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210 Commits

Author SHA1 Message Date
justin b979d92db6 Cleanup 2026-06-04 09:58:21 +01:00
justin 03f83fc924 Work on chase crit animations, eating dead bees 2026-05-28 22:55:52 +01:00
justin eb817d34ef Fix slime suck bug 2026-05-18 19:25:07 +01:00
justin 3119f10c2c Use getInventoryPath in useInventoryPath 2026-05-18 15:49:03 +01:00
justin 9fb5a4e0be Tab scrolls through inventory sections 2026-05-18 13:58:00 +01:00
justin d29c2dbd0c Slightly bulge slime when swallowing projectile 2026-05-18 12:18:34 +01:00
justin e8738715e5 Slimes absorb projectiles 2026-05-18 11:45:27 +01:00
justin 6251e43db8 Tweak shift selection 2026-05-18 10:11:25 +01:00
justin b353263b0e Allow close items to be collected using selection sets 2026-05-18 10:02:24 +01:00
justin e8d09f773c Cleanup 2026-05-18 09:32:37 +01:00
justin 42fd6f783f Fix bug pickup up items scrolling down by inventory position 2026-05-18 09:25:55 +01:00
justin 3ee29f30f3 Allow to pick up item under cursor when in inventory 2026-05-18 09:14:56 +01:00
justin 794d733c83 Cleanup item swapping 2026-05-18 08:59:41 +01:00
justin 75734d06af Cleanup 2026-05-17 23:52:17 +01:00
justin 8010335ffe Allow drag selection box sizes to differ from selected box sizes
More tweaking needs to be done, after deciding a max width for selection
items.
2026-05-17 23:09:33 +01:00
justin 70479b6e79 Work on preserving selections when picking up multiple items 2026-05-17 14:25:35 +01:00
justin 580619280a Cleanup 2026-05-17 10:08:51 +01:00
justin 0386683670 Cleanup 2026-05-17 00:01:48 +01:00
justin 16def12959 Cleanup, display more information for floor items 2026-05-16 14:11:16 +01:00
justin ec969c924a Remove _ilIsSelected, _ilIsRoot 2026-05-16 12:45:14 +01:00
justin ef70c85b79 Correction to last commit: remove _ilIsAttached 2026-05-16 12:37:31 +01:00
justin e521a1572a Remove _ilIsSelected 2026-05-16 12:37:04 +01:00
justin 4bcea5e772 Fix item location bug 2026-05-16 12:21:19 +01:00
justin db2ce72076 Highlight dropped items, work towards fixing pickup selection change 2026-05-16 10:04:28 +01:00
justin 569ea1e1ab Work on inventory dragging 2026-05-15 22:52:32 +01:00
justin d5ed27f57c Simplify drag mouse context 2026-05-15 22:17:16 +01:00
justin 3a2e92169b Work on inventory dragging 2026-05-15 22:02:17 +01:00
justin e56a953c9b Cleanup inventory management, tweak dragging start 2026-05-15 10:35:17 +01:00
justin 17f8707f62 Fix bug in manObject update when dropping items 2026-05-14 21:46:08 +01:00
justin c70097f1e1 Remove duplicated selection/manipulation positions
Needs more testing to make sure it all works properly
2026-05-14 20:40:46 +01:00
justin 06b984c2e5 Start collapsing manipulated item code with selection code 2026-05-14 14:24:57 +01:00
justin 59d128f87a Move towards unifying (your) creature manipulation with selection 2026-05-14 13:42:33 +01:00
justin ab393febcb Work on selections when picking up/droping items 2026-05-14 11:40:58 +01:00
justin 44ecaf409e Work on selecting 2026-05-13 16:07:44 +01:00
justin 2d731ae1ba Work on selection sets 2026-05-13 15:33:57 +01:00
justin 9df23c27c2 Cleanup dragging 2026-05-13 11:58:41 +01:00
justin 91480c957d Change selection set to work for multiple sections 2026-05-13 11:18:52 +01:00
justin e4bd971017 Commit before rethinking selection sets 2026-05-12 08:05:39 +01:00
justin b213525c21 Cleanup Action datatypes, clear sel set if scroll different section 2026-05-10 23:32:59 +01:00
justin dfb451c450 Cleanup, change creature height from Maybe Float to Float 2026-05-09 19:50:53 +01:00
justin 72056e5e3e Fix bee slime mounting 2026-05-09 17:46:27 +01:00
justin 437ca007ef Cleanup 2026-05-09 09:05:42 +01:00
justin fada3c73bc Hack to prevent slime split error 2026-05-09 00:13:56 +01:00
justin 12e4a278d0 Smooth out slime splitting
There are probably possible errors from the use of cutPoly
2026-05-08 23:44:28 +01:00
justin 34d8425520 Speed up slime rad change 2026-05-08 10:50:36 +01:00
justin ad998fb622 Remove destroyed creatures rather than setting flag
Sill only set flag for avatar
2026-05-08 10:45:05 +01:00
justin 84e95da2b5 Cleanup 2026-05-08 10:10:06 +01:00
justin 7c1ada4546 Simplify slime compression 2026-05-07 10:04:42 +01:00
justin b76148ae2a Track slime amount using ints 2026-05-06 15:40:31 +01:00
justin e927de6508 Improve bee crit update 2026-05-05 20:41:09 +01:00
justin 62a9f34a26 Simplify bee harvesting 2026-05-05 09:43:17 +01:00
justin 1ec855c2fc Tweak debug/fixed render, depthfunc always 2026-05-04 21:41:16 +01:00
justin 5d5d0a539b Add debug to copy to clipboard any clicked-on creature 2026-05-04 21:17:22 +01:00
justin 6b3d75cbb2 Tweak melee movement 2026-05-03 08:17:42 +01:00
justin aef3671063 Work on bee movement 2026-05-02 22:08:06 +01:00
justin b827827951 Tweak slime wall collisions, all creatures cliff collisions (min 10) 2026-05-02 19:46:12 +01:00
justin b7aea0eb1f Tweak bee speed 2026-05-02 16:01:22 +01:00
justin 31f24283d7 Add bee random movement 2026-05-02 15:55:59 +01:00
justin 199f1b11b5 Commit before simplifying actions 2026-04-29 20:58:13 +01:00
justin cfe34555b3 Add stretch animation to feeding bees 2026-04-29 20:21:20 +01:00
justin 39bc480c03 Cleanup 2026-04-28 22:37:33 +01:00
justin 284ea32333 Allow bees to target chase crits 2026-04-27 22:29:57 +01:00
justin 259325f81f Improve creature turning wrt inertia 2026-04-27 22:23:39 +01:00
justin f4c59612ea Improve bee pheremones 2026-04-26 09:14:55 +01:00
justin 264651d34a Prevent rooted creatures from being pushed by other creatures 2026-04-25 09:04:01 +01:00
justin e0e346aade Add damage origins 2026-04-24 20:34:20 +01:00
justin 011286ccb5 Work on bee aggression 2026-04-23 10:55:24 +01:00
justin d06660fd06 Add bee pheremones 2026-04-23 10:30:43 +01:00
justin f6e257464d Work on bee movement 2026-04-23 09:09:16 +01:00
justin b5bfd365b9 Work on bee/slime pincushion 2026-04-20 22:35:30 +01:00
justin 73798ba07c Commit before modifying slime compression 2026-04-20 20:14:59 +01:00
justin adae6b84f4 Add bee crits 2026-04-20 12:25:39 +01:00
justin 722a25240e Work on creature destruction/damage update 2026-04-16 17:31:53 +01:00
justin 033991ad3f Tweak minigun muzzle pos 2026-04-16 13:01:07 +01:00
justin 5745541e13 Cleanup 2026-04-16 09:41:45 +01:00
justin 1f855e1321 Refactor slime update 2026-04-16 09:38:55 +01:00
justin 9d1ab2cf14 Tweak slime sucking 2026-04-16 09:13:12 +01:00
justin 9e215b474f Slow down slime feeding 2026-04-16 08:43:53 +01:00
justin a0ff15fe61 Add pop sound 2026-04-16 00:19:56 +01:00
justin a060ed817c Fix slime splitting position 2026-04-16 00:02:13 +01:00
justin 7fee343d00 Allow sounds to play after death 2026-04-15 23:52:37 +01:00
justin a8b79a59c7 Allow slime to eat creatures 2026-04-15 23:40:04 +01:00
justin 9710bb5c83 Add slime sounds 2026-04-15 22:24:01 +01:00
justin c3d9a24735 Work on slime crit split/combining 2026-04-15 20:54:26 +01:00
justin 02e26c368c Add compass item 2026-04-14 21:07:46 +01:00
justin ce8ddc6414 Add function for cutting polygons 2026-04-14 16:37:51 +01:00
justin 431e64fbfb Improve bullet hit detection 2026-04-13 20:26:34 +01:00
justin b8bec2c830 Work on slime crits 2026-04-13 19:54:11 +01:00
justin 8a57aa2f2c Slime crit collisions 2026-04-12 19:11:01 +01:00
justin f0da9b5f8c Allow slimes to recombine 2026-04-12 13:44:05 +01:00
justin d075880248 Destruction of slime crits 2026-04-12 09:09:17 +01:00
justin 6f2e862c65 Implement slime splitting 2026-04-11 23:53:54 +01:00
justin 5052ee7a9e Add slime crit, start work on slink crit 2026-04-11 19:09:49 +01:00
justin 95a6c90d01 Change crab footstep sound 2026-04-10 12:40:36 +01:00
justin f19e165571 Fix terminal shape 2026-04-10 11:19:16 +01:00
justin b197e22de7 Make creatures rotate when falling down chasms 2026-04-10 10:25:09 +01:00
justin c861de8981 Cleanup 2026-04-10 09:57:45 +01:00
justin a29cb8565a Work on crab corpse 2026-04-10 09:48:06 +01:00
justin 8faaf54f2c Work on crab crit 2026-04-10 09:07:04 +01:00
justin ea6f4b2054 Work on crab feet 2026-04-09 22:24:38 +01:00
justin c8a06bc084 Add randomness to multiple crab evasions 2026-04-09 13:28:39 +01:00
justin 0a8a2210c0 Work on crab feet 2026-04-09 10:01:11 +01:00
justin 52d389f342 Work on crab crit 2026-04-08 23:47:22 +01:00
justin 77c0680bd5 Tweak corpse cliff interaction 2026-04-08 23:13:19 +01:00
justin 34192777a6 Add randomness to chase crit corpses 2026-04-08 23:11:36 +01:00
justin 68eaf84ec2 Work on crab crit hammers 2026-04-08 23:03:28 +01:00
justin 707ccae971 Work on crab 2026-04-07 23:22:56 +01:00
justin 333f2875cb Work on crab evasion 2026-04-07 17:24:53 +01:00
justin f0e568e694 Add crab crit, rethink Action datatype slightly 2026-04-07 15:29:02 +01:00
justin 35d169b585 Improve drag inventory selection 2026-04-06 19:01:57 +01:00
justin 608de9f2ed Tweak drag pickup/drop 2026-04-06 18:18:41 +01:00
justin 9d7c9f1db2 Tweak inventory manipulation 2026-04-06 18:07:35 +01:00
justin 262463c52d Cleanup 2026-04-06 11:43:18 +01:00
justin 21573d0b05 Cleanup 2026-04-06 11:38:21 +01:00
justin 9e29550a20 Tweak mouse cursor 2026-04-06 10:20:47 +01:00
justin 4723b45ef6 Tweak terminal screen drawing 2026-04-06 10:03:48 +01:00
justin c041a4d174 Improve window dragging 2026-04-06 01:12:25 +01:00
justin 1f52c4b588 Work on boundaries for dragging windows 2026-04-06 00:52:09 +01:00
justin ed28af8d11 Make displayed terminal text screen dragable 2026-04-05 23:45:38 +01:00
justin 017e92470e Cleanup 2026-04-05 15:18:00 +01:00
justin d5c98f7c4e Tweak creature cliff interaction, using updateCarriage 2026-04-05 15:14:50 +01:00
justin 22a1162e14 Work on chase crit corpse 2026-04-05 10:16:20 +01:00
justin 73dfd1f319 Improve falling, hover corpse 2026-04-05 09:31:25 +01:00
justin 3952b2b1b7 Make falling creatures land on cliff corners 2026-04-05 09:07:31 +01:00
justin b3b1fc6d87 Cleanup 2026-04-04 20:55:39 +01:00
justin def204d211 Creature springs checks for heights 2026-04-04 08:33:09 +01:00
justin 615295ca3e Improve falling, remove stride advance while falling 2026-04-03 21:25:05 +01:00
justin 348a1d7537 Stop you from having wasd control while falling 2026-04-03 21:14:59 +01:00
justin 30b0bb55c0 Allow for more variation in death timers 2026-04-03 21:06:53 +01:00
justin 789b94b514 Remove _crZVel 2026-04-03 20:52:57 +01:00
justin dc30f7ca15 Continue tweaking movement, remove _crMvAim 2026-04-03 20:50:41 +01:00
justin 47ecfb7fd3 Test making walking movement slightly more floaty 2026-04-03 19:52:56 +01:00
justin 2b2ac53466 Improve gibs 2026-04-03 16:47:06 +01:00
justin e8069073b5 Hover death sounds 2026-04-03 16:34:15 +01:00
justin 07006ee5b5 Add whine to hover crit 2026-04-03 16:31:17 +01:00
justin 1d8594dff4 Cleanup 2026-04-03 15:45:43 +01:00
justin d15fbc902c Add action to perform on pathing failure 2026-04-03 15:45:16 +01:00
justin 2d1cf4b371 Improve chaseCrit shape 2026-04-03 15:31:11 +01:00
justin 921f860e83 Cleanup your aim posture 2026-04-03 15:11:53 +01:00
justin de7f430c2a Stop pain jitter moving feet 2026-04-03 15:05:11 +01:00
justin c4d65094d8 Fix CloseToMelee bug
The problem was not updating the strategy to WarningCry.
The whole procedure needs more work.
2026-04-03 14:52:27 +01:00
justin 532628c6da Tweak perception. Bug: CloseToMelee is not getting applied 2026-04-03 14:38:37 +01:00
justin 4e415a41ed Unify some perception updates 2026-04-03 12:13:29 +01:00
justin b7b42f50a5 Move stride/footforward datatypes 2026-04-03 11:21:09 +01:00
justin d65a4529be Work on Falling carriage type 2026-04-03 11:03:05 +01:00
justin 43a5817ef3 Work on Falling carriage state 2026-04-03 10:32:54 +01:00
justin 18dc469408 Tweak corpse/chasm interaction 2026-04-03 09:14:18 +01:00
justin b4d7c43307 Add placeholder sound for hover crit alert 2026-04-03 00:37:54 +01:00
justin 8037c69d16 Tweak hover crit height 2026-04-03 00:10:59 +01:00
justin 06c7e89dee Work on flying creature inertia 2026-04-02 22:04:58 +01:00
justin ff903bfb3b Generalise pathing, usable with flying creatures 2026-04-02 19:30:44 +01:00
justin c2de804fa9 Simplify creature stride length 2026-04-01 20:46:48 +01:00
justin 735cc8d92d Simplify vocalization 2026-04-01 20:30:31 +01:00
justin b77170c4bc Add HoverCrit 2026-04-01 19:19:14 +01:00
justin cf912279d6 Remove unused datatype 2026-04-01 19:06:56 +01:00
justin a7ff096d30 Cleanup 2026-04-01 19:02:26 +01:00
justin 7a921b8967 Automatically inherit tile positioning 2026-04-01 18:27:53 +01:00
justin e50fdb8807 Fix inherited tile positioning 2026-04-01 18:01:11 +01:00
justin c504d3c511 Tweak tutorial 2026-04-01 17:15:01 +01:00
justin ac32ebba2b Improve debris 2026-04-01 17:01:25 +01:00
justin 97134e2652 Add movement on chaseCrit vocalization 2026-04-01 16:45:35 +01:00
justin c1bddbae20 Work on chase crit shape 2026-04-01 16:21:19 +01:00
justin 6d1cdcc9f3 Work on chase crit shape 2026-04-01 13:46:27 +01:00
justin 5f886106e2 Add smoothing to feet, start new chase crit picture 2026-04-01 12:12:17 +01:00
justin 579d5296b1 Tweaks 2026-04-01 11:45:25 +01:00
justin 09fc2bb48e Tweak posture 2026-04-01 11:02:24 +01:00
justin ff4fa52206 Smooth hand movement 2026-04-01 10:45:58 +01:00
justin aea7e6434e Work on weapon positioning 2026-04-01 10:04:22 +01:00
justin ecdc19fb5e Tweak posture 2026-03-31 22:50:53 +01:00
justin 074d354970 Improve debris slightly 2026-03-31 21:57:15 +01:00
justin 5701261ace Make machines have footprint like doors 2026-03-31 20:29:30 +01:00
justin dea4c0dffe Commit before trying to add machine footprint 2026-03-31 13:57:48 +01:00
justin 6bcf03b30d Work on weapon positioning, analyser terminal positioning 2026-03-31 13:16:24 +01:00
justin ab04516279 Fix creature collision bug 2026-03-30 23:42:14 +01:00
justin c66b2fb299 Tweak muzzle push out 2026-03-30 21:14:57 +01:00
justin 633bf479b2 Make weapon position relative to hand positions, wonky for now 2026-03-30 21:10:20 +01:00
justin d00b4d1c6f Muzzle pushback direction depends only on wall line 2026-03-30 20:30:18 +01:00
justin c7866cf668 Move hands to touch walls 2026-03-30 15:50:25 +01:00
justin 4598deb70f Hlint, cleanup 2026-03-30 09:29:50 +01:00
justin 1919757fca Add alcoves for switches in push room 2026-03-29 19:48:31 +01:00
justin 00999f5921 Add lenses for SPic and MountedObject positions 2026-03-29 16:38:48 +01:00
justin d278083947 Check whether tests compile in ghcid 2026-03-29 15:50:58 +01:00
justin 7b9635fe53 Improve hand positioning 2026-03-29 12:03:12 +01:00
justin 38e2bd222e Cleanup creature shape 2026-03-29 11:20:57 +01:00
justin a791c44854 Improve creature stride 2026-03-29 10:46:05 +01:00
justin 08fcc4baab Improve wall crushing 2026-03-28 21:43:06 +00:00
justin 2db4e9bc6e Add variations to slowCrushRoom 2026-03-27 11:55:52 +00:00
justin da87e1bccd Work on crush rooms 2026-03-27 10:36:48 +00:00
justin ac09ed6629 Improve carriage/stride when falling down pit 2026-03-27 00:33:19 +00:00
justin fed607681b Cleanup 2026-03-26 23:35:12 +00:00
justin 8b088425a9 Stop gibbed/pitted creatures from pushing other creatures 2026-03-26 23:09:23 +00:00
justin 9e42bb4117 Cleanup 2026-03-26 20:32:52 +00:00
justin 0ddedf7fd6 Improve wall squashing further 2026-03-26 20:25:59 +00:00
justin 62a37388e7 Remove recursive WdWd 2026-03-26 19:33:02 +00:00
justin 01b765300e Improve door crushing 2026-03-26 19:21:10 +00:00
justin 31d7a00ecf Crush run-past room 2026-03-26 18:24:42 +00:00
justin 9081bdc97f Tweak lasers 2026-03-26 16:17:34 +00:00
justin 80ef7ec909 Beamsplitter attachment for lasers 2026-03-26 15:51:16 +00:00
justin c53e60b956 Improve pulse laser/ball hit detection 2026-03-26 15:07:33 +00:00
justin 40f5d22d88 Cleanup 2026-03-26 13:03:58 +00:00
justin 5a6479faa8 Cleanup 2026-03-26 12:53:56 +00:00
justin 7999373b69 Sometimes crush creatures when doors close on them 2026-03-26 12:39:54 +00:00
justin e01029d06d Improve scroll selection 2026-03-24 19:51:32 +00:00
justin 8ff2f37af5 Improve scroll selection/inventory modification 2026-03-24 19:21:04 +00:00
justin 5b297643db Improve mouse click rotation 2026-03-24 11:46:36 +00:00
justin 32f1740577 Cleanup, improve auto wall rotate 2026-03-24 11:28:11 +00:00
justin be2f7160ba Cleanup 2026-03-24 09:38:32 +00:00
justin 832bebb597 Improve doors 2026-03-24 00:35:15 +00:00
justin 7917192b77 Stop gibbed/pitted creatures from opening doors 2026-03-23 22:59:35 +00:00
justin daba012e83 Improve chasm falls, add ear clipping 2026-03-23 19:35:07 +00:00
242 changed files with 9017 additions and 6199 deletions
+1
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@@ -1 +1,2 @@
:set prompt ">"
:load test/Spec.hs
+1 -1
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@@ -1 +1 @@
--command "stack ghci --main-is loop:exe:dodge"
--command "stack ghci --test --main-is loop:test:loop-test --ghci-options=-fobject-code"
+2
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@@ -6,5 +6,7 @@ loop.cabal
keys.json
log/*
generated/*
UntrackedMisc/*
tags
ghcidOutput
.ghcid.bak
+1
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@@ -61,6 +61,7 @@
# - ignore: {name: Use let}
# - ignore: {name: Use const, within: SpecialModule} # Only within certain modules
- ignore: {name: Functor law}
# Define some custom infix operators
# - fixity: infixr 3 ~^#^~
+1
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@@ -110,6 +110,7 @@ updateRenderSplit win u = do
playSoundUnlessRewinding :: Universe -> IO (M.Map SoundOrigin Sound)
playSoundUnlessRewinding u = case w ^. timeFlow of
NormalTimeFlow -> playSoundAndUpdate (_soundData $ _preloadData u) (_playingSounds w) (newSoundsToPlay u)
RespawnDelay{} -> playSoundAndUpdate (_soundData $ _preloadData u) (_playingSounds w) (newSoundsToPlay u)
_ -> stopAllSounds >> return M.empty
where
w = _uvWorld u
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+2 -1
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@@ -6,7 +6,8 @@ import Data.ByteString.Lazy.Char8 (unpack)
import Data.Maybe
getPretty :: ToJSON a => a -> [String]
getPretty = lines . unpack . AEP.encodePretty' (AEP.Config (AEP.Spaces 2) compare AEP.Generic False)
--getPretty = lines . unpack . AEP.encodePretty' (AEP.Config (AEP.Spaces 2) compare AEP.Generic False)
getPretty = lines . unpack . AEP.encodePretty' (AEP.Config (AEP.Spaces 2) mempty AEP.Generic False)
prettyShort :: ToJSON a => a -> [String]
prettyShort = mapMaybe cullPretty . getPretty
+3 -2
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@@ -17,11 +17,12 @@ data Tile = Tile
{ _tilePoly :: [Point2]
, -- | point in the world where tile texture is 0,0
_tileZero :: Point2
, -- | world position one along in the X direction, note this also set the scale of the
-- texture
, -- | world position one along in the X direction
-- note this also sets the scale of the texture
-- this has to be a position because it is shifted
_tileTangentPos :: Point2
, _tileArrayZ :: Float
, _tileZeroShift :: Maybe Point2A
}
deriving (Eq, Ord, Show)
+4 -5
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@@ -26,12 +26,11 @@ updateExpBarrel ps cr w = case cr ^. crHP of
& cWorld . lWorld . creatures . ix (_crID cr) %~ damsToExpBarrel damages
& cWorld . lWorld . creatures . ix (_crID cr) . crHP . _HP
-~ length (_piercedPoints . _barrelType $ _crType cr)
& cWorld . lWorld . creatures . ix (_crID cr) . crDamage .~ mempty
& flip (foldl' f) ps
HP _ ->
w
& makeExplosionAt ((cr ^. crPos) & _z +~ 20) 0
& cWorld . lWorld . creatures . ix (_crID cr) . crHP .~ CrIsGibs
& makeExplosionAt (CrIndirectO (cr ^. crID)) ((cr ^. crPos) & _z +~ 20) 0
& cWorld . lWorld . creatures . at (_crID cr) .~ Nothing
_ -> w
where
f w' p = makeSpark NormalSpark (p + normalizeV p + cr ^. crPos . _xy) (argV p) w'
@@ -44,7 +43,7 @@ updateExpBarrel ps cr w = case cr ^. crHP of
updateBarrel :: Creature -> World -> World
updateBarrel cr = case cr ^. crHP of
HP x | x > 0 -> doDamage (cr ^. crID)
HP _ -> cWorld . lWorld . creatures . ix (_crID cr) . crHP .~ CrIsGibs
HP _ -> cWorld . lWorld . creatures . at (_crID cr) .~ Nothing
_ -> id
damsToExpBarrel :: [Damage] -> Creature -> Creature
@@ -52,7 +51,7 @@ damsToExpBarrel = flip $ foldl' damToExpBarrel
damToExpBarrel :: Creature -> Damage -> Creature
damToExpBarrel cr dm = case dm of
Piercing x p _ ->
Piercing x p _ _ ->
cr & crHP . _HP -~ div x 200
& crType . barrelType . piercedPoints .:~ (p - cr ^. crPos . _xy)
Poison{} -> cr
+16 -1
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@@ -7,13 +7,28 @@ import Geometry
cardList :: [CardinalPoint]
cardList = [North, East, South, West]
cardReverse :: CardinalPoint -> CardinalPoint
cardReverse = \case
North -> South
South -> North
East -> West
West -> East
cardVec :: CardinalPoint -> Point2
cardVec cp = case cp of
cardVec = \case
North -> V2 0 1
South -> V2 0 (-1)
East -> V2 1 0
West -> V2 (-1) 0
vecCard :: Point2 -> CardinalPoint
vecCard 0 = error "vecCard null"
vecCard (V2 x y)
| x > abs y = East
| -x > abs y = West
| y > 0 = North
| otherwise = South
card8Vec :: Cardinal8 -> Point2
card8Vec cp = case cp of
North8 -> V2 0 1
+80 -58
View File
@@ -18,10 +18,10 @@ module Dodge.Base.Collide (
collideCircWalls,
overlapSegWalls,
overlapSegCrs,
overlapSegCrs',
bouncePoint,
circOnSomeWall,
circOnAnyCr,
overlapCircWalls,
overlapCircWallsClosest,
crsNearPoint,
allVisibleWalls,
@@ -33,8 +33,14 @@ module Dodge.Base.Collide (
anythingHitCirc,
collide3WallsFloor,
collide3,
crHeight,
crMid,
) where
import AesonHelp
import Control.Applicative
import Data.Foldable
import qualified Data.IntMap.Strict as IM
import Control.Lens
import Control.Monad
import qualified Data.IntSet as IS
@@ -49,7 +55,7 @@ import FoldableHelp
import Geometry
import Linear
collidePoint :: Point2 -> Point2 -> [Wall] -> (Point2, Maybe Wall)
collidePoint :: Foldable t => Point2 -> Point2 -> t Wall -> (Point2, Maybe Wall)
{-# INLINE collidePoint #-}
collidePoint sp ep = foldl' f (ep, Nothing)
where
@@ -64,6 +70,15 @@ overlapSegCrs sp ep = mapMaybe f
(,cr)
<$> fst (intersectCircSeg (cr ^. crPos . _xy) (crRad $ cr ^. crType) sp ep)
overlapSegCrs' :: Point2 -> Point2 -> [Creature] -> [(Point2, Creature)]
{-# INLINE overlapSegCrs' #-}
overlapSegCrs' sp ep = mapMaybe f
where
f cr =
(,cr)
<$> g (intersectCircSeg (cr ^. crPos . _xy) (crRad $ cr ^. crType) sp ep)
g (a,b) = a <|> b
doBounce :: Float -> Point2 -> Point2 -> (Point2, Maybe Wall) -> Maybe (Point2, Point2)
{-# INLINE doBounce #-}
doBounce x sp ep (p, mwl) = fmap f mwl
@@ -73,15 +88,15 @@ doBounce x sp ep (p, mwl) = fmap f mwl
, reflVelWallDamp x wl (ep -.- sp)
)
--bounceBall ::
-- bounceBall ::
-- Float ->
-- Point2 ->
-- Point2 ->
-- Float ->
-- [Wall] ->
-- Maybe (Point2, Point2)
--{-# INLINE bounceBall #-}
--bounceBall x sp ep r = doBounce x sp ep . collideCircWalls sp ep r
-- {-# INLINE bounceBall #-}
-- bounceBall x sp ep r = doBounce x sp ep . collideCircWalls sp ep r
bouncePoint ::
(Wall -> Bool) ->
@@ -106,7 +121,8 @@ collide3Chasms sp w m =
foldl'
(flip (collide3Chasm sp))
m
(foldMap loopPairs $ w ^. cWorld . chasms)
-- (foldMap loopPairs $ w ^. cWorld . chasms)
(w ^. cWorld . cliffs)
collide3Chasm :: Point3 -> (Point2, Point2) -> (Point3, MPO) -> (Point3, MPO)
collide3Chasm sp ab (ep, m) =
@@ -159,23 +175,41 @@ collide3Wall sp wl (ep, mo) = maybe (ep, mo) (,Just (n, OWall wl)) $ intersectSe
collide3Creature :: Point3 -> Creature -> (Point3, MPO) -> (Point3, MPO)
collide3Creature sp cr (ep, m) = fromMaybe (ep, m) $ do
h <- crHeight cr
(p, n) <-
fst $
intersectCylSeg
(cr ^. crPos)
(crRad $ cr ^. crType)
h
sp
ep
let h = crHeight cr
(p, n) <- fst $ intersectCylSeg (cr ^. crPos) (crRad $ cr ^. crType) h sp ep
return (p, Just (n, OCreature cr))
crHeight :: Creature -> Maybe Float
crHeight :: Creature -> Float
crHeight cr = case cr ^. crHP of
HP{} -> Just 25
CrIsCorpse{} -> Just 5
CrIsGibs -> Nothing
CrIsPitted -> Nothing
HP{} -> case cr ^. crType of
HoverCrit {} -> 10
ChaseCrit {} -> 25
Avatar {} -> 25
CrabCrit {} -> 25
SlinkCrit {} -> 25
SlimeCrit {_slimeSlime = r} -> min 25 $ 2 * slimeToRad r
BeeCrit {} -> 10
HiveCrit {} -> 25
BarrelCrit{} -> 20
_ -> error $ "Need to define crHeight for this crType:\n" <> unlines (prettyShort (cr ^. crType))
CrIsCorpse{} -> 5
AvatarDestroyed{} -> 0
crMid :: Creature -> Float
crMid cr = case cr ^. crHP of
HP{} -> case cr ^. crType of
HoverCrit {} -> 2
ChaseCrit {} -> 20
Avatar {} -> 20
CrabCrit {} -> 20
SlinkCrit {} -> 20
SlimeCrit {_slimeSlime = r} -> max 3 . min 20 $ 2 * slimeToRad r - 5
BeeCrit {} -> 2
HiveCrit {} -> 20
BarrelCrit{} -> 20
_ -> error $ "Need to define crHeight for this crType:\n" <> unlines (prettyShort (cr ^. crType))
CrIsCorpse{} -> 2
AvatarDestroyed{} -> 0
wallToSurface :: Wall -> (Point3, Point3, [(Point3, Point3)])
wallToSurface wl = (g x, g $ vNormal (x - y), [(g x, g (y - x)), (g y, g (x - y))])
@@ -185,39 +219,40 @@ wallToSurface wl = (g x, g $ vNormal (x - y), [(g x, g (y - x)), (g y, g (x - y)
-- this COULD be written in terms of collidePointWallsFilterStream, TODO test
-- whether this is actually faster
collidePointTestFilter :: (Wall -> Bool) -> Point2 -> Point2 -> [Wall] -> Bool
collidePointTestFilter :: (Wall -> Bool) -> Point2 -> Point2 -> IM.IntMap Wall -> Bool
{-# INLINE collidePointTestFilter #-}
collidePointTestFilter t sp ep =
any (isJust . uncurry (intersectSegSeg sp ep) . _wlLine)
. filter t
. IM.filter t
---- this COULD be written in terms of collidePointWallsFilterStream, TODO test
---- whether this is actually faster
--collidePointTestFilter :: (Wall -> Bool) -> Point2 -> Point2 -> StreamOf Wall -> Bool
--{-# INLINE collidePointTestFilter #-}
--collidePointTestFilter t sp ep = runIdentity
-- collidePointTestFilter :: (Wall -> Bool) -> Point2 -> Point2 -> StreamOf Wall -> Bool
-- {-# INLINE collidePointTestFilter #-}
-- collidePointTestFilter t sp ep = runIdentity
-- . S.any_ (isJust . uncurry (intersectSegSeg sp ep) . _wlLine)
-- . S.filter t
collidePointWallsFilter :: (Wall -> Bool) -> Point2 -> Point2 -> World -> (Point2, Maybe Wall)
{-# INLINE collidePointWallsFilter #-}
collidePointWallsFilter t sp ep = collidePoint sp ep . filter t . wlsNearSeg sp ep
collidePointWallsFilter t sp ep = collidePoint sp ep . IM.filter t . wlsNearSeg sp ep
--overlapSegWalls :: Point2 -> Point2 -> StreamOf Wall
-- overlapSegWalls :: Point2 -> Point2 -> StreamOf Wall
-- -> StreamOf (Point2,Wall)
--{-# INLINE overlapSegWalls #-}
--overlapSegWalls sp ep = S.mapMaybe $ \wl -> uncurry (intersectSegSeg sp ep) (_wlLine wl) <&> (,wl)
-- {-# INLINE overlapSegWalls #-}
-- overlapSegWalls sp ep = S.mapMaybe $ \wl -> uncurry (intersectSegSeg sp ep) (_wlLine wl) <&> (,wl)
overlapSegWalls :: Point2 -> Point2 -> [Wall] -> [(Point2, Wall)]
overlapSegWalls :: Point2 -> Point2 -> IM.IntMap Wall -> IM.IntMap (Point2, Wall)
{-# INLINE overlapSegWalls #-}
overlapSegWalls sp ep = mapMaybe
$ \wl -> uncurry (intersectSegSeg sp ep) (_wlLine wl) <&> (,wl)
overlapSegWalls sp ep = IM.mapMaybe $
\wl -> uncurry (intersectSegSeg sp ep) (_wlLine wl) <&> (,wl)
visibleWalls :: Point2 -> Point2 -> World -> [(Point2, Wall)]
{-# INLINE visibleWalls #-}
visibleWalls sp ep =
takeUntil (wlIsOpaque . snd)
. sortOn (dist sp . fst)
. IM.elems
. overlapSegWalls sp ep
. wlsNearSeg sp ep
@@ -227,16 +262,12 @@ allVisibleWalls w = concatMap (flip (visibleWalls vPos) w . (+.+ vPos)) $ nRays
where
vPos = w ^. wCam . camViewFrom
overlapCircWalls ::
Point2 ->
Float ->
[Wall] ->
[(Point2, Wall)]
overlapCircWalls :: Point2 -> Float -> [Wall] -> [(Point2, Wall)]
{-# INLINE overlapCircWalls #-}
overlapCircWalls p r = mapMaybe dointersect
overlapCircWalls p r = mapMaybe g
where
dointersect wl = f (_wlLine wl) <&> (,wl)
f (a, b) = intersectSegSeg p (p +.+ r *.* normalizeV ((0.5 *.* (a +.+ b)) -.- p)) a b
g wl = f (_wlLine wl) <&> (,wl)
f (a, b) = intersectSegSeg p (p + r *^ vNormal (normalizeV (b - a))) a b
circHitWall :: Point2 -> Point2 -> Float -> World -> Bool
circHitWall sp ep r w =
@@ -250,35 +281,26 @@ circHitWall sp ep r w =
xep = ep + x
-- | note that this does not push the circle away from the wall at all
collideCircWalls :: Point2 -> Point2 -> Float -> [Wall] -> (Point2, Maybe Wall)
collideCircWalls :: Foldable t => Point2 -> Point2 -> Float -> t Wall -> (Point2, Maybe Wall)
{-# INLINE collideCircWalls #-}
collideCircWalls sp ep rad = foldl' findPoint (ep, Nothing)
where
findPoint (p, mwl) wl =
maybe (p, mwl) (,Just wl) . uncurry (intersectSegSeg sp p)
maybe (p, mwl) (,Just wl)
. uncurry (intersectSegSeg sp p)
. shiftbyrad
. _wlLine
$ wl
shiftbyrad (a, b) =
bimap
f
f
( a +.+ rad *.* normalizeV (a -.- b)
, b +.+ rad *.* normalizeV (b -.- a)
( f $ a + rad *^ normalizeV (a - b)
, f $ b + rad *^ normalizeV (b - a)
)
where
f = (+.+) (rad *.* normalizeV (vNormal $ a -.- b))
f = (+ rad *^ normalizeV (vNormal $ a - b))
overlapCircWallsClosest :: Point2 -> Float -> [Wall] -> Maybe (Point2, Wall)
{-# INLINE overlapCircWallsClosest #-}
overlapCircWallsClosest p r =
safeMinimumOn (dist p . fst)
. overlapCircWalls p r
--overlapCircWallsClosest :: Point2 -> Float -> StreamOf Wall -> Maybe (Point2,Wall)
--{-# INLINE overlapCircWallsClosest #-}
--overlapCircWallsClosest p r = minStreamOn (dist p . fst)
-- . overlapCircWalls p r
overlapCircWallsClosest p r = safeMinimumOn (dist p . fst) . overlapCircWalls p r
{- | Test if a circle collides with any wall.
- Note no check on whether the wall is walkable.
@@ -312,7 +334,7 @@ hasButtonLOS :: Point2 -> Point2 -> World -> Bool
{-# INLINE hasButtonLOS #-}
hasButtonLOS _ _ = const True
--hasButtonLOS p1 p2 =
-- hasButtonLOS p1 p2 =
-- not
-- . collidePointTestFilter (not . _wlTouchThrough) p1 p2
-- . wlsNearSeg p1 p2
@@ -322,9 +344,9 @@ hasLOSIndirect :: Point2 -> Point2 -> World -> Bool
hasLOSIndirect p1 p2 =
not
. collidePointTestFilter wlIsOpaque p1 p2
-- . IM.elems
. wlsNearSeg p1 p2
canSee :: Int -> Int -> World -> Bool
{-# INLINE canSee #-}
canSee i j w = hasLOS p1 p2 w
+7 -2
View File
@@ -2,13 +2,15 @@ module Dodge.Base.Coordinate (
worldPosToScreen,
screenToWorldPos,
mouseWorldPos,
mouseWorldPosW,
worldPosToResOffset,
) where
import Dodge.Data.World
import Control.Lens
import Dodge.Data.Camera
--import Dodge.Data.Camera
import Dodge.Data.Config
import Dodge.Data.Input
--import Dodge.Data.Input
import Dodge.WindowSize
import Geometry
import Linear
@@ -37,6 +39,9 @@ worldPosToResOffset cfig cam p =
mouseWorldPos :: Input -> Camera -> Point2
mouseWorldPos inp cam = screenToWorldPos cam (inp ^. mousePos)
mouseWorldPosW :: World -> Point2
mouseWorldPosW w = mouseWorldPos (w ^. input) (w ^. wCam)
screenToWorldPos :: Camera -> Point2 -> Point2
screenToWorldPos cam p =
(cam ^. camCenter) + (1 / (cam ^. camZoom)) *.* rotateV (cam ^. camRot) p
+13 -4
View File
@@ -3,8 +3,12 @@ module Dodge.Base.You
, yourInv
, yourSelectedItem
, yourRootItem
, yourRootItemDT
)where
import Dodge.Item.Grammar
import Dodge.Data.ComposedItem
import Dodge.Data.DoubleTree
import NewInt
import Dodge.Data.World
--import qualified IntMapHelp as IM
@@ -15,16 +19,21 @@ you w = w ^?! cWorld . lWorld . creatures . ix 0
yourSelectedItem :: World -> Maybe Item
yourSelectedItem w = do
i <- you w ^? crManipulation . manObject . imSelectedItem
j <- _crInv (you w) ^? ix i
Sel 0 i <- w ^? hud . diSelection . _Just
j <- w ^? cWorld . lWorld . creatures . ix 0 . crInv . ix (NInt i)
w ^? cWorld . lWorld . items . ix j
yourRootItem :: World -> Maybe Item
yourRootItem w = do
i <- you w ^? crManipulation . manObject . imRootSelectedItem
j <- _crInv (you w) ^? ix i
i <- w ^? hud . manObject . hiRootSelectedItem
j <- w ^? cWorld . lWorld . creatures . ix 0 . crInv . ix i
w ^? cWorld . lWorld . items . ix j
yourRootItemDT :: World -> Maybe (DTree OItem)
yourRootItemDT w = do
i <- w^?hud. manObject . hiRootSelectedItem . unNInt
invIMDT ((\k -> w ^?! cWorld . lWorld . items . ix k) <$> you w ^. crInv) ^? ix i
yourInv :: World -> NewIntMap InvInt Item
yourInv w = fmap (\i -> w ^?! cWorld . lWorld . items . ix i) . _crInv . you $ w
+64 -22
View File
@@ -5,14 +5,17 @@ module Dodge.Block.Debris (
makeBlockDebris,
makeDebris,
makeDebrisDirected,
makeMachineDebris,
) where
import Control.Monad
import Dodge.Machine.Draw
import Color
import Data.Foldable
import qualified Data.IntMap.Strict as IM
import qualified Data.IntSet as IS
import Data.Maybe
import Dodge.Data.World
import Dodge.Material.Color
import Dodge.Material.Sound
import Dodge.ShiftPoint
import Dodge.WorldEvent.Sound
@@ -23,8 +26,20 @@ import qualified Quaternion as Q
import RandomHelp
import Shape
makeMachineDebris :: Machine -> World -> World
makeMachineDebris mc w = foldl' (flip $ makeDebrisZ 20 (MetalDebris $ mcColor mc) mt) w ps
where
pa = (mc ^. mcPos, mc ^. mcDir)
dsize = debrisSize mt
ps = fmap (shiftPointBy pa)
. gridInPolygon dsize
. shrinkPolyOnEdges dsize
$ reverse (fst <$> mc ^.. mcFootPrint . each)
mt = mc ^. mcSkin
makeDoorDebris :: Door -> World -> World
makeDoorDebris dr w = w & makeDebris mt p
makeDoorDebris dr w = w & makeDebris (BlockDebris drcol) mt p
where
p2a = lerpP2A (dr ^. drZeroPos) (dr ^. drOnePos) (dr ^. drLerp)
p = centroid . fmap fst $ (dr ^. drFootPrint) & each . each %~ shiftPointBy p2a
@@ -32,34 +47,62 @@ makeDoorDebris dr w = w & makeDebris mt p
wlids <- w ^? cWorld . lWorld . doors . ix (_drID dr) . drFootPrint
((wlid, _), _) <- IM.minViewWithKey wlids
w ^? cWorld . lWorld . walls . ix wlid . wlMaterial
drcol = case dr ^. drTrigger of
WdBlCrFilterNearPoint {} -> yellow
_ -> red
blColor :: Block -> Color
blColor _ = orange
makeBlockDebris :: Block -> World -> World
makeBlockDebris bl w = foldl' (flip $ makeDebris mt) w ps
makeBlockDebris bl w = foldl' (flip $ makeDebris (blockDebrisType mwl bl) mt) w ps
where
dsize = debrisSize mt
ps = gridInPolygon dsize $ shrinkPolyOnEdges dsize $ reverse (_blFootprint bl)
mt = fromMaybe Stone $ do
mt = fromMaybe Stone $ mwl ^? _Just . wlMaterial
mwl = do
wlids <- w ^? cWorld . lWorld . blocks . ix (_blID bl) . blWallIDs
(wlid, _) <- IS.minView wlids
wl <- w ^? cWorld . lWorld . walls . ix wlid
return $ _wlMaterial wl
w ^? cWorld . lWorld . walls . ix wlid
blockDebrisType :: Maybe Wall -> Block -> DebrisType
blockDebrisType wl bl = case wl ^? _Just . wlMaterial of
Just Glass -> GlassDebris
Just Metal -> MetalDebris red
_ -> BlockDebris $ blColor bl
-- makeDebris :: Material -> Color -> Point2 -> World -> World
makeDebris :: Material -> Point2 -> World -> World
makeDebris :: DebrisType -> Material -> Point2 -> World -> World
makeDebris = makeDebrisDirected (2 * pi) 0
makeDebrisDirected :: Float -> Float -> Material -> Point2 -> World -> World
-- makeDebrisDirected :: Float -> Float -> Material -> Color -> Point2 -> World -> World
-- makeDebrisDirected arcrad dir bm col p w =
makeDebrisDirected arcrad dir bm p w =
makeDebrisZ :: Float -> DebrisType -> Material -> Point2 -> World -> World
makeDebrisZ = makeDebrisDirectedZ (2 * pi) 0
makeDebrisDirectedZ :: Float -> Float -> Float -> DebrisType -> Material -> Point2 -> World -> World
makeDebrisDirectedZ arcrad dir z dt bm p w =
w
-- & flip (foldl' (flip $ plNew (cWorld . lWorld . props) prID)) thedebris
& cWorld
. lWorld
. debris
<>~ thedebris
& randGen
.~ newg
& cWorld . lWorld . debris <>~ thedebris
& randGen .~ newg
& soundOriginsIDsAt [MaterialSound bm i | i <- [0, 1, 2]] (destroyMatS bm) p
where
(thedebris, newg) = replicateM 4 f & runState $ _randGen w
f = do
v <- rotateV (dir - arcrad / 2) <$> randInArcStrip 1 2 arcrad
spinspeed <- randomR (-0.2, -0.1) & state
return $
DebrisChunk
{ _dbPos = p `v2z` z
, _dbType = dt
, _dbVel = v `v2z` 0
, _dbRot = Q.qid
, _dbSpin = Q.axisAngle (vNormal v `v2z` 0) spinspeed
}
makeDebrisDirected :: Float -> Float -> DebrisType -> Material -> Point2 -> World -> World
makeDebrisDirected arcrad dir dt bm p w =
w
& cWorld . lWorld . debris <>~ thedebris
& randGen .~ newg
& soundOriginsIDsAt [MaterialSound bm i | i <- [0, 1, 2]] (destroyMatS bm) p
where
(thedebris, newg) = mapM f [35, 55, 75, 95] & runState $ _randGen w
@@ -70,10 +113,9 @@ makeDebrisDirected arcrad dir bm p w =
return $
DebrisChunk
{ _dbPos = p `v2z` h
, -- , _dbType = BlockDebris col
_dbType = BlockDebris (materialColor bm)
, _dbType = dt
, _dbVel = v `v2z` 0
, _dbRot = Q.qID
, _dbRot = Q.qid
, _dbSpin = Q.axisAngle (vNormal v `v2z` 0) spinspeed
}
@@ -82,7 +124,7 @@ makeDebrisDirected arcrad dir bm p w =
-- & prPos .~ p
-- & prVel .~ v
-- & prQuatSpin .~ Q.axisAngle (vNormal v `v2z` 0) spinspeed
-- & prQuat .~ Q.qID
-- & prQuat .~ Q.qid
-- & prVelZ .~ 0
-- & prPosZ .~ h
+16 -13
View File
@@ -108,26 +108,28 @@ updateBulVel bt = bt & buVel .*.*~ _buDrag bt
-- return $ BezierTrajectory sp tpos (mouseWorldPos (w ^. input) (w ^. wCam))
-- might want to restrict what/how bounces by material type
bounceDir :: IM.IntMap Item -> (Point2, Either Creature Wall) -> Maybe Point2
bounceDir _ (_, Right wl) = Just $ uncurry (-) (_wlLine wl)
bounceDir m (p, Left cr) | crIsArmouredFrom m p cr
bounceDir :: World -> IM.IntMap Item -> (Point2, Either Creature Wall) -> Maybe Point2
bounceDir _ _ (_, Right wl) = Just $ uncurry (-) (_wlLine wl)
bounceDir w m (p, Left cr) | crIsArmouredFrom m p w cr
= Just $ vNormal $ p - (cr ^. crPos . _xy)
bounceDir _ _ = Nothing
bounceDir _ _ _ = Nothing
useBulletPayload :: Bullet -> Point2 -> World -> World
useBulletPayload bu = case _buPayload bu of
BulPlain _ -> const id
BulFlak -> makeFlak bu
BulFrag -> makeFragBullets
BulGas -> (`makeGasCloud` V2 0 0)
BulBall ExplosiveBall -> makeMovingEB (_buVel bu) ExplosiveBall
BulGas -> (\p -> makeGasCloud o p (V2 0 0))
BulBall eb@ExplosiveBall{} -> makeMovingEB (_buVel bu) eb o
BulBall ElectricalBall{} ->
makeMovingEB
(_buVel bu)
(ElectricalBall (round $ bu ^. buPos . _1))
BulBall FlashBall -> makeMovingEB (_buVel bu) FlashBall
BulBall (FlameletBall x) -> makeMovingEB (_buVel bu) (FlameletBall x)
BulBall IncendiaryBall -> makeMovingEB (_buVel bu) IncendiaryBall
(ElectricalBall (round $ bu ^. buPos . _1)) o
BulBall eb@FlashBall{} -> makeMovingEB (_buVel bu) eb o
BulBall eb@FlameletBall{} -> makeMovingEB (_buVel bu) eb o
BulBall eb@IncendiaryBall{} -> makeMovingEB (_buVel bu) eb o
where
o = bu ^. buOrigin
makeFragBullets :: Point2 -> World -> World
makeFragBullets p w = w & cWorld . lWorld . bullets .++~ bus
@@ -158,7 +160,7 @@ hitEffFromBul w bu = case _buEffect bu of
PenetrateBullet -> movePenBullet bu hitstream w
BounceBullet -> fromMaybe (expireAndDamage bu hitstream w) $ do
(hp, crwl) <- hitstream ^? _head
dir <- bounceDir (w ^. cWorld . lWorld . items) (hp, crwl)
dir <- bounceDir w (w ^. cWorld . lWorld . items) (hp, crwl)
return
( w
, bu
@@ -168,11 +170,12 @@ hitEffFromBul w bu = case _buEffect bu of
DestroyBullet -> expireAndDamage bu hitstream w
where
sp = _buPos bu
hitstream = thingsHitZ 20 sp (sp + _buVel bu) w
hitstream = thingsHitZ' 20 sp (sp + _buVel bu) w
getBulHitDams :: Bullet -> Point2 -> [Damage]
getBulHitDams bu p = case _buPayload bu of
BulPlain x -> [Piercing x p v]
BulPlain x -> [Piercing x p v (bu ^. buOrigin)
,Inertial 0 p v (bu ^. buOrigin)]
_ -> []
where
v = _buVel bu
+19 -4
View File
@@ -1,16 +1,18 @@
module Dodge.Button.Draw where
module Dodge.Button.Draw (drawButton) where
import Data.Maybe
import Dodge.Data.LWorld
import Color
import Dodge.Data.Button
import Geometry
import Shape
import ShapePicture
import Control.Lens
drawButton :: Button -> SPic
drawButton bt = case bt ^. btEvent of
drawButton :: LWorld -> Button -> SPic
drawButton lw bt = case bt ^. btEvent of
ButtonPress {_bpColor = col} -> defaultDrawButton col bt
ButtonSwitch {_bsColor1 = col1, _bsColor2 = col2} -> drawSwitch col1 col2 bt
ButtonDumbSwitch i -> drawDumbSwitch (fromMaybe True $ lw ^? triggers . ix i)
ButtonAccessTerminal _ -> mempty
drawSwitch :: Color -> Color -> Button -> SPic
@@ -26,6 +28,19 @@ drawSwitch col1 col2 bt
]
)
drawDumbSwitch :: Bool -> SPic
drawDumbSwitch t
| t = flick $ pi / 4
| otherwise = flick (negate (pi / 4))
where
flick a = noPic
( mconcat
[ colorSH red . upperBox Small Typical 20 $ rectNSWE (-2) (-5) (-10) 10
, colorSH (dim red) . translateSH (V3 0 (-2) 20) . rotateSH a . upperBox Small Typical 2 $
rectNSWE 10 0 (-2) 2
]
)
defaultDrawButton :: Color -> Button -> SPic
defaultDrawButton col bt = noPic
( translateSHz 15 . colorSH col $ upperBox Small Typical 5 buttonGeometry
+1
View File
@@ -12,6 +12,7 @@ doButtonEvent = \case
ButtonPress False f _ -> buttonFlip f
ButtonSwitch _ f _ _ True -> buttonFlip f
ButtonSwitch f _ _ _ False -> buttonFlip f
ButtonDumbSwitch i -> \_ -> cWorld . lWorld . triggers . ix i %~ not
ButtonAccessTerminal tid -> const $ accessTerminal tid
buttonFlip :: WdWd -> Button -> World -> World
-25
View File
@@ -1,25 +0,0 @@
module Dodge.Corpse.Make (makeCorpse) where
import Control.Lens
import Dodge.Creature.Picture
import Dodge.Creature.Radius
import Dodge.Creature.Shape
--import Dodge.Data.Corpse
import Dodge.Data.Creature
import Geometry
import Shape
import ShapePicture
makeCorpse :: Creature -> SPic
makeCorpse cr =
noPic
. scaleSH (V3 crsize crsize crsize)
$ mconcat
[ colorSH (_skinHead cskin) $ deadScalp cr
, colorSH (_skinUpper cskin) $ deadUpperBody cr
, rotmdir $ colorSH (_skinLower cskin) $ deadFeet cr
]
where
cskin = crShape $ _crType cr -- this should be fixed
crsize = 0.1 * crRad (cr ^. crType)
rotmdir = rotateSH (_crMvDir cr - _crDir cr)
+6 -14
View File
@@ -3,8 +3,6 @@ module Dodge.Creature (
module Dodge.Creature.ChaseCrit,
module Dodge.Creature.Inanimate,
launcherCrit,
-- pistolCrit,
ltAutoCrit,
spreadGunCrit,
autoCrit,
armourChaseCrit,
@@ -13,11 +11,8 @@ module Dodge.Creature (
module Dodge.Creature.Impulse,
module Dodge.Creature.Perception,
module Dodge.Creature.ReaderUpdate,
module Dodge.Creature.SentinelAI,
module Dodge.Creature.State,
module Dodge.Creature.Strategy,
module Dodge.Creature.Test,
module Dodge.Creature.Volition,
module Dodge.Creature.YourControl,
) where
@@ -34,15 +29,11 @@ import Dodge.Creature.ChaseCrit
import Dodge.Creature.Impulse
import Dodge.Creature.Inanimate
import Dodge.Creature.LauncherCrit
import Dodge.Creature.LtAutoCrit
import Dodge.Creature.Perception
import Dodge.Creature.ReaderUpdate
import Dodge.Creature.SentinelAI
import Dodge.Creature.SpreadGunCrit
import Dodge.Creature.State
import Dodge.Creature.Strategy
import Dodge.Creature.Test
import Dodge.Creature.Volition
import Dodge.Creature.YourControl
import Dodge.Data.Creature
import Dodge.Default
@@ -98,8 +89,7 @@ startCr =
& crHP .~ HP 10000
& crInv .~ mempty
& crFaction .~ PlayerFaction
-- & crMvType .~ MvWalking yourDefaultSpeed
& crType .~ Avatar (PulseStatus 55 0) Flesh 50 50 50 3
& crType .~ Avatar (PulseStatus 55 0) Flesh 50 50 50 AvPosture LeftForward 0
-- | Items you start with.
startInvList :: [Item]
@@ -209,10 +199,12 @@ inventoryX c = case c of
[ makeTypeCraftNum 2 MICROCHIP
]
"J" ->
[ laser
[ capacitor
, makeTypeCraft TRANSFORMER
, laser
, battery
--, dualBeam
] <> makeTypeCraftNum 10 TRANSFORMER
]
<> makeTypeCraftNum 5 BEAMSPLITTER
"K" ->
[ autoRifle
, tinMag
+93 -75
View File
@@ -10,6 +10,10 @@ module Dodge.Creature.Action (
youDropItem,
) where
import qualified IntSetHelp as IS
import Dodge.DisplayInventory
import Dodge.Data.SelectionList
import RandomHelp
import Dodge.WorldEvent.ThingsHit
import Control.Applicative
import Control.Monad
@@ -33,158 +37,172 @@ import qualified IntMapHelp as IM
import LensHelp
import Linear
import NewInt
import qualified Data.Set as S
-- it is desirable to be able to determine when an action is finished,
-- so that DoActionThen and the like are easy to define
performActions :: Int -> World -> World
performActions cid w =
foldl'
performActions cid w = fromMaybe w $ do
a <- cr ^?crActionPlan.apAction
let (iss, mayas) = performAction cr w a
return $ foldl'
(followImpulse cid)
(w & cWorld . lWorld . creatures . ix cid . crActionPlan . apAction .~ mayas)
iss
where
cr = w ^?! cWorld . lWorld . creatures . ix cid
(iss, mayas) = foldMap (performAction cr w) $ cr ^. crActionPlan . apAction
-- (iss, mayas) = maybe ([],NoAction) (performAction cr w) (cr ^? crActionPlan . apAction)
type ActionUpdate = ([Impulse], [Action])
type ActionUpdate = ([Impulse], Action)
{- | Performing an action on a frame creates an ActionUpdate:
gives impulses and updates/deletes the action itself.
-}
performAction :: Creature -> World -> Action -> ActionUpdate
performAction cr w ac = case ac of
Eat i x -> ([],Eat i x)
-- Eat i x | x <= 0 -> ([],NoAction)
-- Eat i x -> ([],Eat i (x-1))
AimAt tcid p -> performAimAt cr w tcid p
WaitThen 0 newAc -> ([], [newAc])
WaitThen t newAc -> ([], [WaitThen (t -1) newAc])
ImpulsesList (xs : xss) -> (xs, [ImpulsesList xss])
ImpulsesList _ -> ([], mempty)
DoImpulses imps -> (imps, mempty)
DoActionThen fsta afta -> case performAction cr w fsta of -- NOTE this only does ONE continuation action
(imps, nxta : _) -> (imps, [DoActionThen nxta afta])
(imps, []) -> (imps, [afta])
DoActionWhile f act -> performAction cr w $ DoActionWhilePartial act f act
WaitThen 0 newAc -> ([], newAc)
WaitThen t newAc -> ([], WaitThen (t -1) newAc)
ImpulsesList (xs : xss) a -> performAction cr w a & _1 <>~ xs
& _2 %~ ImpulsesList xss
ImpulsesList _ a -> performAction cr w a
DoImpulses imps -> (imps, NoAction)
DoActionThen fsta afta -> case performAction cr w fsta of
(imps, NoAction) -> (imps, afta)
(imps, nxta) -> (imps, DoActionThen nxta afta)
-- DoActionWhile f act -> performAction cr w $ DoActionWhilePartial act f act
DoActionWhilePartial partAc f resetAc
| doWdCrBl f w cr -> case performAction cr w partAc of
(imps, nxta : _) -> (imps, [DoActionWhilePartial nxta f resetAc])
(imps, []) -> (imps, [DoActionWhilePartial resetAc f resetAc])
(imps, NoAction) -> (imps, DoActionWhilePartial resetAc f resetAc)
(imps, nxta ) -> (imps, DoActionWhilePartial nxta f resetAc)
| otherwise -> performAction cr w partAc
DoActionIf f ifa
| doWdCrBl f w cr -> performAction cr w ifa
| otherwise -> ([], mempty)
| otherwise -> ([], NoAction)
DoActionIfElse ifa f elsea
| doWdCrBl f w cr -> performAction cr w ifa
| otherwise -> performAction cr w elsea
DoActionWhileInterrupt repa f afta
| doWdCrBl f w cr -> (fst $ performAction cr w repa, [DoActionWhileInterrupt repa f afta])
| doWdCrBl f w cr -> (fst $ performAction cr w repa, DoActionWhileInterrupt repa f afta)
| otherwise -> performAction cr w afta
DoActions [] -> ([], mempty)
DoActions acs ->
let (imps, newAcs) = foldMap (performAction cr w) acs
in (imps, newAcs)
StartSentinelPost -> ([AddGoal $ SentinelAt (cr ^. crPos . _xy) (_crDir cr)], mempty)
PathTo p -> performPathTo cr w p
PathTo p a -> performPathTo a cr w p
EvadeAim -> tryEvadeSideways cr w
TurnToPoint p -> performTurnToA cr p
LeadTarget p -> fromMaybe ([], mempty) $ do
LeadTarget p -> fromMaybe ([], NoAction) $ do
i <- cr ^? crIntention . targetCr . _Just
tcr <- w ^? cWorld . lWorld . creatures . ix i
return ([TurnTo (tcr ^. crPos . _xy +.+ rotateV (_crDir tcr) p)], mempty)
UseSelf f -> performAction cr w $ doCrAc f cr
ArbitraryAction f -> performAction cr w (doCrWdAc f cr w)
DoImpulsesAlongside sideImp mainAc -> case performAction cr w mainAc of
(imp, [nxtac]) -> (sideImp ++ imp, [DoImpulsesAlongside sideImp nxtac])
(imp, _) -> (sideImp ++ imp, mempty)
return ([TurnTo (tcr ^. crPos . _xy +.+ rotateV (_crDir tcr) p)], NoAction)
DoImpulsesAlongside sideImp mainAc -> performAction cr w mainAc & _1 <>~ sideImp
DoReplicate t nxtac -> performAction cr w $ DoReplicatePartial nxtac t nxtac
DoReplicatePartial _ 0 pac -> performAction cr w pac
DoReplicatePartial startac t partac -> case performAction cr w partac of
(imps, [nextac]) -> (imps, [DoReplicatePartial startac t nextac])
(imps, _) -> (imps, [DoReplicatePartial startac (t -1) startac])
NoAction -> ([], mempty)
(imps, NoAction) -> (imps, DoReplicatePartial startac (t -1) startac)
(imps, nextac) -> (imps, DoReplicatePartial startac t nextac)
NoAction -> ([], NoAction)
tryEvadeSideways :: Creature -> World -> ActionUpdate
tryEvadeSideways _ w = jumpleft -- (mv,mempty)
where
jumpleft = (mv,DoReplicate 5 (DoImpulses mv))
mv = [Walk (V2 0 d),UpdateRandGen]
d = evalState (takeOne [3,-3]) (w ^. randGen)
performAimAt :: Creature -> World -> Int -> Point2 -> ActionUpdate
performAimAt cr w tcid p = ([TurnToward tpos aimSp], [AimAt tcid tpos])
performAimAt cr w tcid p = ([TurnToward tpos aimSp], AimAt tcid tpos)
where
cdir = _crDir cr
cpos = cr ^. crPos . _xy
canSee' = canSee (_crID cr) tcid w
aimSp = case crMvType cr ^? mvAimSpeed of
aimSp = case crMvType cr ^? mvTurnRad of
Just f -> doFloatFloat f $ safeAngleVV (unitVectorAtAngle cdir) (tpos - cpos)
Nothing -> error "creature without aiming type"
-- aimSp = case crMvType cr ^? mvAimSpeed of
-- Just f -> doFloatFloat f $ safeAngleVV (unitVectorAtAngle cdir) (tpos - cpos)
-- Nothing -> error "creature without aiming type"
tpos
| canSee' = w ^?! cWorld . lWorld . creatures . ix tcid . crPos . _xy
| otherwise = p
performPathTo :: Creature -> World -> Point2 -> ActionUpdate
performPathTo cr w p
| dist cpos p <= crRad (cr ^. crType) = mempty
| isWalkable cpos p w = gotowards p
| otherwise = case pointTowardsImpulse cpos p w of
crPathing :: Creature -> (Point2 -> Point2 -> World -> Bool,S.Set EdgeObstacle -> Bool)
crPathing cr = case cr ^. crStance . carriage of
Flying {} -> (isFlyable, not . S.member (WallObstacle WallNotAutoOpen))
_ -> (isWalkable, not . pathEdgeObstructed)
performPathTo :: Action -> Creature -> World -> Point2 -> ActionUpdate
performPathTo a cr w p
| dist cpos p <= crRad (cr ^. crType) = (mempty,NoAction)
| fst (crPathing cr) cpos p w = gotowards p
| otherwise = case uncurry pointTowardsImpulse' (crPathing cr) cpos p w of
Just q -> gotowards q
_ -> ([ChangeStrategy Flee], [])
_ -> ([], a)
where
gotowards q = ( [MvTurnToward q, MvForward, RandomTurn jit] , [PathTo p])
gotowards q = ( crMoveImpulses cr q , PathTo p a)
cpos = cr ^. crPos . _xy
jit = _mvTurnJit $ crMvType cr
crMoveImpulses :: Creature -> Point2 -> [Impulse]
crMoveImpulses cr p = case crMvType cr of
NoMvType -> [MvTurnToward p, MvForward]
MvWalking {} -> [MvTurnToward p, MvForward]
JitMvType {_mvTurnJit = x} -> [MvTurnToward p, MvForward, RandomTurn x]
StartStopMvType {} -> [MvTurnToward p, MvForward]
BeeMvType {} | cr ^?! crType . startStopMv == 0 -> [SetBeeRandomMovement, MvForward, MvTurnToward p]
BeeMvType {} -> [MvTurnToward p, MvForward]
performTurnToA :: Creature -> Point2 -> ActionUpdate
performTurnToA cr p
| angleVV cdirv dirv < 0.1 = mempty
| otherwise = ([MvTurnToward p, RandomTurn jit], [TurnToPoint p])
| angleVV cdirv dirv < 0.1 = (mempty,NoAction)
| otherwise = ([MvTurnToward p, RandomTurn jit], TurnToPoint p)
where
cpos = cr ^. crPos . _xy
cdirv = unitVectorAtAngle (_crDir cr)
dirv = p -.- cpos
jit = _mvTurnJit $ crMvType cr
--setMinInvSize :: Int -> Creature -> World -> World
--setMinInvSize n cr = cWorld . lWorld . creatures . ix (_crID cr) . crInvCapacity .~ n
--organiseInvKeys :: Int -> World -> World
--organiseInvKeys cid w =
-- w & cWorld . lWorld . creatures . ix cid
-- %~ ( (crInvSel . iselPos .~ newSelKey)
-- . (crInv .~ newInv)
-- . (crInvSel . iselAction .~ NoInvSelAction)
-- )
-- where
-- cr = w ^?! cWorld . lWorld . creatures . ix cid -- _creatures (_cWorld w) IM.! cid
-- pairs = IM.toList (_crInv cr)
-- newSelKey = fromMaybe 0 $ findIndex ((== crSel cr) . fst) pairs
-- newInv = IM.fromAscList $ zip [0 ..] $ map snd pairs
-- why not a cid (Int)?
dropItem :: Creature -> Int -> World -> World
dropItem cr invid w' =
doanyitemdropeffect
dropItem cr invid w =
itEffectOnDrop itm cr
. maybesetdropped
. (hud . diSections . ix 3 . ssSet %~ IS.map (+ 1))
. (hud . diSections . ix 0 . ssSet %~ IS.deleteShift invid)
. maybeshiftseldown
. copyItemToFloor (cr ^. crPos . _xy) itm -- . mayberemoveequip
. rmInvItem (_crID cr) (NInt invid) -- it is important
-- to do this before copying the item to the floor!
. soundStart (CrSound (_crID cr)) (cr ^. crPos . _xy) whiteNoiseFadeOutS Nothing
$ w'
$ w
where
--doanyitemdropeffect = fromMaybe id $ do
-- rmf <- itm ^? itEffect . ieOnDrop
-- return $ doInvEffect rmf itm cr
doanyitemdropeffect = itEffectOnDrop itm cr
itm = fromMaybe (error "dropItem cannot find item") $ do
itid <- cr ^? crInv . ix (NInt invid)
w' ^? cWorld . lWorld . items . ix itid
maybeshiftseldown w = fromMaybe w $ do
w ^? cWorld . lWorld . items . ix itid
t = fromMaybe True $ do
s <- w ^? hud . diCloseFilter . _Just
si <- w ^? hud . diSections . ix 0 . ssItems . ix invid
return $ plainRegex s si
maybesetdropped = fromMaybe id $ do
guard $ t && (invid `IS.member` (w ^?! hud . diSections . ix 0 . ssSet))
return $ hud . diSections . ix 3 . ssSet %~ IS.insert 0
maybeshiftseldown = fromMaybe id $ do
guard t
3 <- w ^? hud . diSelection . _Just . slSec
return $ w & hud . diSelection . _Just . slInt +~ 1
return $ hud . diSelection . _Just . slInt +~ 1
-- | Get your creature to drop the item under the cursor.
youDropItem :: World -> World
youDropItem w = fromMaybe w $ do
curpos <-
cr ^? crManipulation . manObject . imSelectedItem . unNInt
<|> fmap fst (IM.lookupMax (cr ^. crInv . unNIntMap))
curpos <- mi <|> fmap fst (IM.lookupMax (cr ^. crInv . unNIntMap))
guard $ not $ w ^. cWorld . lWorld . lInvLock
return $ case cr ^. crStance . posture of
Aiming{} -> throwItem w
AtEase -> dropItem cr curpos w
AtEase -> setInvPosFromSS $ dropItem cr curpos w
where
cr = you w
mi = do
Sel 0 i <- w^?hud.diSelection._Just
return i
-- placeholder, remember to deal with two handed weapon twist
-- should throw all attached items?
+7 -6
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@@ -5,6 +5,7 @@ module Dodge.Creature.Action.Blink (
unsafeBlinkAction,
) where
import qualified Data.IntMap.Strict as IM
import Linear
import Dodge.Creature.Radius
import Dodge.Zoning.Wall
@@ -28,13 +29,13 @@ blinkActionMousePos cr w =
& blinkDistortions cpos p3
& cWorld . lWorld . creatures . ix cid . crPos . _xy .~ p3
& blinkShockwave cid p3
& inverseShockwaveAt (cpos `v2z` 20) 40 2 2
& inverseShockwaveAt (cpos `v2z` 20) 40 2 2 (CrIndirectO cid)
where
cid = _crID cr
p1 = w ^. cWorld . lWorld . lAimPos
cpos = cr ^. crPos . _xy
--p2 = bouncePoint (const True) 1 cpos p1 w
p2 = pushIntoMaybe $ collideCircWalls cpos p1 r (wlsNearSeg cpos p1 w)
p2 = pushIntoMaybe $ collideCircWalls cpos p1 r (IM.elems $ wlsNearSeg cpos p1 w)
r = crRad $ cr ^. crType
p3 = maybe p1 ((+.+ squashNormalizeV (cpos -.- p1)) . fst) p2
--p3 = maybe p1 (const 0) p2
@@ -62,11 +63,11 @@ unsafeBlinkAction cr w
. blinkDistortions cpos mwp
. set (cWorld . lWorld . creatures . ix cid . crPos . _xy) mwp
. blinkShockwave cid mwp
$ inverseShockwaveAt (cpos `v2z` 20) 40 2 2 w
$ inverseShockwaveAt (cpos `v2z` 20) 40 2 2 (CrIndirectO cid) w
| otherwise =
w
& blinkActionFail cr
& cWorld . lWorld . creatures . ix cid . crDamage .:~ Enterrement 100000000
& cWorld . lWorld . creatures . ix cid . crDamage .:~ Enterrement 100000000 (CrIndirectO cid)
where
success = fromMaybe True $ do
wl <- snd $ collidePointWallsFilter (const True) mwp cpos w
@@ -81,7 +82,7 @@ blinkShockwave ::
Point2 ->
World ->
World
blinkShockwave i p = makeShockwaveAt [i] (p `v2z` 20) 60 1 2 cyan
blinkShockwave i p = makeShockwaveAt [i] (p `v2z` 20) 60 1 2 cyan (CrIndirectO i)
-- | Like a blink action, but no ingoing distortion
blinkActionFail :: Creature -> World -> World
@@ -90,7 +91,7 @@ blinkActionFail cr w =
& soundMultiFrom [TeleSound 0, TeleSound 1] p3 teleS Nothing
-- & cWorld . lWorld . distortions .:~ distortionBulge
& cWorld . lWorld . creatures . ix cid . crPos . _xy .~ p3
& inverseShockwaveAt (cpos `v2z` 20) 40 2 2
& inverseShockwaveAt (cpos `v2z` 20) 40 2 2 (CrIndirectO cid)
where
-- distR = 120
-- distortionBulge = RadialDistortion cpos (cpos +.+ V2 distR 0) (cpos +.+ V2 0 distR) 1.9
+6 -6
View File
@@ -20,12 +20,12 @@ flockArmourChaseCrit =
-- IM.fromList
-- [ --(0, frontArmour)
-- ]
, _crActionPlan =
ActionPlan
{ _apAction = []
, _apStrategy = FollowImpulses
, _apGoal = [Kill 0]
}
-- , _crActionPlan =
-- ActionPlan
-- { _apAction = NoAction
---- , _apStrategy = FollowImpulses
-- , _apGoal = Kill 0
-- }
, _crGroup = ShieldGroup
-- , _crMvType = defaultChaseMvType
}
+76 -5
View File
@@ -1,10 +1,18 @@
module Dodge.Creature.ChaseCrit (
smallChaseCrit,
invisibleChaseCrit,
crabCrit,
chaseCrit,
hoverCrit,
slinkCrit,
slimeCrit,
beeCrit,
hiveCrit,
) where
--import Dodge.Data.Equipment.Misc
import qualified Quaternion as Q
import Linear
import Dodge.Data.FloatFunction
import Control.Lens
import Dodge.Data.Creature
import Dodge.Default
@@ -30,8 +38,71 @@ chaseCrit =
& crName .~ "chaseCrit"
& crHP .~ HP 150
& crFaction .~ ColorFaction green
& crVocalization .~ chaseCritVocalization
& crStance . strideLength .~ 30
& crActionPlan . apGoal .~ SearchForFood
& crActionPlan . apStrategy .~ Search
chaseCritVocalization :: Vocalization
chaseCritVocalization = Vocalization (50, 200) 0
crabCrit :: Creature
crabCrit = defaultCreature
& crName .~ "chaseCrit"
& crHP .~ HP 350
& crType .~ CrabCrit
{ _meleeCooldownL = 0
, _meleeCooldownR = 0
, _dodgeCooldown = 0
, _lFootPos = 0
, _rFootPos = 0
}
& crFaction .~ ColorFaction red
& crPerception . cpVision . viFOV .~ FloatFOV pi
slinkCrit :: Creature
slinkCrit = defaultCreature
& crName .~ "slinkCrit"
& crHP .~ HP 1000
& crType .~ SlinkCrit
{ _meleeCooldown = 0
, _slinkSpine = replicate 15 (V3 0 0 2, Q.axisAngle (V3 0 1 0) (pi/15))
, _slinkHeadPos = (V3 20 0 15, Q.axisAngle (V3 0 1 0) (pi/2))
}
& crFaction .~ ColorFaction red
& crPerception . cpVision . viFOV .~ FloatFOV pi
slimeCrit :: Creature
slimeCrit = defaultCreature
& crName .~ "slimeCrit"
& crHP .~ HP 1000
-- & crType .~ SlimeCrit r 0 0 (V2 (slimeToRad r) 0) False 0
& crType .~ SlimeCrit r 0 NoSlimeDistortion 1 False 0
& crFaction .~ ColorFaction (light green)
& crPerception . cpVision . viFOV .~ FloatFOV pi
& crActionPlan .~ SlimeIntelligence
& crStance . carriage .~ Crawling
where
r = 250000
hoverCrit :: Creature
hoverCrit =
defaultCreature
& crName .~ "hoverCrit"
& crHP .~ HP 150
& crType .~ HoverCrit 0
& crFaction .~ ColorFaction blue
& crStance . carriage .~ Flying 15
beeCrit :: Creature
beeCrit =
defaultCreature
& crName .~ "beeCrit"
& crHP .~ HP 100
& crType .~ BeeCrit 0 Nothing 0 0 0 Nothing 1
& crFaction .~ ColorFaction yellow
& crStance . carriage .~ Flying 15
hiveCrit :: Creature
hiveCrit =
defaultCreature
& crName .~ "hiveCrit"
& crHP .~ HP 100000
& crType .~ HiveCrit mempty 0 400
& crStance . carriage .~ Rooted
& crFaction .~ ColorFaction yellow
+14 -26
View File
@@ -1,6 +1,7 @@
module Dodge.Creature.Damage (applyCreatureDamage) where
--import Linear
import Dodge.Creature.Mass
import Linear
import Dodge.Material.Damage
import Data.List
--import Dodge.Creature.Mass
@@ -11,30 +12,17 @@ import Dodge.Data.World
--import Geometry
import LensHelp
applyCreatureDamage :: [Damage] -> Creature -> World -> World
applyCreatureDamage dms cr w = foldl' (applyIndividualDamage cr) w dms
applyCreatureDamage :: Int -> Creature -> World -> World
applyCreatureDamage cid cr w = foldl' (applyIndividualDamage cid cr) w (cr ^. crDamage)
applyIndividualDamage :: Creature -> World -> Damage -> World
applyIndividualDamage cr w dm =
let (i,w') = damMatSideEffect dm (crMaterial (_crType cr)) (Left cr) w
in w' & damageHP cr i
-- case dm of
-- Piercing{} -> applyPiercingDamage cr dm w
-- _ -> w & damageHP cr (_dmAmount dm)
applyIndividualDamage :: Int -> Creature -> World -> Damage -> World
applyIndividualDamage cid cr w (Inertial _ _ v _) = w
& cWorld . lWorld . creatures . ix cid . crPos . _xy +~ fmap (/ crMass (cr ^. crType)) v
applyIndividualDamage cid cr w dm =
let (x,w') = damMatSideEffect dm (crMaterial (_crType cr)) (Left cr) w
in w' & damageHP cid x
--applyPiercingDamage :: Creature -> Damage -> World -> World
--applyPiercingDamage cr dm w
-- | crIsArmouredFrom (w ^. cWorld . lWorld . items) p cr
-- = f . makeSpark NormalSpark p1 (argV (p1 - p)) $ w
-- | otherwise = f . damageHP cr (_dmAmount dm) $ w
-- where
-- f = cWorld . lWorld . creatures . ix (_crID cr) . crPos . _xy +~ _dmVector dm
-- / V2 x x
-- x = crMass (_crType cr)
-- p = _dmPos dm
-- p1 = p + 2 *.* squashNormalizeV (p - cr ^. crPos . _xy)
damageHP :: Creature -> Int -> World -> World
damageHP cr x =
(cWorld . lWorld . creatures . ix (_crID cr) . crHP . _HP -~ x)
. (cWorld . lWorld . creatures . ix (_crID cr) . crPain +~ x)
damageHP :: Int -> Int -> World -> World
damageHP cid x =
(cWorld . lWorld . creatures . ix cid . crHP . _HP -~ x)
. (cWorld . lWorld . creatures . ix cid . crPain +~ x)
+142 -87
View File
@@ -1,4 +1,5 @@
{-# LANGUAGE LambdaCase #-}
module Dodge.Creature.HandPos (
equipSitePQ,
translatePointToLeftHand,
@@ -11,122 +12,176 @@ module Dodge.Creature.HandPos (
headPQ,
translateToES,
rightHandPQ,
leftHandPQ,
strideLength,
) where
import Dodge.Data.Equipment.Misc
import qualified Quaternion as Q
import Dodge.Data.World
import Control.Monad
import qualified Data.IntMap.Strict as IM
import Linear
import Control.Lens
import Dodge.Creature.Test
import Dodge.Data.Creature
import Dodge.Data.Equipment.Misc
import Geometry
import qualified Quaternion as Q
import ShapePicture
translateToES :: Creature -> EquipSite -> Point3 -> Point3
translateToES cr es p = fst (equipSitePQ es cr `Q.comp` (p,Q.qID))
translateToES :: World -> Creature -> EquipSite -> Point3 -> Point3
translateToES w cr es p = fst (equipSitePQ es w cr `Q.comp` (p, Q.qid))
equipSitePQ :: EquipSite -> Creature -> Point3Q
equipSitePQ :: EquipSite -> World -> Creature -> Point3Q
equipSitePQ = \case
OnLeftWrist -> leftWristPQ
OnRightWrist -> rightWristPQ
OnHead -> headPQ
OnChest -> chestPQ
OnBack -> backPQ
OnLeftLeg -> leftLegPQ
OnRightLeg -> rightLegPQ
OnHead -> headPQ
OnChest -> chestPQ
OnBack -> backPQ
OnLeftLeg -> const $ legPQ LeftForward
OnRightLeg -> const $ legPQ RightForward
translatePointToRightHand :: Creature -> Point3 -> Point3
translatePointToRightHand cr p = fst (rightHandPQ cr `Q.comp` (p,Q.qID))
translatePointToRightHand :: World -> Creature -> Point3 -> Point3
translatePointToRightHand w cr p = fst (rightHandPQ w cr `Q.comp` (p, Q.qid))
rightHandPQ :: Creature -> Point3Q
rightHandPQ cr
| oneH cr = (V3 11 (-3) 20, Q.qID)
| twists cr = (V3 0 5 20, Q.qz (-1)) `Q.comp` (V3 4 (-10) 0,Q.qID)
| twoFlat cr = (V3 4 (-8) 10, Q.qID)
| otherwise = case cr ^? crStance . carriage of
Just (Walking sa LeftForward) -> (V3 (- f sa) (- off) 10, Q.qID)
Just (Walking sa RightForward) -> (V3 (- g sa) (- off) 10, Q.qID)
_ -> (V3 0 (- off) 10, Q.qID)
strideLength :: Creature -> Float
strideLength cr = case cr ^. crType of
Avatar{} -> 35
_ -> 30
handWalkingPos :: FootForward -> Float -> Creature -> Point3
handWalkingPos b off cr = case (cr ^? crType . strideAmount,cr ^? crType . footForward) of
(Just sa,Just ff) ->
let slen = strideLength cr
f i
| ff == b = 8 * zeroOneSmooth ((slen - i) / slen)
| otherwise = 8 * zeroOneSmooth (i / slen)
in V3 (f sa) off 12
_ -> V3 0 off 12
zeroOneSmooth :: Float -> Float
zeroOneSmooth x = (1 - cos (pi * x)) / 2
rightHandPQ :: World -> Creature -> Point3Q
rightHandPQ w cr
| oneH w cr = (V3 11 (-3) 20, Q.qid)
| twists w cr = (V3 0 5 20, Q.qz (-1)) `Q.comp` (V3 4 (-10) 0, Q.qz 1)
| twoFlat w cr = (V3 8 (-8) 12, Q.qid)
| Just TwoHandTwist <- w ^? hud . manObject . hiAimStance
= (V3 6 (-6) 10, Q.qid)
| Just TwoHandFlat <- w ^? hud . manObject . hiAimStance
= (V3 (8 - twoHandOffY cr) (-8) 12, Q.qid)
| Just p <- crRightHandWall cr = (20 & _xy .~ p, Q.qid)
| otherwise = (handWalkingPos LeftForward (-8) cr, Q.qid)
crRightHandWall :: Creature -> Maybe Point2
crRightHandWall cr = do
(_,p) <- IM.lookupMin (cr ^. crWallTouch)
let wp = p - cr ^. crPos . _xy
dp = argV wp
ang = nearZeroAngle (cd - dp)
cdp = unitVectorAtAngle cd
x | ang < 0 = 0.8 - (0.5 * ang / (pi / 4))
| otherwise = 0.8* dotV cdp (signorm wp)
y | ang < 0 = 2 - (5 * ang / (pi / 4))
| otherwise = 2
ep = wp - y *^ signorm wp + x *^ vNormal wp
guard $ ang > negate (pi / 8)
return $ ep & _xy %~ rot
where
off = 8
sLen = _strideLength $ _crStance cr
f i = negate 2 + negate 6 * (sLen - i) / sLen
g i = negate 2 + negate 6 * i / sLen
cd = cr ^. crDir
rot = rotateV (negate cd)
translateToRightHand :: Creature -> SPic -> SPic
translateToRightHand = overPosSP . translatePointToRightHand
rightWristPQ :: Creature -> Point3Q
rightWristPQ cr = rightHandPQ cr `Q.comp` (V3 0 (-4) (-4), Q.qID)
leftHandPQ :: Creature -> Point3Q
leftHandPQ cr
| oneH cr = (V3 0 off 10, Q.qz 0.4)
| twists cr = (V3 0 5 20, Q.qz (-1)) `Q.comp` (V3 12 4 0, Q.qz 0.4)
| twoFlat cr = (V3 4 8 10, Q.qID)
| otherwise = case cr ^? crStance . carriage of
Just (Walking sa RightForward) -> (V3 (- f sa) off 10 , Q.qID)
Just (Walking sa LeftForward) -> (V3 (- g sa) off 10 , Q.qID)
_ -> (V3 0 off 10, Q.qID)
crLeftHandWall :: Creature -> Maybe Point2
crLeftHandWall cr = do
(_,p) <- IM.lookupMin (cr ^. crWallTouch)
let wp = p - cr ^. crPos . _xy
dp = argV wp
ang = nearZeroAngle (cd - dp)
cdp = unitVectorAtAngle cd
x | ang > 0 = 0.8 + (0.5 * ang / (pi / 4))
| otherwise = 0.8* dotV cdp (signorm wp)
y | ang > 0 = 2 + (5 * ang / (pi / 4))
| otherwise = 2
ep = wp - y *^ signorm wp - x *^ vNormal wp
guard $ ang < (pi / 8)
return $ ep & _xy %~ rot
where
off = 8
sLen = _strideLength $ _crStance cr
f i = negate 2 + negate 6 * (sLen - i) / sLen
g i = negate 2 + negate 6 * i / sLen
cd = cr ^. crDir
rot = rotateV (negate cd)
translatePointToLeftHand :: Creature -> Point3 -> Point3
translatePointToLeftHand cr p = fst (leftHandPQ cr `Q.comp` (p,Q.qID))
translateToRightHand :: World -> Creature -> SPic -> SPic
translateToRightHand w = overPosSP . translatePointToRightHand w
translateToLeftHand :: Creature -> SPic -> SPic
translateToLeftHand = overPosSP . translatePointToLeftHand
rightWristPQ :: World -> Creature -> Point3Q
rightWristPQ w cr = rightHandPQ w cr `Q.comp` (V3 0 (-4) (-4), Q.qid)
leftWristPQ :: Creature -> Point3Q
leftWristPQ cr = leftHandPQ cr `Q.comp` (V3 0 4 (-4), Q.qID)
leftHandPQ :: World -> Creature -> Point3Q
leftHandPQ w cr
| twists w cr = (V3 0 5 20, Q.qz (-1)) `Q.comp` (V3 12 4 0, Q.qz 0.4)
| twoFlat w cr = (V3 8 8 12, Q.qid)
| Just TwoHandTwist <- w ^? hud . manObject . hiAimStance
= (V3 (10 + twoHandOffY cr) 6 20, Q.qid)
| Just TwoHandFlat <- w ^? hud . manObject . hiAimStance
= (V3 (8 + twoHandOffY cr) 6 12, Q.qid)
| Just p <- crLeftHandWall cr = (20 & _xy .~ p, Q.qid)
| oneH w cr = (V3 0 8 10, Q.qz 0.4)
| otherwise = (handWalkingPos RightForward 8 cr, Q.qid)
leftLegPQ :: Creature -> Point3Q
leftLegPQ cr = Q.comp (0,Q.qz (_crMvDir cr - _crDir cr))
(V3 x off 0,Q.qID)
where
x = case cr ^? crStance . carriage of
Just (Walking sa LeftForward) -> f sa
Just (Walking sa RightForward) -> - f sa
_ -> 0
off = 5
sLen = _strideLength $ _crStance cr
f i = 8 * (sLen - i) / sLen
twoHandOffY :: Creature -> Float
twoHandOffY cr = zeroOneSmooth $ case (cr ^? crType . strideAmount,cr ^? crType . footForward) of
(Just sa,Just ff) ->
let slen = strideLength cr
f i
| ff == RightForward = (slen - i) / slen
| otherwise = i / slen
in f sa
_ -> 0
translatePointToLeftHand :: World -> Creature -> Point3 -> Point3
translatePointToLeftHand w cr p = fst (leftHandPQ w cr `Q.comp` (p, Q.qid))
translateToLeftHand :: World -> Creature -> SPic -> SPic
translateToLeftHand w = overPosSP . translatePointToLeftHand w
leftWristPQ :: World -> Creature -> Point3Q
leftWristPQ w cr = leftHandPQ w cr `Q.comp` (V3 0 4 (-4), Q.qid)
translateToLeftLeg :: Creature -> SPic -> SPic
translateToLeftLeg cr = overPosSP (\p -> fst (leftLegPQ cr `Q.comp` (p,Q.qID)))
translateToLeftLeg cr = overPosSP (\p -> fst (legPQ LeftForward cr `Q.comp` (p, Q.qid)))
rightLegPQ :: Creature -> Point3Q
rightLegPQ cr = Q.comp (0,Q.qz (_crMvDir cr - _crDir cr))
(V3 x off 0,Q.qID)
legPQ :: FootForward -> Creature -> Point3Q
legPQ ff = case ff of
LeftForward -> legPQ' id
RightForward -> legPQ' negate
legPQ' :: (Float -> Float) -> Creature -> Point3Q
legPQ' g cr =
Q.comp
(0, Q.qz (_crMvDir cr - _crDir cr))
(V3 x (g off) 0, Q.qid)
where
x = case cr ^? crStance . carriage of
Just (Walking sa LeftForward) -> -f sa
Just (Walking sa RightForward) -> f sa
x = case (cr ^? crType . strideAmount,cr ^? crType . footForward) of
(Just sa,Just LeftForward) -> -f sa
(Just sa,Just RightForward) -> f sa
_ -> 0
off = -5
sLen = _strideLength $ _crStance cr
f i = 8 * (sLen - i) / sLen
sLen = strideLength cr
f i = g 8 * (sLen - i) / sLen
translateToRightLeg :: Creature -> SPic -> SPic
translateToRightLeg cr = overPosSP (\p -> fst (rightLegPQ cr `Q.comp` (p,Q.qID)))
translateToRightLeg cr = overPosSP (\p -> fst (legPQ RightForward cr `Q.comp` (p, Q.qid)))
headPQ :: Creature -> Point3Q
headPQ cr
| twists cr = (V3 0 2 20, Q.qz (-1)) `Q.comp` (V3 (negate 2.5) 0.25 0, Q.qz 1)
| oneH cr = (V3 0 0 20, Q.qz 0.5) `Q.comp` (V3 2.5 0 0, Q.qz (-0.5))
| otherwise = (V3 2.5 0 20, Q.qID)
headPQ :: World -> Creature -> Point3Q
headPQ w cr
| twists w cr = (V3 0 2 20, Q.qz (-1)) `Q.comp` (V3 (negate 2.5) 0.25 0, Q.qz 1)
| oneH w cr = (V3 0 0 20, Q.qz 0.5) `Q.comp` (V3 2.5 0 0, Q.qz (-0.5))
| otherwise = (V3 2.5 0 20, Q.qid)
--translatePointToHead :: IM.IntMap Item -> Creature -> Point3 -> Point3
--translatePointToHead m cr p = fst (headPQ cr `Q.comp` (p,Q.qID))
chestPQ :: World -> Creature -> Point3Q
chestPQ w cr = backPQ w cr `Q.comp` (0, Q.qz pi)
chestPQ :: Creature -> Point3Q
chestPQ cr = backPQ cr `Q.comp` (0,Q.qz pi)
backPQ :: Creature -> Point3Q
backPQ cr
| oneH cr = (V3 0 0 10, Q.qz 0.5)
| twists cr = (V3 0 3 10, Q.qz (-1.5))
backPQ :: World -> Creature -> Point3Q
backPQ w cr
| oneH w cr = (V3 0 0 10, Q.qz 0.5)
| twists w cr = (V3 0 3 10, Q.qz (-1.5))
| otherwise = (V3 0 0 10, Q.qz 0)
+60 -17
View File
@@ -3,7 +3,9 @@
module Dodge.Creature.Impulse (followImpulse) where
import Control.Monad.Trans.State.Lazy
import RandomHelp
import Control.Applicative
--import Control.Monad.Trans.State.Lazy
--import Control.Monad.State -- moving from mtl to transformers
import Data.Maybe
import Dodge.Creature.Impulse.Movement
@@ -18,12 +20,12 @@ import Dodge.SoundLogic
import Geometry
import LensHelp
import Linear
import NewInt
import System.Random
--import System.Random
-- note SwitchToItem doesn't necessarily update the root item correctly
followImpulse :: Int -> World -> Impulse -> World
followImpulse cid w = \case
UpdateRandGen -> w & randGen %~ (snd . randomR (0::Int,1))
ImpulseNothing -> w
RandomImpulse rimp ->
let (newimp, newgen) = runState (doRandImpulse rimp) (_randGen w)
@@ -31,46 +33,87 @@ followImpulse cid w = \case
Bark sid ->
soundStart (CrMouth cid) cpos sid Nothing $
w & clens %~ resetCrVocCoolDown w
Move p -> crup $ crMvBy p (w ^. cWorld . lWorld)
MoveForward x -> crup $ crMvForward x (w ^. cWorld . lWorld)
MoveNoStride p -> crup $ crMvByNoStride p (w ^. cWorld . lWorld)
Move p -> crup $ crMvBy p w
Walk p -> crup $ crWalk p w
MoveForward x -> crup $ crMvForward x w
MoveNoStride p -> crup $ crMvByNoStride p w
Turn a -> crup $ crDir +~ a
TurnToward p a -> crup $ creatureTurnToward p a
TurnTo p -> crup $ creatureTurnTo p
ChangePosture post -> crup $ crStance . posture .~ post
UseItem -> undefined
SwitchToItem i -> crup $ crManipulation . manObject .~ SelectedItem (NInt i) (NInt i) mempty
Melee cid' ->
hitCr cid' $
-- SwitchToItem i -> crup $ crManipulation . manObject .~ SelectedItem (NInt i) (NInt i) mempty
Melee tid ->
hitCr tid $ crup $ meleeMovement w tid . (crType . meleeCooldown .~ 20)
MeleeL cid' ->
hitCrd (-pi/2) cid' $
crup
( crMvAbsolute (w ^. cWorld . lWorld) (10 *.* normalizeV (posFromID cid' -.- cpos)) . (crType . meleeCooldown .~ 20)
)
-- ( crMvAbsolute (w ^. cWorld . lWorld) (vNormal $ 10 *.* normalizeV (posFromID cid' -.- cpos))
-- .
(crType . meleeCooldownL .~ 20)
-- )
MeleeR cid' ->
hitCrd (pi/2) cid' $
crup
--( crMvAbsolute (w ^. cWorld . lWorld) (vNormal $ (-10) *.* normalizeV (posFromID cid' -.- cpos)) .
(crType . meleeCooldownR .~ 20)
--)
RandomTurn a ->
let (aa, g) = rr a
in (randGen .~ g) (crup (crDir +~ aa))
MakeSound sid -> soundStart (CrSound (_crID cr)) (cr ^. crPos . _xy) sid Nothing w
DropItem -> undefined
ChangeStrategy strat -> crup $ crActionPlan . apStrategy .~ strat
AddGoal gl -> crup $ crActionPlan . apGoal .:~ gl
-- AddGoal gl -> crup $ crActionPlan . apGoal .:~ gl
ImpulseUseTarget f -> fromMaybe w $ do
i <- cr ^? crIntention . targetCr . _Just
tcr <- w ^? cWorld . lWorld . creatures . ix i
return $ followImpulse cid w (doCrImp f tcr)
MvForward -> crup $ crMvForward speed (w ^. cWorld . lWorld)
MvForward -> crup $ crMvForward' w
MvTurnToward p ->
crup $
creatureTurnToward p (turnRad $ safeAngleVV (p -.- cpos) (unitVectorAtAngle cdir))
mvTurnToward p (turnRad $ safeAngleVV (p -.- cpos) (unitVectorAtAngle cdir))
SetBeeRandomMovement -> w & setBeeRandomMovement cid
where
clens = cWorld . lWorld . creatures . ix cid
cr = w ^?! cWorld . lWorld . creatures . ix cid
crup f = over clens f w
mvType = crMvType cr
speed = _mvSpeed mvType
turnRad = doFloatFloat $ _mvTurnRad mvType
-- speed = _mvSpeed mvType
turnRad = fromMaybe (const 0.1) $
mvType ^? mvTurnRad . to doFloatFloat
<|> mvType ^? mvTurnSpeed . to const
-- | Just x <- = doFloatFloat $ _mvTurnRad mvType
cpos = cr ^. crPos . _xy
cdir = _crDir cr
posFromID cid' = w ^?! cWorld . lWorld . creatures . ix cid' . crPos . _xy
rr a = randomR (- a, a) $ _randGen w
hitCr i =
cWorld . lWorld . creatures . ix i . crDamage
.:~ Blunt 100 (posFromID i) (posFromID i - cpos)
.:~ Blunt 100 (posFromID i) (posFromID i - cpos) (CrMeleeO cid)
hitCrd a i =
cWorld . lWorld . creatures . ix i . crDamage
<>~ [Blunt 100 (posFromID i) (posFromID i - cpos) (CrMeleeO cid)
, Inertial 0 (posFromID i) (50 * unitVectorAtAngle (cr ^. crDir + a)) (CrMeleeO cid)
]
meleeMovement :: World -> Int -> Creature -> Creature
meleeMovement w tid cr = case cr ^. crType of
HoverCrit {} -> fromMaybe cr $ do
txy <- w ^? cWorld . lWorld . creatures . ix tid . crPos . _xy
return $ crMvAbsolute w (5 *^ normalizeV (cr ^. crPos . _xy - txy)) cr
ChaseCrit {} -> fromMaybe cr $ do
txy <- w ^? cWorld . lWorld . creatures . ix tid . crPos . _xy
return $ crMvAbsolute w (5 *^ normalizeV (txy - cr ^. crPos . _xy)) cr
_ -> cr
setBeeRandomMovement :: Int -> World -> World
setBeeRandomMovement cid w = fromMaybe w $ do
mff <- w ^? cWorld . lWorld . creatures . ix cid . crType . beeRandomMovement
return $ case mff of
Just _ -> w & cWorld . lWorld . creatures . ix cid . crType . beeRandomMovement .~ Nothing
Nothing -> w & cWorld . lWorld . creatures . ix cid . crType . beeRandomMovement .~ x
& randGen .~ g
where
(x,g) = runState (takeOne [Nothing,Just LeftForward,Just RightForward]) (w ^. randGen)
+68 -17
View File
@@ -3,11 +3,16 @@ module Dodge.Creature.Impulse.Movement (
creatureTurnTowardDir,
crMvAbsolute,
crMvBy,
crWalk,
crMvByNoStride,
crMvForward,
crMvForward',
creatureTurnTo,
mvTurnToward,
) where
import Dodge.Creature.State.WalkCycle
import Dodge.Creature.MoveType
import Linear
import Control.Lens
import Dodge.Base
@@ -18,32 +23,37 @@ import Geometry
{- | Creature attempts to moves under its own steam.
The idea is that this may or may not work, depending on the status of the creature.
For now, though, this cannot fail.
p is the movement translation vector, will be made relative to creature direction
-}
crMvBy ::
-- | Movement translation vector, will be made relative to creature direction
Point2 ->
LWorld ->
Creature ->
Creature
crMvBy :: Point2 -> World -> Creature -> Creature
crMvBy p lw cr = crMvAbsolute lw (rotateV (_crDir cr) p) cr
crMvByNoStride ::
-- | Movement translation vector, will be made relative to creature direction
Point2 ->
LWorld ->
Creature ->
Creature
-- | p is the movement translation vector, made relative to creature direction
crWalk :: Point2 -> World -> Creature -> Creature
crWalk p lw cr = crWalkAbsolute lw (rotateV (_crDir cr) p) cr
-- | p is the movement translation vector, made relative to creature direction
crMvByNoStride :: Point2 -> World -> Creature -> Creature
crMvByNoStride p lw cr = crMvAbsoluteNoStride lw (rotateV (_crDir cr) p) cr
crMvAbsolute :: LWorld -> Point2 -> Creature -> Creature
crMvAbsolute lw p' cr =
crMvAbsolute :: World -> Point2 -> Creature -> Creature
crMvAbsolute w p' cr =
cr
& crPos . _xy +~ p
& crMvDir .~ argV p
& crMvDir .~ argV (p + cr ^. crOldPos . _xy - cr ^. crOldOldPos . _xy)
where
p = strengthFactor (getCrMoveSpeed w cr) *^ p'
crWalkAbsolute :: World -> Point2 -> Creature -> Creature
crWalkAbsolute lw p' cr
| Walking <- cr ^. crStance . carriage = cr
& crPos . _xy +~ p
& crMvDir .~ argV (p + cr ^. crOldPos . _xy - cr ^. crOldOldPos . _xy)
| otherwise = cr
where
p = strengthFactor (getCrMoveSpeed lw cr) *.* p'
crMvAbsoluteNoStride :: LWorld -> Point2 -> Creature -> Creature
crMvAbsoluteNoStride :: World -> Point2 -> Creature -> Creature
crMvAbsoluteNoStride lw p' cr = cr & crPos . _xy +~ p
where
p = strengthFactor (getCrMoveSpeed lw cr) *.* p'
@@ -54,7 +64,28 @@ strengthFactor i
| i < 1 = 0
| otherwise = 0.02 * fromIntegral i
crMvForward :: Float -> LWorld -> Creature -> Creature
crMvForward' :: World -> Creature -> Creature
crMvForward' lw cr = case crMvType cr of
JitMvType s _ _ -> crMvBy (V2 s 0) lw cr
StartStopMvType s _ n ->
let speed | cr ^?! crType . startStopMv > n = 0
| otherwise = s
in crMvBy (V2 speed 0) lw cr
& crType . startStopMv %~ ((`mod` (n*2)) . (+1))
BeeMvType s _ n ->
let speed | cr ^?! crType . startStopMv > n = 0
| otherwise = s
v = case cr ^?! crType . beeRandomMovement of
Nothing -> V2 speed 0
Just LeftForward -> V2 0 speed
Just RightForward -> V2 0 (-speed)
in crMvBy v lw cr
& crType . startStopMv %~ ((`mod` (n*2)) . (+1))
NoMvType -> cr
MvWalking s -> crMvBy (V2 s 0) lw cr
crMvForward :: Float -> World -> Creature -> Creature
crMvForward speed = crMvBy (V2 speed 0)
creatureTurnTo :: Point2 -> Creature -> Creature
@@ -89,3 +120,23 @@ creatureTurnToward p turnSpeed cr
where
vToTarg = p -.- cr ^. crPos . _xy
dirToTarget = argV vToTarg
-- I feel like this is inefficient
mvTurnToward :: Point2 -> Float -> Creature -> Creature
mvTurnToward p' turnSpeed cr
| vToTarg == V2 0 0 = cr -- this should deal with the angleVV error
| angleVV vToTarg (unitVectorAtAngle (_crDir cr)) <= turnSpeed =
cr & crDir .~ dirToTarget
| isLeftOfA (normalizeAngle dirToTarget) (normalizeAngle $ _crDir cr) = cr & crDir +~ turnSpeed
| otherwise = cr & crDir -~ turnSpeed
where
-- when flying, inertia is high enough that overturning can be useful
p | Flying {} <- cr ^. crStance . carriage
= let v = flyInertia cr *^ (cr ^. crOldPos . _xy - cr ^. crOldOldPos . _xy)
-- u = normalize $ vNormal $ p' - cxy
--in p' - dot v u *^ u
in p' - v
| otherwise = p'
cxy = cr ^. crPos . _xy
vToTarg = p -.- cxy
dirToTarget = argV vToTarg
+9 -3
View File
@@ -2,6 +2,7 @@
module Dodge.Creature.Impulse.UseItem (useItem) where
import qualified Data.IntSet as IS
import Dodge.Euse
import NewInt
import Control.Lens
@@ -14,7 +15,9 @@ import Dodge.HeldUse
import Dodge.Inventory
import Dodge.Item.Grammar
import Dodge.Item.Location
--import qualified IntMapHelp as IM
--note :: a -> Maybe b -> Either a b
--note x = maybe (Left x) Right
useItem :: Int -> Int -> World -> Maybe World
useItem invid pt w = fmap (worldEventFlags . at InventoryChange ?~ ()) $ do
@@ -26,7 +29,10 @@ useItem invid pt w = fmap (worldEventFlags . at InventoryChange ?~ ()) $ do
useItemLoc :: Creature -> LocationDT OItem -> Int -> World -> Maybe World
useItemLoc cr loc pt w
| aimuse
, fromMaybe False $ loc ^? locDT . dtValue . _1 . itLocation . ilIsAttached
, fromMaybe False $ do
i <- loc ^? locDT . dtValue . _1 . itLocation . ilInvID . unNInt
is <- w ^? hud . manObject . hiAttachedItems
return $ i `IS.member` is
, Aiming{} <- cr ^. crStance . posture =
return $ gadgetEffect pt loc cr w
| GadgetPlatformSF <- sf =
@@ -50,7 +56,7 @@ useItemLoc cr loc pt w
| otherwise = (\loc' -> useItemLoc cr loc' pt w) =<< locUp' loc
where
aimuse
| LaserWeaponSF <- sf = True
| LaserWeaponXSF {} <- sf = True
| HeldPlatformSF <- sf = True
| PulseBallSF <- sf = True
| PlasmaSF <- sf = True
-20
View File
@@ -1,20 +0,0 @@
module Dodge.Creature.LtAutoCrit (
ltAutoCrit,
) where
--import Control.Lens
import Dodge.Data.Creature
import Dodge.Default
--import Dodge.Item.Held.Stick
--import qualified IntMapHelp as IM
--import Picture
ltAutoCrit :: Creature
ltAutoCrit =
defaultCreature
{ --_crInv = IM.fromList [(0, autoPistol)]
_crHP = HP 500
}
-- & crType .~ LtAutoCrit
-- & crType . humanoidAI .~ LtAutoAI
-- & crType . skinUpper .~ lightx4 red
+6 -1
View File
@@ -5,9 +5,14 @@ import Dodge.Data.Creature.Misc
crMass :: CreatureType -> Float
crMass = \case
Avatar {} -> 10
AvatarDead -> 10
ChaseCrit {} -> 10
CrabCrit {} -> 10
HoverCrit {} -> 5
SwarmCrit -> 2
AutoCrit -> 10
BarrelCrit{} -> 10
SlinkCrit{} -> 100
LampCrit {} -> 3
SlimeCrit {_slimeSlime = r} -> fromIntegral r / 1000
BeeCrit {_beeSlime = x} -> 3 + fromIntegral x / 100
HiveCrit {} -> 100
+6 -1
View File
@@ -8,9 +8,14 @@ import Dodge.Data.Material
crMaterial :: CreatureType -> Material
crMaterial = \case
Avatar{_avatarMaterial = mt} -> mt
AvatarDead -> Flesh
ChaseCrit {} -> Flesh
CrabCrit {} -> Flesh
HoverCrit {} -> Metal
SwarmCrit -> Flesh
AutoCrit -> Flesh
SlinkCrit{} -> Flesh
BarrelCrit{} -> Metal
LampCrit{} -> Glass
SlimeCrit{} -> Flesh
BeeCrit{} -> Flesh
HiveCrit{} -> Flesh
+6 -2
View File
@@ -6,10 +6,14 @@ import Dodge.Data.Creature.Misc
crMaxHP :: CreatureType -> Int
crMaxHP = \case
Avatar {} -> 15000
AvatarDead -> 0
ChaseCrit {} -> 150
CrabCrit {} -> 350
HoverCrit {} -> 100
SwarmCrit -> 50
AutoCrit -> 100
BarrelCrit{} -> 100
LampCrit {} -> 50
SlinkCrit {} -> 1000
SlimeCrit {} -> 1000
BeeCrit {} -> 100
HiveCrit {} -> 10000
+17 -8
View File
@@ -2,31 +2,40 @@ module Dodge.Creature.MoveType (crMvType) where
import Dodge.Data.FloatFunction
import Dodge.Data.Creature
import Control.Lens
crMvType :: Creature -> CrMvType
crMvType cr = case _crType cr of
Avatar {_avMoveSpeed = s} -> MvWalking s
AvatarDead -> defaultAimMvType
ChaseCrit {} -> defaultChaseMvType
Avatar {} -> MvWalking 1.5
SlinkCrit {} -> NoMvType
ChaseCrit {} -> defaultChaseMvType & mvSpeed .~ 1.8
CrabCrit {} -> defaultChaseMvType & mvSpeed .~ 0.5
& mvTurnJit .~ 0.01
HoverCrit {} -> defaultChaseMvType & mvSpeed .~ 0.16
SwarmCrit -> defaultChaseMvType
AutoCrit -> defaultAimMvType
BarrelCrit {} -> defaultAimMvType
LampCrit {} -> defaultAimMvType
SlimeCrit {} -> NoMvType
BeeCrit {} -> BeeMvType 0.2 0.1 15
--BeeCrit {} -> BeeMvType 0.2 0.1 25
HiveCrit{} -> NoMvType
defaultAimMvType :: CrMvType
defaultAimMvType =
CrMvType
JitMvType
{ _mvSpeed = 3
, _mvTurnRad = FloatConst 0.2
, _mvTurnJit = 0.05
, _mvAimSpeed = FloatAbsCheckGreaterLess (pi / 8) 0.2 0.01
-- , _mvAimSpeed = FloatAbsCheckGreaterLess (pi / 8) 0.2 0.01
}
defaultChaseMvType :: CrMvType
defaultChaseMvType =
CrMvType
JitMvType
{ _mvSpeed = 2
, _mvTurnRad = FloatAbsCheckGreaterLess (pi / 4) 0.2 0.05
, _mvTurnJit = 0.2
, _mvAimSpeed = FloatAbsCheckGreaterLess (pi / 8) 0.2 0.01
--, _mvTurnJit = 0.3
, _mvTurnJit = 0.05
-- , _mvAimSpeed = FloatAbsCheckGreaterLess (pi / 8) 0.2 0.01
}
+69 -63
View File
@@ -1,17 +1,17 @@
--{-# LANGUAGE TupleSections #-}
module Dodge.Creature.Perception (
perceptionUpdate,
chaseCritPerceptionUpdate,
visionCheck,
) where
import Dodge.SoundLogic.ExternallyGeneratedSounds
import Dodge.Creature.Vocalization
import Control.Lens
import Control.Monad
import qualified Data.Map.Strict as M
import Data.Maybe
import Dodge.Base.Collide
import Dodge.Creature.Radius
import Dodge.Creature.Vocalization
import Dodge.Data.World
import Dodge.FloatFunction
import Geometry.Data
@@ -21,23 +21,15 @@ import Linear
import RandomHelp
import Sound.Data
perceptionUpdate ::
-- | List of creature ids that may direct attention and awareness
[Int] ->
World ->
Creature ->
Creature
perceptionUpdate is w = rememberSounds w . basicAwarenessUpdate . basicAttentionUpdate is w
chaseCritPerceptionUpdate :: [Int] -> World -> Creature -> Creature
chaseCritPerceptionUpdate is w =
rememberSounds w . chaseCritAwarenessUpdate w . basicAttentionUpdate is w
-- | The [Int] is a list of creature ids that may direct attention and awareness
perceptionUpdate :: [Int] -> World -> Creature -> Creature
perceptionUpdate is w = rememberSounds w . basicAwarenessUpdate w . basicAttentionUpdate is w
{- | Update a creatures awareness based upon the creatures' current direction
of attention
-} -- TODO delete?
basicAwarenessUpdate :: Creature -> Creature
basicAwarenessUpdate cr = case _cpAttention $ _crPerception cr of
basicAwarenessUpdate :: World -> Creature -> Creature
basicAwarenessUpdate w cr = case _cpAttention $ _crPerception cr of
Fixated i ->
cr & crPerception . cpAwareness
%~ (IM.insert i (Cognizant 10000) . IM.mapMaybe decreaseAwareness)
@@ -45,7 +37,7 @@ basicAwarenessUpdate cr = case _cpAttention $ _crPerception cr of
cr
& crPerception . cpAwareness
%~ (IM.mapMaybe decreaseAwareness . IM.unionWith combineAwareness is)
& maybeBark
& maybeBecomeCognizant
where
oldAwareness = _cpAwareness $ _crPerception cr
newAwareness =
@@ -53,50 +45,68 @@ basicAwarenessUpdate cr = case _cpAttention $ _crPerception cr of
oldAwareness
becomesCognizant =
any isCognizant $ IM.unionWith cogRaised oldAwareness newAwareness
thejitter = [RandomImpulse $ RandImpulseCircMove 1]
maybeBark = fromMaybe id $ do
maybeBecomeCognizant = fromMaybe id $ do
guard becomesCognizant
sid <- vocalizationTest cr
-- guard $ cr ^. crVocalization == VocReady
return $
crActionPlan . apAction
.~ [ImpulsesList ([Bark sid] : replicate 5 thejitter)]
(crActionPlan . apStrategy .~ WarningCry) .
(crActionPlan . apAction
.~ ImpulsesList (crImpulsesOnCognizant w cr)
(AimAt 0 (w ^?! cWorld . lWorld . creatures . ix 0 . crPos . _xy))
)
crImpulsesOnCognizant :: World -> Creature -> [[Impulse]]
crImpulsesOnCognizant w cr = case cr ^. crType of
ChaseCrit {} | Just sid <- cognizantVoc w cr -> [Bark sid]: replicate 5 [RandomImpulse $ RandImpulseCircMove 3]
<> [[ChangeStrategy $ CloseToMelee 0]]
HoverCrit {} | Just sid <- cognizantVoc w cr -> [Bark sid]:
[[ChangeStrategy $ CloseToMelee 0]]
CrabCrit {} -> [[ChangeStrategy $ CloseToMelee 0]]
_ | Just sid <- cognizantVoc w cr -> [Bark sid]: replicate 5 [RandomImpulse $ RandImpulseCircMove 1]
_ -> replicate 5 [RandomImpulse $ RandImpulseCircMove 3]
cognizantVoc :: World -> Creature -> Maybe SoundID
cognizantVoc w cr = case cr ^. crType of
ChaseCrit {} -> Just (evalState (takeOne (crWarningSounds cr)) (_randGen w))
HoverCrit {} -> Just beep3QuickS
_ -> Nothing
-- TODO fold in randgen update, requires that this is a world to world function
chaseCritAwarenessUpdate :: World -> Creature -> Creature
chaseCritAwarenessUpdate w cr = case _cpAttention $ _crPerception cr of
Fixated i ->
cr & crPerception . cpAwareness
%~ (IM.insert i (Cognizant 10000) . IM.mapMaybe decreaseAwareness)
AttentiveTo is ->
cr
& crPerception . cpAwareness
%~ (IM.mapMaybe decreaseAwareness . IM.unionWith combineAwareness is)
& maybeBark
where
oldAwareness = _cpAwareness $ _crPerception cr
newAwareness =
(IM.mapMaybe decreaseAwareness . IM.unionWith combineAwareness is)
oldAwareness
becomesCognizant =
any isCognizant $
IM.unionWith cogRaised oldAwareness newAwareness
thejitter = [RandomImpulse $ RandImpulseCircMove 3]
maybeBark = fromMaybe id $ do
guard becomesCognizant
guard $ cr ^? crVocalization . vcCoolDown == Just 0
let soundid = evalState (takeOne (crWarningSounds cr)) (_randGen w)
numjits = fst $ randomR (15, 25) (_randGen w)
return $
(crActionPlan . apStrategy .~ WarningCry)
. ( crActionPlan . apAction
.~ [ ImpulsesList
( [Bark soundid] :
replicate numjits thejitter
++ [[ChangeStrategy $ CloseToMelee 0]]
)
, AimAt 0 (w ^?! cWorld . lWorld . creatures . ix 0 . crPos . _xy)
]
)
--chaseCritAwarenessUpdate :: World -> Creature -> Creature
--chaseCritAwarenessUpdate w cr = case _cpAttention $ _crPerception cr of
-- Fixated i ->
-- cr & crPerception . cpAwareness
-- %~ (IM.insert i (Cognizant 10000) . IM.mapMaybe decreaseAwareness)
-- AttentiveTo is ->
-- cr
-- & crPerception . cpAwareness
-- %~ (IM.mapMaybe decreaseAwareness . IM.unionWith combineAwareness is)
-- & maybeBark
-- where
-- oldAwareness = _cpAwareness $ _crPerception cr
-- newAwareness =
-- (IM.mapMaybe decreaseAwareness . IM.unionWith combineAwareness is)
-- oldAwareness
-- becomesCognizant =
-- any isCognizant $
-- IM.unionWith cogRaised oldAwareness newAwareness
-- thejitter = [RandomImpulse $ RandImpulseCircMove 3]
-- maybeBark = fromMaybe id $ do
-- guard becomesCognizant
-- guard $ cr ^. crVocalization == VocReady
-- let soundid = evalState (takeOne (crWarningSounds cr)) (_randGen w)
-- numjits = fst $ randomR (15, 25) (_randGen w)
-- return $
-- (crActionPlan . apStrategy .~ WarningCry)
-- . ( crActionPlan . apAction
-- .~ [ ImpulsesList
-- ( [Bark soundid] :
-- replicate numjits thejitter
-- ++ [[ChangeStrategy $ CloseToMelee 0]]
-- )
-- , AimAt 0 (w ^?! cWorld . lWorld . creatures . ix 0 . crPos . _xy)
-- ]
-- )
cogRaised :: Awareness -> Awareness -> Awareness
cogRaised Suspicious{} Cognizant{} = Cognizant 100
@@ -122,14 +132,10 @@ decreaseAwareness (Cognizant 0) = Just $ Suspicious 1000
decreaseAwareness (Cognizant x) = Just $ Cognizant $ x - 50
{- | Given a fixed group of creatures, direct attention to those of them that
- are in view.
are in view.
The ints are ids of creatures that may attract this creature's attention
-}
basicAttentionUpdate ::
-- | Creatures that may attract this creature's attention
[Int] ->
World ->
Creature ->
Creature
basicAttentionUpdate :: [Int] -> World -> Creature -> Creature
basicAttentionUpdate cids w cr =
cr & crPerception . cpAttention
.~ AttentiveTo (IM.mapMaybe (newExtraAwareness cr w) $ IM.fromList $ zip cids cids)
+412 -61
View File
@@ -3,84 +3,430 @@ Drawing of creatures.
Takes into account damage etc.
-}
module Dodge.Creature.Picture (
basicCrPict,
deadScalp,
deadUpperBody,
deadFeet,
makeCorpse,
drawCreature,
) where
import Dodge.Data.Equipment.Misc
import Dodge.Creature.HandPos
import qualified Data.IntMap.Strict as IM
import Control.Lens
import Control.Monad
import Data.Foldable
import qualified Data.IntMap.Strict as IM
import Data.Maybe
import qualified Data.Strict.Tuple as ST
import Dodge.Base.Collide
import Dodge.Creature.HandPos
import Dodge.Creature.Radius
import Dodge.Creature.Shape
--import Dodge.Creature.Test
import Dodge.Creature.Slime
import Dodge.Damage
import Dodge.Data.Creature
import Dodge.Data.Equipment.Misc
import Dodge.Data.World
import Dodge.Item.Draw
import Dodge.Item.Grammar
import Geometry
import Geometry.Zone
import Linear
import Picture
import qualified Quaternion as Q
import RandomHelp
import Shape
--import Shape
import ShapePicture
basicCrPict :: IM.IntMap Item -> Creature -> SPic
basicCrPict m cr = drawEquipment m cr <> noPic (basicCrShape cr)
drawCreature :: World -> IM.IntMap Item -> Creature -> SPic
drawCreature w m cr = translateSP (_crPos cr) . fallrot . rotateSP (_crDir cr) $
case cr ^. crType of
_ | CrIsCorpse sp <- cr ^. crHP -> sp
_ | null (cr ^? crHP . _HP) -> mempty
BarrelCrit{} -> barrelShape
LampCrit{_lampHeight = h} -> lampCrSPic h
ChaseCrit{} -> noPic $ drawChaseCrit w cr
Avatar{} -> basicCrPict w m cr
SwarmCrit -> basicCrPict w m cr
AutoCrit -> basicCrPict w m cr
CrabCrit{} -> noPic $ drawCrabCrit w cr
HoverCrit{} -> noPic $ drawHoverCrit cr
SlinkCrit{} -> noPic $ drawSlinkCrit cr
SlimeCrit{} -> noPic $ drawSlimeCrit cr
BeeCrit{} -> noPic $ drawBeeCrit cr
HiveCrit{} -> drawHive
where
fallrot = case cr ^? crStance . carriage . carDir of
Just q -> _1 . each . sfVs . each %~ Q.rotate q
_ -> id
crCamouflage :: Creature -> CamouflageStatus
crCamouflage _ = FullyVisible
drawSlimeCrit :: Creature -> Shape
drawSlimeCrit cr =
colorSH green $
upperPrismPolyHalf Medium Typical (cr ^?! crType . slimeEngulfProgress + min 15 r) ps
where
r = slimeToRad $ cr ^?! crType . slimeSlime - cr ^?! crType . slimeSlimeChange
so = slimeOutline cr
ps = fromMaybe so $ do
SlimeDistortion x' qs _ <- cr ^? crType . slimeDistortion
let x = fromIntegral x'
guard $ length qs == 12
return $ zipWith (+) (fmap (0.1 * (10 - x) *^) so) (fmap (0.1 * x *^) qs)
basicCrShape :: Creature -> Shape
basicCrShape cr
| crCamouflage cr == Invisible = mempty
| otherwise =
scaleSH (V3 crsize crsize crsize) $
mconcat
[ colorSH (_skinHead cskin) . overPosSH (translateToES cr OnHead) $ scalp
, colorSH (_skinUpper cskin) $ upperBody cr
, rotmdir $ colorSH (_skinLower cskin) $ feet cr
]
basicCrPict :: World -> IM.IntMap Item -> Creature -> SPic
basicCrPict w m cr = drawEquipment w m cr <> noPic (basicCrShape w cr)
basicCrShape :: World -> Creature -> Shape
basicCrShape w cr =
scaleSH (V3 crsize crsize crsize) $
mconcat
[ colorSH (_skinHead cskin) . overPosSH (translateToES w cr OnHead) $ scalp
, colorSH (_skinUpper cskin) $ upperBody w cr
, rotmdir $ colorSH (_skinLower cskin) $ feet cr
]
where
cskin = crShape $ _crType cr
crsize = 0.1 * crRad (cr ^. crType)
rotmdir = rotateSH (_crMvDir cr - _crDir cr)
drawSlinkCrit :: Creature -> Shape
drawSlinkCrit cr =
snd (foldl' f ((V3 0 0 0, Q.qid), mempty) $ cr ^?! crType . slinkSpine)
<> shead
& each . sfColor .~ cskin ^?! skinUpper
where
shead =
polyCirc 6 15
& upperPrismPoly Medium Important 10
& each . sfVs . each %~ Q.apply (cr ^?! crType . slinkHeadPos)
cskin = crShape $ _crType cr
f ((p, q), sh) (p', q') = ((p, q) `Q.comp` (p', q'), sh <> (g p' & each . sfVs . each %~ Q.apply (p, q)))
g _ = upperPrismPoly Medium Important 2 $ polyCirc 6 15
drawHoverCrit :: Creature -> Shape
drawHoverCrit cr =
colorSH
(_skinHead cskin)
(overPosSH (Q.apply tpq) $ upperBoxHalf Medium Typical 1 $ square 4)
<> colorSH
(_skinUpper cskin)
(mconcat [overPosSH (Q.apply $ f a) $ upperBox Medium Typical 1 $ polyCirc 3 5 | a <- [0, pi / 2, pi, 1.5 * pi]])
where
cskin = crShape $ _crType cr
f a = tpq `Q.comp` (1 & _xy .~ rotateV a 5, Q.qid)
tpq = (V3 0 0 0, Q.qid)
drawHive :: SPic
drawHive = noPic $ upperPrismPolyHalfMI 25 $ polyCirc 6 20
drawBeeCrit :: Creature -> Shape
drawBeeCrit cr =
colorSH
col
(f . upperPrismPolyHalfMI 3 $ polyCirc 6 r)
<> colorSH (dark col) (overPosSH (Q.apply beakpos) $ upperPrismPolyHalfST 1 [V2 0 (-2), V2 4 0, V2 0 2])
where
r = cr ^. crType . to crRad
beakpos = (V3 (r - 1) 0 0, Q.qid)
col | cr ^?! crType . beeAggro > 0 = red
| otherwise = yellow
f | Mounted{} <- cr ^. crStance . carriage =
each.sfVs.each._y *~ g (modTo 1 $ cr ^?! crType . beeSlime . to ((/ 100) . fromIntegral))
| otherwise = id
g x | x > 0.5 = 2 - x
| otherwise = 1 + x
drawCrabCrit :: World -> Creature -> Shape
drawCrabCrit w cr =
mconcat
[ crabUpperBody w cr
, colorSH (_skinLower cskin) $ crabFeet w cr
]
where
cskin = crShape $ _crType cr
drawChaseCrit :: World -> Creature -> Shape
drawChaseCrit w cr =
mconcat
[ chaseUpperBody w cr
, rotmdir $ colorSH (_skinLower cskin) $ feet cr
]
where
cskin = crShape $ _crType cr
rotmdir = rotateSH (_crMvDir cr - _crDir cr)
crabUpperBody :: World -> Creature -> Shape
crabUpperBody _ cr =
colorSH
(_skinUpper cskin)
( overPosSH
(Q.apply torsoq)
( upperPrismPolyHalfMI 5 $
polyCirc 4 10
& each . _x *~ 0.6
)
<> overPosSH (Q.apply lclawq) (upperPrismPolyHalfMI 4 $ rectNSWE 20 0 (-2) 2)
<> overPosSH (Q.apply rclawq) (upperPrismPolyHalfMI 4 $ rectNSWE 0 (-20) (-2) 2)
)
<> colorSH
(_skinHead cskin)
(overPosSH (Q.apply headq) (upperPrismPolyHalfMI 1 $ square 2))
where
torsoq = (V3 0 0 10, Q.qid)
lclawq = torsoq `Q.comp` (V3 2 8 1, Q.slerp latck lrest lcool)
latck = Q.axisAngle (V3 0 0 1) (-0.5 * pi)
lrest = Q.axisAngle (V3 1 0 0) 1
cskin = crShape $ _crType cr
lcool = 1 - min 10 (fromIntegral . _meleeCooldownL $ _crType cr) / 10
rclawq = torsoq `Q.comp` (V3 2 (-8) 1, Q.slerp ratck rrest rcool)
ratck = Q.axisAngle (V3 0 0 1) (0.5 * pi)
rrest = Q.axisAngle (V3 1 0 0) (-1)
rcool = 1 - min 10 (fromIntegral . _meleeCooldownR $ _crType cr) / 10
headq = torsoq `Q.comp` (V3 3 0 4, Q.qid)
chaseUpperBody :: World -> Creature -> Shape
chaseUpperBody w cr =
-- colorSH
-- (_skinUpper cskin)
( overPosSH
(Q.apply torsoq)
( upperPrismPolyHalfMI tz $
polyCirc 3 12
& each %~ vNormal
& each . _y *~ 0.6
)
<> overPosSH (Q.apply neckq) lneckshape
<> overPosSH (Q.apply neckq2) uneckshape
)
<> colorSH
-- (_skinHead cskin)
yellow headshape
where
-- time = fromIntegral (mod (w ^. unpauseClock) 100) / 5
tz = 4
cskin = crShape $ _crType cr
torsoq = (V3 0 0 (10 + tz + tbob), Q.qy (-cr ^?! crType . chaseqy0))
mcool = 1 - min 10 (fromIntegral . _meleeCooldown $ _crType cr) / 10
-- (qy1,qy2,qy3)
---- | CloseToMelee i <- cr ^?!crActionPlan.apStrategy
---- = (0,0,0)
-- | otherwise = (pi/3,-2*pi/3,pi/3)
-- | otherwise = (pi * w^.cWorld.cClock.to ((*0.01).fromIntegral),0,0)
-- | otherwise = (-1.8 * mcool , 0, 2 * mcool + vocaltilt)
qy1 = cr ^?! crType . chaseqy1
qy2 = cr ^?! crType . chaseqy2
qy3 = cr ^?! crType . chaseqy3
lneckshape = colorSH red $ upperPrismPolyHalfMI 4 (vNormal <$> trapTBH 2 5 (nlen/4))
& each . sfVs . each +~ V3 (nlen/4) 0 (-2)
uneckshape = colorSH green $ upperPrismPolyHalfMI 3 (vNormal <$> trapTBH 3 2 (nlen/4))
& each . sfVs . each +~ V3 (nlen/4) 0 (-1.5)
headshape = overPosSH (Q.apply headq) (upperBox Medium Important 2 [V2 0 (-4), V2 9 0, V2 0 4])
neckq = torsoq `Q.comp` (V3 8 0 4, Q.qz aimrot * Q.qy (pi + qy1))
neckq2 = neckq `Q.comp` (V3 (nlen/2) 0 0, Q.qy qy2)
headq = neckq2 `Q.comp` (V3 (nlen/2) 0 0, Q.qy (pi + qy3) * Q.qz aimrot)
nlen = 16
vocaltilt = case cr ^? crVocalization . vcTime of
Just x | x < 20 -> -pi * 0.05 * (10 - abs (fromIntegral x - 10))
_ -> 0
sLen = strideLength cr
tbob = 5 * (1 - oneSmooth (abs llegpos))
llegpos = case (cr ^? crType . strideAmount, cr ^? crType . footForward) of
(Just sa, Just LeftForward) -> f sa
(Just sa, Just RightForward) -> -f sa
_ -> 0
-- tbob = 2 * oneSmooth ((sLen - 2*i) / sLen)
f i = (sLen - 2 * i) / sLen
cxy = cr ^. crPos . _xy
aimrot = fromMaybe pi $ do
i <- cr ^. crIntention . targetCr
tcxy <- w ^? cWorld . lWorld . creatures . ix i . crPos . _xy
guard $ hasLOSIndirect cxy tcxy w
return . (0.5 *) . nearZeroAngle $ argV (tcxy - cxy) - cr ^. crDir
{- NECK ARTICULATION
Viewed from side, all hinges, torso/lower neck also hinges in Q.qz (not shown)
na1 na2 na3 <- angles, in diagram all == 0, in Q.qy
| | |
---.---.---.--- z
| | | | ^>x
torso | u.neck|
l.neck head
Rough examples
Flat aim: Resting:
.\\
\ \\
. .
/ \ /
---. .--- ---.
a1 = 60 a1 = 60
a2 = -120 a2 = 60
a3 = 60 a3 = -160
-}
--ikTwoArms :: Point3 -> Point3 -> Point3 -> Point3 -> (QFloat,QFloat)
--ikTwoArms
oneSmooth :: Float -> Float
oneSmooth x = sin (pi * x * 0.5)
feet :: Creature -> Shape
{-# INLINE feet #-}
feet cr = case cr ^? crStance . carriage of
Just (Walking sa LeftForward) ->
translateSHxy (f sa) off aFoot
<> translateSHxy (- f sa) (- off) aFoot
Just (Walking sa RightForward) ->
translateSHxy (- f sa) off aFoot
<> translateSHxy (f sa) (- off) aFoot
_ -> translateSHxy 0 off aFoot <> translateSHxy 0 (- off) aFoot
feet cr = case (cr ^? crType . strideAmount, cr ^? crType . footForward) of
(Just sa, Just LeftForward) -> sh (f sa)
(Just sa, Just RightForward) -> sh (-f sa)
_ -> sh 0
where
sh x = translateSHxy x off aFoot <> translateSHxy (-x) (-off) aFoot
aFoot = upperPrismPolyST 10 $ polyCirc 3 4
off = 5
sLen = _strideLength $ _crStance cr
--f i = 6 * (sLen - i) / sLen
f i = 8 * (sLen - 2*i) / sLen
sLen = strideLength cr
-- f i = 8 * (sLen - 2*i) / sLen
f i = 8 * oneSmooth ((sLen - 2 * i) / sLen)
crabFeet :: World -> Creature -> Shape
{-# INLINE crabFeet #-}
crabFeet _ cr =
uncurryV translateSHxy rpos (afoot & each . sfVs . each %~ Q.rotate r1)
<> ( afoot
& each . sfVs . each %~ Q.rotate r2
& each . sfVs . each +~ V3 0 2 5
)
<> uncurryV translateSHxy rpos' (afoot & each . sfVs . each %~ Q.rotate r1')
<> ( afoot
& each . sfVs . each %~ Q.rotate r2'
& each . sfVs . each +~ V3 0 2 5
)
<> uncurryV translateSHxy lpos (afoot & each . sfVs . each %~ Q.rotate l1)
<> ( afoot
& each . sfVs . each %~ Q.rotate l2
& each . sfVs . each +~ V3 0 (-2) 5
)
<> uncurryV translateSHxy lpos' (afoot & each . sfVs . each %~ Q.rotate l1')
<> ( afoot
& each . sfVs . each %~ Q.rotate l2'
& each . sfVs . each +~ V3 0 (-2) 5
)
where
rpos = rot (cr ^?! crType . rFootPos - cxy)
rot = rotateV cdir
lpos = rot (cr ^?! crType . lFootPos - cxy)
f p q = q + 2 *^ (p - q)
cdir = -cr ^. crDir
cxy = cr ^. crPos . _xy
afoot = upperPrismPolyHalfST 10 $ polyCirc 3 2
(r1, r2) = spiderJoint (0 & _xy .~ rpos) (V3 0 2 5)
rpos' = f (V2 0 10) rpos
(r1', r2') = spiderJoint (0 & _xy .~ rpos') (V3 0 2 5)
(l1, l2) = spiderJoint (0 & _xy .~ lpos) (V3 0 (-2) 5)
lpos' = f (V2 0 (-10)) lpos
(l1', l2') = spiderJoint (0 & _xy .~ lpos') (V3 0 (-2) 5)
spiderJoint :: Point3 -> Point3 -> (Q.Quaternion Float, Q.Quaternion Float)
spiderJoint p q = (f $ Q.axisAngle (V3 0 (-1) 0) (pi - (a + b)), f . Q.axisAngle (V3 0 (-1) 0) $ a - b)
where
-- spiderJoint p q = (Q.qz c, Q.axisAngle (V3 0 (-1) 0) $ a)
a = angleThreeSides 10 (distance p q) 10
b = angleVV3 (q - p) (V3 0 0 (-1))
c = argV $ (p - q) ^. _xy
f x = Q.qz c * x
-- spiderJoint' :: Point3 -> Float -> Float -> Point3 -> (Q.Quaternion Float, Q.Quaternion Float)
-- spiderJoint' p l1 l2 q = (f $ Q.axisAngle (V3 0 (-1) 0) (pi - (a+b)), f . Q.axisAngle (V3 0 (-1) 0) $ a - b)
----spiderJoint p q = (Q.qz c, Q.axisAngle (V3 0 (-1) 0) $ a)
-- where
-- a = angleThreeSides 10 (distance p q) 10
-- b = angleVV3 (q-p) (V3 0 0 (-1))
-- c = argV $ (p-q) ^. _xy
-- f x = Q.qz c * x
makeCorpse :: World -> StdGen -> Creature -> SPic
makeCorpse w g cr = case cr ^. crType of
HoverCrit{} -> noPic $ drawHoverCrit cr
ChaseCrit{} -> noPic $ chaseCorpse g cr
CrabCrit{} -> noPic $ crabCorpse g cr
BeeCrit{} -> noPic $ drawBeeCrit cr
_ ->
noPic
. scaleSH (V3 crsize crsize crsize)
$ mconcat
[ colorSH (_skinHead cskin) $ deadScalp cr
, colorSH (_skinUpper cskin) $ deadUpperBody w cr
, rotmdir $ colorSH (_skinLower cskin) $ deadFeet cr
]
where
cskin = crShape $ _crType cr -- this should be fixed
crsize = 0.1 * crRad (cr ^. crType)
rotmdir = rotateSH (_crMvDir cr - _crDir cr)
chaseCorpse :: StdGen -> Creature -> Shape
chaseCorpse g cr =
mconcat
[ colorSH (_skinUpper cskin) . upperPrismPolyHalfMI 0 $
polyCirc 3 12
& each %~ vNormal
& each . _y *~ 0.6
, colorSH (_skinUpper cskin) . overPosSH (Q.apply neckq) $
upperPrismPolyHalfMI 3 ((+ V2 8 0) . vNormal <$> trapTBH 2 5 8)
, colorSH
(_skinHead cskin)
(overPosSH (Q.apply headq) (upperBox Medium Important 2 [V2 0 (-4), V2 9 0, V2 0 4]))
, rotmdir $ colorSH (_skinLower cskin) $ deadFeet cr
]
where
neckq = (V3 6 0 0, Q.qz a)
(a, g') = randomR (-2, 2) g
b = fst $ randomR (-2, 2) g'
cskin = crShape $ _crType cr -- this should be fixed
rotmdir = rotateSH (_crMvDir cr - _crDir cr)
headq = neckq `Q.comp` (V3 16 0 0, Q.qz b)
crabCorpse :: StdGen -> Creature -> Shape
crabCorpse g cr =
mconcat
[ colorSH (_skinUpper cskin) $
overPosSH
(Q.apply torsoq)
( upperPrismPolyHalfMI 5 $
polyCirc 4 10
& each . _x *~ 0.6
)
, colorSH (_skinUpper cskin) $
overPosSH (Q.apply lclawq) (upperPrismPolyHalfMI 4 $ rectNSWE 20 0 (-2) 2)
<> overPosSH (Q.apply rclawq) (upperPrismPolyHalfMI 4 $ rectNSWE 0 (-20) (-2) 2)
, colorSH (cskin ^?! skinLower) $
foldMap (mkfoot 5) (take 2 ps)
<> foldMap (mkfoot (-5)) (take 2 $ drop 2 ps)
, colorSH
(_skinHead cskin)
(overPosSH (Q.apply headq) (upperPrismPolyHalfMI 1 $ square 2))
]
where
headq = torsoq `Q.comp` (V3 3 0 4, Q.qid)
torsoq = (V3 0 0 0, Q.qid)
lclawq = torsoq `Q.comp` (V3 2 8 1, Q.axisAngle (V3 1 0 0) (-0.1) * Q.qz la)
(la, g') = randomR (-2, 2) g
ra = fst $ randomR (-2, 2) g'
ps = evalState (replicateM 4 (randInCirc 9)) g
mkfoot y p =
let p' = 0 & _xy .~ p + V2 0 (3 * y)
(q1, q2) = spiderJoint (V3 0 y 0) p'
in (afoot & each . sfVs . each %~ Q.apply (V3 0 y 0, q1))
<> (afoot & each . sfVs . each %~ Q.apply (p', q2))
afoot = upperPrismPolyST 10 $ polyCirc 3 2
rclawq = torsoq `Q.comp` (V3 2 (-8) 1, Q.axisAngle (V3 1 0 0) 0.1 * Q.qz ra)
cskin = crShape $ _crType cr -- this should be fixed
deadFeet :: Creature -> Shape
{-# INLINE deadFeet #-}
deadFeet = feet
arms :: Creature -> Shape
arms :: World -> Creature -> Shape
{-# INLINE arms #-}
arms cr =
arms w cr =
(^. _1) $
translateToRightHand cr aHand
<> translateToLeftHand cr aHand
translateToRightHand w cr aHand
<> translateToLeftHand w cr aHand
where
aHand = noPic $ translateSHz (-4) . upperPrismPolyHalfST 4 $ polyCirc 3 4
aHand = noPic $ translateSHz (-2) . upperPrismPolyHalfST 2 $ polyCirc 3 4
deadScalp :: Creature -> Shape
--deadScalp cr = deadRot cr . translateSHz 5 . scalp $ cr
--deadScalp cr = deadRot cr . translateSHz (-5) . scalp $ cr
-- deadScalp cr = deadRot cr . translateSHz 5 . scalp $ cr
-- deadScalp cr = deadRot cr . translateSHz (-5) . scalp $ cr
deadScalp _ = translateSH (V3 (-13) 0 0) scalp
deadRot :: Creature -> Shape -> Shape
@@ -94,34 +440,39 @@ deadRot cr = overPosSH (Q.rotateToZ d)
scalp :: Shape
{-# INLINE scalp #-}
scalp = (colorSH (greyN 0.9) . upperPrismPolyHalfST 5 $ polyCirc 3 5)
scalp =
(colorSH (greyN 0.9) . upperPrismPolyHalfST 5 $ polyCirc 3 5)
& each . sfShadowImportance .~ Unimportant
torso :: Creature -> Shape
torso :: World -> Creature -> Shape
{-# INLINE torso #-}
torso cr = overPosSH (translateToES cr OnBack) tsh
torso w cr = overPosSH (translateToES w cr OnBack) tsh
where
tsh =
mconcat
[ translateSHxy 0 3 . rotateSH (negate 0.2) $ aShoulder
, translateSHxy 0 (negate 3) . rotateSH 0.2 $ aShoulder
]
aShoulder = scaleSH (V3 10 10 1) baseShoulder
tsh = ashoulder 3 (-0.2) <> ashoulder (-3) 0.2
ashoulder y a = translateSHxy 0 y . rotateSH a $ scaleSH (V3 10 10 1) baseShoulder
deadUpperBody :: Creature -> Shape
deadUpperBody cr = deadRot cr . translateSHz (negate 10) . upperBody $ cr
deadUpperBody :: World -> Creature -> Shape
deadUpperBody w cr = deadRot cr . translateSHz (negate 10) . upperBody w $ cr
baseShoulder :: Shape
{-# INLINE baseShoulder #-}
baseShoulder = translateSHz (-20) . scaleSH (V3 0.5 1 1) . upperPrismPolyHalfMI 10 $ polyCirc 3 1
-- baseShoulder = translateSHz (-20) . scaleSH (V3 0.5 1 1) . upperPrismPolyHalfMI 10 $ polyCirc 3 1
baseShoulder = scaleSH (V3 0.5 1 1) . upperPrismPolyHalfMI 10 $ polyCirc 3 1
upperBody :: Creature -> Shape
upperBody :: World -> Creature -> Shape
{-# INLINE upperBody #-}
upperBody cr = arms cr <> shoulderSH (torso cr)
upperBody w cr = arms w cr <> torso w cr
shoulderSH :: Shape -> Shape
shoulderSH = translateSHz 20
drawEquipment :: IM.IntMap Item -> Creature -> SPic
drawEquipment :: World -> IM.IntMap Item -> Creature -> SPic
{-# INLINE drawEquipment #-}
drawEquipment m cr = foldMap (itemEquipPict cr) (invDT . fmap (\i -> m ^?! ix i) $ _crInv cr)
drawEquipment w m cr = foldMap (itemEquipPict w cr) (invDT . fmap (\i -> m ^?! ix i) $ _crInv cr)
barrelShape :: SPic
barrelShape = noPic $ cylinderPoly Medium Important (map (addZ 20) ps) (map (addZ 0) ps)
where
ps = polyCirc 3 10
lampCrSPic :: Float -> SPic
lampCrSPic h =
colorSH blue (upperBox Small Undesired h $ rectWH 5 5)
ST.:!: setLayer BloomLayer (setDepth h . color white $ circleSolid 3)
+6 -1
View File
@@ -8,9 +8,14 @@ crRad :: CreatureType -> Float
{-# INLINE crRad #-}
crRad = \case
Avatar {} -> 10
AvatarDead -> 10
ChaseCrit {} -> 10
CrabCrit {} -> 10
HoverCrit {} -> 8
BeeCrit {_beeSlime = x} -> sqrt $ 4 + (fromIntegral x / 100)
SwarmCrit -> 2
AutoCrit -> 10
BarrelCrit{} -> 10
LampCrit {} -> 3
SlinkCrit {} -> 10
HiveCrit {} -> 20
SlimeCrit {_slimeSlime = r,_slimeSlimeChange = x} -> slimeToRad (r - x)
+143 -57
View File
@@ -1,18 +1,20 @@
{-# LANGUAGE LambdaCase #-}
module Dodge.Creature.ReaderUpdate (
doStrategyActions,
setTargetMv,
targetYouWhenCognizant,
overrideMeleeCloseTarget,
watchUpdateStrat,
overrideInternal,
searchIfDamaged,
goToTarget,
-- goToTarget,
flockACC,
chaseCritMv,
setMvPos,
crabActionUpdate,
setMvPosToTargetCr,
setViewPos,
hoverCritMv,
) where
import Dodge.WorldEvent.ThingsHit
import Control.Applicative
import Control.Monad
import Data.Bifunctor
@@ -22,7 +24,7 @@ import Dodge.Base
import Dodge.Creature.Perception
import Dodge.Creature.Radius
import Dodge.Creature.Vocalization
import Dodge.Data.CreatureEffect
--import Dodge.Data.CreatureEffect
import Dodge.Data.World
import Dodge.Zoning.Creature
import FoldableHelp
@@ -42,21 +44,20 @@ tryMeleeAttack cr tcr
| _meleeCooldown (_crType cr) == 0
&& Just (_crID tcr) == cr ^? crActionPlan . apStrategy . meleeTarget
&& dist tpos cpos < crRad (cr ^. crType) + crRad (tcr ^. crType) + 5
&& abs (_crDir cr - argV (tpos -.- cpos)) < pi / 4 =
&& abs (_crDir cr - argV (tpos - cpos)) < pi / 4 =
cr & crActionPlan . apAction
.~ [ DoImpulses [Melee $ _crID tcr] `DoActionThen`
.~ DoImpulses [Melee $ _crID tcr] `DoActionThen`
DoReplicate 10 NoAction
`DoActionThen` DoImpulses
[ChangeStrategy (CloseToMelee $ _crID tcr)]
]
& crActionPlan . apStrategy .~ MeleeStrike
-- `DoActionThen` DoImpulses
-- [ChangeStrategy (CloseToMelee $ _crID tcr)]
-- & crActionPlan . apStrategy .~ MeleeStrike
| otherwise = cr
where
cpos = cr ^. crPos . _xy
tpos = tcr ^. crPos . _xy
setMvPos :: World -> Creature -> Creature
setMvPos w cr = cr & crIntention . mvToPoint .~ mpos
setMvPosToTargetCr :: World -> Creature -> Creature
setMvPosToTargetCr w cr = cr & crIntention . mvToPoint .~ mpos
where
int = _crIntention cr
mtpos = do
@@ -80,17 +81,17 @@ attentionViewPoint w cr = do
guard $ visionCheck cr (tcr ^. crPos . _xy) > 0
tcr ^? crPos . _xy
setTargetMv ::
-- | Function for determining target
(World -> Creature -> Maybe Creature) ->
World ->
Creature ->
Creature
setTargetMv targFunc w cr =
maybe
cr
(\ctarg -> cr & crIntention . mvToPoint ?~ (ctarg ^. crPos . _xy))
(targFunc w cr)
--setTargetMv ::
-- -- | Function for determining target
-- (World -> Creature -> Maybe Creature) ->
-- World ->
-- Creature ->
-- Creature
--setTargetMv targFunc w cr =
-- maybe
-- cr
-- (\ctarg -> cr & crIntention . mvToPoint ?~ (ctarg ^. crPos . _xy))
-- (targFunc w cr)
-- ugly
flockACC :: World -> Creature -> Creature
@@ -106,6 +107,7 @@ flockACC w cr = fromMaybe cr $ do
macr =
safeMinimumOn (dist cpos . (^. crPos . _xy))
. filter isFarACC
. IM.elems
$ crsNearCirc cpos 50 w
return $ case macr of
Nothing -> cr
@@ -118,64 +120,153 @@ flockACC w cr = fromMaybe cr $ do
else negate r *.* horDir
in cr & crIntention . mvToPoint ?~ tpos +.+ horShift
crabActionUpdate :: Int -> World -> World
crabActionUpdate cid w = case _apStrategy (_crActionPlan cr) of
_ | Just tid <- meleel -> w & tocr . crActionPlan . apAction
.~ DoImpulses [MeleeL tid] `DoActionThen`
DoReplicate 10 NoAction
_ | Just tid <- meleer -> w & tocr . crActionPlan . apAction
.~ DoImpulses [MeleeR tid] `DoActionThen`
DoReplicate 10 NoAction
WarningCry -> w
CloseToMelee tid | aimi tid -> w & tocr . crActionPlan . apAction .~ EvadeAim
& tocr . crType . dodgeCooldown .~ dc
& randGen .~ g
CloseToMelee _ | ma <- cr ^? crActionPlan . apAction , notpath ma -> w
Wander | Just tid <- cr ^? crIntention . targetCr . _Just
, canSee tid (cr ^. crID) w -> w & tocr . crActionPlan . apStrategy .~ CloseToMelee tid
_ -> case cr ^? crIntention . mvToPoint . _Just of
Just p
| dist (cr ^. crPos . _xy) p > crRad (cr ^. crType) ->
w & tocr . crActionPlan . apAction .~ PathTo p (DoImpulses [ChangeStrategy Wander])
| otherwise ->
w -- & tocr . crActionPlan . apAction .~ bfsThenReturn 500 `DoActionThen` DoImpulses [ChangeStrategy WatchAndWait]
& tocr . crActionPlan . apStrategy .~ Search
& tocr . crIntention . mvToPoint .~ Nothing
_ -> w & tocr %~ viewTarget w
where
cr = w ^?! cWorld . lWorld . creatures . ix cid
tocr = cWorld . lWorld . creatures . ix cid
meleel = do
tid <- cr ^? crIntention . targetCr . _Just
tcr <- w ^? cWorld . lWorld . creatures . ix tid
let cpos = cr ^. crPos . _xy
tpos = tcr ^. crPos . _xy
guard $ _meleeCooldownL (_crType cr) == 0
&& Just (_crID tcr) == cr ^? crActionPlan . apStrategy . meleeTarget
&& dist tpos cpos < crRad (cr ^. crType) + crRad (tcr ^. crType) + 5
&& (_crDir cr - argV (tpos -.- cpos)) > (-pi / 4)
&& (_crDir cr - argV (tpos -.- cpos)) <= 0
&& cr ^?! crType . meleeCooldownR < 15
return tid
meleer = do
tid <- cr ^? crIntention . targetCr . _Just
tcr <- w ^? cWorld . lWorld . creatures . ix tid
let cpos = cr ^. crPos . _xy
tpos = tcr ^. crPos . _xy
guard $ _meleeCooldownR (_crType cr) == 0
&& Just (_crID tcr) == cr ^? crActionPlan . apStrategy . meleeTarget
&& dist tpos cpos < crRad (cr ^. crType) + crRad (tcr ^. crType) + 5
&& (_crDir cr - argV (tpos -.- cpos)) < pi / 4
&& (_crDir cr - argV (tpos -.- cpos)) >= 0
&& cr ^?! crType . meleeCooldownL < 15
return tid
(dc,g) = randomR (15,50) (w ^. randGen)
notpath = \case
Just NoAction -> False
Just PathTo {} -> False
Just AimAt {} -> False
_ -> True
aimi tid = fromMaybe False $ do
tcr <- w ^? cWorld . lWorld . creatures . ix tid
hp <- cr ^? crHP . _HP
Aiming <- tcr ^? crStance . posture
let txy = tcr ^. crPos . _xy
cxy = cr ^. crPos . _xy
0 <- cr ^? crType . dodgeCooldown
return $ hasLOS cxy txy w
&& abs (nearZeroAngle (tcr^.crDir - argV (cxy - txy))) < 0.3
&& isWalkable txy cxy w
&& diffAngles (cr ^. crDir) (argV (txy - cxy)) < 0.1
&& hp > 0
chaseCritMv :: World -> Creature -> Creature
chaseCritMv w cr = case _apStrategy (_crActionPlan cr) of
WarningCry -> cr
MeleeStrike -> cr
CloseToMelee cid
| Just 0 == (cr ^? crVocalization . vcCoolDown) ->
| VocReady == (cr ^. crVocalization) ->
cr
& crActionPlan . apAction
.:~ ImpulsesList
.~ ImpulsesList
( [Bark soundid] :
replicate numjits [RandomImpulse thejitter]
++ [[ChangeStrategy (CloseToMelee cid)]]
)
& crVocalization . vcCoolDown .~ 10
) NoAction
& resetCrVocCoolDown w
& crActionPlan . apStrategy .~ WarningCry
where
thejitter = RandImpulseCircMove 3
soundid = evalState (takeOne (crWarningSounds cr)) (_randGen w)
numjits = fst $ randomR (15, 25) (_randGen w)
CloseToMelee _ | ma <- cr ^? crActionPlan . apAction , notpath ma -> cr
_ -> case cr ^? crIntention . mvToPoint . _Just of
Just p
| dist (cr ^. crPos . _xy) p > crRad (cr ^. crType) ->
cr & crActionPlan . apAction .~ [PathTo p]
cr & crActionPlan . apAction .~ PathTo p (DoImpulses [ChangeStrategy Wander])
| otherwise ->
cr & crActionPlan . apAction .~ [bfsThenReturn 500 `DoActionThen` DoImpulses [ChangeStrategy WatchAndWait]]
& crActionPlan . apStrategy .~ WatchAndWait
cr -- & crActionPlan . apAction .~ bfsThenReturn 500 `DoActionThen` DoImpulses [ChangeStrategy WatchAndWait]
& crActionPlan . apStrategy .~ Search
& crIntention . mvToPoint .~ Nothing
_ -> viewTarget w cr
where
notpath = \case
Just NoAction -> False
Just PathTo {} -> False
Just AimAt {} -> False
_ -> True
goToTarget :: World -> Creature -> Creature
goToTarget w cr = case cr ^? crIntention . mvToPoint . _Just of
Just p -> cr & crActionPlan . apAction .~ [PathTo p]
_ -> viewTarget w cr
hoverCritMv :: World -> Creature -> Creature
hoverCritMv w cr = case _apStrategy (_crActionPlan cr) of
WarningCry -> cr
CloseToMelee _ | ma <- cr ^? crActionPlan . apAction , notpath ma -> cr
_ -> case cr ^? crIntention . mvToPoint . _Just of
Just p
| dist (cr ^. crPos . _xy) p > crRad (cr ^. crType) ->
cr & crActionPlan . apAction .~ PathTo p (DoImpulses [ChangeStrategy Wander])
| otherwise ->
cr -- & crActionPlan . apAction .~ bfsThenReturn 500 `DoActionThen` DoImpulses [ChangeStrategy WatchAndWait]
& crActionPlan . apStrategy .~ Search
& crIntention . mvToPoint .~ Nothing
_ -> viewTarget w cr
where
notpath = \case
Just NoAction -> False
Just PathTo {} -> False
Just AimAt {} -> False
_ -> True
--goToTarget :: World -> Creature -> Creature
--goToTarget w cr = case cr ^? crIntention . mvToPoint . _Just of
-- Just p -> cr & crActionPlan . apAction .~ [PathTo p]
-- _ -> viewTarget w cr
viewTarget :: World -> Creature -> Creature
viewTarget w cr = case cr ^? crIntention . viewPoint . _Just of
Just p
| hasLOSIndirect p (cr ^. crPos . _xy) w ->
cr
& crActionPlan . apAction .~ [TurnToPoint p]
& crActionPlan . apAction .~ TurnToPoint p
& crIntention . viewPoint .~ Nothing
& crActionPlan . apStrategy .~ Investigate
| otherwise ->
cr & crActionPlan . apAction %~ replaceNullWith (PathTo p)
-- cr & crActionPlan . apAction %~ replaceNullWith (PathTo p (DoImpulses [ChangeStrategy Wander]))
cr & crActionPlan . apAction .~ PathTo p (DoImpulses [ChangeStrategy Wander])
& crActionPlan . apStrategy .~ Investigate
Nothing -> cr
replaceNullWith :: a -> [a] -> [a]
replaceNullWith x [] = [x]
replaceNullWith _ xs = xs
doStrategyActions :: Creature -> Creature
doStrategyActions cr = case cr ^? crActionPlan . apStrategy of
Just (StrategyActions strat acs) ->
cr
& crActionPlan . apAction .~ acs
& crActionPlan . apStrategy .~ strat
_ -> cr
--replaceNullWith :: a -> [a] -> [a]
--replaceNullWith x [] = [x]
--replaceNullWith _ xs = xs
overrideInternal :: (Creature -> Bool) -> (Creature -> Creature) -> Creature -> Creature
overrideInternal test update cr
@@ -215,16 +306,11 @@ searchIfDamaged cr
| _crPain cr > 0
&& _apStrategy (_crActionPlan cr) == WatchAndWait =
cr & crPerception . cpVigilance .~ Vigilant
& crActionPlan . apStrategy
.~ StrategyActions
LookAround
[ TurnToPoint (cr ^. crPos . _xy -.- unitVectorAtAngle (_crDir cr))
`DoActionThen` 40 `WaitThen` bfsThenReturn 500
]
& crActionPlan . apStrategy .~ LookAround
| otherwise = cr
bfsThenReturn :: Int -> Action
bfsThenReturn t = ArbitraryAction (CrWdBFSThenReturn t)
--bfsThenReturn :: Int -> Action
--bfsThenReturn t = ArbitraryAction (CrWdBFSThenReturn t)
-- theaction
-- where
-135
View File
@@ -1,135 +0,0 @@
module Dodge.Creature.SentinelAI (
sentinelAI,
sentinelFireType,
sentinelExtraWatchUpdate,
) where
--import Control.Lens
import Data.Maybe
--import Dodge.Creature.Action
--import Dodge.Creature.ChainUpdates
--import Dodge.Creature.Perception
--import Dodge.Creature.ReaderUpdate
--import Dodge.Creature.Strategy
import Dodge.Creature.Test
import Dodge.Creature.Volition
import Dodge.Data.CreatureEffect
import Dodge.Data.World
import Geometry.Data
sentinelAI :: World -> Creature -> Creature
--sentinelAI w =
sentinelAI =
sentinelExtraWatchUpdate
[
( crHasTargetLOS
, \_ cr ->
StrategyActions
(ShootAt (fromJust $ tcid cr))
[ DoActionIf
(WdCrNegate $ WdCrBlfromCrBl CrIsAiming)
(drawWeapon `DoActionThen` (50 `WaitThen` NoAction))
`DoActionThen` lostest
`DoActionWhile` advanceShoot
`DoActionThen` 75
`DoReplicate` advanceShoot
`DoActionThen` DoImpulses [ChangeStrategy WatchAndWait]
, AimAt{_targetID = fromJust $ tcid cr, _targetSeenAt = V2 0 0}
]
)
]
where
advanceShoot = DoImpulses [UseItem, MoveForward 3]
tcid cr = _targetCr (_crIntention cr)
lostest = WdCrLOSTarget -- w' cr = maybe False (\cid -> canSee (_crID cr) cid w') (tcid cr)
--chainCreatureUpdates :: [World -> Creature -> Creature] -> World -> Creature -> Creature
--chainCreatureUpdates ls w cr = foldr (\f -> f w) cr ls
sentinelFireType :: (Int -> Action) -> World -> Creature -> Creature
sentinelFireType _ = undefined
--sentinelFireType f =
-- chainCreatureUpdates
-- [ watchUpdateStrat
-- [
-- ( crHasTargetLOS
-- , \_ _ ->
-- StrategyActions
-- (ShootAt 0)
-- [ drawwp `DoActionThen` f 0 `DoActionThen` DoImpulses [ChangeStrategy WatchAndWait]
-- , aiming
-- ]
-- )
-- , (const crAwayFromPost, const goToPostStrat)
-- ]
-- , perceptionUpdate [0]
-- , -- , Left $ perceptionUp 0
-- const doStrategyActions
-- , targetYouWhenCognizant
-- , const $
-- overrideInternal
-- (\cr -> crHasTarget cr && crStratConMatches (GetTo (V2 0 0)) cr)
-- (crActionPlan . apStrategy .~ WatchAndWait)
-- ]
-- where
-- drawwp = DoActionIfElse NoAction (WdCrBlfromCrBl CrIsAiming) (DoActionThen drawWeapon (WaitThen 50 NoAction))
-- aiming =
-- AimAt
-- { _targetID = 0
-- , _targetSeenAt = V2 0 0 -- hack
-- }
sentinelExtraWatchUpdate ::
[(World -> Creature -> Bool, World -> Creature -> Strategy)] ->
World ->
Creature ->
Creature
sentinelExtraWatchUpdate _ = undefined
--sentinelExtraWatchUpdate xs =
-- chainCreatureUpdates
-- [ watchUpdateStrat
-- (xs ++ [(const crAwayFromPost, const goToPostStrat)])
-- , perceptionUpdate [0]
-- , const doStrategyActions
-- , targetYouWhenCognizant
-- , const $
-- overrideInternal
-- (\cr -> crHasTarget cr && crStratConMatches (GetTo (V2 0 0)) cr)
-- (crActionPlan . apStrategy .~ WatchAndWait)
-- ]
--shootAtAdvance :: Int -> [Action]
--shootAtAdvance tcid =
-- [ DoActionIfElse NoAction crIsAiming (DoActionThen drawWeapon (WaitThen 50 NoAction))
-- `DoActionThen`
-- lostest `DoActionWhile`
-- advanceShoot `DoActionThen`
-- 75 `DoReplicate`
-- advanceShoot `DoActionThen`
-- DoImpulses [ChangeStrategy WatchAndWait]
-- , AimAt
-- { _targetID = tcid
-- , _targetSeenAt = V2 0 0 -- hack
-- }
-- ]
-- where
-- lostest (w,cr') = canSee (_crID cr') tcid w
-- advanceShoot = ImpulsesList [[UseItem, MoveForward 3]]
--
--shootAtWhileContinueTime :: Int -> World -> Creature -> Strategy
--shootAtWhileContinueTime tcid _ _ = StrategyActions (ShootAt tcid)
-- [ DoActionIfElse NoAction crIsAiming (DoActionThen drawWeapon (WaitThen 50 NoAction))
-- `DoActionThen`
-- lostest `DoActionWhile`
-- advanceShoot `DoActionThen`
-- 75 `DoReplicate`
-- advanceShoot `DoActionThen`
-- DoImpulses [ChangeStrategy WatchAndWait]
-- , AimAt
-- { _targetID = tcid
-- , _targetSeenAt = V2 0 0 -- hack
-- }
-- ]
-- where
-- lostest (w,cr') = canSee (_crID cr') tcid w
-- advanceShoot = ImpulsesList [[UseItem, MoveForward 3]]
+11 -6
View File
@@ -7,10 +7,15 @@ import Dodge.Data.Creature.Misc
crShape :: CreatureType -> CreatureShape
crShape = \case
Avatar{} -> Humanoid (greyN 0.9) (lightx4 black) (greyN 0.3) InanimateAI
ChaseCrit {} -> Humanoid (greyN 0.9) (lightx4 green) (greyN 0.3) ChaseAI
SwarmCrit -> Humanoid (greyN 0.9) (lightx4 yellow) (greyN 0.3) SwarmAI
AutoCrit -> Humanoid (greyN 0.9) (lightx4 red) (greyN 0.3) AutoAI
AvatarDead -> Humanoid (greyN 0.9) (lightx4 black) (greyN 0.3) InanimateAI
Avatar{} -> Humanoid (greyN 0.9) (lightx4 black) (greyN 0.3)
ChaseCrit {} -> Humanoid (greyN 0.9) (lightx4 green) (greyN 0.3)
CrabCrit {} -> Humanoid (greyN 0.9) (lightx4 red) (greyN 0.3)
HoverCrit {} -> Humanoid (greyN 0.9) (light blue) (greyN 0.3)
SwarmCrit -> Humanoid (greyN 0.9) (lightx4 yellow) (greyN 0.3)
AutoCrit -> Humanoid (greyN 0.9) (lightx4 red) (greyN 0.3)
SlinkCrit{} -> Humanoid (greyN 0.9) (dark . dark . dark $ orange) (greyN 0.3)
BarrelCrit {} -> Barreloid
LampCrit {} -> NonDrawnCreature
LampCrit {} -> NoCreatureShape
SlimeCrit {} -> Humanoid (greyN 0.9) (lightx4 green) (greyN 0.3)
BeeCrit {} -> NoCreatureShape
HiveCrit {} -> NoCreatureShape
+16
View File
@@ -0,0 +1,16 @@
module Dodge.Creature.Slime (slimeOutline) where
import Control.Lens
import Dodge.Data.Creature
import Geometry.Data
import Linear
import Shape
slimeOutline :: Creature -> [Point2]
slimeOutline cr =
polyCirc 6 r
& each . _x *~ a
& each . _y %~ (/ a)
where
r = slimeToRad $ cr ^?! crType . slimeSlime - cr ^?! crType . slimeSlimeChange
a = cr ^?! crType . slimeCompression
+61 -24
View File
@@ -4,6 +4,9 @@ module Dodge.Creature.State (
invItemEffs,
) where
import qualified Data.IntSet as IS
import Dodge.Creature.Radius
import qualified Data.IntMap.Strict as IM
import Linear
import NewInt
import Control.Applicative
@@ -35,7 +38,6 @@ import Dodge.Zoning.Creature
import FoldableHelp
import Geometry
import LensHelp
import Picture
import qualified Quaternion as Q
import RandomHelp
import qualified SDL
@@ -43,11 +45,38 @@ import qualified SDL
doDamage :: Int -> World -> World
doDamage cid w = fromMaybe w $ do
cr <- w ^? cWorld . lWorld . creatures . ix cid
return $ applyPastDamages cr $ applyCreatureDamage (cr ^. crDamage) cr w
return $ crPainEffect cr $ applyCreatureDamage cid cr w
-- TODO generalise shake to arbitrary damage amounts
applyPastDamages :: Creature -> World -> World
applyPastDamages cr w
crPainEffect :: Creature -> World -> World
crPainEffect cr = case cr ^. crType of
HoverCrit {} -> hoverPainEffect cr
HiveCrit{} -> hivePainEffect cr
_ -> jitterPain cr
hoverPainEffect :: Creature -> World -> World
hoverPainEffect cr
| _crPain cr > 50 =
(cWorld . lWorld . creatures . ix (_crID cr) . crPain -~ 50)
. (cWorld . lWorld . creatures . ix (_crID cr) . crPos . _z %~ max 12 . subtract 1)
| otherwise = id
hivePainEffect :: Creature -> World -> World
hivePainEffect cr w
| _crPain cr > 0 = w & cWorld . lWorld . creatures . ix (cr ^. crID) . crPain %~ (max 0 . subtract 5)
& cWorld . lWorld . beePheremones .:~ BPheremone (cr ^. crPos & _xy +~ p & _z .~ 20) v 200
& randGen .~ g
| otherwise = w
where
(a,g') = randomR (0,2*pi) $ w ^. randGen
(b,g) = runState randOnUnitSphere g'
p = (crRad (cr ^. crType) + 5) *^ unitVectorAtAngle a
v = 3 *^ b
jitterPain :: Creature -> World -> World
jitterPain cr w
| _crPain cr > 200 = dojitter 3 100
| _crPain cr > 20 = dojitter 2 10
| _crPain cr > 0 = dojitter 1 1
@@ -55,7 +84,7 @@ applyPastDamages cr w
where
dojitter x y =
let (p, g) = runState (randInCirc x) (_randGen w)
in w & cWorld . lWorld . creatures . ix (_crID cr) %~ crMvBy p (w ^. cWorld . lWorld)
in w & cWorld . lWorld . creatures . ix (_crID cr) %~ crMvByNoStride p w
& cWorld . lWorld . creatures . ix (_crID cr) . crPain -~ y
& randGen .~ g
@@ -78,19 +107,23 @@ invItemLocUpdate cr loc w = doAnyEquipmentEffect loc cr $ case itm ^. itType of
HELD MINIGUNX{} -> coolMinigun itm w
HELD MACHINEPISTOL{} -> coolMachinePistol cr itm w
LASER | loc ^. locDT . dtValue . _2 == WeaponTargetingSF
, itm ^? itLocation . ilIsAttached == Just True -> shineTargetLaser cr loc w
, isattached -> shineTargetLaser cr loc w
HELD LED
| itm ^? itLocation . ilIsAttached == Just True -> shineTorch cr loc w
| isattached -> shineTorch cr loc w
TARGETING tt
| itm ^? itLocation . ilIsAttached == Just True -> updateItemTargeting tt cr itm w
| isattached -> updateItemTargeting tt cr itm w
ARHUD
| itm ^? itLocation . ilIsAttached == Just True -> drawARHUD loc w
| isattached -> drawARHUD loc w
_ -> w
where
haspulse =
w ^? cWorld . lWorld . creatures . ix 0 . crType . avatarPulse . pulseProgress
== Just 0
itm = loc ^. locDT . dtValue . _1
isattached = fromMaybe False $ do
i <- itm ^? itLocation . ilInvID . unNInt
is <- w ^? hud . manObject . hiAttachedItems
return $ i `IS.member` is
coolMinigun :: Item -> World -> World
coolMinigun itm
@@ -133,7 +166,7 @@ copierItemUpdate itm cr w = fromMaybe w $ do
x <- itm ^? itScroll . itsInt
invid <- itm ^? itLocation . ilInvID
ip <- itm ^? itType . ibtPathing
i <- getInventoryPath x ip (_unNInt invid) cr
i <- getInventoryPath w x ip (_unNInt invid) cr
itm' <- cr ^? crInv . ix (NInt i) >>= \k -> w ^? cWorld . lWorld . items . ix k
v <- getItemValue itm' w cr
return $ w & pointerToItem itm . itUse . uValue .~ v
@@ -207,7 +240,7 @@ shineTargetLaser cr loc w = fromMaybe (w & pointittarg . itTgPos .~ Nothing) $ d
magitid <- mag ^? dtValue . _1 . itID . unNInt
return $
w
& worldEventFlags . at InventoryChange ?~ ()
& worldEventFlags . at InventoryChange ?~ () -- why?
& cWorld . lWorld . items
. ix magitid
. itConsumables
@@ -218,41 +251,41 @@ shineTargetLaser cr loc w = fromMaybe (w & pointittarg . itTgPos .~ Nothing) $ d
{ _lpPhaseV = 1
, _lpDir = _crDir cr + argV (Q.qToV2 q)
, _lpPos = pos
, _lpColor = col
-- , _lpColor = col
, _lpType = TargetingLaser (_itID itm)
, _lpOrigin = CrWeaponO $ cr ^. crID
}
where
o = locOrient loc cr
o = locOrient w loc cr
itmtree = loc ^. locDT
(p, q) = o `Q.comp` (V3 5 0 0, Q.qID)
(p, q) = o `Q.comp` (V3 5 0 0, Q.qid)
x = 1
isammolink AmmoMagSF{} = True
isammolink _ = False
pos = cr ^. crPos . _xy + xyV3 (rotate3 cdir p)
pos = cr ^. crPos . _xy + xyV3 (rotate3z cdir p)
cdir = _crDir cr
itm = itmtree ^. dtValue . _1
pointittarg = cWorld . lWorld . items . ix itid . itTargeting
itid = itm ^. itID . unNInt
col = blue -- mixColors reloadFrac (1-reloadFrac) blue red
shineTorch :: Creature -> LocationDT OItem -> World -> World
shineTorch cr loc = fromMaybe id $ do
shineTorch cr loc w = fromMaybe w $ do
mag <- find (isammolink . (^. dtValue . _2)) (itmtree ^. dtLeft)
i <- mag ^. dtValue . _1 . itConsumables
-- guard $ crIsAiming cr
guard $ i >= x
itid <- mag ^? dtValue . _1 . itID . unNInt
return $
(cWorld . lWorld . lights .:~ LSParam pos 150 0.3)
. (cWorld . lWorld . lights .:~ LSParam (pos + V3 0 0 15) 50 0.3)
. (cWorld . lWorld . items . ix itid . itConsumables . _Just -~ x)
return $ w
& (cWorld . lWorld . lights .:~ LSParam pos 150 0.3)
& (cWorld . lWorld . lights .:~ LSParam (pos + V3 0 0 15) 50 0.3)
& (cWorld . lWorld . items . ix itid . itConsumables . _Just -~ x)
where
itmtree = loc ^. locDT
(p, q) = locOrient loc cr
(p, q) = locOrient w loc cr
x = 10
isammolink AmmoMagSF{} = True
isammolink _ = False
pos = _crPos cr + rotate3 cdir (p + Q.rotate q (V3 5 0 1.5))
pos = _crPos cr + rotate3z cdir (p + Q.rotate q (V3 5 0 1.5))
cdir = _crDir cr
-- this probably needs to be set to null when dropped as well?
@@ -284,7 +317,10 @@ updateItemTargeting tt cr itm w = case tt of
where
pointittarg = cWorld . lWorld . items . ix itid . itTargeting
itid = itm ^. itID . unNInt
isattached = itm ^?! itLocation . ilIsAttached
isattached = fromMaybe False $ do
i <- itm ^? itLocation . ilInvID . unNInt
is <- w ^? hud . manObject . hiAttachedItems
return $ i `IS.member` is
rbpressed = SDL.ButtonRight `M.member` _mouseButtons (_input w)
setRBCreatureTargeting :: Creature -> World -> ItemTargeting -> ItemTargeting
@@ -298,6 +334,7 @@ setRBCreatureTargeting cr w ituse
newtarg =
safeMinimumOn (dist mwp . (^. crPos . _xy))
. filter (canseepos . (^. crPos . _xy))
. IM.elems
$ crsNearCirc mwp 40 w
canseepos p = hasLOS ((^. crPos . _xy) cr) p w
mwp = w ^. cWorld . lWorld . lAimPos
+161 -18
View File
@@ -1,31 +1,174 @@
{-# LANGUAGE LambdaCase #-}
module Dodge.Creature.State.WalkCycle (updateWalkCycle) where
module Dodge.Creature.State.WalkCycle (updateCarriage
,compressionScale
, flyInertia
) where
import qualified Quaternion as Q
import Dodge.Creature.Radius
import Geometry
import Dodge.Update.Camera.Rotate
import qualified SDL
import Dodge.WorldEvent.ThingsHit
import Data.Maybe
import Dodge.Creature.HandPos
import Linear
import Control.Lens
import Dodge.Data.World
import Dodge.SoundLogic
import Sound.Data
updateWalkCycle :: Int -> World -> World
updateWalkCycle cid w
| Just cr <- w ^? cWorld . lWorld . creatures . ix cid
, Walking x ff <- cr ^. crStance . carriage
, x >= cr ^. crStance . strideLength =
w
& soundMultiFrom
[FootstepSound i | i <- [0 .. 10]]
(cr ^. crPos . _xy)
(chooseFootSound ff)
Nothing
& over (cWorld . lWorld . creatures . ix cid . crStance . carriage) resetStride
| otherwise = w
updateCarriage :: Int -> World -> World
updateCarriage cid w = fromMaybe w $ do
cr <- w ^? cWorld . lWorld . creatures . ix cid
return $ updateCarriage' cid cr w (cr ^. crStance . carriage)
resetStride :: Carriage -> Carriage
resetStride = \case
Walking _ ff -> Walking 0 (normalGait ff)
x -> x
updateCarriage' :: Int -> Creature -> World -> Carriage -> World
updateCarriage' cid cr w = \case
Walking -> maybeTakeStep cid cr w
& tocr . crPos . _xy +~ 0.5 *^ (cr ^. crOldPos - oop) ^. _xy
& chasmTestCliffPush walkCliffPush cr
Crawling -> w & chasmTestCliffPush walkCliffPush cr
Floating -> w
Flying {_zSpeed = dz} -> let x = flyInertia cr
in
w & tocr . crPos . _xy +~ x *^ f (cr ^. crOldPos . _xy - oop ^. _xy)
& tocr . crPos . _z +~ dz
& tocr . crStance . carriage . zSpeed
%~ if cr ^. crPos . _z < 17 then min 0.05 . (+0.001) else max (-0.05) . subtract 0.001
Boosting {} -> w
Falling {_fallRot = q, _carDir = q'} ->
let v = 0.95 *^ (cr ^. crOldPos - oop & _z -~ 0.5)
ep = cr ^. crPos + v
in if ep ^. _z < 0 && cr ^. crOldPos . _z >= 0 &&
(not (any (pointInPoly (ep ^. _xy)) (w ^. cWorld . chasms))
|| any (uncurry $ crOnSeg cr) (w ^. cWorld . cliffs))
then w & tocr . crPos .~ (ep & _z .~ 0)
& cWorld . lWorld . creatures . ix cid . crStance . carriage .~ OnGround q'
else w & cWorld . lWorld . creatures . ix cid . crPos .~ ep
& cWorld . lWorld . creatures . ix cid . crStance . carriage . carDir *~ q
OnGround {} -> w
& tocr . crPos . _xy +~ 0.8 *^ (cr ^. crOldPos . _xy - oop ^. _xy)
& chasmTestCliffPush groundCliffPush cr
Rooted {} -> w
Mounted mid p -> fromMaybe w $ do
mcr <- w ^? cWorld . lWorld . creatures . ix mid
mp <- mcr ^? crPos
d <- mcr ^? crType . slimeCompression
return $ w & tocr . crPos .~ mp + (oxyrot (mcr ^. crDir)
(oxyrot (-mcr^.crDir) p & _x *~ d & _y %~ (/d)))
where
oxyrot a = over _xy (rotateV a)
tocr = cWorld . lWorld . creatures . ix cid
oop = cr ^. crOldOldPos
f v | norm v > 10 = 10 *^ signorm v
| otherwise = v
compressionScale :: Point2 -> Point2 -> Point2
compressionScale d p = dot d p *^ normalize d
+ (dot d' p / norm d) *^ d'
where
d' = vNormal $ normalize d
flyInertia :: Creature -> Float
flyInertia _ = 0.975
pushAgainst :: Point2 -> Point2 -> Point2
pushAgainst x y
| a > norm y = 0
| a > 0 = y - project y x
| otherwise = y
where
a = dotV (normalize y) (project y x)
walkCliffPush :: Creature -> [(Point2,Point2)] -> Point2
walkCliffPush cr xs = pushAgainst (cr ^. crOldPos . _xy - cr ^. crOldOldPos . _xy) (-h xs)
where
cxy = cr ^. crPos . _xy
h = circSegsInside cxy (min 10 (cr ^. crType . to crRad))
groundCliffPush :: Creature -> [(Point2,Point2)] -> Point2
groundCliffPush cr xs = x *^ circSegsInside cxy r xs
where
-- at least 0.01 so that corpses don't hang on the edge of a cliff too long
x = max 0.01 $ 0.25 * (1 - dist cxy p / (2*r)) ** 2
cxy = cr ^. crPos . _xy
r = cr ^. crType . to crRad
p = circSegsInside' cxy r xs
circSegsInside' :: Point2 -> Float -> [(Point2,Point2)] -> Point2
circSegsInside' p r = \case
[x,y] -> fromJust (uncurry (uncurry intersectLineLine (f x)) (f y))
((x,y):_) -> closestPointOnLine x y p + r *^ normalizeV (vNormal (x-y))
_ -> error "circSegsInside"
where
r' = r+0.5
f (x,y) = (x+r'*^n,y+r'*^n)
where
n = normalizeV (vNormal (x-y))
circSegsInside :: Point2 -> Float -> [(Point2,Point2)] -> Point2
circSegsInside p r = \case
[x,y] -> normalize $ fromJust (uncurry (uncurry intersectLineLine (f x)) (f y)) - p
((x,y):_) -> normalizeV (vNormal (x-y))
_ -> error "circSegsInside"
where
r' = r+0.5
f (x,y) = (x+r'*^n,y+r'*^n)
where
n = normalizeV (vNormal (x-y))
--circTwoLineCorner :: Float -> Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2
--circTwoLineCorner r x y a b = intersectLineLine x y a b
chasmTestCliffPush :: (Creature -> [(Point2,Point2)] -> Point2) -> Creature -> World -> World
chasmTestCliffPush f' cr w
| (xy:xys) <- filter g (w ^. cWorld . cliffs) =
w
& soundContinue (CrChasm (_crID cr)) (cr ^. crPos . _xy) debrisS (Just 100)
& tocr . crPos . _xy +~ f' cr (xy:xys) -- (f cr (xy:xys)) *^ h xy xys
& chasmRotate cr (uncurry (-) xy)
| any f (w ^. cWorld . chasms) = w & tocr . crStance . carriage
.~ Falling
(Q.axisAngle (0 & _xy .~ vNormal (cr^.crOldOldPos._xy - cr^.crOldPos._xy)) 0.03)
Q.qid
| otherwise = w
where
cxy = cr ^. crPos . _xy
tocr = cWorld . lWorld . creatures . ix (_crID cr)
--g = uncurry $ crOnSeg cr
g = uncurry $ crOnSeg' cr
f = pointInPoly cxy
crOnSeg' :: Creature -> Point2 -> Point2 -> Bool
{-# INLINE crOnSeg' #-}
crOnSeg' cr = circOnSeg (cr ^. crPos . _xy) (min 10 (cr ^. crType . to crRad))
chasmRotate :: Creature -> Point2 -> World -> World
chasmRotate cr v w
| t = rotateTo8 (argV v) w
| otherwise = w
where
t = cr ^. crID == 0 && null (w ^? input . mouseButtons . ix SDL.ButtonRight)
maybeTakeStep :: Int -> Creature -> World -> World
maybeTakeStep cid cr = case (cr ^? crType . strideAmount,cr ^? crType . footForward) of
(Just x,Just ff) | x >= strideLength cr ->
soundMultiFrom
[FootstepSound i | i <- [0 .. 10]]
(cr ^. crPos . _xy)
(chooseFootSound ff)
Nothing
. over (cWorld . lWorld . creatures . ix cid . crType) resetStride
_ -> id
resetStride :: CreatureType -> CreatureType
resetStride ct = case ct ^? footForward of
Just _ -> ct & strideAmount .~ 0 & footForward %~ normalGait
_ -> ct
normalGait :: FootForward -> FootForward
normalGait = \case
+25 -19
View File
@@ -3,13 +3,13 @@ module Dodge.Creature.Statistics (
getCrMoveSpeed,
crStrength,
crDexterity,
crIntelligence,
-- crIntelligence,
) where
import Dodge.Data.World
import Dodge.Data.Equipment.Misc
import qualified Data.Map.Strict as M
import NewInt
import Dodge.Data.LWorld
import Data.Maybe
--import qualified IntMapHelp as IM
import qualified Data.IntMap.Strict as IM
@@ -19,36 +19,42 @@ import qualified Data.IntSet as IS
crDexterity :: Creature -> Int
crDexterity cr = case cr ^. crType of
Avatar { _avDexterity = x } -> x
AvatarDead -> 0
ChaseCrit {} -> 46
HoverCrit {} -> 46
SwarmCrit -> 46
AutoCrit -> 46
BarrelCrit {} -> 0
LampCrit {} -> 0
_ -> 46
crStrength :: Creature -> Int
crStrength cr = case cr ^. crType of
Avatar { _avStrength = x } -> x
AvatarDead -> 0
ChaseCrit {} -> 46
HoverCrit {} -> 46
SwarmCrit -> 40
AutoCrit -> 46
BarrelCrit {} -> 0
LampCrit {} -> 0
_ -> 46
crIntelligence :: Creature -> Int
crIntelligence cr = case cr ^. crType of
Avatar { _avIntelligence = x } -> x
AvatarDead -> 0
ChaseCrit {} -> 20
SwarmCrit -> 20
AutoCrit -> 20
BarrelCrit {} -> 0
LampCrit {} -> 0
--crIntelligence :: Creature -> Int
--crIntelligence cr = case cr ^. crType of
-- Avatar { _avIntelligence = x } -> x
-- ChaseCrit {} -> 20
-- CrabCrit {} -> 20
-- HoverCrit {} -> 20
-- SwarmCrit -> 20
-- AutoCrit -> 20
-- BarrelCrit {} -> 0
-- LampCrit {} -> 0
-- SlinkCrit{} -> 5
-- SlimeCrit{} -> 1
-- BeeCrit{} -> 20
getCrMoveSpeed :: LWorld -> Creature -> Int
getCrMoveSpeed lw cr = strFromHeldItem lw cr + strFromEquipment lw cr + crStrength cr
getCrMoveSpeed :: World -> Creature -> Int
getCrMoveSpeed w cr = strFromHeldItem w cr + strFromEquipment (w^.cWorld.lWorld) cr + crStrength cr
strFromEquipment :: LWorld -> Creature -> Int
strFromEquipment lw = sum . fmap equipmentStrValue . crCurrentEquipment lw
@@ -64,12 +70,12 @@ crCurrentEquipment lw = fmap f . _crEquipment
where
f i = lw ^?! items . ix (_unNInt i)
strFromHeldItem :: LWorld -> Creature -> Int
strFromHeldItem lw cr = fromMaybe 0 $ do
strFromHeldItem :: World -> Creature -> Int
strFromHeldItem w cr = fromMaybe 0 $ do
Aiming {} <- cr ^? crStance . posture
is <- cr ^? crManipulation . manObject . imAttachedItems
is <- w^?hud . manObject . hiAttachedItems
let js = IM.elems $ IM.restrictKeys (cr ^. crInv . unNIntMap) is
return . negate . sum . fmap itemWeight $ IM.restrictKeys (lw ^. items) $ IS.fromList js
return . negate . sum . fmap itemWeight $ IM.restrictKeys (w ^.cWorld.lWorld. items) $ IS.fromList js
itemWeight :: Item -> Int
itemWeight it = case it ^. itType of
-27
View File
@@ -1,27 +0,0 @@
module Dodge.Creature.Strategy (
goToPostStrat,
) where
import Data.List
import Dodge.Creature.Test
import Dodge.Creature.Volition
import Dodge.Data.Creature
goToPostStrat :: Creature -> Strategy
goToPostStrat cr = case find sentinelGoal $ _apGoal $ _crActionPlan cr of
Just (SentinelAt p _) ->
StrategyActions
(GetTo p)
[ DoActionThen (WaitThen 150 holsterIfAiming) $
DoActionThen
(PathTo p)
NoAction
-- $ DoImpulses [ChangeStrategy WatchAndWait]
]
_ -> WatchAndWait
where
sentinelGoal (SentinelAt _ _) = True
sentinelGoal _ = False
holsterIfAiming
| crIsAiming cr = holsterWeapon
| otherwise = NoAction
+30 -21
View File
@@ -7,21 +7,19 @@ in fact a creature with that id need not exist.
-}
module Dodge.Creature.Test (
crIsAiming,
-- crIsReloading,
crIsArmouredFrom,
oneH,
twists,
twoFlat,
-- crWeaponReady,
crInAimStance,
crNearPoint,
isAnimate,
-- crCanShoot,
crHasTargetLOS,
crAwayFromPost,
crHasTarget,
crStratConMatches,
crSafeDistFromTarg,
hasAutoDoorBody,
) where
import Linear
@@ -31,7 +29,6 @@ import Dodge.Creature.Radius
import Dodge.Data.Equipment.Misc
import Dodge.Data.AimStance
import Control.Lens
import Data.List (find)
import Data.Maybe
import Dodge.Base.Collide
import Dodge.Data.World
@@ -83,30 +80,28 @@ crStratConMatches strat cr = strat == _apStrategy (_crActionPlan cr)
-- this equality check might be slow...
crAwayFromPost :: Creature -> Bool
crAwayFromPost cr = case find sentinelGoal . _apGoal $ _crActionPlan cr of
Just (SentinelAt p _) -> dist p (cr ^. crPos . _xy) > 15
crAwayFromPost cr = case _apGoal $ _crActionPlan cr of
SentinelAt p _ -> dist p (cr ^. crPos . _xy) > 15
_ -> False
where
sentinelGoal (SentinelAt _ _) = True
sentinelGoal _ = False
crInAimStance :: AimStance -> Creature -> Bool
crInAimStance as cr = cr ^? crStance . posture . aimStance == Just as
crInAimStance :: AimStance -> World -> Creature -> Bool
crInAimStance as w cr = cr ^? crStance . posture == Just Aiming
&& w ^? hud . manObject . hiAimStance == Just as
oneH :: Creature -> Bool
oneH :: World -> Creature -> Bool
oneH = crInAimStance OneHand
twoFlat :: Creature -> Bool
twoFlat :: World -> Creature -> Bool
twoFlat = crInAimStance TwoHandFlat
twists :: Creature -> Bool
twists cr = crInAimStance TwoHandUnder cr || crInAimStance TwoHandOver cr
twists :: World -> Creature -> Bool
twists = crInAimStance TwoHandTwist
-- the use of crOldPos is because the damage position is calculated on the
-- previous frame
-- Not sure if it is a good idea
crIsArmouredFrom :: IM.IntMap Item -> Point2 -> Creature -> Bool
crIsArmouredFrom m p cr = fromMaybe False $ do
crIsArmouredFrom :: IM.IntMap Item -> Point2 -> World -> Creature -> Bool
crIsArmouredFrom m p w cr = fromMaybe False $ do
NInt itid <- cr ^? crEquipment . ix OnChest
ittype <- m ^? ix itid . itType
return $
@@ -117,9 +112,8 @@ crIsArmouredFrom m p cr = fromMaybe False $ do
where
-- even though angleVV can generate NaN, the comparison seems to deal with it
frontarmdirection
| crInAimStance OneHand cr = 0.5
| crInAimStance TwoHandUnder cr = negate 1
| crInAimStance TwoHandOver cr = negate 1
| crInAimStance OneHand w cr = 0.5
| crInAimStance TwoHandTwist w cr = negate 1
| otherwise = 0
--crOnSeg :: Point2 -> Point2 -> Creature -> Bool
@@ -135,4 +129,19 @@ isAnimate :: Creature -> Bool
{-# INLINE isAnimate #-}
isAnimate cr = case _crActionPlan cr of
Inanimate -> False
_ -> True
SlimeIntelligence -> True
ActionPlan{} -> True
hasAutoDoorBody :: Creature -> Bool
hasAutoDoorBody cr = crittype && notdestroyed
where
notdestroyed = case cr ^. crHP of
HP {} -> True
CrIsCorpse {} -> True
AvatarDestroyed {} -> False
crittype = case cr ^. crType of
SlimeCrit {} -> False
BeeCrit {} -> False
HiveCrit {} -> False
_ -> True
+534 -96
View File
@@ -1,14 +1,28 @@
{-# LANGUAGE LambdaCase #-}
module Dodge.Creature.Update (updateCreature) where
import qualified Data.Semigroup as Semi
import Dodge.WorldEvent.ThingsHit
import Dodge.Humanoid
import Dodge.Creature.Perception
import Dodge.Creature.ReaderUpdate
import Dodge.Creature.Slime
import Dodge.Creature.Radius
import Dodge.Creature.MoveType
import Dodge.Base.Collide
import Data.List (sortOn)
import Dodge.Zoning.Creature
import Dodge.Creature.ChaseCrit
import Dodge.Creature.Damage
import Color
import qualified Data.IntMap.Strict as IM
import qualified Data.List as List
import Control.Monad
import qualified IntMapHelp as IM
import Data.Maybe
import Dodge.Barreloid
-- import Dodge.Base.NewID
import Dodge.Corpse.Make
import Dodge.Base.You
import Dodge.Creature.Action
import Dodge.Creature.Radius
import Dodge.Creature.Picture
import Dodge.Creature.State
import Dodge.Creature.State.WalkCycle
import Dodge.Creature.Vocalization
@@ -16,51 +30,489 @@ import Dodge.Creature.YourControl
import Dodge.Damage
import Dodge.Data.Damage.Type
import Dodge.Data.World
import Dodge.Humanoid
import Dodge.Inventory
import Dodge.Lampoid
import Dodge.Prop.Gib
import Dodge.SoundLogic
import Dodge.Update.Camera.Rotate
import FoldableHelp
import Geometry
import LensHelp
import Linear
import NewInt
import qualified Quaternion as Q
import RandomHelp
import SDL (MouseButton (..))
import Shape
import ShapePicture.Data
import qualified Data.IntSet as IS
-- Should separate out creature movement from other parts here
-- allow for knockbacks etc to be determined as well as intended movements
updateCreature :: Creature -> World -> World
updateCreature cr
| cr ^. crPos . _z < negate 100 = (tocr . crHP .~ CrIsPitted) . destroyAllInvItems cr
| CrIsCorpse _ <- cr ^. crHP = chasmTestCorpse cr
| null (cr ^? crHP . _HP) = id
| cr ^. crPos . _z < 0 = (tocr . crZVel -~ 0.5) . (tocr . crPos . _z +~ _crZVel cr)
| otherwise = updateLivingCreature cr
| cr ^. crPos . _z < negate 300 = (cWorld . lWorld . creatures . at (cr ^. crID) %~ destroyCreature)
. destroyAllInvItems cr
| otherwise = case cr ^. crHP of
CrIsCorpse{} -> cleardamage . updateCarriage (_crID cr) . applyCreatureDamage (_crID cr) cr
AvatarDestroyed{} -> id
HP{} -> cleardamage . updateLivingCreature cr
where
tocr = cWorld . lWorld . creatures . ix (_crID cr)
cleardamage = cWorld . lWorld . creatures . ix (cr^.crID) . crDamage .~ mempty
updateLivingCreature :: Creature -> World -> World
updateLivingCreature cr =
chasmTestLiving cr . case _crType cr of
Avatar{} ->
(cWorld . lWorld . creatures . ix 0 . crType . avatarPulse %~ updatePulse)
. crUpdate cid
. yourControl cr
LampCrit{} -> updateLampoid cr
BarrelCrit bt -> updateBarreloid bt cr
AvatarDead -> id
ChaseCrit{} -> \w ->
crUpdate cid . performActions cid $
over (cWorld . lWorld . creatures . ix cid) (chaseCritInternal w) w
_ -> crUpdate cid
updateLivingCreature cr = case cr ^. crType of
Avatar{} ->
(cWorld . lWorld . creatures . ix 0 . crType . avatarPulse %~ updatePulse)
. crUpdate cid
. yourControl
LampCrit{} -> updateLampoid cr
BarrelCrit bt -> updateBarreloid bt cr
ChaseCrit{} -> crUpdate cid . performActions cid . setChaseCritKinematics cid . updateChaseCrit cid cr
CrabCrit{} -> crUpdate cid . performActions cid . crabCritInternal cid
AutoCrit{} -> crUpdate cid
SwarmCrit{} -> crUpdate cid
HoverCrit{} -> crUpdate cid . performActions cid . hoverCritHoverSound cr .
updateHoverCrit cid
SlinkCrit{} -> slinkCritUpdate cid
SlimeCrit{} -> updateSlimeCrit cid
BeeCrit{} -> crUpdate cid . performActions cid . updateBeeFromPheremones cr cid . updateBeeCrit cr cid
HiveCrit{} -> crUpdate cid . performActions cid . updateHiveCrit cr cid
where
cid = cr ^. crID
updateHiveCrit :: Creature -> Int -> World -> World
updateHiveCrit cr cid w
| Just x <- cr ^? crType . hiveChildren . to IS.size
, x < nbees
, Just y <- cr ^? crType . hiveGestation
, y == 0
, Just z <- cr ^? crType . hiveSlime
, z >= 400
= w
& tocr . crType . hiveChildren %~ IS.insert nid
& tocr . crType . hiveGestation .~ 50
& cWorld . lWorld . creatures . at nid ?~ ncr
& tocr . crType . hiveSlime -~ 400
| Just x <- cr ^? crType . hiveChildren . to IS.size
, x < nbees = w
& tocr . crType . hiveGestation %~ (max 0 . subtract 1)
| otherwise = w
where
nbees = 15
tocr = cWorld . lWorld . creatures . ix cid
nid = IM.newKey $ w ^. cWorld . lWorld . creatures
ncr = beeCrit & crPos .~ (cr ^. crPos + (0 & _xy +~ 25))
& crID .~ nid
& crType . beeHive ?~ cid
updateBeeFromPheremones :: Creature -> Int -> World -> World
updateBeeFromPheremones cr cid w
| any f (w ^. cWorld . lWorld . beePheremones) = w
& cWorld . lWorld . creatures . ix cid . crType . beeAggro .~ 300
| otherwise = w
where
f bp = distance (cr ^. crPos . _xy) (bp ^. bpPos . _xy) < 20
updateBeeCrit :: Creature -> Int -> World -> World
updateBeeCrit cr cid
| cr ^?! crType . beeAggro > 0 = updateAggroBee cr cid
| otherwise = beeLifespanCheck cr cid . updateCalmBee cr cid
beeLifespanCheck :: Creature -> Int -> World -> World
beeLifespanCheck cr cid
| Just ls <- cr ^? crType . beeLifespan
, Just x <- cr ^? crType . beeSlime
, ls < 1
, x < 5
= cWorld . lWorld . creatures . ix cid . crHP . _HP -~ 1
| otherwise = id
updateAggroBee :: Creature -> Int -> World -> World
updateAggroBee cr cid w
| Mounted{} <- cr ^. crStance . carriage = w & tocr . crStance . carriage .~ Flying 0
| Just tcr <- atarget
, distance (tcr ^. crPos . _xy) (cr ^. crPos . _xy) < crRad (cr ^. crType) + crRad (tcr ^. crType) + 1
, nearZeroAngle (argV (tcr ^. crPos . _xy - cr ^. crPos . _xy) - cr ^. crDir) < pi / 2
, 0 <- cr ^?! crType . meleeCooldown
= w & tocr . crPos .~ (cr ^. crOldPos & _xy -~ 5 *^ unitVectorAtAngle (cr ^. crDir))
& tocr . crType . startStopMv .~ (cr ^?! to crMvType . mvPulseTime)
& cWorld . lWorld . creatures . ix (tcr ^. crID) . crDamage
.:~ Blunt 50 (cxy + crRad (cr ^. crType) *^ vdir) vdir (CrMeleeO (cr ^. crID))
& tocr . crType . meleeCooldown .~ 20
| Just tcr <- atarget = w & tocr . crActionPlan . apStrategy .~ CloseToMelee (tcr ^. crID)
& tocr . crActionPlan . apAction .~ PathTo (tcr ^. crPos . _xy) NoAction
& tocr . crType . meleeCooldown %~ (max 0 . subtract 1)
| Just PathTo{} <- cr ^? crActionPlan . apAction = w & tocr . crType . beeAggro -~ 1
& tocr . crType . meleeCooldown %~ (max 0 . subtract 1)
| otherwise = w & tocr . crType . beeAggro -~ 1
& tocr . crActionPlan . apAction .~ PathTo (cxy + p) NoAction
& tocr . crType . meleeCooldown %~ (max 0 . subtract 1)
& randGen .~ g
where
(p,g) = runState (randOnCirc 150) (w ^. randGen)
atarget = listToMaybe . sortOn (distance cxy . (^.crPos._xy)) . IM.elems . IM.filter istarget $ crsNearCirc cxy 100 w
vdir = unitVectorAtAngle (cr ^. crDir)
cxy = cr ^. crPos . _xy
tocr = cWorld . lWorld . creatures . ix cid
istarget tcr = t (tcr ^. crType)
&& isJust (tcr ^? crHP . _HP)
&& hasLOS cxy (tcr ^. crPos . _xy) w
t = \case
Avatar{} -> True
ChaseCrit{} -> True
CrabCrit{} -> True
_ -> False
-- do bees need to be able to see slime targets?
-- if no path can be made, reset harvest action
-- this should all be simplified
-- should count how many are mounted on an individual slime, try for a different
-- slime if too many
updateCalmBee :: Creature -> Int -> World -> World
updateCalmBee cr cid w
| Just hcr <- gethive
, distance (cr ^. crPos . _xy) (hcr ^. crPos . _xy) < 30
, Just x <- cr ^? crType . beeSlime
, x >= 50 = w
& tocr . crType . beeSlime -~ 50
& cWorld . lWorld . creatures . ix (hcr ^. crID) . crType . hiveSlime +~ 50
| Just x <- cr ^? crType . beeSlime
, x < 50
, Just hcr <- gethive
, distance (cr ^. crPos . _xy) (hcr ^. crPos . _xy) < 30
, Just ReturnToHive <- cr ^? crActionPlan . apStrategy = startsearch
| Just ReturnToHive <- cr ^? crActionPlan . apStrategy = w
| Just x <- cr ^? crType . beeSlime
, x >= 1500 = starthivereturn
& randGen .~ gsa
& tocr . crType . beeLifespan %~ max 0 . subtract sa
| Just mid <- cr ^? crStance . carriage . mountID
, mountshakeoff mid = startsearch
| Nothing <- cr ^? crActionPlan . apStrategy . harvestTarget
, xs@(_:_) <- IM.elems . IM.filter istarget $ crsNearCirc cxy 100 w
, (tcr,g') <- runState (takeOne xs) (w ^. randGen) =
w & tocr . crActionPlan . apStrategy .~ HarvestFrom (tcr ^. crID)
& randGen .~ g'
| Just tid <- cr ^? crStance . carriage . mountID
, Just SlimeCrit{} <- w ^? cWorld . lWorld . creatures . ix tid . crType = w
& tocr . crType . beeSlime +~ sspeed
& cWorld . lWorld . creatures . ix tid . crType . slimeSlime -~ sspeed
| Just (tcr,ti) <- gettarg
, distance (cr ^. crPos . _xy) (tcr ^. crPos . _xy) < 0.8*crRad (tcr ^. crType)
, Just d <- tcr ^? crType . slimeCompression
= w
& tocr . crStance . carriage .~ Mounted ti
(oxyrot (tcr^.crDir)
(oxyrot (-tcr^.crDir) (cr ^. crPos - tcr ^. crPos) & _x %~ (/d) & _y *~ d))
& tocr . crActionPlan . apAction .~ NoAction
| Just (tcr,_) <- gettarg = w
& tocr . crActionPlan . apAction .~ PathTo (tcr ^. crPos . _xy) NoAction
| Just (HarvestFrom{}) <- cr ^? crActionPlan . apStrategy = startsearch
| Just (SearchTimed 0) <- cr ^? crActionPlan . apStrategy = starthivereturn
| Just PathTo{} <- cr ^? crActionPlan . apAction = w
& tocr . crActionPlan . apStrategy . searchTimer %~ (max 0 . subtract 1)
| otherwise = startsearch
where
oxyrot a = over _xy (rotateV a)
(sa,gsa) = runState (takeOne [0,1]) (w ^. randGen)
starthivereturn = fromMaybe w $ do
hcr <- gethive
return $ w
& tocr . crActionPlan . apAction .~ PathTo (hcr ^. crPos . _xy) NoAction
& tocr . crActionPlan . apStrategy .~ ReturnToHive
& tocr . crStance . carriage %~ dounmount
dounmount x = case x of
Flying{} -> x
_ -> Flying 0
startsearch = w
& tocr . crActionPlan . apAction .~ PathTo (cxy + p) NoAction
& tocr . crStance . carriage %~ dounmount
& randGen .~ g
& tocr . crActionPlan . apStrategy .~ SearchTimed 200
(p,g) = runState (randOnCirc 200) (w ^. randGen)
cxy = cr ^. crPos . _xy
mountshakeoff mid = fromMaybe False $ do
mcr <- w ^? cWorld . lWorld . creatures . ix mid
x <- mcr ^? crType . slimeDistortion . sdTime
return $ x > 8
sspeed = 5
gettarg = do
i <- cr ^? crActionPlan . apStrategy . harvestTarget
tcr <- w ^? cWorld . lWorld . creatures . ix i
x <- tcr ^? crType . slimeSlime . to slimeToRad
guard $ x > 12
return (tcr,i)
gethive = do
i <- cr ^? crType . beeHive . _Just
w ^? cWorld . lWorld . creatures . ix i
tocr = cWorld . lWorld . creatures . ix cid
istarget tcr = fromMaybe False $ do
r <- tcr ^? crType . slimeSlime . to slimeToRad
return $ r > 12
updateSlimeCrit :: Int -> World -> World
updateSlimeCrit cid w
| cr ^?! crType . slimeSlime < 2500
= w & cWorld . lWorld . creatures . at cid .~ Nothing
| Just hitp <- w ^? cWorld . lWorld . creatures . ix cid . crDamage . ix 0 . dmPos
, Just hitv <- w ^? cWorld . lWorld . creatures . ix cid . crDamage . ix 0 . dmVector
, Just w' <- splitSlimeCrit' hitp hitv cid cr w = w'
| (cr ^?! crType . slimeIsCompressing) && 1 > p
= let (w',g) = runState (setSlimeDir cid cr w) (w ^. randGen)
in w' & randGen .~ g
| otherwise = updateCarriage cid $ w
& cWorld . lWorld . creatures . ix cid %~ mvslime
& cWorld . lWorld . creatures . ix cid . crDamage .~ []
& tocr %~ doSlimeRadChange
& tocr . crType . slimeDistortion %~ fsst
& tocr . crType . slimeEngulfProgress %~ (max 0 . subtract 0.5)
where
fsst (SlimeDistortion x ps t) | x > 0 = SlimeDistortion (x-1) ps t
fsst _ = NoSlimeDistortion
tocr = cWorld . lWorld . creatures . ix cid
cr = w ^?! cWorld . lWorld . creatures . ix cid
mvslime cr' = cr' & crType . slimeCompression +~ f (0.1/r)
& crPos . _xy +~ 0.1 *^ unitVectorAtAngle (cr' ^. crDir)
& crType . slimeIsCompressing %~ f'
f | cr ^?! crType . slimeIsCompressing = negate
| otherwise = id
f' | p > 1.5 = const True
| otherwise = id
r = cr ^?! crType . slimeSlime . to slimeToRad
p = cr ^?! crType . slimeCompression
setSlimeDir :: Int -> Creature -> World -> State StdGen World
setSlimeDir cid cr w = do
i <- state $ randomR (0,1)
d <- state $ randomR (0,2*pi)
if i < (r - 11) / 50
then do
x <- randInCirc 1
return $ fromMaybe w $ splitSlimeCrit' (x + cxy) (unitVectorAtAngle d) cid cr w
else return $ w & tocr . crDir .~ d
& tocr . crType . slimeIsCompressing .~ False
& tocr . crDamage .~ mempty
where
tocr = cWorld . lWorld . creatures . ix cid
cxy = cr ^. crPos . _xy
r = cr ^?! crType . slimeSlime . to slimeToRad
doSlimeRadChange :: Creature -> Creature
doSlimeRadChange = crType . slimeSlimeChange %~ f
where
f x | x > 1000 = x - 1000
| x < -1000 = x + 1000
| otherwise = 0
splitSlimeCrit' :: Point2 -> Point2 -> Int -> Creature -> World -> Maybe World
splitSlimeCrit' p v cid cr w = do
(cr1,cr2) <- splitSlimeCrit p v cr
let cid' = IM.newKey $ w ^. cWorld . lWorld . creatures
(s,g) = runState (takeOne [popS,pop1S,pop2S,pop3S]) (w ^. randGen)
return $ w & cWorld . lWorld . creatures . ix cid .~ cr1
& cWorld . lWorld . creatures . at cid' ?~ (cr2 & crID .~ cid')
& soundStart (CrSound cid) (cr ^. crPos . _xy) s Nothing
& randGen .~ g
splitSlimeCrit :: Point2 -> Point2 -> Creature -> Maybe (Creature, Creature)
splitSlimeCrit p v cr = do
let mp = closestPointOnLine p (p+v) cxy
h = r - distance mp cxy
guard $ h > 0
let a1 = segmentArea r h
a2 = pi*r*r - a1
r1 = sqrt (a1/pi)
r2 = sqrt (a2/pi)
mvdir
| isLHS p (p+v) cxy = normalize (vNormal v)
| otherwise = - normalize (vNormal v)
(ps',qs')
| isLHS p (p+v) cxy = (ps,qs)
| otherwise = (qs,ps)
c1 = cr' & crPos . _xy .~ mp + r1 *^ mvdir
& crType . slimeSlime .~ round (r1 ^ (2 :: Int) * 100)
& crDir .~ argV mvdir
c2 = cr' & crPos . _xy .~ mp - r2 *^ mvdir
& crType . slimeSlime .~ round (r2^(2::Int) * 100)
& crDir .~ argV (-mvdir)
c1ps = qs' & each +~ cxy - (mp + r1 *^ mvdir) & each %~ rotateV (- c1 ^. crDir)
c2ps = ps' & each +~ cxy - (mp - r2 *^ mvdir) & each %~ rotateV (- c2 ^. crDir)
return (c1 & crType . slimeDistortion . sdShape .~ f c1ps c1
,c2 & crType . slimeDistortion . sdShape .~ f c2ps c2
)
where
f xs@(_:_) c = polyInPoly (centroid xs) xs (slimeOutline c)
f _ _ = mempty
cxy = cr ^. crPos . _xy
r = cr ^?! crType . slimeSlime . to slimeToRad
cr' = cr & crDamage .~ []
& crType . slimeSlimeChange .~ 0
& crType . slimeDistortion .~ SlimeDistortion 10 mempty True
& crType . slimeIsCompressing .~ False
& crType . slimeCompression .~ 1
(ps,qs) = cutPoly (p-cxy) (p+v-cxy) $ slimeOutline cr & each %~ rotateV (cr ^. crDir)
-- h is the height of the segment, ie r - distance to center
segmentArea :: Float -> Float -> Float
segmentArea r h = r*r*acos(1-h/r) - (r-h)*sqrt(h*(2*r-h))
slinkCritUpdate :: Int -> World -> World
slinkCritUpdate cid w =
w
& cWorld
. lWorld
. creatures
. ix cid
. crType
. slinkSpine
. each
. _2
*~ Q.axisAngle (V3 0 1 0) (pi / 1000)
setChaseCritKinematics :: Int -> World -> World
setChaseCritKinematics cid w = w
& cWorld . lWorld . creatures . ix cid %~ setChaseCritKinematics' w
ccAngles :: World -> Creature -> (Float,Float,Float,Float)
ccAngles w cr
| Eat i _ <- cr^?!crActionPlan.apAction = fromMaybe (0,0,0,0) $ do
tcr <- w ^? cWorld . lWorld . creatures . ix i
let tp = tcr ^. crPos + V3 0 0 (crMid tcr)
(np,_) = (cr ^. crPos, Q.qz (cr ^. crDir))
`Q.comp` (V3 8 0 14, Q.qid)
v = tp - np
a = angleVV3 v (v & _z .~ 0)
return $ f (-a) 0 0
| CloseToMelee i<-cr^?!crActionPlan.apStrategy = fromMaybe (0,0,0,0) $ do
tcr <- w ^? cWorld . lWorld . creatures . ix i
let tp = tcr ^. crPos + V3 0 0 (crMid tcr)
(np,_) = (cr ^. crPos, Q.qz (cr ^. crDir))
`Q.comp` (V3 8 0 14, Q.qid)
v = tp - np
a = angleVV3 v (v & _z .~ 0)
return $ f
(0.45*pi - a)
(-0.9*pi)
(0.45*pi)
| otherwise = f (0.6*pi) (-0.2*pi) (-0.4*pi)
where
f a b c = (0,a,b,c)
ccKState :: World -> Creature -> ChaseKState
ccKState _ cr
| Eat i _ <- cr^?!crActionPlan.apAction = PeckingCK i
| CloseToMelee i <- cr^?!crActionPlan.apStrategy = AimingCK i
| otherwise = UprightCK
setChaseCritKinematics' :: World -> Creature -> Creature
setChaseCritKinematics' w = f . g
where
g cr | ccKState w cr == cr ^?! crType . chaseKState = cr
| PeckingCK i <- ccKState w cr = cr
& crType . chaseLerp .~ 3
& crType . chaseKState .~ PeckingCK i
| otherwise = cr & crType . chaseLerp .~ 20
& crType . chaseKState .~ ccKState w cr
f cr =
let (a,b,c,d) = ccAngles w cr
x = cr ^?! crType . chaseLerp
in if x <= 1
then cr & crType . chaseqy0 .~ a
& crType . chaseqy1 .~ b
& crType . chaseqy2 .~ c
& crType . chaseqy3 .~ d
else cr
& crType . chaseqy0 %~ h x a
& crType . chaseqy1 %~ h x b
& crType . chaseqy2 %~ h x c
& crType . chaseqy3 %~ h x d
& crType . chaseLerp -~ 1
h x a b = 1/fromIntegral x * a + (1-1/fromIntegral x) * b
updateChaseCrit :: Int -> Creature -> World -> World
updateChaseCrit cid cr
| SearchForFood <- cr ^?! crActionPlan . apGoal = updateFoodSearchChaseCrit cid cr
| Flee <- cr^?!crActionPlan.apGoal
, NoAction <- cr^?!crActionPlan.apAction = tocr.crActionPlan.apGoal.~SearchForFood
| Flee <- cr^?!crActionPlan.apGoal = id
| otherwise = updateCalmChaseCrit cid
where
tocr = cWorld.lWorld.creatures.ix cid
updateFoodSearchChaseCrit :: Int -> Creature -> World -> World
updateFoodSearchChaseCrit cid cr w
| (tcr:_) <- sortOn f . IM.elems . IM.filter avoidcr $ crsNearCirc cxy 60 w
= let p = fleePoint cr cxy (20 *^ normalize (cxy - tcr^.crPos._xy)) w
in w &tocr.crActionPlan.apAction.~PathTo p NoAction
&tocr.crActionPlan.apGoal.~Flee
| Eat i 0 <- cr^?! crActionPlan.apAction = w
& cWorld .lWorld.creatures . at i .~ Nothing
& tocr . crActionPlan.apAction.~NoAction
& tocr . crActionPlan.apStrategy.~Search
| Eat i x <- cr^?! crActionPlan.apAction = w
& tocr .crActionPlan.apAction.acTimer-~1
| CloseToMelee i<-cr^?!crActionPlan.apStrategy
,Nothing <- w ^?cWorld.lWorld.creatures.ix i = w & tocr . crActionPlan.apStrategy .~ Search
| CloseToMelee i<-cr^?!crActionPlan.apStrategy
,Just tcr <-w^?cWorld.lWorld.creatures.ix i
,distance cxy (tcr^.crPos._xy) < 15 = w
& tocr.crActionPlan.apAction.~Eat i 5
-- & tocr.crActionPlan.apAction.~NoAction
-- & tocr.crActionPlan.apStrategy.~Search
-- & cWorld.lWorld.creatures.at i.~Nothing
| CloseToMelee{}<-cr^?!crActionPlan.apStrategy
,PathTo{}<-cr^?!crActionPlan.apAction= w
| xs@(_:_) <- IM.elems . IM.filter istarget $ crsNearCirc cxy 100 w
, (tcr,g) <- runState (takeOne xs) (w ^. randGen) = w&tocr.crActionPlan.apAction.~DoImpulses[MvForward]
&tocr.crActionPlan.apStrategy.~CloseToMelee (tcr^.crID)
&tocr.crActionPlan.apAction.~PathTo (tcr^.crPos._xy) NoAction
&randGen.~g
| otherwise = w
where
f c = fromMaybe 100 $ do
s <- cr^?crType.slimeSlime
return $ dist cxy (c^.crPos._xy) - sqrt(0.01*fromIntegral s)
tocr = cWorld . lWorld . creatures . ix cid
cxy = cr ^. crPos . _xy
avoidcr c | ct@SlimeCrit{} <- c^.crType = distance cxy (c^.crPos._xy)-crRad ct < 10
| otherwise = False
istarget tcr
| BeeCrit{} <- tcr^.crType
, CrIsCorpse{} <- tcr^.crHP = True
| otherwise = False
fleePoint :: Creature -> Point2 -> Point2 -> World -> Point2
fleePoint c p v w = g . minimum $ f <$> [p+v, p+0.9*^vNormal v, p-0.9*^vNormal v]
where
f ep = let q = walkablePoint c p ep w
in Semi.Arg (-distance q p) q
g (Semi.Arg _ x) = x
updateCalmChaseCrit :: Int -> World -> World
updateCalmChaseCrit cid w = w
& tocr %~ overrideMeleeCloseTarget w
& tocr %~ setViewPos w
& tocr %~ setMvPosToTargetCr w
& tocr %~ chaseCritMv w
& tocr %~ perceptionUpdate [0] w
& tocr %~ targetYouWhenCognizant w
& tocr %~ searchIfDamaged
& tocr . crType . meleeCooldown %~ max 0 . subtract 1
& tocr . crVocalization %~ updateVocTimer
where
tocr = cWorld . lWorld . creatures . ix cid
hoverCritHoverSound :: Creature -> World -> World
hoverCritHoverSound cr w
| d < 100
= soundContinueVol (0.5 * (1 - 0.01 * d)) (CrSound cid) cxy buzz1S (Just 2) w
| otherwise = w
where
cxy = cr ^. crPos . _xy
d = max 0 (dist (you w ^. crPos . _xy) cxy - 100)
cid = cr ^. crID
{- | this seems to work, but I am not sure about the ordering:
previously, the movement was updated before the ai in order to correctly set the oldpos.
This should be made more sensible: should the movement side effects apply to
@@ -73,56 +525,85 @@ crUpdate cid =
checkDeath cid
. doDamage cid
. invItemEffs cid
. updateWalkCycle cid -- stride appears to be updated elsewhere as well
. updateCarriage cid -- stride appears to be updated elsewhere as well
checkDeath :: Int -> World -> World
checkDeath cid w = maybe id checkDeath' (w ^? cWorld . lWorld . creatures . ix cid) w
checkDeath' :: Creature -> World -> World
checkDeath' cr w = case cr ^. crHP of
HP x | x > 0 -> w & tocr . crDamage .~ []
HP x | x > -200 && _crDeathTimer cr > 0 ->
w
& tocr . crDamage .~ []
& tocr . crDeathTimer -~ 1
HP x | x > 0 -> w
HP x | x > -200 && null (cr ^. crDeathTimer) -> w & tocr %~ startDeathTimer
HP x
| x > -200
, Just y <- cr ^. crDeathTimer
, y > 0 -> w & tocr . crDeathTimer . _Just -~ 1
HP _ ->
w
& dropAll cr -- the order of these is possibly important
& stopSoundFrom (CrWeaponSound (_crID cr) 0)
& corpseOrGib cr
& crDeathEffects cr
& tocr . crStance . carriage %~ toDeathCarriage
_ -> w
where
tocr = cWorld . lWorld . creatures . ix (_crID cr)
crDeathEffects :: Creature -> World -> World
crDeathEffects cr w = case cr ^. crType of
BeeCrit {_beeHive = mhid} -> beepheremone $ fromMaybe w $ do
hid <- mhid
return $ w & cWorld . lWorld . creatures . ix hid . crType . hiveChildren %~ IS.delete (cr ^. crID)
_ -> w
where
beepheremone
| Just x <- cr ^? crType . beeLifespan
, x < 1 = id
| otherwise = cWorld . lWorld . beePheremones .:~ BPheremone (cr ^. crPos) (cr ^. crPos - cr ^. crOldPos) 200
startDeathTimer :: Creature -> Creature
startDeathTimer cr = cr & crDeathTimer ?~ case cr ^. crType of
HoverCrit{} -> 0
BeeCrit{} -> 0
_ -> 5
toDeathCarriage :: Carriage -> Carriage
toDeathCarriage = \case
Flying{} -> Falling Q.qid Q.qid
Walking -> OnGround Q.qid
_ -> Falling Q.qid Q.qid
-- could look at the amount of damage here (given by maxDamage) too
corpseOrGib :: Creature -> World -> World
corpseOrGib cr = case cr ^? crDamage . to maxDamageType . _Just . _1 of
Just CookingDamage ->
sethp (CrIsCorpse $ scorchSPic thecorpse)
. dodeathsound CookDeath
Just PoisonDamage ->
sethp (CrIsCorpse $ poisonSPic thecorpse)
. dodeathsound PoisonDeath
Just PhysicalDamage
| _crPain cr > 200 ->
addCrGibs cr
. sethp CrIsGibs
. dodeathsound GibsDeath
_ ->
sethp (CrIsCorpse thecorpse)
. dodeathsound PlainDeath
corpseOrGib cr w =
w & case cr ^? crDamage . to maxDamageType . _Just . _1 of
Just CookingDamage ->
sethp (CrIsCorpse $ scorchSPic thecorpse)
. dodeathsound CookDeath
Just PoisonDamage ->
sethp (CrIsCorpse $ poisonSPic thecorpse)
. dodeathsound PoisonDeath
Just PhysicalDamage
| _crPain cr > 300 ->
makeCrGibs cr
. (cWorld . lWorld . creatures . at (cr ^. crID) %~ destroyCreature)
. dodeathsound GibsDeath
_ ->
sethp (CrIsCorpse thecorpse)
. dodeathsound PlainDeath
where
dodeathsound dt = f dt . stopSoundFrom (CrMouth cid)
f dt w = fromMaybe w $ do
let (msid, g) = runState (maybeTakeOne (crDeathSounds cr dt)) (_randGen w)
f dt w' = fromMaybe w' $ do
let (msid, g) = runState (maybeTakeOne (crDeathSounds cr dt)) (_randGen w')
sid <- msid
return $
w
w'
& soundStart (CrMouth cid) (cr ^. crPos . _xy) sid Nothing
& randGen .~ g
& randGen
.~ g
cid = cr ^. crID
sethp x = cWorld . lWorld . creatures . ix (_crID cr) . crHP .~ x
thecorpse = makeCorpse cr
thecorpse = makeCorpse w (w ^. randGen) cr
scorchSPic :: SPic -> SPic
scorchSPic = _1 %~ overColSH (mixColors 0.9 0.1 black . normalizeColor)
@@ -134,49 +615,6 @@ poisonSPic = _1 %~ overColSH (mixColors 0.5 0.5 green . normalizeColor)
dropAll :: Creature -> World -> World
dropAll cr w = foldl' (flip (dropItem cr)) w . reverse . IM.keys . _unNIntMap $ _crInv cr
chasmTestLiving :: Creature -> World -> World
chasmTestLiving cr w
| _crZVel cr < 0 =
w
& tocr . crZVel -~ 0.5
& tocr . crPos . _z +~ _crZVel cr
| Just (x, y) <- List.find g (w ^. cWorld . cliffs) =
w
& soundContinue (CrChasm (_crID cr)) (cr ^. crPos . _xy) debrisS (Just 100)
& tocr . crPos . _xy -~ normalizeV (vNormal (x - y))
& chasmRotate cr (x - y)
| any f (w ^. cWorld . chasms) = w & tocr . crZVel -~ 0.5
| otherwise = w
where
tocr = cWorld . lWorld . creatures . ix (_crID cr)
g = uncurry $ circOnSeg (cr ^. crPos . _xy) (crRad $ cr ^. crType)
f = circInPolygon (cr ^. crPos . _xy) (crRad $ cr ^. crType)
chasmTestCorpse :: Creature -> World -> World
chasmTestCorpse cr w
| _crZVel cr < 0 =
w
& tocr . crZVel -~ 0.5
& tocr . crPos . _z +~ _crZVel cr
| Just (x, y) <- List.find g (w ^. cWorld . cliffs) =
w
& soundContinue (CrChasm (_crID cr)) (cr ^. crPos . _xy) debrisS (Just 100)
& tocr . crPos . _xy +~ normalizeV (vNormal (x - y))
& chasmRotate cr (x - y)
| any f (w ^. cWorld . chasms) = w & tocr . crZVel -~ 0.5
| otherwise = w
where
tocr = cWorld . lWorld . creatures . ix (_crID cr)
g = uncurry $ circOnSeg (cr ^. crPos . _xy) (crRad $ cr ^. crType)
f = circInPolygon (cr ^. crPos . _xy) (crRad $ cr ^. crType)
chasmRotate :: Creature -> Point2 -> World -> World
chasmRotate cr v w
| t = rotateTo8 (argV v) w
| otherwise = w
where
t = cr ^. crID == 0 && null (w ^? input . mouseButtons . ix SDL.ButtonRight)
updatePulse :: Pulse -> Pulse
updatePulse p
| p ^. pulseProgress >= p ^. pulseRate = p & pulseProgress .~ 0
+24 -22
View File
@@ -3,30 +3,19 @@
module Dodge.Creature.Vocalization (
crWarningSounds,
crDeathSounds,
vocalizationTest,
resetCrVocCoolDown,
) where
import Dodge.Material.Sound
import Control.Lens
import Dodge.Data.World
import Dodge.SoundLogic.ExternallyGeneratedSounds
import Sound.Data
import System.Random
crVocalizationSound :: Creature -> Maybe SoundID
crVocalizationSound cr = case cr ^. crType of
Avatar{} -> Nothing
AvatarDead -> Nothing
ChaseCrit{} -> Just seagullChatterS
SwarmCrit -> Nothing
AutoCrit -> Nothing
BarrelCrit{} -> Nothing
LampCrit{} -> Nothing
crWarningSounds :: Creature -> [SoundID]
crWarningSounds cr = case cr ^. crType of
Avatar{} -> mempty
AvatarDead -> mempty
ChaseCrit{} ->
[ seagullBarkS
, seagullChatterS
@@ -37,20 +26,31 @@ crWarningSounds cr = case cr ^. crType of
, seagullCry1S
, seagullCry2S
]
SlinkCrit{} -> mempty
SlimeCrit{} -> mempty
CrabCrit {} -> mempty
HoverCrit {} -> mempty
SwarmCrit -> mempty
AutoCrit -> mempty
BarrelCrit{} -> mempty
LampCrit{} -> mempty
BeeCrit{} -> mempty
HiveCrit{} -> mempty
crDeathSounds :: Creature -> DeathType -> [SoundID]
crDeathSounds cr dt = case cr ^. crType of
Avatar{} -> mempty
AvatarDead -> mempty
ChaseCrit{} -> defaultDeathSounds dt
CrabCrit{} -> defaultDeathSounds dt
HoverCrit{} -> hoverDeathSounds dt
SlinkCrit{} -> defaultDeathSounds dt
SlimeCrit{} -> defaultDeathSounds dt
SwarmCrit -> mempty
AutoCrit -> mempty
BarrelCrit{} -> mempty
LampCrit{} -> mempty
BeeCrit{} -> defaultDeathSounds dt
HiveCrit{} -> defaultDeathSounds dt
defaultDeathSounds :: DeathType -> [SoundID]
defaultDeathSounds = \case
@@ -59,14 +59,16 @@ defaultDeathSounds = \case
PlainDeath -> mempty
GibsDeath -> [gut1S, gut2S, gut3S, gut4S, gut5S, gut6S]
vocalizationTest :: Creature -> Maybe SoundID
vocalizationTest cr = case cr ^? crVocalization . vcCoolDown of
Just 0 -> crVocalizationSound cr
_ -> Nothing
hoverDeathSounds :: DeathType -> [SoundID]
hoverDeathSounds = \case
CookDeath -> mempty
PoisonDeath -> mempty
PlainDeath -> [clangS]
GibsDeath -> destroyMatS Electronics
crVocalResetTime :: Creature -> StdGen -> Int
crVocalResetTime _ = fst . randomR (50,100)
-- this should update the randgen as well
resetCrVocCoolDown :: World -> Creature -> Creature
resetCrVocCoolDown w cr = case cr ^? crVocalization . vcMaxCoolDown of
Just (i, j) -> cr & crVocalization . vcCoolDown .~ x
where
x = fst $ randomR (i, j) (_randGen w)
Nothing -> cr
resetCrVocCoolDown w cr = cr & crVocalization .~ VocTimer 0 (crVocalResetTime cr (w ^. randGen))
-39
View File
@@ -1,39 +0,0 @@
-- | Not a good name, perhaps: internal creature actions.
module Dodge.Creature.Volition (
holsterWeapon,
drawWeapon,
shootTillEmpty,
shootFirstMiss,
) where
import Dodge.Data.AimStance
import Dodge.Data.Creature
import Dodge.Data.CreatureEffect
import Dodge.SoundLogic.LoadSound
import Geometry
holsterWeapon, drawWeapon :: Action
holsterWeapon = DoImpulses [ChangePosture AtEase, MakeSound whiteNoiseFadeOutS]
drawWeapon = DoImpulses [ChangePosture $ Aiming OneHand, MakeSound whiteNoiseFadeInS]
shootTillEmpty :: Action
--shootTillEmpty = (crCanShoot `DoActionWhile` DoImpulses [UseItem])
shootTillEmpty =
(WdCrBlfromCrBl CrCanShoot `DoActionWhile` DoImpulses [UseItem])
`DoActionThen` 20 `WaitThen` holsterWeapon
--advanceShoot :: Int -> Action
--advanceShoot tcid = lostest `DoActionWhile`
-- advanceShoot' `DoActionThen`
-- 75 `DoReplicate`
-- advanceShoot'
-- where
-- lostest (w,cr) = canSee (_crID cr) tcid w
-- advanceShoot' = ImpulsesList [[UseItem, MoveForward 3]]
shootFirstMiss :: Action
shootFirstMiss =
LeadTarget (V2 30 50)
`DoActionThen` DoImpulses [UseItem]
`DoActionThen` (WdCrBlfromCrBl CrCanShoot `DoActionWhile` DoActions [LeadTarget (V2 0 0), DoImpulses [UseItem]])
`DoActionThen` 20 `WaitThen` holsterWeapon
+42 -78
View File
@@ -2,9 +2,7 @@
module Dodge.Creature.YourControl (yourControl) where
import Linear
import Control.Monad
import qualified Data.IntMap.Strict as IM
import qualified Data.Map.Strict as M
import Data.Maybe
import Dodge.AssignHotkey
@@ -16,63 +14,45 @@ import Dodge.Data.Equipment.Misc
import Dodge.Data.World
import Dodge.InputFocus
import Dodge.Inventory
import Dodge.Item.AimStance
import Dodge.SelectedClose
import Dodge.WASD
import Geometry
import LensHelp
import Linear
import NewInt
import qualified SDL
-- | The AI equivalent for your control.
yourControl :: Creature -> World -> World
yourControl _ w
yourControl :: World -> World
yourControl w
| inTextInputFocus w = w
| Just x <- w ^? hud . subInventory
, f x =
| NoSubInventory <- w ^. hud . subInventory =
w
& cWorld . lWorld . creatures . ix 0 %~ wasdWithAiming w
& tryClickUse pkeys
& tryClickUse (w ^. input . mouseButtons)
& handleHotkeys
| otherwise = w & cWorld . lWorld . creatures . ix 0 %~ wasdWithAiming w
where
f = \case
NoSubInventory -> True
ExamineInventory -> True
_ -> False
pkeys = w ^. input . mouseButtons
-- the following only works because modifier keys are ordered after scancode "hotkeys"
handleHotkeys :: World -> World
handleHotkeys w
| ispressed SDL.ScancodeLShift || ispressed SDL.ScancodeRShift
, (hk:_) <- mapMaybe scancodeToHotkey . M.keys $ pkeys
, Just invid <- lw ^? creatures . ix 0 . crManipulation . manObject . imSelectedItem
, Just itid <- lw ^? creatures . ix 0 . crInv . ix invid =
, (hk : _) <- mapMaybe scancodeToHotkey . M.keys $ pkeys
, Just (Sel 0 invid) <- w ^. hud .diSelection
, Just itid <- lw ^? creatures . ix 0 . crInv . ix (NInt invid) =
w & cWorld . lWorld %~ assignHotkey (NInt itid) hk
| ispressed SDL.ScancodeLCtrl || ispressed SDL.ScancodeRCtrl
, (hk:_) <- mapMaybe scancodeToHotkey . M.keys $ pkeys
, Just itid <- lw ^? hotkeys . ix hk . unNInt
, Just invid <- lw ^? items . ix itid . itLocation . ilInvID =
, (hk : _) <- mapMaybe scancodeToHotkey . M.keys $ pkeys
, Just itid <- lw ^? hotkeys . ix hk . unNInt
, Just invid <- lw ^? items . ix itid . itLocation . ilInvID =
w & invSetSelectionPos 0 (_unNInt invid)
| otherwise =
M.foldl'
useHotkey
w
(M.intersectionWith (,) thehotkeys (w ^. input . pressedKeys))
| otherwise = M.foldl' useHotkey w pressedhotkeys
where
pkeys = w ^. input . pressedKeys
ispressed k = k `M.member` _pressedKeys (_input w)
thehotkeys = M.mapKeys hotkeyToScancode $ w ^. cWorld . lWorld . hotkeys
lw = w ^. cWorld . lWorld
--modifierKeys :: S.Set SDL.Scancode
--modifierKeys = S.fromList
-- [ SDL.ScancodeLShift
-- , SDL.ScancodeRShift
-- , SDL.ScancodeRCtrl
-- , SDL.ScancodeLCtrl
-- ]
pressedhotkeys = M.intersectionWith (,) thehotkeys (w ^. input . pressedKeys)
useHotkey :: World -> (NewInt ItmInt, Int) -> World
useHotkey w (NInt itid, pt) = fromMaybe w $ do
@@ -124,7 +104,10 @@ scancodeToHotkey = \case
within wasdMovement should probably be done first
-}
wasdWithAiming :: World -> Creature -> Creature
wasdWithAiming w cr = wasdAim inp w $ wasdMovement (w ^. cWorld . lWorld) inp cam speed cr
wasdWithAiming w cr
| Walking <- cr ^. crStance . carriage
= wasdAim inp w $ wasdMovement w inp cam speed cr
| otherwise = cr
where
speed = _mvSpeed $ crMvType cr
inp = w ^. input
@@ -132,58 +115,44 @@ wasdWithAiming w cr = wasdAim inp w $ wasdMovement (w ^. cWorld . lWorld) inp ca
wasdAim :: Input -> World -> Creature -> Creature
wasdAim inp w cr
| Just 0 <- inp ^? mouseButtons . ix SDL.ButtonRight
, Nothing <- inp ^? mouseButtons . ix SDL.ButtonLeft =
setAimPosture (w ^. cWorld . lWorld . items) cr
| SDL.ButtonRight `M.member` _mouseButtons inp =
aimTurn (w ^. cWorld . lWorld) mousedir cr
| Aiming {} <- cr ^. crStance . posture = removeAimPosture cr
| otherwise = creatureTurnTowardDir (_crMvAim cr) 0.2 cr
| SDL.ButtonRight `M.member` _mouseButtons inp
, AtEase <- cr ^. crStance . posture = setposture Aiming (-twistAmount)
| SDL.ButtonRight `M.member` _mouseButtons inp = aimTurn w mousedir cr
| Aiming{} <- cr ^. crStance . posture = setposture AtEase twistAmount
| otherwise = creatureTurnTowardDir (_crMvDir cr) 0.2 cr
where
setposture x r =
cr
& crStance . posture .~ x
& doAimTwist (w ^? hud . manObject . hiAimStance) r
mousedir = argV $ w ^. cWorld . lWorld . lAimPos - (cr ^. crPos . _xy)
setAimPosture :: IM.IntMap Item -> Creature -> Creature
setAimPosture m cr = fromMaybe cr $ do
invid <- cr ^? crManipulation . manObject . imRootSelectedItem
itid <- cr ^? crInv . ix invid
as <- fmap itemBaseStance $ m ^? ix itid
return $ cr
& crStance . posture .~ Aiming as
& doAimTwist as (- twoHandTwistAmount)
doAimTwist :: AimStance -> Float -> Creature -> Creature
doAimTwist :: Maybe AimStance -> Float -> Creature -> Creature
doAimTwist as x
| as == TwoHandOver || as == TwoHandUnder = crDir +~ x
| as == Just TwoHandTwist = crDir +~ x
| otherwise = id
removeAimPosture :: Creature -> Creature
removeAimPosture cr = fromMaybe cr $ do
as <- cr ^? crStance . posture . aimStance
return $ cr
& crStance . posture .~ AtEase
& doAimTwist as twoHandTwistAmount
twistAmount :: Float
twistAmount = 1.6 * pi
twoHandTwistAmount :: Float
twoHandTwistAmount = 1.6 * pi
wasdMovement :: LWorld -> Input -> Camera -> Float -> Creature -> Creature
wasdMovement lw inp cam speed = theMovement . setMvAim
wasdMovement :: World -> Input -> Camera -> Float -> Creature -> Creature
wasdMovement w inp cam speed = theMovement -- . setMvAim
where
setMvAim = fromMaybe id $ do
dir <- safeArgV movDir
return $ crMvAim .~ (cam ^. camRot + dir)
-- setMvAim = fromMaybe id $ do
-- dir <- safeArgV movDir
-- return $ crMvAim .~ (cam ^. camRot + dir)
movDir = wasdDir inp
movAbs = rotateV (cam ^. camRot) $ normalizeV movDir
theMovement
| movDir == V2 0 0 = id
| otherwise = crMvAbsolute lw (speed *.* movAbs)
| otherwise = crMvAbsolute w (speed *^ movAbs)
aimTurn :: LWorld -> Float -> Creature -> Creature
aimTurn :: World -> Float -> Creature -> Creature
aimTurn lw a cr = creatureTurnTowardDir a (x * 0.2) cr
where
x = fromMaybe 1 $ do
itRef <- cr ^? crManipulation . manObject . imRootSelectedItem
fmap itemBulkiness $ cr ^? crInv . ix itRef >>= \k -> lw ^? items . ix k . itType
itRef <- lw ^? hud . manObject . hiRootSelectedItem
fmap itemBulkiness $ cr ^? crInv . ix itRef >>= \k -> lw ^?cWorld.lWorld. items . ix k . itType
itemBulkiness :: ItemType -> Float
itemBulkiness = \case
@@ -238,11 +207,6 @@ tryClickUse pkeys w = fromMaybe w $ do
ltime <- pkeys ^? ix SDL.ButtonLeft
rtime <- pkeys ^? ix SDL.ButtonRight
guard $ ltime <= rtime
case w
^? cWorld . lWorld . creatures . ix 0
. crManipulation
. manObject
. imSelectedItem
. unNInt of
Just invid -> useItem invid ltime w
Nothing -> interactWithCloseObj <$> getSelectedCloseObj w ?? w
case w ^.hud.diSelection of
Just (Sel 0 invid) -> useItem invid ltime w
_ -> interactWithCloseObj <$> getSelectedCloseObj w ?? w
+30 -38
View File
@@ -34,19 +34,11 @@ doCrBl cb = case cb of
CrCanShoot -> error "got rid of crCanShoot"
CrIsAiming -> crIsAiming
CrIsAnimate -> isAnimate
CrOpenAutoDoor -> \cr -> isAnimate cr && hasAutoDoorBody cr
doCrAc :: CrAc -> Creature -> Action
doCrAc ca = case ca of
CrTurnAround -> \cr -> TurnToPoint
(cr ^. crPos . _xy -.- 10 *.* unitVectorAtAngle (_crDir cr))
-- CrFleeFromTarget -> fleeFromTarget
--fleeFromTarget :: Creature -> Action
--fleeFromTarget cr = fleeFrom cr (_targetCr (_crIntention cr))
doCrWdAc :: CrWdAc -> Creature -> World -> Action
doCrWdAc cw = case cw of
CrWdBFSThenReturn _ -> const $ const NoAction
--doCrWdAc :: CrWdAc -> Creature -> World -> Action
--doCrWdAc cw = case cw of
-- CrWdBFSThenReturn _ -> const $ const NoAction
-- CrWdBFSThenReturn t -> \cr w -> fromMaybe NoAction $ do
-- n <- walkableNodeNear w (cr ^. crPos . _xy)
-- let as = take 20 $ map PathTo $ bfsNodePoints n w
@@ -54,30 +46,30 @@ doCrWdAc cw = case cw of
-- $
-- DoReplicate t $
-- foldr DoActionThen NoAction as
ChooseMovementSpreadGun -> chooseMovementSpreadGun
ChooseMovementLtAuto -> chooseMovementLtAuto
-- ChooseMovementSpreadGun -> chooseMovementSpreadGun
-- ChooseMovementLtAuto -> chooseMovementLtAuto
chooseMovementSpreadGun :: Creature -> World -> Action
chooseMovementSpreadGun cr w
| dist cpos p < 30 && safeAngleVV (p -.- cpos) (unitVectorAtAngle (_crDir cr)) > pi =
DoImpulses [UseItem, MoveForward (-3)]
| d < 30 = DoImpulses [UseItem, TurnToward p 0.06]
| d < 60 = DoImpulses [UseItem, TurnToward p 0.06, MoveForward 3]
| d < 100 = DoImpulses [TurnToward p 0.06, MoveForward 3]
| d < 200 = DoImpulses [TurnToward p (0.06 + 0.002 * (d -100)), MoveForward 3]
| otherwise =
DoImpulses [TurnToward p 0.26, MoveForward 3]
where
d = dist cpos p
cpos = cr ^. crPos . _xy
--tcr = _creatures (_cWorld w) IM.! 0
tcr = w ^?! cWorld . lWorld . creatures . ix 0
p = tcr ^. crPos . _xy
--chooseMovementSpreadGun :: Creature -> World -> Action
--chooseMovementSpreadGun cr w
-- | dist cpos p < 30 && safeAngleVV (p -.- cpos) (unitVectorAtAngle (_crDir cr)) > pi =
-- DoImpulses [UseItem, MoveForward (-3)]
-- | d < 30 = DoImpulses [UseItem, TurnToward p 0.06]
-- | d < 60 = DoImpulses [UseItem, TurnToward p 0.06, MoveForward 3]
-- | d < 100 = DoImpulses [TurnToward p 0.06, MoveForward 3]
-- | d < 200 = DoImpulses [TurnToward p (0.06 + 0.002 * (d -100)), MoveForward 3]
-- | otherwise =
-- DoImpulses [TurnToward p 0.26, MoveForward 3]
-- where
-- d = dist cpos p
-- cpos = cr ^. crPos . _xy
-- --tcr = _creatures (_cWorld w) IM.! 0
-- tcr = w ^?! cWorld . lWorld . creatures . ix 0
-- p = tcr ^. crPos . _xy
chooseMovementLtAuto :: Creature -> World -> Action
chooseMovementLtAuto cr w
| dist cpos p > 200 = DoImpulses [UseItem, TurnToward p 0.05, MoveForward 3]
| dist cpos p < 80 = DoImpulses [UseItem, TurnToward p 0.05, MoveForward (-3)]
-- | dist cpos p > 200 = DoImpulses [UseItem, TurnToward p 0.05, MoveForward 3]
-- | dist cpos p < 80 = DoImpulses [UseItem, TurnToward p 0.05, MoveForward (-3)]
| errorAngleVV 22 (p' -.- cpos) (unitVectorAtAngle (_crDir cr)) < 0.4 =
DoImpulses [UseItem, TurnToward p' 0.01, Move (V2 0 3)]
| otherwise =
@@ -89,9 +81,9 @@ chooseMovementLtAuto cr w
v = vNormal $ p -.- cpos
p' = p +.+ 0.5 *.* (v -.- 20 *.* normalizeV v)
fleeFrom :: Creature -> Maybe Creature -> Action
fleeFrom cr mtcr = case mtcr of
Just tcr -> DoImpulses
[MoveForward 3
, TurnToward ((2 *.* (cr ^. crPos ._xy)) -.- (tcr ^. crPos . _xy)) (pi / 4)]
Nothing -> NoAction
--fleeFrom :: Creature -> Maybe Creature -> Action
--fleeFrom cr mtcr = case mtcr of
-- Just tcr -> DoImpulses
-- [MoveForward 3
-- , TurnToward ((2 *.* (cr ^. crPos ._xy)) -.- (tcr ^. crPos . _xy)) (pi / 4)]
-- Nothing -> NoAction
+2 -1
View File
@@ -49,6 +49,7 @@ dmType = \case
Explosive{} -> PhysicalDamage
Poison{} -> PoisonDamage
Enterrement{} -> PhysicalDamage
Inertial {} -> PhysicalDamage
collectDamageTypes :: [Damage] -> M.Map DamageType Int
collectDamageTypes = foldl' (flip f) M.empty
@@ -65,7 +66,7 @@ damageInCircle f p r w =
& cWorld . lWorld . creatures %~ docrdams
where
dowldams wds = foldl' g wds (wlsHitRadial p r w)
docrdams crs = foldl' h crs (crsHitRadial p r w)
docrdams crs = foldl' h crs (bodiesHitRadial p r w)
g wds (x, wl) = wds & at (_wlID wl) . non mempty .:~ f x
h crs (x, cr) = crs & ix (_crID cr) . crDamage .:~ f x
+25 -21
View File
@@ -13,17 +13,19 @@ import Sound.Data
data ActionPlan
= Inanimate
| SlimeIntelligence
| ActionPlan
{ -- _apImpulse :: [Impulse] -- done per frame
_apAction :: [Action] -- updated per frame, likely persist across frames
, _apStrategy :: Strategy -- current strategy
, _apGoal :: [Goal] -- particular ordered goals
_apAction :: Action -- updated per frame, likely persist across frames
, _apStrategy :: Strategy
, _apGoal :: Goal
}
--deriving (Eq, Ord, Show, Read) --Generic, Flat)
deriving (Eq, Ord, Show) --Generic, Flat)
data Impulse
= Move Point2
| Walk Point2
| MoveForward Float
| MoveNoStride Point2
| Turn Float
@@ -34,16 +36,20 @@ data Impulse
| MvForward
| TurnTo Point2
| UseItem
| SwitchToItem Int
-- | SwitchToItem Int
| DropItem
| Bark SoundID -- placeholder for various communication types
| Melee Int
| MeleeL Int
| MeleeR Int
| ChangePosture Posture
| MakeSound SoundID
| ChangeStrategy Strategy
| AddGoal Goal
-- | AddGoal Goal
| ImpulseUseTarget { _impulseUseTarget :: CrImp }
| ImpulseNothing
| UpdateRandGen
| SetBeeRandomMovement
deriving (Eq, Ord, Show) --Generic, Flat)
data RandImpulse
@@ -56,7 +62,7 @@ infixr 9 `WaitThen`
infixr 9 `DoActionThen`
infixr 9 `DoActionWhile`
--infixr 9 `DoActionWhile`
infixr 9 `DoReplicate`
@@ -67,18 +73,16 @@ data Action
{ _targetID :: Int
, _targetSeenAt :: Point2
}
| PathTo { _pathToPoint :: Point2 }
| PathTo { _pathToPoint :: Point2, _pathFailAction :: Action }
| Eat {_targetID :: Int, _acTimer :: Int}
| EvadeAim
| TurnToPoint { _turnToPoint :: Point2 }
| ImpulsesList { _impulsesListList :: [[Impulse]] }
| ImpulsesList { _impulsesListList :: [[Impulse]], _acAction :: Action }
| DoImpulses { _doImpulsesList :: [Impulse] }
| WaitThen
{ _waitThenTimer :: Int
, _waitThenAction :: Action
}
| DoActionWhile
{ _doActionWhileCondition :: WdCrBl
, _doActionWhileAction :: Action
}
| DoActionWhilePartial
{ _doActionWhilePartial :: Action
, _doActionWhileCondition :: WdCrBl
@@ -98,7 +102,7 @@ data Action
, _doActionWhileThenCondition :: WdCrBl
, _doActionWhileThenThen :: Action
}
| DoActions { _doActionsList :: [Action] }
-- | DoActions { _doActionsList :: [Action] }
| DoActionThen
{ _doActionThenFirst :: Action
, _doActionThenSecond :: Action
@@ -114,9 +118,6 @@ data Action
}
| LeadTarget { _leadTargetBy :: Point2 }
| NoAction
| StartSentinelPost
| UseSelf { _useSelf :: CrAc }
| ArbitraryAction {_arbitraryAction :: CrWdAc}
-- | Repeatedly perform impulses alongside a main action until the main action terminates
| DoImpulsesAlongside
{ _sideImpulses :: [Impulse]
@@ -131,23 +132,26 @@ data Strategy
| Lure Int Point2
| Patrol [Point2]
| ShootAt Int
| FollowImpulses
-- | FollowImpulses
| WatchAndWait
| Investigate
| WarningCry
| LookAround
| Wander
| CloseToMelee {_meleeTarget :: Int}
| StrategyActions Strategy [Action]
| GetTo Point2
| Reload
| Flee
| MeleeStrike
| Search
| SearchTimed {_searchTimer :: Int}
| ReturnToHive
| HarvestFrom {_harvestTarget :: Int}
| StrategyInt {_strategyInt :: Int}
deriving (Eq, Ord, Show) --Generic, Flat)
--deriving (Eq, Ord, Show, Read) --Generic, Flat)
data Goal
= LiveLongAndProsper
| SearchForFood
| Flee
| Kill {_killTarget :: Int}
| SentinelAt {_sentinelPos :: Point2, _sentinelDir :: Float}
deriving (Eq, Ord, Show) --Generic, Flat)
+1 -2
View File
@@ -8,8 +8,7 @@ import Data.Aeson
import Data.Aeson.TH
data AimStance
= TwoHandUnder
| TwoHandOver
= TwoHandTwist
| TwoHandFlat
| OneHand
deriving (Eq, Ord, Show, Read) --Generic, Flat)
+1
View File
@@ -20,6 +20,7 @@ data Bullet = Bullet
, _buDrag :: Float
, _buPos :: Point2
, _buOldPos :: Point2
, _buOrigin :: DamageOrigin
}
deriving (Show, Eq, Ord, Read) --Generic, Flat)
+1
View File
@@ -23,6 +23,7 @@ data ButtonEvent
, _bsColor2 :: Color
, _btOn :: Bool
}
| ButtonDumbSwitch { _bdsTrigger :: Int }
| ButtonAccessTerminal {_btTermID :: Int}
data Button = Button
-10
View File
@@ -1,10 +0,0 @@
{-# LANGUAGE StrictData #-}
module Dodge.Data.CamouflageStatus where
data CamouflageStatus
= FullyVisible
| Invisible
deriving (Eq, Ord, Enum, Show, Bounded, Read) --Generic, Flat)
--deriveJSON defaultOptions ''CamouflageStatus
+5
View File
@@ -44,4 +44,9 @@ data CardinalCover
data XInfinity a = NegInf | NonInf {_nonInf :: a} | PosInf
deriving (Eq, Ord, Show)
instance Functor XInfinity where
fmap f (NonInf x) = NonInf (f x)
fmap _ NegInf = NegInf
fmap _ PosInf = PosInf
makeLenses ''XInfinity
+10
View File
@@ -3,6 +3,7 @@
module Dodge.Data.Cloud where
import Dodge.Data.Damage
import Dodge.Data.Material
import Control.Lens
import Data.Aeson
@@ -36,15 +37,24 @@ data Gas = Gas
, _gsVel :: Point3
, _gsTimer :: Int
, _gsType :: GasType
, _gsOrigin :: DamageOrigin
}
deriving (Eq, Ord, Show, Read) --Generic, Flat)
data GasType = PoisonGas
deriving (Eq, Ord, Show, Read) --Generic, Flat)
data BeePheremone = BPheremone
{ _bpPos :: Point3
, _bpVel :: Point3
, _bpTimer :: Int
}
makeLenses ''Cloud
makeLenses ''BeePheremone
deriveJSON defaultOptions ''CloudType
deriveJSON defaultOptions ''Cloud
deriveJSON defaultOptions ''BeePheremone
makeLenses ''Dust
deriveJSON defaultOptions ''Dust
makeLenses ''Gas
+5 -2
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@@ -3,6 +3,7 @@
module Dodge.Data.ComposedItem where
import Color.Data
import Control.Lens
import Dodge.Data.AmmoType
import Dodge.Data.Item
@@ -26,7 +27,7 @@ data ItemSF -- Structural Function
| JoystickSF
| RemoteDetonatorSF
| SmokeReducerSF
| NoSF
| NoSF Color
| AmmoModifierSF AmmoType
| AmmoTargetingSF AmmoType
| AmmoPayloadSF AmmoType
@@ -37,7 +38,8 @@ data ItemSF -- Structural Function
| GrenadeHitEffectSF
| ToggleSF
| MapperSF
| LaserWeaponSF
-- | LaserWeaponSF
| LaserWeaponXSF {_lasWepXSF :: Int}
| PulseLaserSF
| CapacitorSF
| TransformerSF
@@ -45,6 +47,7 @@ data ItemSF -- Structural Function
| PlasmaSF
| TorchSF
| PumpSF
| BeamSplitterSF
deriving (Eq, Ord, Show, Read)
type CItem = (Item, ItemSF)
+2
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@@ -108,6 +108,8 @@ data DebugBool
| Show_writable_values
| Show_mouse_click_pos
| Muzzle_positions
| Show_cr_hitboxes
| Clipboard_cr
deriving (Eq, Ord, Bounded, Enum, Show)
data ResFactor = DoubleRes | FullRes | HalfRes | QuarterRes | EighthRes | SixteenthRes
+17 -7
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@@ -22,6 +22,7 @@ import Control.Lens
import Data.Aeson
import Data.Aeson.TH
import qualified Data.Map.Strict as M
import qualified Data.IntMap.Strict as IM
import Dodge.Data.ActionPlan
import Dodge.Data.Creature.Misc
import Dodge.Data.Creature.Perception
@@ -30,20 +31,18 @@ import Dodge.Data.Creature.State
import Dodge.Data.Item
import Dodge.Data.Material
import Geometry.Data
--import qualified IntMapHelp as IM
data Creature = Creature
{ _crPos :: Point3
, _crOldPos :: Point3
, _crZVel :: Float
, _crOldOldPos :: Point3
, _crDir :: Float
, _crMvDir :: Float
, _crMvAim :: Float
, _crType :: CreatureType
, _crID :: Int
, _crHP :: CrHP
, _crInv :: NewIntMap InvInt Int
, _crManipulation :: Manipulation
-- , _crManipulation :: Manipulation
, _crEquipment :: M.Map EquipSite (NewInt ItmInt)
, _crDamage :: [Damage]
, _crPain :: Int
@@ -56,14 +55,24 @@ data Creature = Creature
, _crGroup :: CrGroup
, _crIntention :: Intention
, _crName :: String
, _crDeathTimer :: Int
, _crDeathTimer :: Maybe Int
, _crWallTouch :: IM.IntMap Point2
}
-- Prisms, not lenses
data CrHP
= HP Int
| CrIsCorpse SPic
| CrIsGibs
| CrIsPitted
| AvatarDestroyed
-- | CrDestroyed CrDestructionType
destroyCreature :: Maybe Creature -> Maybe Creature
destroyCreature mcr
| Just cr <- mcr
, _crID cr == 0 = Just cr{_crHP = AvatarDestroyed}
| otherwise = Nothing
data CrDestructionType = Gibbed | Pitted | Swallowed
data DeathType = CookDeath | PoisonDeath | PlainDeath | GibsDeath
@@ -93,4 +102,5 @@ concat
[ ''Creature
, ''Intention
, ''CrHP
, ''CrDestructionType
]
+93 -40
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@@ -1,52 +1,42 @@
{-# LANGUAGE StrictData #-}
{-# LANGUAGE TemplateHaskell #-}
module Dodge.Data.Creature.Misc (
module Dodge.Data.Creature.Misc,
module Dodge.Data.CamouflageStatus,
) where
module Dodge.Data.Creature.Misc (module Dodge.Data.Creature.Misc) where
import Dodge.Data.Creature.Stance
import Color
import Control.Lens
import Data.Aeson
import Data.Aeson.TH
import Dodge.Data.CamouflageStatus
import Dodge.Data.FloatFunction
import Dodge.Data.Material
import Geometry.Data
import qualified Data.IntSet as IS
data Vocalization
= Mute
| Vocalization
{ _vcMaxCoolDown :: (Int, Int)
, _vcCoolDown :: Int
}
= VocTimer {_vcTime :: Int ,_vcMaxTime :: Int }
| VocReady
deriving (Eq, Ord, Show, Read) --Generic, Flat)
data CrMvType
= NoMvType
| MvWalking {_mvSpeed :: Float}
| CrMvType
| MvWalking {_mvSpeed :: Float} -- note this may interact with a friction element
-- so currently 26.04.03 the actual max speed when walking is twice this
| JitMvType
{ _mvSpeed :: Float
, _mvTurnRad :: FloatFloat
, _mvTurnJit :: Float
, _mvAimSpeed :: FloatFloat
}
deriving (Eq, Ord, Show, Read) --Generic, Flat)
data HumanoidAI
= ChaseAI
| InanimateAI
| SpreadGunAI
| PistolAI
| LtAutoAI
| LauncherAI
| SwarmAI
| AutoAI
| FlockArmourChaseAI
| MiniGunAI
| LongAI
| MultGunAI
| StartStopMvType
{ _mvSpeed :: Float
, _mvTurnSpeed :: Float
, _mvPulseTime :: Int
}
| BeeMvType
{ _mvSpeed :: Float
, _mvTurnSpeed :: Float
, _mvPulseTime :: Int
}
deriving (Eq, Ord, Show, Read) --Generic, Flat)
data Pulse = PulseStatus
@@ -62,24 +52,89 @@ data CreatureType
, _avStrength :: Int
, _avDexterity :: Int
, _avIntelligence :: Int
, _avMoveSpeed :: Float
, _avPosture :: AvatarPosture
, _footForward :: FootForward
, _strideAmount :: Float
}
| ChaseCrit {_meleeCooldown :: Int
, _footForward :: FootForward
, _strideAmount :: Float
, _chaseqy0 :: Float
, _chaseqy1 :: Float
, _chaseqy2 :: Float
, _chaseqy3 :: Float
, _chaseqz :: Float
, _chaseLerp :: Int
, _chaseKState :: ChaseKState
}
| CrabCrit
{ _meleeCooldownL :: Int
, _meleeCooldownR :: Int
, _dodgeCooldown :: Int
, _lFootPos :: Point2
, _rFootPos :: Point2
}
| HoverCrit {_meleeCooldown :: Int}
| SlinkCrit
{ _meleeCooldown :: Int
, _slinkSpine :: [Point3Q]
, _slinkHeadPos :: Point3Q
}
| SlimeCrit
{ _slimeSlime :: Int -- note multiplied by 100
, _slimeSlimeChange :: Int
-- , _slimeRadWobble :: Float
--, _slimeSplitTimer :: Int
, _slimeDistortion :: SlimeShapeDistortion
, _slimeCompression :: Float
, _slimeIsCompressing :: Bool
, _slimeEngulfProgress :: Float
}
| BeeCrit
{ _beeSlime :: Int
, _beeHive :: Maybe Int
, _startStopMv :: Int
, _beeAggro :: Int
, _meleeCooldown :: Int
, _beeRandomMovement :: Maybe FootForward
, _beeLifespan :: Int
}
| HiveCrit
{ _hiveChildren :: IS.IntSet
, _hiveGestation :: Int
, _hiveSlime :: Int
}
| AvatarDead
| ChaseCrit {_meleeCooldown :: Int}
| SwarmCrit
| AutoCrit
| BarrelCrit {_barrelType :: BarrelType}
| LampCrit {_lampHeight :: Float, _lampColor :: Point3, _lampLSID :: Maybe Int}
data ChaseKState
= UprightCK
| AimingCK Int
| PeckingCK Int
deriving (Eq)
data SlimeShapeDistortion = SlimeDistortion
{ _sdTime :: Int
, _sdShape :: [Point2]
, _sdIsSplit :: Bool
}
| NoSlimeDistortion
slimeToRad :: Int -> Float
slimeToRad x = sqrt $ fromIntegral x * 0.01
data AvatarPosture = AvPosture
data CreatureShape
= Humanoid
{ _skinHead :: Color
, _skinUpper :: Color
, _skinLower :: Color
, _humanoidAI :: HumanoidAI
}
| Barreloid
| NonDrawnCreature
| NoCreatureShape
deriving (Eq, Ord, Show, Read) --Generic, Flat)
data BarrelType
@@ -89,17 +144,15 @@ data BarrelType
makeLenses ''Pulse
makeLenses ''BarrelType
--makeLenses ''CreatureStatistics
makeLenses ''Vocalization
makeLenses ''CrMvType
makeLenses ''CreatureType
makeLenses ''CreatureShape
makeLenses ''SlimeShapeDistortion
deriveJSON defaultOptions ''ChaseKState
deriveJSON defaultOptions ''SlimeShapeDistortion
deriveJSON defaultOptions ''Pulse
--deriveJSON defaultOptions ''CreatureStatistics
deriveJSON defaultOptions ''Vocalization
--deriveJSON defaultOptions ''CrMvType
deriveJSON defaultOptions ''HumanoidAI
deriveJSON defaultOptions ''BarrelType
deriveJSON defaultOptions ''AvatarPosture
deriveJSON defaultOptions ''CreatureType
+11 -6
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@@ -1,3 +1,4 @@
{-# OPTIONS_GHC -Wno-orphans #-}
{-# LANGUAGE StrictData #-}
{-# LANGUAGE TemplateHaskell #-}
@@ -11,32 +12,36 @@ import Data.Aeson
import Data.Aeson.TH
import Dodge.Data.AimStance
import Geometry.Data
import Linear
data Stance = Stance
{ _carriage :: Carriage
, _posture :: Posture
, _strideLength :: Float
}
deriving (Eq, Ord, Show, Read) --Generic, Flat)
data Carriage
= Walking {_strideAmount :: Float, _currentFoot :: FootForward}
= Walking
| Crawling
| Floating
| Flying
| Flying {_zSpeed :: Float}--, _flyInertia :: Float}
| Boosting Point2
| Falling {_fallRot :: Quaternion Float, _carDir :: Quaternion Float}
| OnGround {_carDir :: Quaternion Float}
| Rooted
| Mounted {_mountID :: Int, _mountPos :: Point3}
deriving (Eq, Ord, Show, Read) --Generic, Flat)
data FootForward = LeftForward | RightForward
deriving (Eq, Ord, Show, Read) --Generic, Flat)
data Posture
= Aiming {_aimStance :: AimStance}
| AtEase
data Posture = Aiming | AtEase
deriving (Eq, Ord, Show, Read) --Generic, Flat)
makeLenses ''Stance
makeLenses ''Carriage
makeLenses ''Posture
deriveJSON defaultOptions ''Quaternion
deriveJSON defaultOptions ''FootForward
deriveJSON defaultOptions ''Posture
deriveJSON defaultOptions ''Carriage
+7 -6
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@@ -18,19 +18,20 @@ data WdCrBl
deriving (Eq, Ord, Show, Read) --Generic, Flat)
data CrBl = CrCanShoot | CrIsAiming | CrIsAnimate
| CrOpenAutoDoor
deriving (Eq, Ord, Show, Read) --Generic, Flat)
data CrAc = CrTurnAround
deriving (Eq, Ord, Show, Read) --Generic, Flat)
data CrWdAc
= CrWdBFSThenReturn Int
| ChooseMovementSpreadGun
| ChooseMovementLtAuto
deriving (Eq, Ord, Show, Read) --Generic, Flat)
--data CrWdAc
-- = CrWdBFSThenReturn Int
---- | ChooseMovementSpreadGun
---- | ChooseMovementLtAuto
-- deriving (Eq, Ord, Show, Read) --Generic, Flat)
deriveJSON defaultOptions ''CrImp
deriveJSON defaultOptions ''CrBl
deriveJSON defaultOptions ''WdCrBl
deriveJSON defaultOptions ''CrAc
deriveJSON defaultOptions ''CrWdAc
--deriveJSON defaultOptions ''CrWdAc
+25 -12
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@@ -13,19 +13,32 @@ import Data.Aeson.TH
import Geometry.Data
data Damage
= Piercing {_dmAmount :: Int, _dmPos :: Point2, _dmVector :: Point2}
| Blunt {_dmAmount :: Int, _dmPos :: Point2, _dmVector :: Point2}
| Sparking {_dmAmount :: Int}
| Crushing {_dmAmount :: Int, _dmVector :: Point2}
| Shattering {_dmAmount :: Int, _dmPos :: Point2, _dmVector :: Point2}
| Flaming {_dmAmount :: Int}
| Lasering {_dmAmount :: Int, _dmPos :: Point2, _dmVector :: Point2}
| Flashing {_dmAmount :: Int, _dmPos :: Point2}
| Electrical {_dmAmount :: Int}
| Explosive {_dmAmount :: Int, _dmCenter :: Point2}
| Poison {_dmAmount :: Int}
| Enterrement {_dmAmount :: Int}
= Piercing {_dmAmount :: Int, _dmPos :: Point2, _dmVector :: Point2, _dmOrigin :: DamageOrigin}
| Blunt {_dmAmount :: Int, _dmPos :: Point2, _dmVector :: Point2, _dmOrigin :: DamageOrigin}
| Sparking {_dmAmount :: Int, _dmOrigin :: DamageOrigin}
| Crushing {_dmAmount :: Int, _dmVector :: Point2, _dmOrigin :: DamageOrigin}
| Shattering {_dmAmount :: Int, _dmPos :: Point2, _dmVector :: Point2, _dmOrigin :: DamageOrigin}
| Flaming {_dmAmount :: Int, _dmOrigin :: DamageOrigin}
| Lasering {_dmAmount :: Int, _dmPos :: Point2, _dmVector :: Point2, _dmOrigin :: DamageOrigin}
| Flashing {_dmAmount :: Int, _dmPos :: Point2, _dmOrigin :: DamageOrigin}
| Electrical {_dmAmount :: Int, _dmOrigin :: DamageOrigin}
| Explosive {_dmAmount :: Int, _dmOrigin :: DamageOrigin, _dmCenter :: Point2}
| Poison {_dmAmount :: Int, _dmOrigin :: DamageOrigin}
| Enterrement {_dmAmount :: Int, _dmOrigin :: DamageOrigin}
| Inertial {_dmAmount :: Int, _dmPos :: Point2, _dmVector :: Point2, _dmOrigin :: DamageOrigin}
deriving (Eq, Ord, Show, Read) --Generic, Flat)
data DamageOrigin
= CrMeleeO { _doCID :: Int}
| CrWeaponO { _doCID :: Int}
| CrIndirectO {_doCID :: Int}
| McMeleeO { _doMID :: Int}
| McWeaponO { _doMID :: Int}
| McIndirectO {_doMID :: Int}
| UnassignedO
deriving (Eq, Ord, Show, Read) --Generic, Flat)
makeLenses ''Damage
makeLenses ''DamageOrigin
deriveJSON defaultOptions ''DamageOrigin
deriveJSON defaultOptions ''Damage
+5 -1
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@@ -33,6 +33,7 @@ data Door = Door
, _drZeroPos :: (Point2,Float)
, _drOnePos :: (Point2,Float)
, _drLerp :: Float
, _drOldLerp :: Float
, _drFootPrint :: IM.IntMap (Point2,Point2)
, _drHP :: Int
, _drPushedBy :: PushSource
@@ -40,7 +41,10 @@ data Door = Door
, _drMounts :: [MountedObject]
}
data DoorUpdate = DoorDoNothing | DoorLerp {_drLerpSpeed :: Float}
data DoorUpdate
= DoorDoNothing
| DoorLerp {_drLerpSpeed :: Float}
| DoorLerpWithTimer {_drLerpTimer :: Int, _drLerpSpeed :: Float}
makeLenses ''Door
+2
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@@ -6,6 +6,7 @@ module Dodge.Data.EnergyBall (
module Dodge.Data.EnergyBall.Type,
) where
import Dodge.Data.Damage
import Control.Lens
import Data.Aeson
import Data.Aeson.TH
@@ -17,6 +18,7 @@ data EnergyBall = EnergyBall
, _ebPos :: Point3
, _ebTimer :: Int
, _ebType :: EnergyBallType
, _ebOrigin :: DamageOrigin
}
deriving (Eq, Ord, Show, Read) --Generic, Flat)
+3 -3
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@@ -8,11 +8,11 @@ import Data.Aeson
import Data.Aeson.TH
data EnergyBallType
= IncendiaryBall
= IncendiaryBall{}
| FlameletBall {_fbSize :: Float}
| ElectricalBall {_ebID :: Int}
| ExplosiveBall
| FlashBall
| ExplosiveBall{}
| FlashBall{}
deriving (Eq, Ord, Show, Read) --Generic, Flat)
makeLenses ''EnergyBallType
+2
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@@ -3,6 +3,7 @@
module Dodge.Data.Flame where
import Dodge.Data.Damage
import Control.Lens
import Data.Aeson
import Data.Aeson.TH
@@ -12,6 +13,7 @@ data Flame = Flame
{ _flTimer :: Int
, _flPos :: Point2
, _flVel :: Point2
, _flOrigin :: DamageOrigin
}
deriving (Eq, Ord, Show, Read) --Generic, Flat)
+2 -3
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@@ -32,11 +32,10 @@ data GenWorld = GenWorld
data PSType
= PutCrit {_unPutCrit :: Creature}
| PutMachine
{ _putMachinePoly :: [Point2]
, _putMachineMachine :: Machine
{ _putMachineMachine :: Machine
, _putMachineMaybeItem :: Maybe Item
}
| PutLS LightSource
| PutLS {_putLS :: LightSource}
| PutButton {_putButton :: Button}
| PutProp Prop
| PutTerminal {_unputTerminal :: Terminal}
+7 -3
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@@ -3,13 +3,14 @@
module Dodge.Data.HUD where
import Dodge.Data.Item.Use.Consumption.LoadAction
import Control.Lens
import qualified Data.IntSet as IS
import Dodge.Data.Combine
import Dodge.Data.Item.Location
import Dodge.Data.SelectionList
import Geometry.Data
import NewInt
import qualified Data.IntMap.Strict as IM
data SubInventory
= NoSubInventory
@@ -32,11 +33,14 @@ data HUD = HUD
, _diSelection :: Maybe Selection
, _diInvFilter :: Maybe String
, _diCloseFilter :: Maybe String
, _closeItems :: [NewInt ItmInt]
, _closeItems :: [NewInt ItmInt] -- add bool showing whether in ssSet?
, _closeButtons :: [Int]
, _manObject :: ManipulatedObject
, _closeItemsInv :: IM.IntMap Int
}
data Selection = Sel {_slSec :: Int, _slInt :: Int, _slSet :: IS.IntSet}
data Selection = Sel {_slSec :: Int, _slInt :: Int}
deriving (Eq,Show)
makeLenses ''HUD
makeLenses ''Selection
+12 -6
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@@ -3,6 +3,7 @@
module Dodge.Data.Input where
import Dodge.Data.CardinalPoint
import Dodge.Data.Config
import Dodge.Data.Terminal.Status
import Control.Lens
@@ -14,10 +15,9 @@ data MouseContext
= NoMouseContext
| MouseAiming
| MouseInGame
| MouseMenuClick {_mcoMenuClick :: Int}
| MouseMenuCursor
| OverInvDrag {_mcoDragSection :: Int , _mcoMaybeSelect :: Maybe (Int,Int) }
| OverInvDragSelect { _mcoSecSelStart :: Maybe (Int,Int), _mcoSelEnd :: Maybe Int }
| MouseMenu {_mcoMenuClick :: Maybe Int}
| OverInvDrag {_mcoDragSection :: Int }
| OverInvDragSelect { _mcoSecSelStart :: XInfinity (Int,Int) }
| OverInvSelect { _mcoInvSelect :: (Int,Int)}
| OverCombFiltInv { _mcoInvFilt :: (Int,Int)}
| OverCombSelect { _mcoCombSelect :: (Int,Int)}
@@ -25,13 +25,14 @@ data MouseContext
| OverCombFilter
| OverCombEscape
| OverTerminal {_mcoTermID :: Int, _mcoTermStatus :: TerminalStatus}
| OverTerminalBar {_mcoBarOffset :: Point2}
| OutsideTerminal
| MouseGameRotate
| MouseGameRotate {_mcoRotateDist :: Float} -- TODO warp mouse to this distance
| OverDebug {_mcoDBBool :: DebugBool, _mcoDBInt :: Int}
deriving (Show)
data Input = Input
{ _mousePos :: Point2 -- in pixels, from the center of the screen
{ _mousePos :: Point2 -- in pixels, from the center of the screen, +ve up and right (I believe)
, _mouseContext :: MouseContext
, _mouseMoving :: Bool
, _pressedKeys :: M.Map Scancode Int
@@ -46,8 +47,13 @@ data Input = Input
, _textInput :: [Either TermSignal Char]
, _scrollTestFloat :: Float
, _scrollTestInt :: Int
, _inputMemory :: InputMemory
}
data InputMemory
= WasMouseGameRotating
| WasNotMouseGameRotating
data TermSignal
= TSescape
| TSreturn
+2
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@@ -33,6 +33,7 @@ data ItemType
| DETECTOR {_ibtDetector :: Detector}
| ARHUD
| LASER
| COMPASS
deriving (Eq, Ord, Show, Read)
data InventoryPathing
@@ -62,6 +63,7 @@ data CraftType
| PUMP
| MOTOR
| TRANSFORMER
| BEAMSPLITTER
| PRISM
| LIGHTER
| MAGNET
+3 -11
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@@ -29,25 +29,17 @@ data ItemLocation
= InInv
{ _ilCrID :: Int
, _ilInvID :: NewInt InvInt
, _ilIsRoot :: Bool -- of any item
, _ilIsSelected :: Bool
, _ilIsAttached :: Bool -- to selected item. question: downwards and upwards?
, _ilEquipSite :: Maybe EquipSite
}
| OnTurret {_ilTuID :: Int}
| OnFloor -- {_ilFlID :: NewInt FloorInt}
| OnFloor
| InVoid
deriving (Eq, Show, Ord, Read) --Generic, Flat)
instance ShortShow ItemLocation where
shortShow (InInv cid invid rootb selb attb esite) =
shortShow (InInv cid invid esite) =
"InInv:cid" <> shortShow cid <> "invid" <> shortShow (_unNInt invid)
<> "root"
<> shortShow rootb
<> "sel"
<> shortShow selb
<> "att"
<> shortShow attb
<> "esite"
<> shortShow (fmap (SString . show) esite)
shortShow x = show x
@@ -3,34 +3,21 @@
module Dodge.Data.Item.Use.Consumption.LoadAction where
import Dodge.Data.AimStance
import Dodge.Data.Item.Location
import NewInt
import qualified Data.IntSet as IS
import Control.Lens
import Data.Aeson
import Data.Aeson.TH
--import Sound.Data
data Manipulation -- should be ManipulatedObject?
= Manipulator {_manObject :: ManipulatedObject }
| Brute
deriving (Eq, Ord, Show, Read) --Generic, Flat)
data ManipulatedObject
= SortInventory
| SelectedItem
{ _imSelectedItem :: NewInt InvInt
, _imRootSelectedItem :: NewInt InvInt
, _imAttachedItems :: IS.IntSet -- this should probably be NewIntSet InvInt also
= HeldItem
{ _hiRootSelectedItem :: NewInt InvInt
, _hiAimStance :: AimStance
, _hiAttachedItems :: IS.IntSet -- this should probably be NewIntSet InvInt also
}
| SelNothing
| SortCloseItem
| SelCloseItem {_ispCloseItem :: Int}
| SortCloseButton
| SelCloseButton {_ispCloseButton :: Int}
deriving (Eq, Ord, Show, Read) --Generic, Flat)
| HandsFree
makeLenses ''ManipulatedObject
makeLenses ''Manipulation
deriveJSON defaultOptions ''ManipulatedObject
deriveJSON defaultOptions ''Manipulation
+2 -1
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@@ -96,6 +96,7 @@ data LWorld = LWorld
, _creatureGroups :: IM.IntMap CrGroupParams
, _items :: IM.IntMap Item
, _clouds :: [Cloud]
, _beePheremones :: [BeePheremone]
, _dusts :: [Dust]
, _gasses :: [Gas]
, _gusts :: IM.IntMap Gust
@@ -145,7 +146,7 @@ data LWorld = LWorld
, _hotkeys :: M.Map Hotkey (NewInt ItmInt)
, _imHotkeys :: NewIntMap ItmInt Hotkey
, _lAimPos :: Point2
, _lInvLock :: Bool
, _lInvLock :: Bool -- used eg burstRifle fire
, _respawnPos :: (Point2, Float)
}
+3 -2
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@@ -3,9 +3,10 @@
module Dodge.Data.Laser where
import Dodge.Data.Damage
import NewInt
import Dodge.Data.Item.Location
import Color
--import Color
import Control.Lens
import Data.Aeson
import Data.Aeson.TH
@@ -20,8 +21,8 @@ data Laser = Laser
{ _lpPhaseV :: Float
, _lpPos :: Point2
, _lpDir :: Float
, _lpColor :: Color
, _lpType :: LaserType
, _lpOrigin :: DamageOrigin
}
deriving (Eq, Ord, Show, Read) --Generic, Flat)
+5 -5
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@@ -17,7 +17,6 @@ import Dodge.Data.AmmoType
import Control.Lens
import Data.Aeson
import Data.Aeson.TH
import qualified Data.IntSet as IS
import qualified Data.Map.Strict as M
import Dodge.Data.Damage
import Dodge.Data.GenParams
@@ -26,11 +25,14 @@ import Dodge.Data.Machine.Sensor
import Dodge.Data.Material
import Dodge.Data.ObjectType
import Geometry.Data
import qualified Data.IntMap.Strict as IM
data Machine = Machine
{ _mcID :: Int
, _mcWallIDs :: IS.IntSet
-- , _mcWallIDs :: IS.IntSet
, _mcMaterial :: Material
, _mcSkin :: Material
, _mcFootPrint :: IM.IntMap (Point2,Point2)
, _mcPos :: Point2
, _mcDir :: Float
, _mcHP :: Int
@@ -40,8 +42,7 @@ data Machine = Machine
}
data MachineType
= McStatic
| McTerminal
= McTerminal
| McDamSensor DamageSensor
| McProxSensor ProximitySensor
| McTurret {_mctTurret :: Turret, _mctTurretStun :: Int}
@@ -52,7 +53,6 @@ data MachineType
instance ShortShow MachineType where
shortShow = \case
McStatic -> "McStatic"
McTerminal -> "McTerm"
McDamSensor {} -> "McDamSen"
McProxSensor {} -> "McProxSen"
+7
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@@ -1,8 +1,10 @@
{-# LANGUAGE StrictData #-}
{-# LANGUAGE TemplateHaskell #-}
{-# LANGUAGE LambdaCase #-}
module Dodge.Data.MountedObject where
import Control.Lens
import ShapePicture.Data
import Geometry.Data
import Data.Aeson
@@ -13,4 +15,9 @@ data MountedObject
| MountedSPic SPic
deriving (Eq, Ord, Show, Read) --Generic, Flat)
moPos :: ASetter' MountedObject Point3
moPos f = \case
MountedLight p r c -> Identity $ MountedLight (runIdentity $ f p) r c
MountedSPic sp -> Identity . MountedSPic $ sp & spPos %~ (runIdentity . f)
deriveJSON defaultOptions ''MountedObject
+3 -3
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@@ -1,10 +1,9 @@
{-# LANGUAGE StrictData #-}
{-# LANGUAGE TemplateHaskell #-}
module Dodge.Data.PlasmaBall (
module Dodge.Data.PlasmaBall
) where
module Dodge.Data.PlasmaBall (module Dodge.Data.PlasmaBall) where
import Dodge.Data.Damage
import Control.Lens
import Data.Aeson
import Data.Aeson.TH
@@ -14,6 +13,7 @@ data PlasmaBall = PBall
{ _pbType :: PlasmaBallType
, _pbVel :: Point2
, _pbPos :: Point2
, _pbOrigin :: DamageOrigin
}
deriving (Show, Eq, Ord, Read) --Generic, Flat)
+2
View File
@@ -3,6 +3,7 @@
module Dodge.Data.Projectile where
import Dodge.Data.Damage
import Control.Lens
import Data.Aeson
import Data.Aeson.TH
@@ -24,6 +25,7 @@ data Projectile = Shell
, _pjType :: ProjectileType
, _pjDetonatorID :: Maybe (NewInt ItmInt)
, _pjScreenID :: Maybe (NewInt ItmInt)
, _pjOrigin :: DamageOrigin
}
deriving (Eq, Ord, Show, Read) --Generic, Flat)
+2
View File
@@ -21,6 +21,8 @@ data Prop = ShapeProp
data DebrisType
= Gib { _gibSize :: Float , _gibColor :: Color }
| BlockDebris {_bdColor :: Color}
| MetalDebris {_bdColor :: Color}
| GlassDebris
data Debris = DebrisChunk
{ _dbPos :: Point3
+3
View File
@@ -3,6 +3,7 @@
module Dodge.Data.PulseLaser where
import Dodge.Data.Damage
import Control.Lens
import Data.Aeson
import Data.Aeson.TH
@@ -14,6 +15,7 @@ data PulseLaser = PulseLaser
, _pzDir :: Float
, _pzDamage :: Int
, _pzTimer :: Int
, _pzOrigin :: DamageOrigin
}
deriving (Eq, Ord, Show, Read) --Generic, Flat)
@@ -22,6 +24,7 @@ data PulseBall = PulseBall
, _pzbPos :: Point2
, _pzbTimer :: Int
, _pzbID :: Int
, _pzbOrigin :: DamageOrigin
}
deriving (Eq, Ord, Show, Read) --Generic, Flat)
+2 -2
View File
@@ -31,8 +31,8 @@ data RoomLink = RoomLink
data RoomType
= DefaultRoomType
| RectRoomType
{ _numLinkEW :: Int
, _numLinkNS :: Int
{ _numLinkEW :: Int -- note this is ONE LESS than might be expected
, _numLinkNS :: Int -- note this is ONE LESS than might be expected
, _linkGapEW :: Float
, _linkGapNS :: Float
, _rmWidth :: Float
+1 -1
View File
@@ -10,7 +10,7 @@ import Control.Lens
-- a spScreenOff of 1 is the full length of the screen
-- for eg see fromTopLeft
data ScreenPos = ScreenPos
{ _spScreenOff :: Point2
{ _spScreenOff :: Point2 -- from bottom left
, _spPixelOff :: Point2
}
makeLenses ''ScreenPos

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