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 +482/−0
- LICENSE +674/−0
- Setup.lhs +4/−0
- armada.cabal +18/−0
+ 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. You can apply it to+your programs, too.++ When we speak of free software, we are referring to freedom, not+price. 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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