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.Communication 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 processRequests processMessages 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 } )