tracer/src/NPC.hs

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module NPC where
import Affection as A
import qualified Data.Matrix as M
import Data.Ecstasy as E
import Data.Maybe (fromMaybe)
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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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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:: MonadIO m
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=> M.Matrix (Maybe ImgId)
-> [ReachPoint]
-> Double
-> SystemT Entity m ()
updateNPCs imgmat rp dt =
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emap allEnts $ do
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with npcMoveState
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with vel
with pos
with rot
with anim
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npcState' <- query npcMoveState
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case npcState' of
NPCStanding ttl future -> do
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let nttl = ttl - dt
if nttl > 0
then
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return $ unchanged
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{ npcMoveState = Set $ NPCStanding nttl future
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, vel = Set $ V2 0 0
}
else do
mpath <- liftIO $ tryTakeMVar future
case mpath of
Just path ->
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return $ unchanged
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{ npcMoveState = Set $ NPCWalking path
}
Nothing ->
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return $ unchanged
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{ npcMoveState = Set $ NPCStanding 1 future
}
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NPCWalking path -> do
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pos' <- query pos
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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
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return $ unchanged
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{ npcMoveState = Set $ NPCWalking (tail path)
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}
else
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return $ unchanged
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{ vel = Set $ (* 2) <$> signorm (itarget - pos')
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}
else do
ttl <- liftIO $ randomRIO (5, 30)
future <- liftIO $ newEmptyMVar
rot' <- query rot
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stat <- query anim
let mdir =
(pointDir <$> find (\a -> pointCoord a == fmap floor pos') rp)
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-- _ <- liftIO $ forkOS $ getPath (fmap floor pos') future rp imgmat
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_ <- liftIO $ forkIO $ getPath (fmap floor pos') future rp imgmat
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return $ unchanged
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{ npcMoveState = Set $ NPCStanding ttl future
, vel = Set $ V2 0 0
, rot = Set $ fromMaybe rot' mdir
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, anim = Set stat
{ asId = (asId stat)
{ aiDirection = fromMaybe rot' mdir
}
}
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}
getPath
:: V2 Int
-> MVar [V2 Int]
-> [ReachPoint]
-> M.Matrix (Maybe ImgId)
-> IO ()
getPath pos' mvar rp imgmat = do
let seekRP = filter (\p -> pointType p /= RoomExit) rp
ntargeti <- randomRIO (0, length seekRP - 1)
let ntarget = pointCoord (seekRP !! ntargeti)
path = astarAppl imgmat ntarget pos'
logIO A.Verbose ("seeking path from " ++ show pos' ++ " to " ++ show ntarget)
case path of
Nothing -> getPath pos' mvar rp imgmat
Just p -> putMVar mvar p