This commit is contained in:
Swrup 2023-07-13 20:34:03 +02:00
parent e7fb6a70a0
commit aff8813ec0
7 changed files with 186 additions and 170 deletions

View file

@ -1,62 +0,0 @@
type fairy =
{ mana : int
; pos : Map.position
}
type t =
| Sheep of { pos : Map.position }
| Fairy of fairy
let pp fmt = function
| Sheep o -> Format.fprintf fmt "Sheep: %a" Map.pp_position o.pos
| Fairy o ->
Format.fprintf fmt "Fairy : mana = %d, %a" o.mana Map.pp_position o.pos
let make_sheep ~x ~y =
Sheep
{ pos =
Map.
{ x; y; offset_x = 0.; offset_y = 0.; dir = Obj.magic (x * y mod 4) }
}
let make_fairy ~x ~y =
{ mana = 1; pos = Map.{ x; y; offset_x = 0.; offset_y = 0.; dir = Down } }
let pos = function Sheep o -> o.pos | Fairy o -> o.pos
let set_pos pos = function
| Sheep _o -> Sheep { pos }
| Fairy o -> Fairy { o with pos }
module Herd = struct
(* ... or just use a mutable state and a hashtbl? *)
module IntMap = Stdlib.Map.Make (struct
type t = int
let compare = Int.compare
end)
type nonrec t = t IntMap.t
let find_opt = IntMap.find_opt
let update = IntMap.update
let iter = IntMap.iter
let init map =
List.init 50 (fun _i ->
let x = Random.int map.width in
let y = Random.int map.height in
(x, y) )
|> List.filter (fun (x, y) -> Map.get_tile_kind ~x ~y map = Grass)
|> List.mapi (fun i (x, y) -> (i, make_sheep ~x ~y))
|> List.to_seq |> IntMap.of_seq
let pp fmt o =
Format.fprintf fmt "[%a]"
(Format.pp_print_list
~pp_sep:(fun _fmt () -> Format.pp_print_string fmt "; ")
pp )
(IntMap.to_seq o |> List.of_seq |> List.map snd)
end

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@ -45,7 +45,7 @@
(library (library
(name shared) (name shared)
(modules animal log map network state time) (modules entity log map network state time)
(libraries)) (libraries))
(rule (rule

88
src/entity.ml Normal file
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@ -0,0 +1,88 @@
type _ t =
| Sheep : int -> [> `S ] t
| Fairy : int -> [> `F ] t
(* todo move to State? *)
type tbl =
{ mutable count : int
; positions : ([ `S | `F ] t, Map.position) Hashtbl.t
; positions' : (int * int, [ `S | `F ] t) Hashtbl.t
; manas : ([ `F ] t, int) Hashtbl.t
}
let init_tbl () =
{ count = 0
; positions = Hashtbl.create 42
; positions' = Hashtbl.create 42
; manas = Hashtbl.create 42
}
let pp fmt tbl entity =
let pos = Hashtbl.find tbl.positions entity in
match entity with
| Sheep id -> Format.fprintf fmt "Sheep %d: %a" id Map.pp_position pos
| Fairy id as fairy ->
let mana = Hashtbl.find tbl.manas fairy in
Format.fprintf fmt "Fairy %d : mana = %d, %a" id mana Map.pp_position pos
let make_sheep tbl ~x ~y =
let entity = Sheep tbl.count in
tbl.count <- tbl.count + 1;
let pos =
Map.{ x; y; offset_x = 0.; offset_y = 0.; dir = Obj.magic (x * y mod 4) }
in
(* todo unsafe position could be taken already *)
Hashtbl.replace tbl.positions entity pos;
Hashtbl.replace tbl.positions' (pos.x, pos.y) entity;
entity
let make_fairy tbl ~x ~y =
let entity = Fairy tbl.count in
tbl.count <- tbl.count + 1;
let pos = Map.{ x; y; offset_x = 0.; offset_y = 0.; dir = Down } in
(* todo unsafe position could be taken already *)
Hashtbl.replace tbl.positions entity pos;
Hashtbl.replace tbl.positions' (pos.x, pos.y) entity;
Hashtbl.replace tbl.manas entity 1;
entity
let get_pos tbl e = Hashtbl.find tbl.positions e
let set_pos tbl id pos =
let old_pos = Hashtbl.find tbl.positions id in
Hashtbl.remove tbl.positions' (old_pos.x, old_pos.y);
Hashtbl.replace tbl.positions id pos;
Hashtbl.replace tbl.positions' (pos.x, pos.y) id
let set_offset tbl id (offset_x, offset_y) =
let old_pos = Hashtbl.find tbl.positions id in
let pos = { old_pos with offset_x; offset_y } in
Hashtbl.replace tbl.positions id pos
let move tbl map id dir =
match Hashtbl.find_opt tbl.positions id with
| None -> Error "bad entity type, can not move"
| Some old_pos -> (
(* check if valid terrain to move to *)
match Map.check_move map old_pos dir with
| Error _e as error -> error
| Ok pos -> (
(* check if no entity already on it *)
match Hashtbl.find_opt tbl.positions' (pos.x, pos.y) with
| Some other_entity ->
let pp fmt = pp fmt tbl in
Error
(Format.asprintf "can't move here: %a, place taken by %a"
Map.pp_position pos pp other_entity )
| None ->
set_pos tbl id pos;
Ok pos ) )
let get_mana tbl id = Hashtbl.find tbl.manas id
let set_mana tbl id n = Hashtbl.replace tbl.manas id n
(* todo better name *)
let get_entity tbl ~x ~y = Hashtbl.find_opt tbl.positions' (x, y)
let id = function Sheep id | Fairy id -> id

View file

@ -67,17 +67,21 @@ let draw_canvas =
fun state -> fun state ->
let open State in let open State in
(* TODO: it could be possible to optimize starting/ending index by looking at the offset *) (* TODO: it could be possible to optimize starting/ending index by looking at the offset *)
(* TODO huuuu coercion *)
let (Fairy player) = state.player in
let player = Entity.Fairy player in
let player_pos = Entity.get_pos state.tbl player in
for x = -2 to tiles_per_w + 1 do for x = -2 to tiles_per_w + 1 do
let map_x = x + state.player.pos.x - half_tiles_per_w in let map_x = x + player_pos.x - half_tiles_per_w in
let tile_x = let tile_x =
float_of_int ((x * tile_size) + orig_x) float_of_int ((x * tile_size) + orig_x)
+. offset_conv state.player.pos.offset_x +. offset_conv player_pos.offset_x
in in
for y = -2 to tiles_per_h + 1 do for y = -2 to tiles_per_h + 1 do
let map_y = y + state.player.pos.y - half_tiles_per_h in let map_y = y + player_pos.y - half_tiles_per_h in
let tile_y = let tile_y =
float_of_int ((y * tile_size) + orig_y) float_of_int ((y * tile_size) + orig_y)
+. offset_conv state.player.pos.offset_y +. offset_conv player_pos.offset_y
in in
let tile_img = let tile_img =
match Map.get_tile_kind ~x:map_x ~y:map_y state.map with match Map.get_tile_kind ~x:map_x ~y:map_y state.map with
@ -87,17 +91,20 @@ let draw_canvas =
| Wheat -> wheat | Wheat -> wheat
in in
C2d.draw_image context tile_img ~x:tile_x ~y:tile_y; C2d.draw_image context tile_img ~x:tile_x ~y:tile_y;
(* TODO *) begin
Herd.iter match Entity.get_entity state.tbl ~x:map_x ~y:map_y with
(fun _v k -> | None -> ()
let pos = Animal.pos k in | Some e ->
if pos.x = map_x && pos.y = map_y then if e <> player then
C2d.draw_image context sheep ~x:tile_x ~y:tile_y ) let tile_img =
state.animals match e with Sheep _ -> sheep | Fairy _ -> papy_up
in
C2d.draw_image context tile_img ~x:tile_x ~y:tile_y
end
done done
done; done;
let papy = let papy =
match state.player.pos.dir with match player_pos.dir with
| Left -> papy_left | Left -> papy_left
| Right -> papy_right | Right -> papy_right
| Down -> papy_down | Down -> papy_down
@ -108,8 +115,8 @@ let draw_canvas =
let draw_topbar state = let draw_topbar state =
(* draw mana level *) (* draw mana level *)
let mana_lvl = Jv.get Jv.global "mana_lvl" in let mana_lvl = Jv.get Jv.global "mana_lvl" in
Jv.set mana_lvl "innerHTML" let mana = Entity.get_mana state.State.tbl state.State.player in
(Jv.of_string @@ string_of_int state.Shared.State.player.mana); Jv.set mana_lvl "innerHTML" (Jv.of_string @@ string_of_int mana);
(* draw wheat level *) (* draw wheat level *)
let wheat_lvl = Jv.get Jv.global "wheat_lvl" in let wheat_lvl = Jv.get Jv.global "wheat_lvl" in
Jv.set wheat_lvl "innerHTML" (Jv.of_string @@ string_of_int state.wheat) Jv.set wheat_lvl "innerHTML" (Jv.of_string @@ string_of_int state.wheat)
@ -132,8 +139,7 @@ let send_action state = function
end end
*) *)
(* actions we want to send to the server *) (* actions we want to send to the server *)
| (State.Move_offset _ | Move _ | Animal_move _ | Meditate | Plant_wheat) as | (State.Move_offset _ | Move _ | Meditate | Plant_wheat) as action -> (
action -> (
match State.check_action state action with match State.check_action state action with
| Error e -> | Error e ->
(* TODO: display this in the window *) (* TODO: display this in the window *)
@ -199,17 +205,20 @@ let keypress_handler =
let key = Ev.Keyboard.key ev |> Jstr.to_string in let key = Ev.Keyboard.key ev |> Jstr.to_string in
if Hashtbl.mem keys key then f key if Hashtbl.mem keys key then f key
let apply_last_key () = let apply_last_key state =
let open State in let open State in
Kb.get_last () Kb.get_last ()
|> Option.iter (fun code_or_key -> |> Option.iter (fun code_or_key ->
(* TODO coercion huuuu *)
let (Fairy player) = state.player in
let player = Entity.Fairy player in
let act = let act =
(* when you add something here, don't forget to add the corresponding case in `keypress_handler` *) (* when you add something here, don't forget to add the corresponding case in `keypress_handler` *)
match code_or_key with match code_or_key with
| "KeyW" | "ArrowUp" -> Move_offset Up | "KeyW" | "ArrowUp" -> Move_offset (player, Up)
| "KeyA" | "ArrowLeft" -> Move_offset Left | "KeyA" | "ArrowLeft" -> Move_offset (player, Left)
| "KeyS" | "ArrowDown" -> Move_offset Down | "KeyS" | "ArrowDown" -> Move_offset (player, Down)
| "KeyD" | "ArrowRight" -> Move_offset Right | "KeyD" | "ArrowRight" -> Move_offset (player, Right)
| "m" -> Meditate | "m" -> Meditate
| "p" -> Plant_wheat | "p" -> Plant_wheat
| _ -> | _ ->
@ -234,10 +243,10 @@ let rec game_loop state last_auto_update timestamp =
let last_auto_update = let last_auto_update =
if should_auto_update then timestamp else last_auto_update if should_auto_update then timestamp else last_auto_update
in in
apply_last_key (); apply_last_key state;
let state = let state =
(* apply queue of actions *) (* apply queue of actions *)
let state = Queue.fold State.perform_action state to_apply_queue in Queue.iter (State.perform_action state) to_apply_queue;
Queue.clear to_apply_queue; Queue.clear to_apply_queue;
(* send input action to server *) (* send input action to server *)
Queue.iter (send_action state) input_queue; Queue.iter (send_action state) input_queue;

View file

@ -30,12 +30,6 @@ let pp_background fmt b =
in in
Format.pp_print_string fmt s Format.pp_print_string fmt s
type simple_position =
{ x : int
; y : int
; dir : dir
}
type position = type position =
{ x : int { x : int
; y : int ; y : int

View file

@ -37,97 +37,87 @@ end = struct
else (x, y', None) else (x, y', None)
end end
module Herd = Animal.Herd
type t = type t =
{ map : Map.t { map : Map.t
; wheat : int ; wheat : int
; player : Animal.fairy ; player : [ `F ] Entity.t
; animals : Herd.t ; tbl : Entity.tbl
} }
let init () = let init () =
let map = Map.init () in let map = Map.init () in
{ map let tbl = Entity.init_tbl () in
; wheat = 0 for _i = 0 to 50 do
; player = Animal.make_fairy ~x:0 ~y:0 let _id =
; animals = Herd.init map Entity.make_sheep tbl ~x:(Random.int map.width) ~y:(Random.int map.height)
} in
()
done;
{ map; wheat = 0; player = Entity.make_fairy ~x:0 ~y:0 tbl; tbl }
type action = type action =
| Meditate | Meditate
(* TODO some action do not needs to be checked by server *) (* TODO some action do not needs to be checked by server *)
| Move_offset of Map.dir | Move_offset of ([ `S | `F ] Entity.t * Map.dir)
| Move of Map.dir | Move of ([ `S | `F ] Entity.t * Map.dir)
| Animal_move of int * Map.dir
| Plant_wheat | Plant_wheat
(* TODO: we don't need dir so we should change the type of Map.position *) (* TODO: we don't need dir so we should change the type of Map.position *)
(* type for result of action send to the client by the server *) (* type for result of action send to the client by the server *)
type action' = type action' =
| Add_mana of int | Add_mana of ([ `F ] Entity.t * int)
| Set_player_position of Map.position | Set_position of ([ `S | `F ] Entity.t * Map.position)
| Set_animal_position of (int * Map.position) | Set_offset of ([ `S | `F ] Entity.t * (float * float))
| Set_offset of float * float | Spawn_wheat of int * int
| Plant_wheat of int * int
let pp_action fmt = function let pp_action fmt = function
| Meditate -> Format.pp_print_string fmt "Meditate" | Meditate -> Format.pp_print_string fmt "Meditate"
| Move_offset dir -> Format.fprintf fmt "Move_offset %a" Map.pp_dir dir | Move_offset (e, dir) ->
| Move dir -> Format.fprintf fmt "Move %a" Map.pp_dir dir Format.fprintf fmt "Move_offset (%d,%a)" (Entity.id e) Map.pp_dir dir
| Animal_move (id, dir) -> | Move (e, dir) ->
Format.fprintf fmt "Animal_move %d %a" id Map.pp_dir dir Format.fprintf fmt "Move (%d,%a)" (Entity.id e) Map.pp_dir dir
| Plant_wheat -> Format.fprintf fmt "Plant_wheat" | Plant_wheat -> Format.fprintf fmt "Plant_wheat"
let pp_action' fmt = function let pp_action' fmt = function
| Add_mana n -> Format.fprintf fmt "Add_mana %d" n | Add_mana (Fairy id, n) -> Format.fprintf fmt "Add_mana (%d,%d)" id n
| Set_player_position pos -> | Set_position (e, pos) ->
Format.fprintf fmt "Set_player_position (%a)" Map.pp_position pos Format.fprintf fmt "Set_position (%d,%a)" (Entity.id e) Map.pp_position pos
| Set_animal_position (id, pos) -> | Set_offset (e, (x, y)) ->
Format.fprintf fmt "Set_animal_position (%d,%a)" id Map.pp_position pos Format.fprintf fmt "Set_offset (%d,(%f, %f))" (Entity.id e) x y
| Set_offset (x, y) -> Format.fprintf fmt "Set_offset (%f, %f)" x y | Spawn_wheat (x, y) -> Format.fprintf fmt "Plant_wheat (%d, %d)" x y
| Plant_wheat (x, y) -> Format.fprintf fmt "Plant_wheat (%d, %d)" x y
let plant_wheat_cost = 10 let plant_wheat_cost = 10
let rec check_action state = function let rec check_action state = function
| Meditate -> | Meditate ->
if state.player.mana < 99 then Ok [ Add_mana 1 ] else Error "maximum mana" if Entity.get_mana state.tbl state.player < 99 then
| Move dir -> ( Ok [ Add_mana (state.player, 1) ]
match Map.check_move state.map state.player.pos dir with else Error "maximum mana"
| Move (e, dir) -> (
match Entity.move state.tbl state.map e dir with
| Error _e as error -> error | Error _e as error -> error
| Ok pos -> Ok [ Set_player_position pos ] ) | Ok pos -> Ok [ Set_position (e, pos) ] )
| Animal_move (id, dir) -> ( | Move_offset (e, dir) ->
match Herd.find_opt id state.animals with let pos = Entity.get_pos state.tbl e in
| None -> Error (Format.sprintf "unknown animal id: %d" id) if dir <> pos.dir then Ok [ Set_position (e, { pos with dir }) ]
| Some animal -> (
match Map.check_move state.map (Animal.pos animal) dir with
| Error _e as error -> error
| Ok pos -> Ok [ Set_animal_position (id, pos) ] ) )
| Move_offset dir ->
if dir <> state.player.pos.dir then
Ok [ Set_player_position { state.player.pos with dir } ]
else else
let offset_x, offset_y, dir' = let offset_x, offset_y, dir' =
Offset.check_move ~x:state.player.pos.offset_x Offset.check_move ~x:pos.offset_x ~y:pos.offset_y dir
~y:state.player.pos.offset_y dir
in
let offset_action =
[ Set_player_position { state.player.pos with dir }
; Set_offset (offset_x, offset_y)
]
in in
let offset_action = [ Set_offset (e, (offset_x, offset_y)) ] in
begin begin
match dir' with match dir' with
| None -> Ok offset_action | None -> Ok offset_action
| Some dir' -> begin | Some dir' -> begin
match check_action state (Move dir') with match check_action state (Move (e, dir')) with
| Error _e as e -> e | Error _e as e -> e
| Ok actions -> Ok (offset_action @ actions) | Ok actions -> Ok (offset_action @ actions)
end end
end end
| Plant_wheat -> ( | Plant_wheat -> (
let { Map.x; y; dir; _ } = state.player.pos in (* TODO huuuuuuuuuuuuuu coercion jpp *)
let (Fairy player) = state.player in
let { Map.x; y; dir; _ } = Entity.get_pos state.tbl (Fairy player) in
let x, y = let x, y =
match dir with match dir with
| Down -> (x, y + 1) | Down -> (x, y + 1)
@ -140,41 +130,38 @@ let rec check_action state = function
| Water -> Error "can't plant wheat in water !" | Water -> Error "can't plant wheat in water !"
| Wheat -> Error "there's already some wheat there !" | Wheat -> Error "there's already some wheat there !"
| Grass -> | Grass ->
if state.player.mana >= plant_wheat_cost then Ok [ Plant_wheat (x, y) ] if Entity.get_mana state.tbl state.player >= plant_wheat_cost then
Ok [ Spawn_wheat (x, y); Add_mana (state.player, -plant_wheat_cost) ]
else Error "not enough mana..." ) else Error "not enough mana..." )
(* TODO imutable state? *)
let perform_action state = function let perform_action state = function
| Add_mana n -> | Add_mana (e, n) ->
{ state with player = { state.player with mana = state.player.mana + n } } let old_mana = Entity.get_mana state.tbl e in
| Set_player_position pos -> { state with player = { state.player with pos } } Entity.set_mana state.tbl e (old_mana + n)
| Set_animal_position (id, pos) -> | Set_position (e, pos) -> Entity.set_pos state.tbl e pos
{ state with | Set_offset (e, offset) -> Entity.set_offset state.tbl e offset
animals = Herd.update id (Option.map (Animal.set_pos pos)) state.animals | Spawn_wheat (x, y) -> state.map.tiles.(x).(y) <- Map.Wheat
}
| Set_offset (offset_x, offset_y) ->
{ state with
player =
{ state.player with pos = { state.player.pos with offset_x; offset_y } }
}
| Plant_wheat (x, y) ->
state.map.tiles.(x).(y) <- Map.Wheat;
{ state with
player = { state.player with mana = state.player.mana - plant_wheat_cost }
}
let auto_update state = let auto_update state =
let state = (* mut state *)
begin
match check_action state Meditate with match check_action state Meditate with
| Error _e -> state | Error _e -> ()
| Ok actions -> List.fold_left perform_action state actions | Ok actions -> List.iter (perform_action state) actions
in end;
let count_wheat = Map.count_wheat state.map.tiles in let count_wheat = Map.count_wheat state.map.tiles in
(* TODO simulate animals *) (* TODO simulate animals *)
{ state with wheat = state.wheat + count_wheat } { state with wheat = state.wheat + count_wheat }
let auto_update_rate = Time.mk_s 1 let auto_update_rate = Time.mk_s 1
let pp fmt { wheat; player; map; animals } = let pp fmt { wheat; player; map; tbl } =
let bg = Map.get_tile_kind ~x:player.pos.x ~y:player.pos.y map in (* TODO coercion huuuu *)
Format.fprintf fmt "wheat = %d; player = %a; %a; animals = %a" wheat Animal.pp let (Fairy player) = player in
(Fairy player) Map.pp_background bg Herd.pp animals let player = Entity.Fairy player in
let pos = Entity.get_pos tbl player in
let bg = Map.get_tile_kind ~x:pos.x ~y:pos.y map in
Format.fprintf fmt "wheat = %d; player = %a; %a; tbl = TODO" wheat
(fun fmt player -> Entity.pp fmt tbl player)
player Map.pp_background bg

View file

@ -40,7 +40,7 @@ let handle_client request client =
~pp_sep:(fun fmt () -> Format.fprintf fmt " ; ") ~pp_sep:(fun fmt () -> Format.fprintf fmt " ; ")
State.pp_action' ) State.pp_action' )
action'; action';
let state = List.fold_left State.perform_action state action' in List.iter (State.perform_action state) action';
User.set_state user_id state; User.set_state user_id state;
Ok action' Ok action'
in in