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

127 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 Dodge.Data
import Dodge.Base.Collide
import Geometry
import SameConstr
import Data.List (find)
import Data.Maybe
--import qualified Data.IntMap.Strict as IM
import Control.Lens
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) . itConsumption
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 = eqConstr strat (_crStrategy $ _crActionPlan cr)
crAwayFromPost :: Creature -> Bool
crAwayFromPost cr = case find sentinelGoal . _crGoal $ _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 . useAim . 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 $ FRONTARMOUR == ittype
&& p /= _crOldPos cr
&& angleVV (unitVectorAtAngle (_crDir cr + frontarmdirection)) (p -.- _crOldPos cr) < pi/2
-- even though angleVV can generate NaN, the comparison seems to deal with it
where
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