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{-# LANGUAGE BlockArguments #-}
module Grav2ty.Control (processTick) where
import Grav2ty.Core
import Grav2ty.Simulation
import Grav2ty.Util.RelGraph
import Control.Lens
import Control.Monad (when, unless)
import Data.Map (Map (..))
import Data.Maybe
import Linear.V2
import Linear.Vector
import qualified Data.Map.Strict as M
projectile :: RealFloat a => (V2 a, V2 a) -> Integer -> Object a -> Object a
projectile (pos,speed) tick ship =
Dynamic (centeredCircle 1) 0 1000 pPos pSpeed 0 NoMod Nothing . Just $ tick + 5000
where pPos = objectLoc ship + rotateV2 (objectRot ship) pos
pSpeed = (15 * rotateV2 (objectRot ship) speed) + objectSpeed ship
getForce :: (Ord a, Num a) => ObjRelGraph a -> Id -> V2 a
getForce objRel id = foldlFrom' (\f r -> f + _relForce r) (V2 0 0) id objRel
modifyObject :: (Monad m, RealFloat a)
=> Id -> Object a -> Grav2ty a g m (Object a, World a)
modifyObject id obj@Static {} = pure (obj, M.empty)
modifyObject id obj@Dynamic {} = use tick >>= \currentTick ->
let mod = objectMod obj in use (inputs.at mod) >>= \modOfObj ->
if mod == NoMod || isNothing modOfObj
then pure (obj, M.empty)
else do
let Just (Modification rot acc fire) = modOfObj
-- inputs.at mod .= Nothing (not possible if inputs is
-- used as state)
-- TODO: lenses for Object
let newObj = obj { objectRot = rot, objectAcc = angle rot ^* acc }
if not (currentTick == fire && isJust (objectCannon obj))
then pure (newObj, M.empty)
else let p = projectile (fromJust (objectCannon obj)) currentTick newObj
in addObject p >>= \id -> pure (newObj, M.singleton id p)
deletionNecessary :: Monad m
=> ObjRelGraph a -> Id -> Object a
-> Grav2ty a g m Bool
deletionNecessary rels id obj = do
currentTick <- use tick
pure $
isDynamic obj && -- only dynamic objs are deleted
(maybe False (< currentTick) (objectLife obj) || -- life span expired?
(anyFrom _relColl id rels == Just True)) -- collision?
processObject :: (Monad m, RealFloat a)
=> World a -> ObjRelGraph a
-> (Object a -> Grav2ty a g m ())
-> Id -> Object a
-> Grav2ty a g m (World a)
processObject old rels hook ident obj =
deletionNecessary rels ident obj >>= \del ->
if del
then delObject ident >> pure M.empty
else do
timeStep <- use timePerTick
(newObj, createdObjs) <- bimap (updateObject timeStep (getForce rels ident)) id <$>
modifyObject ident obj
setObject (Just ident) newObj
hook newObj
pure $ M.insert ident newObj createdObjs
-- | If called advances the simulation by one 'Tick' relying on the 'Grav2tyState'.
--
-- It also calls the provided hook-Action once for every remaining 'Object'. This
-- action can be used to update the '_graphics' state @g@ or modify the behaviour
-- of @processTick@ altogether.
--
-- It returns all 'Object's that were changed during the 'Tick' as a 'World'
-- which will only contain changed 'Dynamic' 'Object's.
processTick :: (Monad m, RealFloat a)
=> (Object a -> Grav2ty a g m ())
-> Grav2ty a g m (World a)
processTick objHook = do
oldWorld <- use world
let objRel = objectRelGraph oldWorld
updatedObjs <- use world >>= M.foldlWithKey' (\action id obj ->
action >>= \updated -> fmap (M.union updated) (processObject oldWorld objRel objHook id obj)) (pure M.empty)
tick %= (+1)
pure updatedObjs
-- TODO Map could be replaced by Seq here because we don't need to
-- lookup a values in it.
|