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OrcController.fs
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OrcController.fs
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module OrcController
open GameCore
open Model
open View
let walkSpeed = 0.05
let guardTime = 1000.
let readyTime = 500.
let checkForFloor (nx, y) direction blocks =
let testy = int y + 1
let testx = if direction = Left then floor nx |> int else ceil nx |> int
blocks |> List.exists (fun (bx, by, _) -> (bx, by) = (testx, testy))
let checkForWall (nx, y) direction =
List.exists (fun (bx, by, _) ->
let fbx = float bx
by = int y &&
(match direction with
| Left -> fbx > nx - 1. && fbx < nx
| Right -> nx < fbx && nx + 1. > fbx))
let checkForFriend (nx, y) direction =
List.exists (fun (ox, oy) ->
oy = y &&
(match direction with
| Left -> ox > nx - 1. && ox < nx
| Right -> nx < ox && nx + 1. > ox))
let checkForEnemy (x, y) direction (kx, ky) =
ky = y &&
(match direction with
| Left -> kx > x - 1.5 && kx < x
| Right -> x < kx && x + 1.5 > kx)
let processOrc (runState : RunState) worldState knight (orc : Orc) =
let isInAttackRange =
knight.state <> Dead &&
checkForEnemy orc.position orc.direction worldState.knight.position
match orc.state with
| Falling t when runState.elapsed - t > (animSpeed * float dyingFrames) ->
{ orc with state = Slain }, knight, []
| Guarding t when runState.elapsed - t > guardTime ->
{ orc with state = if isInAttackRange then ReadyingAttack runState.elapsed else Patrolling }, knight, []
| ReadyingAttack t when runState.elapsed - t > readyTime ->
let newKnight =
if isInAttackRange && knight.state <> Blocking then
{ knight with
health = knight.health - 1
state = if knight.health = 1 then Dying runState.elapsed else knight.state }
else knight
let newEvents =
if isInAttackRange then
match newKnight.state with
| Blocking -> [OrcSwing;KnightBlocked]
| Dying _ -> [OrcSwing;KnightDying]
| _ -> [OrcSwing;KnightHit]
else []
{ orc with state = if isInAttackRange then Attacking runState.elapsed else Patrolling }, newKnight, newEvents
| Attacking t when runState.elapsed - t > (animSpeed * float strikeFrames) ->
{ orc with state = Patrolling }, knight, []
| Falling _
| ReadyingAttack _ | Guarding _ | Attacking _ | Slain -> orc, knight, []
| _ when isInAttackRange ->
{ orc with state = Guarding runState.elapsed }, knight, []
| _ ->
let x, y = orc.position
let nx = if orc.direction = Left then x - walkSpeed else x + walkSpeed
let otherOrcs = worldState.orcs |> List.except [orc] |> List.map (fun o -> o.position)
let shouldTurn =
checkForFloor (nx, y) orc.direction worldState.blocks |> not
|| checkForWall (nx, y) orc.direction worldState.blocks
|| checkForFriend (nx, y) orc.direction otherOrcs
let direction = if not shouldTurn then orc.direction else if orc.direction = Left then Right else Left
let position = if not shouldTurn then (nx, y) else orc.position
{ orc with
direction = direction
position = position
state = Patrolling }, knight, []
let processOrcs runState worldState =
let knight, orcs, events = List.fold (fun (k,ol,ev) o ->
let newOrc, knight, newEvents = processOrc runState worldState k o
(knight, newOrc::ol, newEvents @ ev)) (worldState.knight, [], []) worldState.orcs
{ worldState with
knight = knight
orcs = orcs
events = events @ worldState.events }