Files
loop/src/Dodge/Creature/YourControl.hs
T
2021-07-30 01:25:11 +02:00

79 lines
2.8 KiB
Haskell

module Dodge.Creature.YourControl
where
import Dodge.Data
--import Dodge.Base
import Dodge.Creature.Action
--import Dodge.Creature.State
--import Dodge.Creature.State.Data
import Dodge.Creature.Stance.Data
import Dodge.Update.UsingInput
import Dodge.Config.KeyConfig
import Dodge.Item.Attachment.Data
import Geometry
import Control.Lens
import qualified SDL
--import Data.Maybe
import qualified Data.Set as S
import qualified Data.IntMap.Strict as IM
import System.Random
{- | The AI equivalent for your control. -}
yourControl :: World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature)
yourControl w (f,g) cr =
( (updateUsingInput . f, g)
, Just . mouseActionsCr (_mouseButtons w) $ wasdWithAiming w speed 0 cr
)
where
speed = 4
{- | Turn key presses into creature movement. -}
wasdWithAiming
:: World
-> Float -- ^ Base speed
-> Int -- ^ Creature id
-> Creature
-> Creature
wasdWithAiming w speed i cr
| isAiming = set crDir mouseDir $ theMovement cr
| otherwise = theTurn $ theMovement cr
where
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 = _cameraRot w + argV movDir
movAbs = rotateV (_cameraRot w) $ normalizeV movDir
isAiming = _posture (_crStance cr) == Aiming
mouseDir = case w ^? creatures . ix i . crInv . ix (_crInvSel (_creatures w IM.! i))
. itAttachment of
Just (Just ItScope{_scopePos = p}) -> normalizeAngle $ argV
$ p +.+ 2 / _cameraZoom w
*.* rotateV (_cameraRot w) (_mousePos w)
_ -> normalizeAngle $ argV (_mousePos w) + _cameraRot w
wasdM :: World -> SDL.Scancode -> Point2
wasdM w scancode
| scancode == moveUpKey (_keyConfig w) = ( V2 (0) ( 1))
| scancode == moveDownKey (_keyConfig w) = (V2 ( 0) (-1))
| scancode == moveRightKey (_keyConfig w) = (V2 ( 1) ( 0))
| scancode == moveLeftKey (_keyConfig w) = (V2 (-1) ( 0))
wasdM _ _ = (V2 0 0)
wasdDir :: World -> Point2
wasdDir w = foldr ((+.+) . wasdM w) (V2 0 0) $ _keys w
wasdComp :: S.Set SDL.Scancode -> World -> (Point2,Maybe Float)
wasdComp ks w = f $ foldr ( (+.+) . wasdM w ) (V2 0 0) ks
where
f (V2 0 0) = ((V2 0 0), Nothing)
f p = (errorNormalizeV 46 p, Just $ argV p)
{- | Set posture according to mouse presses. -}
mouseActionsCr :: S.Set SDL.MouseButton -> Creature -> Creature
mouseActionsCr pkeys
| rbPressed = crStance . posture .~ Aiming
| otherwise = crStance . posture .~ AtEase
where
--lbPressed = SDL.ButtonLeft `S.member` pkeys
rbPressed = SDL.ButtonRight `S.member` pkeys