2018-04-14 09:18:37 +00:00
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module NPC where
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import Affection as A
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import qualified Data.Matrix as M
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import Data.Ecstasy as E
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2018-04-14 16:43:05 +00:00
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import Control.Monad.IO.Class (MonadIO(..))
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2018-04-14 09:18:37 +00:00
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import Linear
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import System.Random
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import NanoVG hiding (V2(..))
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-- internal imports
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2018-04-14 11:34:28 +00:00
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import Navigation
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import Util
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2018-04-14 09:18:37 +00:00
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import Types.UserData
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2018-04-14 11:34:28 +00:00
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import Types.Interior
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import Types.Map
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2018-04-14 16:43:05 +00:00
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import Types.ReachPoint
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2018-04-14 09:18:37 +00:00
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drawNPCs
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:: Context
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-> [V2 Double]
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-> Double
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-> Double
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-> Int
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-> Int
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-> Affection UserData ()
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drawNPCs ctx npcposs prow pcol row col = do
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ud <- getAffection
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let fnpcposs = filter
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(\(V2 nr nc) -> floor nr == row && floor nc == col)
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npcposs
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liftIO $ mapM_
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(\(V2 nr nc) -> do
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let x = realToFrac $ 640 + ((nc - pcol) + (nr - prow)) * 32
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y = realToFrac $ 360 + ((nr - prow) - (nc - pcol)) * 16
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beginPath ctx
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circle ctx x y 5
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closePath ctx
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fillColor ctx (rgba 255 0 0 255)
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fill ctx
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)
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fnpcposs
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2018-04-14 11:34:28 +00:00
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placeNPCs
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:: M.Matrix (Maybe ImgId)
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2018-04-14 16:43:05 +00:00
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-> M.Matrix TileState
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2018-04-14 11:34:28 +00:00
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-> [ReachPoint]
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-> [Graph]
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-> Int
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-> Affection UserData [V2 Double]
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2018-04-14 16:43:05 +00:00
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placeNPCs imgmat tilemat rp gr count =
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2018-04-14 09:18:37 +00:00
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doPlace 1 []
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where
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doPlace :: Int -> [V2 Double] -> Affection UserData [V2 Double]
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doPlace nr acc = do
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if nr <= count
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then do
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r <- liftIO $ randomRIO (1, M.nrows imgmat)
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c <- liftIO $ randomRIO (1, M.ncols imgmat)
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2018-04-14 11:34:28 +00:00
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if null (imgObstacle $ imgmat M.! (r, c)) &&
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2018-04-14 16:43:05 +00:00
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tilemat M.! (r, c) == Hall
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2018-04-14 09:18:37 +00:00
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then doPlace (nr + 1) ((V2 (fromIntegral r) (fromIntegral c)) : acc)
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2018-04-14 16:43:05 +00:00
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else do
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i <- liftIO $ randomRIO (0, length nonexits - 1)
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doPlace
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(nr + 1)
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((fmap fromIntegral $ pointCoord (nonexits !! i)) : acc)
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2018-04-14 09:18:37 +00:00
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else
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return acc
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2018-04-14 11:34:28 +00:00
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applRooms row col =
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2018-04-14 16:43:05 +00:00
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(filter (\r -> graphIsRoom r && inBounds (V2 row col) (bounds r)) gr)
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nonexits =
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filter
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(\p ->
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pointType p /= RoomExit
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)
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rp
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updateNPCs
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2018-04-22 09:59:14 +00:00
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:: MonadIO m
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2018-04-14 16:43:05 +00:00
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=> M.Matrix (Maybe ImgId)
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-> [ReachPoint]
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-> Double
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-> SystemT Entity m ()
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updateNPCs imgmat rp dt =
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emap $ do
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with npcState
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with vel
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with pos
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npcState' <- E.get npcState
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case npcState' of
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NPCStanding ttl -> do
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let nttl = ttl - dt
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if nttl > 0
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then
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return $ defEntity'
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{ npcState = Set $ NPCStanding nttl
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, vel = Set $ V2 0 0
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}
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else do
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pos' <- E.get pos
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path <- liftIO $ getPath (fmap floor pos')
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return $ defEntity'
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{ npcState = Set $ NPCWalking path
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}
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NPCWalking path -> do
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pos' <- E.get pos
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if not (null path)
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then do
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let itarget = V2 0.5 0.5 + (fromIntegral <$> head path) :: V2 Double
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if distance pos' itarget < 0.1
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then
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return $ defEntity'
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{ npcState = Set $ NPCWalking (tail path)
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}
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else
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return $ defEntity'
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{ vel = Set $ (* 0.5) <$> signorm (itarget - pos')
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}
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else do
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ttl <- liftIO $ randomRIO (5, 30)
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return $ defEntity'
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{ npcState = Set $ NPCStanding ttl
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}
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where
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getPath pos' = do
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let seekRP = filter (\p -> pointType p /= RoomExit) rp
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ntargeti <- randomRIO (0, length seekRP - 1)
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let ntarget = pointCoord (seekRP !! ntargeti)
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path = astarAppl imgmat ntarget pos'
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logIO A.Debug ("seeking path from " ++ show pos' ++ " to " ++ show ntarget)
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case path of
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Nothing -> getPath pos'
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Just p -> return p
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