Refactor bullet particles

This commit is contained in:
2021-05-19 13:46:19 +02:00
parent 44f239c673
commit 4463dc7716
29 changed files with 637 additions and 535 deletions
+136
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@@ -0,0 +1,136 @@
module Dodge.Creature.SentinelAI
where
import Dodge.Data
import Dodge.Base.Collide
import Dodge.Creature.Test
import Dodge.Creature.Volition
import Dodge.Creature.ReaderUpdate
import Dodge.Creature.ActionRat
--import Dodge.Creature.ChooseTarget
import Dodge.Creature.Rationality
import Dodge.Creature.AlertLevel
--import Dodge.Creature.State
--import Dodge.Creature.State.Data
--import Geometry
--import Picture
--import Dodge.RandomHelp
import Data.Maybe
--import qualified Data.IntMap.Strict as IM
import Control.Lens
import Control.Monad
import Control.Monad.Reader
--import System.Random
sentinelAI :: Creature -> Reader World Creature
sentinelAI = sentinelExtraWatchUpdate
[ (crHasTargetLOS
, \ _ cr ->
let lostest (w,cr') = canSee (_crID cr') tcid w
advanceShoot = ImpulsesList [[UseItem, MoveForward 3]]
tcid = _crID $ fromJust $ _crTarget cr
in StrategyActions (ShootAt tcid)
[ DoActionIfElse NoAction crIsAiming (DoActionThen drawWeapon (WaitThen 50 NoAction))
`DoActionThen`
lostest `DoActionWhile`
advanceShoot `DoActionThen`
75 `DoReplicate`
advanceShoot `DoActionThen`
DoImpulses [ChangeStrategy WatchAndWait]
, AimAtCloseSlow
{ _targetID = tcid
, _targetSeenAt = (0,0) -- hack
, _aimSpeed = 0.2
, _slowAimSpeed = 0.01
, _slowAimAngle = pi/8
}
]
)
]
>=> reloadOverrideR
where
sentinelFireType
:: (Int -> Action)
-> Creature
-> Reader World Creature
sentinelFireType f = performActionsR
>=> watchUpdateStratR
[ (crHasTargetLOS, \_ _ -> StrategyActions (ShootAt 0)
[ drawwp `DoActionThen` f 0 `DoActionThen` DoImpulses [ChangeStrategy WatchAndWait]
, aiming]
)
, (crAwayFromPost, goToPostStrat)
]
>=> basicPerceptionUpdateR [0]
>=> doStrategyActionsR
>=> reloadOverrideR
>=> targetYouWhenCognizantR
>=> (overrideInternalR (onBoth (&&) crHasTarget (crStratConMatches (GetTo (0,0))))
$ \ _ -> crActionPlan . crStrategy .~ WatchAndWait)
where
drawwp = DoActionIfElse NoAction crIsAiming (DoActionThen drawWeapon (WaitThen 50 NoAction))
aiming = AimAtCloseSlow
{ _targetID = 0
, _targetSeenAt = (0,0) -- hack
, _aimSpeed = 0.2
, _slowAimSpeed = 0.01
, _slowAimAngle = pi/8
}
sentinelExtraWatchUpdate
:: [((World, Creature) -> Bool , World -> Creature -> Strategy)]
-> Creature
-> Reader World Creature
sentinelExtraWatchUpdate xs = performActionsR
>=> watchUpdateStratR
( xs ++ [(crAwayFromPost, goToPostStrat)] )
>=> basicPerceptionUpdateR [0]
>=> doStrategyActionsR
-- >=> reloadOverrideR
>=> targetYouWhenCognizantR
>=> (overrideInternalR (onBoth (&&) crHasTarget (crStratConMatches (GetTo (0,0))))
$ \ _ -> crActionPlan . crStrategy .~ WatchAndWait)
shootAtAdvance :: Int -> [Action]
shootAtAdvance tcid =
[ DoActionIfElse NoAction crIsAiming (DoActionThen drawWeapon (WaitThen 50 NoAction))
`DoActionThen`
lostest `DoActionWhile`
advanceShoot `DoActionThen`
75 `DoReplicate`
advanceShoot `DoActionThen`
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, MoveForward 3]]
shootAtWhileContinueTime :: Int -> World -> Creature -> Strategy
shootAtWhileContinueTime tcid _ _ = StrategyActions (ShootAt tcid)
[ DoActionIfElse NoAction crIsAiming (DoActionThen drawWeapon (WaitThen 50 NoAction))
`DoActionThen`
lostest `DoActionWhile`
advanceShoot `DoActionThen`
75 `DoReplicate`
advanceShoot `DoActionThen`
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, MoveForward 3]]