Files
loop/src/Dodge/Creature/Perception.hs
T

175 lines
6.7 KiB
Haskell

--{-# LANGUAGE TupleSections #-}
module Dodge.Creature.Perception
( perceptionUpdate
, chaseCritPerceptionUpdate
-- , newSounds
) where
import Dodge.Data
import Dodge.Creature.Vocalization
import Dodge.Base.Collide
import RandomHelp
--import Dodge.SoundLogic
import Geometry.Vector
--import Geometry.Data
import Geometry.Data
import Sound.Data
--import StrictHelp
import Data.Maybe
import Control.Lens
import qualified Data.IntMap.Strict as IM
import qualified Data.Map.Strict as M
perceptionUpdate
:: [Int] -- ^ List of creature ids that may direct attention and awareness
-> 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 = do
p <- randInCirc 1
return $ Move p
maybeBark
| becomesCognizant = case vocalizationTest cr of
Just sid -> crActionPlan . crAction .~
[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 = 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 . crStrategy .~ StrategyActions WarningCry
[ImpulsesList ([Bark soundid]: replicate numjits [RandomImpulse thejitter]++
[[ChangeStrategy $ CloseToMelee 0] ])
, AimAt 0 (_crPos $ _creatures 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
:: [Int] -- ^ Creatures that may attract this creature's attention
-> World
-> Creature
-> Creature
basicAttentionUpdate cids w cr = cr & crPerception . cpAttention .~
AttentiveTo (IM.mapMaybe (newExtraAwareness cr w) $ IM.fromList $ zip cids cids)
newExtraAwareness
:: Creature -- ^ source creature
-> World
-> Int -- ^ target creature id
-> Maybe Awareness
newExtraAwareness cr w cid
| not $ canSeeIndirect (_crID cr) cid w = Nothing
| otherwise = Just . Suspicious $ _viFOV vi ang * _viDist vi d * awakeLevelPerception cr
where
vi = _cpVision $ _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 _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 > (_auDist . _cpAudition $ _crPerception cr) (dist pos cpos)
&& hasLOS cpos pos w
where
cpos = _crPos cr