gameServer/EngineInteraction.hs
author Marco Bresciani
Fri, 12 Jul 2013 11:57:31 +0200
changeset 9355 48549227aa2b
parent 9304 3f4c3fc146c2
child 9401 2af7bea32e5e
permissions -rw-r--r--
Many modifications (these files seems written by a non Italian): 1. some (not all, yet) of the typos! 2. Italian grammar is different from English: there are no "Titles Like This" but "Titles like this" if there are no proper nouns. 3. Let's use actual Italian words not "Engrish" or jargon. For example, "chatta" to say "to chat" is not correct even if widely used! 4. I'd use the Italian "Morte improvvisa" instead of English "Sudden Death"; what to do you think?

{-# LANGUAGE OverloadedStrings #-}

module EngineInteraction where

import qualified Data.Set as Set
import Control.Monad
import qualified Codec.Binary.Base64 as Base64
import qualified Data.ByteString.Char8 as B
import qualified Data.ByteString as BW
import qualified Data.Map as Map
import qualified Data.List as L
import Data.Word
import Data.Bits
import Control.Arrow
-------------
import CoreTypes
import Utils


toEngineMsg :: B.ByteString -> B.ByteString
toEngineMsg msg = B.pack $ Base64.encode (fromIntegral (BW.length msg) : BW.unpack msg)


fromEngineMsg :: B.ByteString -> Maybe B.ByteString
fromEngineMsg msg = liftM BW.pack (Base64.decode (B.unpack msg) >>= removeLength)
    where
        removeLength (x:xs) = if length xs == fromIntegral x then Just xs else Nothing
        removeLength _ = Nothing


splitMessages :: B.ByteString -> [B.ByteString]
splitMessages = L.unfoldr (\b -> if B.null b then Nothing else Just $ B.splitAt (1 + fromIntegral (BW.head b)) b)


checkNetCmd :: B.ByteString -> (B.ByteString, B.ByteString, Maybe (Maybe B.ByteString))
checkNetCmd msg = check decoded
    where
        decoded = liftM (splitMessages . BW.pack) $ Base64.decode $ B.unpack msg
        check Nothing = (B.empty, B.empty, Nothing)
        check (Just msgs) = let (a, b) = (filter isLegal msgs, filter isNonEmpty a) in (encode a, encode b, lft a)
        encode = B.pack . Base64.encode . BW.unpack . B.concat
        isLegal m = (B.length m > 1) && (flip Set.member legalMessages . B.head . B.tail $ m)
        lft = foldr l Nothing
        l m n = let m' = B.head $ B.tail m; tst = flip Set.member in 
                      if not $ tst timedMessages m' then n
                        else if '+' /= m' then Just Nothing else Just $ Just m
        isNonEmpty = (/=) '+' . B.head . B.tail
        legalMessages = Set.fromList $ "M#+LlRrUuDdZzAaSjJ,sNpPwtghbc12345" ++ slotMessages
        slotMessages = "\128\129\130\131\132\133\134\135\136\137\138"
        timedMessages = Set.fromList $ "+LlRrUuDdZzAaSjJ,NpPwtgc12345" ++ slotMessages


replayToDemo :: [TeamInfo]
        -> Map.Map B.ByteString B.ByteString
        -> Map.Map B.ByteString [B.ByteString]
        -> [B.ByteString]
        -> [B.ByteString]
replayToDemo ti mParams prms msgs = concat [
        [em "TD"]
        , maybeScript
        , maybeMap
        , [eml ["etheme ", head $ prms Map.! "THEME"]]
        , [eml ["eseed ", mParams Map.! "SEED"]]
        , [eml ["e$gmflags ", showB gameFlags]]
        , schemeFlags
        , [eml ["e$template_filter ", mParams Map.! "TEMPLATE"]]
        , [eml ["e$mapgen ", mapgen]]
        , mapgenSpecific
        , concatMap teamSetup ti
        , msgs
        , [em "!"]
        ]
    where
        em = toEngineMsg
        eml = em . B.concat
        mapGenTypes = ["+rnd+", "+maze+", "+drawn+"]
        maybeScript = let s = head $ prms Map.! "SCRIPT" in if s == "Normal" then [] else [eml ["escript Scripts/Multiplayer/", s, ".lua"]]
        maybeMap = let m = mParams Map.! "MAP" in if m `elem` mapGenTypes then [] else [eml ["emap ", m]]
        scheme = tail $ prms Map.! "SCHEME"
        mapgen = mParams Map.! "MAPGEN"
        mapgenSpecific = case mapgen of
            "+maze+" -> [eml ["e$maze_size ", head $ prms Map.! "MAZE_SIZE"]]
            "+drawn" -> drawnMapData . head $ prms Map.! "DRAWNMAP"
            _ -> []
        gameFlags :: Word32
        gameFlags = foldl (\r (b, f) -> if b == "false" then r else r .|. f) 0 $ zip scheme gameFlagConsts
        schemeFlags = map (\(v, (n, m)) -> eml [n, " ", showB $ (readInt_ v) * m])
            $ filter (\(_, (n, _)) -> not $ B.null n)
            $ zip (drop (length gameFlagConsts) scheme) schemeParams
        ammoStr :: B.ByteString
        ammoStr = head . tail $ prms Map.! "AMMO"
        ammo = let l = B.length ammoStr `div` 4; ((a, b), (c, d)) = (B.splitAt l . fst &&& B.splitAt l . snd) . B.splitAt (l * 2) $ ammoStr in
                   (map (\(x, y) -> eml [x, " ", y]) $ zip ["eammloadt", "eammprob", "eammdelay", "eammreinf"] [a, b, c, d])
                   ++ [em "eammstore" | scheme !! 14 == "true" || scheme !! 20 == "false"]
        initHealth = scheme !! 27
        teamSetup :: TeamInfo -> [B.ByteString]
        teamSetup t = (++) ammo $
                eml ["eaddteam <hash> ", showB $ (1 + (readInt_ $ teamcolor t) :: Int) * 2113696, " ", teamname t]
                : em "erdriven"
                : eml ["efort ", teamfort t]
                : take (2 * hhnum t) (
                    concatMap (\(HedgehogInfo hname hhat) -> [
                            eml ["eaddhh ", showB $ difficulty t, " ", initHealth, " ", hname]
                            , eml ["ehat ", hhat]
                            ])
                        $ hedgehogs t
                        )

drawnMapData :: B.ByteString -> [B.ByteString]
drawnMapData = error "drawnMapData"

schemeParams :: [(B.ByteString, Int)]
schemeParams = [
      ("e$damagepct", 1)
    , ("e$turntime", 1000)
    , ("", 0)
    , ("e$sd_turns", 1)
    , ("e$casefreq", 1)
    , ("e$minestime", 1000)
    , ("e$minesnum", 1)
    , ("e$minedudpct", 1)
    , ("e$explosives", 1)
    , ("e$healthprob", 1)
    , ("e$hcaseamount", 1)
    , ("e$waterrise", 1)
    , ("e$healthdec", 1)
    , ("e$ropepct", 1)
    , ("e$getawaytime", 1)
    ]


gameFlagConsts :: [Word32]
gameFlagConsts = [
          0x00001000
        , 0x00000010
        , 0x00000004
        , 0x00000008
        , 0x00000020
        , 0x00000040
        , 0x00000080
        , 0x00000100
        , 0x00000200
        , 0x00000400
        , 0x00000800
        , 0x00002000
        , 0x00004000
        , 0x00008000
        , 0x00010000
        , 0x00020000
        , 0x00040000
        , 0x00080000
        , 0x00100000
        , 0x00200000
        , 0x00400000
        , 0x00800000
        , 0x01000000
        , 0x02000000
        , 0x04000000
        ]