Implement the start of creature AI

Add a Brain class, which determines for an entity the set of moves it
makes every step of the game, and begin to implement that for gormlaks.
The idea here is that every step of the game, a gormlak will move
towards the furthest-away wall it can see.
This commit is contained in:
Griffin Smith 2019-09-28 13:20:57 -04:00
parent 915264acae
commit 1a0f618a82
21 changed files with 493 additions and 281 deletions

View file

@ -14,6 +14,7 @@ module Xanthous.Data.EntityMap
, insertAt
, insertAtReturningID
, fromEIDsAndPositioned
, toEIDsAndPositioned
, atPosition
, atPositionWithIDs
, positions
@ -101,6 +102,14 @@ instance Semigroup (EntityMap a) where
instance Monoid (EntityMap a) where
mempty = emptyEntityMap
instance FunctorWithIndex EntityID EntityMap
instance FoldableWithIndex EntityID EntityMap
instance TraversableWithIndex EntityID EntityMap where
itraversed = byID . itraversed . rmap sequenceA . distrib
itraverse = itraverseOf itraversed
emptyEntityMap :: EntityMap a
emptyEntityMap = EntityMap mempty mempty 0
@ -183,6 +192,9 @@ fromEIDsAndPositioned eps = newLastID $ alaf Endo foldMap insert' eps mempty
.~ fromMaybe 1
(maximumOf (ifolded . asIndex) (em ^. byID))
toEIDsAndPositioned :: EntityMap a -> [(EntityID, Positioned a)]
toEIDsAndPositioned = itoListOf $ byID . ifolded
positions :: EntityMap a -> [Position]
positions = toListOf $ byPosition . to keys . folded