Add file, fix lamp doDamage space leak
This commit is contained in:
+1
-185
@@ -1,8 +1,6 @@
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module Dodge.AIs
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( twitchMissAI
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, launcherAI
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( launcherAI
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, chargeAI
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, sniperAI
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, dodgeAI
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, spawnerAI
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) where
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@@ -888,108 +886,6 @@ circleClockwiseAI inRange outRange w (f,g) cr =
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| otherwise
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-> ( (f,g) , replaceImpulse [AimAt p (i-1)] $ strafeCloseSlow p cr)
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twitchMissAI :: Float -> Float -> World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
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twitchMissAI inRange outRange w (f,g) cr =
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let cpos = _crPos cr
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yposl = ypos +.+ 25 *.* normalizeV (vNormal (cpos -.- ypos))
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yposr = ypos -.- 25 *.* normalizeV (vNormal (cpos -.- ypos))
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yposoff = evalState (takeOne [yposl,yposr]) $ _randGen w
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cid = _crID cr
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ypos = _crPos $ you w
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wp = _crInv cr IM.! _crInvSel cr
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fireRate = fromMaybe 0 $ wp ^? itUseRate
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noAmmo = 0 == _wpLoadedAmmo wp
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strafeCloseSlow p | errorAngleVV 22 (p -.- cpos)
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(unitVectorAtAngle (_crDir cr)) < 0.1
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= crTurnTowardSpeed 0.01 p . crMvForward closeDist
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| otherwise
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= crTurnAndStrafeIn inOrOut 0.05 p
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where inOrOut | dist p cpos < inRange = -1
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| dist p cpos < outRange = 0
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| otherwise = 1
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closeDist | dist p cpos < inRange = -1
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| dist p cpos < outRange = 0
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| otherwise = 1
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replaceGoal newImpulses = Just . over (crState . goals) (\gs -> newImpulses ++ tail gs)
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addGoal newImpulses = Just . over (crState . goals) (\gs -> newImpulses ++ gs)
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replaceImpulse newActions
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= Just . over (crState . goals) (\((_:as):ass) -> (newActions ++ as):ass)
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addImpulse newActions
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= Just . over (crState . goals) (\(as:ass) -> (newActions++as):ass)
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(t,g') = randomR (fireRate+10,fireRate+15) g
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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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retreatP = head $ sortBy (compare `on` (\p -> dist p ypos < 300)) $ retreatP'' : retreatPs
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fireActions = [TurnToward yposoff, Fire, TurnTo ypos, WaitFor t
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,Fire,Fire,Reload,ImpulseID 0 (WaitFor 20),MakeJudgement]
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fleeActions = [MoveToFor retreatP 50,MakeJudgement]
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in --if _crHP cr <= 0 then killCr w f cr else
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case head $ _goals $ _crState cr of
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[] -> ((f,g), replaceGoal [] cr)
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(MakeJudgement:_)
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| not (canSeeFire cpos ypos w) -> ((f,g),replaceImpulse [] cr)
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| dist cpos ypos > 400 -> ((f,g), replaceImpulse [MoveToFor ypos 20] cr)
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| dist cpos ypos < 150 -> ((f,g'),replaceImpulse fleeActions $ crMvBy (3,0) cr)
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| otherwise -> ((f,g'),replaceImpulse fireActions cr)
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(ImpulseID i (WaitFor x):gls)
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| x == 0 -> ( (f ,g' ), replaceImpulse [] cr )
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| otherwise -> ( (f ,g' ), replaceImpulse [ImpulseID i (WaitFor (x-1))]
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$ strafeCloseSlow ypos cr )
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(WaitFor x:gls)| x == 0 -> ( (f ,g' ), replaceImpulse [] cr )
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| otherwise -> ( (f ,g' ), replaceImpulse [WaitFor (x-1)] cr )
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(MoveToFor p x:gls)
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| x == 0 -> ( (f, g') , replaceImpulse [] cr)
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| dist p cpos < 10 -> ( (f , g') , replaceImpulse [] cr)
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| angleVV (unitVectorAtAngle (_crDir cr)) (p -.- cpos) > pi/4
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-> ( (f , g')
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, replaceImpulse [MoveToFor p (x-1)] $ crTurnTowardSpeed 0.5 p cr )
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| otherwise -> ( (f , g')
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, replaceImpulse [MoveToFor p (x-1)] $ crMvForward 3
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$ crTurnTowardSpeed 0.05 p cr )
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(PathTo p:_)
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| canSeeFire cpos ypos w -> ((f,g),replaceGoal [[MakeJudgement]] cr)
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| dist p cpos < 10 -> ( (f , g') , replaceImpulse [] cr )
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| hasLOS cpos p w -> ( (f , g') , addImpulse [MoveToFor p 50] cr )
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| otherwise -> case pointTowardsImpulse cpos p w of
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Just q -> ( (f , g') , addImpulse [MoveToFor q 50] cr )
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_ -> ( (f , g') , replaceImpulse [] cr )
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(Fire:gls) -> ( (tryUseItem cid . f , g' )
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, replaceImpulse [] cr
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)
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(Reload:gls) | _wpReloadState wp == 0 -> ( (f , g') , replaceImpulse [] cr )
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| canSeeFireVisionAny cid (_yourID w) w
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-> ( (f , g')
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, Just $ strafeCloseSlow ypos cr
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) -- no longer chase if see you when reloading
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-- $ replaceImpulse [] w
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| otherwise -> ( (f , g) , Just cr)
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(Guard p p':_) | dist ypos cpos < 900 && canSeeFireVisionAny cid (_yourID w) w
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-> ( ( f , g')
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, addGoal [[MakeJudgement]] cr
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)
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| dist cpos p > 10
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-> ( (f,g) , addGoal [[PathTo p]] cr)
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| errorAngleVV 21 (unitVectorAtAngle (_crDir cr)) (p' -.- p) > pi/8
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-> ( (f,g)
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,Just $ crTurnTowardSpeed 0.05 p' cr)
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| otherwise -> ( (f,g) ,Just cr)
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(InitGuard :_) -> ( (f,g)
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,replaceGoal [[Guard cpos (cpos +.+ 50 *.* unitVectorAtAngle (_crDir cr))]] cr
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)
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(TurnToward p:_)
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| errorAngleVV 99 (p -.- cpos) (unitVectorAtAngle $ _crDir cr) > 2
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-> ( (f,g') , Just . crTurnTowardSpeed 0.2 p $ cr)
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| errorAngleVV 99 (p -.- cpos) (unitVectorAtAngle $ _crDir cr) > 0.2
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-> ( (f,g') , Just . crTurnTowardSpeed 0.1 p $ cr)
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| otherwise
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-> ( (f,g') , replaceImpulse [] . crTurnTo p $ cr)
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(TurnTo p:_) -> ( (f,g') , replaceImpulse [] . crTurnTo p $ cr)
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closeToRangeAI :: Float -> Float -> World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
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closeToRangeAI inRange outRange w (f,g) cr =
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let cpos = _crPos cr
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@@ -1208,86 +1104,6 @@ suppressShooterAI w (f,g) cr =
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| otherwise
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-> ( (f,g) , replaceImpulse [AimAt p (i-1)] $ turnCloseSlow p cr)
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sniperAI :: World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
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sniperAI w (f,g) cr =
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let cpos = _crPos cr
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cid = _crID cr
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ypos = _crPos $ you w
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wp = _crInv cr IM.! _crInvSel cr
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(aimtime,g1) = randomR (80,120) g
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noAmmo = 0 == _wpLoadedAmmo wp
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turnCloseSlow p
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| errorAngleVV 22 (p -.- cpos) (unitVectorAtAngle (_crDir cr)) < 0.4
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= crTurnTowardSpeed 0.01 p
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| otherwise = crTurnTowardSpeed 0.05 p
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replaceGoal newImpulses = Just . over (crState . goals) (\gs -> newImpulses ++ tail gs)
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addGoal newImpulses = Just . over (crState . goals) (\gs -> newImpulses ++ gs)
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replaceImpulse newActions
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= Just . over (crState . goals) (\((_:as):ass) -> (newActions ++ as):ass)
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addImpulse newActions
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= Just . over (crState . goals) (\(as:ass) -> (newActions++as):ass)
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in case head $ _goals $ _crState cr of
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[] | canSeeFire cpos ypos w -> ( ( f , g1 ) , replaceGoal [[AimAt ypos aimtime]] cr)
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| otherwise -> ( ( f , g ) , replaceGoal [] cr)
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(WaitFor x:gls)
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| canSeeFire cpos ypos w -> ( ( f , g1 ) , replaceGoal [[AimAt ypos aimtime]] cr)
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| x == 0 -> ( (f ,g ), replaceImpulse [] cr )
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| otherwise -> ( (f ,g ), replaceImpulse [WaitFor (x-1)] cr )
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(MoveToFor p x:gls)
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| canSeeFire cpos ypos w -> ( (f , g1) , replaceGoal [[AimAt ypos aimtime]] cr)
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| x == 0 -> ( (f , g) , replaceImpulse [] cr)
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| dist p cpos < 1 -> ( (f , g) , replaceImpulse [] cr)
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| angleVV (unitVectorAtAngle (_crDir cr)) (p -.- cpos) > pi/4 ->
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( (f , g) , replaceImpulse [MoveToFor p (x-1)] $ crTurnTowardSpeed 0.05 p cr )
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| otherwise ->
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( (f , g)
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, replaceImpulse [MoveToFor p (x-1)] $ crMvForward 2 $ crTurnTowardSpeed 0.05 p cr )
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(PathTo p:_)
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| dist p cpos < 1 -> ( (f , g) , replaceImpulse [] cr )
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| hasLOS cpos p w -> ( (f , g) , addImpulse [MoveToFor p 100] cr )
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| otherwise -> case pointTowardsImpulse cpos p w of
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Just q -> ( (f , g) , addImpulse [MoveToFor q 100] cr )
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_ -> ( (f , g) , replaceImpulse [] cr )
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(FireAt p:gls)
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| noAmmo -> ( (tryUseItem cid . f , g ) , replaceGoal [[Reload ,WaitFor 50 ]] cr)
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| canSeeFireVisionAll cid (_yourID w) w ->
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( (tryUseItem cid . f , g) , replaceGoal [[FireAt ypos]] $ turnCloseSlow p cr)
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| pathToPointFireable cid p w ->
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( (tryUseItem cid . f , g) , Just $ turnCloseSlow p cr)
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| otherwise ->
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( (f , g) , replaceGoal [[WaitFor 50 ]] cr)
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(Reload:gls)
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| _wpReloadState wp == 0 -> ( (f , g) , replaceImpulse [] cr )
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| canSeeFireVisionAny cid (_yourID w) w ->
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( (f , g) , Just $ turnCloseSlow ypos cr)
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| otherwise -> ( (f , g) , Just cr)
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(Search i:gls) | i == 0 -> ( (f , g) , replaceImpulse [] cr)
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| otherwise
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-> ( ( f , g1)
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, replaceImpulse [ PathTo (randomPointXStepsFrom 3 cpos w)
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, Search (i-1)
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] cr
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)
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(Guard p p':_) | canSeeFireVision cid (_yourID w) w
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-> ( ( f , g1)
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, addGoal [[AimAt ypos (2*aimtime)]] cr
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)
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| dist cpos p > 1
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-> ( (f,g) , addGoal [[PathTo p]] cr)
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| errorAngleVV 21 (unitVectorAtAngle (_crDir cr)) (p' -.- p) > pi/8
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-> ( (f,g)
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,Just $ crTurnTowardSpeed 0.05 p' cr)
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| otherwise -> ( (f,g) ,Just cr)
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(InitGuard :_) -> ( (f,g)
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,replaceGoal [[Guard cpos (cpos +.+ 50 *.* unitVectorAtAngle (_crDir cr))]] cr
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)
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(AimAt p i:_) | i == 0 -> ( (f,g) , replaceImpulse [FireAt p] cr )
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| canSeeFireVision cid (_yourID w) w
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-> ( (f,g) , replaceImpulse [AimAt ypos (i-1)] $ crTurnTowardSpeed 0.2 p cr)
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| otherwise
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-> ( (f,g) , replaceImpulse [AimAt p (i-1)] $ turnCloseSlow p cr)
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errorNormalizeVAI :: Point2 -> Point2
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errorNormalizeVAI (0,0) = error "problem with function: errorNormalizeVAI in DodgeAIs"
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errorNormalizeVAI p = normalizeV p
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+23
-3
@@ -111,7 +111,26 @@ miniGunCrit = defaultCreature
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longCrit :: Creature
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longCrit = defaultCreature
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{ _crPict = basicCrPict red
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, _crUpdate = stateUpdate sniperAI
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-- , _crUpdate = stateUpdate sniperAI
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, _crUpdate = stateUpdate $ impulsiveAI $ composeInternalAIs
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[ performActions
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, watchUpdateStrat
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[ (crHasTargetLOS, aimThenShootStrat 0)
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, (crAwayFromPost, goToPostStrat)
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]
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, basicPerceptionUpdate [0]
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, doStrategyActions
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, reloadOverrideNoHolster
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, targetYouWhenCognizant
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, overrideInternal (onBoth (&&) crHasTarget (crStratConMatches (GetTo (0,0))))
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$ \ _ -> crActionPlan . crStrategy .~ WatchAndWait
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]
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, _crActionPlan = ActionPlan
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{ _crImpulse = []
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, _crAction = []
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, _crStrategy = StrategyActions WatchAndWait [StartSentinelPost]
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, _crGoal = []
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}
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, _crInv = IM.fromList [(0,longGun),(1,medkit 100)]
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, _crInvSel = 0
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, _crRad = 10
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@@ -130,7 +149,8 @@ multGunCrit = defaultCreature
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, _crUpdate = stateUpdate $ impulsiveAI $ composeInternalAIs
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[ performActions
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, watchUpdateStrat
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[ (crHasTargetLOS, shootFirstMiss 0)
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[ (not . crSafeDistFromTarg 150 , fleeTime 5)
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, (crHasTargetLOS, shootFirstMiss 0)
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, (crAwayFromPost, goToPostStrat)
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]
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, basicPerceptionUpdate [0]
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@@ -196,7 +216,7 @@ autoCrit = defaultCreature
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, _crActionPlan = ActionPlan
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{ _crImpulse = []
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, _crAction = []
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, _crStrategy = StrategyActions [StartSentinelPost] WatchAndWait
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, _crStrategy = StrategyActions WatchAndWait [StartSentinelPost]
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, _crGoal = []
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}
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, _crInv = IM.fromList [(0,autoGun),(1,medkit 100)]
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@@ -50,8 +50,6 @@ crStrafeRight speed cr = advanceStepCounter s2 $ over crPos (+.+ p) cr
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equipFactor = product $ map equipSpeed $ IM.elems $ _crInv cr
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s2 = (speed * equipFactor)
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turnTo
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:: Point2 -- ^ Target point
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-> Int -- ^ Creature id
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@@ -0,0 +1,25 @@
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module Dodge.Creature.Action.Flee
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where
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import Dodge.Data
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import Geometry
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import Data.List
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import Data.Maybe
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retreatPointForFrom
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:: Float -> World -> Creature -> Point2 -> Maybe Point2
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retreatPointForFrom d w cr p
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= listToMaybe
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. sortOn (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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@@ -1,15 +1,18 @@
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module Dodge.Creature.ActionRat
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( shootTargetWithStrat
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, aimThenShootStrat
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, suppressShootTarget
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, suppress
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, shootAdvance
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, shootFirstMiss
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, doStrategyActions
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, reloadOverride
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, reloadOverrideNoHolster
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, shootAdvanceStrat
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, watchUpdateStrat
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, goToPostStrat
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, overrideInternal
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, fleeTime
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)
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where
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import Dodge.Data
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@@ -63,16 +66,16 @@ suppress w cr tcr as
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| otherwise = as
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shootFirstMiss :: Int -> World -> Creature -> Strategy
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shootFirstMiss tcid w cr = StrategyActions acs (ShootAt tcid)
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shootFirstMiss tcid w cr = StrategyActions (ShootAt tcid) acs
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where
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acs =
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[ DoActionIfElse NoAction crIsAiming (DoActionThen DrawWeapon (WaitThen 50 NoAction))
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`DoActionThen`
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LeadTarget (10,50)
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LeadTarget (30,50)
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`DoActionThen`
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advanceShoot
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`DoActionThen`
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LeadTarget (50,0)
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LeadTarget (0,0)
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`DoActionThen`
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(advanceShoot `DoActionWhileThen` lostest
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$ DoReplicateThen advanceShoot 75
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@@ -82,36 +85,59 @@ shootFirstMiss tcid w cr = StrategyActions acs (ShootAt tcid)
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lostest (w,cr') = canSee (_crID cr') tcid w
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advanceShoot = ImpulsesList [[UseItem, MoveForward 3]]
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fleeTime :: Int -> World -> Creature -> Strategy
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fleeTime t w cr = StrategyActions Flee
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[ UseTargetCID FleeFrom `DoReplicateThen` t
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$ DoImpulses [ChangeStrategy WatchAndWait]
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]
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aimThenShootStrat :: Int -> World -> Creature -> Strategy
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aimThenShootStrat tcid _ _ = StrategyActions (ShootAt tcid)
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[ DoActionIfElse NoAction crIsAiming (DoActionThen DrawWeapon (WaitThen 50 NoAction))
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`DoActionThen`
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50
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`WaitThen`
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DoImpulses [UseItem, ChangeStrategy WatchAndWait]
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, AimAtCloseSlow
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{ _targetID = tcid
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, _targetSeenAt = (0,0) -- hack
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, _aimSpeed = 0.2
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, _slowAimSpeed = 0.01
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, _slowAimAngle = pi/8
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}
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]
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where
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lostest (w,cr') = canSee (_crID cr') tcid w
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advanceShoot = ImpulsesList [[UseItem, MoveForward 3]]
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shootAdvanceStrat :: Int -> World -> Creature -> Strategy
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shootAdvanceStrat tcid _ _ = StrategyActions acs (ShootAt tcid)
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shootAdvanceStrat tcid _ _ = StrategyActions (ShootAt tcid)
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[ DoActionIfElse NoAction crIsAiming (DoActionThen DrawWeapon (WaitThen 50 NoAction))
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`DoActionThen`
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(DoActionWhileThen advanceShoot lostest
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. DoReplicateThen advanceShoot 75
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$ DoImpulses [ChangeStrategy WatchAndWait]
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)
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, AimAtCloseSlow
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{ _targetID = tcid
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, _targetSeenAt = (0,0) -- hack
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, _aimSpeed = 0.2
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, _slowAimSpeed = 0.01
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, _slowAimAngle = pi/8
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}
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]
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where
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acs =
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[ DoActionIfElse NoAction crIsAiming (DoActionThen DrawWeapon (WaitThen 50 NoAction))
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`DoActionThen`
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(DoActionWhileThen advanceShoot lostest
|
||||
. DoReplicateThen advanceShoot 75
|
||||
$ DoImpulses [ChangeStrategy WatchAndWait]
|
||||
)
|
||||
, AimAtCloseSlow
|
||||
{ _targetID = tcid
|
||||
, _targetSeenAt = (0,0) -- hack
|
||||
, _aimSpeed = 0.2
|
||||
, _slowAimSpeed = 0.01
|
||||
, _slowAimAngle = pi/8
|
||||
}
|
||||
]
|
||||
lostest (w,cr') = canSee (_crID cr') tcid w
|
||||
advanceShoot = ImpulsesList [[UseItem, MoveForward 3]]
|
||||
|
||||
goToPostStrat :: World -> Creature -> Strategy
|
||||
goToPostStrat w cr = case find sentinelGoal $ _crGoal $ _crActionPlan cr of
|
||||
Just (SentinelAt p _) -> StrategyActions
|
||||
Just (SentinelAt p _) -> StrategyActions (GetTo p)
|
||||
[DoActionThen (WaitThen 150 holsterIfAiming)
|
||||
$ DoActionThen (PathTo p)
|
||||
NoAction
|
||||
-- $ DoImpulses [ChangeStrategy WatchAndWait]
|
||||
] $ GetTo p
|
||||
]
|
||||
_ -> WatchAndWait
|
||||
where
|
||||
sentinelGoal (SentinelAt p dir) = True
|
||||
@@ -160,7 +186,7 @@ applyNewStrategies
|
||||
-> Creature
|
||||
-> Creature
|
||||
applyNewStrategies w cr = case cr ^? crActionPlan . crStrategy of
|
||||
Just (StrategyActions acs strat) -> cr & crActionPlan . crAction .~ acs
|
||||
Just (StrategyActions strat acs) -> cr & crActionPlan . crAction .~ acs
|
||||
& crActionPlan . crStrategy .~ strat
|
||||
otherwise -> cr
|
||||
|
||||
@@ -169,7 +195,7 @@ doStrategyActions
|
||||
-> Creature
|
||||
-> Creature
|
||||
doStrategyActions w cr = case cr ^? crActionPlan . crStrategy of
|
||||
Just (StrategyActions acs strat) -> cr & crActionPlan . crAction .~ acs
|
||||
Just (StrategyActions strat acs) -> cr & crActionPlan . crAction .~ acs
|
||||
& crActionPlan . crStrategy .~ strat
|
||||
otherwise -> cr
|
||||
|
||||
@@ -187,7 +213,7 @@ reloadOverride
|
||||
reloadOverride _ cr
|
||||
| cr ^? crInv . ix (_crInvSel cr) . wpLoadedAmmo == Just 0
|
||||
&& cr ^. crStance . posture == Aiming
|
||||
= cr & crActionPlan . crStrategy .~ StrategyActions reloadActions Reload
|
||||
= cr & crActionPlan . crStrategy .~ StrategyActions Reload reloadActions
|
||||
| otherwise = cr
|
||||
where
|
||||
reloadActions =
|
||||
@@ -195,6 +221,20 @@ reloadOverride _ cr
|
||||
, WaitThen 1 $ DoActionWhileThen NoAction crIsReloading (DoImpulses [ChangeStrategy WatchAndWait])
|
||||
]
|
||||
|
||||
reloadOverrideNoHolster
|
||||
:: World
|
||||
-> Creature
|
||||
-> Creature
|
||||
reloadOverrideNoHolster _ cr
|
||||
| cr ^? crInv . ix (_crInvSel cr) . wpLoadedAmmo == Just 0
|
||||
&& cr ^. crStance . posture == Aiming
|
||||
= cr & crActionPlan . crStrategy .~ StrategyActions Reload reloadActions
|
||||
| otherwise = cr
|
||||
where
|
||||
reloadActions =
|
||||
[ DoActionWhileThen NoAction crIsReloading (DoImpulses [ChangeStrategy WatchAndWait])
|
||||
]
|
||||
|
||||
watchUpdateStrat
|
||||
:: [ ((World, Creature) -> Bool, World -> Creature -> Strategy) ]
|
||||
-> World
|
||||
|
||||
@@ -28,6 +28,7 @@ lamp = defaultInanimate
|
||||
, _crHP = 100
|
||||
, _crPict = \ _ -> onLayer CrLayer $ color white $ circleSolid 3
|
||||
, _crRad = 3
|
||||
, _crMass = 3
|
||||
}
|
||||
|
||||
initialiseLamp :: CRUpdate
|
||||
@@ -37,7 +38,20 @@ initialiseLamp w (f,g) cr = ( (addLS . f , g), Just $ cr & crUpdate .~ updateLam
|
||||
addLS = over lightSources (IM.insert i (lightAt (_crPos cr) i))
|
||||
|
||||
updateLamp :: Int -> CRUpdate
|
||||
updateLamp i = unrandUpdate handleLS internalUpdate
|
||||
updateLamp i w (f,g) cr = ((handleLS . f, g), internalUpdate)
|
||||
where
|
||||
handleLS w'
|
||||
| _crHP cr < 0 = explosionFlashAt cPos
|
||||
$ mkSoundBreakGlass cPos w' & lightSources %~ IM.delete i
|
||||
| otherwise = w' & lightSources . ix i . lsPos .~ cPos
|
||||
where
|
||||
cPos = _crPos cr
|
||||
internalUpdate
|
||||
| _crHP cr < 0 = Nothing
|
||||
| otherwise = fmap doDamage $ Just cr
|
||||
|
||||
updateLamp' :: Int -> CRUpdate
|
||||
updateLamp' i = unrandUpdate handleLS internalUpdate
|
||||
where
|
||||
handleLS cr w
|
||||
| _crHP cr < 0 = explosionFlashAt cPos
|
||||
|
||||
@@ -147,6 +147,12 @@ performAction cr w ac = case ac of
|
||||
Just tcid -> let tcr = _creatures w IM.! tcid
|
||||
in ([TurnTo (_crPos tcr +.+ rotateV (_crDir tcr) p)], Nothing)
|
||||
_ -> ([], Nothing)
|
||||
FleeFrom cid -> case w ^? creatures . ix cid of
|
||||
Just tcr -> ([MoveForward 3, TurnToward ((2 *.* _crPos cr) -.- _crPos tcr) (pi/4)], Nothing)
|
||||
_ -> ([], Nothing)
|
||||
UseTargetCID f -> case cr ^? crTarget . _Just of
|
||||
Just tcid -> performAction cr w (f tcid)
|
||||
_ -> ([],Nothing)
|
||||
_ -> ([], Nothing)
|
||||
where
|
||||
cpos = _crPos cr
|
||||
|
||||
@@ -79,22 +79,24 @@ dropByState cr w = foldr (copyItemToFloor cr) w is
|
||||
setOldPos :: Creature -> Creature
|
||||
setOldPos cr = set crOldPos (_crPos cr) cr
|
||||
|
||||
{-
|
||||
{- |
|
||||
Given a creature and a velocity, applies friction to that creature and evaluates a
|
||||
velocity to carry across frames.
|
||||
-}
|
||||
crFriction :: Creature -> Point2 -> Point2
|
||||
crFriction cr vel = (0,0)
|
||||
|
||||
{- | In order to force a list, apply with seq -}
|
||||
forceSpine :: [a] -> ()
|
||||
forceSpine = foldr (const id) ()
|
||||
|
||||
doDamage :: Creature -> Creature
|
||||
doDamage cr = set (crState . crDamage) [] $ over (crState . crPastDamage) (take 20 . (dams :) )
|
||||
damagedCr
|
||||
doDamage cr = set (crState . crDamage) []
|
||||
$ over (crState . crPastDamage) (f . take 20 . (dams :) ) damagedCr
|
||||
where
|
||||
f l = seq (forceSpine l) l
|
||||
dams = _crDamage $ _crState cr
|
||||
startHP = _crHP cr
|
||||
damagedCr = snd $ (_crApplyDamage cr) dams cr
|
||||
afterHP = _crHP damagedCr
|
||||
hpLost = startHP - afterHP -- note this can be negative
|
||||
|
||||
sumDamage :: Creature -> DamageType -> Int -> Int
|
||||
sumDamage cr dm x = x + _dmAmount dm
|
||||
|
||||
@@ -42,6 +42,11 @@ crHasTargetLOS (w,cr) = case cr ^? crTarget . _Just of
|
||||
Just i -> crCanSeeCID i (w,cr)
|
||||
Nothing -> False
|
||||
|
||||
crSafeDistFromTarg :: Float -> (World,Creature) -> Bool
|
||||
crSafeDistFromTarg d (w,cr) = case cr ^? crTarget . _Just of
|
||||
Just i -> dist (_crPos cr) (_crPos $ _creatures w IM.! i) > d
|
||||
Nothing -> True
|
||||
|
||||
crStratConMatches :: Strategy -> (World,Creature) -> Bool
|
||||
crStratConMatches strat (_,cr) = eqConstr strat (_crStrategy $ _crActionPlan cr)
|
||||
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
{-# LANGUAGE BangPatterns #-}
|
||||
module Dodge.Creature.Update
|
||||
where
|
||||
import Dodge.Data
|
||||
@@ -7,6 +8,9 @@ import System.Random
|
||||
|
||||
type CRUpdate = World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
|
||||
|
||||
unrandUpdate :: (Creature -> World -> World) -> (Creature -> Maybe Creature)
|
||||
unrandUpdate
|
||||
:: (Creature -> World -> World)
|
||||
-> (Creature -> Maybe Creature)
|
||||
-> CRUpdate
|
||||
{-# INLINE unrandUpdate #-}
|
||||
unrandUpdate h cF w (f,g) cr = ( ( h cr . f , g) , cF cr )
|
||||
|
||||
+7
-1
@@ -478,6 +478,8 @@ data Impulse
|
||||
| AddGoal Goal
|
||||
| ArbitraryCreatureImpulse (World -> Creature -> Creature)
|
||||
-- deriving (Eq,Ord,Show)
|
||||
infixr 9 `WaitThen`
|
||||
infixr 9 `DoActionThen`
|
||||
data Action
|
||||
= Attack
|
||||
{_attackTargetID :: Int}
|
||||
@@ -560,6 +562,9 @@ data Action
|
||||
}
|
||||
| NoAction
|
||||
| StartSentinelPost
|
||||
| UseTargetCID
|
||||
{_useTargetCID :: Int -> Action
|
||||
}
|
||||
deriving (Generic)
|
||||
-- deriving (Eq,Ord,Show)
|
||||
data Strategy
|
||||
@@ -570,9 +575,10 @@ data Strategy
|
||||
| ShootAt Int
|
||||
| FollowImpulses
|
||||
| WatchAndWait
|
||||
| StrategyActions [Action] Strategy
|
||||
| StrategyActions Strategy [Action]
|
||||
| GetTo Point2
|
||||
| Reload
|
||||
| Flee
|
||||
deriving (Generic)
|
||||
-- deriving (Eq,Ord,Show)
|
||||
data Goal
|
||||
|
||||
@@ -45,7 +45,10 @@ customMouseCursor w =
|
||||
$ pictures [ line [(-5,0),(5,0)] , line [(0,-5),(0,5)] ]
|
||||
|
||||
testPic :: World -> [Picture]
|
||||
testPic w = [blank]
|
||||
testPic w =
|
||||
[ setDepth (-1) . translate 0 0.8
|
||||
. scale 0.001 0.001 . text . show . length . IM.elems . IM.filter ( (== 3) . _crRad ) $ _creatures w
|
||||
]
|
||||
|
||||
crDraw :: Creature -> Picture
|
||||
crDraw c = uncurry translate (_crPos c) $ rotate (_crDir c) (_crPict c c)
|
||||
|
||||
@@ -39,7 +39,7 @@ colCrWall w c
|
||||
-- -- probably best to push check pushing through walls before creature springs
|
||||
|
||||
-- the amount to push creatures out from walls, extra to their radius
|
||||
wallBuffer = 3
|
||||
wallBuffer = 0
|
||||
|
||||
-- the following tests whether or not a point is on a wall, and if so pushes it
|
||||
-- out from the wall
|
||||
@@ -49,7 +49,7 @@ collideWalls rad cp1 walls cp2 = case (listToMaybe.mapMaybe (pushOutFromWall rad
|
||||
Nothing -> cp2
|
||||
Just cp3 -> case (listToMaybe.reverse.mapMaybe (pushOutFromWall rad cp3)) walls of
|
||||
Nothing -> cp3
|
||||
Just cp4 -> cp1
|
||||
Just cp4 -> 0.5 *.* (cp4 +.+ cp1)
|
||||
|
||||
-- pushes a point out from a list of walls
|
||||
-- if multiple new points occur, chooses the one closest to the orignal point
|
||||
|
||||
Reference in New Issue
Block a user