slight refactoring to help with extensibility of adding enemy variants later
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146
fcore/enemy.sml
146
fcore/enemy.sml
@@ -12,122 +12,19 @@ struct
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fun exists (id, collisions) = helpExists (0, id, collisions)
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fun canWalkAhead (x, y, wallTree, platformTree) =
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let
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val ww = Constants.worldWidth
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val wh = Constants.worldHeight
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val searchWidth = Constants.enemySize
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val y = y + Constants.enemySize - 5
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val searchHeight = 10
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in
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QuadTree.hasCollisionAt
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(x, y, searchWidth, searchHeight, 0, 0, ww, wh, ~1, wallTree)
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orelse
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QuadTree.hasCollisionAt
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(x, y, searchWidth, searchHeight, 0, 0, ww, wh, ~1, platformTree)
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end
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fun getPatrollPatches (enemy: enemy, wallTree, platformTree, acc) =
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let
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(* This function is meant to check
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* if enemy should switch the horizontal direction
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* if the enemy is patrolling.
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*
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* Algorithm:
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* 1. Check if enemy there is a wall ahead of the enemy
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* in the direction the enemy is walking.
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* 1.1. If there is a wall, then invert the direction.
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*
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* 2. If there is no wall, check if there is space to
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* walk ahead on, such that enemy will not fall
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* if enemy continues to walk.
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* 2.1. If continuing to walk will cause the enemy to fall,
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* then invert the direction.
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*
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* 3. Else, do not invert direction and simply return given list.
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* *)
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val {x, y, xAxis, ...} = enemy
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in
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case xAxis of
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MOVE_LEFT =>
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let
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(* search to see if there is wall on left side *)
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val searchStartX = x - Constants.moveEnemyBy
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val searchWidth = Constants.enemySize
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val searchHeight = Constants.enemySize - 5
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val ww = Constants.worldWidth
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val wh = Constants.worldHeight
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val hasWallAhead = QuadTree.hasCollisionAt
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( searchStartX
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, y
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, searchWidth
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, searchHeight
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, 0
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, 0
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, ww
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, wh
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, ~1
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, wallTree
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)
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in
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if
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hasWallAhead
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then EnemyPatch.W_X_AXIS MOVE_RIGHT :: acc
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else (* invert direction if moving further left
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* will result in falling down *) if
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canWalkAhead (searchStartX, y, wallTree, platformTree)
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then acc
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else EnemyPatch.W_X_AXIS MOVE_RIGHT :: acc
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end
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| MOVE_RIGHT =>
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let
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(* enemy's x field is top left coordinate
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* but we want to check top * right coordinate,
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* so add enemySize *)
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val searchStartX = x + Constants.enemySize + Constants.moveEnemyBy
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val searchWidth = Constants.enemySize
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val searchHeight = Constants.enemySize - 5
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val ww = Constants.worldWidth
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val wh = Constants.worldHeight
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val hasWallAhead = QuadTree.hasCollisionAt
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( searchStartX
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, y
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, searchWidth
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, searchHeight
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, 0
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, 0
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, ww
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, wh
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, ~1
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, wallTree
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)
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in
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if
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hasWallAhead
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then EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
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else (* invert direction if moving further right
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* will result in falling down *) if
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canWalkAhead (searchStartX, y, wallTree, platformTree)
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then acc
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else EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
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end
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| STAY_STILL => acc
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end
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(* called when filtering enemies,
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* to adjust enemy data on collision with projectile *)
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fun onCollisionWithProjectile
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(enemy, projectileTree, acc, walls, wallTree, platforms, platformTree) =
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( enemy: enemy
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, projectileTree
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, acc
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, walls
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, wallTree
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, platforms
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, platformTree
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) =
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let
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val {x, y, health, id, xAxis, yAxis} = enemy
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val {x, y, health, ...} = enemy
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val size = Constants.enemySize
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val ww = Constants.worldWidth
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@@ -151,8 +48,10 @@ struct
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val patches = EnemyPhysics.getEnvironmentPatches
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(enemy, walls, wallTree, platforms, platformTree)
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val patches =
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getPatrollPatches (enemy, wallTree, platformTree, patches)
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(* get patches specific to this type of enemy *)
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val patches = EnemyBehaviour.getVariantPatches
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(enemy, walls, wallTree, platforms, platformTree, patches)
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val enemy = EnemyPatch.withPatches (enemy, patches)
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in
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@@ -167,8 +66,10 @@ struct
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val patches = EnemyPhysics.getEnvironmentPatches
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(enemy, walls, wallTree, platforms, platformTree)
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val patches =
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getPatrollPatches (enemy, wallTree, platformTree, patches)
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(* get patches specific to this type of enemy *)
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val patches = EnemyBehaviour.getVariantPatches
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(enemy, walls, wallTree, platforms, platformTree, patches)
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val enemy = EnemyPatch.withPatches (enemy, patches)
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in
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@@ -253,13 +154,12 @@ struct
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)
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end
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fun helpGenerateTree (pos, enemyVec, acc) =
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fun helpGenerateTree (pos, enemyVec: enemy vector, acc) =
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if pos = Vector.length enemyVec then
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acc
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else
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let
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val {id, x, y, health = _, xAxis = _, yAxis = _} =
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Vector.sub (enemyVec, pos)
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val {id, x, y, ...} = Vector.sub (enemyVec, pos)
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val size = Constants.enemySize
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val ww = Constants.worldWidth
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@@ -272,12 +172,12 @@ struct
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fun generateTree enemyVec = helpGenerateTree (0, enemyVec, QuadTree.empty)
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fun helpFind (findNum, vec, low, high) =
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fun helpFind (findNum, vec: enemy vector, low, high) =
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(* should only be called when we know enemy already exists in vec *)
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let
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val mid = low + ((high - low) div 2)
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val enemy = Vector.sub (vec, mid)
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val {id = curNum, x = _, y = _, health = _, xAxis = _, yAxis = _} = enemy
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val {id = curNum, ...} = enemy
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in
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if curNum = findNum then enemy
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else if curNum < findNum then helpFind (findNum, vec, mid + 1, high)
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@@ -287,9 +187,9 @@ struct
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fun find (findNum, vec) =
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helpFind (findNum, vec, 0, Vector.length vec - 1)
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fun helpGetDrawVec (enemy, width, height) =
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fun helpGetDrawVec (enemy: enemy, width, height) =
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let
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val {x, y, id = _, health = _, xAxis = _, yAxis = _} = enemy
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val {x, y, ...} = enemy
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val wratio = width / Constants.worldWidthReal
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val hratio = height / Constants.worldHeightReal
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in
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