Files
loop/src/Dodge/Creature/Action.hs
T
2023-02-17 18:00:40 +00:00

240 lines
9.0 KiB
Haskell

--{-# LANGUAGE TupleSections #-}
-- | Actions performed by creatures within the world
module Dodge.Creature.Action (
performActions,
-- stripNoItems,
setMinInvSize,
-- dropUnselected,
dropExcept,
dropItem,
blinkActionMousePos,
blinkActionFail,
unsafeBlinkAction,
sizeSelf,
copyInvItemToFloor,
youDropItem,
pickUpItem,
pickUpItemID,
) where
import Data.Bifunctor
--import Data.List (findIndex)
import Data.Maybe
import Dodge.Base
import Dodge.Creature.Action.Blink
import Dodge.CreatureEffect
import Dodge.Data.World
import Dodge.Default
import Dodge.FloatFunction
import Dodge.FloorItem
import Dodge.Inventory
import Dodge.Inventory.Add
import Dodge.Path
import Dodge.SoundLogic
import Dodge.WallCreatureCollisions
import Geometry
import qualified IntMapHelp as IM
import LensHelp
import Control.Monad
performActions :: World -> Creature -> Creature
performActions w cr =
cr
& crActionPlan . apImpulse .~ concat iss
& crActionPlan . apAction .~ catMaybes mayas
where
(iss, mayas) = unzip $ map (performAction cr w) $ cr ^. crActionPlan . apAction
type OutAction = ([Impulse], Maybe Action)
performAimAt :: Creature -> World -> Int -> Point2 -> OutAction
performAimAt cr w tcid p = ([TurnToward tpos aimSp], Just $ AimAt tcid tpos)
where
cdir = _crDir cr
cpos = _crPos cr
canSee' = canSee (_crID cr) tcid w
aimSp = case cr ^? crMvType . mvAimSpeed of
Just f -> doFloatFloat f $ safeAngleVV (unitVectorAtAngle cdir) (tpos - cpos)
Nothing -> error "creature without aiming type"
tpos
| canSee' = w ^?! cWorld . lWorld . creatures . ix tcid . crPos
| otherwise = p
performPathTo :: Creature -> World -> Point2 -> OutAction
performPathTo cr w p
| dist cpos p <= _crRad cr = ([], Nothing)
| isWalkable cpos p w = ([MvTurnToward p, MvForward, RandomTurn jit], Just (PathTo p))
| otherwise = case pointTowardsImpulse p cpos w of
Just q ->
(
[ MvTurnToward q
, MvForward
, RandomTurn jit
]
, Just (PathTo p)
)
_ -> ([], Nothing)
where
cpos = _crPos cr
jit = _mvTurnJit $ _crMvType cr
performTurnToA :: Creature -> Point2 -> OutAction
performTurnToA cr p
| angleVV cdirv dirv < 0.1 = ([], Nothing)
| otherwise = ([MvTurnToward p, RandomTurn jit], Just (TurnToPoint p))
where
cpos = _crPos cr
cdirv = unitVectorAtAngle (_crDir cr)
dirv = p -.- cpos
jit = _mvTurnJit $ _crMvType cr
{- | Performing an action means that a creature has some impulses for a frame, and
updates or deletes the action itself.
-}
performAction :: Creature -> World -> Action -> OutAction
performAction cr w ac = case ac of
ActionNothing -> ([], Nothing)
LabelAction str subAc -> second (fmap (LabelAction str)) $ performAction cr w subAc
AimAt tcid p -> performAimAt cr w tcid p
WaitThen 0 newAc -> ([], Just newAc)
WaitThen t newAc -> ([], Just (WaitThen (t -1) newAc))
ImpulsesList (xs : xss) -> (xs, Just $ ImpulsesList xss)
ImpulsesList _ -> ([], Nothing)
DoImpulses imps -> (imps, Nothing)
DoActionThen fsta afta -> case performAction cr w fsta of
(imps, Just nxta) -> (imps, Just (DoActionThen nxta afta))
(imps, Nothing) -> (imps, Just afta)
DoActionWhile f act -> performAction cr w $ DoActionWhilePartial act f act
DoActionWhilePartial partAc f resetAc
| doWdCrBl f w cr -> case performAction cr w partAc of
(imps, Just nxta) -> (imps, Just $ DoActionWhilePartial nxta f resetAc)
(imps, Nothing) -> (imps, Just $ DoActionWhilePartial resetAc f resetAc)
| otherwise -> performAction cr w partAc
DoActionIf f ifa
| doWdCrBl f w cr -> performAction cr w ifa
| otherwise -> ([], Nothing)
DoActionIfElse ifa f elsea
| doWdCrBl f w cr -> performAction cr w ifa
| otherwise -> performAction cr w elsea
DoActionWhileInterrupt repa f afta
| doWdCrBl f w cr -> (fst $ performAction cr w repa, Just $ DoActionWhileInterrupt repa f afta)
| otherwise -> performAction cr w afta
DoActions [] -> ([], Nothing)
DoActions acs ->
let (imps, newAcs) = unzip $ map (performAction cr w) acs
in (concat imps, Just . DoActions $ catMaybes newAcs)
StartSentinelPost -> ([AddGoal $ SentinelAt (_crPos cr) (_crDir cr)], Nothing)
PathTo p -> performPathTo cr w p
TurnToPoint p -> performTurnToA cr p
LeadTarget p -> case cr ^? crIntention . targetCr . _Just of
Just tcr -> ([TurnTo (_crPos tcr +.+ rotateV (_crDir tcr) p)], Nothing)
_ -> ([], Nothing)
UseTarget f -> performAction cr w $ doMCrAc f $ cr ^? crIntention . targetCr . _Just
UseSelf f -> performAction cr w $ doCrAc f cr
UseAheadPos f -> performAction cr w (doP2Ac f (_crPos cr +.+ 20 *.* unitVectorAtAngle (_crDir cr)))
UseMvTargetPos f -> performAction cr w $ doMP2Ac f $ _mvToPoint $ _crIntention cr
ArbitraryAction f -> performAction cr w (doCrWdAc f cr w)
DoImpulsesAlongside sideImp mainAc -> case performAction cr w mainAc of
(imp, Just nxtac) -> (sideImp ++ imp, Just $ DoImpulsesAlongside sideImp nxtac)
(imp, _) -> (sideImp ++ imp, Nothing)
DoReplicate t nxtac -> performAction cr w $ DoReplicatePartial nxtac t nxtac
DoReplicatePartial _ 0 pac -> performAction cr w pac
DoReplicatePartial startac t partac -> case performAction cr w partac of
(imps, Just nextac) -> (imps, Just $ DoReplicatePartial startac t nextac)
(imps, _) -> (imps, Just $ DoReplicatePartial startac (t -1) startac)
NoAction -> ([], Nothing)
setMinInvSize :: Int -> Creature -> World -> World
setMinInvSize n cr = cWorld . lWorld . creatures . ix (_crID cr) . crInvCapacity .~ n
---- maybe this should be removed...
--stripNoItems :: Creature -> World -> World
--stripNoItems cr =
-- organiseInvKeys (_crID cr)
-- . (cWorld . lWorld . creatures . ix (_crID cr) . crInv %~ IM.mapMaybe Just)
--
--organiseInvKeys :: Int -> World -> World
--organiseInvKeys cid w =
-- w & cWorld . lWorld . creatures . ix cid
-- %~ ( (crInvSel . iselPos .~ newSelKey)
-- . (crInv .~ newInv)
-- . (crInvSel . iselAction .~ NoInvSelAction)
-- )
-- where
-- cr = w ^?! cWorld . lWorld . creatures . ix cid -- _creatures (_cWorld w) IM.! cid
-- pairs = IM.toList (_crInv cr)
-- newSelKey = fromMaybe 0 $ findIndex ((== crSel cr) . fst) pairs
-- newInv = IM.fromAscList $ zip [0 ..] $ map snd pairs
--dropUnselected :: Creature -> World -> World
--dropUnselected cr w =
-- foldr (dropItem cr) w . IM.keys $
-- crSel cr `IM.delete` _crInv cr
dropExcept :: Creature -> Int -> World -> World
dropExcept cr invid w =
foldr (dropItem cr) w . IM.keys $
invid `IM.delete` _crInv cr
dropItem :: Creature -> Int -> World -> World
dropItem cr invid = rmInvItem (_crID cr) invid . copyInvItemToFloor cr invid -- . mayberemoveequip
-- the following should be done in rmInvItem
-- mayberemoveequip = case _crLeftInvSel cr of
-- Just i | i == invid -> creatures . ix cid . crLeftInvSel .~ Nothing
-- _ -> id
-- | Get your creature to drop the item under the cursor.
youDropItem :: World -> World
youDropItem w = fromMaybe w $ do
curpos <- you w ^? crManipulation . manObject . inInventory . ispItem
guard $ not $ _crInvLock (you w) || cursed
return $ w
& dropItem cr curpos
& soundStart (CrSound (_crID cr)) (_crPos cr) whiteNoiseFadeOutS Nothing
where
cr = you w
cursed = fromMaybe True $ do
it <- yourItem w
return $ it ^. itCurseStatus /= Uncursed
-- | Copy an inventory item to the floor.
copyInvItemToFloor :: Creature -> Int -> World -> World
copyInvItemToFloor cr i =
copyItemToFloor (_crPos cr) $
_crInv cr IM.! i
& itIsHeld .~ False
sizeSelf :: Float -> Creature -> World -> Maybe World
sizeSelf x cr w
| not (crOnWall cr1 w) =
Just $
w
& soundMultiFrom [TeleSound 0, TeleSound 1] cpos teleS Nothing
& cWorld . lWorld . distortions .:~ distortionBulge
& cWorld . lWorld . creatures . ix cid
%~ ( (crRad .~ 10 * x)
. (crMvType . mvSpeed .~ yourDefaultSpeed * x)
. (crStance . strideLength .~ ceiling (fromIntegral yourDefaultStrideLength * x))
)
| otherwise = Nothing
where
cr1 = colCrWall w (cr{_crRad = 10 * x})
distR = 120
distortionBulge
| _crRad cr < 10 * x = raddist 1.9
| otherwise = raddist 0.1
raddist = RadialDistortion cpos (cpos +.+ V2 distR 0) (cpos +.+ V2 0 distR)
cid = _crID cr
cpos = _crPos cr
pickUpItemID :: Int -> Int -> World -> World
pickUpItemID cid flid w = pickUpItem cid (w ^?! cWorld . lWorld . floorItems . ix flid) w
-- | Pick up a specific item.
pickUpItem :: Int -> FloorItem -> World -> World
pickUpItem cid flit w =
maybe w (soundStart (CrSound cid) (_flItPos flit) pickUpS Nothing . snd) $
tryPutItemInInv cid flit w