module Dodge.Creature.YourControl ( yourControl, ) where import Data.Foldable import qualified Data.Map.Strict as M import Dodge.Base.Coordinate import Dodge.Creature.Impulse.Movement import Dodge.Creature.Test import Dodge.Data.World import Dodge.InputFocus import Dodge.LightSource import Dodge.Update.UsingInput import Geometry import LensHelp import qualified SDL -- | The AI equivalent for your control. yourControl :: Creature -> World -> World yourControl cr w | inTermFocus w = dimCreatureLight cr w & updateUsingInput | otherwise = dimCreatureLight cr w & cWorld . lWorld . creatures . ix (_crID cr) %~ (wasdWithAiming w (_mvSpeed $ _crMvType cr) . mouseActionsCr (_mouseButtons (_input w))) & updateUsingInput dimCreatureLight :: Creature -> World -> World dimCreatureLight cr = cWorld . lWorld . tempLightSources .:~ tlsTimeRadColPos 1 300 0.1 (addZ 100 $ _crPos cr) -- note the order of operation, setting the posture first--this prevents the twist fire bug -- | Turn key presses into creature movement. wasdWithAiming :: World -> -- | Base speed Float -> Creature -> Creature wasdWithAiming w speed cr | isAiming = addAnyTwist $ set crDir mouseDir $ theMovement cr | crIsReloading cr && SDL.ButtonRight `M.member` _mouseButtons (_input w) = addAnyTwist $ set crDir (mouseDir + anytwist) $ theMovement cr | otherwise = theMovement $ theTurn $ removeTwist cr where twistamount = 1.6 removeTwist cr' = cr' & crDir +~ _crTwist cr' & crTwist .~ 0 anytwist = case cr ^? crInv . ix (crSel cr) . itUse . heldAim . aimStance of Just TwoHandTwist -> twistamount * pi _ -> 0 addAnyTwist = crTwist .~ anytwist theMovement | movDir == V2 0 0 = id | otherwise = crMvAbsolute (speed *.* movAbs) . set crMvDir dir theTurn cr' = creatureTurnTowardDir (_crMvDir cr') 0.2 cr' movDir = wasdDir w dir = (w ^. cWorld . camPos . camRot) + argV movDir movAbs = rotateV (w ^. cWorld . camPos . camRot) $ normalizeV movDir isAiming = _posture (_crStance cr) == Aiming mouseDir = case cr ^? crInv . ix (crSel cr) . itScope . scopePos of Just _ -> argV $ mouseWorldPos (w ^. input) (w ^. cWorld . camPos) -.- _crPos cr _ -> argV (_mousePos (_input w)) + (w ^. cWorld . camPos . camRot) wasdM :: SDL.Scancode -> Point2 wasdM scancode = case scancode of SDL.ScancodeW -> V2 0 1 SDL.ScancodeS -> V2 0 (-1) SDL.ScancodeD -> V2 1 0 SDL.ScancodeA -> V2 (-1) 0 _ -> V2 0 0 wasdDir :: World -> Point2 wasdDir = foldl' (flip $ (+.+) . wasdM) (V2 0 0) . M.keys . _pressedKeys . _input -- | Set posture according to mouse presses. mouseActionsCr :: M.Map SDL.MouseButton Bool -> Creature -> Creature mouseActionsCr pkeys cr | rbPressed && cr ^?! crInvSel . iselAction == NoInvSelAction = cr & crStance . posture .~ Aiming | otherwise = cr & crStance . posture .~ AtEase where rbPressed = SDL.ButtonRight `M.member` pkeys