Add pistolCrit file, tweak shell spin params

This commit is contained in:
jgk
2021-05-13 19:21:52 +02:00
parent 2402e1e868
commit eed7865192
7 changed files with 147 additions and 45 deletions
+1 -2
View File
@@ -1,6 +1,5 @@
module Dodge.AIs
( launcherAI
, chargeAI
( chargeAI
, dodgeAI
, spawnerAI
) where
+2 -10
View File
@@ -2,6 +2,7 @@ module Dodge.Creature
( module Dodge.Creature
, module Dodge.Creature.Inanimate
, launcherCrit
, pistolCrit
)
where
import Dodge.Creature.Stance.Data
@@ -14,6 +15,7 @@ import Dodge.Creature.AlertLevel
import Dodge.Creature.SetTarget
import Dodge.Creature.Test
import Dodge.Creature.LauncherCrit
import Dodge.Creature.PistolCrit
import Dodge.Data
import Dodge.AIs
import Dodge.Default
@@ -179,16 +181,6 @@ spreadGunCrit = defaultCreature
, _crState = defaultState {_goals = [[Init]]}
, _crHP = 300
}
pistolCrit :: Creature
pistolCrit = defaultCreature
{ _crPict = basicCrPict red
, _crUpdate = stateUpdate (dodgeAI 150 200)
, _crInv = IM.fromList [(0,pistol),(1,medkit 100)]
, _crInvSel = 0
, _crRad = 10
, _crState = defaultState {_goals = [[InitGuard]]}
, _crHP = 500
}
autoCrit :: Creature
autoCrit = defaultCreature
{ _crPict = basicCrPict red
+25 -18
View File
@@ -78,18 +78,22 @@ shootFirstMiss tcid w cr = StrategyActions (ShootAt tcid) acs
`DoActionThen`
LeadTarget (0,0)
`DoActionThen`
(advanceShoot `DoActionWhileThen` lostest
$ DoReplicateThen advanceShoot 75
$ DoImpulses [ChangeStrategy WatchAndWait]
)
lostest `DoActionWhile`
advanceShoot `DoActionThen`
75 `DoReplicate`
advanceShoot `DoActionThen`
DoImpulses [ChangeStrategy WatchAndWait]
]
lostest (w,cr') = canSee (_crID cr') tcid w
advanceShoot = ImpulsesList [[UseItem, MoveForward 3]]
fleeTime :: Int -> World -> Creature -> Strategy
fleeTime t w cr = StrategyActions Flee
[ UseTargetCID FleeFrom `DoReplicateThen` t
$ DoImpulses [ChangeStrategy WatchAndWait]
[ t `DoReplicate`
UseTargetCID FleeFrom
`DoActionThen`
DoImpulses [ChangeStrategy WatchAndWait]
]
aimThenShootStrat :: Int -> World -> Creature -> Strategy
@@ -115,10 +119,10 @@ shootMoveStrat :: Point2 -> Int -> World -> Creature -> Strategy
shootMoveStrat moveV tcid _ _ = StrategyActions (ShootAt tcid)
[ DoActionIfElse NoAction crIsAiming (DoActionThen DrawWeapon (WaitThen 50 NoAction))
`DoActionThen`
(DoActionWhileThen advanceShoot lostest
. DoReplicateThen advanceShoot 75
$ DoImpulses [ChangeStrategy WatchAndWait]
)
lostest `DoActionWhile`
75 `DoReplicate`
advanceShoot `DoActionThen`
DoImpulses [ChangeStrategy WatchAndWait]
, AimAtCloseSlow
{ _targetID = tcid
, _targetSeenAt = (0,0) -- hack
@@ -135,10 +139,11 @@ shootAdvanceStrat :: Int -> World -> Creature -> Strategy
shootAdvanceStrat tcid _ _ = StrategyActions (ShootAt tcid)
[ DoActionIfElse NoAction crIsAiming (DoActionThen DrawWeapon (WaitThen 50 NoAction))
`DoActionThen`
(DoActionWhileThen advanceShoot lostest
. DoReplicateThen advanceShoot 75
$ DoImpulses [ChangeStrategy WatchAndWait]
)
lostest `DoActionWhile`
advanceShoot `DoActionThen`
75 `DoReplicate`
advanceShoot `DoActionThen`
DoImpulses [ChangeStrategy WatchAndWait]
, AimAtCloseSlow
{ _targetID = tcid
, _targetSeenAt = (0,0) -- hack
@@ -183,10 +188,12 @@ shootAdvance w cr tcr as
&& cr ^? crInv . ix (_crInvSel cr) . wpReloadState == Just 0 =
[ DrawWeapon
, DoImpulses [ChangeStrategy $ ShootAt $ _crID tcr]
, WaitThen 50
. DoActionWhileThen advanceShoot lostest
. DoReplicateThen advanceShoot 50
$ DoImpulses [ChangeStrategy WatchAndWait]
, 50 `WaitThen`
lostest `DoActionWhile`
advanceShoot `DoActionThen`
50 `DoReplicate`
advanceShoot `DoActionThen`
DoImpulses [ChangeStrategy WatchAndWait]
, AimAtCloseSlow
{ _targetID = _crID tcr
, _targetSeenAt = _crPos cr
+72
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@@ -0,0 +1,72 @@
module Dodge.Creature.PistolCrit
( pistolCrit
) where
import Dodge.Data
import Dodge.Default
import Dodge.Creature.Picture
import Dodge.Creature.Test
import Dodge.Creature.ActionRat
import Dodge.Creature.ChooseTarget
import Dodge.Creature.SetTarget
import Dodge.Creature.Rationality
import Dodge.Creature.AlertLevel
import Dodge.Creature.State
import Dodge.Creature.State.Data
import Dodge.Item.Weapon
import Dodge.Item.Consumable
import Geometry
import Picture
import Data.Maybe
import qualified Data.IntMap.Strict as IM
import Control.Lens
pistolCrit :: Creature
pistolCrit = defaultCreature
{ _crPict = basicCrPict red
, _crUpdate = stateUpdate $ impulsiveAI $ composeInternalAIs
[ performActions
, watchUpdateStrat
[ (crHasTargetLOS, \w cr -> StrategyActions (ShootAt 0) [chooseMovement cr w])
, (crAwayFromPost, goToPostStrat)
]
, basicPerceptionUpdate [0]
, doStrategyActions
, reloadOverride
, targetYouWhenCognizant
, overrideInternal (onBoth (&&) crHasTarget (crStratConMatches (GetTo (0,0))))
$ \ _ -> crActionPlan . crStrategy .~ WatchAndWait
]
, _crActionPlan = ActionPlan
{ _crImpulse = []
, _crAction = []
, _crStrategy = StrategyActions WatchAndWait [StartSentinelPost]
, _crGoal = []
}
, _crInv = IM.fromList [(0,pistol),(1,medkit 100)]
, _crInvSel = 0
, _crRad = 10
, _crHP = 500
}
chooseMovement :: Creature -> World -> Action
chooseMovement cr w = undefined
retreatAction :: Creature -> Creature -> Action
retreatAction tcr cr =
[TurnToward retreatOffset 0.2]
`DoImpulsesAlongside`
NoAction
where
cpos = _crPos cr
tpos = _crPos tcr
retreatOffset =
let a | dist cpos tpos < 50 = 0
| isLeftOfA (_crDir cr) (argV $ tpos -.- cpos)
= -0.7
| otherwise = 0.7
in fromMaybe tpos $ intersectLineLine' cpos
(cpos +.+ rotateV a (tpos -.- cpos))
tpos
(tpos +.+ vNormal (cpos -.- tpos))
+15 -6
View File
@@ -68,7 +68,8 @@ followImpulse cr w imp = case imp of
DropItem -> undefined
ChangeStrategy strat -> (id, cr & crActionPlan . crStrategy .~ strat)
AddGoal gl -> (id, cr & crActionPlan . crGoal %~ (gl :) )
ArbitraryCreatureImpulse f -> (id, f w cr)
ArbitraryImpulseFunction f -> (id, f w cr)
ArbitraryImpulse f -> followImpulse cr w (f cr w)
ImpulseUseTargetCID f -> case cr ^? crTarget . _Just of
Just tcid -> followImpulse cr w (f tcid)
_ -> (id,cr)
@@ -130,17 +131,18 @@ performAction cr w ac = case ac of
DoActionThen ac ac' -> case performAction cr w ac of
(imps , Just ac'') -> (imps, Just (DoActionThen ac'' ac'))
(imps , Nothing ) -> (imps, Just ac')
DoActionWhile ac f
| f (w,cr) -> (fst $ performAction cr w ac, Just $ DoActionWhile ac f)
| otherwise -> ([], Nothing)
DoActionWhile f ac -> performAction cr w $ DoActionWhilePartial ac f ac
DoActionWhilePartial partAc f resetAc
| f (w,cr) -> case performAction cr w partAc of
(imps, Just ac) -> (imps, Just $ DoActionWhilePartial ac f resetAc)
(imps, _) -> (imps, Just $ DoActionWhilePartial resetAc f resetAc)
| otherwise -> performAction cr w partAc
DoActionIfElse ac f ac'
| f (w,cr) -> performAction cr w ac
| otherwise -> performAction cr w ac'
DoActionWhileThen ac f ac'
| f (w,cr) -> (fst $ performAction cr w ac, Just $ DoActionWhileThen ac f ac')
| otherwise -> performAction cr w ac'
DoReplicateThen ac 0 ac' -> performAction cr w ac'
DoReplicateThen ac t ac' -> (fst $ performAction cr w ac, Just $ DoReplicateThen ac (t-1) ac')
DoActions [] -> ([], Nothing)
DoActions acs ->
let (imps, newAcs) = unzip $ map (performAction cr w) acs
@@ -161,6 +163,13 @@ performAction cr w ac = case ac of
Just tcid -> performAction cr w (f tcid)
_ -> ([],Nothing)
UseAheadPos f -> performAction cr w (f (_crPos cr +.+ 20 *.* unitVectorAtAngle (_crDir cr)))
ArbitraryAction f -> performAction cr w (f cr w)
DoImpulsesAlongside sideImpulses mainAc -> undefined
DoReplicate t ac -> performAction cr w $ DoReplicatePartial ac t ac
DoReplicatePartial _ 0 ac' -> performAction cr w ac'
DoReplicatePartial ac t ac' -> case performAction cr w ac' of
(imps , Just ac'') -> (imps, Just $ DoReplicatePartial ac t ac'')
(imps , _) -> (imps, Just $ DoReplicatePartial ac (t-1) ac)
_ -> ([], Nothing)
where
cpos = _crPos cr
+28 -6
View File
@@ -476,7 +476,8 @@ data Impulse
| MakeSound Int
| ChangeStrategy Strategy
| AddGoal Goal
| ArbitraryCreatureImpulse (World -> Creature -> Creature)
| ArbitraryImpulseFunction (World -> Creature -> Creature)
| ArbitraryImpulse (Creature -> World -> Impulse)
| ImpulseUseTargetCID
{_impulseUseTargetCID :: Int -> Impulse
}
@@ -489,6 +490,8 @@ data Impulse
-- deriving (Eq,Ord,Show)
infixr 9 `WaitThen`
infixr 9 `DoActionThen`
infixr 9 `DoActionWhile`
infixr 9 `DoReplicate`
data Action
= Attack
{_attackTargetID :: Int}
@@ -535,8 +538,13 @@ data Action
,_waitThenAction :: Action
}
| DoActionWhile
{_doActionWhileAction :: Action
{_doActionWhileCondition :: ( (World, Creature) -> Bool)
,_doActionWhileAction :: Action
}
| DoActionWhilePartial
{_doActionWhilePartial :: Action
,_doActionWhileCondition :: ( (World, Creature) -> Bool)
,_doActionWhileAction :: Action
}
| DoActionIfElse
{_doActionIfElseIfAction :: Action
@@ -561,10 +569,14 @@ data Action
| DoGuardActions
{_doGuardActionsList :: [( (World, Creature) -> Bool, Action, Maybe Action)]
}
| DoReplicateThen
{_doReplicateThenDo :: Action
,_doReplicateThenTimes :: Int
,_doReplicateThenAfter :: Action
| DoReplicate
{_doReplicateTimes :: Int
,_doReplicateAction :: Action
}
| DoReplicatePartial
{_partialAction :: Action
,_doReplicateTimes :: Int
,_doReplicateAction :: Action
}
| LeadTarget
{_leadTargetBy :: Point2
@@ -577,6 +589,16 @@ data Action
| UseAheadPos
{_useAheadPos :: Point2 -> Action
}
| ArbitraryAction
{ _arbitraryAction :: Creature -> World -> Action }
| DoActionAlongside -- ^ Repeatedly perform a side action alongside a main action until the main action terminates
{_sideAction :: Action
,_mainAction :: Action
}
| DoImpulsesAlongside -- ^ Repeatedly perform impulses alongside a main action until the main action terminates
{_sideImpulses :: [Impulse]
,_mainAction :: Action
}
deriving (Generic)
-- deriving (Eq,Ord,Show)
data Strategy
+4 -3
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@@ -676,12 +676,12 @@ moveShell time i cid rot accel w
| time >= 20 = w
& projectiles . ix i . pjPos %~ (+.+ vel)
& projectiles . ix i . pjPict .~ pic
& projectiles . ix i . pjUpdate .~ moveShell (time-1) i cid rot (rotateV rot accel)
& projectiles . ix i . pjUpdate .~ moveShell (time-1) i cid rot' (rotateV rot accel)
| time > -99 = w
& projectiles . ix i . pjPos %~ (+.+ vel)
& randGen .~ g
& projectiles . ix i . pjPict .~ pic
& projectiles . ix i . pjUpdate .~ moveShell (time-1) i cid rot (rotateV rot accel)
& projectiles . ix i . pjUpdate .~ moveShell (time-1) i cid rot' (rotateV rot accel)
& projectiles . ix i . pjVel %~ (\v -> accel +.+ frict *.* v)
& soundFromPos (ShellSound i) newPos (fromIntegral smokeTrailSound) 1 250
& makeFlameletTimed (oldPos -.- vel) (vel +.+ rotateV (pi+sparkD) accel) Nothing 3 10
@@ -689,7 +689,7 @@ moveShell time i cid rot accel w
| time > -200 = w
& projectiles . ix i . pjPos %~ (+.+ vel)
& projectiles . ix i . pjPict .~ pic
& projectiles . ix i . pjUpdate .~ moveShell (time-1) i cid rot (rotateV rot accel)
& projectiles . ix i . pjUpdate .~ moveShell (time-1) i cid rot' (rotateV rot accel)
| otherwise = doExplode
where
doExplode = w
@@ -715,6 +715,7 @@ moveShell time i cid rot accel w
_ -> 0
r1 = randInCirc 10 & evalState $ _randGen w
smokeGen = makeSmokeCloudAt (oldPos +.+ r1 +.+ 30 *.* normalizeV (oldPos -.- newPos))
rot' = rot * 0.995
normalizeAnglePi angle
| normalizeAngle angle > pi = normalizeAngle angle - 2*pi