Move toward diagnosing state update leak
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@@ -34,13 +34,14 @@ smallChaseCrit = chaseCrit
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}
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chaseCrit :: Creature
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chaseCrit = defaultCreature
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{ _crUpdate = stateUpdate $ impulsiveAIR $
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doStrategyActionsR >=>
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performActionsR >=>
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overrideMeleeCloseTargetR >=>
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chaseTargetR targetYouLOS >=>
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basicPerceptionUpdateR [0] >=>
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targetYouWhenCognizantR >=>
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{ _crUpdate = stateUpdate $ --dummyUpdate
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impulsiveAIR $
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--doStrategyActionsR >=>
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--performActionsR >=>
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--overrideMeleeCloseTargetR >=>
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--chaseTargetR targetYouLOS >=>
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--basicPerceptionUpdateR [0] >=>
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--targetYouWhenCognizantR >=>
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return . (crMeleeCooldown . _Just %~ max 0 . subtract 1)
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, _crHP = 300
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, _crPict = basicCrPict green
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@@ -14,7 +14,7 @@ import Dodge.Creature.State
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import Dodge.LightSources
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import Dodge.WorldEvent.Flash
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import Dodge.WorldEvent.Sound
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import Dodge.Creature.Update hiding (CRUpdate)
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import Dodge.Creature.Update
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import Picture
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import qualified IntMapHelp as IM
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import Geometry
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@@ -25,6 +25,7 @@ import Polyhedra
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import Control.Lens
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import qualified Control.Foldl as L
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--import qualified Data.Vector.Fusion.Stream.Monadic as VS
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import Data.Monoid
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defaultInanimate :: Creature
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defaultInanimate = defaultCreature & crActionPlan .~ Inanimate
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@@ -61,7 +62,7 @@ polyToTriFold (s:x:xs) = L.fold (lTriFold s x) xs
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polyToTriFold _ = []
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initialiseLamp :: Float -> CRUpdate
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initialiseLamp h w (f,g) cr = ( (addLS . f , g), Just $ cr & crUpdate .~ updateLamp h i)
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initialiseLamp h cr _ = ( Endo addLS , Just $ cr & crUpdate .~ updateLamp h i)
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where
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i = _crID cr
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addLS = over lightSources (IM.insert i (lightAt (V3 x y h) i))
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@@ -15,6 +15,7 @@ import qualified Data.IntMap.Strict as IM
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import System.Random
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import Control.Lens
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import Control.Monad.Reader
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import Data.Monoid
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composeInternalAIs
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:: [World -> Creature -> Creature]
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@@ -25,36 +26,30 @@ composeInternalAIs fs w c = foldr ($ w) c fs
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impulsiveAIR
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:: (Creature -> Reader World Creature)
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-> World
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-> (World -> World, StdGen)
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-> Creature
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-> ((World -> World, StdGen) , Maybe Creature)
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impulsiveAIR impf w (f,g) = followImpulses w (f,g') . ($ w) . runReader . impf
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where
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(g',_) = split g
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-> World
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-> (Endo World , Maybe Creature)
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impulsiveAIR impf cr w = followImpulses w . ($ w) . runReader $ impf cr
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impulsiveAI
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:: (World -> Creature -> Creature) -- ^ Internal AI update, should determine impulses
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-> World
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-> (World -> World,StdGen)
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-> Creature
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-> ((World -> World,StdGen), Maybe Creature)
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impulsiveAI impF w (f,g) = followImpulses w (f,g) . impF w
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--impulsiveAI
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-- :: (World -> Creature -> Creature) -- ^ Internal AI update, should determine impulses
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-- -> World
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-- -> (World -> World,StdGen)
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-- -> Creature
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-- -> ((World -> World,StdGen), Maybe Creature)
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--impulsiveAI impF w (f,g) = followImpulses w (f,g) . impF w
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-- needs cleanup
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followImpulses
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:: World
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-> (World -> World,StdGen)
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-> Creature
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-> ((World -> World,StdGen), Maybe Creature)
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followImpulses w (f,g) cr
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= (\(f''' ,cr') -> ((f''',g'),Just cr'))
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-> (Endo World, Maybe Creature)
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followImpulses w cr
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= (\(f''' ,cr') -> (Endo f''',Just cr'))
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$ foldr
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(\imp (f' , cr') -> let (f'', cr'') = followImpulse cr' w imp in (f'' . f', cr''))
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(f, cr)
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(\imp (f , cr') -> let (f'', cr'') = followImpulse cr' w imp in (f'' . f , cr''))
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(id, cr)
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(_crImpulse $ _crActionPlan cr)
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where
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g' = snd $ genWord8 g
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followImpulse
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:: Creature
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+33
-36
@@ -32,24 +32,19 @@ import System.Random
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--import qualified Data.Map as M
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import Data.Monoid
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type CRUpdate = World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
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dummyUpdate :: CRUpdate
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dummyUpdate cr _ = (Endo id, Just cr)
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meleeCooldown :: CRUpdate -> CRUpdate
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meleeCooldown u w (f,g) cr = u w (f,g) $ cr & crMeleeCooldown . _Just %~ (max 0 . (\x -> x - 1))
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-- | The movement is updated before the ai in order to correctly set the oldpos.
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-- the whole of this update cycle could do with a rethink, it is becoming
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-- convoluted
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stateUpdate :: CRUpdate -> CRUpdate
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stateUpdate u w (f,g) cr = case u w (f,g) (updateMovement g cr) of
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((f',g') , maybeCr) ->
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( (invSideEff cr . movementSideEff cr . deathEff . f'
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, g')
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, fmap (stepReloading . stepItemUseCooldown . doDamage . crAutoReload) $ crOrCorpse =<< maybeCr
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)
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stateUpdate u cr w = case u (updateMovement cr) w of
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(f, maybeCr) ->
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( Endo $ invSideEff cr . movementSideEff cr . deathEff . appEndo f
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, fmap (stepReloading . stepItemUseCooldown . doDamage . crAutoReload) $ crOrCorpse =<< maybeCr
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)
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where
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crOrCorpse cr'''
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| cr''' ^. crHP > 0 = Just cr'''
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crOrCorpse cr'
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| cr' ^. crHP > 0 = Just cr'
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| otherwise = Nothing
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deathEff
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| cr ^.crHP > 0 = id
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@@ -80,6 +75,9 @@ velocity to carry across frames.
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crFriction :: Creature -> Point2 -> Point2
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crFriction _ _ = V2 0 0
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meleeCooldown :: CRUpdate -> CRUpdate
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meleeCooldown u cr = u $ cr & crMeleeCooldown . _Just %~ (max 0 . (\x -> x - 1))
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doDamage :: Creature -> Creature
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doDamage cr = set (crState . crDamage) []
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$ over (crState . crPastDamage) (forceFoldable . take 10 . (dams :) ) damagedCr
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@@ -135,16 +133,15 @@ weaponReloadSounds cr w = case _crInv cr IM.!? _crInvSel cr of
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where
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cid = _crID cr
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updateMovement :: StdGen -> Creature -> Creature
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updateMovement g cr
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updateMovement :: Creature -> Creature
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updateMovement cr
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| isFrictionless cr = over crPos (+.+ momentum) $ setOldPos cr
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| otherwise = updateWalkCycle $ setOldPos cr
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where
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momentum' = 0.98 *.* (_crPos cr -.- _crOldPos cr)
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momentum'' | magV momentum' > 1 = 1 *.* normalizeV momentum'
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| otherwise = momentum'
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momentum = momentum'' +.+ 0.01 *.* unitVectorAtAngle randAng
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(randAng,_) = randomR (0,2*pi) g
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momentum = momentum''
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isFrictionless :: Creature -> Bool
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isFrictionless cr = case cr ^? crStance . carriage of
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@@ -169,29 +166,30 @@ decreaseToZero :: Int -> Int
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decreaseToZero x = max 0 (x - 1)
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onDeath :: (Creature -> World -> World) -> CRUpdate -> CRUpdate
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onDeath h u w (f,g) cr
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| _crHP cr > 0 = u w (f,g) cr
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| otherwise = ( ( h cr . f, g ) , Nothing )
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onDeath h u cr w
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| _crHP cr > 0 = u cr w
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| otherwise = ( Endo $ h cr , Nothing )
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updateBarrel
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:: World
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-> (World -> World,StdGen)
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-> Creature
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-> ((World -> World , StdGen), Maybe Creature)
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updateBarrel _ (f,g) cr
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| _crHP cr > 0 = ((f, g), newCr)
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| otherwise = ((f, g), Nothing)
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:: Creature
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-> World
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-> (Endo World, Maybe Creature)
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updateBarrel cr _
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| _crHP cr > 0 = (Endo id, newCr)
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| otherwise = (Endo id, Nothing)
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where
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newCr = Just $ doDamage cr
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-- it is easy to leave off the "f" here
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-- should find some better way of doing all this that is less prone to error
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updateExpBarrel ::
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World -> (World -> World,StdGen) -> Creature -> ((World -> World , StdGen), Maybe Creature)
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updateExpBarrel _ (f,g) cr
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| _crHP cr > 0 = ((f . foldr (.) id pierceSparks . hiss, g'), newCr)
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| otherwise = ((f . makeExplosionAt (_crPos cr) . stopSounds , g'), Nothing)
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-- should generate the sparks externally using new random generators
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updateExpBarrel
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:: Creature
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-> World
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-> (Endo World, Maybe Creature)
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updateExpBarrel cr w
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| _crHP cr > 0 = (Endo $ foldr (.) id pierceSparks . hiss, newCr)
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| otherwise = (Endo $ makeExplosionAt (_crPos cr) . stopSounds , Nothing)
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where
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g = _randGen w
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damages = _crDamage $ _crState cr
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pierceSparks :: [World -> World]
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pierceSparks
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@@ -200,7 +198,6 @@ updateExpBarrel _ (f,g) cr
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as = randomRs (-0.7,0.7) g
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colids = randomRs (0,11) g
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times = randomRs (2,5) g
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(g',_) = split g
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poss = _piercedPoints $ _crSpState $ _crState cr
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--newCr = Just $ doDamage $ applyFuseDamage cr -- $ foldr perforate cr damages
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newCr = Just $ applyFuseDamage $ set (crState . crDamage) [] $ damToExpBarrel damages cr
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@@ -2,14 +2,14 @@ module Dodge.Creature.Update
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where
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import Dodge.Data
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import System.Random
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--import System.Random
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import Data.Monoid
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-- combinators for helping with dealing with creature update
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type CRUpdate = World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
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unrandUpdate
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:: (Creature -> World -> World)
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-> (Creature -> Maybe Creature)
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-> CRUpdate
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{-# INLINE unrandUpdate #-}
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unrandUpdate h cF _ (f,g) cr = ( ( h cr . f , g) , cF cr )
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unrandUpdate h cF cr _ = ( Endo (h cr) , cF cr )
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@@ -16,11 +16,15 @@ import qualified SDL
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--import Data.Maybe
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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 System.Random
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--import System.Random
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import Data.Monoid
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{- | The AI equivalent for your control. -}
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yourControl :: World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
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yourControl w (f,g) cr =
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( (updateUsingInput . f, g)
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yourControl
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:: Creature
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-> World
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-> (Endo World, Maybe Creature)
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yourControl cr w =
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( Endo updateUsingInput
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, Just . mouseActionsCr (_mouseButtons w) $ wasdWithAiming w speed 0 cr
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)
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where
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+5
-4
@@ -44,6 +44,8 @@ import qualified Data.IntSet as IS
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import qualified Data.IntMap.Strict as IM
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import qualified Data.Map.Strict as M
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import SDL (Scancode, MouseButton)
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import Data.Monoid
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type CRUpdate = Creature -> World -> (Endo World, Maybe Creature)
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data World = World
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{ _keys :: !(S.Set Scancode)
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, _mouseButtons :: !(S.Set MouseButton)
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@@ -157,10 +159,9 @@ data Creature = Creature
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, _crID :: Int
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, _crPict :: Creature -> World -> Picture
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, _crUpdate
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:: World
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-> (World -> World,StdGen)
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-> Creature
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-> ((World -> World,StdGen), Maybe Creature)
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:: Creature
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-> World
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-> (Endo World, Maybe Creature)
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, _crRad :: Float
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, _crMass :: Float
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, _crHP :: Int
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@@ -19,6 +19,7 @@ import Picture
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import Control.Lens
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import qualified Data.IntMap.Strict as IM
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import Data.List
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import Data.Monoid
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defaultCreature :: Creature
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defaultCreature = Creature
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@@ -29,7 +30,7 @@ defaultCreature = Creature
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, _crMvDir = 0
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, _crID = 1
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, _crPict = \_ _ -> setLayer 0 $ onLayer CrLayer $ circleSolid 10
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, _crUpdate = \ _ f cr -> (f , Just cr)
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, _crUpdate = \cr _ -> (Endo id , Just cr)
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, _crRad = 10
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, _crMass = 10
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, _crHP = 100
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+3
-13
@@ -30,7 +30,7 @@ import qualified Data.IntMap.Lazy as IM
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import qualified Data.Map as M
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import Control.Lens
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import Data.Monoid
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import System.Random
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--import System.Random
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update :: World -> World
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update = update' . pushSideEffects
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@@ -131,20 +131,10 @@ updateParticles w = set particles (catMaybes ps) w'
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where
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(w',ps) = mapAccumR (\a b -> _ptUpdate' b a b) w $ _particles w
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updateCreatures' :: World -> World
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updateCreatures' w = f $ set randGen newG $ set creatures (IM.mapMaybe id crs) w
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where
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((f,newG),crs) =
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IM.mapAccum (\g' cr -> _crUpdate cr w g' cr) (id,_randGen w) $ _creatures w
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updateToTM :: (World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)) -> World -> Creature -> (Endo World, Maybe Creature)
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updateToTM u w cr = case u w (id,_randGen w) cr of
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((f,_),mcr) -> (Endo f,mcr)
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updateCreatures :: World -> World
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updateCreatures w = appEndo f $ creatures .~ IM.mapMaybe id m $ w
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updateCreatures w = appEndo f $ w & creatures .~ IM.mapMaybe id m
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where
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(f,m) = traverse (\cr -> updateToTM (_crUpdate cr) w cr) (_creatures w)
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(f,m) = traverse (\cr -> _crUpdate cr cr w) (_creatures w)
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{- |
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Apply door mechanisms. -}
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