129 lines
3.8 KiB
Haskell
129 lines
3.8 KiB
Haskell
{- |
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Module testing for properties of creatures, whether they are reloading, etc.
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Each function takes a creature, and possibly other parameters, and returns a bool.
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Note that if there is a world parameter,
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the creature NEED NOT be the same as the creature with that id in the world,
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in fact a creature with that id need not exist.
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-}
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module Dodge.Creature.Test (
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crIsAiming,
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crIsReloading,
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crIsArmouredFrom,
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oneH,
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twists,
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twoFlat,
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crWeaponReady,
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crInAimStance,
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crNearPoint,
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isAnimate,
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crCanShoot,
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crHasTargetLOS,
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crAwayFromPost,
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crHasTarget,
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crStratConMatches,
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crSafeDistFromTarg,
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) where
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import Control.Lens
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import Data.List (find)
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import Data.Maybe
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import Dodge.Base.Collide
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import Dodge.Data.World
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import Geometry
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crIsReloading :: Creature -> Bool
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crIsReloading cr = case cr ^? crInvSel . iselAction of
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Just ReloadAction{} -> True
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_ -> False
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crWeaponReady :: Creature -> Bool
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crWeaponReady cr = fromMaybe False $ do
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ic <- cr ^? crInv . ix (crSel cr) . itUse . heldConsumption
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return (_laLoaded ic > 0 && _laPrimed ic)
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crCanSeeCr :: Creature -> (World, Creature) -> Bool
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crCanSeeCr tcr (w, cr) = hasLOS (_crPos cr) (_crPos tcr) w
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crIsAiming :: Creature -> Bool
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crIsAiming cr = _posture (_crStance cr) == Aiming
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crHasTarget :: Creature -> Bool
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crHasTarget cr = isJust $ cr ^? crIntention . targetCr . _Just
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crHasTargetLOS :: World -> Creature -> Bool
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crHasTargetLOS w cr = case cr ^? crIntention . targetCr . _Just of
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Just i -> crCanSeeCr i (w, cr)
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Nothing -> False
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crSafeDistFromTarg :: Float -> Creature -> Bool
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crSafeDistFromTarg d cr = case cr ^? crIntention . targetCr . _Just of
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Just tcr -> dist (_crPos cr) (_crPos tcr) > d
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Nothing -> True
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crStratConMatches :: Strategy -> Creature -> Bool
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crStratConMatches strat cr = strat == _apStrategy (_crActionPlan cr)
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-- this equality check might be slow...
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crAwayFromPost :: Creature -> Bool
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crAwayFromPost cr = case find sentinelGoal . _apGoal $ _crActionPlan cr of
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Just (SentinelAt p _) -> dist p (_crPos cr) > 15
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_ -> False
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where
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sentinelGoal (SentinelAt _ _) = True
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sentinelGoal _ = False
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crCanShoot :: Creature -> Bool
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crCanShoot cr = crIsAiming cr && crWeaponReady cr
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crInAimStance :: AimStance -> Creature -> Bool
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crInAimStance as cr =
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crIsAiming cr
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&& cr ^? crInv . ix (crSel cr) . itUse . heldAim . aimStance == Just as
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oneH :: Creature -> Bool
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oneH = crInAimStance OneHand
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twoFlat :: Creature -> Bool
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twoFlat = crInAimStance TwoHandFlat
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twists :: Creature -> Bool
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twists = crInAimStance TwoHandTwist
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-- the use of crOldPos is because the damage position is calculated on the
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-- previous frame
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-- Not sure if it is a good idea
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crIsArmouredFrom :: Point2 -> Creature -> Bool
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crIsArmouredFrom = hasFrontArmour
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hasFrontArmour :: Point2 -> Creature -> Bool
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hasFrontArmour p cr = fromMaybe False $ do
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invid <- cr ^? crEquipment . ix OnChest
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ittype <- cr ^? crInv . ix invid . itType . iyBase
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return $
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EQUIP FRONTARMOUR == ittype
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&& p /= _crOldPos cr
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&& angleVV (unitVectorAtAngle (_crDir cr + frontarmdirection)) (p -.- _crOldPos cr) < pi / 2
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where
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-- even though angleVV can generate NaN, the comparison seems to deal with it
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frontarmdirection
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| crInAimStance OneHand cr = 0.5
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| crInAimStance TwoHandTwist cr = negate 1
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| otherwise = 0
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--crOnSeg :: Point2 -> Point2 -> Creature -> Bool
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--crOnSeg p1 p2 cr = circOnSeg p1 p2 (_crPos cr) (_crRad cr)
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--crNearSeg :: Float -> Point2 -> Point2 -> Creature -> Bool
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--crNearSeg d p1 p2 cr = circOnSeg p1 p2 (_crPos cr) (_crRad cr + d)
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crNearPoint :: Float -> Point2 -> Creature -> Bool
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crNearPoint d p cr = dist (_crPos cr) p < d + _crRad cr
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isAnimate :: Creature -> Bool
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{-# INLINE isAnimate #-}
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isAnimate cr = case _crActionPlan cr of
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Inanimate -> False
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_ -> True
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