Add dependencies
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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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