180 lines
6.0 KiB
Haskell
180 lines
6.0 KiB
Haskell
module Dodge.Creature.YourControl (
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yourControl,
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) where
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import Control.Monad
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import Data.Foldable
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import qualified Data.Map.Strict as M
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import Data.Maybe
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import Dodge.Base.Coordinate
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import Dodge.Base.You
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import Dodge.Creature.Impulse.Movement
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import Dodge.Creature.Impulse.UseItem
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import Dodge.Data.World
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import Dodge.Hotkey
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import Dodge.InputFocus
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import Dodge.WASD
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import Geometry
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import LensHelp
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import qualified SDL
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-- | The AI equivalent for your control.
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yourControl :: Creature -> World -> World
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yourControl _ w
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| inInputFocus w = w
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| not intopinv =
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w & cWorld . lWorld . creatures . ix 0 %~ wasdWithAiming w
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| otherwise =
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w
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& cWorld . lWorld . creatures . ix 0
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%~ (wasdWithAiming w . mouseActionsCr (w ^. input . mouseButtons))
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& pressedMBEffectsTopInventory pkeys
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& handleHotkeys
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where
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pkeys = w ^. input . mouseButtons
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intopinv = fromMaybe False $ do
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subinv <- w ^? hud . hudElement . subInventory
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Just $ case subinv of
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NoSubInventory{} -> True
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_ -> False
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handleHotkeys :: World -> World
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handleHotkeys w
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| SDL.ButtonRight `M.member` _mouseButtons (_input w) = foldl' tryAssignHotkey w allHotkeys
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| otherwise = foldl' useHotKey w (M.intersection hotkeys (w ^. input . pressedKeys))
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where
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hotkeys = M.mapKeys hotkeyToScancode $ w ^?! cWorld . lWorld . creatures . ix 0 . crHotkeys
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useHotKey :: World -> Int -> World
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useHotKey w invid = useItemHotkey 0 invid w
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allHotkeys :: [SDL.Scancode]
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allHotkeys = map hotkeyToScancode [minBound .. maxBound]
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hotkeyToScancode :: Hotkey -> SDL.Scancode
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hotkeyToScancode x = case x of
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HotkeyQ -> SDL.ScancodeQ
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HotkeyE -> SDL.ScancodeE
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Hotkey1 -> SDL.Scancode1
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Hotkey2 -> SDL.Scancode2
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Hotkey3 -> SDL.Scancode3
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Hotkey4 -> SDL.Scancode4
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Hotkey5 -> SDL.Scancode5
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Hotkey6 -> SDL.Scancode6
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Hotkey7 -> SDL.Scancode7
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Hotkey8 -> SDL.Scancode8
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Hotkey9 -> SDL.Scancode9
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Hotkey0 -> SDL.Scancode0
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scancodeToHotkey :: SDL.Scancode -> Hotkey
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scancodeToHotkey x = case x of
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SDL.ScancodeQ -> HotkeyQ
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SDL.ScancodeE -> HotkeyE
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SDL.Scancode1 -> Hotkey1
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SDL.Scancode2 -> Hotkey2
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SDL.Scancode3 -> Hotkey3
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SDL.Scancode4 -> Hotkey4
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SDL.Scancode5 -> Hotkey5
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SDL.Scancode6 -> Hotkey6
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SDL.Scancode7 -> Hotkey7
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SDL.Scancode8 -> Hotkey8
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SDL.Scancode9 -> Hotkey9
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SDL.Scancode0 -> Hotkey0
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_ -> undefined
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tryAssignHotkey :: World -> SDL.Scancode -> World
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tryAssignHotkey w sc = fromMaybe w $ do
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pt <- w ^? input . pressedKeys . ix sc
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guard (pt == InitialPress)
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cr <- w ^? cWorld . lWorld . creatures . ix 0
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itid <- cr ^? crManipulation . manObject . imSelectedItem
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return $ w & cWorld . lWorld . creatures . ix 0 %~ assignHotkey itid (scancodeToHotkey sc)
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{- | The order of these MAY be important, in particular the setting of crMvAim
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within wasdMovement should probably be done first
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-}
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wasdWithAiming ::
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World ->
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Creature ->
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Creature
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wasdWithAiming w cr = wasdAim inp cam . wasdTwist $ wasdMovement inp cam speed cr
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where
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speed = _mvSpeed $ _crMvType cr
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inp = w ^. input
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cam = w ^. wCam
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wasdAim :: Input -> Camera -> Creature -> Creature
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wasdAim inp cam cr
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| SDL.ButtonRight `M.member` _mouseButtons inp = aimTurn mouseDir cr
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| otherwise = creatureTurnTowardDir (_crMvAim cr) 0.2 cr
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where
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mouseDir = argV $ mouseWorldPos inp cam - (cr ^. crPos)
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-- aim with the root item
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wasdTwist :: Creature -> Creature
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wasdTwist cr
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| _posture (_crStance cr) == Aiming = fromMaybe cr $ do
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itRef <- cr ^? crManipulation . manObject . imRootItem
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astance <- cr ^? crInv . ix itRef . itUse . heldAim . aimStance
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case (astance, cr ^. crTwist) of
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(TwoHandUnder, 0) ->
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return $ cr & crTwist .~ twistamount * pi & crDir -~ twistamount * pi
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(TwoHandOver, 0) ->
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return $ cr & crTwist .~ twistamount * pi & crDir -~ twistamount * pi
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_ -> Nothing
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| otherwise = cr
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& crDir +~ _crTwist cr
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& crTwist .~ 0 --remove twistk
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where
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twistamount = 1.6
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wasdMovement :: Input -> Camera -> Float -> Creature -> Creature
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wasdMovement inp cam speed = theMovement . setMvAim
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where
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setMvAim = fromMaybe id $ do
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dir <- safeArgV movDir
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return $ crMvAim .~ (cam ^. camRot + dir)
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movDir = wasdDir inp
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movAbs = rotateV (cam ^. camRot) $ normalizeV movDir
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theMovement
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| movDir == V2 0 0 = id
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| otherwise = crMvAbsolute (speed *.* movAbs)
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aimTurn :: Float -> Creature -> Creature
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aimTurn a cr = creatureTurnTowardDir a (x * 0.2) cr
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where
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x = fromMaybe 1 $ do
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itRef <- cr ^? crManipulation . manObject . imRootItem
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cr ^? crInv . ix itRef . itUse . heldAim . aimTurnSpeed
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{- | Set posture according to mouse presses.
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(should you be aiming without a selected item?)
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-}
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mouseActionsCr :: M.Map SDL.MouseButton Int -> Creature -> Creature
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mouseActionsCr pkeys
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| SDL.ButtonRight `M.member` pkeys = crStance . posture .~ Aiming
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| otherwise = crStance . posture .~ AtEase
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-- where
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-- noaction = fromMaybe True $ do
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-- theaction <- cr ^? crManipulation . manObject . inInventory . iselAction
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-- return $ theaction == NoInvSelAction
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pressedMBEffectsTopInventory :: M.Map SDL.MouseButton Int -> World -> World
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pressedMBEffectsTopInventory pkeys w
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| isDown SDL.ButtonLeft && isDown SDL.ButtonRight && inTopInv = youhammerdown $ useRootItem 0 w
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| isDown SDL.ButtonLeft && inTopInv = youhammerdown $ useItemLeftClick (you w) w
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| isDown SDL.ButtonMiddle = w & wCam . camRot -~ rotation
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| otherwise = w
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where
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youhammerdown = set (cWorld . lWorld . creatures . ix 0 . crHammerPosition) HammerDown
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inTopInv = case w ^. hud . hudElement of
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DisplayInventory{_subInventory = NoSubInventory{}} -> True
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_ -> False
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isDown but = but `M.member` pkeys
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rotation =
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maybe
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0
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(angleBetween $ w ^. input . mousePos)
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(w ^. input . heldPos . at SDL.ButtonMiddle)
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