--{-# LANGUAGE TupleSections #-} module Dodge.Creature.Perception ( perceptionUpdate , newSounds ) where import Dodge.Data import Dodge.Creature.Perception.Data import Dodge.Creature.Memory.Data import Dodge.Base.Collide import Geometry.Vector --import Geometry.Data import Geometry.Data import Sound.Data --import StrictHelp import Data.Maybe import Control.Lens import Control.Monad.Reader import qualified Data.IntMap.Strict as IM import qualified Data.Map.Strict as M {- | Ties together (currently) an awareness and attention update -} perceptionUpdate :: [Int] -- ^ List of creature ids that may direct attention and awareness -> Creature -> Reader World Creature perceptionUpdate is cr = basicAttentionUpdate is cr >>= basicAwarenessUpdate >>= rememberSounds {- | Update a creatures awareness based upon the creatures' current direction of attention -} basicAwarenessUpdate :: Creature -> Reader World Creature basicAwarenessUpdate cr = case _crAttentionDir $ _crPerception cr of AttentiveTo is -> pure $ cr & crPerception . crAwarenessLevel %~ (IM.mapMaybe decreaseAwareness . IM.unionWith combineAwareness is) Fixated i -> pure $ cr & crPerception . crAwarenessLevel %~ ( IM.insert i (Cognizant 10000) . IM.mapMaybe decreaseAwareness) combineAwareness :: AwarenessLevel -> AwarenessLevel -> AwarenessLevel combineAwareness (Suspicious x) (Suspicious y) | x + y < 10000 = Suspicious $ x + y | otherwise = Cognizant 5000 combineAwareness (Suspicious x) (Cognizant y) = Cognizant $ min 10000 $ x + y combineAwareness (Cognizant x) (Suspicious y) = Cognizant $ min 10000 $ x + y combineAwareness (Cognizant x) (Cognizant y) = Cognizant $ min 10000 $ x + y {- | Decrease awareness level. Returns 'Maybe' value for use with 'IM.mapMaybe' -} decreaseAwareness :: AwarenessLevel -> Maybe AwarenessLevel decreaseAwareness (Suspicious 0) = Nothing decreaseAwareness (Suspicious x) = Just $ Suspicious (x - 50) decreaseAwareness (Cognizant 0) = Just $ Suspicious 10000 decreaseAwareness (Cognizant x) = Just $ Cognizant $ x - 50 {- | Given a fixed group of creatures, direct attention to those of them that - are in view. -} basicAttentionUpdate :: [Int] -- ^ Creatures that may attract this creature's attention -> Creature -> Reader World Creature basicAttentionUpdate cids cr = do w <- ask pure $ cr & crPerception . crAttentionDir .~ AttentiveTo (IM.mapMaybe (newExtraAwareness cr w) $ IM.fromList $ zip cids cids) newExtraAwareness :: Creature -- ^ source creature -> World -> Int -- ^ target creature id -> Maybe AwarenessLevel newExtraAwareness cr w cid | not $ canSeeIndirect (_crID cr) cid w = Nothing | otherwise = Just . Suspicious $ _viFOV vi ang * _viDist vi d * awakeLevelPerception cr where vi = _crVision $ _crPerception cr tpos = _crPos $ _creatures w IM.! cid cpos = _crPos cr ang = angleVV (unitVectorAtAngle (_crDir cr)) (tpos - cpos) d = dist tpos cpos awakeLevelPerception :: Creature -> Float awakeLevelPerception cr = case _crAwakeLevel $ _crPerception cr of Comatose -> 0 Asleep -> 10 Lethargic -> 100 Vigilant -> 1000 Overstrung -> 10000 newSounds :: World -> [(Point2,Float)] newSounds = mapMaybe f . M.elems . _playingSounds where f s = case _soundStatus s of JustStartedPlaying -> Just (_soundPos s, _soundVolume s) _ -> Nothing rememberSounds :: Creature -> Reader World Creature rememberSounds cr = do sList <- asks newSounds return $ cr & crMemory . soundsToInvestigate .~ map fst (filter (soundIsClose cr) sList) -- return $ cr & crMemory . soundsToInvestigate .~ [V2 0 0] soundIsClose :: Creature -> (Point2,Float) -> Bool soundIsClose cr (pos,vol) = vol > (_auDist . _crAudition $ _crPerception cr) (dist pos (_crPos cr))