Cleanup
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@@ -43,7 +43,7 @@ followImpulse cr w imp = case imp of
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Bark sid -> (soundStart (CrMouth cid) cpos sid Nothing, resetCrVocCoolDown w cr)
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Move p -> crup $ crMvBy p cr
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MoveForward x -> crup $ crMvForward x cr
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Turn a -> crup $ creatureTurn a cr
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Turn a -> crup $ cr & crDir +~ a
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TurnToward p a -> crup $ creatureTurnToward p a cr
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TurnTo p -> crup $ creatureTurnTo p cr
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ChangePosture post -> crup $ cr & crStance . posture .~ post
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@@ -55,7 +55,7 @@ followImpulse cr w imp = case imp of
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( hitCr cid'
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, crMvAbsolute (10 *.* normalizeV (posFromID cid' -.- cpos)) $ cr & crMeleeCooldown .~ 20
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)
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RandomTurn a -> (randGen .~ snd (rr a), creatureTurn (fst $ rr a) cr)
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RandomTurn a -> (randGen .~ snd (rr a), cr & crDir +~ (fst $ rr a))
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MakeSound sid -> (soundStart (CrSound (_crID cr)) (_crPos cr) sid Nothing, cr)
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DropItem -> undefined
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ChangeStrategy strat -> crup $ cr & crActionPlan . apStrategy .~ strat
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@@ -1,7 +1,14 @@
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module Dodge.Creature.Impulse.Movement where
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module Dodge.Creature.Impulse.Movement (
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creatureTurnToward,
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creatureTurnTowardDir,
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crMvAbsolute,
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crMvBy,
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crMvForward,
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creatureTurnTo,
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) where
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import Dodge.Base
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import Control.Lens
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import Dodge.Base
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import Dodge.Creature.Statistics
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import Dodge.Data.World
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import Geometry
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@@ -17,14 +24,10 @@ crMvBy ::
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Creature
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crMvBy p cr = crMvAbsolute (rotateV (_crDir cr) p) cr
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crMvAbsolute ::
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-- | Movement translation vector
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Point2 ->
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Creature ->
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Creature
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crMvAbsolute :: Point2 -> Creature -> Creature
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crMvAbsolute p' cr =
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advanceStepCounter (magV p) cr
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& crPos %~ (+.+ p)
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& crPos +~ p
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& crMvDir .~ argV p
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where
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p = strengthFactor (getCrMoveSpeed cr) *.* p'
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@@ -35,18 +38,10 @@ strengthFactor i
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| i < 1 = 0
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| otherwise = 0.02 * fromIntegral i
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crMvForward ::
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-- | Speed
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Float ->
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Creature ->
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Creature
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crMvForward :: Float -> Creature -> Creature
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crMvForward speed = crMvBy (V2 speed 0)
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advanceStepCounter ::
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-- | Speed
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Float ->
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Creature ->
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Creature
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advanceStepCounter :: Float -> Creature -> Creature
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advanceStepCounter speed = crStance . carriage %~ f
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where
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f car = case car of
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@@ -54,9 +49,6 @@ advanceStepCounter speed = crStance . carriage %~ f
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Walking i ff -> Walking (i + ceiling speed) ff
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_ -> car
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creatureTurn :: Float -> Creature -> Creature
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creatureTurn a = crDir +~ a
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creatureTurnTo :: Point2 -> Creature -> Creature
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creatureTurnTo p cr
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| vToTarg == V2 0 0 = cr -- this should deal with the angleVV error
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@@ -67,34 +59,25 @@ creatureTurnTo p cr
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-- the following is perhaps not ideal because it mixes normalizeAngle with
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-- angleVV, but it seems to work
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creatureTurnTowardDir ::
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-- | Angle
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Float ->
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-- | Turn speed
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Float ->
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Creature ->
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Creature
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creatureTurnTowardDir :: Float -> Float -> Creature -> Creature
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creatureTurnTowardDir a turnSpeed cr
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| abs (normalizeAnglePi (a - cdir)) <= turnSpeed = cr & crDir .~ dirToTarget
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| otherwise = cr & crDir %~ addOrSub turnSpeed
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where
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addOrSub | isLeftOfA dirToTarget cdir = (+)
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addOrSub
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| isLeftOfA dirToTarget cdir = (+)
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| otherwise = subtract
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cdir = _crDir cr
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dirToTarget = argV $ rotateV a (V2 1 0)
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creatureTurnToward :: Point2 -> Float -> Creature -> Creature
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creatureTurnToward p turnSpeed cr
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| vToTarg == V2 0 0 = cr -- this should deal with the angleVV error
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| errorAngleVV 3 vToTarg (unitVectorAtAngle (_crDir cr)) <= turnSpeed =
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-- | errorAngleVV 3 vToTarg (unitVectorAtAngle (_crDir cr)) <= turnSpeed =
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| angleVV vToTarg (unitVectorAtAngle (_crDir cr)) <= turnSpeed =
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cr & crDir .~ dirToTarget
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| isLeftOfA (normalizeAngle dirToTarget) (normalizeAngle $ _crDir cr) = cr & crDir +~ turnSpeed
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| otherwise = cr & crDir -~ turnSpeed
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where
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vToTarg = p -.- _crPos cr
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dirToTarget = argV vToTarg
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-- | Speed modifier of an item when not aiming.
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equipSpeed :: Item -> Float
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equipSpeed _ = 1
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