111 lines
4.0 KiB
Haskell
111 lines
4.0 KiB
Haskell
{-# LANGUAGE NamedFieldPuns #-}
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module Automaton (
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start
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) where
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import Control.Monad.Reader (asks)
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import qualified Data (RW(..))
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import Data.Map (Map, (!?))
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import qualified Game (new, play)
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import qualified Hanafuda.KoiKoi as KoiKoi (
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Game, GameBlueprint(..), GameID, Step(..)
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)
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import qualified Session (Status(..), T(..), Update)
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import qualified Server (endGame, get, logIn, logOut, update, room)
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import qualified App (Context(..), T, current, debug, get, server, try, update_)
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import qualified Hanafuda.Message as Message (FromClient(..), T(..))
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import qualified Messaging (
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broadcast, get, notifyPlayers, relay, send, sendTo, update
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)
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receive :: Session.Status -> Message.FromClient -> App.T ()
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receive (Session.LoggedIn False) logIn@(Message.LogIn login) =
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asks App.playerID >>= App.try . (Server.logIn login)
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>>= maybe
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(Messaging.relay logIn Messaging.broadcast >> setSessionStatus (Session.LoggedIn True))
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sendError
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receive (Session.LoggedIn True) logOut@Message.LogOut = do
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Messaging.relay logOut Messaging.broadcast
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asks App.playerID >>= App.update_ . Server.logOut
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setSessionStatus (Session.LoggedIn False)
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receive (Session.LoggedIn True) invitation@(Message.Invitation {Message.to}) = do
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session <- App.get to
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case Session.status session of
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Session.LoggedIn True -> do
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from <- asks App.playerID
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App.update_ (Server.update to (Data.set $ Session.Answering from :: Session.Update))
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Messaging.broadcast $ Messaging.update {Message.paired = [from, to]}
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(Messaging.relay invitation $ Messaging.sendTo [to])
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setSessionStatus (Session.Waiting to)
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_ -> sendError "They just left"
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receive (Session.Answering to) message@(Message.Answer {Message.accept}) = do
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session <- App.get to
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playerID <- asks App.playerID
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case Session.status session of
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Session.Waiting for | for == playerID -> do
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Messaging.relay message $ Messaging.sendTo [to]
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newStatus <-
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if accept
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then do
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gameID <- Game.new (for, to)
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game <- Server.get gameID <$> App.server
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Messaging.notifyPlayers game []
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return $ Session.Playing gameID
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else do
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Messaging.broadcast $ Messaging.update {Message.alone = [for, to]}
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return $ Session.LoggedIn True
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App.update_ $ Server.update to (Data.set newStatus :: Session.Update)
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setSessionStatus newStatus
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_ -> sendError "They're not waiting for your answer"
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receive (Session.Playing gameID) played@(Message.Play {}) = do
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playerID <- asks App.playerID
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game <- Server.get gameID <$> App.server
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(result, logs) <- Game.play playerID (Message.move played) game
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case result of
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Left message -> sendError message
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Right newGame -> do
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case KoiKoi.step newGame of
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KoiKoi.Over -> do
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App.debug $ "Game " ++ show gameID ++ " ended"
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App.update_ $ Server.endGame gameID
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_ -> App.update_ $ Server.update gameID (const newGame)
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Messaging.notifyPlayers newGame logs
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receive (Session.Playing gameID) Message.Quit = do
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games <- (Data.get <$> App.server :: App.T (Map KoiKoi.GameID KoiKoi.Game))
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case games !? gameID of
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Nothing -> do
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playerID <- asks App.playerID
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Messaging.broadcast $ Messaging.update {Message.alone = [playerID]}
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setSessionStatus (Session.LoggedIn True)
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_ -> sendError "Game is still running"
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receive state _ = sendError $ "Invalid message in state " ++ show state
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sendError :: String -> App.T ()
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sendError = Messaging.send . Message.Error
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setSessionStatus :: Session.Status -> App.T ()
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setSessionStatus newStatus = do
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playerID <- asks App.playerID
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App.update_ $ Server.update playerID $ (Data.set newStatus :: Session.Update)
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App.debug $ show newStatus
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loop :: App.T ()
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loop = do
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message <- Messaging.get
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status <- Session.status <$> App.current
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status `receive` message
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loop
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start :: App.T ()
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start = do
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App.debug "Initial state"
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Message.Welcome . Server.room <$> App.server <*> asks App.playerID >>= Messaging.send
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loop
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