{-# LANGUAGE TupleSections #-} module Dodge.Creature.Impulse ( impulsiveAIBefore, ) where import Data.Foldable import Control.Monad.State import Data.Bifunctor import Dodge.Creature.Impulse.Movement import Dodge.Creature.Impulse.UseItem import Dodge.Creature.Vocalization import Dodge.CreatureEffect import Dodge.Data.World import Dodge.FloatFunction import Dodge.RandImpulse import Dodge.SoundLogic import Geometry import LensHelp import System.Random impulsiveAIBefore :: (World -> Creature -> Creature) -> Creature -> World -> World impulsiveAIBefore f cr w = g w & cWorld . lWorld . creatures . ix (_crID cr) .~ cr' where (g, cr') = followImpulses w $ f w cr followImpulses :: World -> Creature -> (World -> World, Creature) followImpulses w cr = foldl' (flip f) (id, cr) (reverse $ _apImpulse $ _crActionPlan cr) where f imp (theupdate, cr') = first (. theupdate) $ followImpulse cr' w imp -- note SwitchToItem doesn't necessarily update the root item correctly followImpulse :: Creature -> World -> Impulse -> (World -> World, Creature) followImpulse cr w imp = case imp of ImpulseNothing -> (id, cr) RandomImpulse rimp -> let (newimp, newgen) = runState (doRandImpulse rimp) (_randGen w) in first ((randGen .~ newgen) .) $ followImpulse cr w newimp Bark sid -> (soundStart (CrMouth cid) cpos sid Nothing, resetCrVocCoolDown w cr) Move p -> crup $ crMvBy p cr MoveForward x -> crup $ crMvForward x cr Turn a -> crup $ creatureTurn a cr TurnToward p a -> crup $ creatureTurnToward p a cr TurnTo p -> crup $ creatureTurnTo p cr ChangePosture post -> crup $ cr & crStance . posture .~ post UseItem -> (useSelectedItem $ _crID cr, cr) SwitchToItem i -> crup $ cr & crManipulation . manObject .~ SelectedItem i i mempty Melee cid' -> ( hitCr cid' , crMvAbsolute (10 *.* normalizeV (posFromID cid' -.- cpos)) $ cr & crMeleeCooldown .~ 20 ) RandomTurn a -> (randGen .~ snd (rr a), creatureTurn (fst $ rr a) cr) MakeSound sid -> (soundStart (CrSound (_crID cr)) (_crPos cr) sid Nothing, cr) DropItem -> undefined ChangeStrategy strat -> crup $ cr & crActionPlan . apStrategy .~ strat AddGoal gl -> crup $ cr & crActionPlan . apGoal .:~ gl ArbitraryImpulseFunction f -> crup $ doWdCrCr f w cr ArbitraryImpulse f -> followImpulse cr w (doCrWdImp f cr w) ArbitraryImpulseEffect f -> (doCrWdWd f cr, cr) ImpulseUseTargetCID f -> case cr ^? crIntention . targetCr . _Just of Just tcr -> followImpulse cr w (doIntImp f $ _crID tcr) _ -> crup cr ImpulseUseTarget f -> case cr ^? crIntention . targetCr . _Just of Just tcr -> followImpulse cr w (doCrImp f tcr) _ -> crup cr ImpulseUseAheadPos f -> followImpulse cr w (doP2Imp f (_crPos cr +.+ 20 *.* unitVectorAtAngle (_crDir cr))) MvForward -> crup $ crMvForward speed cr MvTurnToward p -> crup $ creatureTurnToward p (turnRad $ safeAngleVV (p -.- cpos) (unitVectorAtAngle cdir)) cr where crup = (id,) mvType = _crMvType cr speed = _mvSpeed mvType turnRad = doFloatFloat $ _mvTurnRad mvType cpos = _crPos cr cdir = _crDir cr cid = _crID cr posFromID cid' = w ^?! cWorld . lWorld . creatures . ix cid' . crPos rr a = randomR (- a, a) $ _randGen w hitCr i = ( cWorld . lWorld . creatures . ix i . crState . csDamage .:~ Damage BLUNT 100 cpos (posFromID i) (posFromID i) (PushBackDamage 5) ) . soundStart (CrSound cid) cpos hitS Nothing