1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
|
{-# OPTIONS_GHC -fno-warn-orphans #-}
--------------------------------------------------------------------------------
module Xanthous.AI.Gormlak () 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 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 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)
--------------------------------------------------------------------------------
stepGormlak
:: (MonadState GameState m, MonadRandom m)
=> Positioned Creature
-> m (Positioned Creature)
stepGormlak pe@(Positioned pos creature) = do
newPos <- 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
collisionAt newPos >>= \case
Nothing -> pure $ Positioned newPos creature
Just Stop -> pure pe
Just Combat -> do
ents <- use $ entities . atPosition newPos
when (any (entityIs @Character) ents) attackCharacter
pure pe
where
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 = fmap coerce . stepGormlak . coerce
--------------------------------------------------------------------------------
instance Brain Creature where step = brainVia GormlakBrain
instance Entity Creature where
blocksVision _ = False
description = view $ Creature.creatureType . Raw.description
|