{-# LANGUAGE OverloadedStrings #-} module Server.Game where import Control.Concurrent (threadDelay) import qualified Control.Concurrent.STM as STM import Control.Monad.RWS.Strict import Control.Monad.Loops import Control.Concurrent import qualified Data.ByteString.Char8 as B8 import Data.Time import Data.String (fromString) import System.IO (stdout) -- internal imports import Library.Types import Server.Communication import Server.Types runGame :: Game () runGame = do processRequests clientsVar <- gets scClientSockets queue <- gets scMessageQueue recvThread <- liftIO $ forkIO $ forever $ receiveMessages clientsVar queue whileM_ (not . serverStop <$> (liftIO . STM.atomically . STM.readTMVar =<< gets scServerState)) (do before <- gets scServerLastTick now <- liftIO getCurrentTime let delta = realToFrac $ diffUTCTime now before liftIO $ B8.hPutStr stdout $ "tick: " <> fromString (show delta) <> " \r" handleMessages updateSpawners delta updateWizards delta modify' (\s -> s { scServerLastTick = now } ) fps <- asks rcFPS sendUpdates let remainingTime = recip (fromIntegral fps) - delta when (remainingTime > 0) $ liftIO $ threadDelay $ floor $ remainingTime * 10 ^ 6 ) liftIO $ killThread recvThread 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 = do playersVar <- gets scPlayers players <- liftIO $ STM.atomically $ STM.readTMVar playersVar let newPlayers = map (\player@(Player pId wizard@(Wizard _ _ health _ _ effects) readiness) -> 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 if readiness then player { playerWizard = wizard { wizardEffects = newEffects , wizardHealth = health - effectDamage } } else player ) players void $ liftIO $ STM.atomically $ STM.swapTMVar playersVar newPlayers