reimplement enemy-filter loop (now enemy's reaction, and decision to possibly filter, is fully under enemy's control - physics, damage reaction, whether to filter or update enemy's state, etc.)

This commit is contained in:
2025-02-08 01:05:39 +00:00
parent 1be44335cb
commit 23cf480dad
7 changed files with 273 additions and 288 deletions

View File

@@ -0,0 +1,68 @@
signature ENEMY_PATCH =
sig
datatype enemy_patch =
W_HEALTH of int
| W_X of int
| W_Y of int
| W_X_AXIS of GameType.x_axis
| W_Y_AXIS of GameType.y_axis
| W_PLAT_ID of int
| W_NEXT_PLAT_ID of int
val withPatch: GameType.enemy * enemy_patch -> GameType.enemy
val withPatches: GameType.enemy * enemy_patch list -> GameType.enemy
end
structure EnemyPatch: ENEMY_PATCH =
struct
datatype enemy_patch =
W_HEALTH of int
| W_X of int
| W_Y of int
| W_X_AXIS of GameType.x_axis
| W_Y_AXIS of GameType.y_axis
| W_PLAT_ID of int
| W_NEXT_PLAT_ID of int
fun mkEnemy (id, health, x, y, xAxis, yAxis, variant, platID, nextPlatID) =
{ id = id
, health = health
, x = x
, y = y
, xAxis = xAxis
, yAxis = yAxis
, variant = variant
, platID = platID
, nextPlatID = nextPlatID
}
fun withPatch (enemy, patch) =
let
val {id, health, x, y, xAxis, yAxis, variant, platID, nextPlatID} = enemy
in
case patch of
W_HEALTH health =>
mkEnemy (id, health, x, y, xAxis, yAxis, variant, platID, nextPlatID)
| W_X x =>
mkEnemy (id, health, x, y, xAxis, yAxis, variant, platID, nextPlatID)
| W_X_AXIS xAxis =>
mkEnemy (id, health, x, y, xAxis, yAxis, variant, platID, nextPlatID)
| W_Y y =>
mkEnemy (id, health, x, y, xAxis, yAxis, variant, platID, nextPlatID)
| W_Y_AXIS yAxis =>
mkEnemy (id, health, x, y, xAxis, yAxis, variant, platID, nextPlatID)
| W_PLAT_ID platID =>
mkEnemy (id, health, x, y, xAxis, yAxis, variant, platID, nextPlatID)
| W_NEXT_PLAT_ID nextPlatID =>
mkEnemy (id, health, x, y, xAxis, yAxis, variant, platID, nextPlatID)
end
fun withPatches (enemy, lst) =
case lst of
hd :: tl =>
let val enemy = withPatch (enemy, hd)
in withPatches (enemy, tl)
end
| [] => enemy
end