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authorGriffin Smith <root@gws.fyi>2020-01-03T17·41-0500
committerGriffin Smith <root@gws.fyi>2020-01-03T17·41-0500
commit1b88921bc36e5da1ade5c52827d057dc2be65bc5 (patch)
treed731dffc16929213becf34105406b56906118a07 /src/Xanthous/AI/Gormlak.hs
parentc4351d46ef13da5fbe2048bb3506f9549b61f437 (diff)
Decouple Gormlak AI from creatures
Decouple the definition of the Gormlak AI from the creature type itself
using generic lenses and a "HasVisionRadius" typeclass, to begin to
untangle the hs-boot web of circular dependencies. This
actually *increases* the number of hs-boot files from 1 to 2, but both
of the source imports that use them are single-instance (unlike gormlak
AI which I would expect to grow linearly with the growth of the game),
plus at least one should be able to go away once we remove collision
from the game lenses module and move it into something defined in the
entity class itself.
Diffstat (limited to 'src/Xanthous/AI/Gormlak.hs')
-rw-r--r--src/Xanthous/AI/Gormlak.hs74
1 files changed, 47 insertions, 27 deletions
diff --git a/src/Xanthous/AI/Gormlak.hs b/src/Xanthous/AI/Gormlak.hs
index 3e950f67f3..031262533d 100644
--- a/src/Xanthous/AI/Gormlak.hs
+++ b/src/Xanthous/AI/Gormlak.hs
@@ -1,14 +1,18 @@
 {-# OPTIONS_GHC -fno-warn-orphans #-}
+{-# LANGUAGE UndecidableInstances #-}
 --------------------------------------------------------------------------------
-module Xanthous.AI.Gormlak () where
+module Xanthous.AI.Gormlak
+  ( HasVisionRadius(..)
+  , GormlakBrain(..)
+  ) where
 --------------------------------------------------------------------------------
 import           Xanthous.Prelude hiding (lines)
 --------------------------------------------------------------------------------
-import           Data.Coerce
 import           Control.Monad.State
 import           Control.Monad.Random
 import           Data.Aeson (object)
 import qualified Data.Aeson as A
+import           Data.Generics.Product.Fields
 --------------------------------------------------------------------------------
 import           Xanthous.Data
                  ( Positioned(..), positioned, position
@@ -16,14 +20,11 @@ import           Xanthous.Data
                  , 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.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
                  ( Collision(..), entityCollision, collisionAt
@@ -34,28 +35,44 @@ import           Xanthous.Random
 import           Xanthous.Monad (say)
 --------------------------------------------------------------------------------
 
+--  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
+  )
+
+--------------------------------------------------------------------------------
+
 stepGormlak
-  :: (MonadState GameState m, MonadRandom m)
+  :: forall entity m.
+    ( MonadState GameState m, MonadRandom m
+    , IsCreature entity
+    )
   => Ticks
-  -> Positioned Creature
-  -> m (Positioned Creature)
+  -> Positioned entity
+  -> m (Positioned entity)
 stepGormlak ticks pe@(Positioned pos creature) = do
   dest <- maybe (selectDestination pos creature) pure
-         $ creature ^. hippocampus . destination
+         $ creature ^. field @"_hippocampus" . destination
   let progress' =
         dest ^. destinationProgress
-        + creature ^. creatureType . Raw.speed . invertedRate |*| ticks
+        + creature ^. field @"_creatureType" . Raw.speed . invertedRate |*| ticks
   if progress' < 1
     then pure
          $ pe
-         & positioned . hippocampus . destination
+         & 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 . hippocampus . destination ?~ newDest
+      let pe' = pe & positioned . field @"_hippocampus" . destination ?~ newDest
       collisionAt newPos >>= \case
         Nothing -> pure $ pe' & position .~ newPos
         Just Stop -> pure pe'
@@ -64,7 +81,7 @@ stepGormlak ticks pe@(Positioned pos creature) = do
           when (any (entityIs @Character) ents) attackCharacter
           pure pe'
   where
-    selectDestination pos' creature' = Creature.destinationFromPos <$> do
+    selectDestination pos' creature' = destinationFromPos <$> do
       canSeeCharacter <- uses entities $ canSee (entityIs @Character) pos' vision
       if canSeeCharacter
         then do
@@ -76,29 +93,32 @@ stepGormlak ticks pe@(Positioned pos creature) = do
         lines <- map (takeWhile (isNothing . entityCollision . map snd . snd)
                     -- the first item on these lines is always the creature itself
                     . fromMaybe mempty . tailMay)
-                . linesOfSight pos' (Creature.visionRadius creature')
+                . linesOfSight pos' (visionRadius creature')
                 <$> use entities
         line <- choose $ weightedBy length lines
         pure $ fromMaybe pos' $ fmap fst . headMay =<< line
 
-    vision = Creature.visionRadius creature
+    vision = visionRadius creature
     attackCharacter = do
       say ["combat", "creatureAttack"] $ object [ "creature" A..= creature ]
       character %= Character.damage 1
 
-newtype GormlakBrain = GormlakBrain Creature
+newtype GormlakBrain entity = GormlakBrain { _unGormlakBrain :: entity }
 
-instance Brain GormlakBrain where
-  step ticks = fmap coerce . stepGormlak ticks . coerce
+instance (IsCreature entity) => Brain (GormlakBrain entity) where
+  step ticks
+    = fmap (fmap GormlakBrain)
+    . stepGormlak ticks
+    . fmap _unGormlakBrain
   entityCanMove = const True
 
 --------------------------------------------------------------------------------
 
-instance Brain Creature where
-  step = brainVia GormlakBrain
-  entityCanMove = const True
+-- 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
+-- instance Entity Creature where
+--   blocksVision _ = False
+--   description = view $ Creature.creatureType . Raw.description
+--   entityChar = view $ Creature.creatureType . char