Files
loop/src/Dodge/Creature/YourControl.hs
T

213 lines
6.6 KiB
Haskell

{-# LANGUAGE LambdaCase #-}
module Dodge.Creature.YourControl (yourControl) where
import Control.Monad
import qualified Data.Map.Strict as M
import Data.Maybe
import Dodge.AssignHotkey
import Dodge.Creature.Impulse.Movement
import Dodge.Creature.Impulse.UseItem
import Dodge.Creature.MoveType
import Dodge.Data.AimStance
import Dodge.Data.Equipment.Misc
import Dodge.Data.World
import Dodge.InputFocus
import Dodge.Inventory
import Dodge.SelectedClose
import Dodge.WASD
import Geometry
import LensHelp
import Linear
import NewInt
import qualified SDL
-- | The AI equivalent for your control.
yourControl :: World -> World
yourControl w
| inTextInputFocus w = w
| NoSubInventory <- w ^. hud . subInventory =
w
& cWorld . lWorld . creatures . ix 0 %~ wasdWithAiming w
& tryClickUse (w ^. input . mouseButtons)
& handleHotkeys
| otherwise = w & cWorld . lWorld . creatures . ix 0 %~ wasdWithAiming w
-- the following only works because modifier keys are ordered after scancode "hotkeys"
handleHotkeys :: World -> World
handleHotkeys w
| ispressed SDL.ScancodeLShift || ispressed SDL.ScancodeRShift
, (hk : _) <- mapMaybe scancodeToHotkey . M.keys $ pkeys
, Just (Sel 0 invid) <- w ^. hud .diSelection
, Just itid <- lw ^? creatures . ix 0 . crInv . ix (NInt invid) =
w & cWorld . lWorld %~ assignHotkey (NInt itid) hk
| ispressed SDL.ScancodeLCtrl || ispressed SDL.ScancodeRCtrl
, (hk : _) <- mapMaybe scancodeToHotkey . M.keys $ pkeys
, Just itid <- lw ^? hotkeys . ix hk . unNInt
, Just invid <- lw ^? items . ix itid . itLocation . ilInvID =
w & invSetSelectionPos 0 (_unNInt invid)
| otherwise = M.foldl' useHotkey w pressedhotkeys
where
pkeys = w ^. input . pressedKeys
ispressed k = k `M.member` _pressedKeys (_input w)
thehotkeys = M.mapKeys hotkeyToScancode $ w ^. cWorld . lWorld . hotkeys
lw = w ^. cWorld . lWorld
pressedhotkeys = M.intersectionWith (,) thehotkeys (w ^. input . pressedKeys)
useHotkey :: World -> (NewInt ItmInt, Int) -> World
useHotkey w (NInt itid, pt) = fromMaybe w $ do
invid <- w ^? cWorld . lWorld . items . ix itid . itLocation . ilInvID . unNInt
useItem invid pt w
hotkeyToScancode :: Hotkey -> SDL.Scancode
hotkeyToScancode = \case
HotkeyQ -> SDL.ScancodeQ
HotkeyE -> SDL.ScancodeE
HotkeyR -> SDL.ScancodeE
HotkeyZ -> SDL.ScancodeZ
HotkeyX -> SDL.ScancodeX
HotkeyC -> SDL.ScancodeC
HotkeyV -> SDL.ScancodeV
Hotkey1 -> SDL.Scancode1
Hotkey2 -> SDL.Scancode2
Hotkey3 -> SDL.Scancode3
Hotkey4 -> SDL.Scancode4
Hotkey5 -> SDL.Scancode5
Hotkey6 -> SDL.Scancode6
Hotkey7 -> SDL.Scancode7
Hotkey8 -> SDL.Scancode8
Hotkey9 -> SDL.Scancode9
Hotkey0 -> SDL.Scancode0
scancodeToHotkey :: SDL.Scancode -> Maybe Hotkey
scancodeToHotkey = \case
SDL.ScancodeQ -> Just HotkeyQ
SDL.ScancodeE -> Just HotkeyE
SDL.ScancodeR -> Just HotkeyR
SDL.ScancodeZ -> Just HotkeyZ
SDL.ScancodeX -> Just HotkeyX
SDL.ScancodeC -> Just HotkeyC
SDL.ScancodeV -> Just HotkeyV
SDL.Scancode1 -> Just Hotkey1
SDL.Scancode2 -> Just Hotkey2
SDL.Scancode3 -> Just Hotkey3
SDL.Scancode4 -> Just Hotkey4
SDL.Scancode5 -> Just Hotkey5
SDL.Scancode6 -> Just Hotkey6
SDL.Scancode7 -> Just Hotkey7
SDL.Scancode8 -> Just Hotkey8
SDL.Scancode9 -> Just Hotkey9
SDL.Scancode0 -> Just Hotkey0
_ -> Nothing
{- | The order of these MAY be important, in particular the setting of crMvAim
within wasdMovement should probably be done first
-}
wasdWithAiming :: World -> Creature -> Creature
wasdWithAiming w cr
| Walking <- cr ^. crStance . carriage
= wasdAim inp w $ wasdMovement w inp cam speed cr
| otherwise = cr
where
speed = _mvSpeed $ crMvType cr
inp = w ^. input
cam = w ^. wCam
wasdAim :: Input -> World -> Creature -> Creature
wasdAim inp w cr
| SDL.ButtonRight `M.member` _mouseButtons inp
, AtEase <- cr ^. crStance . posture = setposture Aiming (-twistAmount)
| SDL.ButtonRight `M.member` _mouseButtons inp = aimTurn w mousedir cr
| Aiming{} <- cr ^. crStance . posture = setposture AtEase twistAmount
| otherwise = creatureTurnTowardDir (_crMvDir cr) 0.2 cr
where
setposture x r =
cr
& crStance . posture .~ x
& doAimTwist (w ^? hud . manObject . hiAimStance) r
mousedir = argV $ w ^. cWorld . lWorld . lAimPos - (cr ^. crPos . _xy)
doAimTwist :: Maybe AimStance -> Float -> Creature -> Creature
doAimTwist as x
| as == Just TwoHandTwist = crDir +~ x
| otherwise = id
twistAmount :: Float
twistAmount = 1.6 * pi
wasdMovement :: World -> Input -> Camera -> Float -> Creature -> Creature
wasdMovement w inp cam speed = theMovement -- . setMvAim
where
-- setMvAim = fromMaybe id $ do
-- dir <- safeArgV movDir
-- return $ crMvAim .~ (cam ^. camRot + dir)
movDir = wasdDir inp
movAbs = rotateV (cam ^. camRot) $ normalizeV movDir
theMovement
| movDir == V2 0 0 = id
| otherwise = crMvAbsolute w (speed *^ movAbs)
aimTurn :: World -> Float -> Creature -> Creature
aimTurn lw a cr = creatureTurnTowardDir a (x * 0.2) cr
where
x = fromMaybe 1 $ do
itRef <- lw ^? hud . manObject . hiRootSelectedItem
fmap itemBulkiness $ cr ^? crInv . ix itRef >>= \k -> lw ^?cWorld.lWorld. items . ix k . itType
itemBulkiness :: ItemType -> Float
itemBulkiness = \case
HELD hit -> heldItemBulkiness hit
LASER -> 1
_ -> 1
heldItemBulkiness :: HeldItemType -> Float
heldItemBulkiness = \case
BANGSTICK{} -> 1
REWINDER -> 1
TIMESTOPPER -> 1
TIMESCROLLER -> 1
PISTOL -> 1
MACHINEPISTOL -> 1
AUTOPISTOL -> 1
SMG -> 1
BANGCONE -> 1
BLUNDERBUSS -> 1
GRAPECANNON{} -> 1
MINIGUNX{} -> 0.5
VOLLEYGUN{} -> 1
RIFLE -> 1
ALTERIFLE -> 1
AUTORIFLE -> 1
BURSTRIFLE -> 1
BANGROD -> 1
ELEPHANTGUN -> 1
AMR -> 1
AUTOAMR -> 1
SNIPERRIFLE -> 1
FLAMESPITTER -> 1
FLAMETHROWER -> 1
FLAMETORRENT -> 1
FLAMEWALL -> 1
BLOWTORCH -> 1
TESLACOIL -> 1
TRACTORGUN -> 1
RLAUNCHER -> 0.9
RLAUNCHERX{} -> 0.9
GLAUNCHER -> 1
POISONSPRAYER -> 1
SHATTERGUN -> 1
LED -> 1
FLATSHIELD -> 0.5
KEYCARD{} -> 1
BLINKER -> 1
BLINKERUNSAFE -> 1
tryClickUse :: M.Map SDL.MouseButton Int -> World -> World
tryClickUse pkeys w = fromMaybe w $ do
ltime <- pkeys ^? ix SDL.ButtonLeft
rtime <- pkeys ^? ix SDL.ButtonRight
guard $ ltime <= rtime
case w ^.hud.diSelection of
Just (Sel 0 invid) -> useItem invid ltime w
_ -> interactWithCloseObj <$> getSelectedCloseObj w ?? w