wizard-wipeout/src-server/Server/Game.hs

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module Server.Game where
import Control.Concurrent (threadDelay)
import Control.Monad.RWS.Strict
import Control.Monad.Loops
import Data.Time
-- internal imports
import Library.Types
import Server.Types
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
}
)