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+module Simulation ( simulationStep
+ ) where
+
+import Game
+import Level
+import MainLoop
+import Player
+
+import Control.Monad.State
+import Data.Fixed
+import Data.Maybe
+import Data.Ratio
+
+
+updateAngle :: Micro -> State Tank ()
+updateAngle angle = do
+ oldangle <- gets tankDir
+ tspeed <- gets tankTurnspeed >>= return . (/1000)
+
+ let diff = angle - oldangle
+ let diff360 = if (diff > 180)
+ then (diff-360)
+ else if (diff <= -180)
+ then (diff+360)
+ else diff
+
+ let (diff180, angle180) = if (diff360 > 90)
+ then (diff360-180, oldangle+180)
+ else if (diff360 <= -90)
+ then (diff360+180, oldangle-180)
+ else (diff360, oldangle)
+
+ let turn = if (diff180 > tspeed)
+ then tspeed
+ else if (diff180 < -tspeed)
+ then (-tspeed)
+ else diff180
+
+ let newangle = angle180 + turn
+
+ let newangle180 = if (newangle > 180)
+ then (newangle-360)
+ else if (newangle <= -180)
+ then (newangle+360)
+ else newangle
+
+ modify $ \tank -> tank {tankDir = newangle180}
+
+
+updateTank :: Maybe Micro -> Bool -> Maybe Micro -> State Tank ()
+updateTank angle move aangle = do
+ when (isJust angle) $
+ updateAngle $ fromJust angle
+
+ when (isJust aangle) $
+ modify $ \tank -> tank {tankAim = fromJust aangle}
+
+ when move $ do
+ tdir <- gets tankDir
+ tspeed <- gets tankSpeed
+ moved <- gets tankMoving
+
+ when (isNothing angle || (isJust angle && (tdir == fromJust angle)) || moved) $ do
+ let anglej = (fromRational . toRational $ tdir)*pi/180
+ x = tspeed * fromRational (round ((cos anglej)*1000)%1000000)
+ y = tspeed * fromRational (round ((sin anglej)*1000)%1000000)
+
+ modify $ \tank -> tank {tankX = x + tankX tank, tankY = y + tankY tank, tankMoving = True}
+
+ when (not move) $ do
+ modify $ \tank -> tank {tankMoving = False}
+
+
+updateBullet :: GameState -> State Bullet Bool
+updateBullet game = do
+ bullet <- get
+ let angle = (fromRational . toRational . bulletDir $ bullet)*pi/180
+ speed = bulletSpeed bullet
+ dx = speed * fromRational (round ((cos angle)*1000)%1000000)
+ dy = speed * fromRational (round ((sin angle)*1000)%1000000)
+ x = dx + bulletX bullet
+ y = dy + bulletY bullet
+ lw = fromIntegral . levelWidth . level $ game
+ lh = fromIntegral . levelHeight . level $ game
+ dir = bulletDir bullet
+ bounces = bulletBouncesLeft bullet
+
+ (newx, dir2, bounces2) = if x < 0 then (-x, (signum dir)*180 - dir, bounces-1) else if x > lw then (2*lw-x, (signum dir)*180 - dir, bounces-1) else (x, dir, bounces)
+ (newy, dir3, bounces3) = if y < 0 then (-y, -dir2, bounces2-1) else if y > lh then (2*lh-y, -dir2, bounces2-1) else (y, dir2, bounces2)
+
+ put bullet {bulletX = newx, bulletY = newy, bulletDir = dir3, bulletBouncesLeft = bounces3}
+
+ return (bounces3 >= 0)
+
+
+simulationStep :: Main ()
+simulationStep = do
+ oldplayers <- gets players
+ oldtanks <- lift $ gets tanks
+
+ let (p, t, s) = unzip3 $ map updateTank' $ zip oldplayers oldtanks
+ ts = zip3 t s [0..]
+ shootingtanks = map (\(tank, _, n) -> (tank, n)) $ filter (\(tank, shoot, _) -> shoot && (tankBulletsLeft tank) > 0) $ ts
+ newtanks = map (\(tank, shoot, _) -> if (shoot && (tankBulletsLeft tank) > 0) then tank {tankBulletsLeft = (tankBulletsLeft tank) - 1} else tank) $ ts
+ newbullets = map (\(tank, n) -> Bullet
+ { bulletX = tankX tank
+ , bulletY = tankY tank
+ , bulletDir = tankAim tank
+ , bulletSpeed = tankBulletSpeed tank
+ , bulletBouncesLeft = tankBulletBounces tank
+ , bulletTank = n
+ }) shootingtanks
+
+ modify $ \state -> state {players = p}
+ lift $ modify $ \state ->
+ let thebullets = map (runState $ updateBullet state) $ newbullets ++ bullets state
+ thetanks = map (\(tank, n) -> tank {tankBulletsLeft = (tankBulletsLeft tank) + (countLostTankBullets n thebullets)}) $ zip newtanks [0..]
+ in state {tanks = thetanks, bullets = map snd . filter fst $ thebullets}
+ where
+ updateTank' (player, tank) = let (p, angle, move, aangle, bullet) = playerUpdate player tank
+ t = execState (updateTank angle move aangle) tank
+ in (p, t, bullet)
+ countLostTankBullets n (x:xs) = (if ((not . fst $ x) && (n == (bulletTank . snd $ x))) then 1 else 0) + (countLostTankBullets n xs)
+ countLostTankBullets n [] = 0