291 lines
11 KiB
Haskell
291 lines
11 KiB
Haskell
module Dodge.Humanoid where
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import Data.Maybe
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import Dodge.Creature.Action
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import Dodge.Creature
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import Dodge.Data.CreatureEffect
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import Dodge.Data.World
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import Geometry
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import LensHelp
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import RandomHelp
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updateHumanoid :: Creature -> World -> World
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updateHumanoid cr = case cr ^?! crType of
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ChaseCrit {} ->
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humanoidAIList
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[ const doStrategyActions
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, performActions
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, const overrideMeleeCloseTarget
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, setViewPos
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, setMvPos
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, chaseCritMv
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, chaseCritPerceptionUpdate [0]
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, targetYouWhenCognizant
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, const searchIfDamaged
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, const (crType . meleeCooldown %~ max 0 . subtract 1)
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, const (crVocalization . vcCoolDown %~ max 0 . subtract 1)
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]
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cr
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_ -> id
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-- SpreadGunAI ->
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-- defaultImpulsive
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-- [ performActions
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-- , watchUpdateStrat
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-- [
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-- ( crHasTargetLOS
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-- , \_ _ ->
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-- StrategyActions
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-- (ShootAt 0)
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-- [ DoActionIf (WdCrNegate $ WdCrBlfromCrBl CrIsAiming) drawWeapon
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-- , DoActionThen
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-- (DoActionWhile WdCrLOSTarget $ ArbitraryAction ChooseMovementSpreadGun)
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-- (DoImpulses [ChangeStrategy WatchAndWait])
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-- ]
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-- )
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-- , (const crAwayFromPost, const goToPostStrat)
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-- ]
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-- , perceptionUpdate [0]
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-- , const doStrategyActions
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-- , targetYouWhenCognizant
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-- , const $
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-- overrideInternal
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-- (\cr' -> crHasTarget cr' && crStratConMatches (GetTo (V2 0 0)) cr')
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-- (\cr' -> cr' & crActionPlan . apStrategy .~ WatchAndWait)
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-- ]
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-- cr
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-- PistolAI ->
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-- defaultImpulsive
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-- [ performActions
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-- , watchUpdateStrat
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-- [
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-- ( crHasTargetLOS
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-- , \w cr' ->
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-- StrategyActions
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-- (ShootAt 0)
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-- [DoActionIf (WdCrNegate $ WdCrBlfromCrBl CrIsAiming) drawWeapon, chooseMovementPistol cr' w]
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-- )
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-- , (const crAwayFromPost, const goToPostStrat)
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-- ]
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-- , perceptionUpdate [0]
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-- , const doStrategyActions
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-- , targetYouWhenCognizant
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-- , const $
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-- overrideInternal
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-- (\cr' -> crHasTarget cr' && crStratConMatches (GetTo (V2 0 0)) cr')
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-- (crActionPlan . apStrategy .~ WatchAndWait)
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-- ]
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-- cr
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-- LtAutoAI ->
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-- defaultImpulsive
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-- [ performActions
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-- , watchUpdateStrat
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-- [
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-- ( crHasTargetLOS
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-- , \_ _ ->
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-- StrategyActions
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-- (ShootAt 0)
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-- [ DoActionIf (WdCrNegate $ WdCrBlfromCrBl CrIsAiming) drawWeapon
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-- , DoActionThen
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-- (DoActionWhile WdCrLOSTarget $ ArbitraryAction ChooseMovementLtAuto)
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-- (DoImpulses [ChangeStrategy WatchAndWait])
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-- ]
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-- )
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-- , (const crAwayFromPost, const goToPostStrat)
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-- ]
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-- , perceptionUpdate [0]
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-- , const doStrategyActions
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-- , targetYouWhenCognizant
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-- , const $
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-- overrideInternal
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-- (\cr' -> crHasTarget cr' && crStratConMatches (GetTo (V2 0 0)) cr')
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-- (crActionPlan . apStrategy .~ WatchAndWait)
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-- ]
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-- cr
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-- LauncherAI ->
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-- defaultImpulsive
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-- [ performActions
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-- , watchUpdateStrat
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-- [ (crHasTargetLOS, \_ _ -> StrategyActions (ShootAt 0) [retreatFireLauncher])
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-- , (const crAwayFromPost, const goToPostStrat)
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-- ]
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-- , perceptionUpdate [0]
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-- , const doStrategyActions
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-- , targetYouWhenCognizant
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-- , const $
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-- overrideInternal
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-- (\cr' -> crHasTarget cr' && crStratConMatches (GetTo (V2 0 0)) cr')
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-- (crActionPlan . apStrategy .~ WatchAndWait)
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-- ]
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-- cr
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-- SwarmAI ->
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-- defaultImpulsive
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-- [ flockToPointUsing' (encircleDistP 100) (meleeHeadingMove 0.1 0.1 (pi / 4) 3.9)
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-- , const (crMeleeCooldown %~ max 0 . subtract 1)
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-- , perceptionUpdate [0]
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-- , const doStrategyActions
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-- , targetYouWhenCognizant
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-- ]
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-- cr
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-- AutoAI -> defaultImpulsive [sentinelAI] cr
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-- FlockArmourChaseAI ->
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-- defaultImpulsive
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-- [ watchUpdateStrat []
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-- , const doStrategyActions
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-- , performActions
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-- , targetYouWhenCognizant
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-- , setTargetMv (\_ -> _targetCr . _crIntention)
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-- , flockACC
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-- , perceptionUpdate [0]
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-- , goToTarget
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-- , const overrideMeleeCloseTarget
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-- , const (crMeleeCooldown %~ max 0 . subtract 1)
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-- ]
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-- cr
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-- MiniGunAI -> defaultImpulsive [sentinelFireType (const shootTillEmpty)] cr
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-- LongAI -> defaultImpulsive [sentinelFireType $ const shootTillEmpty] cr
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-- MultGunAI ->
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-- defaultImpulsive
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-- [ sentinelExtraWatchUpdate
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-- [
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---- ( const $ not . crWeaponReady
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---- , \_ _ -> StrategyActions Reload reloadActions
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---- )
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---- ,
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-- ( const $ not . crSafeDistFromTarg 150
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-- , \_ _ ->
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-- StrategyActions
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-- Flee
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-- [ WdCrNegate (WdCrSafeDistFromTarget 150) `DoActionWhile` UseSelf CrFleeFromTarget -- (fleeFrom cr')
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-- `DoActionThen` DoImpulses [ChangeStrategy WatchAndWait]
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-- ]
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-- )
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-- ,
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-- ( crHasTargetLOS
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-- , \_ _ ->
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-- StrategyActions
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-- (ShootAt 0)
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-- [drawwp `DoActionThen` shootFirstMiss `DoActionThen` DoImpulses [ChangeStrategy WatchAndWait]]
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-- )
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-- ]
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-- ]
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-- cr
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-- InanimateAI -> id
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-- where
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-- drawwp = DoActionIfElse NoAction (WdCrBlfromCrBl CrIsAiming) (DoActionThen drawWeapon (WaitThen 50 NoAction))
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-- reloadActions =
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-- [ holsterWeapon
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-- --, WaitThen 1 $ DoActionWhileInterrupt NoAction (WdCrBlfromCrBl CrIsReloading) (DoImpulses [ChangeStrategy WatchAndWait])
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-- , WaitThen 1 $ (DoImpulses [ChangeStrategy WatchAndWait])
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-- ]
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humanoidAIList ::
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[World -> Creature -> Creature] ->
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Creature ->
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World ->
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World
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humanoidAIList
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= crUpdate . impulsiveAIBefore . chainCreatureUpdates
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-- bit of a hack to get new random generators after each creature's update
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defaultImpulsive ::
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[World -> Creature -> Creature] ->
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Creature ->
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World ->
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World
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defaultImpulsive
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= fmap (fmap updateRandGen) . crUpdate . impulsiveAIBefore . chainCreatureUpdates
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where
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updateRandGen w =
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let (_, g) = randomR (0, 1 :: Int) (_randGen w)
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in w & randGen .~ g
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chooseMovementPistol :: Creature -> World -> Action
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chooseMovementPistol cr w =
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chooseMovementPistol' cr w
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`DoActionThen` DoImpulses [ChangeStrategy WatchAndWait]
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chooseMovementPistol' :: Creature -> World -> Action
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chooseMovementPistol' cr w =
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takeOneWeighted
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[chargeProb, retreatProb, strafeProb, strafeProb]
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[ chargeActions
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, retreatActionsPistol ycr cr
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, strafeLeftActions
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, strafeRightActions
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]
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& evalState
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$ g
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where
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g = _randGen w
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cpos = _crPos cr
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ycr = w ^?! cWorld . lWorld . creatures . ix 0
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ypos = _crPos ycr
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chargeProb
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| dist cpos ypos > 300 = 5
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| dist cpos ypos > 150 = 1
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| otherwise = 0
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strafeProb
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| dist cpos ypos > 150 = 1
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| otherwise = 0
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retreatProb
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| dist cpos ypos < 200 = 1 :: Float
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| otherwise = 0
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chargeActions =
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[TurnToward ypos 0.1]
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`DoImpulsesAlongside` 3
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`DoReplicate` ImpulsesList (replicate 9 [Move (V2 3 0)] ++ [[Move (V2 3 0), UseItem]])
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strafeLeftActions =
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DoImpulses [TurnToward yposr (2 * pi)]
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`DoActionThen` 3
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`DoReplicate` ImpulsesList (replicate 9 [Move (V2 0 3)] ++ [[Move (V2 0 3), UseItem]])
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strafeRightActions =
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DoImpulses [TurnToward yposl (2 * pi)]
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`DoActionThen` 3
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`DoReplicate` ImpulsesList (replicate 9 [Move (V2 0 (-3))] ++ [[Move (V2 0 (-3)), UseItem]])
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yposl = ypos -.- 100 *.* vNormal (normalizeV $ ypos -.- cpos)
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yposr = ypos +.+ 100 *.* vNormal (normalizeV $ ypos -.- cpos)
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retreatActionsPistol :: Creature -> Creature -> Action
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retreatActionsPistol tcr cr =
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[TurnToward retreatOffset 0.2]
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`DoImpulsesAlongside` 3
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`DoReplicate` ImpulsesList (replicate 9 [Move (V2 (-3) 0)] ++ [[UseItem]])
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where
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cpos = _crPos cr
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tpos = _crPos tcr
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retreatOffset =
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let a
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| dist cpos tpos < 50 = 0
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| isLeftOfA (_crDir cr) (argV $ tpos -.- cpos) =
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-0.7
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| otherwise = 0.7
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in fromMaybe tpos $
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intersectLineLine'
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cpos
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(cpos +.+ rotateV a (tpos -.- cpos))
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tpos
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(tpos +.+ vNormal (cpos -.- tpos))
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retreatFireLauncher :: Action
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retreatFireLauncher =
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ImpulsesList ([UseItem] : replicate 20 [Turn 0.16])
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`DoActionThen` holsterWeapon
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`DoActionThen` ImpulsesList (replicate 30 [MoveForward 3])
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`DoActionThen` drawWeapon
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`DoActionThen` ImpulsesList ([UseItem] : replicate 20 [Turn $ negate 0.16])
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`DoActionThen` holsterWeapon
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`DoActionThen` ImpulsesList (replicate 15 [MoveForward 3])
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`DoActionThen` drawWeapon
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`DoActionThen` ImpulsesList
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( replicate
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100
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[ UseItem
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, ImpulseUseTarget (TurnTowardCr (pi / 16))
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]
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)
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`DoActionThen` 20
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`WaitThen` holsterWeapon
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`DoActionThen` ImpulsesList (replicate 15 [MoveForward 3])
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`DoActionThen` DoImpulses [ChangeStrategy WatchAndWait]
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