Files
loop/src/Dodge/Data/ActionPlan.hs
T
2022-07-21 23:15:53 +01:00

306 lines
9.1 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 Control.Monad.State
import System.Random
import Sound.Data
import GHC.Generics
data ActionPlan
= Inanimate
| ActionPlan
{_apImpulse :: [Impulse]
,_apAction :: [Action]
,_apStrategy :: Strategy
,_apGoal :: [Goal]
}
data RandImpulse = RandImpulseList [Impulse]
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 WdCrCr
| ArbitraryImpulse CrWdImp
| ArbitraryImpulseEffect CrWdWd
| ImpulseUseTargetCID
{_impulseUseTargetCID :: IntImp
}
| ImpulseUseTarget
{_impulseUseTarget :: CrImp
}
| ImpulseUseAheadPos
{_impulseUseAheadPos :: P2Imp
}
| ImpulseNothing
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"
-- 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
}
| 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 (Generic)
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 (Generic,Show)
-- deriving (Eq,Ord,Show)
data Goal
= LiveLongAndProsper
| Kill Int
| SentinelAt Point2 Float
deriving (Show)
makeLenses ''ActionPlan
makeLenses ''Impulse
makeLenses ''Action