Add file, fix lamp doDamage space leak

This commit is contained in:
jgk
2021-05-12 20:48:55 +02:00
parent ead87af3c1
commit 9b3fbba393
13 changed files with 165 additions and 226 deletions
+1 -185
View File
@@ -1,8 +1,6 @@
module Dodge.AIs
( twitchMissAI
, launcherAI
( launcherAI
, chargeAI
, sniperAI
, dodgeAI
, spawnerAI
) where
@@ -888,108 +886,6 @@ circleClockwiseAI inRange outRange w (f,g) cr =
| otherwise
-> ( (f,g) , replaceImpulse [AimAt p (i-1)] $ strafeCloseSlow p cr)
twitchMissAI :: Float -> Float -> World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
twitchMissAI inRange outRange w (f,g) cr =
let cpos = _crPos cr
yposl = ypos +.+ 25 *.* normalizeV (vNormal (cpos -.- ypos))
yposr = ypos -.- 25 *.* normalizeV (vNormal (cpos -.- ypos))
yposoff = evalState (takeOne [yposl,yposr]) $ _randGen w
cid = _crID cr
ypos = _crPos $ you w
wp = _crInv cr IM.! _crInvSel cr
fireRate = fromMaybe 0 $ wp ^? itUseRate
noAmmo = 0 == _wpLoadedAmmo wp
strafeCloseSlow p | errorAngleVV 22 (p -.- cpos)
(unitVectorAtAngle (_crDir cr)) < 0.1
= crTurnTowardSpeed 0.01 p . crMvForward closeDist
| otherwise
= crTurnAndStrafeIn inOrOut 0.05 p
where inOrOut | dist p cpos < inRange = -1
| dist p cpos < outRange = 0
| otherwise = 1
closeDist | dist p cpos < inRange = -1
| dist p cpos < outRange = 0
| otherwise = 1
replaceGoal newImpulses = Just . over (crState . goals) (\gs -> newImpulses ++ tail gs)
addGoal newImpulses = Just . over (crState . goals) (\gs -> newImpulses ++ gs)
replaceImpulse newActions
= Just . over (crState . goals) (\((_:as):ass) -> (newActions ++ as):ass)
addImpulse newActions
= Just . over (crState . goals) (\(as:ass) -> (newActions++as):ass)
(t,g') = randomR (fireRate+10,fireRate+15) g
retreatPs = sortBy (compare `on` dist cpos) $ map f $ nRaysRad 8 400
where f p = fromMaybe (ypos +.+ p) $ fmap fst
$ reflectPointWalls ypos (ypos +.+ p) (wallsAlongLine ypos (ypos +.+ p) w)
retreatP' = cpos +.+ 300 *.* (cpos -.- ypos)
retreatP'' = fromMaybe retreatP' $ fmap fst
$ reflectPointWalls ypos retreatP'
$ wallsAlongLine ypos retreatP' w
retreatP = head $ sortBy (compare `on` (\p -> dist p ypos < 300)) $ retreatP'' : retreatPs
fireActions = [TurnToward yposoff, Fire, TurnTo ypos, WaitFor t
,Fire,Fire,Reload,ImpulseID 0 (WaitFor 20),MakeJudgement]
fleeActions = [MoveToFor retreatP 50,MakeJudgement]
in --if _crHP cr <= 0 then killCr w f cr else
case head $ _goals $ _crState cr of
[] -> ((f,g), replaceGoal [] cr)
(MakeJudgement:_)
| not (canSeeFire cpos ypos w) -> ((f,g),replaceImpulse [] cr)
| dist cpos ypos > 400 -> ((f,g), replaceImpulse [MoveToFor ypos 20] cr)
| dist cpos ypos < 150 -> ((f,g'),replaceImpulse fleeActions $ crMvBy (3,0) cr)
| otherwise -> ((f,g'),replaceImpulse fireActions cr)
(ImpulseID i (WaitFor x):gls)
| x == 0 -> ( (f ,g' ), replaceImpulse [] cr )
| otherwise -> ( (f ,g' ), replaceImpulse [ImpulseID i (WaitFor (x-1))]
$ strafeCloseSlow ypos cr )
(WaitFor x:gls)| x == 0 -> ( (f ,g' ), replaceImpulse [] cr )
| otherwise -> ( (f ,g' ), replaceImpulse [WaitFor (x-1)] cr )
(MoveToFor p x:gls)
| x == 0 -> ( (f, g') , replaceImpulse [] cr)
| dist p cpos < 10 -> ( (f , g') , replaceImpulse [] cr)
| angleVV (unitVectorAtAngle (_crDir cr)) (p -.- cpos) > pi/4
-> ( (f , g')
, replaceImpulse [MoveToFor p (x-1)] $ crTurnTowardSpeed 0.5 p cr )
| otherwise -> ( (f , g')
, replaceImpulse [MoveToFor p (x-1)] $ crMvForward 3
$ crTurnTowardSpeed 0.05 p cr )
(PathTo p:_)
| canSeeFire cpos ypos w -> ((f,g),replaceGoal [[MakeJudgement]] cr)
| dist p cpos < 10 -> ( (f , g') , replaceImpulse [] cr )
| hasLOS cpos p w -> ( (f , g') , addImpulse [MoveToFor p 50] cr )
| otherwise -> case pointTowardsImpulse cpos p w of
Just q -> ( (f , g') , addImpulse [MoveToFor q 50] cr )
_ -> ( (f , g') , replaceImpulse [] cr )
(Fire:gls) -> ( (tryUseItem cid . f , g' )
, replaceImpulse [] cr
)
(Reload:gls) | _wpReloadState wp == 0 -> ( (f , g') , replaceImpulse [] cr )
| canSeeFireVisionAny cid (_yourID w) w
-> ( (f , g')
, Just $ strafeCloseSlow ypos cr
) -- no longer chase if see you when reloading
-- $ replaceImpulse [] w
| otherwise -> ( (f , g) , Just cr)
(Guard p p':_) | dist ypos cpos < 900 && canSeeFireVisionAny cid (_yourID w) w
-> ( ( f , g')
, addGoal [[MakeJudgement]] cr
)
| dist cpos p > 10
-> ( (f,g) , addGoal [[PathTo p]] cr)
| errorAngleVV 21 (unitVectorAtAngle (_crDir cr)) (p' -.- p) > pi/8
-> ( (f,g)
,Just $ crTurnTowardSpeed 0.05 p' cr)
| otherwise -> ( (f,g) ,Just cr)
(InitGuard :_) -> ( (f,g)
,replaceGoal [[Guard cpos (cpos +.+ 50 *.* unitVectorAtAngle (_crDir cr))]] cr
)
(TurnToward p:_)
| errorAngleVV 99 (p -.- cpos) (unitVectorAtAngle $ _crDir cr) > 2
-> ( (f,g') , Just . crTurnTowardSpeed 0.2 p $ cr)
| errorAngleVV 99 (p -.- cpos) (unitVectorAtAngle $ _crDir cr) > 0.2
-> ( (f,g') , Just . crTurnTowardSpeed 0.1 p $ cr)
| otherwise
-> ( (f,g') , replaceImpulse [] . crTurnTo p $ cr)
(TurnTo p:_) -> ( (f,g') , replaceImpulse [] . crTurnTo p $ cr)
closeToRangeAI :: Float -> Float -> World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
closeToRangeAI inRange outRange w (f,g) cr =
let cpos = _crPos cr
@@ -1208,86 +1104,6 @@ suppressShooterAI w (f,g) cr =
| otherwise
-> ( (f,g) , replaceImpulse [AimAt p (i-1)] $ turnCloseSlow p cr)
sniperAI :: World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
sniperAI w (f,g) cr =
let cpos = _crPos cr
cid = _crID cr
ypos = _crPos $ you w
wp = _crInv cr IM.! _crInvSel cr
(aimtime,g1) = randomR (80,120) g
noAmmo = 0 == _wpLoadedAmmo wp
turnCloseSlow p
| errorAngleVV 22 (p -.- cpos) (unitVectorAtAngle (_crDir cr)) < 0.4
= crTurnTowardSpeed 0.01 p
| otherwise = crTurnTowardSpeed 0.05 p
replaceGoal newImpulses = Just . over (crState . goals) (\gs -> newImpulses ++ tail gs)
addGoal newImpulses = Just . over (crState . goals) (\gs -> newImpulses ++ gs)
replaceImpulse newActions
= Just . over (crState . goals) (\((_:as):ass) -> (newActions ++ as):ass)
addImpulse newActions
= Just . over (crState . goals) (\(as:ass) -> (newActions++as):ass)
in case head $ _goals $ _crState cr of
[] | canSeeFire cpos ypos w -> ( ( f , g1 ) , replaceGoal [[AimAt ypos aimtime]] cr)
| otherwise -> ( ( f , g ) , replaceGoal [] cr)
(WaitFor x:gls)
| canSeeFire cpos ypos w -> ( ( f , g1 ) , replaceGoal [[AimAt ypos aimtime]] cr)
| x == 0 -> ( (f ,g ), replaceImpulse [] cr )
| otherwise -> ( (f ,g ), replaceImpulse [WaitFor (x-1)] cr )
(MoveToFor p x:gls)
| canSeeFire cpos ypos w -> ( (f , g1) , replaceGoal [[AimAt ypos aimtime]] cr)
| x == 0 -> ( (f , g) , replaceImpulse [] cr)
| dist p cpos < 1 -> ( (f , g) , replaceImpulse [] cr)
| angleVV (unitVectorAtAngle (_crDir cr)) (p -.- cpos) > pi/4 ->
( (f , g) , replaceImpulse [MoveToFor p (x-1)] $ crTurnTowardSpeed 0.05 p cr )
| otherwise ->
( (f , g)
, replaceImpulse [MoveToFor p (x-1)] $ crMvForward 2 $ crTurnTowardSpeed 0.05 p cr )
(PathTo p:_)
| dist p cpos < 1 -> ( (f , g) , replaceImpulse [] cr )
| hasLOS cpos p w -> ( (f , g) , addImpulse [MoveToFor p 100] cr )
| otherwise -> case pointTowardsImpulse cpos p w of
Just q -> ( (f , g) , addImpulse [MoveToFor q 100] cr )
_ -> ( (f , g) , replaceImpulse [] cr )
(FireAt p:gls)
| noAmmo -> ( (tryUseItem cid . f , g ) , replaceGoal [[Reload ,WaitFor 50 ]] cr)
| canSeeFireVisionAll cid (_yourID w) w ->
( (tryUseItem cid . f , g) , replaceGoal [[FireAt ypos]] $ turnCloseSlow p cr)
| pathToPointFireable cid p w ->
( (tryUseItem cid . f , g) , Just $ turnCloseSlow p cr)
| otherwise ->
( (f , g) , replaceGoal [[WaitFor 50 ]] cr)
(Reload:gls)
| _wpReloadState wp == 0 -> ( (f , g) , replaceImpulse [] cr )
| canSeeFireVisionAny cid (_yourID w) w ->
( (f , g) , Just $ turnCloseSlow ypos cr)
| otherwise -> ( (f , g) , Just cr)
(Search i:gls) | i == 0 -> ( (f , g) , replaceImpulse [] cr)
| otherwise
-> ( ( f , g1)
, replaceImpulse [ PathTo (randomPointXStepsFrom 3 cpos w)
, Search (i-1)
] cr
)
(Guard p p':_) | canSeeFireVision cid (_yourID w) w
-> ( ( f , g1)
, addGoal [[AimAt ypos (2*aimtime)]] cr
)
| dist cpos p > 1
-> ( (f,g) , addGoal [[PathTo p]] cr)
| errorAngleVV 21 (unitVectorAtAngle (_crDir cr)) (p' -.- p) > pi/8
-> ( (f,g)
,Just $ crTurnTowardSpeed 0.05 p' cr)
| otherwise -> ( (f,g) ,Just cr)
(InitGuard :_) -> ( (f,g)
,replaceGoal [[Guard cpos (cpos +.+ 50 *.* unitVectorAtAngle (_crDir cr))]] cr
)
(AimAt p i:_) | i == 0 -> ( (f,g) , replaceImpulse [FireAt p] cr )
| canSeeFireVision cid (_yourID w) w
-> ( (f,g) , replaceImpulse [AimAt ypos (i-1)] $ crTurnTowardSpeed 0.2 p cr)
| otherwise
-> ( (f,g) , replaceImpulse [AimAt p (i-1)] $ turnCloseSlow p cr)
errorNormalizeVAI :: Point2 -> Point2
errorNormalizeVAI (0,0) = error "problem with function: errorNormalizeVAI in DodgeAIs"
errorNormalizeVAI p = normalizeV p
+23 -3
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@@ -111,7 +111,26 @@ miniGunCrit = defaultCreature
longCrit :: Creature
longCrit = defaultCreature
{ _crPict = basicCrPict red
, _crUpdate = stateUpdate sniperAI
-- , _crUpdate = stateUpdate sniperAI
, _crUpdate = stateUpdate $ impulsiveAI $ composeInternalAIs
[ performActions
, watchUpdateStrat
[ (crHasTargetLOS, aimThenShootStrat 0)
, (crAwayFromPost, goToPostStrat)
]
, basicPerceptionUpdate [0]
, doStrategyActions
, reloadOverrideNoHolster
, targetYouWhenCognizant
, overrideInternal (onBoth (&&) crHasTarget (crStratConMatches (GetTo (0,0))))
$ \ _ -> crActionPlan . crStrategy .~ WatchAndWait
]
, _crActionPlan = ActionPlan
{ _crImpulse = []
, _crAction = []
, _crStrategy = StrategyActions WatchAndWait [StartSentinelPost]
, _crGoal = []
}
, _crInv = IM.fromList [(0,longGun),(1,medkit 100)]
, _crInvSel = 0
, _crRad = 10
@@ -130,7 +149,8 @@ multGunCrit = defaultCreature
, _crUpdate = stateUpdate $ impulsiveAI $ composeInternalAIs
[ performActions
, watchUpdateStrat
[ (crHasTargetLOS, shootFirstMiss 0)
[ (not . crSafeDistFromTarg 150 , fleeTime 5)
, (crHasTargetLOS, shootFirstMiss 0)
, (crAwayFromPost, goToPostStrat)
]
, basicPerceptionUpdate [0]
@@ -196,7 +216,7 @@ autoCrit = defaultCreature
, _crActionPlan = ActionPlan
{ _crImpulse = []
, _crAction = []
, _crStrategy = StrategyActions [StartSentinelPost] WatchAndWait
, _crStrategy = StrategyActions WatchAndWait [StartSentinelPost]
, _crGoal = []
}
, _crInv = IM.fromList [(0,autoGun),(1,medkit 100)]
-2
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@@ -50,8 +50,6 @@ crStrafeRight speed cr = advanceStepCounter s2 $ over crPos (+.+ p) cr
equipFactor = product $ map equipSpeed $ IM.elems $ _crInv cr
s2 = (speed * equipFactor)
turnTo
:: Point2 -- ^ Target point
-> Int -- ^ Creature id
+25
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@@ -0,0 +1,25 @@
module Dodge.Creature.Action.Flee
where
import Dodge.Data
import Geometry
import Data.List
import Data.Maybe
retreatPointForFrom
:: Float -> World -> Creature -> Point2 -> Maybe Point2
retreatPointForFrom d w cr p
= listToMaybe
. sortOn (dist cpos)
$ divideCircle 10 p d
where
cpos = _crPos cr
-- = head $ sortBy (compare `on` (\p -> dist p ypos < 300)) $ retreatP'' : retreatPs
-- where
-- retreatPs = sortBy (compare `on` dist cpos) $ map f $ nRaysRad 8 400
-- where f p = fromMaybe (ypos +.+ p) $ fmap fst
-- $ reflectPointWalls ypos (ypos +.+ p) (wallsAlongLine ypos (ypos +.+ p) w)
-- retreatP' = cpos +.+ 300 *.* (cpos -.- ypos)
-- retreatP'' = fromMaybe retreatP' $ fmap fst
-- $ reflectPointWalls ypos retreatP'
-- $ wallsAlongLine ypos retreatP' w
+64 -24
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@@ -1,15 +1,18 @@
module Dodge.Creature.ActionRat
( shootTargetWithStrat
, aimThenShootStrat
, suppressShootTarget
, suppress
, shootAdvance
, shootFirstMiss
, doStrategyActions
, reloadOverride
, reloadOverrideNoHolster
, shootAdvanceStrat
, watchUpdateStrat
, goToPostStrat
, overrideInternal
, fleeTime
)
where
import Dodge.Data
@@ -63,16 +66,16 @@ suppress w cr tcr as
| otherwise = as
shootFirstMiss :: Int -> World -> Creature -> Strategy
shootFirstMiss tcid w cr = StrategyActions acs (ShootAt tcid)
shootFirstMiss tcid w cr = StrategyActions (ShootAt tcid) acs
where
acs =
[ DoActionIfElse NoAction crIsAiming (DoActionThen DrawWeapon (WaitThen 50 NoAction))
`DoActionThen`
LeadTarget (10,50)
LeadTarget (30,50)
`DoActionThen`
advanceShoot
`DoActionThen`
LeadTarget (50,0)
LeadTarget (0,0)
`DoActionThen`
(advanceShoot `DoActionWhileThen` lostest
$ DoReplicateThen advanceShoot 75
@@ -82,36 +85,59 @@ shootFirstMiss tcid w cr = StrategyActions acs (ShootAt tcid)
lostest (w,cr') = canSee (_crID cr') tcid w
advanceShoot = ImpulsesList [[UseItem, MoveForward 3]]
fleeTime :: Int -> World -> Creature -> Strategy
fleeTime t w cr = StrategyActions Flee
[ UseTargetCID FleeFrom `DoReplicateThen` t
$ DoImpulses [ChangeStrategy WatchAndWait]
]
aimThenShootStrat :: Int -> World -> Creature -> Strategy
aimThenShootStrat tcid _ _ = StrategyActions (ShootAt tcid)
[ DoActionIfElse NoAction crIsAiming (DoActionThen DrawWeapon (WaitThen 50 NoAction))
`DoActionThen`
50
`WaitThen`
DoImpulses [UseItem, ChangeStrategy WatchAndWait]
, AimAtCloseSlow
{ _targetID = tcid
, _targetSeenAt = (0,0) -- hack
, _aimSpeed = 0.2
, _slowAimSpeed = 0.01
, _slowAimAngle = pi/8
}
]
where
lostest (w,cr') = canSee (_crID cr') tcid w
advanceShoot = ImpulsesList [[UseItem, MoveForward 3]]
shootAdvanceStrat :: Int -> World -> Creature -> Strategy
shootAdvanceStrat tcid _ _ = StrategyActions acs (ShootAt tcid)
shootAdvanceStrat tcid _ _ = StrategyActions (ShootAt tcid)
[ DoActionIfElse NoAction crIsAiming (DoActionThen DrawWeapon (WaitThen 50 NoAction))
`DoActionThen`
(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
}
]
where
acs =
[ DoActionIfElse NoAction crIsAiming (DoActionThen DrawWeapon (WaitThen 50 NoAction))
`DoActionThen`
(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
+15 -1
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@@ -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
+6
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@@ -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
+8 -6
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@@ -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
+5
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@@ -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)
+5 -1
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@@ -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
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@@ -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
+4 -1
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@@ -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)
+2 -2
View File
@@ -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