feat(ai): add monster behaviours
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-- Monster behaviours, one per ai tag. Each takes (game, monster) and fully
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-- resolves that monster's turn through game helpers, so all state mutation and
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-- rng use stays centralised and deterministic.
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local Ai = {}
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local AGGRO = { chase = 10, pack = 13, ranged = 12, flee = 8, erratic = 8 }
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local DIRS = { { 1, 0 }, { -1, 0 }, { 0, 1 }, { 0, -1 } }
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local function chase(game, monster)
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if game:playerAdjacent(monster) then
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game:monsterMelee(monster)
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elseif game:canSeePlayer(monster, AGGRO.chase) then
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game:stepMonsterToward(monster, game.player.x, game.player.y)
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end
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end
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local function pack(game, monster)
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if game:playerAdjacent(monster) then
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game:monsterMelee(monster)
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return
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end
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if game:canSeePlayer(monster, AGGRO.pack) then
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game:stepMonsterToward(monster, game.player.x, game.player.y)
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return
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end
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local ally = game:nearestAlly(monster)
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if ally then
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game:stepMonsterToward(monster, ally.x, ally.y)
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end
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end
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local function ranged(game, monster)
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if game:canSeePlayer(monster, monster.range) and game:hasClearShot(monster) then
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if game:playerAdjacent(monster) then
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game:stepMonsterAway(monster, game.player.x, game.player.y)
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else
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game:monsterShoot(monster)
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end
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return
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end
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if game:canSeePlayer(monster, AGGRO.ranged) then
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game:stepMonsterToward(monster, game.player.x, game.player.y)
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end
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end
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local function flee(game, monster)
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if game:canSeePlayer(monster, AGGRO.flee) then
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game:stepMonsterAway(monster, game.player.x, game.player.y)
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end
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end
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local function erratic(game, monster)
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if game:playerAdjacent(monster) then
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game:monsterMelee(monster)
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return
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end
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if game:canSeePlayer(monster, AGGRO.erratic) and game.rng:chance(1, 2) then
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game:stepMonsterToward(monster, game.player.x, game.player.y)
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else
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local dir = DIRS[game.rng:range(1, 4)]
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game:moveMonster(monster, dir[1], dir[2])
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end
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end
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Ai.behaviours = {
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chase = chase,
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pack = pack,
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ranged = ranged,
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flee = flee,
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erratic = erratic,
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}
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function Ai.act(game, monster)
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local behaviour = Ai.behaviours[monster.ai] or chase
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behaviour(game, monster)
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end
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return Ai
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