Files
loop/src/Dodge/Data.hs
T
2022-05-20 23:11:01 +01:00

1290 lines
38 KiB
Haskell

{- |
Contains base datatypes that cannot be seperated into
different modules because they are interdependent;
circular imports are probably not a good idea.
-}
{-# LANGUAGE TemplateHaskell #-}
{-# LANGUAGE StrictData #-}
{-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE DeriveGeneric #-}
module Dodge.Data
( module Dodge.Data
, module Dodge.Combine.Data
, module Dodge.Distortion.Data
, module Dodge.Data.DamageType
, module Dodge.Data.SoundOrigin
, module Dodge.Creature.State.Data
, module Dodge.Creature.Stance.Data
, module Dodge.Creature.Perception.Data
, module Dodge.Creature.Memory.Data
, module Dodge.Item.Attachment.Data
, module Dodge.Item.Data
, module Dodge.Config.Data
) where
import Dodge.ShortShow
import Dodge.Creature.State.Data
import Dodge.Creature.Stance.Data
import Dodge.Creature.Perception.Data
import Dodge.Creature.Memory.Data
import Dodge.Distortion.Data
import Dodge.Data.SoundOrigin
import Dodge.Data.DamageType
import Dodge.Combine.Data
import Dodge.Config.Data
import Dodge.Config.KeyConfig
import Dodge.Item.Attachment.Data
import Dodge.Item.Data
import Dodge.Bounds
import Data.Preload
import Picture.Data
import ShapePicture
import Geometry.Data
import Geometry.ConvexPoly
import Sound.Data
import Dodge.GameRoom
import Color
import Shape
--import qualified Data.Vector as V
import GHC.Generics
import Control.Lens
import Control.Monad.State
import System.Random
import Data.Graph.Inductive
import qualified Data.Set as S
import qualified Data.IntSet as IS
import qualified Data.IntMap.Strict as IM
import qualified Data.Map.Strict as M
import SDL (Scancode, MouseButton)
type CRUpdate = Creature -> World -> (World -> World, Maybe Creature)
type CRUpdate' = Creature -> World -> (World -> World, Creature)
data Universe = Universe
{ _uvWorld :: World
, _preloadData :: PreloadData
, _menuLayers :: [ScreenLayer]
, _savedWorlds :: M.Map SaveSlot World
, _keyConfig :: KeyConfigSDL
, _config :: Configuration
}
data World = World
{ _keys :: S.Set Scancode
, _mouseButtons :: S.Set MouseButton
, _mousePos :: Point2
, _cameraCenter :: Point2
, _cameraRot :: Float
, _cameraZoom :: Float
, _cameraViewFrom :: Point2
, _viewDistance :: Float
, _creatures :: IM.IntMap Creature
, _creaturesZone :: Zone (IM.IntMap Creature)
, _creatureGroups :: IM.IntMap CrGroupParams
, _itemPositions :: IM.IntMap ItemPos
, _clouds :: [Cloud]
, _cloudsZone :: Zone [Cloud]
, _gusts :: IM.IntMap Gust
, _gustsZone :: Zone (IM.IntMap Gust)
, _props :: IM.IntMap Prop
, _instantParticles :: [Particle]
, _particles :: [Particle]
, _newBeams :: WorldBeams
, _beams :: WorldBeams
, _walls :: IM.IntMap Wall
, _doors :: IM.IntMap Door
, _machines :: IM.IntMap Machine
, _magnets :: IM.IntMap Magnet
, _blocks :: IM.IntMap Block
, _coordinates :: IM.IntMap Point2
, _triggers :: IM.IntMap (World -> Bool)
, _wallsZone :: Zone (IM.IntMap Wall)
, _floorItems :: IM.IntMap FloorItem
, _floorTiles :: [(Point3,Point3)]
, _randGen :: StdGen
, _testString :: World -> [String]
, _debugPicture :: Picture
, _modifications :: IM.IntMap Modification
, _yourID :: Int
, _worldEvents :: World -> World
, _delayedEvents :: [(Int,World -> World)]
, _pressPlates :: IM.IntMap PressPlate
, _buttons :: IM.IntMap Button
, _toPlaySounds :: M.Map SoundOrigin Sound
, _playingSounds :: M.Map SoundOrigin Sound
, _decorations :: IM.IntMap Picture
, _foregroundShape :: Shape
, _corpses :: Zone [Corpse]
, _clickMousePos :: Point2
, _pathGraph :: ~(Gr Point2 Float)
, _pathGraphP :: ~[(Point2,Point2)]
, _pathPoints :: ~(IM.IntMap (IM.IntMap [(Int,Point2)]))
, _hud :: HUD
, _lightSources :: IM.IntMap LightSource
, _tempLightSources :: [TempLightSource]
, _closeObjects :: [Either FloorItem Button]
, _seenLocations :: IM.IntMap (World -> Point2,String)
, _selLocation :: Int
, _sideEffects :: Universe -> IO Universe
, _distortions :: [Distortion]
, _worldBounds :: Bounds
, _gameRooms :: [GameRoom] -- consider using an IntMap
, _roomClipping :: [ConvexPoly]
, _maybeWorld :: Maybe' World
, _rewindWorlds :: [World]
, _timeFlow :: TimeFlowStatus
, _worldClock :: Int
}
data HUDElement = DisplayInventory {_subInventory :: SubInventory}
| DisplayCarte
-- deriving (Eq,Ord,Show)
data SubInventory
= NoSubInventory
| TweakInventory
| CombineInventory {_combineInvSel :: Maybe Int}
| InspectInventory
| LockedInventory
| DisplayTerminal
{_termParams :: TerminalParams
,_termID :: Int
}
-- deriving (Eq,Ord,Show)
data HUD = HUD
{ _hudElement :: HUDElement
, _carteCenter :: Point2
, _carteZoom :: Float
, _carteRot :: Float
}
data TimeFlowStatus
= RewindingNow
| RewindingLastFrame
| NormalTimeFlow
deriving (Eq,Ord)
data SaveSlot = QuicksaveSlot | LevelStartSlot
deriving (Eq,Ord)
data Magnet = Magnet
{ _mgID :: Int
, _mgUpdate :: Magnet -> Maybe Magnet
, _mgPos :: Point2
, _mgField :: Magnet -> Particle -> Particle
}
data OptionScreenFlag = NormalOptions | GameOverOptions
data ScreenLayer
= OptionScreen
{ _scTitle :: Universe -> String
, _scOptions :: [MenuOption]
, _scDefaultEff :: Universe -> IO (Maybe Universe)
, _scOptionFlag :: OptionScreenFlag
}
| ColumnsScreen
{ _scTitle :: Universe -> String
, _scColumns :: [(String,String)]
}
| InputScreen
{ _scInput :: String
, _scFooter :: String
}
| WaitScreen
{ _scWaitMessage :: Universe -> String
, _scWaitTime :: Int
}
| DisplayScreen
{ _scDisplay :: Universe -> Picture
}
data MenuOption
= Toggle
{ _moKey :: Scancode
, _moEff :: Universe -> IO (Maybe Universe)
, _moString :: Universe -> Either String (String,String)
}
| Toggle2
{ _moKey1 :: Scancode
, _moEff1 :: Universe -> IO (Maybe Universe)
, _moKey2 :: Scancode
, _moEff2 :: Universe -> IO (Maybe Universe)
, _moString :: Universe -> Either String (String,String)
}
| InvisibleToggle
{ _moKey :: Scancode
, _moEff :: Universe -> IO (Maybe Universe)
}
data CrGroupParams = CrGroupParams
{ _crGroupParamID :: Int
, _crGroupIDs :: IS.IntSet
, _crGroupCenter :: Point2
, _crGroupUpdate :: World -> CrGroupParams -> Maybe CrGroupParams
}
data Corpse = Corpse
{ _cpPos :: Point2
, _cpPict :: Picture
, _cpRes :: Creature
}
data Gust = Gust
{ _guID :: Int
, _guPos :: Point2
, _guVel :: Point2
, _guTime :: Int
}
data Cloud = Cloud
{ _clPos :: Point3
, _clVel :: Point3
, _clPict :: Cloud -> Picture
, _clRad :: Float
, _clAlt :: Float
, _clTimer :: Int
, _clType :: CloudType
, _clEffect :: Cloud -> World -> World
}
data CloudType
= SmokeCloud
| GasCloud
data LSParam = LSParam
{ _lsPos :: !Point3
, _lsRad :: !Float
, _lsCol :: !Point3
}
data LightSource = LS
{ _lsID :: !Int
, _lsParam :: LSParam
, _lsDir :: !Float
, _lsPict :: LightSource -> Picture
}
data TempLightSource = TLS
{ _tlsParam :: LSParam
, _tlsUpdate :: World -> TempLightSource -> Maybe TempLightSource
, _tlsTime :: !Int
}
data Creature = Creature
{ _crPos :: Point2
, _crOldPos :: Point2
, _crVel :: Point2
, _crDir :: Float
, _crOldDir :: Float
, _crMvDir :: Float
, _crTwist :: Float
, _crID :: Int
, _crPict :: Creature -> Configuration -> World -> SPic
, _crUpdate :: Creature -> World -> World
, _crRad :: Float
, _crMass :: Float
, _crHP :: Int
, _crMaxHP :: Int
, _crInv :: IM.IntMap Item
, _crInvSel :: Int
, _crInvCapacity :: Int
, _crInvLock :: Bool
, _crInvEquipped :: IS.IntSet
, _crLeftInvSel :: Maybe Int
, _crState :: CreatureState
, _crCorpse :: Picture
, _crApplyDamage :: [Damage] -> Creature -> World -> World
, _crPastDamage :: Int
, _crStance :: Stance
, _crActionPlan :: ActionPlan
, _crMeleeCooldown :: Int
, _crPerception :: PerceptionState
, _crMemory :: MemoryState
, _crVocalization :: Vocalization
, _crFaction :: Faction
, _crGroup :: CrGroup
, _crIntention :: Intention
, _crMvType :: CrMvType
, _crHammerPosition :: HammerPosition
, _crName :: String
}
data Vocalization
= Mute
| Vocalization
{_vcSound :: SoundID
,_vcWarnings :: [SoundID]
,_vcMaxCoolDown :: Int
,_vcCoolDown :: Int
}
data Intention = Intention
{ _targetCr :: Maybe Creature
, _mvToPoint :: Maybe Point2
, _viewPoint :: Maybe Point2
}
data CrMvType
= NoMvType
| MvWalking { _mvSpeed :: Float }
| CrMvType
{ _mvSpeed :: Float
, _mvTurnRad :: Float -> Float
, _mvTurnJit :: Float
, _mvAimSpeed :: Float -> Float
}
data Button = Button
{ _btPict :: Button -> SPic
, _btPos :: Point2
, _btRot :: Float
, _btEvent :: Button -> World -> World
, _btID :: Int
, _btText :: String
, _btState :: ButtonState
, _btTerminalParams :: TerminalParams
}
data TerminalParams = NoTerminalParams | TerminalParams
{ _termDisplayedLines :: [World -> (String,Color)]
, _termFutureLines :: [TerminalLine]
, _termMaxLines :: Int
, _termTitle :: String
}
data TerminalLine
= TerminalLineDisplay
{_tlPause :: Int
,_tlString :: World -> (String, Color)
}
| TerminalLineEffect
{_tlPause :: Int
,_tlEffect :: SubInventory -> World -> World
}
data ButtonState = BtOn | BtOff | BtNoLabel
deriving (Eq, Show)
data PressPlate = PressPlate
{ _ppPict :: Picture
, _ppPos :: Point2
, _ppRot :: Float
, _ppEvent :: PressPlate -> World -> World
, _ppID :: Int
, _ppText :: String
}
data FloorItem = FlIt { _flIt :: Item , _flItPos :: Point2 , _flItRot :: Float, _flItID :: Int}
data ItemPos
= InInv { _itCrId :: Int , _itInvId :: Int }
| OnFloor { _itFlID :: Int }
data ItemUse
= RightUse
{ _rUse :: Item -> Creature -> World -> World
, _useDelay :: UseDelay
, _useMods :: [(Item -> Creature -> World -> World) -> Item -> Creature -> World -> World]
, _useHammer :: HammerType
, _useAim :: AimParams
}
| LeftUse
{ _lUse :: Creature -> Int -> World -> World
, _useDelay :: UseDelay
, _useHammer :: HammerType
}
| ConsumeUse
{ _cUse :: Item -> Creature -> World -> World
}
| EquipUse
{ _eqUse :: Creature -> Int -> World -> World
}
| NoUse
_itUseAimStance :: Item -> AimStance
_itUseAimStance = _aimStance . _useAim . _itUse
data ItemConsumption
= LoadableAmmo
{ _aoType :: AmmoType
, _ammoBaseMax :: Int
, _ammoLoaded :: Int
, _reloadTime :: Int
, _reloadState :: Maybe' Int
, _reloadType :: ReloadType
}
| ChargeableAmmo
{ _wpMaxCharge :: Int
, _wpCharge :: Int
}
| ItemItselfConsumable
{ _itAmount :: Int
}
| NoConsumption
data Item = Item
{ _itName :: String
, _itConsumption :: ItemConsumption
, _itUse :: ItemUse
, _itEquipPict :: Creature -> Int -> SPic
, _itScroll :: Float -> Creature -> Item -> Item
, _itType :: CombineType
, _itAttachment :: ItAttachment
, _itID :: Maybe Int
, _itInvPos :: Maybe Int
, _itIsHeld :: Bool
, _itEffect :: ItEffect
, _itInvSize :: Float
, _itInvDisplay :: Item -> [String]
, _itInvColor :: Color
, _itTargeting :: Targeting
, _itDimension :: ItemDimension
, _itCurseStatus :: CurseStatus
, _itParams :: ItemParams
, _itTweaks :: ItemTweaks
, _itModules :: M.Map ModuleSlot ItemModule
, _itScope :: Scope
, _itValue :: ItemValue
}
data ItemValue = ItemValue
{ _ivInt :: Int
, _ivType :: ItemValueType
}
data ItemValueType = MundaneItem | ArtefactItem
data Targeting
= NoTargeting
| Targeting
{ _tgPos :: Maybe Point2
, _tgUpdate :: Item -> Creature -> World -> Targeting -> (World, Targeting)
, _tgDraw :: Int -> Item -> Creature -> Configuration -> World -> Picture
, _tgID :: Maybe Int
, _tgActive :: Bool
}
data ModuleSlot
= ModBullet
| ModRifleMag
| ModAutoMag
| ModTarget
| ModBulletTrajectory
| ModLauncherHoming
| ModBattery
| ModTeleport
| ModDualBeam
deriving (Eq,Ord)
data ItemModule
= DefaultModule
| ItemModule
{ _modName :: [String]
, _modSize :: Int
, _modModification :: Item -> Item
}
data ItemDimension = ItemDimension
{ _dimRad :: Float
, _dimCenter :: Point3
, _dimPortage :: ItemPortage
, _dimSPic :: Item -> SPic
}
data ItemPortage
= HeldItem
{ _handlePos :: Float
, _muzPos :: Float
}
| WornItem
data ReloadType
= ActiveClear
| ActivePartial Int
| PassiveReload SoundID
deriving Eq
-- I believe this is called every frame, not sure when though
data ItEffect
= NoItEffect
-- | ItSimpleInvEffect
-- {_itInvEffect :: Item -> Creature -> World -> World
-- }
| ItInvEffect
{_itInvEffect :: Item -> Creature -> World -> World
,_itEffectCounter :: Int
}
| ItRewindEffect
{_itInvEffect :: Item -> Creature -> World -> World
,_itStoredWorlds :: [World]
}
| ItEffect
{_itInvEffect :: Item -> Creature -> World -> World
,_itFloorEffect :: Int -> World -> World
,_itEffectCounter :: Int
}
| ItInvEffectID
{_itInvEffect :: Item -> Creature -> World -> World
,_itEffectID :: Maybe Int
}
data IntID a = IntID Int a
data WorldBeams = WorldBeams
{_blockingBeams :: [Beam]
,_lightBeams :: [Beam]
,_positronBeams :: [Beam]
,_electronBeams :: [Beam]
}
{- | Linear beams. Last only one frame.
- Can interact with one another in a limited manner
-}
data Beam = Beam
{ _bmDraw :: Beam -> Picture
, _bmPos :: Point2
, _bmDir :: Float
, _bmDamage :: Int
, _bmColor :: Color
, _bmPoints :: [Point2]
, _bmFirstPoints :: [Point2]
, _bmRange :: Float
, _bmPhaseV :: Float
, _bmOrigin :: Maybe Int
, _bmType :: BeamType
}
data BeamType
= BeamCombine
{_beamCombine :: (Point2 , (Point2,Point2,Beam) , (Point2,Point2,Beam)) -> World -> World}
| BeamSimple
{- Objects without ids.
Update themselves, perhaps with side effects. -}
data Particle
= Particle
{ _ptDraw :: Particle -> Picture
, _ptUpdate :: World -> Particle -> (World, Maybe Particle)
}
| LaserParticle
{ _ptDraw :: Particle -> Picture
, _ptUpdate :: World -> Particle -> (World, Maybe Particle)
, _ptRange :: Float
, _ptDamage :: Int
, _ptColor :: Color
, _ptPhaseV :: Float
}
| LinearParticle
{ _ptDraw :: Particle -> Picture
, _ptUpdate :: World -> Particle -> (World, Maybe Particle)
, _ptPoints :: [Point2]
, _ptTimer :: Int
, _ptColor :: Color
}
| BulletPt
{ _ptDraw :: Particle -> Picture
, _ptUpdate :: World -> Particle -> (World, Maybe Particle)
, _ptVel :: Point2
, _btDrag :: Float
, _ptColor :: Color
, _ptTrail :: [Point2]
, _ptCrIgnore :: Maybe Int
, _ptWidth :: Float
, _ptTimer :: Int
, _ptHitEff :: HitEffect
}
| PtZ
{ _ptDraw :: Particle -> Picture
, _ptUpdate :: World -> Particle -> (World, Maybe Particle)
, _ptVel :: Point2
, _ptColor :: Color
, _ptPos :: Point2
, _ptCrIgnore :: Maybe Int
, _ptWidth :: Float
, _ptTimer :: Int
, _ptHitEff :: HitEffect
, _ptZ :: Float
}
| Shockwave
{ _ptDraw :: Particle -> Picture
, _ptUpdate :: World -> Particle -> (World, Maybe Particle)
, _ptColor :: Color
, _ptPos :: Point2
, _ptRad :: Float
, _ptDam :: Int
, _ptPush :: Float
, _ptMaxTime :: Int
, _ptTimer :: Int
}
| ShockLine
{ _ptDraw :: Particle -> Picture
, _ptUpdate :: World -> Particle -> (World, Maybe Particle)
, _ptPointDirs :: [[(Point2,Float)]]
, _ptTimer :: Int
, _ptColor :: Color
, _ptCenter :: Point2
}
type HitEffect = Particle
-> [(Point2, Either Creature Wall)]
-> World
-> (World,Maybe Particle)
data BulletTrajectory
= BasicBulletTrajectory
| BezierTrajectory
| FlechetteTrajectory
| MagnetTrajectory
data AmmoType
= ProjectileAmmo
{ _amPayload :: Point2 -> World -> World
, _amString :: String
, _amPjDraw :: Prop -> SPic
, _amPjCreation :: Item -> Creature -> World -> World
-- , _aProjectile :: Ammo -> Prop
}
| BulletAmmo
{ _amString :: String
, _amBulEff :: HitEffect
, _amBulWth :: Float
, _amBulVel :: Point2
, _amBulTraj :: BulletTrajectory
}
| DroneAmmo
{ _amString :: String }
| GasAmmo
{ _amString :: String
, _amCreateGas :: Float -> Point2 -> Float -> Creature -> World -> World
}
| GenericAmmo
data ItemTweaks
= NoTweaks
| Tweakable
{ _tweakParams :: IM.IntMap TweakParam
, _tweakSel :: Int
}
data TweakParam = TweakParam
{ _doTweak :: Int -> Item -> Item
, _curTweak :: Int
, _maxTweak :: Int
, _showTweak :: Int -> String
, _nameTweak :: String
}
data Nozzle = Nozzle
{ _nzPressure :: Float
, _nzDir :: Float
, _nzMaxWalkAngle :: Float
, _nzCurrentWalkAngle :: Float
, _nzWalkSpeed :: Float
, _nzLength :: Float
}
data GunBarrels
= MultiBarrel
{ _brlSpread :: BarrelSpread
, _brlNum :: Int
, _brlInaccuracy :: Float
}
| RotBarrel
{ _brlNum :: Int
, _brlInaccuracy :: Float
}
| SingleBarrel {_brlInaccuracy :: Float}
data ItemParams
= NoParams
| ShellLauncher
{ _shellSpinDrag :: Int
, _shellSpinAmount :: Int
, _shellThrustDelay :: Int
}
| Refracting
{ _phaseV :: Float
, _lasColor :: Color
, _lasColor2 :: Color
, _lasCycle :: Int
, _lasDamage :: Int
}
| DualBeam
{ _phaseV :: Float
, _lasColor :: Color
, _lasColor2 :: Color
, _lasCycle :: Int
, _lasDamage :: Int
, _lasBeam :: BeamType
, _subParams :: Maybe ItemParams
}
| Attracting {_attractionPower :: Point2}
| BulletShooter
{ _muzVel :: Float
, _rifling :: Float
, _bore :: Float
, _gunBarrels :: GunBarrels
, _recoil :: Float
, _torqueAfter :: Float
, _randomOffset :: Float
}
| Sprayer { _sprayNozzles :: [Nozzle] }
| AngleWalk
{ _maxWalkAngle :: Float
, _currentWalkAngle :: Float
, _walkSpeed :: Float
}
| Arcing
{ _currentArc :: Maybe [ArcStep]
, _arcSize :: Float
, _arcNumber :: Int
, _newArcStep :: ItemParams -> World
-> ArcStep
-> State StdGen (Maybe ArcStep)
, _previousArcEffect :: PreviousArcEffect
}
data ArcStep = ArcStep
{ _asPos :: Point2
, _asDir :: Float
, _asObject :: Maybe (Either Creature Wall)
}
data PreviousArcEffect = NoPreviousArcEffect | PerturbTillBreakPreviousArc
data Modification
= ModIDTimerPoint3Bool
{ _mdID :: Int
, _mdExternalID :: Int
, _mdUpdate :: Modification -> World -> World
, _mdTimer :: Int
, _mdPoint3 :: Point3
, _mdBool :: Bool
}
| ModIDID
{ _mdID :: Int
, _mdExternalID1 :: Int
, _mdExternalID2 :: Int
, _mdUpdate :: Modification -> World -> World
}
data Prop
= Projectile
{ _pjPos :: Point2
, _pjStartPos :: Point2
, _pjVel :: Point2
, _prDraw :: Prop -> SPic
, _pjID :: Int
, _pjUpdate :: Prop -> World -> World
}
| Drone
{ _pjPos :: Point2
, _pjStartPos :: Point2
, _pjVel :: Point2
, _prDraw :: Prop -> SPic
, _pjID :: Int
, _pjUpdate :: Prop -> World -> World
}
| RecursiveProp
{ _pjPos :: Point2
, _pjID :: Int
, _pjDraw :: Prop -> SPic
, _pjUpdate :: Prop -> World -> World
, _pjProp :: Prop
}
| ProjectileTimed
{ _pjPos :: Point2
, _pjStartPos :: Point2
, _pjVel :: Point2
, _prDraw :: Prop -> SPic
, _pjID :: Int
, _pjUpdate :: Prop -> World -> World
, _pjTime :: Int
}
| ShapeProp
{ _pjPos :: Point2
, _pjID :: Int
, _pjRot :: Float
, _pjUpdate :: Prop -> World -> World
, _prDraw :: Prop -> SPic
, _prToggle :: Bool
}
| RemoteShell
{ _pjPos :: Point2
, _pjStartPos :: Point2
, _pjVel :: Point2
, _prDraw :: Prop -> SPic
, _pjID :: Int
, _pjUpdate :: Prop -> World -> World
, _pjPayload :: Point2 -> World -> World
}
| Shell
{ _pjPos :: Point2
, _pjStartPos :: Point2
, _pjVel :: Point2
, _pjAcc :: Point2
, _pjDir :: Float
, _pjSpin :: Float
, _prDraw :: Prop -> SPic
, _pjID :: Int
, _pjUpdate :: Prop -> World -> World
, _pjPayload :: Point2 -> World -> World
, _pjTimer :: Int
, _pjZ :: Float
}
| Bomb
{ _pjPos :: Point2
, _pjVel :: Point2
, _pjZ :: Float
, _pjVelZ :: Float
, _prDraw :: Prop -> SPic
, _pjID :: Int
, _pjUpdate :: Prop -> World -> World
, _pjPayload :: Point2 -> World -> World
, _pjTimer :: Int
}
| LinearShockwave
{ _prDraw :: Prop -> SPic
, _pjPos :: Point2
, _pjID :: Int
, _pjUpdate :: Prop -> World -> World
, _pjPoints :: [(Point2,Point2)]
, _pjTimer :: Int
}
data Either3 a b c = E3x1 a | E3x2 b | E3x3 c
data Block = Block
{ _blID :: Int
, _blWallIDs :: IS.IntSet
, _blHPs :: [Int]
, _blShadows :: [Int]
, _blMaterial :: BlockMaterial
}
data BlockMaterial = WoodBlock | DirtBlock | StoneBlock | GlassBlock | MetalBlock
data Machine = Machine
{ _mcID :: Int
, _mcWallIDs :: IS.IntSet
, _mcUpdate :: Machine -> World -> World
, _mcDraw :: Machine -> SPic
, _mcPos :: Point2
, _mcDir :: Float
, _mcHP :: Int
, _mcSensor :: Sensor
, _mcDamage :: [Damage]
, _mcLSs :: [Int]
, _mcType :: MachineType
}
data Sensor = NoSensor
| SensorToggleAmount
{ _sensToggle :: Bool
, _sensAmount :: Int
}
| SensorCloseToggle
{ _sensCloseToggle :: CloseToggle
, _sensToggle :: Bool
}
deriving (Eq,Ord)
data CloseToggle = NotClose | IsClose
deriving (Eq,Ord)
data MachineType
= StaticMachine
| Turret
{ _tuWeapon :: Item
, _tuTurnSpeed :: Float
, _tuFireTime :: Int
, _tuMCrID :: Maybe Int
}
data Door = Door
{ _drID :: Int
, _drWallIDs :: IS.IntSet
, _drStatus :: DoorStatus
, _drTrigger :: World -> Bool
, _drMech :: Door -> World -> World
, _drPos :: (Point2,Point2)
, _drOpenPos :: (Point2,Point2)
, _drClosePos :: (Point2,Point2)
}
data DoorStatus = DoorOpen | DoorClosed | DoorHalfway | DoorInt Int
deriving (Eq, Ord, Show)
data Wall = Wall
{ _wlLine :: (Point2,Point2)
, _wlID :: Int
, _wlColor :: Color
, _wlSeen :: Bool
, _wlOpacity :: Opacity
, _wlPathable :: Bool
, _wlWalkable :: Bool
, _wlTouchThrough :: Bool
, _wlFireThrough :: Bool
, _wlReflect :: Bool
, _wlDraw :: Bool
, _wlRotateTo :: Bool
, _wlStructure :: WallStructure
, _wlHeight :: Float
, _wlDamageEff :: Damage -> Wall -> World -> World
}
data Opacity
= SeeThrough
| SeeAbove
| Opaque
deriving (Eq,Ord,Show)
data WallStructure
= StandaloneWall
| DoorPart { _wlStDoor :: Int }
| MachinePart { _wlStMachine :: Int }
| BlockPart { _wlStBlock :: Int }
| CreaturePart
{ _wlStCreature :: Int
, _wlStDamCreature :: Damage -> Wall -> Int -> World -> World
}
-- | Strict maybe
data Maybe' a = Just' {__Just' :: a} | Nothing'
deriving (Eq,Ord,Show)
strictify :: Maybe a -> Maybe' a
strictify Nothing = Nothing'
strictify (Just x) = Just' x
data ActionPlan
= Inanimate
| ActionPlan
{_crImpulse :: [Impulse]
,_crAction :: [Action]
,_crStrategy :: Strategy
,_crGoal :: [Goal]
}
data Impulse
= Move Point2
| MoveForward Float
| Turn Float
| RandomTurn Float
| RandomImpulse (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 (World -> Creature -> Creature)
| ArbitraryImpulse (Creature -> World -> Impulse)
| ArbitraryImpulseEffect (Creature -> World -> World)
| ImpulseUseTargetCID
{_impulseUseTargetCID :: Int -> Impulse
}
| ImpulseUseTarget
{_impulseUseTarget :: Creature -> Impulse
}
| ImpulseUseAheadPos
{_impulseUseAheadPos :: Point2 -> Impulse
}
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"
-- deriving (Eq,Ord,Show)
infixr 9 `WaitThen`
infixr 9 `DoActionThen`
infixr 9 `DoActionWhile`
infixr 9 `DoReplicate`
infixr 9 `DoImpulsesAlongside`
data Action
= LabelAction
{_actLabel :: String
,_actAction :: Action
}
| AimAt
{_targetID :: Int
,_targetSeenAt :: Point2
}
| PathTo
{_pathToPoint :: Point2
}
| TurnToA
{_turnToAPoint :: Point2
}
-- | PickupItem
-- {_pickupItemID :: Int
-- }
| ImpulsesList
{_impulsesListList :: [[Impulse]]
}
| DoImpulses
{_doImpulsesList :: [Impulse]
}
| WaitThen
{_waitThenTimer :: Int
,_waitThenAction :: Action
}
| DoActionWhile
{_doActionWhileCondition :: World -> Creature -> Bool
,_doActionWhileAction :: Action
}
| DoActionWhilePartial
{_doActionWhilePartial :: Action
,_doActionWhileCondition :: World -> Creature -> Bool
,_doActionWhileAction :: Action
}
| DoActionIf
{_doActionIfCondition :: World -> Creature -> Bool
,_doActionIfAction :: Action
}
| DoActionIfElse
{_doActionIfElseIfAction :: Action
,_doActionIfElseCondition :: World -> Creature -> Bool
,_doActionIfElseElseAction :: Action
}
| DoActionWhileInterrupt
{_doActionWhileThenDo :: Action
,_doActionWhileThenCondition :: World -> Creature -> Bool
,_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 :: Maybe Creature -> Action
}
| UseSelf
{_useSelf :: Creature -> Action
}
| UseAheadPos
{_useAheadPos :: Point2 -> Action
}
| UseMvTargetPos
{_useMvTargetPos :: Maybe Point2 -> Action
}
| ArbitraryAction
{ _arbitraryAction :: Creature -> World -> Action }
| DoImpulsesAlongside
-- ^ Repeatedly perform impulses alongside a main action until the main action terminates
{_sideImpulses :: [Impulse]
,_mainAction :: Action
}
deriving (Generic)
instance Show Action where
show act = case act of
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
TurnToA
{_turnToAPoint = p
} -> "TurnToA:"++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
| CloseToMelee Int
| StrategyActions Strategy [Action]
| GetTo Point2
| Reload
| Flee
| MeleeStrike
deriving (Generic,Show)
-- deriving (Eq,Ord,Show)
data Goal
= LiveLongAndProsper
| Kill Int
| SentinelAt Point2 Float
deriving (Show)
newtype Zone a = Zone
{ _znObjects :: IM.IntMap (IM.IntMap a)
}
data DamageEffect
= PushDamage
{ _dePush :: Float
, _dePushExp :: Float
, _dePushRadius :: Float
}
| TorqueDamage { _deTorque :: Float }
| PushBackDamage {_dePushBack :: Point2 }
| BounceBullet {_bulToBounce :: Particle}
| DamageSpawn {_spawnFunc
:: Either Creature Wall -> Damage -> State StdGen Particle}
| NoDamageEffect
-- deriving (Eq,Ord,Show)
data Damage = Damage
{ _dmType :: DamageType
, _dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2
, _dmEffect :: DamageEffect
}
-- deriving (Eq,Ord,Show)
isElectrical :: Damage -> Bool
isElectrical dm = case _dmType dm of
Electrical{} -> True
_ -> False
isMovementDam :: Damage -> Bool
isMovementDam dm = case _dmType dm of
TorqueDam{} -> True
PushDam{} -> True
_ -> False
data CreatureState = CrSt
{ _crDamage :: [Damage]
-- , _crPastDamage :: V.Vector [Damage]
, _crSpState :: CrSpState
, _crDropsOnDeath :: CreatureDropType
}
makeLenses ''CreatureState
makeLenses ''Damage
makeLenses ''DamageEffect
makeLenses ''World
makeLenses ''Cloud
makeLenses ''Creature
makeLenses ''LightSource
makeLenses ''TempLightSource
makeLenses ''Item
makeLenses ''ItemUse
makeLenses ''ItemPos
makeLenses ''ItEffect
makeLenses ''FloorItem
makeLenses ''ItemConsumption
makeLenses ''AmmoType
makeLenses ''TweakParam
makeLenses ''Prop
makeLenses ''Modification
makeLenses ''Particle
makeLenses ''Wall
makeLenses ''WallStructure
makeLenses ''PressPlate
makeLenses ''Button
makeLenses ''ActionPlan
makeLenses ''Impulse
makeLenses ''Action
makeLenses ''CrGroupParams
makeLenses ''CrMvType
makeLenses ''Intention
makeLenses ''Door
makeLenses ''Block
makeLenses ''Machine
makeLenses ''MachineType
makeLenses ''Zone
makeLenses ''ItemDimension
makeLenses ''Vocalization
makeLenses ''Universe
makeLenses ''LSParam
makeLenses ''ItemParams
makeLenses ''ItemTweaks
makeLenses ''Maybe'
makeLenses ''ItemPortage
makeLenses ''Magnet
makeLenses ''Gust
makeLenses ''GunBarrels
makeLenses ''ItemModule
makeLenses ''Targeting
makeLenses ''Nozzle
makeLenses ''HUD
makeLenses ''HUDElement
makeLenses ''SubInventory
makeLenses ''TerminalParams
makeLenses ''TerminalLine
makeLenses ''ItemValue
makeLenses ''ScreenLayer
makeLenses ''Sensor
makeLenses ''Beam
makeLenses ''BeamType
makeLenses ''WorldBeams
makeLenses ''ArcStep