packages feed

armada (empty) → 0.1

raw patch · 4 files changed

+1178/−0 lines, 4 filesdep +GLUTdep +OpenGLdep +basesetup-changed

Dependencies added: GLUT, OpenGL, base, mtl, stm

Files

+ Armada.hs view
@@ -0,0 +1,482 @@+import Control.Concurrent+import Control.Concurrent.STM+import Control.Monad.State+import Data.Complex+import Data.List+import Data.Maybe+import Data.Function+import qualified Graphics.UI.GLUT as G++-- We need a notion of time:++type Time = Int++-- The basic resource type is ore, and it comes from mines:++type Ore = Int+data OreMine = OreMine { oreid :: UnitID, remaining :: Int, at :: Location }+	deriving Show+instance Eq OreMine where+  (==) = (==) `on` oreid++-- We will have three types of units:++data UnitType = Builder  Ore+		| Refinery Ore+		| Fighter+	deriving (Show, Eq)++-- Each type has its own initial health:++type Health = Int+defaultHealth :: UnitType -> Health+defaultHealth (Builder _)  = 55+defaultHealth (Refinery _) = 8+defaultHealth Fighter      = 13++{-+We need a notion of location.  I'm going to use complex numbers for everything+since they come with a lot of functionality.+-}++type Location = Complex Double+type Velocity = Complex Double+type Speed = Double++-- There are a few commands we can give our units:++data Command = Attack Unit       -- Attack a unit+	     | Mine OreMine Time -- Use time to control the rate of mining+	     | GiveOre Ore Unit  -- Transfer ore from a refinery to a builder+	     | Build UnitType Health -- Build a unit.  Track build progress.+	     | Go Location       -- Go to a location+	     | Idle              -- Do nothing+   deriving Eq+instance Show Command where+  show (Attack _)   = "Attack"+  show (Mine m t)   = "Mine " ++ show m ++ " (" ++ show t ++ ")"+  show (GiveOre o u) = "GiveOre " ++ show o ++ " to " ++ show u+  show (Build ut h) = "Build " ++ show ut +++			" (" ++ show (100*h `div` defaultHealth ut) ++ "%)"+  show (Go l)       = "Go " ++ show l+  show Idle         = "Idle"++-- There are also a few "effects" units can have on the game:++data Effect = AddOre Ore Unit+	    | RmOre  Ore OreMine+	    | CreateUnit Player UnitType Location+	deriving Show++-- Units need to have some attributes:++type UnitID = Int+data Unit = Unit { ident   :: UnitID,+		   owner   :: Player,+		   utype   :: UnitType,+		   pos     :: Location,+		   health  :: Health,+		   cmd     :: Command }+  deriving Show+instance Eq Unit where+  u == v = ident u == ident v++{-+Not all units can travel at the same speed.  Here's a function that tells us how+fast units move:+-}++speed :: Unit -> Double+speed u = case (utype u) of+		Builder _  -> 1+		Refinery _ -> 2+		Fighter    -> 3++-- Not all units cause the same amount of damage:++damage :: Unit -> Health+damage Unit{utype = Builder _}  = 0+damage Unit{utype = Refinery _} = 0+damage Unit{utype = Fighter}    = 3++-- We need a notion of player.++data Color = Red | Blue | Green+	deriving (Eq, Show)++type Name = String+data Player = Player Name Color+	deriving (Eq, Show)++-- And a notion of game:++data Game = Game { units   :: [Unit],+		   mines   :: [OreMine],+		   players :: [Player],+		   idents  :: [UnitID],+		   msgs :: [ (Unit, Command) ] }+instance Show Game where+  show g = "Players: " ++ (show $ players g) +++	   "\nUnits: " ++ (show $ units g) +++	   "\nMines: " ++ (show $ mines g)+makeGame :: [Player] -> Game+makeGame ps = Game{ units = [],+		    mines = [],+		    players = ps,+		    idents  = [1 .. ],+		    msgs = [] }++{-+We're going to use the State monad for, well, managing the state of the game.+But let's give it a fancy name, just to keep things clear:+-}++type GameSt a = State Game a++-- We need a command for adding a unit to the game.++addUnit :: Player -> UnitType -> Location -> GameSt Unit+addUnit p ut l+     = do g@Game{units=us, idents=i:is} <- get+	  let u = Unit { ident = i, owner = p, utype = ut, pos = l,+			 health = defaultHealth ut, cmd = Idle }+	  put g{units=u:us, idents=is}+	  return u++-- We also need a command for adding a mine to the game.++addMine :: Int -> Location -> GameSt OreMine+addMine r loc+     = do g@Game{mines=ms, idents=i:is} <- get+	  let m = OreMine { oreid = i, remaining = r, at = loc }+	  put g{mines=m:ms, idents=is}+	  return m++-- We also need a command for telling units what to do.++command :: Unit -> Command -> GameSt ()+command u c = do g <- get+		 put g{ msgs = (u,c):(msgs g) }+		 return ()++{-+Now we need a method for ``ticking'' the game.  First, we say that a player is+dead when they have no builders left.+-}++playerIsAlive :: Game -> Player -> Bool+playerIsAlive g p = foldl (\t -> \u -> t || isBuilder u) False (units g)+	where isBuilder u@Unit{utype = Builder _} = (owner u == p)+	      isBuilder _ = False++{-+A game tick consists of ticking each of the units, then leaving only the players+who still are alive.+-}++tick :: GameSt (Maybe Player)+tick =   do g@Game{ players = ps, units = us } <- get+	    let g' = foldl applyEffect+			   g{ units   = catMaybes mus',+			      players = (filter (playerIsAlive g) ps),+			      msgs = [] }+			   evnts+		(mus', evnts) = runState (sequence $ map (tickUnit g) us) []+	    put g'+	    if (length $ players g') == 1 then return (Just $ head $ players g')+					  else return Nothing++{-+We need a way to apply an effect to the game.  First, let's define the functions+that will carry out the effect:+-}++addOre :: Unit -> Ore -> GameSt ()+addOre u ore' = let updateOre u' = if u /= u' then u' else case utype u' of+			Refinery ore -> u'{utype = Refinery $ ore+ore'}+			Builder ore -> u'{utype = Builder $ ore+ore'}+			_ -> u'+		in modify (\g -> g{units = map updateOre (units g)})++removeOre :: OreMine -> Ore -> GameSt ()+removeOre m ore = let updateOre m' = if m /= m'+					then m'+					else m'{remaining = remaining m' - ore}+		  in modify (\g -> g{mines = map updateOre (mines g)})++applyEffect :: Game -> Effect -> Game+applyEffect g (AddOre ore' u)     = execState (addOre u ore') g+applyEffect g (RmOre ore m)       = execState (removeOre m ore) g+applyEffect g (CreateUnit p ut l) = execState (addUnit p ut l) g++{-+Unit ticking is the trickiest part.  Since the collection of units is a directed+cyclic graph (units can attack each other), it is the case that we need to ``tie+the knot.''++Here's what we do: when units need to interact with one another, we have them+point to the -previous- version of the unit.  If no such thing exists, then the+assocaited unit must be dead, so we revert to Idle.  If the unit does exist,+then we persist with our plans.  This keeps the pointers one-generation out of+date, but that's just how the rules work.++We need to do this to avoid infinite loops.  Consider the Attack sequence.+Before we attack, we check to make sure that the target is still alive (and thus+attackable).  But before we know if the unit is still alive, we need to know its+health, which is influenced by whether or not the unit is under attack!  And so+we get an infinite loop.++Units are able to alter their environment, either by killing each other, giving+each other ore, or building new units.  All of this happens in the tickUnit+function, so we need a way for tickUnit to report some effects.  By the rules of+our game, effects get applied after all units have been ticked.  This may lead+to some unusual gameplay -- for instance, an OreMine might have only 1 ore left,+but if 5 units are mining from it in the same game tick, then all 5 will get a+chance to mine the ore -before- the mine is depleted.+-}++tickUnit :: Game -> Unit -> State [Effect] (Maybe Unit)+tickUnit g u = do u' <- procCmd u+		  return $ (takeDamage $ deliverMsgs u') >>= checkPlayer+   where procCmd u@Unit{cmd=Attack v} =+	    let f v' = (goNear (pos v') u){ cmd = Attack v' }+	    in return $ maybe u{cmd=Idle} f (find (v==) $ units g)+	 procCmd u@Unit{cmd=Mine om t} =+	    if remaining om <= 0+		then return u{cmd=Idle}+		else let f om' = if pos u == at om+				  then if t == 0+					then do modify $ ([AddOre 1 u,+							   RmOre 1 om]++)+						return u{cmd=Mine om' mineDelay}+					else return u{cmd=Mine om' (t-1)}+				  else return $ (goTo (at om) u){cmd=Mine om' t}+		     in maybe (return u{cmd=Idle}) f (find (om==) $ mines g)+	 procCmd u@Unit{cmd=GiveOre o v} =+	    case utype u of+	     Refinery ore -> if ore < o+			     then return u{cmd=Idle}+			     else if pos u /= pos v+				   then return $ goTo (pos v) u+				   else do modify $ (AddOre o v:)+					   return u{ cmd = Idle,+						     utype = Refinery $ ore-o }+	     _ -> return u{cmd=Idle}+	 procCmd u@Unit{cmd=Build ut h} =+	    case utype u of+	     Builder o -> if h == defaultHealth ut+			   then do modify (CreateUnit (owner u) ut (pos u):)+				   return u{cmd=Idle}+			   else if o > 0 then return u{cmd=Build ut (h+1),+						       utype=Builder (o-1)}+					 else return u+	     _ -> return u{cmd=Idle}+	 procCmd u@Unit{cmd=Go l} =+	    return $ if pos u == l then u{cmd=Idle} else goTo l u+	 procCmd u@Unit{cmd=Idle} = return u+	 mineDelay = 5+	 goTo l u = let vec = (l - (pos u))+			vel = vec / (magnitude vec / speed u :+ 0)+		    in if (magnitude vec) > (magnitude vel)+			 then u{ pos = (pos u) + vel }+			 else u{ pos = l }+	 goNear l u = let dist = magnitude $ (pos u) - l+		      in if dist > attackRange then (goTo l u) else u+	 takeDamage u = let h' = foldl (checkAttack) (health u) $ units g+			in if h' <= 0 then Nothing else Just u{ health = h' }+	 checkAttack h v = let dist = magnitude $ (pos u) - (pos v)+			       d    = if isAttacking then (-1) else 0+			       isAttacking = (dist <= attackRange) &&+					     (cmd v == Attack u)+			   in (d * damage v)+h+	 attackRange = 10+	 deliverMsgs u = case (filter ((==) u . fst) (msgs g)) of+				((_,c):_) -> u{ cmd = c }+				[]	  -> u+	 checkPlayer u = if (playerIsAlive g $ owner u) then Just u else Nothing++{-+Here's a function that, given a game, plays it for n turns.  If there's a winner+by then, the winner gets returned.  If not, it returns Nothing.+-}++play :: Int -> GameSt (Maybe Player)+play n = if n == 0 then return Nothing+		   else do mp <- tick+			   case mp of+				Nothing -> play $ max (-1) (n-1)+				Just p  -> return $ Just p++{-+Once we start the game, it just kinda does its thing.  It'd be much better if+we could feed commands in during the simulation.  To do this, we need to+introduce some concurrency.  We will have one thread that plays the game, and+another to feed commands into it.  We will use Software Transactional Memory to+manage the shared game object.+-}++makeSharedGame :: [Player] -> IO (TVar Game)+makeSharedGame = atomically . newTVar . makeGame++playSharedGame :: (TVar Game) -> IO Player+playSharedGame tvg = do w <- atomically $+				do g <- readTVar tvg+				   let (w,g') = runState tick g+				   writeTVar tvg g'+				   return w+			case w of+				Nothing -> do threadDelay 50000+					      playSharedGame tvg+				Just p  -> return p++{-+We've got a bunch of commands for modifying game state.  Here's a function that+applies them to the shared game state.+-}++applyCommand :: (TVar Game) -> (GameSt a) -> IO a+applyCommand tvg c = atomically $+			do g <- readTVar tvg+			   let (a,g') = runState c g+			   writeTVar tvg g'+			   return a++{-+We might want to occasionally take a look at the state of the game.  Here's an+easy way to do that:+-}++printGame :: (TVar Game) -> IO ()+printGame tvg = do g <- atomically $ readTVar tvg+		   print g++-- Heck, we might even want a way to render the game.++ui :: (TVar Game) -> IO ()+ui tvg =+     do	G.getArgsAndInitialize+	G.initialDisplayMode G.$=+		[ G.DoubleBuffered, G.RGBMode, G.WithAlphaComponent,+		  G.WithDepthBuffer, G.Multisampling ]+	G.idleCallback G.$= Nothing+	G.initialWindowSize G.$= G.Size winW winH+	win <- G.createWindow "armada"+	G.currentWindow G.$= Just win+	G.depthFunc G.$= Just G.Less+	useView+	G.displayCallback G.$= drawGame win tvg+	G.reshapeCallback G.$= Nothing+	G.passiveMotionCallback G.$= Nothing+	G.keyboardMouseCallback G.$= Nothing+	G.idleCallback G.$= Just (G.postRedisplay $ Just win)+	forkIO $ G.mainLoop+	return ()++useView =+     do G.viewport G.$= (G.Position 0 0, G.Size winW winH)+	G.matrixMode G.$= G.Projection+	G.loadIdentity+	G.perspective 35 (fromIntegral winW / fromIntegral winH) 1 10000+	G.matrixMode G.$= G.Modelview 0+	G.loadIdentity++winW = 800 :: G.GLsizei+winH = 600 :: G.GLsizei+zDepth = (-200) :: G.GLdouble++drawGame :: G.Window -> (TVar Game) -> IO ()+drawGame win tvg =+     do G.clearColor G.$= G.Color4 0 0 0 0+	G.clear [ G.ColorBuffer, G.DepthBuffer ]+	G.loadIdentity+	g <- atomically $ readTVar tvg+	G.color (G.Color4 0.8 0.8 0.8 1.0 :: G.Color4 G.GLfloat)+	G.renderPrimitive G.Points $+		  mapM_ (\(x,y) -> G.vertex $ G.Vertex3 x y zDepth)+			[(x*5,y*5) | x <- [-10 .. 10], y <- [-10 .. 10]]+	sequence $ map drawUnit $ units g+	sequence $ map drawMine $ mines g+	G.swapBuffers++drawUnit :: Unit -> IO ()+drawUnit u =+     do G.loadIdentity+	let x :+ y = pos u+	    Player _ color = owner u+	G.color $ case color of+			Red   -> G.Color4 1.0 0.6 0.6 1.0 :: G.Color4 G.GLfloat+			Green -> G.Color4 0.8 1.0 0.4 1.0+			Blue  -> G.Color4 0.7 0.8 1.0 1.0+	G.translate $ G.Vector3 x y zDepth+	G.renderPrimitive+		G.Polygon+		(mapM_ (\(x,y) -> G.vertex $ G.Vertex3 x y 0) $ model u)+	G.translate $ G.Vector3 (x+2) (y-2) zDepth+	G.scale 0.09 0.09 (0.09::G.GLfloat)+	G.renderString G.Roman $ case utype u of+		Builder ore -> "H: " ++ show (health u) ++ "  O: " ++ show ore+		Refinery ore ->  "H: " ++ show (health u) ++ "  O: " ++ show ore+		Fighter -> "H: " ++ show (health u)+model :: Unit -> [(G.GLdouble, G.GLdouble)]+model u@Unit{utype = Builder ore} = [(-1, -1), (-1,1), (0,2), (1,1), (1,-1)]+model u@Unit{utype = Refinery ore} = [(-1, -1), (-1,1), (1,1), (1,-1)]+model u@Unit{utype = Fighter} = [(-1,0), (0,1), (1,0)]++drawMine :: OreMine -> IO ()+drawMine om =+     do G.loadIdentity+	G.color $ (G.Color4 0.2 0.2 0.2 1.0 :: G.Color4 G.GLdouble)+	let x :+ y = at om+	G.translate $ G.Vector3 x y zDepth+	G.renderObject G.Wireframe G.Octahedron+	G.translate $ G.Vector3 (x+2) (y-10) zDepth+	G.scale 0.09 0.09 (0.09::G.GLfloat)+	G.renderString G.Roman $ show (remaining om)++scrollTo (x,y) = G.lookAt (G.Vertex3 x y 50)+			  (G.Vertex3 x y 0)+			  (G.Vector3 0 1 0)++{-+Here's an example of how we use this from ghci.  No special extensions needed:+-}++buildDemo =+     do let tim = Player "Tim" Red+	    cyn = Player "Cyndi" Blue+	    chr = Player "Chris" Green+	shared <- makeSharedGame [tim, chr, cyn]+	mine1 <- applyCommand shared $ addMine 5000 ((-23) :+ (-14))+	tim_builder <- applyCommand shared $ addUnit tim (Builder 8) (0 :+ 0)+	chr_builder <- applyCommand shared $ addUnit chr (Builder 0) (9 :+ (-9))+	cyn_builder <- applyCommand shared $ addUnit cyn (Builder 0) ((-20) :+ 12)+	forkIO $ (playSharedGame shared) >>= (putStrLn . ("Winner: " ++) . show)+	tim_f1 <- applyCommand shared $ addUnit tim Fighter (0 :+ 0)+	tim_f2 <- applyCommand shared $ addUnit tim Fighter (0 :+ 0)+	tim_r1 <- applyCommand shared $ addUnit tim (Refinery 0) (0 :+ 0)+	applyCommand shared $ command tim_f1 (Attack chr_builder)+	applyCommand shared $ command tim_r1 (Mine mine1 0)+	ui shared+	scrollTo (0, 0)+	return (shared, tim_r1, tim_builder)++{-+Now try these commands out from ghci:++(shared, tim_r1, tim_builder) <- buildDemo+let p = printGame shared+applyCommand shared $ command tim_r1 (GiveOre 5 tim_builder)+applyCommand shared $ command tim_builder (Build Fighter 0)++-}++main = do print "Armada demo"+	  (shared, tim_r1, tim_builder) <- buildDemo+	  threadDelay 10000000+	  applyCommand shared $ command tim_r1 (GiveOre 5 tim_builder)+	  threadDelay 2000000+	  applyCommand shared $ command tim_builder (Build Fighter 0)+	  threadDelay 2000000+	  applyCommand shared $ command tim_builder (Go $ (-20) :+ (-10))+	  applyCommand shared $ command tim_r1 (Go $ (-15) :+ (10))+
+ LICENSE view
@@ -0,0 +1,674 @@+                    GNU GENERAL PUBLIC LICENSE+                       Version 3, 29 June 2007++ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>+ Everyone is permitted to copy and distribute verbatim copies+ of this license document, but changing it is not allowed.++                            Preamble++  The GNU General Public License is a free, copyleft license for+software and other kinds of works.++  The licenses for most software and other practical works are designed+to take away your freedom to share and change the works.  By contrast,+the GNU General Public License is intended to guarantee your freedom to+share and change all versions of a program--to make sure it remains free+software for all its users.  We, the Free Software Foundation, use the+GNU General Public License for most of our software; it applies also to+any other work released this way by its authors.  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+ Setup.lhs view
@@ -0,0 +1,4 @@+#! /usr/bin/env runhaskell++> import Distribution.Simple+> main = defaultMain
+ armada.cabal view
@@ -0,0 +1,18 @@+Name:		armada+Version:	0.1+Stability:	experimental+Synopsis:	Space-based real time strategy game+Description:+  Players use an armada of spaceships to collect resources, build their+  military, and dominate space.+License:	GPL+License-file:	LICENSE+Author:		Timothy Carstens+Copyright:	(c) 2009 by Timothy Carstens+Maintainer:	Timothy Carstens <carstens@math.utah.edu>+Build-Depends:	base, OpenGL, GLUT, mtl, stm+Build-Type:	Simple+Category:	Game++Executable:	armada+Main-is:	Armada.hs