Files
loop/src/Dodge/Data/ActionPlan.hs
T

308 lines
9.5 KiB
Haskell

{-# LANGUAGE TemplateHaskell #-}
{-# LANGUAGE StrictData #-}
{-# LANGUAGE DeriveGeneric #-}
module Dodge.Data.ActionPlan where
import Dodge.Creature.Stance.Data
import Dodge.Data.CreatureEffect
--import Dodge.ShortShow
import Control.Lens
import Geometry.Data
import Sound.Data
--import GHC.Generics
data ActionPlan
= Inanimate
| ActionPlan
{_apImpulse :: [Impulse]
,_apAction :: [Action]
,_apStrategy :: Strategy
,_apGoal :: [Goal]
}
deriving (Eq,Ord,Show,Read)
data RandImpulse
= RandImpulseList [Impulse]
| RandImpulseCircMove Float
deriving (Eq,Ord,Show,Read)
data Impulse
= Move Point2
| MoveForward Float
| Turn Float
| RandomTurn Float
| RandomImpulse RandImpulse -- (State StdGen Impulse)
| TurnToward Point2 Float
| MvTurnToward Point2
| MvForward
| TurnTo Point2
| UseItem
| SwitchToItem Int
| DropItem
| Bark SoundID -- placeholder for various communication types
| Melee Int
| ChangePosture Posture
| MakeSound SoundID
| ChangeStrategy Strategy
| AddGoal Goal
| ArbitraryImpulseFunction WdCrCr
| ArbitraryImpulse CrWdImp
| ArbitraryImpulseEffect CrWdWd
| ImpulseUseTargetCID
{_impulseUseTargetCID :: IntImp
}
| ImpulseUseTarget
{_impulseUseTarget :: CrImp
}
| ImpulseUseAheadPos
{_impulseUseAheadPos :: P2Imp
}
| ImpulseNothing
deriving (Eq,Ord,Show,Read)
--instance Show Impulse where
-- show imp = case imp of
-- Move p -> "Move "++shortPoint2 p
-- MoveForward f -> "MoveForward "++ show f
-- Turn f -> "Turn "++show f
-- RandomTurn f -> "RandomTurn "++show f
-- TurnToward p f -> "TurnToward "++shortPoint2 p++show f
-- MvTurnToward p -> "MvTurnToward "++shortPoint2 p
-- MvForward -> "MvForward"
-- TurnTo p -> "TurnTo "++shortPoint2 p
-- UseItem -> "UseItem"
-- SwitchToItem i -> "SwitchToItem "++show i
-- DropItem -> "DropItem"
-- Bark sid -> "Bark "++show sid
-- Melee i -> "Melee "++show i
-- ChangePosture post -> "ChangePosture " ++ show post
-- MakeSound sid -> "MakeSound " ++ show sid
-- ChangeStrategy s -> "ChangeStrategy " ++ show s
-- AddGoal g -> "AddGoal " ++ show g
-- ArbitraryImpulseFunction {} -> "ArbitraryImpulseFunction"
-- ArbitraryImpulse {} -> "ArbitraryImpulse"
-- ArbitraryImpulseEffect {} -> "ArbitraryImpulseEffect"
-- ImpulseUseTargetCID {} -> "ImpulseUseTargetCID"
-- ImpulseUseTarget {} -> "ImpulseUseTarget"
-- ImpulseUseAheadPos {} -> "ImpulseUseAheadPos"
-- RandomImpulse {} -> "RandomImpulse"
-- ImpulseNothing -> "ImpulseNothing"
infixr 9 `WaitThen`
infixr 9 `DoActionThen`
infixr 9 `DoActionWhile`
infixr 9 `DoReplicate`
infixr 9 `DoImpulsesAlongside`
data Action
= LabelAction
{_actLabel :: String
,_actAction :: Action
}
| ActionNothing
| AimAt
{_targetID :: Int
,_targetSeenAt :: Point2
}
| PathTo
{_pathToPoint :: Point2
}
| TurnToPoint
{_turnToPoint :: Point2
}
-- | PickupItem
-- {_pickupItemID :: Int
-- }
| ImpulsesList
{_impulsesListList :: [[Impulse]]
}
| DoImpulses
{_doImpulsesList :: [Impulse]
}
| WaitThen
{_waitThenTimer :: Int
,_waitThenAction :: Action
}
| DoActionWhile
{_doActionWhileCondition :: WdCrBl
,_doActionWhileAction :: Action
}
| DoActionWhilePartial
{_doActionWhilePartial :: Action
,_doActionWhileCondition :: WdCrBl
,_doActionWhileAction :: Action
}
| DoActionIf
{_doActionIfCondition :: WdCrBl
,_doActionIfAction :: Action
}
| DoActionIfElse
{_doActionIfElseIfAction :: Action
,_doActionIfElseCondition :: WdCrBl
,_doActionIfElseElseAction :: Action
}
| DoActionWhileInterrupt
{_doActionWhileThenDo :: Action
,_doActionWhileThenCondition :: WdCrBl
,_doActionWhileThenThen :: Action
}
| DoActions
{_doActionsList :: [Action]
}
| DoActionThen
{_doActionThenFirst :: Action
,_doActionThenSecond :: Action
}
-- | DoGuardActions
-- {_doGuardActionsList :: [( (World, Creature) -> Bool, Action, Maybe Action)]
-- }
| DoReplicate
{_doReplicateTimes :: Int
,_doReplicateAction :: Action
}
| DoReplicatePartial
{_partialAction :: Action
,_doReplicateTimes :: Int
,_doReplicateAction :: Action
}
| LeadTarget
{_leadTargetBy :: Point2
}
| NoAction
| StartSentinelPost
| UseTarget
{_useTarget :: MCrAc
}
| UseSelf
{_useSelf :: CrAc
}
| UseAheadPos
{_useAheadPos :: P2Ac
}
| UseMvTargetPos
{_useMvTargetPos :: MP2Ac
}
| ArbitraryAction
{ _arbitraryAction :: CrWdAc }
| DoImpulsesAlongside
-- ^ Repeatedly perform impulses alongside a main action until the main action terminates
{_sideImpulses :: [Impulse]
,_mainAction :: Action
}
deriving (Eq,Ord,Show,Read)
--instance Show Action where
-- show act = case act of
-- ActionNothing -> "ActionNothing"
-- LabelAction
-- {_actLabel = str
-- ,_actAction = subAct
-- } -> str++":"++show subAct
-- AimAt
-- {_targetID = tid
-- ,_targetSeenAt = p
-- } -> "AimAt tid:"++show tid++" seenAt:"++shortPoint2 p
-- PathTo
-- {_pathToPoint = p
-- } -> "PathTo:"++shortPoint2 p
-- TurnToPoint
-- {_turnToPoint = p
-- } -> "TurnToPoint:"++shortPoint2 p
------ | PickupItem
------ {_pickupItemID :: Int
------ }
-- ImpulsesList
-- {_impulsesListList = iss
-- } -> "ImpulsesList:"++show iss
-- DoImpulses
-- {_doImpulsesList = is
-- } -> "DoImpulses:"++show is
-- WaitThen
-- {_waitThenTimer = i
-- ,_waitThenAction = a
-- } -> "WaitThen timer:"++show i++" act:"++show a
-- DoActionWhile
-- {_doActionWhileCondition = _
-- ,_doActionWhileAction = a
-- } -> "DoActionWhile (function) act:"++show a
-- DoActionWhilePartial
-- {_doActionWhilePartial = partact
-- ,_doActionWhileCondition = _
-- ,_doActionWhileAction = a
-- } -> "DoActionWhilePartial partAct:"++show partact++" resetAct:"++show a
-- DoActionIf
-- {_doActionIfCondition = _
-- ,_doActionIfAction = a
-- } -> "DoActionIf act:"++show a
-- DoActionIfElse
-- {_doActionIfElseIfAction = ifa
-- ,_doActionIfElseCondition = _
-- ,_doActionIfElseElseAction = elsea
-- } -> "DoActionIfElse ifa:"++show ifa++" elsea:"++show elsea
-- DoActionWhileInterrupt
-- {_doActionWhileThenDo = whilea
-- ,_doActionWhileThenCondition = _
-- ,_doActionWhileThenThen = thena
-- } -> "DoActionWhileInterrupt whilea:" ++show whilea++" interrupta:"++show thena
-- DoActions
-- {_doActionsList = as
-- } -> "DoActions " ++ foldMap show as
-- DoActionThen
-- {_doActionThenFirst = a1
-- ,_doActionThenSecond = a2
-- } -> "DoActionThen " ++ show a1 ++ " then:" ++ show a2
------ | DoGuardActions
------ {_doGuardActionsList :: [( (World, Creature) -> Bool, Action, Maybe Action)]
------ }
-- DoReplicate
-- {_doReplicateTimes = i
-- ,_doReplicateAction = a
-- } -> "DoReplicate times:" ++ show i ++ " act:"++ show a
-- DoReplicatePartial
-- {_partialAction = pa
-- ,_doReplicateTimes = i
-- ,_doReplicateAction = ra
-- } -> "DoReplicatePartial pa:" ++ show pa ++ " times:" ++ show i ++ " reset:"++ show ra
-- LeadTarget
-- {_leadTargetBy = p
-- } -> "LeadTarget by:"++ show p
-- NoAction -> "NoAction"
-- StartSentinelPost -> "StartSentinelPost"
-- UseTarget
-- {_useTarget = _
-- } -> "UseTarget func"
-- UseSelf
-- {_useSelf = _
-- } -> "UseSelf func"
-- UseAheadPos
-- {_useAheadPos = _
-- } -> "UseAheadPos func"
-- UseMvTargetPos
-- {_useMvTargetPos = _
-- } -> "UseMvTargetPos func"
-- ArbitraryAction {} -> "ArbitraryAction func"
-- DoImpulsesAlongside
-- {_sideImpulses = is
-- ,_mainAction = a
-- } -> "DoImpulsesAlongside sideImpulses:"++show is ++ " mainA:"++show a
-- deriving (Eq,Ord,Show)
data Strategy
= Flank Int
| Ambush Int
| Lure Int Point2
| Patrol [Point2]
| ShootAt Int
| FollowImpulses
| WatchAndWait
| WarningCry
| LookAround
| CloseToMelee Int
| StrategyActions Strategy [Action]
| GetTo Point2
| Reload
| Flee
| MeleeStrike
deriving (Eq,Ord,Show,Read)
-- deriving (Eq,Ord,Show)
data Goal
= LiveLongAndProsper
| Kill Int
| SentinelAt Point2 Float
deriving (Eq,Ord,Show,Read)
makeLenses ''ActionPlan
makeLenses ''Impulse
makeLenses ''Action