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