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