--{-# LANGUAGE TupleSections #-} module Dodge.Creature.Perception ( perceptionUpdate, chaseCritPerceptionUpdate, ) where import Control.Lens import qualified Data.Map.Strict as M import Data.Maybe import Dodge.Base.Collide import Dodge.Creature.Vocalization import Dodge.Data.World import Dodge.FloatFunction import Geometry.Data import Geometry.Vector import qualified IntMapHelp as IM 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 {- | Update a creatures awareness based upon the creatures' current direction of attention -} -- TODO delete? basicAwarenessUpdate :: Creature -> Creature basicAwarenessUpdate 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 = RandImpulseCircMove 1 --do --p <- randInCirc 1 --return $ Move p maybeBark | becomesCognizant = case vocalizationTest cr of Just sid -> crActionPlan . apAction .~ [ ImpulsesList [ [Bark sid] , [RandomImpulse thejitter] , [RandomImpulse thejitter] , [RandomImpulse thejitter] , [RandomImpulse thejitter] , [RandomImpulse thejitter] ] ] Nothing -> id | otherwise = id -- 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 --randBool = takeOne [False,True] & evalState $ _randGen w thejitter = RandImpulseCircMove 2 -- do -- p <- randInCirc 2 -- return $ Move p maybeBark | becomesCognizant -- && randBool && cr ^? crVocalization . vcCoolDown == Just 0 = let soundid = evalState (takeOne (_vcWarnings (_crVocalization cr))) (_randGen w) numjits = fst $ randomR (15, 25) (_randGen w) in crActionPlan . apStrategy .~ StrategyActions WarningCry [ ImpulsesList ( [Bark soundid] : replicate numjits [RandomImpulse thejitter] ++ [[ChangeStrategy $ CloseToMelee 0]] ) , AimAt 0 (_crPos $ _creatures (_cWorld w) IM.! 0) ] | otherwise = id cogRaised :: Awareness -> Awareness -> Awareness cogRaised Suspicious{} Cognizant{} = Cognizant 100 cogRaised _ _ = Suspicious 0 isCognizant :: Awareness -> Bool isCognizant Cognizant{} = True isCognizant _ = False combineAwareness :: Awareness -> Awareness -> Awareness combineAwareness (Suspicious x) (Suspicious y) | x + y < 5000 = Suspicious $ x + y | otherwise = Cognizant 1000 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 :: Awareness -> Maybe Awareness decreaseAwareness (Suspicious 0) = Nothing decreaseAwareness (Suspicious x) = Just $ Suspicious (x - 50) 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. -} basicAttentionUpdate :: -- | Creatures that may attract this creature's attention [Int] -> World -> Creature -> Creature basicAttentionUpdate cids w cr = cr & crPerception . cpAttention .~ AttentiveTo (IM.mapMaybe (newExtraAwareness cr w) $ IM.fromList $ zip cids cids) newExtraAwareness :: -- | source creature Creature -> World -> -- | target creature id Int -> Maybe Awareness newExtraAwareness cr w cid | not $ canSeeIndirect (_crID cr) cid w = Nothing | otherwise = Just . Suspicious $ doFloatFloat (_viFOV vi) ang * doFloatFloat (_viDist vi) d * awakeLevelPerception cr where vi = _cpVision $ _crPerception cr tpos = _crPos $ _creatures (_cWorld w) IM.! cid cpos = _crPos cr ang = angleVV (unitVectorAtAngle (_crDir cr)) (tpos - cpos) d = dist tpos cpos awakeLevelPerception :: Creature -> Float awakeLevelPerception cr = case _cpVigilance $ _crPerception cr of Comatose -> 0 Asleep -> 10 Lethargic -> 200 Vigilant -> 500 Overstrung -> 10000 newSounds :: World -> [(Point2, Float)] newSounds = mapMaybe f . M.elems . _playingSounds where f s = case _playStatus $ _soundStatus s of JustStartedPlaying -> Just (_soundPos s, _soundVolume s) _ -> Nothing rememberSounds :: World -> Creature -> Creature rememberSounds w cr = cr & crMemory . soundsToInvestigate .~ closesounds & awakeupdate where awakeupdate | null closesounds = id | otherwise = crPerception . cpVigilance .~ Vigilant closesounds = map fst (filter (soundIsClose w cr) (newSounds w)) -- TODO work out correct form for sounds passing through walls soundIsClose :: World -> Creature -> (Point2, Float) -> Bool soundIsClose w cr (pos, vol) = dist cpos pos < 2000 && vol > doFloatFloat (_auDist . _cpAudition $ _crPerception cr) (dist pos cpos) && hasLOS cpos pos w where cpos = _crPos cr