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path: root/users/glittershark/xanthous/src/Xanthous/AI/Gormlak.hs
{-# OPTIONS_GHC -fno-warn-orphans #-}
{-# LANGUAGE UndecidableInstances #-}
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module Xanthous.AI.Gormlak
  ( HasVisionRadius(..)
  , GormlakBrain(..)
  ) where
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import           Xanthous.Prelude hiding (lines)
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import           Control.Monad.State
import           Control.Monad.Random
import           Data.Aeson (object)
import qualified Data.Aeson as A
import           Data.Generics.Product.Fields
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import           Xanthous.Data
                 ( Positioned(..), positioned, position
                 , diffPositions, stepTowards, isUnit
                 , Ticks, (|*|), invertedRate
                 )
import           Xanthous.Data.EntityMap
import           Xanthous.Entities.Creature.Hippocampus
import           Xanthous.Entities.Character (Character)
import qualified Xanthous.Entities.Character as Character
import qualified Xanthous.Entities.RawTypes as Raw
import           Xanthous.Entities.RawTypes (CreatureType)
import           Xanthous.Game.State
import           Xanthous.Game.Lenses
                 ( entitiesCollision, collisionAt
                 , character, characterPosition
                 )
import           Xanthous.Data.EntityMap.Graphics (linesOfSight, canSee)
import           Xanthous.Random
import           Xanthous.Monad (say)
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--  TODO move the following two classes to a more central location

class HasVisionRadius a where visionRadius :: a -> Word

type IsCreature entity =
  ( HasVisionRadius entity
  , HasField "_hippocampus" entity entity Hippocampus Hippocampus
  , HasField "_creatureType" entity entity CreatureType CreatureType
  , A.ToJSON entity
  )

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stepGormlak
  :: forall entity m.
    ( MonadState GameState m, MonadRandom m
    , IsCreature entity
    )
  => Ticks
  -> Positioned entity
  -> m (Positioned entity)
stepGormlak ticks pe@(Positioned pos creature) = do
  dest <- maybe (selectDestination pos creature) pure
         $ creature ^. field @"_hippocampus" . destination
  let progress' =
        dest ^. destinationProgress
        + creature ^. field @"_creatureType" . Raw.speed . invertedRate |*| ticks
  if progress' < 1
    then pure
         $ pe
         & positioned . field @"_hippocampus" . destination
         ?~ (dest & destinationProgress .~ progress')
    else do
      let newPos = dest ^. destinationPosition
          remainingSpeed = progress' - 1
      newDest <- selectDestination newPos creature
                <&> destinationProgress +~ remainingSpeed
      let pe' = pe & positioned . field @"_hippocampus" . destination ?~ newDest
      collisionAt newPos >>= \case
        Nothing -> pure $ pe' & position .~ newPos
        Just Stop -> pure pe'
        Just Combat -> do
          ents <- use $ entities . atPosition newPos
          when (any (entityIs @Character) ents) attackCharacter
          pure pe'
  where
    selectDestination pos' creature' = destinationFromPos <$> do
      canSeeCharacter <- uses entities $ canSee (entityIs @Character) pos' vision
      if canSeeCharacter
        then do
          charPos <- use characterPosition
          if isUnit (pos' `diffPositions` charPos)
            then attackCharacter $> pos'
            else pure $ pos' `stepTowards` charPos
      else do
        lines <- map (takeWhile (isNothing . entitiesCollision . map snd . snd)
                    -- the first item on these lines is always the creature itself
                    . fromMaybe mempty . tailMay)
                . linesOfSight pos' (visionRadius creature')
                <$> use entities
        line <- choose $ weightedBy length lines
        pure $ fromMaybe pos' $ fmap fst . headMay =<< line

    vision = visionRadius creature
    attackCharacter = do
      say ["combat", "creatureAttack"] $ object [ "creature" A..= creature ]
      character %= Character.damage 1

newtype GormlakBrain entity = GormlakBrain { _unGormlakBrain :: entity }

instance (IsCreature entity) => Brain (GormlakBrain entity) where
  step ticks
    = fmap (fmap GormlakBrain)
    . stepGormlak ticks
    . fmap _unGormlakBrain
  entityCanMove = const True

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-- instance Brain Creature where
--   step = brainVia GormlakBrain
--   entityCanMove = const True

-- instance Entity Creature where
--   blocksVision _ = False
--   description = view $ Creature.creatureType . Raw.description
--   entityChar = view $ Creature.creatureType . char