Add Read/Show instance for Creature
This commit is contained in:
@@ -0,0 +1,7 @@
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module Dodge.Corpse.Draw where
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import Dodge.Data.Corpse
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import ShapePicture
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-- not currently used, too simple
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drawCorpse :: Corpse -> SPic
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drawCorpse cp = _cpSPic cp
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@@ -0,0 +1,36 @@
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module Dodge.Corpse.Make where
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import Dodge.Creature.Picture
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import Dodge.Data.Creature
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import Dodge.Data.Corpse
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import Control.Lens
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import ShapePicture
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import Shape
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import Geometry
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makeCorpse :: CreatureCorpse -> Creature -> Corpse
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makeCorpse cc = case cc of
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MakeDefaultCorpse -> makeDefaultCorpse
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makeDefaultCorpse :: Creature -> Corpse
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makeDefaultCorpse cr = defaultCorpse
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& cpPos .~ _crPos cr
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& cpDir .~ _crDir cr
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& cpSPic .~ noPic (scaleSH (V3 crsize crsize crsize) $ mconcat
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[ colorSH (_skinHead cskin) $ deadScalp cr
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, colorSH (_skinUpper cskin) $ deadUpperBody cr
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, rotmdir $ colorSH (_skinLower cskin) $ deadFeet cr
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]
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)
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where
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cskin = _crType cr -- this should be fixed
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crsize = 0.1 * _crRad cr
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rotmdir = rotateSH (_crMvDir cr - _crDir cr)
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defaultCorpse :: Corpse
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defaultCorpse = Corpse
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{ _cpID = 0
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, _cpPos = 0
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, _cpDir = 0
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, _cpSPic = mempty
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, _cpRes = NoResurrection
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}
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@@ -27,9 +27,6 @@ import Dodge.Item.Weapon
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import Dodge.Item.Equipment
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import Dodge.Item.Consumable
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import Dodge.Creature.Inanimate
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import Dodge.Creature.Picture
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--import Dodge.Creature.ChooseTarget
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--import Dodge.Item
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import Picture
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import Geometry.Data
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import qualified IntMapHelp as IM
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@@ -102,7 +99,7 @@ startCr = defaultCreature
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, _crHP = 1000
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, _crMaxHP = 1500
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, _crInv = startInventory
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, _crCorpse = basicCrCorpse
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, _crCorpse = MakeDefaultCorpse
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, _crFaction = PlayerFaction
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, _crMvType = MvWalking yourDefaultSpeed
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}
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@@ -20,6 +20,7 @@ module Dodge.Creature.Action
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, pickUpItemID
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)
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where
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import Dodge.FloatFunction
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import Dodge.Inventory.Add
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import Dodge.CreatureEffect
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--import Dodge.ShortShow
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@@ -63,7 +64,7 @@ performAimAt cr w tcid p = ([TurnToward tpos aimSp], Just $ AimAt tcid tpos)
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cpos = _crPos cr
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canSee' = canSee (_crID cr) tcid w
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aimSp = case cr ^? crMvType . mvAimSpeed of
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Just f -> f $ safeAngleVV (unitVectorAtAngle cdir) (tpos - cpos)
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Just f -> doFloatFloat f $ safeAngleVV (unitVectorAtAngle cdir) (tpos - cpos)
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Nothing -> error "creature without aiming type"
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tpos | canSee' = _crPos (_creatures w IM.! tcid)
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| otherwise = p
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@@ -3,6 +3,7 @@ module Dodge.Creature.ArmourChase
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, flockArmourChaseCrit
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) where
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import Dodge.Data
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import Dodge.Data.FloatFunction
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import Dodge.Default
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import Dodge.Creature.ChaseCrit
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import Dodge.Item.Equipment
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@@ -38,9 +39,8 @@ armourChaseCrit = chaseCrit
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[(0,frontArmour)
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,(1,medkit 200)
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]
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, _crMvType = defaultChaseMvType {_mvTurnRad = f}
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, _crMvType = defaultChaseMvType {_mvTurnRad = FloatConst 0.05}
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}
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& crEquipment . at OnChest ?~ 0
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& crInvEquipped . at 0 ?~ OnChest
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where
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f _ = 0.05
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@@ -5,7 +5,6 @@ module Dodge.Creature.ChaseCrit
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) where
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import Dodge.Data
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import Dodge.Default
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import Dodge.Creature.Picture
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import Dodge.Item.Consumable
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import Dodge.Item.Equipment
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import Dodge.SoundLogic
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@@ -20,7 +19,7 @@ smallChaseCrit = chaseCrit
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{ _crHP = 1
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, _crRad = 4
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, _crInv = IM.fromList [(0,medkit 200)]
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, _crCorpse = basicCrCorpse
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, _crCorpse = MakeDefaultCorpse
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}
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invisibleChaseCrit :: Creature
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invisibleChaseCrit = chaseCrit
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@@ -4,6 +4,8 @@ module Dodge.Creature.Impulse
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, followThenClearImpulses
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) where
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import Dodge.Data
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import Dodge.FloatFunction
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import Dodge.RandImpulse
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import Dodge.CreatureEffect
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import Dodge.Creature.Vocalization
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import Dodge.Creature.Impulse.Movement
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@@ -53,7 +55,7 @@ followImpulse :: Creature -> World -> Impulse -> (World -> World , Creature)
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followImpulse cr w imp = case imp of
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ImpulseNothing -> (id,cr)
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RandomImpulse rimp ->
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let (newimp,newgen) = runState rimp (_randGen w)
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let (newimp,newgen) = runState (doRandImpulse rimp) (_randGen w)
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in first ((randGen .~ newgen) .) $ followImpulse cr w newimp
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Bark sid -> (soundStart (CrMouth cid) cpos sid Nothing, resetCrVocCoolDown cr)
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Move p -> crup $ crMvBy p cr
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@@ -88,7 +90,7 @@ followImpulse cr w imp = case imp of
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crup = (id,)
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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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turnRad = doFloatFloat $ _mvTurnRad mvType
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cpos = _crPos cr
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cdir = _crDir cr
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cid = _crID cr
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@@ -10,5 +10,6 @@ data Memory = Memory
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{ _soundsToInvestigate :: [Point2]
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, _nodesSearched :: [Int]
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}
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deriving (Eq,Ord,Show,Read)
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makeLenses ''Memory
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@@ -5,6 +5,7 @@ module Dodge.Creature.Perception
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-- , newSounds
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) where
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import Dodge.Data
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import Dodge.FloatFunction
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import Dodge.Creature.Vocalization
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import Dodge.Base.Collide
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import RandomHelp
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@@ -45,9 +46,10 @@ basicAwarenessUpdate cr = case _cpAttention $ _crPerception cr of
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oldAwareness = _cpAwareness $ _crPerception cr
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newAwareness = (IM.mapMaybe decreaseAwareness . IM.unionWith combineAwareness is) oldAwareness
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becomesCognizant = any isCognizant $ IM.unionWith cogRaised oldAwareness newAwareness
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thejitter = do
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p <- randInCirc 1
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return $ Move p
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thejitter = RandImpulseCircMove 1
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--do
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--p <- randInCirc 1
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--return $ Move p
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maybeBark
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| becomesCognizant = case vocalizationTest cr of
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Just sid -> crActionPlan . apAction .~
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@@ -77,9 +79,10 @@ chaseCritAwarenessUpdate w cr = case _cpAttention $ _crPerception cr of
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newAwareness = (IM.mapMaybe decreaseAwareness . IM.unionWith combineAwareness is) oldAwareness
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becomesCognizant = any isCognizant $ IM.unionWith cogRaised oldAwareness newAwareness
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--randBool = takeOne [False,True] & evalState $ _randGen w
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thejitter = do
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p <- randInCirc 2
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return $ Move p
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thejitter = RandImpulseCircMove 2
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-- do
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-- p <- randInCirc 2
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-- return $ Move p
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maybeBark
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| becomesCognizant -- && randBool
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&& cr ^? crVocalization . vcCoolDown == Just 0
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@@ -133,7 +136,7 @@ newExtraAwareness
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-> Maybe Awareness
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newExtraAwareness cr w cid
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| not $ canSeeIndirect (_crID cr) cid w = Nothing
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| otherwise = Just . Suspicious $ _viFOV vi ang * _viDist vi d * awakeLevelPerception cr
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| otherwise = Just . Suspicious $ doFloatFloat (_viFOV vi) ang * doFloatFloat (_viDist vi) d * awakeLevelPerception cr
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where
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vi = _cpVision $ _crPerception cr
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tpos = _crPos $ _creatures w IM.! cid
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@@ -168,7 +171,7 @@ rememberSounds w cr = cr
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-- TODO work out correct form for sounds passing through walls
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soundIsClose :: World -> Creature -> (Point2,Float) -> Bool
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soundIsClose w cr (pos,vol) = dist cpos pos < 2000
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&& vol > (_auDist . _cpAudition $ _crPerception cr) (dist pos cpos)
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&& vol > doFloatFloat (_auDist . _cpAudition $ _crPerception cr) (dist pos cpos)
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&& hasLOS cpos pos w
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where
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cpos = _crPos cr
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@@ -21,6 +21,7 @@ module Dodge.Creature.Perception.Data
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)
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where
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import Control.Lens
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import Dodge.Data.FloatFunction
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import qualified IntMapHelp as IM
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data Perception = Perception
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@@ -30,14 +31,18 @@ data Perception = Perception
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, _cpVision :: Vision
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, _cpAudition :: Audition
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}
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deriving (Eq,Ord,Show,Read)
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data Vision = Eyes
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{ _viFOV :: Float -> Float
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, _viDist :: Float -> Float
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{ _viFOV :: FloatFloat
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, _viDist :: FloatFloat
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}
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deriving (Eq,Ord,Show,Read)
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newtype Audition = Ears
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{ _auDist :: Float -> Float
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{ _auDist :: FloatFloat
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}
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deriving (Eq,Ord,Show,Read)
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data Vigilance
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= Comatose
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@@ -45,16 +50,17 @@ data Vigilance
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| Lethargic
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| Vigilant
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| Overstrung
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deriving (Eq,Ord,Show)
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deriving (Eq,Ord,Show,Read)
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data Attention
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= AttentiveTo {_getAttentiveTo :: IM.IntMap Awareness }
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| Fixated {_getFixated :: Int }
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deriving (Eq,Ord,Show,Read)
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data Awareness
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= Suspicious Float
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| Cognizant Float
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deriving (Eq,Ord)
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deriving (Eq,Ord,Show,Read)
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makeLenses ''Attention
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makeLenses ''Perception
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@@ -9,7 +9,10 @@ module Dodge.Creature.Picture
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, picAtCrPos
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, shapeAtCrPos
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, picAtCrPosNoRot
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, basicCrCorpse
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-- , basicCrCorpse
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, deadScalp
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, deadUpperBody
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, deadFeet
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) where
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import Dodge.Data
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import Dodge.Creature.HandPos (translateToRightHand,translateToLeftHand)
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@@ -230,15 +233,3 @@ picAtCrPosNoRot :: Picture -> Creature -> SPic
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--{-# INLINE picAtCrPos #-}
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picAtCrPosNoRot thePic cr = (,) emptySH $ uncurryV translate (_crPos cr) thePic
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basicCrCorpse :: Creature -> Corpse -> SPic
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basicCrCorpse cr cp = noPic . tr . scaleSH (V3 crsize crsize crsize) $ mconcat
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[ rotdir . colorSH (_skinHead cskin) $ deadScalp cr
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, rotdir $ colorSH (_skinUpper cskin) $ deadUpperBody cr
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, rotdir . rotmdir $ colorSH (_skinLower cskin) $ deadFeet cr
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]
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where
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cskin = _crType cr -- this should be fixed
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crsize = 0.1 * _crRad cr
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tr = uncurryV translateSHf (_cpPos cp)
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rotdir = rotateSH (_cpDir cp)
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rotmdir = rotateSH (_crMvDir cr - _crDir cr)
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@@ -10,7 +10,8 @@ data Stance = Stance
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,_posture :: Posture
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,_strideLength :: Int
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}
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deriving (Eq,Show)
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deriving (Eq,Ord,Show,Read)
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data Carriage
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= Walking
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{ _strideAmount :: Int
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@@ -20,18 +21,18 @@ data Carriage
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| Floating
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| Flying
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| Boosting Point2
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deriving (Eq,Show)
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deriving (Eq,Ord,Show,Read)
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data FootForward
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= LeftForward
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| RightForward
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| WasLeftForward
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| WasRightForward
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deriving
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(Eq,Ord,Show)
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deriving (Eq,Ord,Show,Read)
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data Posture = Aiming
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| AtEase
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deriving
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(Eq,Ord,Show)
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deriving (Eq,Ord,Show,Read)
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makeLenses ''Stance
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makeLenses ''Carriage
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@@ -2,6 +2,7 @@ module Dodge.Creature.State
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( stateUpdate
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, doDamage
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) where
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import Dodge.Corpse.Make
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import Dodge.Data
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import Dodge.Targeting
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import Dodge.ItEffect
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@@ -71,9 +72,9 @@ checkDeath cr w
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| otherwise = creatures . at (_crID cr) .~ Nothing
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corpseOrGib :: Creature -> World -> World
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corpseOrGib cr w = case maxDamageType (_csDamage (_crState cr)) of
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Just (FLAMING,_) -> w & plNew corpses cpID (thecorpse & cpPict %~ fmap scorchSPic)
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Just (FLAMING,_) -> w & plNew corpses cpID (thecorpse & cpSPic %~ scorchSPic)
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Just (ELECTRICAL,_) -> w & plNew corpses cpID thecorpse
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Just (POISONDAM,_) -> w & plNew corpses cpID (thecorpse & cpPict %~ fmap poisonSPic)
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Just (POISONDAM,_) -> w & plNew corpses cpID (thecorpse & cpSPic %~ poisonSPic)
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_ | _crPastDamage cr > 200 -> w & addCrGibs cr
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& bloodPuddleAt cpos
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& bloodPuddleAt cpos
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@@ -84,13 +85,7 @@ corpseOrGib cr w = case maxDamageType (_csDamage (_crState cr)) of
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& plNew corpses cpID thecorpse
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where
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cpos = _crPos cr
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thecorpse = Corpse
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{ _cpID = 0
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, _cpPos = _crPos cr
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, _cpDir = _crDir cr
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, _cpPict = _crCorpse cr cr
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, _cpRes = Nothing
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}
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thecorpse = makeDefaultCorpse cr
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scorchSPic :: SPic -> SPic
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scorchSPic = over _1 $
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@@ -12,10 +12,11 @@ data CreatureDropType
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= DropAll
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| DropAmount Int
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| DropSpecific [Int]
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deriving (Eq,Ord,Show,Read)
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data CrSpState
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= Barrel { _piercedPoints :: [Point2]}
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| GenCr
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deriving (Eq,Show,Ord)
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deriving (Eq,Ord,Show,Read)
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data Faction
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= GenericFaction Int
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| ZombieFaction
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@@ -25,7 +26,7 @@ data Faction
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| NoFaction
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| ColorFaction Color
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| PlayerFaction
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deriving (Eq,Show)
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deriving (Eq,Ord,Show,Read)
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data CrGroup
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= LoneWolf
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| Swarm
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@@ -34,5 +35,5 @@ data CrGroup
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}
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| CrGroupID { _crGroupID :: Int }
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| ShieldGroup
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deriving (Eq, Show)
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deriving (Eq,Ord,Show,Read)
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makeLenses ''CrSpState
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@@ -3,7 +3,6 @@ module Dodge.Creature.SwarmCrit
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) where
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import Dodge.Data
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import Dodge.Default
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import Dodge.Creature.Picture
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import Picture
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import Control.Lens
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@@ -13,7 +12,7 @@ swarmCrit = defaultCreature
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{ _crHP = 1
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, _crRad = 2
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, _crMass = 2
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, _crCorpse = basicCrCorpse
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, _crCorpse = MakeDefaultCorpse
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, _crFaction = ColorFaction yellow
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, _crMeleeCooldown = 0
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}
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@@ -27,7 +27,7 @@ module Dodge.Creature.Test
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import Dodge.Data
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import Dodge.Base.Collide
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import Geometry
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import SameConstr
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--import SameConstr
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import Data.List (find)
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import Data.Maybe
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@@ -64,7 +64,8 @@ crSafeDistFromTarg d cr = case cr ^? crIntention . targetCr . _Just of
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Nothing -> True
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crStratConMatches :: Strategy -> Creature -> Bool
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crStratConMatches strat cr = eqConstr strat (_apStrategy $ _crActionPlan cr)
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crStratConMatches strat cr = strat == (_apStrategy $ _crActionPlan cr)
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-- this equality check might be slow...
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crAwayFromPost :: Creature -> Bool
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crAwayFromPost cr = case find sentinelGoal . _apGoal $ _crActionPlan cr of
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@@ -10,6 +10,7 @@ circular imports are probably not a good idea.
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{-# LANGUAGE DerivingStrategies #-}
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module Dodge.Data
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( module Dodge.Data
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, module Dodge.Data.Corpse
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, module Dodge.Data.ActionPlan
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, module Dodge.Data.CreatureEffect
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, module Dodge.Data.WorldEffect
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@@ -72,6 +73,7 @@ module Dodge.Data
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, module Dodge.Data.RadarBlip
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, module Dodge.Data.PathGraph
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) where
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import Dodge.Data.Corpse
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import Dodge.Data.ActionPlan
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import Dodge.Data.CreatureEffect
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import Dodge.Data.WorldEffect
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+131
-127
@@ -19,13 +19,17 @@ data ActionPlan
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,_apStrategy :: Strategy
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,_apGoal :: [Goal]
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}
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newtype RandImpulse = RandImpulseList [Impulse]
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deriving (Eq,Ord,Show,Read)
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data RandImpulse
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= RandImpulseList [Impulse]
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| RandImpulseCircMove Float
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deriving (Eq,Ord,Show,Read)
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data Impulse
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= Move Point2
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| MoveForward Float
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| Turn Float
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| RandomTurn Float
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| RandomImpulse (State StdGen Impulse)
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| RandomImpulse RandImpulse -- (State StdGen Impulse)
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| TurnToward Point2 Float
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| MvTurnToward Point2
|
||||
| MvForward
|
||||
@@ -52,34 +56,34 @@ data Impulse
|
||||
{_impulseUseAheadPos :: P2Imp
|
||||
}
|
||||
| ImpulseNothing
|
||||
instance Show Impulse where
|
||||
show imp = case imp of
|
||||
Move p -> "Move "++shortPoint2 p
|
||||
MoveForward f -> "MoveForward "++ show f
|
||||
Turn f -> "Turn "++show f
|
||||
RandomTurn f -> "RandomTurn "++show f
|
||||
TurnToward p f -> "TurnToward "++shortPoint2 p++show f
|
||||
MvTurnToward p -> "MvTurnToward "++shortPoint2 p
|
||||
MvForward -> "MvForward"
|
||||
TurnTo p -> "TurnTo "++shortPoint2 p
|
||||
UseItem -> "UseItem"
|
||||
SwitchToItem i -> "SwitchToItem "++show i
|
||||
DropItem -> "DropItem"
|
||||
Bark sid -> "Bark "++show sid
|
||||
Melee i -> "Melee "++show i
|
||||
ChangePosture post -> "ChangePosture " ++ show post
|
||||
MakeSound sid -> "MakeSound " ++ show sid
|
||||
ChangeStrategy s -> "ChangeStrategy " ++ show s
|
||||
AddGoal g -> "AddGoal " ++ show g
|
||||
ArbitraryImpulseFunction {} -> "ArbitraryImpulseFunction"
|
||||
ArbitraryImpulse {} -> "ArbitraryImpulse"
|
||||
ArbitraryImpulseEffect {} -> "ArbitraryImpulseEffect"
|
||||
ImpulseUseTargetCID {} -> "ImpulseUseTargetCID"
|
||||
ImpulseUseTarget {} -> "ImpulseUseTarget"
|
||||
ImpulseUseAheadPos {} -> "ImpulseUseAheadPos"
|
||||
RandomImpulse {} -> "RandomImpulse"
|
||||
ImpulseNothing -> "ImpulseNothing"
|
||||
-- deriving (Eq,Ord,Show)
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
--instance Show Impulse where
|
||||
-- show imp = case imp of
|
||||
-- Move p -> "Move "++shortPoint2 p
|
||||
-- MoveForward f -> "MoveForward "++ show f
|
||||
-- Turn f -> "Turn "++show f
|
||||
-- RandomTurn f -> "RandomTurn "++show f
|
||||
-- TurnToward p f -> "TurnToward "++shortPoint2 p++show f
|
||||
-- MvTurnToward p -> "MvTurnToward "++shortPoint2 p
|
||||
-- MvForward -> "MvForward"
|
||||
-- TurnTo p -> "TurnTo "++shortPoint2 p
|
||||
-- UseItem -> "UseItem"
|
||||
-- SwitchToItem i -> "SwitchToItem "++show i
|
||||
-- DropItem -> "DropItem"
|
||||
-- Bark sid -> "Bark "++show sid
|
||||
-- Melee i -> "Melee "++show i
|
||||
-- ChangePosture post -> "ChangePosture " ++ show post
|
||||
-- MakeSound sid -> "MakeSound " ++ show sid
|
||||
-- ChangeStrategy s -> "ChangeStrategy " ++ show s
|
||||
-- AddGoal g -> "AddGoal " ++ show g
|
||||
-- ArbitraryImpulseFunction {} -> "ArbitraryImpulseFunction"
|
||||
-- ArbitraryImpulse {} -> "ArbitraryImpulse"
|
||||
-- ArbitraryImpulseEffect {} -> "ArbitraryImpulseEffect"
|
||||
-- ImpulseUseTargetCID {} -> "ImpulseUseTargetCID"
|
||||
-- ImpulseUseTarget {} -> "ImpulseUseTarget"
|
||||
-- ImpulseUseAheadPos {} -> "ImpulseUseAheadPos"
|
||||
-- RandomImpulse {} -> "RandomImpulse"
|
||||
-- ImpulseNothing -> "ImpulseNothing"
|
||||
infixr 9 `WaitThen`
|
||||
infixr 9 `DoActionThen`
|
||||
infixr 9 `DoActionWhile`
|
||||
@@ -180,101 +184,101 @@ data Action
|
||||
{_sideImpulses :: [Impulse]
|
||||
,_mainAction :: Action
|
||||
}
|
||||
deriving (Generic)
|
||||
instance Show Action where
|
||||
show act = case act of
|
||||
ActionNothing -> "ActionNothing"
|
||||
LabelAction
|
||||
{_actLabel = str
|
||||
,_actAction = subAct
|
||||
} -> str++":"++show subAct
|
||||
AimAt
|
||||
{_targetID = tid
|
||||
,_targetSeenAt = p
|
||||
} -> "AimAt tid:"++show tid++" seenAt:"++shortPoint2 p
|
||||
PathTo
|
||||
{_pathToPoint = p
|
||||
} -> "PathTo:"++shortPoint2 p
|
||||
TurnToPoint
|
||||
{_turnToPoint = p
|
||||
} -> "TurnToPoint:"++shortPoint2 p
|
||||
---- | PickupItem
|
||||
---- {_pickupItemID :: Int
|
||||
---- }
|
||||
ImpulsesList
|
||||
{_impulsesListList = iss
|
||||
} -> "ImpulsesList:"++show iss
|
||||
DoImpulses
|
||||
{_doImpulsesList = is
|
||||
} -> "DoImpulses:"++show is
|
||||
WaitThen
|
||||
{_waitThenTimer = i
|
||||
,_waitThenAction = a
|
||||
} -> "WaitThen timer:"++show i++" act:"++show a
|
||||
DoActionWhile
|
||||
{_doActionWhileCondition = _
|
||||
,_doActionWhileAction = a
|
||||
} -> "DoActionWhile (function) act:"++show a
|
||||
DoActionWhilePartial
|
||||
{_doActionWhilePartial = partact
|
||||
,_doActionWhileCondition = _
|
||||
,_doActionWhileAction = a
|
||||
} -> "DoActionWhilePartial partAct:"++show partact++" resetAct:"++show a
|
||||
DoActionIf
|
||||
{_doActionIfCondition = _
|
||||
,_doActionIfAction = a
|
||||
} -> "DoActionIf act:"++show a
|
||||
DoActionIfElse
|
||||
{_doActionIfElseIfAction = ifa
|
||||
,_doActionIfElseCondition = _
|
||||
,_doActionIfElseElseAction = elsea
|
||||
} -> "DoActionIfElse ifa:"++show ifa++" elsea:"++show elsea
|
||||
DoActionWhileInterrupt
|
||||
{_doActionWhileThenDo = whilea
|
||||
,_doActionWhileThenCondition = _
|
||||
,_doActionWhileThenThen = thena
|
||||
} -> "DoActionWhileInterrupt whilea:" ++show whilea++" interrupta:"++show thena
|
||||
DoActions
|
||||
{_doActionsList = as
|
||||
} -> "DoActions " ++ foldMap show as
|
||||
DoActionThen
|
||||
{_doActionThenFirst = a1
|
||||
,_doActionThenSecond = a2
|
||||
} -> "DoActionThen " ++ show a1 ++ " then:" ++ show a2
|
||||
---- | DoGuardActions
|
||||
---- {_doGuardActionsList :: [( (World, Creature) -> Bool, Action, Maybe Action)]
|
||||
---- }
|
||||
DoReplicate
|
||||
{_doReplicateTimes = i
|
||||
,_doReplicateAction = a
|
||||
} -> "DoReplicate times:" ++ show i ++ " act:"++ show a
|
||||
DoReplicatePartial
|
||||
{_partialAction = pa
|
||||
,_doReplicateTimes = i
|
||||
,_doReplicateAction = ra
|
||||
} -> "DoReplicatePartial pa:" ++ show pa ++ " times:" ++ show i ++ " reset:"++ show ra
|
||||
LeadTarget
|
||||
{_leadTargetBy = p
|
||||
} -> "LeadTarget by:"++ show p
|
||||
NoAction -> "NoAction"
|
||||
StartSentinelPost -> "StartSentinelPost"
|
||||
UseTarget
|
||||
{_useTarget = _
|
||||
} -> "UseTarget func"
|
||||
UseSelf
|
||||
{_useSelf = _
|
||||
} -> "UseSelf func"
|
||||
UseAheadPos
|
||||
{_useAheadPos = _
|
||||
} -> "UseAheadPos func"
|
||||
UseMvTargetPos
|
||||
{_useMvTargetPos = _
|
||||
} -> "UseMvTargetPos func"
|
||||
ArbitraryAction {} -> "ArbitraryAction func"
|
||||
DoImpulsesAlongside
|
||||
{_sideImpulses = is
|
||||
,_mainAction = a
|
||||
} -> "DoImpulsesAlongside sideImpulses:"++show is ++ " mainA:"++show a
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
--instance Show Action where
|
||||
-- show act = case act of
|
||||
-- ActionNothing -> "ActionNothing"
|
||||
-- LabelAction
|
||||
-- {_actLabel = str
|
||||
-- ,_actAction = subAct
|
||||
-- } -> str++":"++show subAct
|
||||
-- AimAt
|
||||
-- {_targetID = tid
|
||||
-- ,_targetSeenAt = p
|
||||
-- } -> "AimAt tid:"++show tid++" seenAt:"++shortPoint2 p
|
||||
-- PathTo
|
||||
-- {_pathToPoint = p
|
||||
-- } -> "PathTo:"++shortPoint2 p
|
||||
-- TurnToPoint
|
||||
-- {_turnToPoint = p
|
||||
-- } -> "TurnToPoint:"++shortPoint2 p
|
||||
------ | PickupItem
|
||||
------ {_pickupItemID :: Int
|
||||
------ }
|
||||
-- ImpulsesList
|
||||
-- {_impulsesListList = iss
|
||||
-- } -> "ImpulsesList:"++show iss
|
||||
-- DoImpulses
|
||||
-- {_doImpulsesList = is
|
||||
-- } -> "DoImpulses:"++show is
|
||||
-- WaitThen
|
||||
-- {_waitThenTimer = i
|
||||
-- ,_waitThenAction = a
|
||||
-- } -> "WaitThen timer:"++show i++" act:"++show a
|
||||
-- DoActionWhile
|
||||
-- {_doActionWhileCondition = _
|
||||
-- ,_doActionWhileAction = a
|
||||
-- } -> "DoActionWhile (function) act:"++show a
|
||||
-- DoActionWhilePartial
|
||||
-- {_doActionWhilePartial = partact
|
||||
-- ,_doActionWhileCondition = _
|
||||
-- ,_doActionWhileAction = a
|
||||
-- } -> "DoActionWhilePartial partAct:"++show partact++" resetAct:"++show a
|
||||
-- DoActionIf
|
||||
-- {_doActionIfCondition = _
|
||||
-- ,_doActionIfAction = a
|
||||
-- } -> "DoActionIf act:"++show a
|
||||
-- DoActionIfElse
|
||||
-- {_doActionIfElseIfAction = ifa
|
||||
-- ,_doActionIfElseCondition = _
|
||||
-- ,_doActionIfElseElseAction = elsea
|
||||
-- } -> "DoActionIfElse ifa:"++show ifa++" elsea:"++show elsea
|
||||
-- DoActionWhileInterrupt
|
||||
-- {_doActionWhileThenDo = whilea
|
||||
-- ,_doActionWhileThenCondition = _
|
||||
-- ,_doActionWhileThenThen = thena
|
||||
-- } -> "DoActionWhileInterrupt whilea:" ++show whilea++" interrupta:"++show thena
|
||||
-- DoActions
|
||||
-- {_doActionsList = as
|
||||
-- } -> "DoActions " ++ foldMap show as
|
||||
-- DoActionThen
|
||||
-- {_doActionThenFirst = a1
|
||||
-- ,_doActionThenSecond = a2
|
||||
-- } -> "DoActionThen " ++ show a1 ++ " then:" ++ show a2
|
||||
------ | DoGuardActions
|
||||
------ {_doGuardActionsList :: [( (World, Creature) -> Bool, Action, Maybe Action)]
|
||||
------ }
|
||||
-- DoReplicate
|
||||
-- {_doReplicateTimes = i
|
||||
-- ,_doReplicateAction = a
|
||||
-- } -> "DoReplicate times:" ++ show i ++ " act:"++ show a
|
||||
-- DoReplicatePartial
|
||||
-- {_partialAction = pa
|
||||
-- ,_doReplicateTimes = i
|
||||
-- ,_doReplicateAction = ra
|
||||
-- } -> "DoReplicatePartial pa:" ++ show pa ++ " times:" ++ show i ++ " reset:"++ show ra
|
||||
-- LeadTarget
|
||||
-- {_leadTargetBy = p
|
||||
-- } -> "LeadTarget by:"++ show p
|
||||
-- NoAction -> "NoAction"
|
||||
-- StartSentinelPost -> "StartSentinelPost"
|
||||
-- UseTarget
|
||||
-- {_useTarget = _
|
||||
-- } -> "UseTarget func"
|
||||
-- UseSelf
|
||||
-- {_useSelf = _
|
||||
-- } -> "UseSelf func"
|
||||
-- UseAheadPos
|
||||
-- {_useAheadPos = _
|
||||
-- } -> "UseAheadPos func"
|
||||
-- UseMvTargetPos
|
||||
-- {_useMvTargetPos = _
|
||||
-- } -> "UseMvTargetPos func"
|
||||
-- ArbitraryAction {} -> "ArbitraryAction func"
|
||||
-- DoImpulsesAlongside
|
||||
-- {_sideImpulses = is
|
||||
-- ,_mainAction = a
|
||||
-- } -> "DoImpulsesAlongside sideImpulses:"++show is ++ " mainA:"++show a
|
||||
|
||||
-- deriving (Eq,Ord,Show)
|
||||
data Strategy
|
||||
@@ -293,13 +297,13 @@ data Strategy
|
||||
| Reload
|
||||
| Flee
|
||||
| MeleeStrike
|
||||
deriving (Generic,Show)
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
-- deriving (Eq,Ord,Show)
|
||||
data Goal
|
||||
= LiveLongAndProsper
|
||||
| Kill Int
|
||||
| SentinelAt Point2 Float
|
||||
deriving (Show)
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
makeLenses ''ActionPlan
|
||||
makeLenses ''Impulse
|
||||
makeLenses ''Action
|
||||
|
||||
@@ -41,6 +41,6 @@ data AmmoType
|
||||
{ _amForceFieldType :: Wall
|
||||
}
|
||||
| GenericAmmo
|
||||
deriving (Show,Read)
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
makeLenses ''ProjectileUpdate
|
||||
makeLenses ''AmmoType
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
{-# LANGUAGE TemplateHaskell #-}
|
||||
{-# LANGUAGE StrictData #-}
|
||||
module Dodge.Data.Corpse where
|
||||
import ShapePicture.Data
|
||||
import Geometry.Data
|
||||
|
||||
import Control.Lens
|
||||
|
||||
data CorpseResurrection = NoResurrection
|
||||
|
||||
data Corpse = Corpse
|
||||
{ _cpID :: Int
|
||||
, _cpPos :: Point2
|
||||
, _cpDir :: Float
|
||||
, _cpSPic :: SPic
|
||||
, _cpRes :: CorpseResurrection
|
||||
}
|
||||
makeLenses ''Corpse
|
||||
@@ -45,7 +45,7 @@ data Creature = Creature
|
||||
, _crEquipment :: M.Map EquipPosition Int
|
||||
, _crLeftInvSel :: Maybe Int
|
||||
, _crState :: CreatureState
|
||||
, _crCorpse :: Creature -> Corpse -> SPic
|
||||
, _crCorpse :: CreatureCorpse --Creature -> Corpse -> SPic
|
||||
, _crMaterial :: Material
|
||||
, _crPastDamage :: Int
|
||||
, _crStance :: Stance
|
||||
@@ -63,18 +63,14 @@ data Creature = Creature
|
||||
, _crStatistics :: CreatureStatistics
|
||||
, _crCamouflage :: CamouflageStatus
|
||||
}
|
||||
data Corpse = Corpse
|
||||
{ _cpID :: Int
|
||||
, _cpPos :: Point2
|
||||
, _cpDir :: Float
|
||||
, _cpPict :: Corpse -> SPic
|
||||
, _cpRes :: Maybe Creature
|
||||
}
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
data CreatureCorpse = MakeDefaultCorpse
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
data Intention = Intention
|
||||
{ _targetCr :: Maybe Creature
|
||||
, _mvToPoint :: Maybe Point2
|
||||
, _viewPoint :: Maybe Point2
|
||||
}
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
makeLenses ''Creature
|
||||
makeLenses ''Intention
|
||||
makeLenses ''Corpse
|
||||
|
||||
@@ -4,17 +4,20 @@ module Dodge.Data.Creature.Misc
|
||||
( module Dodge.Data.Creature.Misc
|
||||
, module Dodge.Data.CamouflageStatus
|
||||
) where
|
||||
import Dodge.Data.FloatFunction
|
||||
import Dodge.Data.CamouflageStatus
|
||||
import Sound.Data
|
||||
import Geometry.Data
|
||||
import Color
|
||||
import Control.Lens
|
||||
|
||||
data CreatureStatistics = CreatureStatistics
|
||||
{ _strength :: Int
|
||||
, _dexterity :: Int
|
||||
, _intelligence :: Int
|
||||
}
|
||||
deriving (Eq,Ord,Show)
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data Vocalization
|
||||
= Mute
|
||||
| Vocalization
|
||||
@@ -23,19 +26,24 @@ data Vocalization
|
||||
,_vcMaxCoolDown :: Int
|
||||
,_vcCoolDown :: Int
|
||||
}
|
||||
deriving (Eq,Ord,Show)
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data CrMvType
|
||||
= NoMvType
|
||||
| MvWalking { _mvSpeed :: Float }
|
||||
| CrMvType
|
||||
{ _mvSpeed :: Float
|
||||
, _mvTurnRad :: Float -> Float
|
||||
, _mvTurnRad :: FloatFloat
|
||||
, _mvTurnJit :: Float
|
||||
, _mvAimSpeed :: Float -> Float
|
||||
, _mvAimSpeed :: FloatFloat
|
||||
}
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data HumanoidAI = YourAI | ChaseAI | InanimateAI | SpreadGunAI | PistolAI
|
||||
| LtAutoAI | LauncherAI | SwarmAI | AutoAI | FlockArmourChaseAI | MiniGunAI
|
||||
| LongAI | MultGunAI
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data CreatureType
|
||||
= Humanoid
|
||||
{ _skinHead :: Color
|
||||
@@ -47,7 +55,11 @@ data CreatureType
|
||||
| Lampoid {_lampHeight :: Float, _lampColor :: Point3, _lampLSID :: Maybe Int}
|
||||
| Turretoid
|
||||
| NonDrawnCreature
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data BarrelType = PlainBarrel | ExplosiveBarrel
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
makeLenses ''CreatureStatistics
|
||||
makeLenses ''Vocalization
|
||||
makeLenses ''CrMvType
|
||||
|
||||
@@ -10,4 +10,5 @@ data CreatureState = CrSt
|
||||
, _csSpState :: CrSpState
|
||||
, _csDropsOnDeath :: CreatureDropType
|
||||
}
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
makeLenses ''CreatureState
|
||||
|
||||
@@ -1,37 +1,50 @@
|
||||
module Dodge.Data.CreatureEffect where
|
||||
|
||||
data WdCrCr = NoCreatureEffect
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data CrWdImp = NoCrWdImp
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data CrWdWd = CrWdWdId
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data IntImp = NoIntImp
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data CrImp = NoCrImp
|
||||
| TurnTowardCr Float -- turn amount
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data P2Imp = P2ImpNo
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data WdCrBl = WdCrTrue
|
||||
| WdCrBlfromCrBl CrBl
|
||||
| WdCrNegate WdCrBl
|
||||
| WdCrLOSTarget
|
||||
| WdCrSafeDistFromTarget Float
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data CrBl = CrCanShoot
|
||||
| CrIsReloading
|
||||
| CrIsAiming
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data MCrAc = MCrNoAction
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data CrAc = CrTurnAround
|
||||
| CrFleeFromTarget
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data P2Ac = P2NoAction
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data MP2Ac = MP2NoAction
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
data CrWdAc = CrWdBFSThenReturn Int
|
||||
| ChooseMovementSpreadGun
|
||||
| ChooseMovementLtAuto
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
module Dodge.Data.FloatFunction where
|
||||
|
||||
data FloatFloat = FloatID
|
||||
| FloatFOV Float
|
||||
| FloatLessCheck Float
|
||||
| FloatAbsCheckGreaterLess Float Float Float
|
||||
| FloatConst Float
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
@@ -40,7 +40,7 @@ data Item = Item
|
||||
, _itValue :: ItemValue
|
||||
, _itParams :: ItemParams
|
||||
}
|
||||
deriving (Show,Read)
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
data ItemTweaks
|
||||
= NoTweaks
|
||||
| Tweakable
|
||||
|
||||
@@ -28,5 +28,5 @@ data ItemConsumption
|
||||
{ _icAmount :: IcAmount
|
||||
}
|
||||
| NoConsumption
|
||||
deriving (Show,Read)
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
makeLenses ''ItemConsumption
|
||||
|
||||
@@ -11,6 +11,7 @@ data LoadAction
|
||||
| LoadPrime {_actionTime :: Int, _actionSound :: SoundID}
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
data InvSel = InvSel {_iselPos :: Int, _iselAction :: InvSelAction }
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
data InvSelAction
|
||||
= NoInvSelAction
|
||||
| ReloadAction { _actionProgress :: Int, _reloadAction :: LoadAction, _actionHammer :: HammerType}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
module Dodge.Default.Creature where
|
||||
import Dodge.Data
|
||||
import Dodge.Creature.Picture
|
||||
import Dodge.Data.FloatFunction
|
||||
import Geometry.Data
|
||||
import Picture
|
||||
|
||||
@@ -30,7 +30,7 @@ defaultCreature = Creature
|
||||
, _crInvEquipped = mempty
|
||||
, _crLeftInvSel = Nothing
|
||||
, _crState = defaultState
|
||||
, _crCorpse = basicCrCorpse
|
||||
, _crCorpse = MakeDefaultCorpse
|
||||
, _crMaterial = Flesh
|
||||
, _crPastDamage = 0
|
||||
, _crEquipment = M.empty
|
||||
@@ -78,17 +78,12 @@ defaultPerceptionState = Perception
|
||||
}
|
||||
defaultVision :: Vision
|
||||
defaultVision = Eyes
|
||||
{ _viFOV = f
|
||||
, _viDist = g
|
||||
{ _viFOV = FloatFOV 0.5
|
||||
, _viDist = FloatLessCheck 500
|
||||
}
|
||||
where
|
||||
f x | abs x < 0.5 * pi = 1
|
||||
| otherwise = 0
|
||||
g x | x > 500 = 0
|
||||
| otherwise = 1
|
||||
defaultAudition :: Audition
|
||||
defaultAudition = Ears
|
||||
{ _auDist = id
|
||||
{ _auDist = FloatID
|
||||
}
|
||||
defaultIntention :: Intention
|
||||
defaultIntention = Intention
|
||||
@@ -99,9 +94,9 @@ defaultIntention = Intention
|
||||
defaultChaseMvType :: CrMvType
|
||||
defaultChaseMvType = CrMvType
|
||||
{ _mvSpeed = 2
|
||||
, _mvTurnRad = f
|
||||
, _mvTurnRad = FloatAbsCheckGreaterLess (pi/4) 0.2 0.05--f
|
||||
, _mvTurnJit = 0.2
|
||||
, _mvAimSpeed = g
|
||||
, _mvAimSpeed = FloatAbsCheckGreaterLess (pi/8) 0.2 0.01
|
||||
}
|
||||
where
|
||||
g x | x > pi/8 = 0.2
|
||||
@@ -111,13 +106,10 @@ defaultChaseMvType = CrMvType
|
||||
defaultAimMvType :: CrMvType
|
||||
defaultAimMvType = CrMvType
|
||||
{ _mvSpeed = 3
|
||||
, _mvTurnRad = const 0.2
|
||||
, _mvTurnRad = FloatConst 0.2
|
||||
, _mvTurnJit = 0.05
|
||||
, _mvAimSpeed = f
|
||||
, _mvAimSpeed = FloatAbsCheckGreaterLess (pi/8) 0.2 0.01
|
||||
}
|
||||
where
|
||||
f x | x > pi/8 = 0.2
|
||||
| otherwise = 0.01
|
||||
defaultAimingCrit :: Creature
|
||||
defaultAimingCrit = defaultCreature { _crMvType = defaultAimMvType }
|
||||
|
||||
|
||||
@@ -15,4 +15,4 @@ data EquipPosition
|
||||
| OnRightWrist
|
||||
| OnLegs
|
||||
| OnSpecial
|
||||
deriving (Eq,Ord,Show)
|
||||
deriving (Eq,Ord,Show,Read)
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
module Dodge.FloatFunction where
|
||||
import Dodge.Data.FloatFunction
|
||||
|
||||
doFloatFloat :: FloatFloat -> Float -> Float
|
||||
doFloatFloat ff x = case ff of
|
||||
FloatID -> x
|
||||
FloatConst y -> y
|
||||
FloatFOV a
|
||||
| abs x < 0.5 * a -> 1
|
||||
| otherwise -> 0
|
||||
FloatLessCheck y
|
||||
| x > y -> 0
|
||||
| otherwise -> 1
|
||||
FloatAbsCheckGreaterLess a y1 y2
|
||||
| abs x > a -> y1
|
||||
| otherwise -> y2
|
||||
@@ -0,0 +1,9 @@
|
||||
module Dodge.RandImpulse where
|
||||
import Dodge.Data.ActionPlan
|
||||
import Control.Monad.State
|
||||
import RandomHelp
|
||||
|
||||
doRandImpulse :: RandImpulse -> State StdGen Impulse
|
||||
doRandImpulse ri = case ri of
|
||||
RandImpulseList xs -> takeOne xs
|
||||
RandImpulseCircMove r -> Move <$> randInCirc r
|
||||
@@ -61,7 +61,7 @@ worldSPic cfig w
|
||||
<> foldup drawProjectile (filtOn _prjPos _projectiles)
|
||||
<> foldup (shiftDraw _blPos _blDir _blDraw) (filtOn _blPos _blocks)
|
||||
<> foldup (shiftDraw _fsPos _fsDir (const _fsSPic)) (filtOn _fsPos _foregroundShapes)
|
||||
<> foldup (dbArg _cpPict) (filtOn _cpPos _corpses)
|
||||
<> foldup (shiftDraw' _cpPos _cpDir _cpSPic) (filtOn _cpPos _corpses)
|
||||
<> foldup drawCreature (filtOn _crPos _creatures)
|
||||
<> foldup floorItemSPic (filtOn _flItPos _floorItems)
|
||||
<> foldup btSPic (filtOn _btPos _buttons)
|
||||
@@ -112,6 +112,11 @@ shiftDraw fpos fdir fdraw x = uncurryV translateSPf (fpos x)
|
||||
. rotateSP (fdir x)
|
||||
$ fdraw x x
|
||||
|
||||
shiftDraw' :: (a -> Point2) -> (a -> Float) -> (a -> SPic) -> a -> SPic
|
||||
shiftDraw' fpos fdir fdraw x = uncurryV translateSPf (fpos x)
|
||||
. rotateSP (fdir x)
|
||||
$ fdraw x
|
||||
|
||||
cullPoint :: Configuration -> World -> Point2 -> Bool
|
||||
cullPoint cfig w p
|
||||
| debugOn Close_shape_culling cfig = pointInPolygon p (_boundBox w)
|
||||
|
||||
+3
-4
@@ -1,11 +1,10 @@
|
||||
{-# LANGUAGE TupleSections #-}
|
||||
module ShapePicture
|
||||
( --emptyBlank
|
||||
translateSP
|
||||
( module ShapePicture.Data
|
||||
, translateSP
|
||||
, translateSPf
|
||||
, translateSPz
|
||||
, rotateSP
|
||||
, SPic
|
||||
, noPic
|
||||
, noShape
|
||||
-- , _spShape
|
||||
@@ -14,6 +13,7 @@ module ShapePicture
|
||||
, mirrorSPxz
|
||||
, overPosSP
|
||||
) where
|
||||
import ShapePicture.Data
|
||||
import Shape
|
||||
import Picture
|
||||
import Geometry
|
||||
@@ -22,7 +22,6 @@ import Data.Bifunctor
|
||||
import Control.Lens
|
||||
--import qualified Streaming.Prelude as S
|
||||
|
||||
type SPic = (Shape, Picture)
|
||||
|
||||
shMap :: (ShapeObj -> ShapeObj) -> Shape -> Shape
|
||||
shMap = map
|
||||
|
||||
@@ -0,0 +1,4 @@
|
||||
module ShapePicture.Data where
|
||||
import Picture.Data
|
||||
import Shape.Data
|
||||
type SPic = (Shape, Picture)
|
||||
Reference in New Issue
Block a user