Restructured Simulation module

This commit is contained in:
Matthias Schiffer 2010-04-11 02:12:48 +02:00
parent b694c7705e
commit 4ecea2f9dc
2 changed files with 42 additions and 54 deletions

View file

@ -2,8 +2,6 @@
module Game ( Bullet(..) module Game ( Bullet(..)
, GameState(..) , GameState(..)
, Game
, runGame
) where ) where
import Level import Level
@ -28,9 +26,3 @@ data GameState = GameState
, tanks :: ![Tank] , tanks :: ![Tank]
, bullets :: ![Bullet] , bullets :: ![Bullet]
} deriving (Show) } deriving (Show)
newtype Game a = Game (State GameState a)
deriving (Monad, MonadState GameState)
runGame :: GameState -> Game a -> (a, GameState)
runGame st (Game a) = runState a st

View file

@ -15,45 +15,44 @@ import Data.Maybe
import Data.Ratio import Data.Ratio
updateAngle :: Micro -> State Tank () updateAngle :: Micro -> Tank -> Tank
updateAngle angle = do updateAngle angle tank = tank {tankDir = newangle180}
oldangle <- gets tankDir where
tspeed <- liftM (/100) $ gets tankTurnspeed oldangle = tankDir tank
tspeed = (tankTurnspeed tank)/100
let diff = angle - oldangle
let diff360 = if (diff > 180) diff = angle - oldangle
diff360 = if (diff > 180)
then (diff-360) then (diff-360)
else if (diff <= -180) else if (diff <= -180)
then (diff+360) then (diff+360)
else diff else diff
let (diff180, angle180) = if (diff360 > 90) (diff180, angle180) = if (diff360 > 90)
then (diff360-180, oldangle+180) then (diff360-180, oldangle+180)
else if (diff360 <= -90) else if (diff360 <= -90)
then (diff360+180, oldangle-180) then (diff360+180, oldangle-180)
else (diff360, oldangle) else (diff360, oldangle)
let turn = if (diff180 > tspeed) turn = if (diff180 > tspeed)
then tspeed then tspeed
else if (diff180 < -tspeed) else if (diff180 < -tspeed)
then (-tspeed) then (-tspeed)
else diff180 else diff180
let newangle = angle180 + turn newangle = angle180 + turn
let newangle180 = if (newangle > 180) newangle180 = if (newangle > 180)
then (newangle-360) then (newangle-360)
else if (newangle <= -180) else if (newangle <= -180)
then (newangle+360) then (newangle+360)
else newangle else newangle
modify $ \tank -> tank {tankDir = newangle180}
updateTank :: GameState -> Maybe Micro -> Bool -> Maybe Micro -> State Tank () updateTank :: GameState -> Maybe Micro -> Bool -> Maybe Micro -> State Tank ()
updateTank game angle move aangle = do updateTank game angle move aangle = do
when (isJust angle) $ when (isJust angle) $
updateAngle $ fromJust angle modify $ updateAngle $ fromJust angle
when (isJust aangle) $ when (isJust aangle) $
modify $ \tank -> tank {tankAim = fromJust aangle} modify $ \tank -> tank {tankAim = fromJust aangle}
@ -79,10 +78,10 @@ updateTank game angle move aangle = do
modify $ collisionTankBorder lw lh modify $ collisionTankBorder lw lh
updateBullet :: GameState -> State Bullet Bool updateBullet :: GameState -> Bullet -> (Bullet, Bool)
updateBullet game = do updateBullet game bullet = (bullet {bulletX = newx, bulletY = newy, bulletDir = dir3, bulletBouncesLeft = bounces3}, bounces3 >= 0)
bullet <- get where
let angle = (fromRational . toRational . bulletDir $ bullet)*pi/180 angle = (fromRational . toRational . bulletDir $ bullet)*pi/180
speed = bulletSpeed bullet speed = bulletSpeed bullet
dx = speed * fromRational (round ((cos angle)*1000)%100000) dx = speed * fromRational (round ((cos angle)*1000)%100000)
dy = speed * fromRational (round ((sin angle)*1000)%100000) dy = speed * fromRational (round ((sin angle)*1000)%100000)
@ -96,21 +95,13 @@ updateBullet game = do
sg = if dir < 0 then -1 else 1 sg = if dir < 0 then -1 else 1
(newx, dir2, bounces2) = if x < 0 then (-x, sg*180 - dir, bounces-1) else if x > lw then (2*lw-x, sg*180 - dir, bounces-1) else (x, dir, bounces) (newx, dir2, bounces2) = if x < 0 then (-x, sg*180 - dir, bounces-1) else if x > lw then (2*lw-x, sg*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) (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)
gameStep :: [(Tank, Bool)] -> GameState -> GameState
simulationStep :: Main () gameStep tanksshoot state = state {tanks = thetanks, bullets = newbullets ++ (map snd . filter fst $ leftbullets2)}
simulationStep = do where
oldplayers <- gets players ts = zipWith (\(t, s) n -> (t, s, n)) tanksshoot [0..]
game <- gets gameState
let oldtanks = tanks game
(p, t, s) <- liftIO $ liftM unzip3 $ mapM (updateTank' game) $ zip oldplayers oldtanks
let ts = zip3 t s [0..]
shootingtanks = map (\(tank, _, n) -> (tank, n)) $ filter (\(tank, shoot, _) -> shoot && (tankBulletsLeft tank) > 0) $ ts shootingtanks = map (\(tank, _, n) -> (tank, n)) $ filter (\(tank, shoot, _) -> shoot && (tankBulletsLeft tank) > 0) $ ts
thetanks = map (\(tank, n) -> tank {tankBulletsLeft = (tankBulletsLeft tank) + (countLostTankBullets n leftbullets2)}) $ zip newtanks2 [0..]
newtanks = map (\(tank, shoot, _) -> if (shoot && (tankBulletsLeft tank) > 0) then tank {tankBulletsLeft = (tankBulletsLeft tank) - 1} else tank) $ ts newtanks = map (\(tank, shoot, _) -> if (shoot && (tankBulletsLeft tank) > 0) then tank {tankBulletsLeft = (tankBulletsLeft tank) - 1} else tank) $ ts
newbullets = map (\(tank, n) -> Bullet newbullets = map (\(tank, n) -> Bullet
{ bulletX = tankX tank { bulletX = tankX tank
@ -120,19 +111,13 @@ simulationStep = do
, bulletBouncesLeft = tankBulletBounces tank , bulletBouncesLeft = tankBulletBounces tank
, bulletTank = n , bulletTank = n
}) shootingtanks }) shootingtanks
modify $ \state -> thebullets = map (updateBullet state) $ bullets state
let thebullets = map (runState $ updateBullet . gameState $ state) $ bullets $ gameState state leftbullets = collideBullets $ zipWith (\(bullet', left) bullet -> (left, bullet, bullet')) thebullets $ bullets state
leftbullets = collideBullets $ zipWith (\(left, bullet') bullet -> (left, bullet, bullet')) thebullets $ bullets $ gameState state bt = hitBullets $ liftM2 (\(b, (_, b')) (t, t') -> (b, b', t, t')) (zip (bullets state) leftbullets) (zip (tanks state) newtanks)
bt = hitBullets $ liftM2 (\(b, (_, b')) (t, t') -> (b, b', t, t')) (zip (bullets $ gameState state) leftbullets) (zip (tanks $ gameState state) newtanks) leftbullets2 = map (\(left, bullet) -> (left && (all (\(c, b, _) -> (b /= bullet) || (not c)) bt), bullet)) leftbullets
leftbullets2 = map (\(left, bullet) -> (left && (all (\(c, b, _) -> (b /= bullet) || (not c)) bt), bullet)) leftbullets newtanks2 = map (\tank -> tank {tankLife = (tankLife tank) - (sum . map (\(c, _, t) -> if (t == tank && c) then 1 else 0) $ bt)}) newtanks
newtanks2 = map (\tank -> tank {tankLife = (tankLife tank) - (sum . map (\(c, _, t) -> if (t == tank && c) then 1 else 0) $ bt)}) newtanks
thetanks = map (\(tank, n) -> tank {tankBulletsLeft = (tankBulletsLeft tank) + (countLostTankBullets n leftbullets2)}) $ zip newtanks2 [0..]
in state {players = p, gameState = (gameState state) {tanks = thetanks, bullets = newbullets ++ (map snd . filter fst $ leftbullets2)}}
where
collideBullets [] = [] collideBullets [] = []
collideBullets ((left, bullet, bullet'):bs) = let (c, ls) = collideBullet bullet bullet' bs collideBullets ((left, bullet, bullet'):bs) = let (c, ls) = collideBullet bullet bullet' bs
in (left && not c, bullet'):(collideBullets ls) in (left && not c, bullet'):(collideBullets ls)
@ -145,9 +130,20 @@ simulationStep = do
hitBullets [] = [] hitBullets [] = []
hitBullets ((b, b', t, t'):xs) = (collisionBulletTank (b, b') (t, t'), b', t'):(hitBullets xs) hitBullets ((b, b', t, t'):xs) = (collisionBulletTank (b, b') (t, t'), b', t'):(hitBullets xs)
countLostTankBullets n (x:xs) = (if ((not . fst $ x) && (n == (bulletTank . snd $ x))) then 1 else 0) + (countLostTankBullets n xs)
countLostTankBullets n [] = 0
simulationStep :: Main ()
simulationStep = do
oldplayers <- gets players
game <- gets gameState
let oldtanks = tanks game
(p, t, s) <- liftIO $ liftM unzip3 $ mapM (updateTank' game) $ zip oldplayers oldtanks
modify $ \state -> state {players = p, gameState = gameStep (zip t s) (gameState state)}
where
updateTank' game (player, tank) = do updateTank' game (player, tank) = do
(p, angle, move, aangle, shoot) <- playerUpdate player tank (p, angle, move, aangle, shoot) <- playerUpdate player tank
let t = execState (updateTank game angle move aangle) tank let t = execState (updateTank game angle move aangle) tank
return $ if (tankLife tank > 0) then (p, t, shoot) else (player, tank, False) return $ if (tankLife tank > 0) then (p, t, shoot) else (player, tank, False)
countLostTankBullets n (x:xs) = (if ((not . fst $ x) && (n == (bulletTank . snd $ x))) then 1 else 0) + (countLostTankBullets n xs)
countLostTankBullets n [] = 0