wizard-wipeout/src-lib/Library/Types.hs
2023-12-10 20:12:53 +01:00

97 lines
2.6 KiB
Haskell

module Library.Types
( module T
, module Library.Types
) where
import Data.Matrix
import Graphics.Vty
import Linear
import Library.Types.Communication as T
-- | Just a type synonym for any kind of position. Translates to a 2D vector
type Position = V2 Float
-- | Data object for storing player state
data Wizard = Wizard
{ wizardPos :: Position
-- ^ Player's position
, wizardRot :: Float
-- ^ Player's view direction
, wizardHealth :: Int
-- ^ Player's hit points
, wizardMana :: Int
-- ^ Player's Mana (magic fuel)
, wizardWands :: [Wand]
-- ^ Player's wands (read: weapons)
, wizardEffects :: [Effect]
-- ^ 'Effect's affecting the player
}
deriving (Show, Eq)
-- | Data object for storing the client's state
data ClientState = ClientState
{ clientVty :: Vty -- ^ Context object for graphics
, clientGameOver :: Bool -- ^ client game over (contestant died)
, clientStop :: Bool -- ^ client shutdown
}
-- | Type synonym for the Map. Translates to a Matrix of 'Tile's
type ServerMap = Matrix Tile
-- | Type synonym for the Map. Translates to a Matrix of 'Maybe Tile's
type ClientMap = Matrix (Maybe Tile)
data Tile
= Air -- ^ walkable area
| Wall -- ^ obstacle
deriving (Show, Eq)
data Arena = Arena
{ arenaMap :: ServerMap
, arenaSpawners :: [Spawner]
}
deriving (Show, Eq)
data Spawner = Spawner
{ spawnerPowerup :: Wand -- ^ Which 'Powerup' is being spawned
, spawnerReloadTime :: Int -- ^ How long does it take for the 'Powerup' to reappear
, spawnerState :: SpawnerState
, spawnerReloadTTL :: Float
, spawnerPosition :: Position -- ^ Position of the `Spawner` on the map
}
deriving (Show, Eq)
-- List of all available Wands
data Wand
= HealthUp -- ^ Instant Health boost
| ManaUp -- ^ Instant Mana boost
| Shield -- ^ Magical shield protecting the player
| BigWand -- ^ Stronger Zap spell
| FireWand -- ^ Spell for causing fire damage
| IceWand -- ^ Spell for causing ice damage
| BlinkWand -- ^ Spell for random teleport
deriving (Show, Eq, Enum, Bounded)
data SpawnerState
= SpawnerFull
| SpawnerEmpty
deriving (Eq, Show)
data Effect = Effect
{ effectType :: Affliction -- ^ What is happening
, effectTTL :: Float -- ^ remaining time
}
deriving (Show, Eq)
data Affliction
= Burning -- ^ Damage over time
| Frozen -- ^ Unable to perform any action
| Shielded -- ^ invulnerable until next hit or time runs out.
deriving (Show, Eq)
harmingAfflictions :: [ Affliction ]
harmingAfflictions =
[ Burning
, Frozen
]