Files
loop/src/Dodge/Creature/Update.hs
T
2026-01-26 10:59:51 +00:00

142 lines
5.2 KiB
Haskell

module Dodge.Creature.Update (updateCreature) where
import Dodge.Creature.Vocalization
import RandomHelp
import Data.Maybe
import Linear
import NewInt
import Color
import qualified Data.IntMap.Strict as IM
import qualified Data.List as List
import Dodge.Barreloid
--import Dodge.Base.NewID
import Dodge.Corpse.Make
import Dodge.Creature.Action
import Dodge.Creature.Radius
import Dodge.Creature.State
import Dodge.Creature.State.WalkCycle
import Dodge.Creature.YourControl
import Dodge.Damage
import Dodge.Data.Damage.Type
import Dodge.Data.World
import Dodge.Humanoid
import Dodge.Inventory
import Dodge.Lampoid
import Dodge.Prop.Gib
import Dodge.SoundLogic
import FoldableHelp
import Geometry
import LensHelp
import Shape
import ShapePicture.Data
-- Should separate out creature movement from other parts here
-- allow for knockbacks etc to be determined as well as intended movements
updateCreature :: Creature -> World -> World
updateCreature cr
| null (cr ^? crHP . _HP) = id
| cr ^. crPos . _z < negate 100 = (tocr . crHP .~ CrIsPitted) . destroyAllInvItems cr
| cr ^. crPos . _z < 0 = (tocr . crZVel -~ 0.5) . (tocr . crPos . _z +~ _crZVel cr)
| otherwise = updateCreature' cr
where
tocr = cWorld . lWorld . creatures . ix (_crID cr)
updateCreature' :: Creature -> World -> World
updateCreature' cr =
chasmTest cr . case _crType cr of
Avatar{} ->
(cWorld . lWorld . creatures . ix 0 . crType . avatarPulse %~ updatePulse)
. crUpdate cid . yourControl cr
LampCrit{} -> updateLampoid cr
BarrelCrit bt -> updateBarreloid bt cr
AvatarDead -> id
ChaseCrit {} -> \w -> crUpdate cid . performActions cid
$ over (cWorld . lWorld . creatures . ix cid) (chaseCritInternal w) w
_ -> crUpdate cid
where
cid = cr ^. crID
{- | this seems to work, but I am not sure about the ordering:
previously, the movement was updated before the ai in order to correctly set the oldpos.
This should be made more sensible: should the movement side effects apply to
the creature before or after it has moved?
at what point invSideEffects is applied wrt to when the creature moves
may affect whether the shield moves correctly
-}
crUpdate :: Int -> World -> World
crUpdate cid =
checkDeath cid
. doDamage cid
. invItemEffs cid
. updateWalkCycle cid
checkDeath :: Int -> World -> World
checkDeath cid w = maybe id checkDeath' (w ^? cWorld . lWorld . creatures . ix cid) w
checkDeath' :: Creature -> World -> World
checkDeath' cr w = case cr ^. crHP of
HP x | x > 0 -> w & tocr . crDamage .~ []
HP x | x > -200 && _crDeathTimer cr < 5 -> w
& tocr . crDamage .~ []
& tocr . crDeathTimer +~ 1
HP _ -> w
& dropAll cr -- the order of these is possibly important
& stopSoundFrom (CrWeaponSound (_crID cr) 0)
& corpseOrGib cr
_ -> w
where
tocr = cWorld . lWorld . creatures . ix (_crID cr)
-- could look at the amount of damage here (given by maxDamage) too
corpseOrGib :: Creature -> World -> World
corpseOrGib cr = case cr ^? crDamage . to maxDamageType . _Just . _1 of
Just CookingDamage -> sethp (CrIsCorpse $ scorchSPic thecorpse)
. dodeathsound CookDeath
Just PoisonDamage -> sethp (CrIsCorpse $ poisonSPic thecorpse)
. dodeathsound PoisonDeath
Just PhysicalDamage | _crPain cr > 200
-> addCrGibs cr . sethp CrIsGibs
. dodeathsound GibsDeath
_ -> sethp (CrIsCorpse thecorpse)
. dodeathsound PlainDeath
where
dodeathsound dt = f dt . stopSoundFrom (CrMouth cid)
f dt w = fromMaybe w $ do
let (msid, g) = runState (maybeTakeOne (crDeathSounds cr dt)) (_randGen w)
sid <- msid
return $ w & soundStart (CrMouth cid) (cr ^. crPos . _xy) sid Nothing
& randGen .~ g
cid = cr ^. crID
sethp x = cWorld . lWorld . creatures . ix (_crID cr) . crHP .~ x
thecorpse = makeCorpse cr
scorchSPic :: SPic -> SPic
scorchSPic = _1 %~ overColSH (mixColors 0.9 0.1 black . normalizeColor)
poisonSPic :: SPic -> SPic
poisonSPic = _1 %~ overColSH (mixColors 0.5 0.5 green . normalizeColor)
-- reverse keys, otherwise two or more inv items will cause errors
dropAll :: Creature -> World -> World
dropAll cr w = foldl' (flip (dropItem cr)) w . reverse . IM.keys . _unNIntMap $ _crInv cr
chasmTest :: Creature -> World -> World
chasmTest cr w
| _crZVel cr < 0 = w & tocr . crZVel -~ 0.5
& tocr . crPos . _z +~ _crZVel cr
-- | Just (x, y) <- List.find g (foldMap loopPairs $ w ^. cWorld . chasms') = w
| Just (x, y) <- List.find g (w ^. cWorld . cliffs) = w
& soundContinue (CrChasm (_crID cr)) (cr ^. crPos . _xy) debrisS (Just 100)
& tocr . crPos . _xy -~ normalizeV (vNormal (x - y))
| any f (w ^. cWorld . chasms) = w & tocr . crZVel -~ 0.5
| otherwise = w
where
tocr = cWorld . lWorld . creatures . ix (_crID cr)
g = uncurry $ circOnSeg (cr ^. crPos . _xy) (crRad $ cr ^. crType)
f = circInPolygon (cr ^. crPos . _xy) (crRad $ cr ^. crType)
updatePulse :: Pulse -> Pulse
updatePulse p
| p ^. pulseProgress >= p ^. pulseRate = p & pulseProgress .~ 0
| otherwise = p & pulseProgress +~ 1