Files
sml-projects/fcore/enemy/enemy-behaviour.sml
2025-02-14 08:46:28 +00:00

516 lines
18 KiB
Standard ML

structure EnemyBehaviour =
struct
open GameType
open EnemyType
open EntityType
(* if player is attacking, does enemy collide with attack? *)
fun isCollidingWithPlayerAttack (player: player, enemy: enemy) =
let
val {x = px, y = py, facing, mainAttack, ...} = player
val pSize = Constants.playerSize
val {x = ex, y = ey, ...} = enemy
val eSize = Constants.enemySize
in
case mainAttack of
MAIN_ATTACKING {length, ...} =>
(case facing of
FACING_RIGHT =>
let
val px = px + pSize
in
Collision.isCollidingPlus
(px, py, length, pSize, ex, ey, eSize, eSize)
end
| FACING_LEFT =>
let
val px = px - length
in
Collision.isCollidingPlus
(px, py, length, pSize, ex, ey, eSize, eSize)
end)
| _ => false
end
fun canWalkAhead (x, y, wallTree, platformTree) =
let
val y = y + Constants.enemySize - 5
val searchHeight = 10
val searchWidth = Constants.moveEnemyBy
in
QuadTree.hasCollisionAt (x, y, searchWidth, searchHeight, ~1, wallTree)
orelse
QuadTree.hasCollisionAt
(x, y, searchWidth, searchHeight, ~1, platformTree)
end
(* same function takes either wallTree or platformTree and returns true
* if standing on tree.
* Function is monomorphic in the sense that wallTree and platformTree
* are both same type (no generics/parametric polymorphism).
* *)
fun standingOnArea (enemy: enemy, tree) =
let
val {x = ex, y = ey, ...} = enemy
val ey = ey + Constants.enemySize - 1
val width = Constants.enemySize
val height = Platform.platHeight
in
QuadTree.hasCollisionAt (ex, ey, width, height, ~1, tree)
end
fun getPatrolPatches (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.moveEnemyBy
val searchHeight = Constants.enemySize - 5
val hasWallAhead = QuadTree.hasCollisionAt
(searchStartX, y, searchWidth, searchHeight, ~1, wallTree)
in
if hasWallAhead then
EnemyPatch.W_X_AXIS MOVE_RIGHT :: acc
else if canWalkAhead (searchStartX, y, wallTree, platformTree) then
(* invert direction if moving further left
* will result in falling down *)
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.moveEnemyBy
val searchHeight = Constants.enemySize - 5
val hasWallAhead = QuadTree.hasCollisionAt
(searchStartX, y, searchWidth, searchHeight, ~1, wallTree)
in
if hasWallAhead then
EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
else if canWalkAhead (searchStartX, y, wallTree, platformTree) then
(* invert direction if moving further right
* will result in falling down *)
acc
else
EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
end
| STAY_STILL => acc
end
(* pathfinding *)
fun isBetween (p1, check, p2) = check >= p1 andalso check <= p2
fun getHighestPlatform (collisions, platforms, highestY, highestID, checkY) =
case collisions of
id :: tl =>
let
val {y = platY, ...} = Platform.find (id, platforms)
in
(* platY < highestY is correct because lowest number = highest
* in * this case *)
if platY < highestY andalso checkY <= platY then
getHighestPlatform (tl, platforms, platY, id, checkY)
else
getHighestPlatform (tl, platforms, highestY, highestID, checkY)
end
| [] => highestID
fun getPlatformBelowEnemy (enemy: enemy, platformTree, platforms) =
let
val {x, y, ...} = enemy
val searchWidth = Constants.enemySize
val searchHeight = Constants.worldHeight - y
val y = y + Constants.enemySize
val collisions = QuadTree.getCollisions
(x, y, searchWidth, searchHeight, ~1, platformTree)
val wh = Constants.worldHeight
in
getHighestPlatform (collisions, platforms, wh, ~1, y)
end
fun canJump (prevPlatform, nextPlatform) =
let
val {x = pPlatX, y = pPlatY, width = pPlatW, ...} = prevPlatform
val pPlatFinishX = pPlatX + pPlatW
val {x = nPlatX, y = nPlatY, width = nPlatW, ...} = nextPlatform
val nPlatFinishX = nPlatX + nPlatW
in
(isBetween (nPlatX, pPlatX, nPlatFinishX)
orelse isBetween (nPlatX, pPlatFinishX, nPlatFinishX))
andalso pPlatY > nPlatY
end
fun getJumpPatches (nextPlatform, platformTree, enemy, acc) =
let
val {x = platX, y = platY, width = platWidth, ...} = nextPlatform
val platFinishX = platX + platWidth
val {x = eX, y = ey, yAxis = eyAxis, xAxis = exAxis, ...} = enemy
val ecx = eX + (Constants.enemySize div 2)
val ey = ey + Constants.enemySize
val standingOnPlat = standingOnArea (enemy, platformTree)
in
if ey >= platY andalso standingOnPlat then
if
isBetween (platX, ecx, platFinishX)
then
(* can jump from same position enemy is at *)
let
(* since we want to jump vertically and not risk falling off by
* jumping + moving either left or right, make enemy stay still *)
in
case eyAxis of
ON_GROUND => EnemyPatch.W_Y_AXIS (JUMPING 0) :: acc
| FALLING => EnemyPatch.W_Y_AXIS (JUMPING 0) :: acc
| _ => acc
end
else (* have to travel either left or right before jumping *) if
ecx < platX
then
EnemyPatch.W_X_AXIS MOVE_RIGHT :: acc
else
EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
else
acc
end
fun canDrop (prevPlatform, nextPlatform) =
let
val {x = pPlatX, y = pPlatY, width = pPlatW, ...} = prevPlatform
val pPlatFinishX = pPlatX + pPlatW
val {x = nPlatX, y = nPlatY, width = nPlatW, ...} = nextPlatform
val nPlatFinishX = nPlatX + nPlatW
in
(isBetween (nPlatX, pPlatX, nPlatFinishX)
orelse isBetween (nPlatX, pPlatFinishX, nPlatFinishX))
andalso pPlatY < nPlatY
end
fun getDropPatches (nextPlatform, platformTree, enemy, acc) =
let
val {x = platX, y = platY, width = platWidth, ...} = nextPlatform
val platFinishX = platX + platWidth
val {x = eX, y = ey, yAxis = eyAxis, xAxis = exAxis, ...} = enemy
val ecx = eX + (Constants.enemySize div 2)
val ey = ey + Constants.enemySize
val standingOnPlat = standingOnArea (enemy, platformTree)
in
if ey <= platY andalso standingOnPlat then
if
isBetween (platX, ecx, platFinishX)
then
(* can jump from same position enemy is at *)
let in
case eyAxis of
ON_GROUND => EnemyPatch.W_Y_AXIS DROP_BELOW_PLATFORM :: acc
| FALLING => EnemyPatch.W_Y_AXIS DROP_BELOW_PLATFORM :: acc
| _ => acc
end
else (* have to travel either left or right before jumping *) if
ecx < platX
then
EnemyPatch.W_X_AXIS MOVE_RIGHT :: acc
else
EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
else
acc
end
fun getMoveRightPatches (nextPlatform, enemy, platformTree, acc) =
(* important to check for drop first because path of traceRightJump includes
* descent of jump/drop.
* So, if we check for jump first, we would always jump before dropping
* even if jumping is not necessary. *)
if TraceJump.traceRightDrop (enemy, #id nextPlatform, platformTree) then
EnemyPatch.W_Y_AXIS DROP_BELOW_PLATFORM :: EnemyPatch.W_X_AXIS MOVE_RIGHT
:: acc
else if TraceJump.traceRightJump (enemy, #id nextPlatform, platformTree) then
if standingOnArea (enemy, platformTree) then
EnemyPatch.W_Y_AXIS (JUMPING 0) :: EnemyPatch.W_X_AXIS MOVE_RIGHT :: acc
else
EnemyPatch.W_X_AXIS MOVE_RIGHT :: acc
else
EnemyPatch.W_X_AXIS MOVE_RIGHT :: acc
fun getMoveLeftPatches (nextPlatform, enemy, platformTree, acc) =
if TraceJump.traceLeftDrop (enemy, #id nextPlatform, platformTree) then
EnemyPatch.W_Y_AXIS DROP_BELOW_PLATFORM :: EnemyPatch.W_X_AXIS MOVE_LEFT
:: acc
else if TraceJump.traceLeftJump (enemy, #id nextPlatform, platformTree) then
if standingOnArea (enemy, platformTree) then
EnemyPatch.W_Y_AXIS (JUMPING 0) :: EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
else
EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
else
EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
(* get patches to help enemy move to nextPlatformID *)
fun getPathToNextPlatform
(nextPlatformID, platforms, platformTree, enemy, eID, pID, acc) =
let
val currentPlatform = Platform.find (eID, platforms)
val nextPlatform = Platform.find (nextPlatformID, platforms)
val canJump = canJump (currentPlatform, nextPlatform)
val canDrop = canDrop (currentPlatform, nextPlatform)
in
if canJump then
getJumpPatches (nextPlatform, platformTree, enemy, acc)
else if canDrop then
getDropPatches (nextPlatform, platformTree, enemy, acc)
else
let
(* if can neither jump or drop to next platform vertically
* then remaining options are either jumping to the right or left.
* Figure out which the enemy needs to do and progress to it. *)
val {x = eX, ...} = enemy
val {x = nPlatX, width = nPlatW, ...} = nextPlatform
in
if eX < nPlatX then
getMoveRightPatches (nextPlatform, enemy, platformTree, acc)
else
getMoveLeftPatches (nextPlatform, enemy, platformTree, acc)
end
end
(* if only one side in x direction overlaps with platform,
* then move enemy left/right to make them fully overlap with platform *)
fun getHorizontalLandingPatches (enemy, nextPlatform, acc) = acc
fun getFallingPatches (enemy, newPlatformID, platforms, acc) =
EnemyPatch.W_NEXT_PLAT_ID ~1 :: acc
fun getJumpLandingPatches (enemy, nextPlatformID, platforms, acc) = acc
fun getLandingPatches (newPlatformID, platforms, enemy, acc) =
case #yAxis enemy of
JUMPING _ => getJumpLandingPatches (enemy, newPlatformID, platforms, acc)
| _ => getFallingPatches (enemy, newPlatformID, platforms, acc)
(* to be called by FOLLOW_SIME. The FOLLOW_SIME sometimes changes its x axis
* to STAY_STILL, so if this happens and we want to patrol,
* then start patrolling in the direction the player is in *)
fun startPatrolPatches (player, enemy, wallTree, platformTree, acc) =
case #xAxis enemy of
STAY_STILL =>
let
val acc =
if #x player <= #x enemy then EnemyPatch.W_X_AXIS MOVE_RIGHT :: acc
else EnemyPatch.W_X_AXIS MOVE_LEFT :: acc
in
acc
end
| _ => getPatrolPatches (enemy, wallTree, platformTree, acc)
fun isInFollowRange (player, enemy) =
let
val {x = px, y = py, ...} = player
val pfx = px + Constants.playerSize
val pfy = py + Constants.playerSize
val range = 199
val {x = ex, y = ey, ...} = enemy
val eStartX = ex - range
val eStartY = ey - range
val efx = ex + Constants.enemySize + range
val efy = ey + Constants.enemySize + range
in
Collision.isColliding (px, py, pfx, pfy, eStartX, eStartY, efx, efy)
end
fun getFollowPatches
(player: player, enemy, wallTree, platformTree, platforms, graph, acc) =
let
val pID = #platID player
val eID = #platID enemy
in
if eID = ~1 orelse pID = ~1 then
(* without checking that neither of these are ~1
* (which means there is no platform below the enemy/player)
* there is a subscript error because the PathFinding.start
* function expects neither of these values to be ~1. *)
startPatrolPatches (player, enemy, wallTree, platformTree, acc)
else if eID = #nextPlatID enemy then
getLandingPatches (eID, platforms, enemy, acc)
else if eID = pID then
startPatrolPatches (player, enemy, wallTree, platformTree, acc)
else if isInFollowRange (player, enemy) then
(* line of sight: only follow player if player is in some range *)
let
val bestPath = PathFinding.start
(pID, eID, platforms, platformTree, graph)
in
case bestPath of
nextPlatformID :: _ =>
let
val acc = EnemyPatch.W_NEXT_PLAT_ID nextPlatformID :: acc
val acc = getPathToNextPlatform
( nextPlatformID
, platforms
, platformTree
, enemy
, eID
, pID
, acc
)
in
EnemyPatch.W_X_AXIS STAY_STILL :: acc
end
| [] =>
startPatrolPatches (player, enemy, wallTree, platformTree, acc)
end
else
startPatrolPatches (player, enemy, wallTree, platformTree, acc)
end
fun withDefaultYAxis (enemy: enemy) =
case #yAxis enemy of
ON_GROUND => EnemyPatch.withPatch (enemy, EnemyPatch.W_Y_AXIS FALLING)
| _ => enemy
fun updatePatrolState
(player, enemy, walls, wallTree, platforms, platformTree) =
let
val {x, y, ...} = enemy
val size = Constants.enemySize
val enemy = withDefaultYAxis enemy
val patches = getPatrolPatches (enemy, wallTree, platformTree, [])
val enemy = EnemyPatch.withPatches (enemy, patches)
val patches = EnemyPhysics.getPhysicsPatches enemy
val enemy = EnemyPatch.withPatches (enemy, patches)
val patches = EnemyPhysics.getEnvironmentPatches
(enemy, walls, wallTree, platforms, platformTree)
in
EnemyPatch.withPatches (enemy, patches)
end
fun updateFollowState
(player, enemy, walls, wallTree, platforms, platformTree, graph) =
let
val {x, y, ...} = enemy
val size = Constants.enemySize
val enemy = withDefaultYAxis enemy
val patches = getFollowPatches
(player, enemy, wallTree, platformTree, platforms, graph, [])
val enemy = EnemyPatch.withPatches (enemy, patches)
val patches = EnemyPhysics.getPhysicsPatches enemy
val enemy = EnemyPatch.withPatches (enemy, patches)
val patches = EnemyPhysics.getEnvironmentPatches
(enemy, walls, wallTree, platforms, platformTree)
in
EnemyPatch.withPatches (enemy, patches)
end
fun updateStraightBat (player, enemy, walls, wallTree) =
let
val {x, y, batRest, batDirY, batMinY, batMaxY, xAxis, ...} = enemy
val size = Constants.enemySize
val moveByY = Constants.moveBatY
val moveByX = Constants.moveBatX
val patches =
(* get apatches for up/down movement *)
case batDirY of
UP =>
if y - moveByY <= batMaxY then
[EnemyPatch.W_BAT_DIR_Y DOWN, EnemyPatch.W_Y (y + moveByY)]
else
[EnemyPatch.W_Y (y - moveByY)]
| DOWN =>
if y + moveByY >= batMinY then
[EnemyPatch.W_BAT_DIR_Y UP, EnemyPatch.W_Y (y - moveByY)]
else
[EnemyPatch.W_Y (y + moveByY)]
val patches =
(* get patches for horizontal movement *)
if QuadTree.hasCollisionAt (x, y, size, size, ~1, wallTree) then
(* has collision with wall *)
if batRest >= Constants.batRestLimit then
(* make enemy move in opposite direction *)
case xAxis of
MOVE_RIGHT =>
EnemyPatch.W_X_AXIS MOVE_LEFT :: EnemyPatch.W_X (x - 1)
:: patches
| MOVE_LEFT =>
EnemyPatch.W_X_AXIS MOVE_RIGHT :: EnemyPatch.W_X (x + 1)
:: patches
| _ => patches
else
(* keep resting until we hit rest limit *)
EnemyPatch.W_BAT_REST (batRest + 1) :: patches
else
(* no collision, so continue moving in direction *)
let
val patches =
case xAxis of
MOVE_RIGHT => EnemyPatch.W_X (x + moveByX) :: patches
| MOVE_LEFT => EnemyPatch.W_X (x - moveByX) :: patches
| STAY_STILL => patches
in
EnemyPatch.W_BAT_REST 0 :: patches
end
in
EnemyPatch.withPatches (enemy, patches)
end
fun updateEnemyState
(enemy, walls, wallTree, platforms, platformTree, player, graph) =
case #variant enemy of
PATROL_SLIME =>
updatePatrolState
(player, enemy, walls, wallTree, platforms, platformTree)
| FOLLOW_SLIME =>
updateFollowState
(player, enemy, walls, wallTree, platforms, platformTree, graph)
| STRAIGHT_BAT => updateStraightBat (player, enemy, walls, wallTree)
end