Files
warren/src/ai.lua
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80 lines
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Lua

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