tracer/src/NPC.hs

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{-# LANGUAGE TypeSynonymInstances #-}
{-# LANGUAGE FlexibleInstances #-}
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module NPC where
import Affection as A
import qualified Data.Matrix as M
import Data.Ecstasy as E
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import Data.Maybe (fromMaybe, fromJust)
import Data.List (find)
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import Control.Monad.IO.Class (MonadIO(..))
import Control.Concurrent.MVar
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import Control.Concurrent (forkIO)
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import Linear
import System.Random
-- internal imports
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import Util
import Types
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import Object
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placeNPCs
:: M.Matrix (Maybe ImgId)
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-> M.Matrix TileState
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-> [ReachPoint]
-> Int
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-> IO [V2 Double]
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placeNPCs imgmat tilemat rp count =
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doPlace 1 []
where
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doPlace :: Int -> [V2 Double] -> IO [V2 Double]
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doPlace nr acc =
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if nr <= count
then do
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r <- randomRIO (1, M.nrows imgmat)
c <- randomRIO (1, M.ncols imgmat)
if null (maybe [] collisionObstacle $ imgmat M.! (r, c)) &&
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tilemat M.! (r, c) == Hall
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then doPlace (nr + 1) ((V2 (fromIntegral r) (fromIntegral c)) : acc)
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else do
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i <- randomRIO (0, length nonexits - 1)
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doPlace
(nr + 1)
((fmap fromIntegral $ pointCoord (nonexits !! i)) : acc)
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else
return acc
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nonexits =
filter
(\p ->
pointType p /= RoomExit
)
rp
updateNPCs
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:: M.Matrix (Maybe ImgId)
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-> [ReachPoint]
-> Double
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-> SystemT Entity (AffectionState (AffectionData UserData) IO) ()
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updateNPCs imgmat rp dt = do
posbounds <- efor allEnts $ do
with pos
with obstacle
pos' <- query pos
bnds <- query obstacle
return (pos', bnds)
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npcs <- efor allEnts $ do
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with npcMoveState
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with vel
with pos
with rot
with anim
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pos' <- query pos
rot' <- query rot
let mdir =
(pointDir <$> find (\a -> pointCoord a == fmap floor pos') rp)
e <- queryEnt
return (e, pos', rot', mdir)
mapM_ (\(e, pos', rot', mdir) -> do
accessibles <- getObjects pos'
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moent <- runQueryT e $ do
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npcState' <- query npcMoveState
case npcState' of
NPCStanding ttl future -> do
let nttl = ttl - dt
if nttl > 0
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then
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return $ (Nothing, unchanged
{ npcMoveState = Set $ NPCStanding nttl future
, vel = Set $ V2 0 0
})
else do
mpath <- liftIO $ tryTakeMVar future
case mpath of
Just path ->
return $ (Nothing, unchanged
{ npcMoveState = Set $ NPCWalking path
})
Nothing ->
return $ (Nothing, unchanged
{ npcMoveState = Set $ NPCStanding 1 future
})
NPCWalking path -> do
pos' <- query pos
if not (null path)
then do
let itarget = V2 0.5 0.5 + (fromIntegral <$> head path) :: V2 Double
if distance pos' itarget < 0.1
then
return $ (Nothing, unchanged
{ npcMoveState = Set $ NPCWalking (tail path)
})
else
return $ (Nothing, unchanged
{ vel = Set $ (* 2) <$> signorm (itarget - pos')
})
else do
future <- liftIO $ newEmptyMVar
stat <- query anim
rot' <- query rot
pos' <- query pos
_ <- liftIO $ forkIO $
getPath (fmap floor pos') future rp imgmat posbounds
let mdir =
(pointDir <$> find (\a -> pointCoord a == fmap floor pos') rp)
-- ttl <- liftIO $ randomRIO (5, 30)
-- return $ (Nothing, unchanged
-- { npcMoveState = Set $ NPCStanding ttl future
-- , vel = Set $ V2 0 0
-- , rot = Set $ fromMaybe rot' mdir
-- , anim = Set stat
-- { asId = (asId stat)
-- { aiDirection = fromMaybe rot' mdir
-- }
-- }
-- })
case accessibles of
[] -> do
ttl <- liftIO $ randomRIO (5, 30)
return $ (Nothing, unchanged
{ npcMoveState = Set $ NPCStanding ttl future
, vel = Set $ V2 0 0
, rot = Set $ fromMaybe rot' mdir
, anim = Set stat
{ asId = (asId stat)
{ aiDirection = fromMaybe rot' mdir
}
}
})
objects -> do
liftIO $ logIO Debug ("applicable objects: " ++ show objects)
rind <- liftIO $ randomRIO (0, length objects - 1)
npcent <- queryEnt
let (oent, _, _) = objects !! rind
return (Just (oent, npcent), unchanged
{ rot = Set $ fromMaybe rot' mdir
, anim = Set stat
{ asId = (asId stat)
{ aiDirection = fromMaybe rot' mdir
}
}
})
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(\(_, ent) ->
setEntity e ent
) (fromJust moent)
maybe (return()) (\(oent, npcent) -> do
Just (t, s) <- runQueryT oent $ do
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with objType
with objState
otyp <- query objType
ostat <- query objState
return (otyp, ostat)
setEntity oent =<< objectTransition t s False oent
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Just (nt, ns) <- runQueryT oent $ do
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with objType
with objState
otyp <- query objType
ostat <- query objState
return (otyp, ostat)
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Just npc <- runQueryT npcent $ do
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let ttl = actionTime nt ns
future <- liftIO $ newEmptyMVar
_ <- liftIO $ forkIO $
getPath (fmap floor pos') future rp imgmat posbounds
return unchanged
{ npcMoveState = Set $ NPCStanding ttl future
, vel = Set $ V2 0 0
}
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setEntity npcent npc
) (fromJust (fst <$> moent))
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) npcs
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getObjects npos = do
candidates <- efor allEnts $ do
with pos
with objType
with objState
with objAccess
pos' <- query pos
oacc <- query objAccess
ent <- queryEnt
return (ent, pos', oacc)
return $ filter (\(_, p, (delta, _)) ->
fmap floor p + delta == fmap floor npos
) candidates
getPath
:: V2 Int
-> MVar [V2 Int]
-> [ReachPoint]
-> M.Matrix (Maybe ImgId)
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-> [(V2 Double, Boundaries Double)]
-> IO ()
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getPath pos' mvar rp imgmat posbounds = do
let seekRP = filter (\p -> pointType p /= RoomExit) rp
ntargeti <- randomRIO (0, length seekRP - 1)
let ntarget = pointCoord (seekRP !! ntargeti)
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path = astarAppl imgmat posbounds ntarget pos'
logIO A.Verbose ("seeking path from " ++ show pos' ++ " to " ++ show ntarget)
case path of
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Nothing -> getPath pos' mvar rp imgmat posbounds
Just p -> putMVar mvar p