Implement basic attention and awareness

This commit is contained in:
2021-05-08 17:34:25 +02:00
parent 1aa59cc205
commit 86faf9fd01
12 changed files with 243 additions and 135 deletions
+2 -2
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@@ -220,7 +220,7 @@ reloadWeapon cid w =
crAutoReload :: Creature -> Creature
crAutoReload cr = case cr ^? crInv . ix (_crInvSel cr) . wpLoadedAmmo of
Just 0 -> cr & crInv . ix (_crInvSel cr) . wpReloadState %~ (`fromMaybe` reloadT)
& crInv . ix (_crInvSel cr) . wpLoadedAmmo %~ (`fromMaybe` maxA)
& crInv . ix (_crInvSel cr) . wpLoadedAmmo %~ (`fromMaybe` maxA)
_ -> cr
where
reloadT = cr ^? crInv . ix (_crInvSel cr) . wpReloadTime
@@ -360,7 +360,7 @@ creatureTurnToward p turnSpeed cr
| vToTarg == (0,0) = cr -- this should deal with the angleVV error
| errorAngleVV 3 vToTarg (unitVectorAtAngle (_crDir cr)) <= turnSpeed
= cr & crDir .~ dirToTarget
| isLeftOfA dirToTarget (_crDir cr) = cr & crDir +~ turnSpeed
| isLeftOfA (normalizeAngle dirToTarget) (normalizeAngle $ _crDir cr) = cr & crDir +~ turnSpeed
| otherwise = cr & crDir -~ turnSpeed
where
vToTarg = p -.- _crPos cr
+57
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@@ -0,0 +1,57 @@
{- | Deals with changes in a creature's awareness of other creatures. -}
module Dodge.Creature.AlertLevel
where
import Dodge.Data
import Dodge.Creature.AlertLevel.Data
import Dodge.Base.Collide
import Control.Lens
import qualified Data.IntMap.Strict as IM
{- | Ties together (currently) an awareness and attention update -}
basicPerceptionUpdate
:: [Int] -- ^ List of creature ids that may direct attention and awareness
-> World
-> Creature
-> Creature
basicPerceptionUpdate is w cr
= basicAwarenessUpdate w $
basicAttentionUpdate is w cr
{- | Update a creatures awareness based upon the creatures current direction
of attention -}
basicAwarenessUpdate
:: World -> Creature -> Creature
basicAwarenessUpdate w cr = case _crAttentionDir cr of
AttentiveTo is -> cr & crAwarenessLevel %~ updateAwareness is
Fixated i -> cr & crAwarenessLevel
%~ ( IM.insert i (Cognizant 100) . IM.mapMaybe decreaseAwareness)
{- | Increase awareness of a given list of ids -}
updateAwareness :: [Int] -> IM.IntMap AwarenessLevel -> IM.IntMap AwarenessLevel
updateAwareness is imawareness
= foldr (\k -> IM.insertWith (\_ x -> increaseAwareness x) k (AwarenessInt 1))
(IM.mapMaybe decreaseAwareness imawareness) is
-- (IM.mapMaybe decreaseAwareness imawareness) is
{- | Increase awareness level -}
increaseAwareness :: AwarenessLevel -> AwarenessLevel
increaseAwareness (AwarenessInt x)
| x < 100 = AwarenessInt $ x + 2
| otherwise = Cognizant 1
increaseAwareness (Cognizant x)
| x < 100 = Cognizant (x + 2)
| otherwise = Cognizant 100
{- | Decrease awareness level. Returns 'Maybe' value for use with 'IM.mapMaybe'
-}
decreaseAwareness :: AwarenessLevel -> Maybe AwarenessLevel
decreaseAwareness (AwarenessInt 0) = Nothing
decreaseAwareness (AwarenessInt x) = Just $ AwarenessInt (x - 1)
decreaseAwareness (Cognizant 0) = Just $ AwarenessInt 100
decreaseAwareness (Cognizant x) = Just $ Cognizant $ x - 1
{- | Given a fixed group of creatures, direct attention to those of them that
- are in view. -}
basicAttentionUpdate
:: [Int] -- ^ Creatures that may attract this creature's attention
-> World
-> Creature
-> Creature
basicAttentionUpdate cids w cr = cr & crAttentionDir .~
AttentiveTo (filter (\cid -> canSee (_crID cr) cid w) cids)
+17
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@@ -0,0 +1,17 @@
module Dodge.Creature.AlertLevel.Data
where
data AwakeLevel
= Comatose
| Asleep
| Lethargic
| Vigilant
| Overstrung
data AttentionDir
= AttentiveTo [Int]
| Fixated Int
data AwarenessLevel
= AwarenessInt Int
| Cognizant Int
+14
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@@ -2,8 +2,22 @@ module Dodge.Creature.ChooseTarget
where
import Dodge.Data
import Dodge.Base
import Dodge.Creature.AlertLevel.Data
import Control.Lens
import qualified Data.IntMap.Strict as IM
targetYouLOS :: Creature -> World -> Maybe Creature
targetYouLOS cr w
| hasLOS (_crPos cr) (_crPos $ you w) w = Just $ you w
| otherwise = Nothing
targetYouCognizant :: Creature -> World -> Maybe Creature
targetYouCognizant cr w
| hasLOS (_crPos cr) (_crPos $ you w) w
&& isCog (cr ^? crAwarenessLevel . ix 0) = Just $ you w
| otherwise = Nothing
where
isCog x = case x of
Just (Cognizant _) -> True
_ -> False
+15 -1
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@@ -7,6 +7,7 @@ module Dodge.Creature.Picture
) where
import Dodge.Data
import Dodge.Creature.State.Data
import Dodge.Creature.AlertLevel.Data
import Dodge.Picture.Layer
import Picture
import Geometry
@@ -18,7 +19,11 @@ basicCrPict
:: Color -- ^ Creature color
-> Creature
-> Picture
basicCrPict col cr = pictures [ onLayer CrLayer . piercingMod $ bluntScale naked , drawEquipment cr]
basicCrPict col cr = pictures
[ onLayer CrLayer . piercingMod $ bluntScale naked
, drawAwakeLevel cr
, drawEquipment cr
]
where
cdir = _crDir cr
naked
@@ -46,6 +51,15 @@ basicCrPict col cr = pictures [ onLayer CrLayer . piercingMod $ bluntScale naked
Nothing -> False
Just x -> x > 5
drawAwakeLevel
:: Creature
-> Picture
drawAwakeLevel cr = case cr ^? crAttentionDir of
Just (AttentiveTo [0]) -> setPos . color red $ circleSolid 5
_ -> setPos . color blue $ circleSolid 5
where
setPos = translate 0 (_crRad cr)
drawEquipment
:: Creature
-> Picture
+10 -3
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@@ -14,6 +14,13 @@ import qualified Data.IntMap.Strict as IM
import System.Random
import Control.Lens
composeInternalAIs
:: [World -> Creature -> Creature]
-> World
-> Creature
-> Creature
composeInternalAIs fs w c = foldr ($ w) c fs
impulsiveAI
:: (World -> Creature -> Creature) -- ^ Internal AI update, should determine impulses
-> World
@@ -46,7 +53,7 @@ followImpulse imp w cr = case imp of
MoveForward x -> (id, crMvForward x cr)
Turn a -> (id, creatureTurn a cr)
TurnToward p a -> (id, creatureTurnToward p a cr)
UseItem -> (crUseItem cr, cr)
-- UseItem -> (crUseItem cr, cr)
SwitchToItem i -> (id, cr & crInvSel .~ i)
Melee crID ->
(hitCr crID
@@ -88,11 +95,11 @@ performAction cr w ac = case ac of
Just x | x > 0 -> ( [UseItem] , Just ShootTillEmpty )
_ -> ( [] , Nothing )
AimAtCloseSlow tcid p speed slowSpeed a
| canSee (_crID cr) tcid w && abs (normalizeAngle $ cdir - argV (tpos -.- cpos)) < a
| canSee (_crID cr) tcid w && safeAngleVV (unitVectorAtAngle cdir) (tpos -.- cpos) < a
-> ([TurnToward tpos slowSpeed] , Just $ AimAtCloseSlow tcid tpos speed slowSpeed a)
| canSee (_crID cr) tcid w
-> ([TurnToward tpos speed] , Just $ AimAtCloseSlow tcid tpos speed slowSpeed a)
| abs (normalizeAngle (cdir - (argV (p -.- cpos)))) < a
| safeAngleVV (unitVectorAtAngle cdir) (tpos -.- cpos) < a
-> ([TurnToward p slowSpeed] , Just $ AimAtCloseSlow tcid p speed slowSpeed a)
| otherwise -> ([TurnToward p speed] , Just $ AimAtCloseSlow tcid p speed slowSpeed a)
where
+1 -1
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@@ -48,7 +48,7 @@ stateUpdate u w (f,g) cr =
in case u w (f,g'') cr' of
((f',g') , maybeCr) -> ( (invSideEff cr . movementSideEff cr . deathEff . f'
, g')
, fmap (updateReloadCounter . doDamage)
, fmap (updateReloadCounter . doDamage . crAutoReload)
$ crOrCorpse =<< maybeCr
)
where
+22 -25
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@@ -17,28 +17,25 @@ import Data.Maybe
import qualified Data.Set as S
import qualified Data.IntMap.Strict as IM
import System.Random
{- | The AI equivalent for your control. -}
yourControl :: World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
yourControl w (f,g) cr = ( (updateUsingInput . f, g)
, Just . crAutoReload . mouseActionsCr (_mouseButtons w) $ wasdWithAiming w speed 0 cr
)
yourControl w (f,g) cr =
( (updateUsingInput . f, g)
, Just . mouseActionsCr (_mouseButtons w) $ wasdWithAiming w speed 0 cr
)
where
speed = _varMovementSpeedModifier w * equipFactor
equipFactor = product $ map equipSpeed $ IM.elems $ _crInv $ _creatures w IM.! 0
{-
Turns key presses into creature movement.
-}
wasdWithAiming :: World -> Float -> Int -> Creature -> Creature
{- | Turn key presses into creature movement. -}
wasdWithAiming
:: World
-> Float -- ^ Base speed
-> Int -- ^ Creature id
-> Creature
-> Creature
wasdWithAiming w speed i cr
| isAiming
= set crDir mouseDir
$ crMvBy (speed *.* mov)
cr
| isMoving
= crMvForward speed -- controls the base speed
$ over crDir (`fromMaybe` dir)
cr
| isAiming = set crDir mouseDir $ crMvBy (speed *.* mov) cr
| isMoving = crMvForward speed $ over crDir (`fromMaybe` dir) cr
| otherwise = cr
where
(mov',dir') = wasdComp (view keys w) w
@@ -56,16 +53,17 @@ wasdWithAiming w speed i cr
wasdM :: World -> SDL.Scancode -> Point2
wasdM w scancode
| scancode == moveUpKey (_keyConfig w) = (0,1)
| scancode == moveDownKey (_keyConfig w) = (0,-1)
| scancode == moveRightKey (_keyConfig w) = (1,0)
| scancode == moveLeftKey (_keyConfig w) = (-1,0)
wasdM _ _ = (0,0)
| scancode == moveUpKey (_keyConfig w) = ( 0, 1)
| scancode == moveDownKey (_keyConfig w) = ( 0,-1)
| scancode == moveRightKey (_keyConfig w) = ( 1, 0)
| scancode == moveLeftKey (_keyConfig w) = (-1, 0)
wasdM _ _ = (0,0)
wasdComp :: S.Set SDL.Scancode -> World -> (Point2,Maybe Float)
wasdComp ks w = f $ foldr ( (+.+) . wasdM w ) (0,0) ks
where f (0,0) = ((0,0), Nothing)
f p = (errorNormalizeV 46 p, Just $ argV p)
where
f (0,0) = ((0,0), Nothing)
f p = (errorNormalizeV 46 p, Just $ argV p)
{- | Set posture according to mouse presses. -}
mouseActionsCr :: S.Set SDL.MouseButton -> Creature -> Creature
@@ -75,4 +73,3 @@ mouseActionsCr keys
where
lbPressed = SDL.ButtonLeft `S.member` keys
rbPressed = SDL.ButtonRight `S.member` keys