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solar-conflux/fsharp/ygosim/src/Board.fs

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module Board
open FSharpPlus.Lens
module Side =
open Card.Card
type Side<'s> =
{ field: CardInstance<'s> option
monsters: CardInstance<'s> list
spells: CardInstance<'s> list
graveyard: CardInstance<'s> list
deck: CardInstance<'s> list }
module Side =
let inline field f side = f side.field <&> fun v -> { side with field = v }
let inline monsters f side = f side.monsters <&> fun v -> { side with monsters = v }
let inline spells f side = f side.spells <&> fun v -> { side with spells = v }
let inline graveyard f side = f side.graveyard <&> fun v -> { side with graveyard = v }
let inline deck f side = f side.deck <&> fun v -> { side with deck = v }
let emptySide =
{ field = None
monsters = []
spells = []
graveyard = []
deck = [] }
module Player =
open Side
open Card.Card
type PlayerState =
| InGame
| Won of reason: string
| Lost of reason: string
type Player<'s> =
{ lifePoints: int
side: Side<'s>
hand: CardInstance<'s> list
state: PlayerState
id: int }
module Player =
let inline lifePoints f player = f player.lifePoints <&> fun v -> { player with lifePoints = v }
let inline side f player = f player.side <&> fun v -> { player with side = v }
let inline hand f player = f player.hand <&> fun v -> { player with hand = v }
let inline state f player = f player.state <&> fun v -> { player with state = v }
let inline _id f player = f player.id <&> fun v -> { player with id = v }
let inline deck f player = (side << Side.deck) f player
let initialPlayer lp id =
{ lifePoints = lp
side = emptySide
hand = []
state = InGame
id = id }
module Turn =
type Phase =
| Draw
| Standby
| Main1
| Battle
| Main2
| End
let nextPhase (turn, phase) =
match phase with
| Draw -> (turn, Standby)
| Standby -> (turn, Main1)
| Main1 -> (turn, Battle)
| Battle -> (turn, Main2)
| Main2 -> (turn, End)
| End -> (turn + 1, Draw)
module Board =
open Turn
open Card
open Player
type Player = Player.Player<Board>
and Board =
{ players: Player * Player
moment: int * Phase }
module Board =
let inline players f board = f board.players <&> fun v -> { board with players = v }
let inline moment f board = f board.moment <&> fun v -> { board with moment = v }
let inline turn f board = (moment << _1) f board
let inline phase f board = (moment << _2) f board
let inline currentPlayer f board =
if (view turn board) % 2 = 0 then (players << _2) f board
else (players << _1) f board
let inline currentPlayerId f board = (currentPlayer << Player._id) f board
let inline currentPlayerState f board = (currentPlayer << Player.state) f board
let inline currentPlayerDeck f board = (currentPlayer << Player.deck) f board
let inline currentPlayerHand f board = (currentPlayer << Player.hand) f board
let inline firstPlayer f board = (players << _1) f board
let inline secondPlayer f board = (players << _2) f board
type Card = Card.Card<Board>
type CardInstance = Card.CardInstance<Board>
type Effect = Effect.Effect<Board>
type Condition = Effect.Condition<Board>
type Action = Effect.Action<Board>
let emptyBoard =
{ players = (initialPlayer 8000 0, initialPlayer 8000 1)
moment = 0, Draw }
module Game =
open Turn
open Player
open Board
type Log =
| CardToHand of string
| NewPhase of Phase
| StateChanged of PlayerState * PlayerState
type Client = Log -> int
let isCurrentPlayer (board: Board) (player: Player) = (board ^. Board.currentPlayerId) = player.id
let canDrawCard (board: Board) (player: Player) =
isCurrentPlayer board player && board ^. Board.phase = Draw && board ^. Board.turn <> 0
let draw (board: Board) =
match board ^. Board.currentPlayerDeck with
| [] -> board |> Board.currentPlayerState .-> Lost "deckout"
| card :: deck ->
let hand = card :: (board ^. Board.currentPlayerHand)
board
|> Board.currentPlayerHand .-> hand
|> Board.currentPlayerDeck .-> deck
let toDeckBottom (card: CardInstance) (player: Player) = over Player.deck (fun d -> card :: d) player
let processPhase client board =
match board ^. Board.phase with
| Draw ->
if canDrawCard board <| board ^. Board.currentPlayer then draw board
else board
| _ -> board
let switchPhases (client: Client) board =
let newBoard = over Board.moment nextPhase board
NewPhase <| newBoard ^. Board.phase
|> client
|> ignore
newBoard
let getPlayerStates board =
(board ^. (Board.firstPlayer << Player.state), board ^. (Board.secondPlayer << Player.state))
let resolvePlayerStates (p1, p2) =
let s1, s2 = p1.state, p2.state
match s1 with
| Lost reason ->
match s2 with
| InGame -> p1, p2 |> Player.state .-> Won reason
| _ -> p1, p2
| Won reason ->
match s2 with
| InGame -> p1, p2 |> Player.state .-> Lost reason
| _ -> p1, p2
| InGame ->
match s2 with
| InGame -> p1, p2
| Won reason -> p1 |> Player.state .-> Lost reason, p2
| Lost reason -> p1 |> Player.state .-> Won reason, p2
let resolveBoardState board = over Board.players resolvePlayerStates board
let rec game board (client: Client) =
let newBoard =
(processPhase client)
>> resolveBoardState
<| board
let currentState = newBoard ^. Board.currentPlayerState
if currentState <> InGame then
let newStates = getPlayerStates newBoard
client <| StateChanged newStates |> ignore
else
game <| switchPhases client newBoard <| client