wizard-wipeout/src-server/Main.hs

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{-# LANGUAGE RecordWildCards #-}
{-# LANGUAGE OverloadedStrings #-}
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module Main where
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import Control.Concurrent (threadDelay)
import Control.Monad.Loops
import Control.Monad.RWS.Strict
import qualified Data.ByteString.Char8 as B8
import Data.String (fromString)
import Data.Time
import Data.Yaml
import Options.Applicative
-- internal imports
import Library.Types
import Server.Types
import Server.Map (generateArena)
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main :: IO ()
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main = do
putStrLn "Hello, Wizards!"
(Options optSettingLoc) <- execParser opts
raw <- B8.readFile optSettingLoc
case decodeEither' raw of
Left msg ->
error (optSettingLoc <> ":" <>
" error: " <>
fromString (prettyPrintParseException msg)
)
Right (Settings {..}) -> do
arena <- generateArena setMapRows setMapColumns setSpawnerProbability
putStrLn "generated arena:"
print (arenaMap arena)
putStrLn "-----------------------------------------------------------------------------------"
putStrLn "starting game…"
now <- getCurrentTime
let initRead = ReaderContainer (arenaMap arena) setFPS
initState = StateContainer (arenaSpawners arena) [] (ServerState False False) now
(finalState, finalWrite) <- execRWST runGame initRead initState
print finalWrite
where
opts = info (options <**> helper)
( fullDesc
<> progDesc "Run the \"wizard-wipeout\" Server."
<> header "wizard-wipeout - Last Mage standing"
)
runGame :: Game
runGame = do
whileM_
(not . serverStop <$> gets scServerState)
(do
before <- gets scServerLastTick
now <- liftIO getCurrentTime
let delta = realToFrac $ diffUTCTime now before
updateSpawners delta
updateWizards delta
fps <- asks rcFPS
let remainingTime = recip (fromIntegral fps) - delta
when (remainingTime > 0) $
liftIO $ threadDelay $ floor $ remainingTime * 10 ^ 6
)
updateSpawners :: Float -> Game
updateSpawners dt =
modify' (\sc@(StateContainer spawners _ _ _) ->
let newSpawners = map
(\spawner -> do
let newTTL = spawnerReloadTTL spawner - dt
if newTTL < 0 && spawnerState spawner == SpawnerEmpty
then spawner
{ spawnerReloadTTL = fromIntegral $ spawnerReloadTime spawner
, spawnerState = SpawnerFull
}
else spawner
{ spawnerReloadTTL = spawnerReloadTTL spawner - dt
}
)
spawners
in sc
{ scSpawners = newSpawners
}
)
updateWizards :: Float -> Game
updateWizards dt =
modify' (\sc@(StateContainer _ wizards _ _) ->
let newWizards = map
(\wizard@(Wizard _ _ health _ _ effects) ->
let newEffects = foldl
(\acc effect@(Effect _ ttl) ->
if ttl - dt < 0
then acc
else effect
{ effectTTL = ttl - dt
} : acc
)
[]
effects
effectDamage = foldl
(\acc (Effect kind _) ->
if kind `elem` harmingAfflictions
then acc + 1
else acc
)
0
effects
in wizard
{ wizardEffects = newEffects
, wizardHealth = health - effectDamage
}
)
wizards
in sc
{ scPlayers = newWizards
}
)