Files
loop/src/Dodge/Creature/State.hs
T
2022-04-07 21:39:39 +01:00

194 lines
6.6 KiB
Haskell

module Dodge.Creature.State
( stateUpdate
, doDamage
) where
import Dodge.Data
import Dodge.Hammer
import Dodge.Reloading
import Dodge.Base
import Dodge.Creature.State.WalkCycle
--import Dodge.Creature.Test
--import Dodge.Base
import Dodge.SoundLogic
import Dodge.RandomHelp
import Dodge.WorldEvent
--import Dodge.WallCreatureCollisions
import Dodge.Creature.Action
--import Dodge.Hammer
import Geometry
import Picture
import qualified IntMapHelp as IM
--import StrictHelp
import qualified Data.IntSet as IS
--import Data.Maybe
import Data.Function
import Control.Lens
--import Control.Applicative
import Control.Monad.State
--import Control.Monad
--import qualified SDL
--import qualified SDL.Mixer as Mix
import System.Random
--import qualified Data.Set as S
--import qualified Data.Map as M
--import qualified Data.Vector as V
--import qualified Data.Vector.Mutable as MV
foldCr :: [Creature -> World -> World]
-> Creature -> World -> World
foldCr xs cr w = foldr ($ cr) w xs
-- | this seems to work, but I am not sure about the ordering:
-- previously, the movement was updated before the ai in order to correctly set the oldpos.
-- This should be made more sensible: should the movement side effects apply to
-- the creature before or after it has moved?
-- at what point invSideEffects is applied wrt to when the creature moves
-- may effect whether the shield moves correctly
stateUpdate :: (Creature -> World -> World) -> Creature -> World -> World
stateUpdate f = foldCr
[ checkDeath
, doDamage
, invSideEff
, movementSideEff
, internalUpdate
, f
]
checkDeath :: Creature -> World -> World
checkDeath cr w
| _crHP cr > 0 = w
| otherwise = w
& creatures . at (_crID cr) .~ Nothing
& stopSoundFrom (CrWeaponSound (_crID cr) 0)
& over decorations addCorpse
& dropByState cr
where
addCorpse = IM.insertNewKey
$ uncurryV translate (_crOldPos cr)
$ rotate (_crDir cr)
(_crCorpse cr)
internalUpdate :: Creature -> World -> World
internalUpdate cr = creatures . ix (_crID cr) %~
( (crHammerPosition %~ moveHammerUp)
. stepReloading
. updateMovement
)
-- | Drop items according to the creature state.
-- TODO make sure this doesn't mess up any ItemPosition
dropByState :: Creature -> World -> World
dropByState cr w = foldr (copyInvItemToFloor cr) w $ case cr ^. crState . crDropsOnDeath of
DropAll -> IM.keys $ _crInv cr
DropSpecific xs -> xs
DropAmount n -> take n $ evalState (shuffle $ IM.keys $ _crInv cr) (_randGen w)
setOldPos :: Creature -> Creature
setOldPos cr = cr
& crOldPos .~ _crPos cr
& crOldDir .~ _crDir cr
doDamage :: Creature -> World -> World
doDamage cr w = w
& creatures . ix (_crID cr) . crState . crDamage .~ []
& _crApplyDamage cr dams cr
where
dams = _crDamage $ _crState cr
movementSideEff :: Creature -> World -> World
movementSideEff cr w
| hasJetPack = case cr ^? crStance . carriage of
Just (Boosting v) -> w
& randGen .~ g
& makeFlamelet
(oldPos +.+ (_crRad cr + 3) *.* unitVectorAtAngle (_crDir cr + pi))
20
(momentum +.+ 1 *.* rotateV randDir (vInverse v))
Nothing
1
20
_ -> w
| otherwise = footstepSideEffect cr w
where
hasJetPack = any (\it -> it ^? itType == Just JETPACK) $ _crInv cr
oldPos = _crOldPos cr
momentum' = 0.97 *.* (_crPos cr -.- _crOldPos cr)
momentum'' | magV momentum' > 3 = 3 *.* normalizeV momentum'
| otherwise = momentum'
momentum = momentum'' +.+ 0.01 *.* unitVectorAtAngle randAng
(randDir,g) = randomR (-0.5,0.5) $ _randGen w
(randAng,_) = randomR (0,2*pi) $ _randGen w
heldItemUpdate :: Item -> Item
heldItemUpdate = invItemUpdate
-- . (itUse %~ useupdate)
-- where
-- useupdate = id
invItemUpdate :: Item -> Item
invItemUpdate = itUse %~ useupdate
where
useupdate = (useHammer . hammerPosition %~ moveHammerUp)
. (useDelay . warmTime %~ decreaseToZero)
. (useDelay . rateTime %~ decreaseToZero)
invSideEff :: Creature -> World -> World
invSideEff cr w = weaponReloadSounds cr
. flip (IS.foldr useeq) (_crInvEquipped cr)
. doHeldItemTargeting cr
$ IM.foldrWithKey f w (_crInv cr)
where
useeq i = _eqUse (_itUse $ _crInv cr IM.! i) cr i
f i it w' = case it ^? itEffect . itInvEffect of
Nothing -> w' & doitemupdate
Just g -> g (_itEffect it) cr i w' & doitemupdate
where
doitemupdate
| i == _crInvSel cr = itpointer %~ heldItemUpdate
| otherwise = itpointer %~ invItemUpdate
itpointer = creatures . ix (_crID cr) . crInv . ix i
doHeldItemTargeting :: Creature -> World -> World
doHeldItemTargeting cr w = case cr ^? crInv . ix (_crInvSel cr) . itTargeting of
Nothing -> w
Just NoTargeting -> w
Just t -> let (w',t') = _tgUpdate t (_crInv cr IM.! _crInvSel cr) cr w t
in w' & creatures . ix (_crID cr) . crInv . ix (_crInvSel cr) . itTargeting .~ t'
weaponReloadSounds :: Creature -> World -> World
weaponReloadSounds cr w = case cr ^? crInv . ix (_crInvSel cr) . itConsumption of
Just am@LoadableAmmo{} -> case _reloadType am of
PassiveReload stype |Just' (_reloadTime am) == _reloadState am
-> soundContinue (CrReloadSound 0) (_crPos cr) stype Nothing w
PassiveReload _ -> w
ActiveClear | _reloadState am == Just' 0 -> stopSoundFrom (CrReloadSound cid) w
ActiveClear | _reloadState am == Nothing' -> w
ActiveClear -> soundContinue (CrReloadSound cid) (_crPos cr) reloadS (Just 1) w
ActivePartial{} | _reloadState am == Just' 0 -> stopSoundFrom (CrReloadSound cid) w
ActivePartial{} | _reloadState am == Nothing' -> w
ActivePartial{} -> soundContinue (CrReloadSound cid) (_crPos cr) reloadS (Just 1) w
Just ChargeableAmmo {} -> w
Just NoConsumption {} -> w
Just ItemItselfConsumable {} -> w
Nothing -> w
where
cid = _crID cr
updateMovement :: Creature -> Creature
updateMovement cr
| isFrictionless cr = over crPos (+.+ momentum) $ setOldPos cr
| otherwise = updateWalkCycle $ setOldPos cr
where
momentum' = 0.98 *.* (_crPos cr -.- _crOldPos cr)
momentum'' | magV momentum' > 1 = 1 *.* normalizeV momentum'
| otherwise = momentum'
momentum = momentum''
isFrictionless :: Creature -> Bool
isFrictionless cr = case cr ^? crStance . carriage of
Just (Boosting _) -> True
Just Floating -> True
_ -> False