{-# OPTIONS_GHC -fno-warn-orphans #-}
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module Xanthous.AI.Gormlak () where
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import Xanthous.Prelude hiding (lines)
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import Data.Coerce
import Control.Monad.State
import Control.Monad.Random
import Data.Aeson (object)
import qualified Data.Aeson as A
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import Xanthous.Data
( Positioned(..), positioned, position
, diffPositions, stepTowards, isUnit
, Ticks, (|*|), invertedRate
)
import Xanthous.Data.EntityMap
import qualified Xanthous.Entities.Creature as Creature
import Xanthous.Entities.Creature
( Creature, hippocampus, creatureType
, destination, destinationProgress, destinationPosition
)
import Xanthous.Entities.Character (Character)
import qualified Xanthous.Entities.Character as Character
import qualified Xanthous.Entities.RawTypes as Raw
import Xanthous.Entities (Entity(..), Brain(..), brainVia)
import Xanthous.Game.State (entities, GameState, entityIs)
import Xanthous.Game.Lenses
( Collision(..), collisionAt, character, characterPosition )
import Xanthous.Data.EntityMap.Graphics (linesOfSight, canSee)
import Xanthous.Random
import Xanthous.Monad (say)
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stepGormlak
:: (MonadState GameState m, MonadRandom m)
=> Ticks
-> Positioned Creature
-> m (Positioned Creature)
stepGormlak ticks pe@(Positioned pos creature) = do
dest <- maybe (selectDestination pos creature) pure
$ creature ^. hippocampus . destination
let progress' =
dest ^. destinationProgress
+ creature ^. creatureType . Raw.speed . invertedRate |*| ticks
if progress' < 1
then pure
$ pe
& positioned . hippocampus . destination
?~ (dest & destinationProgress .~ progress')
else do
let newPos = dest ^. destinationPosition
remainingSpeed = progress' - 1
newDest <- selectDestination newPos creature
<&> destinationProgress +~ remainingSpeed
let pe' = pe & positioned . 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' = 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 <- uses entities $ linesOfSight pos' (Creature.visionRadius creature')
line <- choose $ weightedBy length lines
pure $ fromMaybe pos' $ fmap fst . headMay =<< tailMay =<< line
vision = Creature.visionRadius creature
attackCharacter = do
say ["combat", "creatureAttack"] $ object [ "creature" A..= creature ]
character %= Character.damage 1
newtype GormlakBrain = GormlakBrain Creature
instance Brain GormlakBrain where
step ticks = fmap coerce . stepGormlak ticks . coerce
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instance Brain Creature where step = brainVia GormlakBrain
instance Entity Creature where
blocksVision _ = False
description = view $ Creature.creatureType . Raw.description