Files
loop/src/Dodge/Creature/YourControl.hs
T
2022-10-28 15:32:46 +01:00

86 lines
2.9 KiB
Haskell

module Dodge.Creature.YourControl (
yourControl,
) where
import Data.Foldable
import qualified Data.Map.Strict as M
import Dodge.Base.Coordinate
import Dodge.Creature.Impulse.Movement
import Dodge.Creature.Test
import Dodge.Data.World
import Dodge.InputFocus
import Dodge.LightSource
import Dodge.Update.UsingInput
import Geometry
import LensHelp
import qualified SDL
-- | The AI equivalent for your control.
yourControl :: Creature -> World -> World
yourControl cr w
| inTermFocus w = dimCreatureLight cr w & updateUsingInput
| otherwise =
dimCreatureLight cr w
& cWorld . lWorld . creatures . ix (_crID cr)
%~ (wasdWithAiming w (_mvSpeed $ _crMvType cr) . mouseActionsCr (_mouseButtons w))
& updateUsingInput
dimCreatureLight :: Creature -> World -> World
dimCreatureLight cr = cWorld . lWorld . tempLightSources .:~ tlsTimeRadColPos 1 300 0.1 (addZ 100 $ _crPos cr)
-- note the order of operation, setting the posture first--this prevents the twist fire bug
-- | Turn key presses into creature movement.
wasdWithAiming ::
World ->
-- | Base speed
Float ->
Creature ->
Creature
wasdWithAiming w speed cr
| isAiming = addAnyTwist $ set crDir mouseDir $ theMovement cr
| crIsReloading cr && SDL.ButtonRight `M.member` _mouseButtons w =
addAnyTwist $ set crDir (mouseDir + anytwist) $ theMovement cr
| otherwise = theMovement $ theTurn $ removeTwist cr
where
twistamount = 1.6
removeTwist cr' =
cr'
& crDir +~ _crTwist cr'
& crTwist .~ 0
anytwist = case cr ^? crInv . ix (crSel cr) . itUse . heldAim . aimStance of
Just TwoHandTwist -> twistamount * pi
_ -> 0
addAnyTwist = crTwist .~ anytwist
theMovement
| movDir == V2 0 0 = id
| otherwise = crMvAbsolute (speed *.* movAbs) . set crMvDir dir
theTurn cr' = creatureTurnTowardDir (_crMvDir cr') 0.2 cr'
movDir = wasdDir w
dir = (w ^. cWorld . lWorld . camPos . camRot) + argV movDir
movAbs = rotateV (w ^. cWorld . lWorld . camPos . camRot) $ normalizeV movDir
isAiming = _posture (_crStance cr) == Aiming
mouseDir = case cr ^? crInv . ix (crSel cr) . itScope . scopePos of
Just _ -> argV $ mouseWorldPos w -.- _crPos cr
_ -> argV (_mousePos w) + (w ^. cWorld . lWorld . camPos . camRot)
wasdM :: SDL.Scancode -> Point2
wasdM scancode = case scancode of
SDL.ScancodeW -> V2 0 1
SDL.ScancodeS -> V2 0 (-1)
SDL.ScancodeD -> V2 1 0
SDL.ScancodeA -> V2 (-1) 0
_ -> V2 0 0
wasdDir :: World -> Point2
wasdDir = foldl' (flip $ (+.+) . wasdM) (V2 0 0) . _keys
-- | Set posture according to mouse presses.
mouseActionsCr :: M.Map SDL.MouseButton Bool -> Creature -> Creature
mouseActionsCr pkeys cr
| rbPressed && cr ^?! crInvSel . iselAction == NoInvSelAction =
cr & crStance . posture .~ Aiming
| otherwise = cr & crStance . posture .~ AtEase
where
rbPressed = SDL.ButtonRight `M.member` pkeys