Remove duplicated creature movement code
This commit is contained in:
@@ -1,22 +1,73 @@
|
||||
module Dodge.Creature.Action.Movement
|
||||
where
|
||||
import Dodge.Data
|
||||
import Dodge.Creature.Stance.Data
|
||||
import Geometry
|
||||
|
||||
import Data.Maybe
|
||||
import qualified Data.IntMap.Strict as IM
|
||||
import Control.Lens
|
||||
|
||||
strafeTo :: Float -> Point2 -> Int -> World -> World
|
||||
strafeTo speed targPos cid w = over (creatures . ix cid . crPos) (+.+ q) w
|
||||
where q = (*.*) (speed * equipFactor * wpFactor)
|
||||
$ safeNormalizeV $ targPos -.- _crPos cr
|
||||
equipFactor = product $ map equipSpeed $ IM.elems $ _crInv $ _creatures w IM.! cid
|
||||
cr = _creatures w IM.! cid
|
||||
wpFactor = _itAimingSpeed (_crInv cr IM.! _crInvSel cr)
|
||||
{- | Creature attempts to moves under its own steam.
|
||||
The idea is that this may or may not work, depending on the status of the creature.
|
||||
For now, though, this cannot fail. -}
|
||||
crMvBy
|
||||
:: Point2 -- ^ Movement translation vector
|
||||
-> Creature
|
||||
-> Creature
|
||||
crMvBy p' cr = advanceStepCounter (magV p) $ over crPos (+.+ p) cr
|
||||
where
|
||||
p = (*.*) (equipFactor * aimingFactor) $ rotateV (_crDir cr) p'
|
||||
equipFactor = product $ map equipSpeed $ IM.elems $ _crInv cr
|
||||
aimingFactor
|
||||
| _posture (_crStance cr) == Aiming = fromMaybe 1 $ it ^? itAimingSpeed
|
||||
| otherwise = 1
|
||||
it = _crInv cr IM.! _crInvSel cr
|
||||
|
||||
{- Determine the speed modifier of an item. -}
|
||||
crMvForward
|
||||
:: Float -- ^ Speed
|
||||
-> Creature
|
||||
-> Creature
|
||||
crMvForward speed = crMvBy (speed,0)
|
||||
|
||||
advanceStepCounter
|
||||
:: Float -- ^ Speed
|
||||
-> Creature
|
||||
-> Creature
|
||||
advanceStepCounter speed = crStance . carriage %~ f
|
||||
where
|
||||
f w@Walking{} = w{_stepToAdd = ceiling speed}
|
||||
f s = s
|
||||
|
||||
creatureTurn :: Float -> Creature -> Creature
|
||||
creatureTurn a = crDir +~ a
|
||||
|
||||
creatureTurnTo :: Point2 -> Creature -> Creature
|
||||
creatureTurnTo p cr
|
||||
| vToTarg == (0,0) = cr -- this should deal with the angleVV error
|
||||
| otherwise = cr & crDir .~ dirToTarget
|
||||
where
|
||||
vToTarg = p -.- _crPos cr
|
||||
dirToTarget = argV vToTarg
|
||||
|
||||
creatureTurnToward :: Point2 -> Float -> Creature -> Creature
|
||||
creatureTurnToward p turnSpeed cr
|
||||
| vToTarg == (0,0) = cr -- this should deal with the angleVV error
|
||||
| errorAngleVV 3 vToTarg (unitVectorAtAngle (_crDir cr)) <= turnSpeed
|
||||
= cr & crDir .~ dirToTarget
|
||||
| isLeftOfA (normalizeAngle dirToTarget) (normalizeAngle $ _crDir cr) = cr & crDir +~ turnSpeed
|
||||
| otherwise = cr & crDir -~ turnSpeed
|
||||
where
|
||||
vToTarg = p -.- _crPos cr
|
||||
dirToTarget = argV vToTarg
|
||||
|
||||
{- | Speed modifier of an item when not aiming. -}
|
||||
equipSpeed :: Item -> Float
|
||||
equipSpeed NoItem = 1
|
||||
equipSpeed it | _itIdentity it == FrontArmour = 0.75
|
||||
| _itIdentity it == FlameShield = 0.75
|
||||
| otherwise = 1
|
||||
equipSpeed _ = 1
|
||||
{- | Speed modifier of an item when aiming. -}
|
||||
equipAimSpeed :: Item -> Float
|
||||
equipAimSpeed NoItem = 1
|
||||
equipAimSpeed it
|
||||
| _itIdentity it == FrontArmour = 0.75
|
||||
| _itIdentity it == FlameShield = 0.75
|
||||
| otherwise = 1
|
||||
|
||||
Reference in New Issue
Block a user