structure EnemyBehaviour = struct open GameType fun canWalkAhead (x, y, wallTree, platformTree) = let val ww = Constants.worldWidth val wh = Constants.worldHeight val searchWidth = Constants.enemySize val y = y + Constants.enemySize - 5 val searchHeight = 10 in QuadTree.hasCollisionAt (x, y, searchWidth, searchHeight, 0, 0, ww, wh, ~1, wallTree) orelse QuadTree.hasCollisionAt (x, y, searchWidth, searchHeight, 0, 0, ww, wh, ~1, platformTree) end fun isOnGround (enemy, wallTree, platformTree) = let val {x = ex, y = ey, ...} = enemy val ey = ey + Constants.enemySize - 1 val width = Constants.enemySize val height = 2 val ww = Constants.worldWidth val wh = Constants.worldHeight in QuadTree.hasCollisionAt (ex, ey, width, height, 0, 0, ww, wh, ~1, wallTree) orelse QuadTree.hasCollisionAt (ex, ey, width, height, 0, 0, ww, wh, ~1, platformTree) end fun getPatrollPatches (enemy: enemy, wallTree, platformTree, acc) = let (* This function is meant to check * if enemy should switch the horizontal direction * if the enemy is patrolling. * * Algorithm: * 1. Check if enemy there is a wall ahead of the enemy * in the direction the enemy is walking. * 1.1. If there is a wall, then invert the direction. * * 2. If there is no wall, check if there is space to * walk ahead on, such that enemy will not fall * if enemy continues to walk. * 2.1. If continuing to walk will cause the enemy to fall, * then invert the direction. * * 3. Else, do not invert direction and simply return given list. * *) val {x, y, xAxis, ...} = enemy in case xAxis of MOVE_LEFT => let (* search to see if there is wall on left side *) val searchStartX = x - Constants.moveEnemyBy val searchWidth = Constants.enemySize val searchHeight = Constants.enemySize - 5 val ww = Constants.worldWidth val wh = Constants.worldHeight val hasWallAhead = QuadTree.hasCollisionAt ( searchStartX , y , searchWidth , searchHeight , 0 , 0 , ww , wh , ~1 , wallTree ) in if hasWallAhead then EnemyPatch.W_X_AXIS MOVE_RIGHT :: acc else (* invert direction if moving further left * will result in falling down *) if canWalkAhead (searchStartX, y, wallTree, platformTree) then acc else EnemyPatch.W_X_AXIS MOVE_RIGHT :: acc end | MOVE_RIGHT => let (* enemy's x field is top left coordinate * but we want to check top * right coordinate, * so add enemySize *) val searchStartX = x + Constants.enemySize + Constants.moveEnemyBy val searchWidth = Constants.enemySize val searchHeight = Constants.enemySize - 5 val ww = Constants.worldWidth val wh = Constants.worldHeight val hasWallAhead = QuadTree.hasCollisionAt ( searchStartX , y , searchWidth , searchHeight , 0 , 0 , ww , wh , ~1 , wallTree ) in if hasWallAhead then EnemyPatch.W_X_AXIS MOVE_LEFT :: acc else (* invert direction if moving further right * will result in falling down *) if canWalkAhead (searchStartX, y, wallTree, platformTree) then acc else EnemyPatch.W_X_AXIS MOVE_LEFT :: acc end | STAY_STILL => acc end (* pathfinding *) fun getFollowPatches (player: player, enemy, wallTree, platformTree, acc) = let val {x = px, y = py, ...} = player val {x = ex, y = ey, yAxis = eyAxis, ...} = enemy val xAxis = if px < ex then MOVE_LEFT else MOVE_RIGHT val isOnGround = isOnGround (enemy, wallTree, platformTree) val yAxis = if ey > py andalso isOnGround then case eyAxis of ON_GROUND => JUMPING 0 | FALLING => JUMPING 0 | _ => eyAxis else eyAxis in EnemyPatch.W_Y_AXIS yAxis :: EnemyPatch.W_X_AXIS xAxis :: acc end fun getVariantPatches (enemy, walls, wallTree, platforms, platformTree, player, acc) = let open EnemyVariants in case #variant enemy of PATROL_SLIME => getPatrollPatches (enemy, wallTree, platformTree, acc) | FOLLOW_SIME => getFollowPatches (player, enemy, wallTree, platformTree, acc) end end