Add dependencies
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module Dodge.Creature.Impulse
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( impulsiveAIR
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)
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where
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import Dodge.Data
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import Dodge.Creature.Impulse.Movement
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import Dodge.Creature.Impulse.UseItem
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--import Dodge.Creature.Action.UseItem
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import Dodge.Creature.State.Data
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import Dodge.Creature.Stance.Data
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import Dodge.SoundLogic
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import Dodge.SoundLogic.Synonyms
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import Geometry
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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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import Control.Monad.Reader
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import Data.Monoid
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import Data.Bifunctor
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impulsiveAIR
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:: (Creature -> Reader World Creature)
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-> Creature
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-> World
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-> (Endo World , Maybe Creature)
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impulsiveAIR impf cr w = bimap Endo Just $ followImpulses w . ($ w) . runReader $ impf cr
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followImpulses
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:: World
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-> Creature
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-> (World -> World, Creature)
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followImpulses w cr
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= foldr
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foldf
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(id, cr)
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(_crImpulse $ _crActionPlan cr)
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where
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foldf imp (f,cr') = first ( . f) $ followImpulse cr' w imp
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followImpulse
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:: Creature
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-> World
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-> Impulse
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-> (World -> World , Creature)
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followImpulse cr w imp = 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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TurnTo p -> (id, creatureTurnTo p cr)
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ChangePosture post -> (id, cr & crStance . posture .~ post)
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UseItem -> (tryUseItem cr, cr)
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SwitchToItem i -> (id, cr & crInvSel .~ i)
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Melee cid ->
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(hitCr cid
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, crMvBy (10 *.* normalizeV (posFromID cid -.- cpos)) $ cr & crMeleeCooldown .~ 20) -- randomise cooldown?
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RandomTurn a -> (id, creatureTurn (rr a) cr)
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MakeSound sid -> ( soundOnceOrigin sid (CrSound (_crID cr)) (_crPos cr) , cr )
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DropItem -> undefined
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ChangeStrategy strat -> (id, cr & crActionPlan . crStrategy .~ strat)
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AddGoal gl -> (id, cr & crActionPlan . crGoal %~ (gl :) )
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ArbitraryImpulseFunction f -> (id, f w cr)
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ArbitraryImpulse f -> followImpulse cr w (f cr w)
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ImpulseUseTargetCID f -> case cr ^? crTarget . _Just of
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Just tcr -> followImpulse cr w (f $ _crID tcr)
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_ -> (id,cr)
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ImpulseUseTarget f -> case cr ^? crTarget . _Just of
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Just tcr -> followImpulse cr w (f tcr)
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_ -> (id,cr)
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ImpulseUseAheadPos f -> followImpulse cr w (f (_crPos cr +.+ 20 *.* unitVectorAtAngle (_crDir cr)))
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MvForward -> (id, crMvForward speed cr)
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MvTurnToward p -> (id, creatureTurnToward p (turnRad $ safeAngleVV (p -.- cpos) (unitVectorAtAngle cdir)) cr)
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-- _ -> (id , cr)
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where
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mvType = _crMvType cr
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speed = _mvSpeed mvType
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turnRad = _mvTurnRad mvType
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cpos = _crPos cr
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cdir = _crDir 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 hitSound
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addDam i dams = Blunt 100 cpos (posFromID i) (posFromID i) : dams
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@@ -0,0 +1,22 @@
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module Dodge.Creature.Impulse.Flee
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where
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import Dodge.Data
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import Geometry
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import FoldableHelp
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retreatPointForFrom
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:: Float -> World -> Creature -> Point2 -> Maybe Point2
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retreatPointForFrom d _ cr p
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= safeMinimumOn (dist cpos)
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$ divideCircle 10 p d
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where
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cpos = _crPos cr
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-- = head $ sortBy (compare `on` (\p -> dist p ypos < 300)) $ retreatP'' : retreatPs
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-- where
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-- retreatPs = sortBy (compare `on` dist cpos) $ map f $ nRaysRad 8 400
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-- where f p = fromMaybe (ypos +.+ p) $ fmap fst
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-- $ reflectPointWalls ypos (ypos +.+ p) (wallsAlongLine ypos (ypos +.+ p) w)
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-- retreatP' = cpos +.+ 300 *.* (cpos -.- ypos)
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-- retreatP'' = fromMaybe retreatP' $ fmap fst
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-- $ reflectPointWalls ypos retreatP'
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-- $ wallsAlongLine ypos retreatP' w
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@@ -0,0 +1,114 @@
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module Dodge.Creature.Impulse.Movement
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where
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import Dodge.Data
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import Dodge.Creature.Stance.Data
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import Dodge.Item.Data
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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 Control.Lens
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{- | Creature attempts to moves under its own steam.
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The idea is that this may or may not work, depending on the status of the creature.
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For now, though, this cannot fail. -}
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crMvBy
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:: Point2 -- ^ Movement translation vector, will be made relative to creature direction
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-> Creature
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-> Creature
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crMvBy p' cr = advanceStepCounter (magV p) cr
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& crPos %~ (+.+ p)
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& crMvDir .~ argV p
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where
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p = (*.*) (equipFactor * aimingFactor) $ rotateV (_crDir cr) p'
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equipFactor
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| _posture (_crStance cr) == Aiming
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= product $ map equipAimSpeed $ IM.elems $ _crInv cr
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| otherwise = product $ map equipSpeed $ IM.elems $ _crInv cr
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aimingFactor
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| _posture (_crStance cr) == Aiming = fromMaybe 1 $ it ^? itAimingSpeed
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| otherwise = 1
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it = _crInv cr IM.! _crInvSel cr
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crMvAbsolute
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:: Point2 -- ^ Movement translation vector
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-> Creature
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-> Creature
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crMvAbsolute p' cr = advanceStepCounter (magV p) cr
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& crPos %~ (+.+ p)
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& crMvDir .~ argV p
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where
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p = (*.*) (equipFactor * aimingFactor) p'
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equipFactor
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| _posture (_crStance cr) == Aiming
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= product $ map equipAimSpeed $ IM.elems $ _crInv cr
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| otherwise = product $ map equipSpeed $ IM.elems $ _crInv cr
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aimingFactor
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| _posture (_crStance cr) == Aiming = fromMaybe 1 $ it ^? itAimingSpeed
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| otherwise = 1
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it = _crInv cr IM.! _crInvSel cr
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crMvForward
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:: Float -- ^ Speed
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-> Creature
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-> Creature
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crMvForward speed = crMvBy (V2 speed 0)
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advanceStepCounter
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:: Float -- ^ Speed
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-> Creature
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-> Creature
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advanceStepCounter speed cr = cr & crStance . carriage %~ f
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where
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--stnce = _crStance cr
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f car = case car of
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Standing -> f (Walking 0 RightForward)
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Walking i ff -> Walking (i + ceiling speed) ff
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_ -> car
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creatureTurn :: Float -> Creature -> Creature
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creatureTurn a = crDir +~ a
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creatureTurnTo :: Point2 -> Creature -> Creature
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creatureTurnTo p cr
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| vToTarg == V2 0 0 = cr -- this should deal with the angleVV error
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| otherwise = cr & crDir .~ dirToTarget
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where
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vToTarg = p -.- _crPos cr
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dirToTarget = argV vToTarg
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creatureTurnTowardDir
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:: Float -- ^ Angle
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-> Float -- ^ Turn speed
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-> Creature
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-> Creature
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creatureTurnTowardDir a turnSpeed cr
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| vToTarg == V2 0 0 = cr -- this should deal with the angleVV error
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| errorAngleVV 3 vToTarg (unitVectorAtAngle (_crDir cr)) <= turnSpeed
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= cr & crDir .~ dirToTarget
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| isLeftOfA (normalizeAngle dirToTarget) (normalizeAngle $ _crDir cr) = cr & crDir +~ turnSpeed
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| otherwise = cr & crDir -~ turnSpeed
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where
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vToTarg = rotateV a (V2 1 0)
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dirToTarget = argV vToTarg
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creatureTurnToward :: Point2 -> Float -> Creature -> Creature
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creatureTurnToward p turnSpeed cr
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| vToTarg == V2 0 0 = cr -- this should deal with the angleVV error
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| errorAngleVV 3 vToTarg (unitVectorAtAngle (_crDir cr)) <= turnSpeed
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= cr & crDir .~ dirToTarget
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| isLeftOfA (normalizeAngle dirToTarget) (normalizeAngle $ _crDir cr) = cr & crDir +~ turnSpeed
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| otherwise = cr & crDir -~ turnSpeed
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where
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vToTarg = p -.- _crPos cr
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dirToTarget = argV vToTarg
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{- | Speed modifier of an item when not aiming. -}
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equipSpeed :: Item -> Float
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equipSpeed _ = 1
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{- | Speed modifier of an item when aiming. -}
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equipAimSpeed :: Item -> Float
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equipAimSpeed NoItem = 1
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equipAimSpeed it
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| _itIdentity it == FrontArmour = 0.5
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| _itIdentity it == FlameShield = 0.5
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| otherwise = 1
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@@ -0,0 +1,48 @@
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module Dodge.Creature.Impulse.UseItem
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( useItem
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, tryUseItem
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, useLeftItem
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)
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where
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import Dodge.Data
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import Dodge.Inventory
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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import Data.Maybe
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useItem :: Int -> World -> World
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useItem n w = itemEffect c it w
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where
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c = _creatures w IM.! n
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it = _crInv c IM.! _crInvSel c
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tryUseItem
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:: Creature
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-> World
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-> World
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tryUseItem cr' w = case w ^? creatures . ix (_crID cr') of
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Just cr -> itemEffect cr (_crInv cr IM.! _crInvSel cr) w
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Nothing -> w
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itemEffect
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:: Creature
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-> Item
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-> World
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-> World
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itemEffect cr Consumable{_cnEffect=eff } w = maybe w (rmSelectedInvItem (_crID cr)) (eff (_crID cr) w)
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itemEffect cr it@Weapon{_itUse=eff} w = foldr ($) eff (_itUseModifiers it) it cr w
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itemEffect cr it@Throwable{_itUse = eff} w = foldr ($) eff (_itUseModifiers it) it cr w
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itemEffect _ _ w = w
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useLeftItem
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:: Int
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-> World
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-> World
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useLeftItem cid w = case luse of
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Nothing -> w
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Just (invid, f) -> f cr invid w
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where
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cr = _creatures w IM.! cid
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luses = IM.mapMaybe (^? itLeftClickUse . _Just) (_crInv cr)
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luse = listToMaybe $ IM.toList luses
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@@ -0,0 +1,26 @@
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module Dodge.Creature.Strategy
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( goToPostStrat
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)
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where
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import Dodge.Data
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import Dodge.Creature.Test
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import Dodge.Creature.Volition
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import Data.List
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goToPostStrat :: World -> Creature -> Strategy
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goToPostStrat w cr = case find sentinelGoal $ _crGoal $ _crActionPlan cr of
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Just (SentinelAt p _) -> StrategyActions (GetTo p)
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[DoActionThen (WaitThen 150 holsterIfAiming)
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$ DoActionThen (PathTo p)
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NoAction
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-- $ DoImpulses [ChangeStrategy WatchAndWait]
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]
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_ -> WatchAndWait
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where
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sentinelGoal (SentinelAt _ _) = True
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sentinelGoal _ = False
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holsterIfAiming
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| crIsAiming (w,cr) = holsterWeapon
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| otherwise = NoAction
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