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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2018-05-20 22:40:40 +00:00
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import Data.Map.Strict as Map hiding (filter, null)
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2018-04-14 09:18:37 +00:00
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import Data.Ecstasy as E
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2018-06-04 03:29:20 +00:00
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import Data.Maybe (fromMaybe)
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import Data.List (find)
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2018-04-14 09:18:37 +00:00
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import Control.Monad.IO.Class (MonadIO(..))
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import Control.Concurrent.MVar
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import Control.Concurrent (forkIO)
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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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2018-06-04 03:29:20 +00:00
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import Types
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2018-04-14 09:18:37 +00:00
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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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-> M.Matrix TileState
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-> [ReachPoint]
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-> [Graph]
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-> Int
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-> IO [V2 Double]
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placeNPCs imgmat tilemat rp gr count =
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doPlace 1 []
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where
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doPlace :: Int -> [V2 Double] -> IO [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 <- randomRIO (1, M.nrows imgmat)
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c <- randomRIO (1, M.ncols imgmat)
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2018-07-03 00:20:17 +00:00
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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
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(nr + 1)
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((fmap fromIntegral $ pointCoord (nonexits !! i)) : acc)
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else
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return acc
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applRooms row col =
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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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=> 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 allEnts $ do
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with npcMoveState
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with vel
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with pos
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with rot
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with anim
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npcState' <- query npcMoveState
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case npcState' of
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NPCStanding ttl future -> 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 $ unchanged
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{ npcMoveState = Set $ NPCStanding nttl future
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, vel = Set $ V2 0 0
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}
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else do
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mpath <- liftIO $ tryTakeMVar future
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case mpath of
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Just path ->
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return $ unchanged
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{ npcMoveState = Set $ NPCWalking path
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}
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Nothing ->
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return $ unchanged
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{ npcMoveState = Set $ NPCStanding 1 future
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}
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NPCWalking path -> do
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pos' <- query 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 $ unchanged
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{ npcMoveState = Set $ NPCWalking (tail path)
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}
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else
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return $ unchanged
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2018-05-13 20:01:05 +00:00
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{ vel = Set $ (* 2) <$> 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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future <- liftIO $ newEmptyMVar
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rot' <- query rot
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state <- query anim
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let mdir =
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(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
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, vel = Set $ V2 0 0
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, rot = Set $ fromMaybe rot' mdir
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, anim = Set state
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{ asId = (asId state)
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{ aiDirection = fromMaybe rot' mdir
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}
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}
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}
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2018-05-16 14:23:23 +00:00
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getPath
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:: V2 Int
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-> MVar [V2 Int]
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-> [ReachPoint]
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-> M.Matrix (Maybe ImgId)
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-> IO ()
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getPath pos' mvar rp imgmat = 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.Verbose ("seeking path from " ++ show pos' ++ " to " ++ show ntarget)
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case path of
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Nothing -> getPath pos' mvar rp imgmat
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Just p -> putMVar mvar p
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