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
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)
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(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
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posbounds <- efor allEnts $ do
with pos
with obstacle
pos' <- query pos
bnds <- query obstacle
return (pos', bnds)
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npcposs <- efor allEnts $ do
with pos
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with npcMoveState
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with vel
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with rot
with anim
pos' <- query pos
e <- queryEnt
return (e, pos')
eaccess <- getObjects npcposs
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moent <- catMaybes <$> eover allEnts (do
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with pos
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with npcMoveState
with vel
with rot
with anim
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pos' <- query pos
rot' <- query rot
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npcState' <- query npcMoveState
case npcState' of
NPCStanding ttl future -> do
let nttl = ttl - dt
if nttl > 0
then
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return (Nothing, unchanged
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{ npcMoveState = Set $ NPCStanding nttl future
, vel = Set $ V2 0 0
})
else do
mpath <- liftIO $ tryTakeMVar future
case mpath of
Just path ->
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return (Nothing, unchanged
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{ npcMoveState = Set $ NPCWalking path
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})
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Nothing ->
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return (Nothing, unchanged
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{ npcMoveState = Set $ NPCStanding 1 future
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})
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NPCWalking path ->
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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 (Nothing, unchanged
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{ npcMoveState = Set $ NPCWalking (tail path)
})
else
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return (Nothing, unchanged
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{ vel = Set $ (* 2) <$> signorm (itarget - pos')
})
else do
future <- liftIO $ newEmptyMVar
stat <- query anim
_ <- liftIO $ forkIO $
getPath (fmap floor pos') future rp imgmat posbounds
e <- queryEnt
let mdir =
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pointDir <$> find (\a -> pointCoord a == fmap floor pos') rp
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accessibles = fromMaybe [] $ lookup e eaccess
case accessibles of
[] -> do
ttl <- liftIO $ randomRIO (5, 30)
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return (Nothing, unchanged
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{ 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
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}
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}
})
objects -> do
rind <- liftIO $ randomRIO (0, length objects - 1)
npcent <- queryEnt
let (oent, _, _) = objects !! rind
return (Just (oent, npcent, future), unchanged
{ rot = Set $ fromMaybe rot' mdir
, anim = Set stat
{ asId = (asId stat)
{ aiDirection = fromMaybe rot' mdir
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}
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}
, vel = Set $ V2 0 0
}))
mapM_ (\(oent, npcent, future) -> do
Just (t, s) <- runQueryT oent $ do
with objType
with objState
otyp <- query objType
ostat <- query objState
return (otyp, ostat)
setEntity oent =<< objectTransition t s False oent
Just (nt, ns) <- runQueryT oent $ do
with objType
with objState
otyp <- query objType
ostat <- query objState
return (otyp, ostat)
emap (anEnt npcent) $ do
let ttl = actionTime nt ns
return unchanged
{ npcMoveState = Set $ NPCStanding ttl future
}
) moent
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getObjects
:: (Monad m, Traversable t, RealFrac a1)
=> t (a2, V2 a1)
-> SystemT Entity m (t (a2, [(Ent, V2 Double, (V2 Int, Direction))]))
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getObjects npcposs = do
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candidates <- efor allEnts $ do
with pos
with objType
with objState
with objAccess
pos' <- query pos
oacc <- query objAccess
ent <- queryEnt
return (ent, pos', oacc)
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mapM (\(e, npos) ->
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return
( e
, filter (\(_, p, (delta, _)) ->
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fmap floor p + delta == fmap floor npos
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) candidates
)
) npcposs
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
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getPathTo
:: V2 Int
-> MVar [V2 Int]
-> V2 Int
-> M.Matrix (Maybe ImgId)
-> [(V2 Double, Boundaries Double)]
-> IO ()
getPathTo pos' mvar target imgmat posbounds = do
let path = astarAppl imgmat posbounds target pos'
logIO A.Verbose ("seeking path from " ++ show pos' ++ " to " ++ show target)
case path of
Nothing -> do
logIO A.Error ("No path from " ++ show pos' ++ " to " ++ show target)
putMVar mvar [pos']
Just p -> putMVar mvar p