From 05da490185e970b2cfdf6c61f69932fa373993f6 Mon Sep 17 00:00:00 2001 From: Griffin Smith Date: Sun, 29 Sep 2019 10:54:52 -0400 Subject: Gormlaks attack back When gormlaks see the character, they step towards them and attack dealing 1 damage when adjacent. Characters have hitpoints now, displayed at the bottom of the game screen, and when the game is over they die. --- src/Xanthous/AI/Gormlak.hs | 45 +++++++++++++++++++++++++++++---------------- 1 file changed, 29 insertions(+), 16 deletions(-) (limited to 'src/Xanthous/AI/Gormlak.hs') diff --git a/src/Xanthous/AI/Gormlak.hs b/src/Xanthous/AI/Gormlak.hs index 6ea9254ba200..c9af68842635 100644 --- a/src/Xanthous/AI/Gormlak.hs +++ b/src/Xanthous/AI/Gormlak.hs @@ -7,18 +7,22 @@ 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 Xanthous.Data (Positioned(..), positioned) +import Xanthous.Data (Positioned(..), diffPositions, stepTowards, isUnit) import Xanthous.Data.EntityMap import qualified Xanthous.Entities.Creature as Creature import Xanthous.Entities.Creature (Creature) -import Xanthous.Entities.Character (Character) +import Xanthous.Entities.Character (Character, characterHitpoints) 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) -import Xanthous.Data.EntityMap.Graphics (linesOfSight) +import Xanthous.Game.Lenses + ( Collision(..), collisionAt, character, characterPosition ) +import Xanthous.Data.EntityMap.Graphics (linesOfSight, canSee) import Xanthous.Random +import Xanthous.Monad (say) -------------------------------------------------------------------------------- stepGormlak @@ -26,28 +30,37 @@ stepGormlak => Positioned Creature -> m (Positioned Creature) stepGormlak pe@(Positioned pos creature) = do - lines <- uses entities $ linesOfSight pos (Creature.visionRadius creature) - line <- choose $ weightedBy length lines - -- traceShowM ("current position", pos) - -- traceShowM ("lines", (headMay <=< tailMay) <$> lines) - let newPos = fromMaybe pos - $ fmap fst - . headMay - =<< tailMay - =<< line + newPos <- do + canSeeCharacter <- uses entities $ canSee (entityIs @Character) pos vision + if canSeeCharacter + then do + charPos <- use characterPosition + if isUnit (pos `diffPositions` charPos) + then attackCharacter $> charPos + 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 collisionAt newPos >>= \case Nothing -> pure $ Positioned newPos creature Just Stop -> pure pe Just Combat -> do ents <- use $ entities . atPosition newPos - if | any (entityIs @Creature) ents -> pure pe - | any (entityIs @Character) ents -> undefined - | otherwise -> pure pe + when (any (entityIs @Character) ents) attackCharacter + pure pe + + where + vision = Creature.visionRadius creature + attackCharacter = do + say ["combat", "creatureAttack"] $ object [ "creature" A..= creature ] + character . characterHitpoints -= 1 newtype GormlakBrain = GormlakBrain Creature instance Brain GormlakBrain where step = fmap coerce . stepGormlak . coerce + -------------------------------------------------------------------------------- instance Brain Creature where step = brainVia GormlakBrain -- cgit 1.4.1