Rasenschach: Soccer simulation

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Soccer simulation with simple graphics and highly configurable AI


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Properties

Versions 0.1, 0.1.1, 0.1.2, 0.1.2, 0.1.3, 0.1.3.1, 0.1.3.2
Change log None available
Dependencies array, base (>=3 && <5), containers, convertible, directory, filepath, ghc, monad-loops, SDL, SDL-gfx, SDL-image, SDL-mixer, SDL-ttf, template-haskell, time, Yampa [details]
License BSD-3-Clause
Author Martin Wöhrle
Maintainer mwoehrle@arcor.de
Category Game
Home page http://hub.darcs.net/martingw/Rasenschach
Uploaded by MartinWoehrle at 2014-10-21T19:28:55Z

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Readme for Rasenschach-0.1.2

[back to package description]
===== R A S E N S C H A C H ======

Single player, mouse controlled soccer game with simple graphics and flexible, 
extensible AI. Based on the Yampa arcade and Gerold Meisinger's Yampa/SDL stub.

Backlog:
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No. T A S K                                             S T A T E
=================================================================================
1   graphics rendering for ball and player              done (basics)
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2   FRP version of Finite State Machine                 done (basics)
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3   basic FRP feedback loop                             done (basics)
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4   rendering for game object (score and game time)     done (basics)   
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5a  basic version of player FSM                         done (basics)
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5b  basic version of game FSM                           done (basics)
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6   "kickoff-situation": players move from sideline     done (basics)
    to pre-kickoff base position
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7   add sound to player and ball action                 done (basics)
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8   basic mouse and keyboard input events (see Yampa    done (basics)
    arcade parser)
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9   single player moves around based on input events    done (basics)
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10  add ball control to 9                               done (basics)
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11  add shooting to 10                                  done (basics)
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12  add another player to 10                            done (basics)
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13  add "on key down"-FSM to parser                     done (basics)
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14  add "take ball from other player" to fsms           done (basics)
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15  define core player (base for AI and user player)    done (basics)
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16  add bounce logic to player collision                done (basics)
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17  define team objects (which will compute AI orders)  done (basics)
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18  add team membership and position to player object   done (basics)
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19  define bouncing logic for goal post                 later
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20  add stunning logic (probably on hard collision?)    later   
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21  send proper messages on goal, out (side, end)       done "simple events"
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22  set up new game afer goal or out (simplistic)       done "simple events"
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23  enhance offensive ai: shoot on goal when free       sprint "playable version"
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24  enhance defensive ai: attack when near own goal     later    
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25  add goalie (own player object?)                     later   
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26  add proper throw in (ball behind player's head)     done "simple events"
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27  selection of "designated player" by mouse           later   
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28  new key action: pass to designated player           done "playable version"
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29  new key action: pass to running player (aim ahead)  later   
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30  write TH parser for AI commands                     later   
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31  proper FSM for game object                          done "simple events"
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32  render something nice for designated receiver       later 
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33  new key action: switch to nearest player            later 
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34  pause and resume game action                        later
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35  enhance offensive ai: pass to better positioned     later 
    player  
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36  add multiple round mechanism a la Yampa Arcade:     done "simple events"
    new round would be entered on kick off 
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37  controlled player can also throw in (very basic)    done "playable version"
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38  AI action: throw in                                 done "simple events"
    - compute spot for throw in
    - aim for this spot (not throw in immediately)
    - throw in and resume play
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39  Bug: when ball goes out of bounce, and then ai      done "simple events"
    player touches it, then other team won't take it
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40  Bug: when player throws in, he immediately retakes  done "simple events"
    the ball since he is in the way of the ball...
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41  Hack: on base out, throw in near the base line      done "playable version"
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42  display controlled player blinking                  done "playable version"
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43  controlled player can also kick off                 done "playable version"
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44  display goal event and score                        sprint "playable version"
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45  fix meterToPixel stuff (y axis kind of weird)       done "playable version"
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46  player who kicked off or threw in etc. can not be   later
    the first to touch the ball again
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47  controlled player can aim for throw in (follow up   later
    to 37)
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48  if controlled player throws in, then stop other     later
    player moving_to_throwin from grabbing the ball          
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49  Bug: if team consists solely of non AI players,     later 
    this line in ObjectBehaviour / player blows:

        let np = nearestNonAIPlayer myTeam vss pd
          
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50  Bug: if kick off goes directly to side out, no one  later
    throws in and the state remains "GSRunning" instead
    of GSSideOut          
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51  for test, it would be good to have an editor of     sprint "refinement"
    some kind for game situations (player position,    
    heading and speed, dito for ball)
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Taglist:
=================================================================================
T A G                C O N T E N T S
=================================================================================
RSSP-0.0.1           basics
                     "simple events"            
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