99 lines
3.8 KiB
Haskell
99 lines
3.8 KiB
Haskell
{-# LANGUAGE TupleSections #-}
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module Dodge.Creature.Impulse
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( impulsiveAIBefore
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, followThenClearImpulses
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) where
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import Dodge.Data
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import Dodge.Creature.Vocalization
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import Dodge.Creature.Impulse.Movement
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import Dodge.Creature.Impulse.UseItem
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import Dodge.SoundLogic
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import Geometry
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import LensHelp
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import qualified Data.IntMap.Strict as IM
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import System.Random
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import Control.Monad.State
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import Data.Bifunctor
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--import Data.Maybe
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--
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impulsiveAIBeforeAfter
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:: (World -> Creature -> Creature)
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-> (World -> Creature -> Creature)
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-> Creature -> World -> World
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impulsiveAIBeforeAfter startup endup cr w = w' & creatures . ix (_crID cr) .~ endup w' cr'
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where
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w' = g w
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(g,cr') = impulsiveAI startup cr w
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impulsiveAIBefore :: (World -> Creature -> Creature)
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-> Creature -> World -> World
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impulsiveAIBefore f cr w = g w & creatures . ix (_crID cr) .~ cr'
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where
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(g,cr') = impulsiveAI f cr w
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impulsiveAI
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:: (World -> Creature -> Creature) -- | internal creature update
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-> Creature
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-> World
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-> (World -> World , Creature)
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impulsiveAI f cr w = followImpulses w $ f w cr
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followThenClearImpulses :: Creature -> World -> World
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followThenClearImpulses = impulsiveAIBeforeAfter (const id) (const $ crActionPlan . apImpulse .~ [])
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followImpulses :: World -> Creature -> (World -> World, Creature)
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followImpulses w cr = foldr f (id, cr) (_apImpulse $ _crActionPlan cr)
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where
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f imp (theupdate,cr') = first (. theupdate) $ followImpulse cr' w imp
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followImpulse :: Creature -> World -> Impulse -> (World -> World , Creature)
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followImpulse cr w imp = case imp of
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RandomImpulse rimp ->
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let (newimp,newgen) = runState rimp (_randGen w)
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in first ((randGen .~ newgen) .) $ followImpulse cr w newimp
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Bark sid -> (soundStart (CrMouth cid) cpos sid Nothing, resetCrVocCoolDown cr)
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Move p -> crup $ crMvBy p cr
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MoveForward x -> crup $ crMvForward x cr
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Turn a -> crup $ creatureTurn a cr
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TurnToward p a -> crup $ creatureTurnToward p a cr
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TurnTo p -> crup $ creatureTurnTo p cr
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ChangePosture post -> crup $ cr & crStance . posture .~ post
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UseItem -> (useItem cr, cr)
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SwitchToItem i -> crup $ cr & crInvSel .~ InvSel i NoInvSelAction
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Melee cid' -> (hitCr cid'
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, crMvBy (10 *.* normalizeV (posFromID cid' -.- cpos)) $ cr & crMeleeCooldown .~ 20)
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RandomTurn a -> (randGen .~ snd (rr a), creatureTurn (fst $ rr a) cr)
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MakeSound sid -> ( soundStart (CrSound (_crID cr)) (_crPos cr) sid Nothing , cr )
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DropItem -> undefined
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ChangeStrategy strat -> crup $ cr & crActionPlan . apStrategy .~ strat
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AddGoal gl -> crup $ cr & crActionPlan . apGoal .:~ gl
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ArbitraryImpulseFunction f -> crup $ f w cr
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ArbitraryImpulse f -> followImpulse cr w (f cr w)
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ArbitraryImpulseEffect f -> (f cr, cr)
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ImpulseUseTargetCID f -> case cr ^? crIntention . targetCr . _Just of
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Just tcr -> followImpulse cr w (f $ _crID tcr)
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_ -> crup cr
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ImpulseUseTarget f -> case cr ^? crIntention . targetCr . _Just of
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Just tcr -> followImpulse cr w (f tcr)
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_ -> crup cr
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ImpulseUseAheadPos f -> followImpulse cr w (f (_crPos cr +.+ 20 *.* unitVectorAtAngle (_crDir cr)))
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MvForward -> crup $ crMvForward speed cr
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MvTurnToward p -> crup
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$ creatureTurnToward p (turnRad $ safeAngleVV (p -.- cpos) (unitVectorAtAngle cdir)) cr
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where
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crup = (id,)
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mvType = _crMvType cr
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speed = _mvSpeed mvType
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turnRad = _mvTurnRad mvType
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cpos = _crPos cr
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cdir = _crDir cr
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cid = _crID cr
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posFromID cid' = _crPos $ _creatures w IM.! cid'
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rr a = randomR (-a,a) $ _randGen w
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hitCr i = (creatures . ix i . crState . csDamage
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.:~ Damage BLUNT 100 cpos (posFromID i) (posFromID i) NoDamageEffect
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)
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. soundStart (CrSound cid) cpos hitS Nothing
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