{-# LANGUAGE LambdaCase #-} module Dodge.Creature.Update (updateCreature) where import Dodge.Base.You import Control.Monad import Color import qualified Data.IntMap.Strict as IM import qualified Data.List as List import Data.Maybe import Dodge.Barreloid -- import Dodge.Base.NewID import Dodge.Corpse.Make import Dodge.Creature.Action import Dodge.Creature.Radius import Dodge.Creature.State import Dodge.Creature.State.WalkCycle import Dodge.Creature.Vocalization 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 RandomHelp import SDL (MouseButton (..)) import Shape import ShapePicture.Data -- 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 = updateCarriage (_crID cr) . chasmTestCorpse cr | null (cr ^? crHP . _HP) = id | cr ^. crPos . _z < 0 = (tocr . crZVel -~ 0.5) . (tocr . crPos . _z +~ _crZVel cr) | otherwise = updateLivingCreature cr where tocr = cWorld . lWorld . creatures . ix (_crID cr) 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 ChaseCrit{} -> \w -> crUpdate cid . performActions cid $ over (cWorld . lWorld . creatures . ix cid) (chaseCritInternal w) w AutoCrit {} -> crUpdate cid SwarmCrit {} -> crUpdate cid HoverCrit {} -> \w -> crUpdate cid . performActions cid . hoverCritHoverSound cr $ over (cWorld . lWorld . creatures . ix cid) (hoverCritInternal w) w where cid = cr ^. crID hoverCritHoverSound :: Creature -> World -> World hoverCritHoverSound cr w = fromMaybe w $ do guard $ d < 100 return $ soundContinueVol (0.5 * (1 - 0.01 * d)) (CrSound cid) cxy buzz1S (Just 2) 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 the creature before or after it has moved? at what point invSideEffects is applied wrt to when the creature moves may affect whether the shield moves correctly -} crUpdate :: Int -> World -> World crUpdate cid = checkDeath cid . doDamage cid . invItemEffs cid . 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 _ -> w & dropAll cr -- the order of these is possibly important & stopSoundFrom (CrWeaponSound (_crID cr) 0) & corpseOrGib cr & tocr . crStance . carriage %~ toDeathCarriage _ -> w where tocr = cWorld . lWorld . creatures . ix (_crID cr) toDeathCarriage :: Carriage -> Carriage toDeathCarriage = \case Flying {} -> Falling x -> x -- 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 -> makeCrGibs cr . sethp CrIsGibs . 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) sid <- msid return $ w & soundStart (CrMouth cid) (cr ^. crPos . _xy) sid Nothing & randGen .~ g cid = cr ^. crID sethp x = cWorld . lWorld . creatures . ix (_crID cr) . crHP .~ x thecorpse = makeCorpse cr scorchSPic :: SPic -> SPic scorchSPic = _1 %~ overColSH (mixColors 0.9 0.1 black . normalizeColor) poisonSPic :: SPic -> SPic poisonSPic = _1 %~ overColSH (mixColors 0.5 0.5 green . normalizeColor) -- reverse keys, otherwise two or more inv items will cause errors 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 | Flying {} <- cr ^. crStance . carriage = w | Falling {} <- cr ^. crStance . carriage = 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 %~ startFalling | otherwise = w where tocr = cWorld . lWorld . creatures . ix (_crID cr) g = uncurry $ circOnSeg (cr ^. crPos . _xy) (crRad $ cr ^. crType) f = pointInPoly (cr ^. crPos . _xy) startFalling :: Creature -> Creature startFalling cr = case cr ^. crStance . carriage of Walking -> cr & crStance . carriage .~ Falling _ -> cr & crStance . carriage .~ Falling chasmTestCorpse :: Creature -> World -> World chasmTestCorpse cr w -- | _crZVel cr < 0 = -- w -- & tocr . crZVel -~ 0.5 -- & tocr . crPos . _z +~ _crZVel cr -- only look for TWO cliffs to push along | (xy:xys) <- filter g (w ^. cWorld . cliffs) = w & soundContinue (CrChasm (_crID cr)) (cr ^. crPos . _xy) debrisS (Just 100) & tocr . crPos . _xy +~ h xy xys -- | any f (w ^. cWorld . chasms) = w & tocr . crZVel -~ 0.5 | any f (w ^. cWorld . chasms) = w & tocr %~ startFalling | otherwise = w where h :: (Point2,Point2) -> [(Point2,Point2)] -> Point2 h (x,y) [] = normalizeV (vNormal (x-y)) h x (y:_) = unitVectorAtAngle $ tweenAngles (d1/(d1+d2)) (h' x) (h' y) where h' :: (Point2,Point2) -> Float h' = argV . vNormal . uncurry (-) d a = uncurry closestPointOnLine a (cr ^. crPos . _xy) d1 :: Float d1 = norm (cxy - d x) d2 :: Float d2 = norm (cxy - d y) cxy = cr ^. crPos . _xy tocr = cWorld . lWorld . creatures . ix (_crID cr) g = uncurry $ circOnSeg cxy (crRad $ cr ^. crType) f = pointInPoly cxy 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 | otherwise = p & pulseProgress +~ 1