Files
sml-projects/fcore/enemy-behaviour.sml

392 lines
11 KiB
Standard ML

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
(* 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, tree) =
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, tree)
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
(* new pathfinding using quad tree *)
fun getUpwardsPath
(playerPlatID, currentPlatID, platforms, platformTree, dist) =
if playerPlatID = currentPlatID then
(dist, [currentPlatID])
else
let
val currentPlat = Platform.find (currentPlatID, platforms)
val {x, y, width, ...} = currentPlat
val searchY = y - Constants.jumpLimit - 1
val searchH = Constants.jumpLimit
(* todo: x/width are placeholder values.
* They should define values that let reachable platforms
* on the top left/top right be included in the collision list
* but they currentl are not. *)
val searchX = x
val searchW = width
val ww = Constants.worldWidth
val wh = Constants.worldHeight
val upList = QuadTree.getCollisions
(searchX, searchY, searchW, searchH, 0, 0, ww, wh, ~1, platformTree)
val (bestDist, bestPath) = helpGetUpwardsPath
( playerPlatID
, platforms
, platformTree
, upList
, dist
, currentPlat
, ~1
, []
)
in
if bestDist = ~1 then
(* invalid; return error value *)
(~1, [])
else
(* is valid, so cons currentPlatID to path *)
(bestDist, currentPlatID :: bestPath)
end
and helpGetUpwardsPath
( playerPlatID
, platforms
, platformTree
, lst
, dist
, prevPlat
, bestDist
, bestPath
) =
case lst of
id :: tl =>
let
val currentPlat = Platform.find (id, platforms)
val {y = cy, ...} = currentPlat
val {y = py, ...} = prevPlat
val diff = py - cy
val platDist = dist + diff
val (newDist, newPath) = getUpwardsPath
(playerPlatID, id, platforms, platformTree, platDist)
in
if newDist = ~1 then
(* newPath is invalid, so reuse old path *)
helpGetUpwardsPath
( playerPlatID
, platforms
, platformTree
, tl
, dist
, prevPlat
, bestDist
, bestPath
)
else if bestDist = ~1 then
(* bestPath is invalid *)
helpGetUpwardsPath
( playerPlatID
, platforms
, platformTree
, tl
, dist
, prevPlat
, newDist
, newPath
)
else if newDist < bestDist then
helpGetUpwardsPath
( playerPlatID
, platforms
, platformTree
, tl
, dist
, prevPlat
, newDist
, newPath
)
else
helpGetUpwardsPath
( playerPlatID
, platforms
, platformTree
, tl
, dist
, prevPlat
, bestDist
, bestPath
)
end
| [] => (bestDist, bestPath)
(* pathfinding *)
fun getHighestPlatform (collisions, platforms, highestY, highestID) =
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 then getHighestPlatform (tl, platforms, platY, id)
else getHighestPlatform (tl, platforms, highestY, highestID)
end
| [] => highestID
fun getPlatformBelowPlayer (player, platformTree, platforms) =
let
val {x, y, ...} = player
val searchWidth = Constants.playerSize
val searchHeight = Constants.worldHeight - y
val ww = Constants.worldWidth
val wh = Constants.worldHeight
val collisions = QuadTree.getCollisions
(x, y, searchWidth, searchHeight, 0, 0, ww, wh, ~1, platformTree)
in
getHighestPlatform (collisions, platforms, wh, ~1)
end
fun getPlatformBelowEnemy (enemy: enemy, platformTree, platforms) =
let
val {x, y, ...} = enemy
val searchWidth = Constants.enemySize
val searchHeight = Constants.worldHeight - y
val ww = Constants.worldWidth
val wh = Constants.worldHeight
val collisions = QuadTree.getCollisions
(x, y, searchWidth, searchHeight, 0, 0, ww, wh, ~1, platformTree)
in
getHighestPlatform (collisions, platforms, wh, ~1)
end
fun canJumpOnPID (collisions, pID) =
case collisions of
id :: tl => (id = pID) orelse canJumpOnPID (tl, pID)
| [] => false
fun canJumpOnPlatform (player, platforms, enemy: enemy, platformTree) =
let
val pID = getPlatformBelowPlayer (player, platformTree, platforms)
val {x, y, ...} = enemy
val eID = getPlatformBelowEnemy (enemy, platformTree, platforms)
val (bestDist, bestPath) =
if eID > ~1 andalso pID > ~1 then
getUpwardsPath (pID, eID, platforms, platformTree, 0)
else
(~1, [])
val _ =
if bestDist = ~1 then
print "no path\n"
else
let
val _ = print "has path:\n"
val _ =
List.map
(fn platID =>
print ("best path platID: " ^ Int.toString platID ^ "\n"))
bestPath
in
()
end
val distance = Constants.moveEnemyBy * Constants.jumpLimit
val distance = distance div 2
val yDistance = distance
val y = y - yDistance + Constants.enemySize
val ww = Constants.worldWidth
val wh = Constants.worldHeight
val mx = x - distance
val rightCollisions = QuadTree.getCollisions
(x, y, distance, yDistance, 0, 0, ww, wh, ~1, platformTree)
val leftCollisions = QuadTree.getCollisions
(mx, y, distance, yDistance, 0, 0, ww, wh, ~1, platformTree)
in
canJumpOnPID (rightCollisions, pID)
orelse canJumpOnPID (leftCollisions, pID)
end
fun getFollowPatches
(player: player, enemy, wallTree, platformTree, platforms, 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 isOnWall = standingOnArea (enemy, wallTree)
val isOnPlatform = standingOnArea (enemy, platformTree)
val hasPlatformAbove =
canJumpOnPlatform (player, platforms, enemy, platformTree)
val shouldJump = (isOnWall orelse isOnPlatform) andalso hasPlatformAbove
val yAxis =
if ey > py andalso shouldJump then
case eyAxis of
ON_GROUND => JUMPING 0
| FALLING => JUMPING 0
| _ => eyAxis
else
eyAxis
in
EnemyPatch.W_X_AXIS STAY_STILL :: 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, platforms, acc)
end
end