79 lines
2.9 KiB
Haskell
79 lines
2.9 KiB
Haskell
module Dodge.Creature.YourControl
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( yourControl
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) where
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import Dodge.Data
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import Dodge.Creature.Impulse.Movement
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import Dodge.Update.UsingInput
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--import Dodge.Config.KeyConfig
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import Geometry
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import Control.Lens
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import qualified SDL
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import qualified Data.Set as S
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--import qualified Data.IntMap.Strict as IM
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import Data.Maybe
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{- | The AI equivalent for your control. -}
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yourControl :: Creature -> World -> World
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yourControl cr w = case w ^? hud . hudElement . subInventory . termParams . termInput . _Just of
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Just _ -> w
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_ -> w
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& creatures . ix (_crID cr) %~
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(wasdWithAiming w (_mvSpeed $ _crMvType cr) . mouseActionsCr (_mouseButtons w))
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& updateUsingInput
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-- note the order of operation, setting the posture first--this prevents the twist fire bug
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{- | Turn key presses into creature movement. -}
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wasdWithAiming
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:: World
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-> Float -- ^ Base speed
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-> Creature
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-> Creature
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wasdWithAiming w speed cr
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| isAiming = addAnyTwist $ set crDir mouseDir $ theMovement cr
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| isReloading && SDL.ButtonRight `S.member` _mouseButtons w
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= addAnyTwist $ set crDir (mouseDir + anytwist) $ theMovement cr
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| otherwise = theMovement $ theTurn $ removeTwist cr
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where
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twistamount = 1.6
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removeTwist cr' = cr'
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& crDir +~ _crTwist cr'
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& crTwist .~ 0
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anytwist = case cr ^? crInv . ix (_crInvSel cr) . itUse . useAim . aimStance of
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Just TwoHandTwist -> twistamount * pi
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_ -> 0
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addAnyTwist = crTwist .~ anytwist
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theMovement
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| movDir == V2 0 0 = id
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| otherwise = crMvAbsolute (speed *.* movAbs) . set crMvDir dir
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theTurn cr' = creatureTurnTowardDir (_crMvDir cr') 0.2 cr'
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movDir = wasdDir w
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dir = _cameraRot w + argV movDir
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movAbs = rotateV (_cameraRot w) $ normalizeV movDir
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isAiming = _posture (_crStance cr) == Aiming
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isReloading = _posture (_crStance cr) == Reloading
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mouseDir = case cr ^? crInv . ix (_crInvSel cr) . itScope . scopePos of
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Just p -> normalizeAngle $ argV
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$ p +.+ 2 / _cameraZoom w *.* rotateV (_cameraRot w) (_mousePos w)
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_ -> normalizeAngle $ argV (_mousePos w) + _cameraRot w
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wasdM :: SDL.Scancode -> Point2
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wasdM scancode = case scancode of
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SDL.ScancodeW -> V2 0 1
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SDL.ScancodeS -> V2 0 (-1)
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SDL.ScancodeD -> V2 1 0
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SDL.ScancodeA -> V2 (-1) 0
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_ -> V2 0 0
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wasdDir :: World -> Point2
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wasdDir = foldr ((+.+) . wasdM) (V2 0 0) . _keys
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{- | Set posture according to mouse presses. -}
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mouseActionsCr :: S.Set SDL.MouseButton -> Creature -> Creature
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mouseActionsCr pkeys cr
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| reloading = cr & crStance . posture .~ Reloading
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| rbPressed = cr & crStance . posture .~ Aiming
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| otherwise = cr & crStance . posture .~ AtEase
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where
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reloading = isJust $ cr ^? crInv . ix (_crInvSel cr) . itConsumption . reloadState . _Just'
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rbPressed = SDL.ButtonRight `S.member` pkeys
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