From f3d9814ad5e7efe7aa883b1c58b854a574c0cf61 Mon Sep 17 00:00:00 2001 From: Matthias Schiffer Date: Tue, 9 Mar 2010 19:53:59 +0100 Subject: Moved parts of Main to Simulation module --- src/Simulation.hs | 124 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 124 insertions(+) create mode 100644 src/Simulation.hs (limited to 'src/Simulation.hs') diff --git a/src/Simulation.hs b/src/Simulation.hs new file mode 100644 index 0000000..f45ab99 --- /dev/null +++ b/src/Simulation.hs @@ -0,0 +1,124 @@ +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 -- cgit v1.2.3