Move toward diagnosing state update leak

This commit is contained in:
jgk
2021-08-18 11:53:14 +02:00
parent cfb27d4a76
commit a6f08aef16
9 changed files with 81 additions and 91 deletions
+8 -7
View File
@@ -34,13 +34,14 @@ smallChaseCrit = chaseCrit
}
chaseCrit :: Creature
chaseCrit = defaultCreature
{ _crUpdate = stateUpdate $ impulsiveAIR $
doStrategyActionsR >=>
performActionsR >=>
overrideMeleeCloseTargetR >=>
chaseTargetR targetYouLOS >=>
basicPerceptionUpdateR [0] >=>
targetYouWhenCognizantR >=>
{ _crUpdate = stateUpdate $ --dummyUpdate
impulsiveAIR $
--doStrategyActionsR >=>
--performActionsR >=>
--overrideMeleeCloseTargetR >=>
--chaseTargetR targetYouLOS >=>
--basicPerceptionUpdateR [0] >=>
--targetYouWhenCognizantR >=>
return . (crMeleeCooldown . _Just %~ max 0 . subtract 1)
, _crHP = 300
, _crPict = basicCrPict green
+3 -2
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@@ -14,7 +14,7 @@ import Dodge.Creature.State
import Dodge.LightSources
import Dodge.WorldEvent.Flash
import Dodge.WorldEvent.Sound
import Dodge.Creature.Update hiding (CRUpdate)
import Dodge.Creature.Update
import Picture
import qualified IntMapHelp as IM
import Geometry
@@ -25,6 +25,7 @@ import Polyhedra
import Control.Lens
import qualified Control.Foldl as L
--import qualified Data.Vector.Fusion.Stream.Monadic as VS
import Data.Monoid
defaultInanimate :: Creature
defaultInanimate = defaultCreature & crActionPlan .~ Inanimate
@@ -61,7 +62,7 @@ polyToTriFold (s:x:xs) = L.fold (lTriFold s x) xs
polyToTriFold _ = []
initialiseLamp :: Float -> CRUpdate
initialiseLamp h w (f,g) cr = ( (addLS . f , g), Just $ cr & crUpdate .~ updateLamp h i)
initialiseLamp h cr _ = ( Endo addLS , Just $ cr & crUpdate .~ updateLamp h i)
where
i = _crID cr
addLS = over lightSources (IM.insert i (lightAt (V3 x y h) i))
+16 -21
View File
@@ -15,6 +15,7 @@ import qualified Data.IntMap.Strict as IM
import System.Random
import Control.Lens
import Control.Monad.Reader
import Data.Monoid
composeInternalAIs
:: [World -> Creature -> Creature]
@@ -25,36 +26,30 @@ composeInternalAIs fs w c = foldr ($ w) c fs
impulsiveAIR
:: (Creature -> Reader World Creature)
-> World
-> (World -> World, StdGen)
-> Creature
-> ((World -> World, StdGen) , Maybe Creature)
impulsiveAIR impf w (f,g) = followImpulses w (f,g') . ($ w) . runReader . impf
where
(g',_) = split g
-> World
-> (Endo World , Maybe Creature)
impulsiveAIR impf cr w = followImpulses w . ($ w) . runReader $ impf cr
impulsiveAI
:: (World -> Creature -> Creature) -- ^ Internal AI update, should determine impulses
-> World
-> (World -> World,StdGen)
-> Creature
-> ((World -> World,StdGen), Maybe Creature)
impulsiveAI impF w (f,g) = followImpulses w (f,g) . impF w
--impulsiveAI
-- :: (World -> Creature -> Creature) -- ^ Internal AI update, should determine impulses
-- -> World
-- -> (World -> World,StdGen)
-- -> Creature
-- -> ((World -> World,StdGen), Maybe Creature)
--impulsiveAI impF w (f,g) = followImpulses w (f,g) . impF w
-- needs cleanup
followImpulses
:: World
-> (World -> World,StdGen)
-> Creature
-> ((World -> World,StdGen), Maybe Creature)
followImpulses w (f,g) cr
= (\(f''' ,cr') -> ((f''',g'),Just cr'))
-> (Endo World, Maybe Creature)
followImpulses w cr
= (\(f''' ,cr') -> (Endo f''',Just cr'))
$ foldr
(\imp (f' , cr') -> let (f'', cr'') = followImpulse cr' w imp in (f'' . f', cr''))
(f, cr)
(\imp (f , cr') -> let (f'', cr'') = followImpulse cr' w imp in (f'' . f , cr''))
(id, cr)
(_crImpulse $ _crActionPlan cr)
where
g' = snd $ genWord8 g
followImpulse
:: Creature
+33 -36
View File
@@ -32,24 +32,19 @@ import System.Random
--import qualified Data.Map as M
import Data.Monoid
type CRUpdate = World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
dummyUpdate :: CRUpdate
dummyUpdate cr _ = (Endo id, Just cr)
meleeCooldown :: CRUpdate -> CRUpdate
meleeCooldown u w (f,g) cr = u w (f,g) $ cr & crMeleeCooldown . _Just %~ (max 0 . (\x -> x - 1))
-- | The movement is updated before the ai in order to correctly set the oldpos.
-- the whole of this update cycle could do with a rethink, it is becoming
-- convoluted
stateUpdate :: CRUpdate -> CRUpdate
stateUpdate u w (f,g) cr = case u w (f,g) (updateMovement g cr) of
((f',g') , maybeCr) ->
( (invSideEff cr . movementSideEff cr . deathEff . f'
, g')
, fmap (stepReloading . stepItemUseCooldown . doDamage . crAutoReload) $ crOrCorpse =<< maybeCr
)
stateUpdate u cr w = case u (updateMovement cr) w of
(f, maybeCr) ->
( Endo $ invSideEff cr . movementSideEff cr . deathEff . appEndo f
, fmap (stepReloading . stepItemUseCooldown . doDamage . crAutoReload) $ crOrCorpse =<< maybeCr
)
where
crOrCorpse cr'''
| cr''' ^. crHP > 0 = Just cr'''
crOrCorpse cr'
| cr' ^. crHP > 0 = Just cr'
| otherwise = Nothing
deathEff
| cr ^.crHP > 0 = id
@@ -80,6 +75,9 @@ velocity to carry across frames.
crFriction :: Creature -> Point2 -> Point2
crFriction _ _ = V2 0 0
meleeCooldown :: CRUpdate -> CRUpdate
meleeCooldown u cr = u $ cr & crMeleeCooldown . _Just %~ (max 0 . (\x -> x - 1))
doDamage :: Creature -> Creature
doDamage cr = set (crState . crDamage) []
$ over (crState . crPastDamage) (forceFoldable . take 10 . (dams :) ) damagedCr
@@ -135,16 +133,15 @@ weaponReloadSounds cr w = case _crInv cr IM.!? _crInvSel cr of
where
cid = _crID cr
updateMovement :: StdGen -> Creature -> Creature
updateMovement g cr
updateMovement :: Creature -> Creature
updateMovement cr
| isFrictionless cr = over crPos (+.+ momentum) $ setOldPos cr
| otherwise = updateWalkCycle $ setOldPos cr
where
momentum' = 0.98 *.* (_crPos cr -.- _crOldPos cr)
momentum'' | magV momentum' > 1 = 1 *.* normalizeV momentum'
| otherwise = momentum'
momentum = momentum'' +.+ 0.01 *.* unitVectorAtAngle randAng
(randAng,_) = randomR (0,2*pi) g
momentum = momentum''
isFrictionless :: Creature -> Bool
isFrictionless cr = case cr ^? crStance . carriage of
@@ -169,29 +166,30 @@ decreaseToZero :: Int -> Int
decreaseToZero x = max 0 (x - 1)
onDeath :: (Creature -> World -> World) -> CRUpdate -> CRUpdate
onDeath h u w (f,g) cr
| _crHP cr > 0 = u w (f,g) cr
| otherwise = ( ( h cr . f, g ) , Nothing )
onDeath h u cr w
| _crHP cr > 0 = u cr w
| otherwise = ( Endo $ h cr , Nothing )
updateBarrel
:: World
-> (World -> World,StdGen)
-> Creature
-> ((World -> World , StdGen), Maybe Creature)
updateBarrel _ (f,g) cr
| _crHP cr > 0 = ((f, g), newCr)
| otherwise = ((f, g), Nothing)
:: Creature
-> World
-> (Endo World, Maybe Creature)
updateBarrel cr _
| _crHP cr > 0 = (Endo id, newCr)
| otherwise = (Endo id, Nothing)
where
newCr = Just $ doDamage cr
-- it is easy to leave off the "f" here
-- should find some better way of doing all this that is less prone to error
updateExpBarrel ::
World -> (World -> World,StdGen) -> Creature -> ((World -> World , StdGen), Maybe Creature)
updateExpBarrel _ (f,g) cr
| _crHP cr > 0 = ((f . foldr (.) id pierceSparks . hiss, g'), newCr)
| otherwise = ((f . makeExplosionAt (_crPos cr) . stopSounds , g'), Nothing)
-- should generate the sparks externally using new random generators
updateExpBarrel
:: Creature
-> World
-> (Endo World, Maybe Creature)
updateExpBarrel cr w
| _crHP cr > 0 = (Endo $ foldr (.) id pierceSparks . hiss, newCr)
| otherwise = (Endo $ makeExplosionAt (_crPos cr) . stopSounds , Nothing)
where
g = _randGen w
damages = _crDamage $ _crState cr
pierceSparks :: [World -> World]
pierceSparks
@@ -200,7 +198,6 @@ updateExpBarrel _ (f,g) cr
as = randomRs (-0.7,0.7) g
colids = randomRs (0,11) g
times = randomRs (2,5) g
(g',_) = split g
poss = _piercedPoints $ _crSpState $ _crState cr
--newCr = Just $ doDamage $ applyFuseDamage cr -- $ foldr perforate cr damages
newCr = Just $ applyFuseDamage $ set (crState . crDamage) [] $ damToExpBarrel damages cr
+3 -3
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@@ -2,14 +2,14 @@ module Dodge.Creature.Update
where
import Dodge.Data
import System.Random
--import System.Random
import Data.Monoid
-- combinators for helping with dealing with creature update
type CRUpdate = World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
unrandUpdate
:: (Creature -> World -> World)
-> (Creature -> Maybe Creature)
-> CRUpdate
{-# INLINE unrandUpdate #-}
unrandUpdate h cF _ (f,g) cr = ( ( h cr . f , g) , cF cr )
unrandUpdate h cF cr _ = ( Endo (h cr) , cF cr )
+8 -4
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@@ -16,11 +16,15 @@ import qualified SDL
--import Data.Maybe
import qualified Data.Set as S
import qualified Data.IntMap.Strict as IM
import System.Random
--import System.Random
import Data.Monoid
{- | The AI equivalent for your control. -}
yourControl :: World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
yourControl w (f,g) cr =
( (updateUsingInput . f, g)
yourControl
:: Creature
-> World
-> (Endo World, Maybe Creature)
yourControl cr w =
( Endo updateUsingInput
, Just . mouseActionsCr (_mouseButtons w) $ wasdWithAiming w speed 0 cr
)
where
+5 -4
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@@ -44,6 +44,8 @@ import qualified Data.IntSet as IS
import qualified Data.IntMap.Strict as IM
import qualified Data.Map.Strict as M
import SDL (Scancode, MouseButton)
import Data.Monoid
type CRUpdate = Creature -> World -> (Endo World, Maybe Creature)
data World = World
{ _keys :: !(S.Set Scancode)
, _mouseButtons :: !(S.Set MouseButton)
@@ -157,10 +159,9 @@ data Creature = Creature
, _crID :: Int
, _crPict :: Creature -> World -> Picture
, _crUpdate
:: World
-> (World -> World,StdGen)
-> Creature
-> ((World -> World,StdGen), Maybe Creature)
:: Creature
-> World
-> (Endo World, Maybe Creature)
, _crRad :: Float
, _crMass :: Float
, _crHP :: Int
+2 -1
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@@ -19,6 +19,7 @@ import Picture
import Control.Lens
import qualified Data.IntMap.Strict as IM
import Data.List
import Data.Monoid
defaultCreature :: Creature
defaultCreature = Creature
@@ -29,7 +30,7 @@ defaultCreature = Creature
, _crMvDir = 0
, _crID = 1
, _crPict = \_ _ -> setLayer 0 $ onLayer CrLayer $ circleSolid 10
, _crUpdate = \ _ f cr -> (f , Just cr)
, _crUpdate = \cr _ -> (Endo id , Just cr)
, _crRad = 10
, _crMass = 10
, _crHP = 100
+3 -13
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@@ -30,7 +30,7 @@ import qualified Data.IntMap.Lazy as IM
import qualified Data.Map as M
import Control.Lens
import Data.Monoid
import System.Random
--import System.Random
update :: World -> World
update = update' . pushSideEffects
@@ -131,20 +131,10 @@ updateParticles w = set particles (catMaybes ps) w'
where
(w',ps) = mapAccumR (\a b -> _ptUpdate' b a b) w $ _particles w
updateCreatures' :: World -> World
updateCreatures' w = f $ set randGen newG $ set creatures (IM.mapMaybe id crs) w
where
((f,newG),crs) =
IM.mapAccum (\g' cr -> _crUpdate cr w g' cr) (id,_randGen w) $ _creatures w
updateToTM :: (World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)) -> World -> Creature -> (Endo World, Maybe Creature)
updateToTM u w cr = case u w (id,_randGen w) cr of
((f,_),mcr) -> (Endo f,mcr)
updateCreatures :: World -> World
updateCreatures w = appEndo f $ creatures .~ IM.mapMaybe id m $ w
updateCreatures w = appEndo f $ w & creatures .~ IM.mapMaybe id m
where
(f,m) = traverse (\cr -> updateToTM (_crUpdate cr) w cr) (_creatures w)
(f,m) = traverse (\cr -> _crUpdate cr cr w) (_creatures w)
{- |
Apply door mechanisms. -}