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

@ -0,0 +1,27 @@
{-# OPTIONS_GHC -fno-warn-orphans #-}
{-# LANGUAGE RecordWildCards #-}
--------------------------------------------------------------------------------
module Xanthous.Game.Arbitrary where
--------------------------------------------------------------------------------
import Xanthous.Prelude
--------------------------------------------------------------------------------
import Test.QuickCheck
import System.Random
--------------------------------------------------------------------------------
import Xanthous.Game.State
import Xanthous.Entities.Arbitrary ()
import Xanthous.Entities.Character
import qualified Xanthous.Data.EntityMap as EntityMap
--------------------------------------------------------------------------------
instance Arbitrary GameState where
arbitrary = do
char <- arbitrary @Character
charPos <- arbitrary
_messageHistory <- arbitrary
(_characterEntityID, _entities) <- arbitrary <&>
EntityMap.insertAtReturningID charPos (SomeEntity char)
_revealedPositions <- fmap setFromList . sublistOf $ EntityMap.positions _entities
_randomGen <- mkStdGen <$> arbitrary
let _promptState = NoPrompt -- TODO
pure $ GameState {..}