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

@ -1,4 +1,5 @@
{-# LANGUAGE TemplateHaskell #-}
{-# LANGUAGE StandaloneDeriving #-}
--------------------------------------------------------------------------------
module Xanthous.Entities.Item
( Item(..)
@ -13,7 +14,14 @@ import Data.Aeson.Generic.DerivingVia
--------------------------------------------------------------------------------
import Xanthous.Entities.RawTypes hiding (Item, description)
import qualified Xanthous.Entities.RawTypes as Raw
import Xanthous.Entities (Draw(..), Entity(..), DrawRawChar(..))
import Xanthous.Entities
( Draw(..)
, Entity(..)
, DrawRawChar(..)
, Brain(..)
, Brainless(..)
, brainVia
)
--------------------------------------------------------------------------------
data Item = Item
@ -27,6 +35,9 @@ data Item = Item
Item
makeLenses ''Item
-- deriving via (Brainless Item) instance Brain Item
instance Brain Item where step = brainVia Brainless
instance Arbitrary Item where
arbitrary = Item <$> arbitrary