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

297 lines
11 KiB
Haskell

{-# LANGUAGE TupleSections #-}
{- | Actions performed by creatures within the world
-}
module Dodge.Creature.Action
( performActionsR
, stripNoItems
, setMinInvSize
, dropUnselected
, dropExcept
, startReloadingWeapon
, blinkAction
, sizeSelf
, crAutoReload
, copyInvItemToFloor
, youDropItem
, pickUpItem
)
where
import Dodge.Path
import Dodge.Default
import Dodge.WallCreatureCollisions
import Dodge.Creature.Stance.Data
import Dodge.WorldEvent.Shockwave
import Dodge.Data
import Dodge.Base
import Dodge.Zone
import Dodge.Base.Collide
import Dodge.SoundLogic
--import Dodge.WorldEvent
import Dodge.Inventory
import Dodge.FloorItem
--import Dodge.LightSources
import Geometry
import Picture
import qualified IntMapHelp as IM
import Control.Lens
--import Control.Monad
--import Control.Applicative
import Data.Maybe
import Data.List (findIndex)
import Control.Monad.Reader
--import qualified Data.Map as M
performActions :: World -> Creature -> Creature
performActions w cr = cr
& crActionPlan . crImpulse .~ concat iss
& crActionPlan . crAction .~ catMaybes mayas
where
(iss, mayas) = unzip $ map (performAction cr w) $ cr ^. crActionPlan . crAction
performActionsR :: Creature -> Reader World Creature
performActionsR cr = reader $ \w -> performActions w cr
type OutAction = ( [Impulse] , Maybe Action )
performAimAt :: Creature -> World -> Int -> Point2 -> OutAction
performAimAt cr w tcid p = ([TurnToward tpos aimSp], Just $ AimAt tcid tpos)
where
cdir = _crDir cr
cpos = _crPos cr
canSee' = canSee (_crID cr) tcid w
aimSp = case cr ^? crMvType . mvAimSpeed of
Just f -> f $ safeAngleVV (unitVectorAtAngle cdir) (tpos - cpos)
Nothing -> error "creature without aiming type"
tpos | canSee' = _crPos (_creatures w IM.! tcid)
| otherwise = p
performPathTo :: Creature -> World -> Point2 -> OutAction
performPathTo cr w p
| dist cpos p < 5 = ([], Nothing)
| hasLOS cpos p w = ([MvTurnToward p,MvForward,RandomTurn jit] , Just (PathTo p))
| otherwise = case pointTowardsImpulse cpos p w of
Just q -> ([MvTurnToward q,MvForward,RandomTurn jit] , Just (PathTo p))
_ -> ([],Nothing)
where
cpos = _crPos cr
jit = _mvTurnJit $ _crMvType cr
performTurnToA :: Creature -> Point2 -> OutAction
performTurnToA cr p
| angleVV cdirv dirv < 0.1 = ([], Nothing)
| otherwise = ([MvTurnToward p,RandomTurn jit] , Just (TurnToA p))
where
cpos = _crPos cr
cdirv = unitVectorAtAngle (_crDir cr)
dirv = p -.- cpos
jit = _mvTurnJit $ _crMvType cr
{- | Performing an action means that a creature has some impulses for a frame, and
updates or deletes the action itself.
-- doAction -}
performAction
:: Creature
-> World
-> Action
-> OutAction
performAction cr w ac = case ac of
AimAt tcid p -> performAimAt cr w tcid p
WaitThen 0 newAc -> ([] , Just newAc)
WaitThen t newAc -> ([] , Just (WaitThen (t-1) newAc))
ImpulsesList (xs:xss) -> (xs, Just $ ImpulsesList xss)
ImpulsesList _ -> ([], Nothing)
DoImpulses imps -> (imps, Nothing)
DoActionThen fsta afta -> case performAction cr w fsta of
(imps , Just nxta) -> (imps, Just (DoActionThen nxta afta))
(imps , Nothing ) -> (imps, Just afta)
DoActionWhile f act -> performAction cr w $ DoActionWhilePartial act f act
DoActionWhilePartial partAc f resetAc
| f (w,cr) -> case performAction cr w partAc of
(imps, Just nxta) -> (imps, Just $ DoActionWhilePartial nxta f resetAc)
(imps, Nothing) -> (imps, Just $ DoActionWhilePartial resetAc f resetAc)
| otherwise -> performAction cr w partAc
DoActionIf f ifa
| f (w,cr) -> performAction cr w ifa
| otherwise -> ([],Nothing)
DoActionIfElse ifa f elsea
| f (w,cr) -> performAction cr w ifa
| otherwise -> performAction cr w elsea
DoActionWhileInterrupt repa f afta
| f (w,cr) -> (fst $ performAction cr w repa, Just $ DoActionWhileInterrupt repa f afta)
| otherwise -> performAction cr w afta
DoActions [] -> ([], Nothing)
DoActions acs ->
let (imps, newAcs) = unzip $ map (performAction cr w) acs
in (concat imps, Just . DoActions $ catMaybes newAcs)
StartSentinelPost -> ([AddGoal $ SentinelAt (_crPos cr) (_crDir cr)], Nothing)
PathTo p -> performPathTo cr w p
TurnToA p -> performTurnToA cr p
LeadTarget p -> case cr ^? crIntention . targetCr . _Just of
Just tcr -> ([TurnTo (_crPos tcr +.+ rotateV (_crDir tcr) p)], Nothing)
_ -> ([], Nothing)
UseTarget f -> performAction cr w $ f $ cr ^? crIntention . targetCr . _Just
UseSelf f -> performAction cr w $ f cr
UseAheadPos f -> performAction cr w (f (_crPos cr +.+ 20 *.* unitVectorAtAngle (_crDir cr)))
UseMvTargetPos f -> performAction cr w $ f $ _mvToPoint $ _crIntention cr
ArbitraryAction f -> performAction cr w (f cr w)
DoImpulsesAlongside sideImp mainAc -> case performAction cr w mainAc of
(imp, Just nxtac) -> (sideImp ++ imp, Just $ DoImpulsesAlongside sideImp nxtac)
(imp, _) -> (sideImp ++ imp, Nothing)
DoReplicate t nxtac -> performAction cr w $ DoReplicatePartial nxtac t nxtac
DoReplicatePartial _ 0 pac -> performAction cr w pac
DoReplicatePartial sac t pac -> case performAction cr w pac of
(imps , Just nac) -> (imps, Just $ DoReplicatePartial sac t nac)
(imps , _) -> (imps, Just $ DoReplicatePartial sac (t-1) sac)
NoAction -> ([],Nothing)
startReloadingWeapon
:: Creature
-> World
-> Maybe World
startReloadingWeapon cr w =
let cid = _crID cr
it = _crInv cr IM.! _crInvSel cr
itRef = creatures . ix cid . crInv . ix (_crInvSel cr)
in case it of
Weapon {_wpAmmo = LoadableAmmo {_wpMaxAmmo=maxA,_wpLoadedAmmo=lA ,_wpReloadState=rS,_wpReloadTime=rT}}
| lA < maxA && rS == 0 -> Just $ set ( itRef . wpAmmo . wpLoadedAmmo) maxA
$ set ( itRef . wpAmmo . wpReloadState) rT w
_ -> Nothing
{- | Start reloading if clip is empty. -}
crAutoReload :: Creature -> Creature
crAutoReload cr = case cr ^? crInv . ix (_crInvSel cr) . wpAmmo . wpLoadedAmmo of
Just 0 | _posture (_crStance cr) /= Aiming
-> cr & crInv . ix (_crInvSel cr) . wpAmmo . wpReloadState %~ (`fromMaybe` reloadT)
& crInv . ix (_crInvSel cr) . wpAmmo . wpLoadedAmmo %~ (`fromMaybe` maxA)
_ -> cr
where
reloadT = cr ^? crInv . ix (_crInvSel cr) . wpAmmo . wpReloadTime
maxA = cr ^? crInv . ix (_crInvSel cr) . wpAmmo . wpMaxAmmo
{- | Teleport a creature to the mouse position -}
blinkAction
:: Creature
-> World
-> World
blinkAction cr w
= soundMultiFrom [TeleSound 0,TeleSound 1] p3 teleS Nothing
. over distortions (distortionBulge ++)
. set (creatures . ix cid . crPos) p3
. blinkShockwave cid p3
$ inverseShockwaveAt cpos 40 2 2 w
where
distR = 120
distortionBulge =
[RadialDistortion p3 (p3 +.+ V2 distR 0) (p3 +.+ V2 0 distR) 0.1
,RadialDistortion cpos (cpos +.+ V2 distR 0) (cpos +.+ V2 0 distR) 1.9
]
cid = _crID cr
p1 = mouseWorldPos w
cpos = _crPos cr
p2 = reflectPointWalls cpos p1 $ wallsAlongLine cpos p1 w
r = 1.5 * _crRad cr
p3 = maybe p1 (mvPointTowardAtSpeed r cpos . fst) p2
blinkShockwave
:: Int -- ^ Blinking creature ID.
-> Point2
-> World
-> World
blinkShockwave i p = makeShockwaveAt [i] p 60 1 2 cyan
setMinInvSize :: Int -> Creature -> World -> World
setMinInvSize n cr = creatures . ix (_crID cr) . crInv %~ f
where
f inv = IM.unionWith const inv $ IM.fromList $ [0..n-1] <&> (, NoItem)
stripNoItems :: Creature -> World -> World
stripNoItems cr = organiseInvKeys (_crID cr) .
( creatures . ix (_crID cr) . crInv %~ IM.mapMaybe f )
where
f NoItem = Nothing
f x = Just x
organiseInvKeys :: Int -> World -> World
organiseInvKeys cid w = w & creatures . ix cid %~
( ( crInvSel .~ newSelKey ) . (crInv .~ newInv ) )
where
cr = _creatures w IM.! cid
pairs = IM.toList (_crInv cr)
newSelKey = fromMaybe 0 $ findIndex ( (== _crInvSel cr) . fst) pairs
newInv = IM.fromAscList $ zip [0..] $ map snd pairs
dropUnselected :: Creature -> World -> World
dropUnselected cr w = foldr (dropItem cr) w . IM.keys
$ _crInvSel cr `IM.delete` _crInv cr
dropExcept :: Creature -> Int -> World -> World
dropExcept cr invid w = foldr (dropItem cr) w . IM.keys
$ invid `IM.delete` _crInv cr
dropItem :: Creature -> Int -> World -> World
dropItem cr invid = rmInvItem cid invid . copyInvItemToFloor cr invid . mayberemoveequip
where
cid = _crID cr
mayberemoveequip = case _crLeftInvSel cr of
Just i | i == invid -> creatures . ix cid . crLeftInvSel .~ Nothing
_ -> id
{- | Get your creature to drop the item under the cursor. -}
youDropItem :: World -> World
youDropItem w = case yourItem w ^? itCurseStatus of
Just Uncursed -> w
& dropItem cr (_crInvSel cr)
& soundStart (CrSound (_crID cr)) (_crPos cr) whiteNoiseFadeOutS Nothing
_ -> w
where
cr = you w
{- | Copy an inventory item to the floor. -}
copyInvItemToFloor :: Creature -> Int -> World -> World
copyInvItemToFloor cr i w = case _crInv cr IM.! i of
NoItem -> w
it -> copyItemToFloor (_crPos cr) it w
{- | Pick up a specific item. -}
pickUpItem
:: Int -- ^ Creature id
-> FloorItem
-> World
-> World
pickUpItem cid flit w = case maybeInvSlot of
Nothing -> w
Just i -> w
& soundStart (CrSound cid) (_flItPos flit) pickUpS Nothing
& updateItLocation i
& floorItems %~ IM.delete (_flItID flit)
& creatures . ix cid . crInv . ix i %~ addItem it
where
it = _flIt flit
maybeInvSlot = checkInvSlotsYou it w
updateItLocation invid w' = case _itID it of
Nothing -> w'
Just j -> w' & itemPositions . ix j .~ InInv 0 invid
sizeSelf :: Float -> Creature -> World -> Maybe World
sizeSelf x cr w
-- | _crPos cr1 == _crPos cr2 = Just $ w
| not (crOnWall cr1 w) = Just $ w
& soundMultiFrom [TeleSound 0,TeleSound 1] cpos teleS Nothing
& over distortions (distortionBulge :)
& creatures . ix cid %~
( (crRad .~ 10 * x)
. (crMvType . mvSpeed .~ yourDefaultSpeed * x)
. (crStance . strideLength .~ ceiling (fromIntegral yourDefaultStrideLength * x))
)
| otherwise = Nothing
where
cr1 = colCrWall w (cr {_crRad = 10* x})
--cr2 = colCrWall w cr1
distR = 120
distortionBulge
| _crRad cr < 10*x = raddist 1.9
| otherwise = raddist 0.1
raddist = RadialDistortion cpos (cpos +.+ V2 distR 0) (cpos +.+ V2 0 distR)
cid = _crID cr
cpos = _crPos cr