{-# 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, _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, HasLanguage(language), getLanguage
, HasAttacks (attacks)
)
import Xanthous.Game.State
import Xanthous.Game.Lenses
( entitiesCollision, collisionAt
, character, characterPosition, positionIsCharacterVisible
, hearingRadius
)
import Xanthous.Data.EntityMap.Graphics (linesOfSight, canSee)
import Xanthous.Random
import Xanthous.Monad (say)
import Xanthous.Generators.Speech (word)
import qualified Linear.Metric as Metric
import qualified Xanthous.Messages as Messages
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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
canSeeCharacter <- uses entities $ canSee (entityIs @Character) pos vision
let selectDestination pos' creature' = destinationFromPos <$> do
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
pe' <- if canSeeCharacter && not (creature ^. creatureGreeted)
then yellAtCharacter $> (pe & positioned . creatureGreeted .~ True)
else pure pe
dest <- maybe (selectDestination pos creature) pure
. mfilter (\(Destination p _) -> p /= pos)
$ creature ^. field @"_hippocampus" . destination
let progress' =
dest ^. destinationProgress
+ 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
creatureType = creature ^. field @"_creatureType"
vision = visionRadius creature
attackCharacter = do
attack <- choose $ creatureType ^. attacks
attackDescription <- Messages.render (attack ^. Raw.description)
$ object []
say ["combat", "creatureAttack"]
$ object [ "creature" A..= creature
, "attackDescription" A..= attackDescription
]
character %= Character.damage (attack ^. Raw.damage)
yellAtCharacter = for_ (creature ^. field @"_creatureType" . language)
$ \lang -> do
utterance <- fmap (<> "!") . word $ getLanguage lang
creatureSaysText pe utterance
creatureGreeted :: Lens' entity Bool
creatureGreeted = field @"_hippocampus" . greetedCharacter
-- | A creature sends some text
--
-- If that creature is visible to the character, its description will be
-- included, otherwise if it's within earshot the character will just hear the
-- sound
creatureSaysText
:: (MonadState GameState m, MonadRandom m, IsCreature entity)
=> Positioned entity
-> Text
-> m ()
creatureSaysText ent txt = do
let entPos = ent ^. position . _Position . to (fmap fromIntegral)
charPos <- use $ characterPosition . _Position . to (fmap fromIntegral)
let dist :: Int
dist = round $ Metric.distance @_ @Double entPos charPos
audible = dist <= fromIntegral hearingRadius
when audible $ do
visible <- positionIsCharacterVisible $ ent ^. position
let path = ["entities", "say", "creature"]
<> [if visible then "visible" else "invisible"]
params = object [ "creature" A..= (ent ^. positioned)
, "message" A..= txt
]
say path params
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