> ( (f,g')
,Just $ crTurnTowardSpeed 0.05 p' cr)
| otherwise -> ( (f,g') ,Just cr)
(Init :_) -> ( (f,g')
,replaceGoal [[Guard cpos (cpos +.+ 50 *.* unitVectorAtAngle (_crDir cr))]] cr
)
dodgeAI :: Float -> Float -> World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
dodgeAI inRange outRange w (f,g) cr =
let cpos = _crPos cr
+2 -10
View File
@@ -1,6 +1,7 @@
module Dodge.Creature
( module Dodge.Creature
, module Dodge.Creature.Inanimate
, launcherCrit
)
where
import Dodge.Creature.Stance.Data
@@ -12,6 +13,7 @@ import Dodge.Creature.Rationality.Data
import Dodge.Creature.AlertLevel
import Dodge.Creature.SetTarget
import Dodge.Creature.Test
import Dodge.Creature.LauncherCrit
import Dodge.Data
import Dodge.AIs
import Dodge.Default
@@ -167,16 +169,6 @@ multGunCrit = defaultCreature
, _crGoal = []
}
}
launcherCrit :: Creature
launcherCrit = defaultCreature
{ _crPict = basicCrPict red
, _crUpdate = stateUpdate (launcherAI 150 200)
, _crInv = IM.fromList [(0,launcher)]
, _crInvSel = 0
, _crRad = 10
, _crState = defaultState {_goals = [[Init]]}
, _crHP = 300
}
spreadGunCrit :: Creature
spreadGunCrit = defaultCreature
{ _crPict = basicCrPict red
+21
View File
@@ -9,6 +9,7 @@ module Dodge.Creature.ActionRat
, reloadOverride
, reloadOverrideNoHolster
, shootAdvanceStrat
, shootMoveStrat
, watchUpdateStrat
, goToPostStrat
, overrideInternal
@@ -110,6 +111,26 @@ aimThenShootStrat tcid _ _ = StrategyActions (ShootAt tcid)
lostest (w,cr') = canSee (_crID cr') tcid w
advanceShoot = ImpulsesList [[UseItem, MoveForward 3]]
shootMoveStrat :: Point2 -> Int -> World -> Creature -> Strategy
shootMoveStrat moveV tcid _ _ = StrategyActions (ShootAt tcid)
[ DoActionIfElse NoAction crIsAiming (DoActionThen DrawWeapon (WaitThen 50 NoAction))
`DoActionThen`
(DoActionWhileThen advanceShoot lostest
. DoReplicateThen advanceShoot 75
$ DoImpulses [ChangeStrategy WatchAndWait]
)
, AimAtCloseSlow
{ _targetID = tcid
, _targetSeenAt = (0,0) -- hack
, _aimSpeed = 0.2
, _slowAimSpeed = 0.01
, _slowAimAngle = pi/8
}
]
where
lostest (w,cr') = canSee (_crID cr') tcid w
advanceShoot = ImpulsesList [[UseItem, Move moveV]]
shootAdvanceStrat :: Int -> World -> Creature -> Strategy
shootAdvanceStrat tcid _ _ = StrategyActions (ShootAt tcid)
[ DoActionIfElse NoAction crIsAiming (DoActionThen DrawWeapon (WaitThen 50 NoAction))
+1 -15
View File
@@ -38,20 +38,7 @@ initialiseLamp w (f,g) cr = ( (addLS . f , g), Just $ cr & crUpdate .~ updateLam
addLS = over lightSources (IM.insert i (lightAt (_crPos cr) i))
updateLamp :: Int -> CRUpdate
updateLamp i w (f,g) cr = ((handleLS . f, g), internalUpdate)
where
handleLS w'
| _crHP cr < 0 = explosionFlashAt cPos
$ mkSoundBreakGlass cPos w' & lightSources %~ IM.delete i
| otherwise = w' & lightSources . ix i . lsPos .~ cPos
where
cPos = _crPos cr
internalUpdate
| _crHP cr < 0 = Nothing
| otherwise = fmap doDamage $ Just cr
updateLamp' :: Int -> CRUpdate
updateLamp' i = unrandUpdate handleLS internalUpdate
updateLamp i = unrandUpdate handleLS internalUpdate
where
handleLS cr w
| _crHP cr < 0 = explosionFlashAt cPos
@@ -63,7 +50,6 @@ updateLamp' i = unrandUpdate handleLS internalUpdate
| _crHP cr < 0 = Nothing
| otherwise = Just $ doDamage cr
barrel :: Creature
barrel = defaultInanimate
{ _crUpdate = updateBarrel
+82
View File
@@ -0,0 +1,82 @@
module Dodge.Creature.LauncherCrit
( launcherCrit
)
where
import Dodge.Data
import Dodge.Default
import Dodge.Creature.Picture
import Dodge.Creature.Test
import Dodge.Creature.ActionRat
import Dodge.Creature.ChooseTarget
import Dodge.Creature.SetTarget
import Dodge.Creature.Rationality
import Dodge.Creature.AlertLevel
import Dodge.Creature.State
import Dodge.Creature.State.Data
import Dodge.Item.Weapon
import Dodge.Item.Consumable
import Geometry
import Picture
import qualified Data.IntMap.Strict as IM
import Control.Lens
launcherCrit :: Creature
launcherCrit = defaultCreature
{ _crPict = basicCrPict red
, _crUpdate = stateUpdate $ impulsiveAI $ composeInternalAIs
[ performActions
, watchUpdateStrat
-- [ (crHasTargetLOS, shootMoveStrat (0,3) 0)
[ (crHasTargetLOS, \_ _ -> StrategyActions (ShootAt 0) [retreatFire])
, (crAwayFromPost, goToPostStrat)
]
, basicPerceptionUpdate [0]
, doStrategyActions
, reloadOverride
, targetYouWhenCognizant
, overrideInternal (onBoth (&&) crHasTarget (crStratConMatches (GetTo (0,0))))
$ \ _ -> crActionPlan . crStrategy .~ WatchAndWait
]
, _crActionPlan = ActionPlan
{ _crImpulse = []
, _crAction = []
, _crStrategy = StrategyActions WatchAndWait [StartSentinelPost]
, _crGoal = []
}
, _crInv = IM.fromList [(0,launcher)]
, _crInvSel = 0
, _crRad = 10
, _crState = defaultState
, _crHP = 300
}
retreatFire :: Action
retreatFire = ImpulsesList ( [ [ UseItem ] ] ++ replicate 20 [ Turn 0.16 ])
`DoActionThen`
HolsterWeapon
`DoActionThen`
ImpulsesList ( replicate 30 [ MoveForward 3 ])
`DoActionThen`
DrawWeapon
`DoActionThen`
ImpulsesList ( [[UseItem]] ++ replicate 20 [ Turn $ negate 0.16 ] )
`DoActionThen`
HolsterWeapon
`DoActionThen`
ImpulsesList ( replicate 15 [ MoveForward 3 ] )
`DoActionThen`
DrawWeapon
`DoActionThen`
ImpulsesList (
replicate 100 [UseItem, ImpulseUseTarget $ \tcr -> TurnToward (_crPos tcr) (pi/16) ] )
`DoActionThen`
20
`WaitThen`
HolsterWeapon
`DoActionThen`
ImpulsesList ( replicate 15 [ MoveForward 3 ] )
`DoActionThen`
DoImpulses [ChangeStrategy WatchAndWait]
+12 -4
View File
@@ -40,18 +40,18 @@ followImpulses
followImpulses w (f,g) cr
= (\(f''' ,cr) -> ((f''',g'),Just cr))
$ foldr
(\imp (f' , cr') -> let (f'', cr'') = followImpulse imp w cr' in (f'' . f', cr''))
(\imp (f' , cr') -> let (f'', cr'') = followImpulse cr' w imp in (f'' . f', cr''))
(f, cr)
(_crImpulse $ _crActionPlan cr)
where
g' = snd $ next g
followImpulse
:: Impulse
:: Creature
-> World
-> Creature
-> Impulse
-> (World -> World , Creature)
followImpulse imp w cr = case imp of
followImpulse cr w imp = case imp of
Move p -> (id, crMvBy p cr)
MoveForward x -> (id, crMvForward x cr)
Turn a -> (id, creatureTurn a cr)
@@ -69,6 +69,13 @@ followImpulse imp w cr = case imp of
ChangeStrategy strat -> (id, cr & crActionPlan . crStrategy .~ strat)
AddGoal gl -> (id, cr & crActionPlan . crGoal %~ (gl :) )
ArbitraryCreatureImpulse f -> (id, f w cr)
ImpulseUseTargetCID f -> case cr ^? crTarget . _Just of
Just tcid -> followImpulse cr w (f tcid)
_ -> (id,cr)
ImpulseUseTarget f -> case cr ^? crTarget . _Just of
Just tcid -> followImpulse cr w (f $ _creatures w IM.! tcid)
_ -> (id,cr)
ImpulseUseAheadPos f -> followImpulse cr w (f (_crPos cr +.+ 20 *.* unitVectorAtAngle (_crDir cr)))
_ -> (id , cr)
where
cpos = _crPos cr
@@ -153,6 +160,7 @@ performAction cr w ac = case ac of
UseTargetCID f -> case cr ^? crTarget . _Just of
Just tcid -> performAction cr w (f tcid)
_ -> ([],Nothing)
UseAheadPos f -> performAction cr w (f (_crPos cr +.+ 20 *.* unitVectorAtAngle (_crDir cr)))
_ -> ([], Nothing)
where
cpos = _crPos cr
+1 -1
View File
@@ -86,7 +86,7 @@ velocity to carry across frames.
crFriction :: Creature -> Point2 -> Point2
crFriction cr vel = (0,0)
{- | In order to force a list, apply with seq -}
{- | In order to force a list, apply with seq. -}
forceSpine :: [a] -> ()
forceSpine = foldr (const id) ()
+12
View File
@@ -477,6 +477,15 @@ data Impulse
| ChangeStrategy Strategy
| AddGoal Goal
| ArbitraryCreatureImpulse (World -> Creature -> Creature)
| ImpulseUseTargetCID
{_impulseUseTargetCID :: Int -> Impulse
}
| ImpulseUseTarget
{_impulseUseTarget :: Creature -> Impulse
}
| ImpulseUseAheadPos
{_impulseUseAheadPos :: Point2 -> Impulse
}
-- deriving (Eq,Ord,Show)
infixr 9 `WaitThen`
infixr 9 `DoActionThen`
@@ -565,6 +574,9 @@ data Action
| UseTargetCID
{_useTargetCID :: Int -> Action
}
| UseAheadPos
{_useAheadPos :: Point2 -> Action
}
deriving (Generic)
-- deriving (Eq,Ord,Show)
data Strategy
+1 -1
View File
@@ -50,7 +50,7 @@ roomTreex = do
[[StartRoom]
,[Corridor]
,[SpecificRoom . pure . pure . Right $ roomGlassOctogon 400
& rmPS %~ (PS (0,-300) 0 (PutCrit multGunCrit) :)
& rmPS %~ (PS (0,200) 0 (PutCrit launcherCrit) :)
]
,[Corridor]
,[Corridor]
+1 -1
View File
@@ -711,7 +711,7 @@ moveShell time i cid rot accel w
hitWl = fst <$> collideCircWalls' oldPos newPos 2 (wallsNearPoint newPos w)
thingHit = hitCr <|> hitWl
spin = case w ^? creatures . ix cid of
Just cr -> min 0.2 $ max (-0.2) $ normalizeAnglePi (dir - _crDir cr) / 20
Just cr -> negate $ min 0.2 $ max (-0.2) $ normalizeAnglePi (dir - _crDir cr) / 20
_ -> 0
r1 = randInCirc 10 & evalState $ _randGen w
smokeGen = makeSmokeCloudAt (oldPos +.+ r1 +.+ 30 *.* normalizeV (oldPos -.- newPos))