{-# 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