114 lines
3 KiB
Haskell
114 lines
3 KiB
Haskell
{-# LANGUAGE OverloadedStrings #-}
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module Server.Game where
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import Control.Concurrent
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import qualified Control.Concurrent.STM as STM
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import Control.Monad
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import Control.Monad.RWS.Strict
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import Control.Monad.Loops
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import qualified Data.ByteString.Char8 as B8
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import Data.Time
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import Data.String (fromString)
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import System.IO (stdout)
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-- internal imports
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import Library.Types
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import Server.Communication
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import Server.Types
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runGame :: Game ()
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runGame = do
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processRequests
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whileM_
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(not . serverStop <$> (liftIO . STM.atomically . STM.readTMVar =<< gets scServerState))
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(do
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before <- gets scServerLastTick
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now <- liftIO getCurrentTime
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let delta = realToFrac $ diffUTCTime now before
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liftIO $ B8.hPutStr stdout $ "tick: " <> fromString (show delta) <> " \r"
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handleMessages
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updateSpawners delta
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updateWizards delta
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modify'
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(\s -> s
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{ scServerLastTick = now
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}
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)
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fps <- asks rcFPS
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sendPings
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let remainingTime = recip (fromIntegral fps) - delta
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when (remainingTime > 0) $
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liftIO $ threadDelay $ floor $ remainingTime * 10 ^ 6
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)
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liftIO $ threadDelay (10 ^ 6)
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-- liftIO $ killThread recvThread
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updateSpawners :: Float -> Game ()
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updateSpawners dt =
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modify' (\sc@(StateContainer spawners _ _ _ _ _) ->
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let newSpawners = map
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(\spawner -> do
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let newTTL = spawnerReloadTTL spawner - dt
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if newTTL < 0 && spawnerState spawner == SpawnerEmpty
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then spawner
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{ spawnerReloadTTL = fromIntegral $ spawnerReloadTime spawner
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, spawnerState = SpawnerFull
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}
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else spawner
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{ spawnerReloadTTL = spawnerReloadTTL spawner - dt
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}
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)
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spawners
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in sc
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{ scSpawners = newSpawners
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}
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)
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updateWizards :: Float -> Game ()
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updateWizards dt = do
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playersVar <- gets scPlayers
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players <- liftIO $ STM.atomically $ STM.readTMVar playersVar
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let newPlayers = map
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(\player@(Player pId wizard@(Wizard _ _ health _ _ effects) readiness lastPong) ->
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let newEffects = foldl
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(\acc effect@(Effect _ ttl) ->
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if ttl - dt < 0
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then acc
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else effect
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{ effectTTL = ttl - dt
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} : acc
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)
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[]
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effects
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effectDamage = foldl
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(\acc (Effect kind _) ->
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if kind `elem` harmingAfflictions
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then acc + 1
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else acc
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)
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0
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effects
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in
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if readiness
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then
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player
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{ playerWizard = wizard
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{ wizardEffects = newEffects
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, wizardHealth = health - effectDamage
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}
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}
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else
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player
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)
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players
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void $ liftIO $ STM.atomically $ STM.swapTMVar playersVar newPlayers
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