Refactor ai
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+69
-69
@@ -116,23 +116,24 @@ movementSideEff cr w
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| otherwise = case cr ^? crStance . carriage of
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Just (Walking x y) -> takeStep x y w
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_ -> w
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where hasJetPack = any (\it -> it ^? itIdentity == Just JetPack) $ _crInv cr
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oldPos = _crOldPos cr
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momentum' = 0.97 *.* (_crPos cr -.- _crOldPos cr)
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momentum'' | magV momentum' > 3 = 3 *.* normalizeV momentum'
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| otherwise = momentum'
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momentum = momentum'' +.+ 0.01 *.* unitVectorAtAngle randAng
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(randDir,g) = randomR (-0.5,0.5) $ _randGen w
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(randAng,_) = randomR (0,2*pi) $ _randGen w
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where
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hasJetPack = any (\it -> it ^? itIdentity == Just JetPack) $ _crInv cr
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oldPos = _crOldPos cr
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momentum' = 0.97 *.* (_crPos cr -.- _crOldPos cr)
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momentum'' | magV momentum' > 3 = 3 *.* normalizeV momentum'
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| otherwise = momentum'
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momentum = momentum'' +.+ 0.01 *.* unitVectorAtAngle randAng
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(randDir,g) = randomR (-0.5,0.5) $ _randGen w
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(randAng,_) = randomR (0,2*pi) $ _randGen w
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(v1:v2:v3:_) = fst $ runState ((sequence . repeat . randInCirc) 0.1) $ _randGen w
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(r1:r2:r3:_) = map ((*.*) 100) (v2:v3:v1:[])
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(v1:v2:v3:_) = fst $ runState ((sequence . repeat . randInCirc) 0.1) $ _randGen w
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(r1:r2:r3:_) = map ((*.*) 100) (v2:v3:v1:[])
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crHasMoved = dist (_crPos cr) (_crOldPos cr) > 0.5
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takeStep x y | crHasMoved && x < 20 && x + y >= 20 = soundMultiFrom footor 22 3 0
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| crHasMoved && x < 80 && x + y >= 80 = soundMultiFrom footor 23 3 0
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| otherwise = id
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footor = [FootstepSound 0,FootstepSound 1]
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crHasMoved = dist (_crPos cr) (_crOldPos cr) > 0.5
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takeStep x y | crHasMoved && x < 20 && x + y >= 20 = soundMultiFrom footor 22 3 0
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| crHasMoved && x < 80 && x + y >= 80 = soundMultiFrom footor 23 3 0
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| otherwise = id
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footor = [FootstepSound 0,FootstepSound 1]
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invSideEff :: Creature -> World -> World
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invSideEff cr w = weaponReloadSounds cr $ IM.foldrWithKey f w (_crInv cr)
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@@ -142,29 +143,22 @@ invSideEff cr w = weaponReloadSounds cr $ IM.foldrWithKey f w (_crInv cr)
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weaponReloadSounds :: Creature -> World -> World
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weaponReloadSounds cr w = case _crInv cr IM.!? _crInvSel cr of
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Just (Weapon {_wpReloadState = 0})
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-> w
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Just (Weapon {_wpReloadState = 1})
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-> stopSoundFrom (CrReloadSound cid) w
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Just (Weapon {})
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-> soundFrom (CrReloadSound cid) reloadSound (1) 0 w
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_
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-> w
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where cid = _crID cr
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Just (Weapon {_wpReloadState = 0}) -> w
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Just (Weapon {_wpReloadState = 1}) -> stopSoundFrom (CrReloadSound cid) w
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Just (Weapon {}) -> soundFrom (CrReloadSound cid) reloadSound (1) 0 w
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_ -> w
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where
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cid = _crID cr
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updateMovement :: StdGen -> Creature -> (Creature, StdGen)
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updateMovement g cr
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| isFrictionless cr
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= (over crPos (+.+ momentum) $ setOldPos cr, g')
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| otherwise
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= case cr ^? crStance . carriage of
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Just (Walking x y)
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-> (set (crStance . carriage) (Walking ((x+y)`mod`120) 0)
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$ setOldPos
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cr, g)
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_ -> (set (crStance . carriage) (Walking 0 0)
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$ setOldPos
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cr, g)
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| isFrictionless cr = (over crPos (+.+ momentum) $ setOldPos cr, g')
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| otherwise = case cr ^? crStance . carriage of
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Just (Walking x y)
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-> (set (crStance . carriage) (Walking ((x+y)`mod`120) 0) $ setOldPos cr
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, g)
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_ -> (set (crStance . carriage) (Walking 0 0) $ setOldPos cr
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, g)
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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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@@ -180,25 +174,30 @@ isFrictionless cr = case cr ^? crStance . carriage of
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updateReloadCounter :: Creature -> Creature
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updateReloadCounter cr = over (crInv . ix iSel . itUseTime) decreaseToZero
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. over (crInv . ix iSel . wpReloadState) decreaseToZero
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$ cr
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where iSel = _crInvSel cr
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. over (crInv . ix iSel . wpReloadState) decreaseToZero
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$ cr
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where
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iSel = _crInvSel cr
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decreaseToZero :: Int -> Int
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decreaseToZero x | x > 0 = x - 1
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| otherwise = 0
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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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updateBarrel ::
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World -> (World -> World,StdGen) -> Creature -> ((World -> World , StdGen), Maybe Creature)
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updateBarrel w (f,g) cr | _crHP cr > 0 = ((f, g), newCr)
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| otherwise = ((f, g), Nothing)
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where damages = _crDamage $ _crState cr
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newCr = Just $ doDamage cr
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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 w (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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where
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damages = _crDamage $ _crState cr
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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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@@ -207,29 +206,30 @@ updateExpBarrel ::
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updateExpBarrel w (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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where damages = _crDamage $ _crState cr
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pierceSparks :: [World -> World]
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pierceSparks
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= zipWith4 (\p a colid time-> (createBarrelSpark time colid (_crPos cr +.+ p) (a + argV p))
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(Just $ _crID cr))
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poss as colids times
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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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perforate :: DamageType -> Creature -> Creature
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perforate (Piercing amount sp int ep) cr = over (crState . crSpState . piercedPoints)
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((:) $ int -.- _crPos cr) cr
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perforate _ cr = cr
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applyFuseDamage cr = over crHP (\hp -> hp - length (_piercedPoints
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$ _crSpState $ _crState cr))
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cr
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hiss | poss == [] = id
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| otherwise = soundMultiFrom [BarrelHiss 0,BarrelHiss 1] 41 50 1
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stopSounds = stopSoundFrom (BarrelHiss 0) . stopSoundFrom (BarrelHiss 1)
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where
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damages = _crDamage $ _crState cr
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pierceSparks :: [World -> World]
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pierceSparks
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= zipWith4 (\p a colid time-> (createBarrelSpark time colid (_crPos cr +.+ p) (a + argV p))
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(Just $ _crID cr))
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poss as colids times
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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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perforate :: DamageType -> Creature -> Creature
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perforate (Piercing amount sp int ep) cr = over (crState . crSpState . piercedPoints)
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((:) $ int -.- _crPos cr) cr
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perforate _ cr = cr
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applyFuseDamage cr = over crHP (\hp -> hp - length (_piercedPoints
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$ _crSpState $ _crState cr))
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cr
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hiss | poss == [] = id
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| otherwise = soundMultiFrom [BarrelHiss 0,BarrelHiss 1] 41 50 1
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stopSounds = stopSoundFrom (BarrelHiss 0) . stopSoundFrom (BarrelHiss 1)
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damToExpBarrel :: [DamageType] -> Creature -> Creature
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damToExpBarrel ds cr = foldr damToExpBarrel' (foldr damToExpBarrel' cr pierceDam) otherDam
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