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

129 lines
3.8 KiB
Haskell

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