Simplify creature impulse chain
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@@ -1,14 +1,13 @@
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{-# LANGUAGE TupleSections #-}
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module Dodge.Creature.Impulse (impulsiveAIBefore) where
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module Dodge.Creature.Impulse (followImpulses) where
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import Data.Maybe
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import Linear
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import NewInt
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import Linear
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import Dodge.Creature.MoveType
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import Data.Foldable
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import Control.Monad.State
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import Data.Bifunctor
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import Dodge.Creature.Impulse.Movement
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--import Dodge.Creature.Impulse.UseItem
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import Dodge.Creature.Vocalization
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@@ -21,64 +20,59 @@ import Geometry
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import LensHelp
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import System.Random
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impulsiveAIBefore ::
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(World -> Creature -> Creature) ->
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Creature ->
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World ->
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World
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impulsiveAIBefore f cr w = g w & cWorld . lWorld . creatures . ix (_crID cr) .~ cr'
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where
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(g, cr') = followImpulses w $ f w cr
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--followImpulses :: World -> Creature -> (World -> World, Creature)
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--followImpulses w cr = foldl' (flip f) (id, cr) (reverse $ _apImpulse $ _crActionPlan cr)
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-- where
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-- f imp (theupdate, cr') = first (. theupdate) $ followImpulse cr' w imp
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followImpulses :: World -> Creature -> (World -> World, Creature)
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followImpulses w cr = foldl' (flip f) (id, cr) (reverse $ _apImpulse $ _crActionPlan cr)
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where
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f imp (theupdate, cr') = first (. theupdate) $ followImpulse cr' w imp
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followImpulses :: Int -> World -> World
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followImpulses cid w = foldl' (followImpulse cid) w
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(reverse $ w ^?! cWorld . lWorld . creatures . ix cid . crActionPlan . apImpulse)
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-- note SwitchToItem doesn't necessarily update the root item correctly
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followImpulse :: Creature -> World -> Impulse -> (World -> World, Creature)
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followImpulse cr w imp = case imp of
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ImpulseNothing -> (id, cr)
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followImpulse :: Int -> World -> Impulse -> World
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followImpulse cid w imp = case imp of
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ImpulseNothing -> w
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RandomImpulse rimp ->
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let (newimp, newgen) = runState (doRandImpulse rimp) (_randGen w)
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in first ((randGen .~ newgen) .) $ followImpulse cr w newimp
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Bark sid -> (soundStart (CrMouth cid) cpos sid Nothing, resetCrVocCoolDown w cr)
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Move p -> crup $ crMvBy p (w ^. cWorld . lWorld) cr
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MoveForward x -> crup $ crMvForward x (w ^. cWorld . lWorld) cr
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MoveNoStride p -> crup $ crMvByNoStride p (w ^. cWorld . lWorld) 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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in randGen .~ newgen $ followImpulse cid w newimp
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Bark sid -> soundStart (CrMouth cid) cpos sid Nothing
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$ w & clens %~ resetCrVocCoolDown w
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Move p -> crup $ crMvBy p (w ^. cWorld . lWorld)
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MoveForward x -> crup $ crMvForward x (w ^. cWorld . lWorld)
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MoveNoStride p -> crup $ crMvByNoStride p (w ^. cWorld . lWorld)
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Turn a -> crup $ crDir +~ a
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TurnToward p a -> crup $ creatureTurnToward p a
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TurnTo p -> crup $ creatureTurnTo p
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ChangePosture post -> crup $ crStance . posture .~ post
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UseItem -> undefined
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-- UseItem -> (useSelectedItem $ _crID cr
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-- , cr)
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SwitchToItem i -> crup $ cr & crManipulation . manObject .~ SelectedItem (NInt i) (NInt i) mempty
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SwitchToItem i -> crup $ crManipulation . manObject .~ SelectedItem (NInt i) (NInt i) mempty
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Melee cid' ->
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( hitCr cid'
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, crMvAbsolute (w ^. cWorld . lWorld) (10 *.* normalizeV (posFromID cid' -.- cpos)) $ cr & crType . meleeCooldown .~ 20
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)
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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)) (cr ^. crPos . _xy) sid Nothing, cr)
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hitCr cid' $ crup (
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(crMvAbsolute (w ^. cWorld . lWorld) (10 *.* normalizeV (posFromID cid' -.- cpos))) . (crType . meleeCooldown .~ 20))
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RandomTurn a -> let (aa,g) = rr a
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in (randGen .~ g) (crup (crDir +~ aa))
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MakeSound sid -> soundStart (CrSound (_crID cr)) (cr ^. crPos . _xy) sid Nothing w
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DropItem -> undefined
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ChangeStrategy strat -> crup $ cr & crActionPlan . apStrategy .~ strat
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AddGoal gl -> crup $ cr & crActionPlan . apGoal .:~ gl
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ImpulseUseTarget f -> fromMaybe (crup cr) $ do
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ChangeStrategy strat -> crup $ crActionPlan . apStrategy .~ strat
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AddGoal gl -> crup $ crActionPlan . apGoal .:~ gl
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ImpulseUseTarget f -> fromMaybe w $ do
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i <- cr ^? crIntention . targetCr . _Just
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tcr <- w ^? cWorld . lWorld . creatures . ix i
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return $ followImpulse cr w (doCrImp f tcr)
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MvForward -> crup $ crMvForward speed (w ^. cWorld . lWorld) cr
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return $ followImpulse cid w (doCrImp f tcr)
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MvForward -> crup $ crMvForward speed (w ^. cWorld . lWorld)
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MvTurnToward _ _ _ p ->
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crup $
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creatureTurnToward p (turnRad $ safeAngleVV (p -.- cpos) (unitVectorAtAngle cdir)) cr
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creatureTurnToward p (turnRad $ safeAngleVV (p -.- cpos) (unitVectorAtAngle cdir))
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where
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crup = (id,)
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clens = cWorld . lWorld . creatures . ix cid
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cr = w ^?! cWorld . lWorld . creatures . ix cid
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crup f = over clens f w
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mvType = crMvType cr
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speed = _mvSpeed mvType
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turnRad = doFloatFloat $ _mvTurnRad mvType
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cpos = cr ^. crPos . _xy
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cdir = _crDir cr
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cid = _crID cr
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posFromID cid' = w ^?! cWorld . lWorld . creatures . ix cid' . crPos . _xy
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rr a = randomR (- a, a) $ _randGen w
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hitCr i =
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