Cleanup
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@@ -67,8 +67,7 @@ spawnerCrit = defaultCreature
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miniGunCrit :: Creature
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miniGunCrit = defaultCreature
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{ _crPict = basicCrPict red
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, _crUpdate = defaultImpulsive $
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[sentinelFireType (const shootTillEmpty)]
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, _crUpdate = defaultImpulsive [sentinelFireType (const shootTillEmpty)]
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, _crActionPlan = ActionPlan
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{ _crImpulse = []
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, _crAction = []
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@@ -88,7 +87,7 @@ 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 = defaultImpulsive $ [sentinelFireType $ const shootTillEmpty]
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, _crUpdate = defaultImpulsive [sentinelFireType $ const shootTillEmpty]
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, _crActionPlan = ActionPlan
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{ _crImpulse = []
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, _crAction = []
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@@ -108,7 +107,7 @@ multGunCrit = defaultCreature
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, _crInvSel = 0
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, _crRad = 10
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, _crHP = 300
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, _crUpdate = defaultImpulsive $ [sentinelExtraWatchUpdate
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, _crUpdate = defaultImpulsive [sentinelExtraWatchUpdate
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[ ( const $ not . crHasAmmo
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, \_ _ -> StrategyActions Reload reloadActions
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)
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@@ -150,7 +149,7 @@ startCr = defaultCreature
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, _crMvDir = pi/2
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, _crID = 0
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, _crPict = basicCrPict black
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, _crUpdate = stateUpdate' yourControl'
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, _crUpdate = stateUpdate' yourControl
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, _crRad = 10
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, _crMass = 10
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, _crHP = 1000
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@@ -1,6 +1,5 @@
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module Dodge.Creature.YourControl
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(-- yourControl
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yourControl'
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( yourControl
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) where
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import Dodge.Data
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import Dodge.Creature.Impulse.Movement
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@@ -11,50 +10,36 @@ import Geometry
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import Control.Lens
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import qualified SDL
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import qualified Data.Set as S
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import qualified Data.IntMap.Strict as IM
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--import qualified Data.IntMap.Strict as IM
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import Data.Maybe
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{- | The AI equivalent for your control. -}
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yourControl
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:: Creature
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-> World
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-> (World -> World, Creature)
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yourControl cr w =
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( updateUsingInput
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, mouseActionsCr (_mouseButtons w) $ wasdWithAiming w speed 0 cr
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)
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where
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speed = _mvSpeed $ _crMvType cr
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yourControl' :: Creature -> World -> World
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yourControl' cr w = w
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yourControl :: Creature -> World -> World
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yourControl cr w = w
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& updateUsingInput
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& creatures . ix (_crID cr) %~ (mouseActionsCr (_mouseButtons w) . wasdWithAiming w speed 0)
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& creatures . ix (_crID cr) %~ (mouseActionsCr (_mouseButtons w) . wasdWithAiming w speed)
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where
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speed = _mvSpeed $ _crMvType cr
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{- | Turn key presses into creature movement. -}
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wasdWithAiming
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:: World
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:: World
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-> Float -- ^ Base speed
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-> Int -- ^ Creature id
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-> Creature
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-> Creature
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wasdWithAiming w speed i cr
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| isAiming
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= addAnyTwist $ set crDir mouseDir $ theMovement cr
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wasdWithAiming w speed cr
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| isAiming = addAnyTwist $ set crDir mouseDir $ theMovement cr
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| isReloading && SDL.ButtonRight `S.member` _mouseButtons w
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= addAnyTwist $ set crDir (mouseDir + anytwist) $ theMovement cr
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= addAnyTwist $ set crDir (mouseDir + anytwist) $ theMovement cr
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| otherwise = theMovement $ theTurn $ removeTwist cr
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where
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twistamount = 1.6
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removeTwist cr' = case _crTwist cr' of
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t -> cr' & crDir +~ t & crTwist .~ 0
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anytwist = case cr ^? crInv . ix (_crInvSel (_creatures w IM.! i)) . itUse . useAim . aimStance of
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Just TwoHandTwist -> twistamount * pi
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_ -> 0
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addAnyTwist cr'
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= case cr' ^? crInv . ix (_crInvSel (_creatures w IM.! i)) . itUse . useAim . aimStance of
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Just TwoHandTwist -> cr' & crTwist .~ twistamount * pi
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_ -> cr'
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removeTwist cr' = cr'
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& crDir +~ _crTwist cr'
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& crTwist .~ 0
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anytwist = case cr ^? crInv . ix (_crInvSel cr) . itUse . useAim . aimStance of
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Just TwoHandTwist -> twistamount * pi
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_ -> 0
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addAnyTwist = crTwist .~ anytwist
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theMovement
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| movDir == V2 0 0 = id
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| otherwise = crMvAbsolute (speed *.* movAbs) . set crMvDir dir
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@@ -64,8 +49,7 @@ wasdWithAiming w speed i cr
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movAbs = rotateV (_cameraRot w) $ normalizeV movDir
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isAiming = _posture (_crStance cr) == Aiming
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isReloading = _posture (_crStance cr) == Reloading
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mouseDir = case w ^? creatures . ix i . crInv . ix (_crInvSel (_creatures w IM.! i))
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. itScope . scopePos of
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mouseDir = case cr ^? crInv . ix (_crInvSel cr) . itScope . scopePos of
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Just p -> normalizeAngle $ argV
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$ p +.+ 2 / _cameraZoom w
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*.* rotateV (_cameraRot w) (_mousePos w)
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@@ -77,10 +61,10 @@ wasdM scancode = case scancode of
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SDL.ScancodeS -> V2 0 (-1)
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SDL.ScancodeD -> V2 1 0
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SDL.ScancodeA -> V2 (-1) 0
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_ -> V2 0 0
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_ -> V2 0 0
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wasdDir :: World -> Point2
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wasdDir w = foldr ((+.+) . wasdM) (V2 0 0) $ _keys w
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wasdDir = foldr ((+.+) . wasdM) (V2 0 0) . _keys
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{- | Set posture according to mouse presses. -}
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mouseActionsCr :: S.Set SDL.MouseButton -> Creature -> Creature
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@@ -13,39 +13,38 @@ import Control.Lens
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updateUsingInput :: World -> World
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updateUsingInput w = case _hudElement $ _hud w of
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DisplayInventory {} -> updatePressedButtons (_mouseButtons w) w
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DisplayCarte -> updatePressedButtonsCarte (_mouseButtons w) w
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DisplayInventory {} -> updatePressedButtons (_mouseButtons w) w
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DisplayCarte -> updatePressedButtonsCarte (_mouseButtons w) w
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updatePressedButtons :: S.Set MouseButton -> World -> World
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updatePressedButtons pkeys w
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| lbPressed && rbPressed && inTopInv = useItem (you w) w
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| lbPressed &&
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(inTopInv || _timeFlow w == RewindingLastFrame)
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| isDown ButtonLeft && isDown ButtonRight && inTopInv
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= useItem (you w) w
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| isDown ButtonLeft && (inTopInv || _timeFlow w == RewindingLastFrame)
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= useLeftItem (_yourID w) w
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| mbPressed = w & clickMousePos .~ _mousePos w
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& cameraRot -~ rotation
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| isDown ButtonMiddle
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= w & cameraRot -~ rotation
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& clickMousePos .~ _mousePos w
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| otherwise = w
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where
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inTopInv = case _hudElement (_hud w) of
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inTopInv = case _hudElement (_hud w) of
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DisplayInventory NoSubInventory -> True
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_ -> False
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lbPressed = ButtonLeft `S.member` pkeys
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rbPressed = ButtonRight `S.member` pkeys
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mbPressed = ButtonMiddle `S.member` pkeys
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rotation = angleBetween (_mousePos w) (_clickMousePos w)
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isDown but = but `S.member` pkeys
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rotation = angleBetween (_mousePos w) (_clickMousePos w)
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updatePressedButtonsCarte :: S.Set MouseButton -> World -> World
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updatePressedButtonsCarte pkeys w
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| rbPressed = w & clickMousePos .~ _mousePos w
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& hud . carteCenter %~ (-.- trans)
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| lbPressed = w & clickMousePos .~ _mousePos w
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& hud . carteRot -~ rot
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& hud . carteZoom *~ czoom
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| isDown ButtonRight = w
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& clickMousePos .~ _mousePos w
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& hud . carteCenter %~ (-.- trans)
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| isDown ButtonLeft = w
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& clickMousePos .~ _mousePos w
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& hud . carteRot -~ rot
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& hud . carteZoom *~ czoom
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| otherwise = w
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where
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lbPressed = ButtonLeft `S.member` pkeys
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rbPressed = ButtonRight `S.member` pkeys
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--mbPressed = ButtonMiddle `S.member` pkeys
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rot = angleBetween (_mousePos w) (_clickMousePos w)
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czoom = magV (_mousePos w) / magV (_clickMousePos w)
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trans = rotateV (_carteRot (_hud w)) $ (1 / _carteZoom (_hud w)) *.* (_mousePos w -.- _clickMousePos w)
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isDown but = but `S.member` pkeys
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rot = angleBetween (_mousePos w) (_clickMousePos w)
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czoom = magV (_mousePos w) / magV (_clickMousePos w)
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trans = rotateV (_carteRot (_hud w)) $ 1 / _carteZoom (_hud w) *.* (_mousePos w -.- _clickMousePos w)
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