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module Main (main) where
import Control.Concurrent
import Control.Monad
import Control.Monad.IO.Class
import Data.Maybe
import Data.Time.Clock.System
import System.Posix.Unistd
import UI.NCurses
newtype SimState = SimState [Entity]
data Entity = Entity {
tag :: Maybe Tag
, position :: Maybe (Int, Int)
, velocity :: Maybe (Int, Int)
, height :: Maybe Int
, text :: Maybe String
, ttfeed :: Maybe Int -- time to feed or die of starvation
, ttdie :: Maybe Int -- time until life runs out
, walk :: Maybe [Move]
, input :: Maybe (Event -> Event -> Event)
}
newEntity = Entity {
tag = Nothing
, position = Nothing
, velocity = Nothing
, height = Nothing
, text = Nothing
, ttfeed = Nothing -- time to feed or die
, ttdie = Nothing -- time until death
, walk = Nothing
, input = Nothing
}
data Tag = Man | Food
deriving Eq
data Move = N | W | E | S
deriving Eq
time :: IO Double
time = do
t <- getSystemTime
return ((fromIntegral (systemSeconds t)) + (fromIntegral (systemNanoseconds t)) * 1e-9)
-- A Simulation
data Simulation a = Simulation {
dt :: Int -- Physics simulation time step
, frameRate :: Int -- Max display frame rate
, simState :: Maybe a
, updateSim :: Maybe Event -> a -> Maybe a
, renderSim :: (Integer, Integer) -> Update ()
}
newSimulation = Simulation {
dt = 1
, frameRate = 60
, simState = Nothing
, updateSim = undefined
, renderSim = undefined
}
data SimLoop = SimLoop {
window :: Window -- Current display window
, nowTime :: Double -- Current time
, frameTime :: Double -- Next frame will be displayed at this time
, physicsTime :: Double -- Physics has been simulated up to this time
, fps :: Double -- Current frame per second estimate
}
collisionTop :: Entity -> Entity
collisionTop e@Entity{position = Just (x, y), velocity = Just (dx, dy)}
| y <= 0 = e{position = Just (x, -y), velocity = Just (dx, -1*dy)}
| otherwise = e
collisionTop e = e
collisionBot :: Entity -> Entity
collisionBot e@Entity{position = Just (x, y), velocity = Just (dx, dy), height = mh}
| y + h >= 40 = e{position = Just (x, -y), velocity = Just (dx, -1*dy)}
| otherwise = e
where h = fromMaybe 0 mh
collisionBot e = e
renderEntity :: (Integer, Integer) -> Entity -> Update ()
renderEntity (rows, cols) e@Entity{position = Just (x, y), height = Just h, text = Just t} = do
moveCursor rows cols
drawString t
renderEntity _ _ = return ()
renderWorld :: (Integer, Integer) -> SimState -> Update ()
renderWorld (rows, cols) (SimState es) = do
clear
moveCursor 0 0
drawLineH Nothing cols
moveCursor (rows-1) 0
drawLineH Nothing cols
mapM_ (renderEntity (rows, cols)) es
integratePosition :: Entity -> Entity
integratePosition e@Entity{position = Just (x, y), velocity = Just (dx, dy)} = e{position = Just (x + dx, y + dy)}
integratePosition e = e
--physics :: Simulation a -> SimLoop -> Curses (Simulation a, SimLoop)
--physics g@Simulation{dt = dt, simState = Just gs} gl@SimLoop{nowTime = now, physicsTime = pt, frameTime = ft}
-- | pt + 1.0 < ft = physics g gl{physicsTime = now} -- Skip ahead after missing time
-- | pt < ft = do
-- when (now < pt) (liftIO $ threadDelay (truncate (1e6 * clamp (ft - pt) 0.0 dt)))
-- ev <- getEvent (window gl) (Just 0)
-- physics s{simState = (updateSimulation g) ev ss} sl{physicsTime = pt + dt}
--physics s sl = return (s, sl)
physics :: Simulation a -> SimLoop -> Curses (Simulation a, SimLoop)
physics s@Simulation{simState = Just ss} sl@SimLoop{nowTime = now} = do
ev <- getEvent (window sl) (Just 0)
--s' <- s{simState = (updateSim s) ev ss} -- Simulation.updateSim holds function updateWorld() which returns Maybe SimState
t <- liftIO time
--sl' <- sl{nowTime = t}
--return (s', sl')
return ( s{simState = (updateSim s) ev ss}, sl{nowTime = t} )
physics s sl = return (s, sl)
initWorld :: SimState
initWorld = SimState [
newEntity{tag=Just Man,text= Just "O",position=Just (5,5),velocity=Just (1,1),height=Just 1,ttfeed=Just 50,ttdie=Just 100,walk=[N,W,S,S,E,W]}
]
-- Input Handlers
inputApply :: Maybe Event -> Entity -> Entity
inputApply (Just ev) e@Entity{input = Just f} = f ev e
inputApply _ e = e
updateWorld :: Event -> SimState -> Maybe SimState
updateWorld (EventCharacter 'q') _ = Nothing
updateWorld (EventCharacter 'Q') _ = Nothing
updateWorld ev (SimState es) _ = Just $ SimState (system es)
where system = map collisionTop . map collisionBottom . map collisionLeft . map collisionRight . map integratePosition . map tickInc . map (inputApply ev)
simLoop :: Simulation a -> SimLoop -> Curses ()
simLoop Simulation{simState = Nothing} sl = return ()
simLoop s@Simulation{simState = Just ss} sl = do
size <- screensize
updateWindow (window sl) ((renderSim s) size ss)
render
t <- liftIO time
--(s', sl') <- physics s sl{nowTime = t, frameTime = 0.0}
(s', sl') <- (s{simState = (updateSim s)}, sl{nowTime = t, frameTime = 0.0})
simLoop s' sl'
--simLoop s{simState = (updateSim s)}, sl{nowTime = t, frameTime = 0.0}
runSimulation :: Simulation a -> IO ()
runSimulation g = runCurses $ do
setCursorMode CursorInvisible
setEcho False
w <- defaultWindow
t <- liftIO time
simLoop g SimLoop{window = w, nowTime = t, frameTime = t, physicsTime = t, fps = 0.0}
-- Program entry point
main :: IO ()
main = runSimulation newSimulation{simState = Just initWorld, updateSim = updateWorld, renderSim = renderWorld}