diff --git a/fsharp/ygosim/.all-contributorsrc b/fsharp/ygosim/.all-contributorsrc
new file mode 100644
index 0000000..fc9a5c6
--- /dev/null
+++ b/fsharp/ygosim/.all-contributorsrc
@@ -0,0 +1,27 @@
+{
+ "projectName": "ygosim",
+ "projectOwner": "Mateiadrielrafael",
+ "repoType": "github",
+ "repoHost": "https://github.com",
+ "files": [
+ "README.md"
+ ],
+ "imageSize": 100,
+ "commit": true,
+ "commitConvention": "gitmoji",
+ "contributors": [
+ {
+ "login": "Mateiadrielrafael",
+ "name": "Matei Adriel",
+ "avatar_url": "https://avatars0.githubusercontent.com/u/39400800?v=4",
+ "profile": "https://github.com/Mateiadrielrafael",
+ "contributions": [
+ "code",
+ "projectManagement"
+ ]
+ }
+ ],
+ "contributorsPerLine": 7,
+ "badgeTemplate": "[![All Contributors](https://img.shields.io/badge/all_contributors-<%= contributors.length %>-orange.svg?style=flat-square)](#contributors)",
+ "skipCi": "true"
+}
diff --git a/fsharp/ygosim/.config/dotnet-tools.json b/fsharp/ygosim/.config/dotnet-tools.json
new file mode 100644
index 0000000..fc37a79
--- /dev/null
+++ b/fsharp/ygosim/.config/dotnet-tools.json
@@ -0,0 +1,12 @@
+{
+ "version": 1,
+ "isRoot": true,
+ "tools": {
+ "paket": {
+ "version": "5.241.1",
+ "commands": [
+ "paket"
+ ]
+ }
+ }
+}
\ No newline at end of file
diff --git a/fsharp/ygosim/.gitignore b/fsharp/ygosim/.gitignore
new file mode 100644
index 0000000..5b16b2d
--- /dev/null
+++ b/fsharp/ygosim/.gitignore
@@ -0,0 +1,435 @@
+## Ignore Visual Studio temporary files, build results, and
+## files generated by popular Visual Studio add-ons.
+##
+## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
+
+# User-specific files
+*.rsuser
+*.suo
+*.user
+*.userosscache
+*.sln.docstates
+
+# User-specific files (MonoDevelop/Xamarin Studio)
+*.userprefs
+
+# Mono auto generated files
+mono_crash.*
+
+# Build results
+[Dd]ebug/
+[Dd]ebugPublic/
+[Rr]elease/
+[Rr]eleases/
+x64/
+x86/
+[Aa][Rr][Mm]/
+[Aa][Rr][Mm]64/
+bld/
+[Bb]in/
+[Oo]bj/
+[Ll]og/
+
+# Visual Studio 2015/2017 cache/options directory
+.vs/
+# Uncomment if you have tasks that create the project's static files in wwwroot
+#wwwroot/
+
+# Visual Studio 2017 auto generated files
+Generated\ Files/
+
+# MSTest test Results
+[Tt]est[Rr]esult*/
+[Bb]uild[Ll]og.*
+
+# NUNIT
+*.VisualState.xml
+TestResult.xml
+
+# Build Results of an ATL Project
+[Dd]ebugPS/
+[Rr]eleasePS/
+dlldata.c
+
+# Benchmark Results
+BenchmarkDotNet.Artifacts/
+
+# .NET Core
+project.lock.json
+project.fragment.lock.json
+artifacts/
+
+# StyleCop
+StyleCopReport.xml
+
+# Files built by Visual Studio
+*_i.c
+*_p.c
+*_h.h
+*.ilk
+*.meta
+*.obj
+*.iobj
+*.pch
+*.pdb
+*.ipdb
+*.pgc
+*.pgd
+*.rsp
+*.sbr
+*.tlb
+*.tli
+*.tlh
+*.tmp
+*.tmp_proj
+*_wpftmp.csproj
+*.log
+*.vspscc
+*.vssscc
+.builds
+*.pidb
+*.svclog
+*.scc
+
+# Chutzpah Test files
+_Chutzpah*
+
+# Visual C++ cache files
+ipch/
+*.aps
+*.ncb
+*.opendb
+*.opensdf
+*.sdf
+*.cachefile
+*.VC.db
+*.VC.VC.opendb
+
+# Visual Studio profiler
+*.psess
+*.vsp
+*.vspx
+*.sap
+
+# Visual Studio Trace Files
+*.e2e
+
+# TFS 2012 Local Workspace
+$tf/
+
+# Guidance Automation Toolkit
+*.gpState
+
+# ReSharper is a .NET coding add-in
+_ReSharper*/
+*.[Rr]e[Ss]harper
+*.DotSettings.user
+
+# JustCode is a .NET coding add-in
+.JustCode
+
+# TeamCity is a build add-in
+_TeamCity*
+
+# DotCover is a Code Coverage Tool
+*.dotCover
+
+# AxoCover is a Code Coverage Tool
+.axoCover/*
+!.axoCover/settings.json
+
+# Visual Studio code coverage results
+*.coverage
+*.coveragexml
+
+# NCrunch
+_NCrunch_*
+.*crunch*.local.xml
+nCrunchTemp_*
+
+# MightyMoose
+*.mm.*
+AutoTest.Net/
+
+# Web workbench (sass)
+.sass-cache/
+
+# Installshield output folder
+[Ee]xpress/
+
+# DocProject is a documentation generator add-in
+DocProject/buildhelp/
+DocProject/Help/*.HxT
+DocProject/Help/*.HxC
+DocProject/Help/*.hhc
+DocProject/Help/*.hhk
+DocProject/Help/*.hhp
+DocProject/Help/Html2
+DocProject/Help/html
+
+# Click-Once directory
+publish/
+
+# Publish Web Output
+*.[Pp]ublish.xml
+*.azurePubxml
+# Note: Comment the next line if you want to checkin your web deploy settings,
+# but database connection strings (with potential passwords) will be unencrypted
+*.pubxml
+*.publishproj
+
+# Microsoft Azure Web App publish settings. Comment the next line if you want to
+# checkin your Azure Web App publish settings, but sensitive information contained
+# in these scripts will be unencrypted
+PublishScripts/
+
+# NuGet Packages
+*.nupkg
+# The packages folder can be ignored because of Package Restore
+**/[Pp]ackages/*
+# except build/, which is used as an MSBuild target.
+!**/[Pp]ackages/build/
+# Uncomment if necessary however generally it will be regenerated when needed
+#!**/[Pp]ackages/repositories.config
+# NuGet v3's project.json files produces more ignorable files
+*.nuget.props
+*.nuget.targets
+
+# Microsoft Azure Build Output
+csx/
+*.build.csdef
+
+# Microsoft Azure Emulator
+ecf/
+rcf/
+
+# Windows Store app package directories and files
+AppPackages/
+BundleArtifacts/
+Package.StoreAssociation.xml
+_pkginfo.txt
+*.appx
+*.appxbundle
+*.appxupload
+
+# Visual Studio cache files
+# files ending in .cache can be ignored
+*.[Cc]ache
+# but keep track of directories ending in .cache
+!?*.[Cc]ache/
+
+# Others
+ClientBin/
+~$*
+*~
+*.dbmdl
+*.dbproj.schemaview
+*.jfm
+*.pfx
+*.publishsettings
+orleans.codegen.cs
+
+# Including strong name files can present a security risk
+# (https://github.com/github/gitignore/pull/2483#issue-259490424)
+#*.snk
+
+# Since there are multiple workflows, uncomment next line to ignore bower_components
+# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
+#bower_components/
+
+# RIA/Silverlight projects
+Generated_Code/
+
+# Backup & report files from converting an old project file
+# to a newer Visual Studio version. Backup files are not needed,
+# because we have git ;-)
+_UpgradeReport_Files/
+Backup*/
+UpgradeLog*.XML
+UpgradeLog*.htm
+ServiceFabricBackup/
+*.rptproj.bak
+
+# SQL Server files
+*.mdf
+*.ldf
+*.ndf
+
+# Business Intelligence projects
+*.rdl.data
+*.bim.layout
+*.bim_*.settings
+*.rptproj.rsuser
+*- Backup*.rdl
+
+# Microsoft Fakes
+FakesAssemblies/
+
+# GhostDoc plugin setting file
+*.GhostDoc.xml
+
+# Node.js Tools for Visual Studio
+.ntvs_analysis.dat
+node_modules/
+
+# Visual Studio 6 build log
+*.plg
+
+# Visual Studio 6 workspace options file
+*.opt
+
+# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
+*.vbw
+
+# Visual Studio LightSwitch build output
+**/*.HTMLClient/GeneratedArtifacts
+**/*.DesktopClient/GeneratedArtifacts
+**/*.DesktopClient/ModelManifest.xml
+**/*.Server/GeneratedArtifacts
+**/*.Server/ModelManifest.xml
+_Pvt_Extensions
+
+# Paket dependency manager
+.paket/paket.exe
+paket-files/
+
+# FAKE - F# Make
+.fake/
+
+# CodeRush personal settings
+.cr/personal
+
+# Python Tools for Visual Studio (PTVS)
+__pycache__/
+*.pyc
+
+# Cake - Uncomment if you are using it
+# tools/**
+# !tools/packages.config
+
+# Tabs Studio
+*.tss
+
+# Telerik's JustMock configuration file
+*.jmconfig
+
+# BizTalk build output
+*.btp.cs
+*.btm.cs
+*.odx.cs
+*.xsd.cs
+
+# OpenCover UI analysis results
+OpenCover/
+
+# Azure Stream Analytics local run output
+ASALocalRun/
+
+# MSBuild Binary and Structured Log
+*.binlog
+
+# NVidia Nsight GPU debugger configuration file
+*.nvuser
+
+# MFractors (Xamarin productivity tool) working folder
+.mfractor/
+
+# Local History for Visual Studio
+.localhistory/
+
+# BeatPulse healthcheck temp database
+healthchecksdb
+
+# Backup folder for Package Reference Convert tool in Visual Studio 2017
+MigrationBackup/
+
+##
+## Visual studio for Mac
+##
+
+
+# globs
+Makefile.in
+*.userprefs
+*.usertasks
+config.make
+config.status
+aclocal.m4
+install-sh
+autom4te.cache/
+*.tar.gz
+tarballs/
+test-results/
+
+# Mac bundle stuff
+*.dmg
+*.app
+
+# content below from: https://github.com/github/gitignore/blob/master/Global/macOS.gitignore
+# General
+.DS_Store
+.AppleDouble
+.LSOverride
+
+# Icon must end with two \r
+Icon
+
+
+# Thumbnails
+._*
+
+# Files that might appear in the root of a volume
+.DocumentRevisions-V100
+.fseventsd
+.Spotlight-V100
+.TemporaryItems
+.Trashes
+.VolumeIcon.icns
+.com.apple.timemachine.donotpresent
+
+# Directories potentially created on remote AFP share
+.AppleDB
+.AppleDesktop
+Network Trash Folder
+Temporary Items
+.apdisk
+
+# content below from: https://github.com/github/gitignore/blob/master/Global/Windows.gitignore
+# Windows thumbnail cache files
+Thumbs.db
+ehthumbs.db
+ehthumbs_vista.db
+
+# Dump file
+*.stackdump
+
+# Folder config file
+[Dd]esktop.ini
+
+# Recycle Bin used on file shares
+$RECYCLE.BIN/
+
+# Windows Installer files
+*.cab
+*.msi
+*.msix
+*.msm
+*.msp
+
+# Windows shortcuts
+*.lnk
+
+# JetBrains Rider
+.idea/
+*.sln.iml
+
+##
+## Visual Studio Code
+##
+.vscode/*
+!.vscode/settings.json
+!.vscode/tasks.json
+!.vscode/launch.json
+!.vscode/extensions.json
+
+.ionide
\ No newline at end of file
diff --git a/fsharp/ygosim/.paket/Paket.Restore.targets b/fsharp/ygosim/.paket/Paket.Restore.targets
new file mode 100644
index 0000000..8cb5986
--- /dev/null
+++ b/fsharp/ygosim/.paket/Paket.Restore.targets
@@ -0,0 +1,488 @@
+
+
+
+
+
+
+ $(MSBuildAllProjects);$(MSBuildThisFileFullPath)
+
+ $(MSBuildVersion)
+ 15.0.0
+ false
+ true
+
+ true
+ $(MSBuildThisFileDirectory)
+ $(MSBuildThisFileDirectory)..\
+ $(PaketRootPath)paket-files\paket.restore.cached
+ $(PaketRootPath)paket.lock
+ classic
+ proj
+ assembly
+ native
+ /Library/Frameworks/Mono.framework/Commands/mono
+ mono
+
+
+ $(PaketRootPath)paket.bootstrapper.exe
+ $(PaketToolsPath)paket.bootstrapper.exe
+ $([System.IO.Path]::GetDirectoryName("$(PaketBootStrapperExePath)"))\
+
+ "$(PaketBootStrapperExePath)"
+ $(MonoPath) --runtime=v4.0.30319 "$(PaketBootStrapperExePath)"
+
+
+ True
+
+
+ False
+
+ $(BaseIntermediateOutputPath.TrimEnd('\').TrimEnd('\/'))
+
+
+
+
+
+
+
+
+ $(PaketRootPath)paket
+ $(PaketToolsPath)paket
+
+
+
+
+
+ $(PaketRootPath)paket.exe
+ $(PaketToolsPath)paket.exe
+
+
+
+
+
+ <_DotnetToolsJson Condition="Exists('$(PaketRootPath)/.config/dotnet-tools.json')">$([System.IO.File]::ReadAllText("$(PaketRootPath)/.config/dotnet-tools.json"))
+ <_ConfigContainsPaket Condition=" '$(_DotnetToolsJson)' != ''">$(_DotnetToolsJson.Contains('"paket"'))
+ <_ConfigContainsPaket Condition=" '$(_ConfigContainsPaket)' == ''">false
+
+
+
+
+
+
+
+
+
+
+ <_PaketCommand>dotnet paket
+
+
+
+
+
+ $(PaketToolsPath)paket
+ $(PaketBootStrapperExeDir)paket
+
+
+ paket
+
+
+
+
+ <_PaketExeExtension>$([System.IO.Path]::GetExtension("$(PaketExePath)"))
+ <_PaketCommand Condition=" '$(_PaketCommand)' == '' AND '$(_PaketExeExtension)' == '.dll' ">dotnet "$(PaketExePath)"
+ <_PaketCommand Condition=" '$(_PaketCommand)' == '' AND '$(OS)' != 'Windows_NT' AND '$(_PaketExeExtension)' == '.exe' ">$(MonoPath) --runtime=v4.0.30319 "$(PaketExePath)"
+ <_PaketCommand Condition=" '$(_PaketCommand)' == '' ">"$(PaketExePath)"
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ true
+ $(NoWarn);NU1603;NU1604;NU1605;NU1608
+ false
+ true
+
+
+
+
+
+
+
+
+ $([System.IO.File]::ReadAllText('$(PaketRestoreCacheFile)'))
+
+
+
+
+
+
+ $([System.Text.RegularExpressions.Regex]::Split(`%(Identity)`, `": "`)[0].Replace(`"`, ``).Replace(` `, ``))
+ $([System.Text.RegularExpressions.Regex]::Split(`%(Identity)`, `": "`)[1].Replace(`"`, ``).Replace(` `, ``))
+
+
+
+
+ %(PaketRestoreCachedKeyValue.Value)
+ %(PaketRestoreCachedKeyValue.Value)
+
+
+
+
+ true
+ false
+ true
+
+
+
+
+ true
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ $(PaketIntermediateOutputPath)\$(MSBuildProjectFile).paket.references.cached
+
+ $(MSBuildProjectFullPath).paket.references
+
+ $(MSBuildProjectDirectory)\$(MSBuildProjectName).paket.references
+
+ $(MSBuildProjectDirectory)\paket.references
+
+ false
+ true
+ true
+ references-file-or-cache-not-found
+
+
+
+
+ $([System.IO.File]::ReadAllText('$(PaketReferencesCachedFilePath)'))
+ $([System.IO.File]::ReadAllText('$(PaketOriginalReferencesFilePath)'))
+ references-file
+ false
+
+
+
+
+ false
+
+
+
+
+ true
+ target-framework '$(TargetFramework)' or '$(TargetFrameworks)' files @(PaketResolvedFilePaths)
+
+
+
+
+
+
+
+
+
+
+ false
+ true
+
+
+
+
+
+
+
+
+
+
+ $([System.String]::Copy('%(PaketReferencesFileLines.Identity)').Split(',').Length)
+ $([System.String]::Copy('%(PaketReferencesFileLines.Identity)').Split(',')[0])
+ $([System.String]::Copy('%(PaketReferencesFileLines.Identity)').Split(',')[1])
+ $([System.String]::Copy('%(PaketReferencesFileLines.Identity)').Split(',')[4])
+ $([System.String]::Copy('%(PaketReferencesFileLines.Identity)').Split(',')[5])
+
+
+ %(PaketReferencesFileLinesInfo.PackageVersion)
+ All
+ runtime
+ runtime
+ true
+ true
+
+
+
+
+ $(PaketIntermediateOutputPath)/$(MSBuildProjectFile).paket.clitools
+
+
+
+
+
+
+
+
+ $([System.String]::Copy('%(PaketCliToolFileLines.Identity)').Split(',')[0])
+ $([System.String]::Copy('%(PaketCliToolFileLines.Identity)').Split(',')[1])
+
+
+ %(PaketCliToolFileLinesInfo.PackageVersion)
+
+
+
+
+
+
+
+
+
+ false
+
+
+
+
+
+ <_NuspecFilesNewLocation Include="$(PaketIntermediateOutputPath)\$(Configuration)\*.nuspec"/>
+
+
+
+
+
+ $(MSBuildProjectDirectory)/$(MSBuildProjectFile)
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ false
+ true
+ $(PaketIntermediateOutputPath)\$(Configuration)
+ $(PaketIntermediateOutputPath)
+
+
+
+ <_NuspecFiles Include="$(AdjustedNuspecOutputPath)\*.$(PackageVersion.Split(`+`)[0]).nuspec"/>
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/fsharp/ygosim/AdobeAIRInstaller.bin b/fsharp/ygosim/AdobeAIRInstaller.bin
new file mode 100755
index 0000000..afbdc28
Binary files /dev/null and b/fsharp/ygosim/AdobeAIRInstaller.bin differ
diff --git a/fsharp/ygosim/LICENSE b/fsharp/ygosim/LICENSE
new file mode 100644
index 0000000..9e72caa
--- /dev/null
+++ b/fsharp/ygosim/LICENSE
@@ -0,0 +1,692 @@
+Copyright (c) 2019 Matei Adriel
+
+This program is free software: you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation, either version 3 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program. If not, see
+
+
+
+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc.
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+ Preamble
+
+ The GNU General Public License is a free, copyleft license for
+software and other kinds of works.
+
+ The licenses for most software and other practical works are designed
+to take away your freedom to share and change the works. By contrast,
+the GNU General Public License is intended to guarantee your freedom to
+share and change all versions of a program--to make sure it remains free
+software for all its users. We, the Free Software Foundation, use the
+GNU General Public License for most of our software; it applies also to
+any other work released this way by its authors. You can apply it to
+your programs, too.
+
+ When we speak of free software, we are referring to freedom, not
+price. Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+them if you wish), that you receive source code or can get it if you
+want it, that you can change the software or use pieces of it in new
+free programs, and that you know you can do these things.
+
+ To protect your rights, we need to prevent others from denying you
+these rights or asking you to surrender the rights. Therefore, you have
+certain responsibilities if you distribute copies of the software, or if
+you modify it: responsibilities to respect the freedom of others.
+
+ For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must pass on to the recipients the same
+freedoms that you received. You must make sure that they, too, receive
+or can get the source code. And you must show them these terms so they
+know their rights.
+
+ Developers that use the GNU GPL protect your rights with two steps:
+(1) assert copyright on the software, and (2) offer you this License
+giving you legal permission to copy, distribute and/or modify it.
+
+ For the developers' and authors' protection, the GPL clearly explains
+that there is no warranty for this free software. For both users' and
+authors' sake, the GPL requires that modified versions be marked as
+changed, so that their problems will not be attributed erroneously to
+authors of previous versions.
+
+ Some devices are designed to deny users access to install or run
+modified versions of the software inside them, although the manufacturer
+can do so. This is fundamentally incompatible with the aim of
+protecting users' freedom to change the software. The systematic
+pattern of such abuse occurs in the area of products for individuals to
+use, which is precisely where it is most unacceptable. Therefore, we
+have designed this version of the GPL to prohibit the practice for those
+products. If such problems arise substantially in other domains, we
+stand ready to extend this provision to those domains in future versions
+of the GPL, as needed to protect the freedom of users.
+
+ Finally, every program is threatened constantly by software patents.
+States should not allow patents to restrict development and use of
+software on general-purpose computers, but in those that do, we wish to
+avoid the special danger that patents applied to a free program could
+make it effectively proprietary. To prevent this, the GPL assures that
+patents cannot be used to render the program non-free.
+
+ The precise terms and conditions for copying, distribution and
+modification follow.
+
+ TERMS AND CONDITIONS
+
+ 0. Definitions.
+
+ "This License" refers to version 3 of the GNU General Public License.
+
+ "Copyright" also means copyright-like laws that apply to other kinds of
+works, such as semiconductor masks.
+
+ "The Program" refers to any copyrightable work licensed under this
+License. Each licensee is addressed as "you". "Licensees" and
+"recipients" may be individuals or organizations.
+
+ To "modify" a work means to copy from or adapt all or part of the work
+in a fashion requiring copyright permission, other than the making of an
+exact copy. The resulting work is called a "modified version" of the
+earlier work or a work "based on" the earlier work.
+
+ A "covered work" means either the unmodified Program or a work based
+on the Program.
+
+ To "propagate" a work means to do anything with it that, without
+permission, would make you directly or secondarily liable for
+infringement under applicable copyright law, except executing it on a
+computer or modifying a private copy. Propagation includes copying,
+distribution (with or without modification), making available to the
+public, and in some countries other activities as well.
+
+ To "convey" a work means any kind of propagation that enables other
+parties to make or receive copies. Mere interaction with a user through
+a computer network, with no transfer of a copy, is not conveying.
+
+ An interactive user interface displays "Appropriate Legal Notices"
+to the extent that it includes a convenient and prominently visible
+feature that (1) displays an appropriate copyright notice, and (2)
+tells the user that there is no warranty for the work (except to the
+extent that warranties are provided), that licensees may convey the
+work under this License, and how to view a copy of this License. If
+the interface presents a list of user commands or options, such as a
+menu, a prominent item in the list meets this criterion.
+
+ 1. Source Code.
+
+ The "source code" for a work means the preferred form of the work
+for making modifications to it. "Object code" means any non-source
+form of a work.
+
+ A "Standard Interface" means an interface that either is an official
+standard defined by a recognized standards body, or, in the case of
+interfaces specified for a particular programming language, one that
+is widely used among developers working in that language.
+
+ The "System Libraries" of an executable work include anything, other
+than the work as a whole, that (a) is included in the normal form of
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+.
+
diff --git a/fsharp/ygosim/README.md b/fsharp/ygosim/README.md
new file mode 100644
index 0000000..d8563d6
--- /dev/null
+++ b/fsharp/ygosim/README.md
@@ -0,0 +1,26 @@
+
+[![All Contributors](https://img.shields.io/badge/all_contributors-1-orange.svg?style=flat-square)](#contributors)
+
+
+# Ygosim
+
+Random yugioh engine I'm making to get a better grasp of f# and functional programming in general.
+
+## Contributors ✨
+
+Thanks goes to these wonderful people ([emoji key](https://allcontributors.org/docs/en/emoji-key)):
+
+
+
+
+
+
+
+
+
+
+This project follows the [all-contributors](https://github.com/all-contributors/all-contributors) specification. Contributions of any kind welcome!
\ No newline at end of file
diff --git a/fsharp/ygosim/package-lock.json b/fsharp/ygosim/package-lock.json
new file mode 100644
index 0000000..48e341a
--- /dev/null
+++ b/fsharp/ygosim/package-lock.json
@@ -0,0 +1,3 @@
+{
+ "lockfileVersion": 1
+}
diff --git a/fsharp/ygosim/paket.dependencies b/fsharp/ygosim/paket.dependencies
new file mode 100644
index 0000000..0e96184
--- /dev/null
+++ b/fsharp/ygosim/paket.dependencies
@@ -0,0 +1,5 @@
+source https://api.nuget.org/v3/index.json
+
+storage: none
+framework: netcore3.0, netstandard2.0, netstandard2.1
+nuget FSharpPlus 1.1.0-CI00252
\ No newline at end of file
diff --git a/fsharp/ygosim/paket.lock b/fsharp/ygosim/paket.lock
new file mode 100644
index 0000000..f631d08
--- /dev/null
+++ b/fsharp/ygosim/paket.lock
@@ -0,0 +1,7 @@
+STORAGE: NONE
+RESTRICTION: || (== netcoreapp3.0) (== netstandard2.0) (== netstandard2.1)
+NUGET
+ remote: https://api.nuget.org/v3/index.json
+ FSharp.Core (4.7)
+ FSharpPlus (1.1.0-CI00252)
+ FSharp.Core (>= 4.3.4)
diff --git a/fsharp/ygosim/paket.references b/fsharp/ygosim/paket.references
new file mode 100644
index 0000000..4e184f6
--- /dev/null
+++ b/fsharp/ygosim/paket.references
@@ -0,0 +1 @@
+FSharpPlus
\ No newline at end of file
diff --git a/fsharp/ygosim/src/Board.fs b/fsharp/ygosim/src/Board.fs
new file mode 100644
index 0000000..d9604b1
--- /dev/null
+++ b/fsharp/ygosim/src/Board.fs
@@ -0,0 +1,403 @@
+module Board
+
+open FSharpPlus.Lens
+open FSharpPlus.Operators
+
+module Side =
+ open Card.CardInstance
+
+ type Side<'s> =
+ { field: CardInstance<'s> option
+ monsters: CardInstance<'s> option list
+ spells: CardInstance<'s> option 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 emptyRow _ = List.init 5 <| fun _ -> None
+
+ let emptySide _ =
+ { field = None
+ monsters = emptyRow()
+ spells = emptyRow()
+ graveyard = []
+ deck = [] }
+
+
+module Player =
+ open Side
+ open Card.CardInstance
+
+ 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
+ lastNormalSummon: 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 lastNormalSummon f player =
+ f player.lastNormalSummon <&> fun v -> { player with lastNormalSummon = v }
+
+ let inline deck f player = (side << Side.deck) f player
+ let inline monsters f player = (side << Side.monsters) f player
+ let inline graveyard f player = (side << Side.graveyard) f player
+
+ let initialPlayer lp id =
+ { lifePoints = lp
+ side = emptySide()
+ hand = []
+ state = InGame
+ id = id
+ lastNormalSummon = -1 }
+
+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
+
+ and Board =
+ { players: Player * Player
+ moment: int * Phase
+ lastInstanceId: int }
+
+ 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 lastInstanceId f board = f board.lastInstanceId <&> fun v -> { board with lastInstanceId = 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 currentPlayerLastNormalSummon f board = (currentPlayer << Player.lastNormalSummon) f board
+ let inline currentPlayerMonsters f board = (currentPlayer << Player.monsters) f board
+ let inline currentPlayerSide f board = (currentPlayer << Player.side) f board
+
+ let inline firstPlayer f board = (players << _1) f board
+ let inline secondPlayer f board = (players << _2) f board
+
+ type Card = Card.Card
+
+ type CardInstance = CardInstance.CardInstance
+
+ type Monster = MonsterTypes.Monster
+
+ type MonsterInstance = MonsterInstance.MonsterInstance
+
+ type Effect = Effect.Effect
+
+ type Condition = Effect.Condition
+
+ type Action = Effect.Action
+
+ let emptyBoard =
+ { players = (initialPlayer 8000 0, initialPlayer 8000 1)
+ moment = 0, Draw
+ lastInstanceId = -1 }
+
+ let instantiate board card =
+ let instance =
+ { CardInstance.template = card
+ CardInstance.id = board.lastInstanceId }
+
+ (instance, over Board.lastInstanceId <| (+) 1 <| board)
+
+module Client =
+ open Player
+ open Turn
+ open Card
+ open Board
+ open Utils
+
+
+ type Log =
+ | CardToHand of string
+ | MonsterSummoned of Monster * int
+ | NewPhase of Phase
+ | StateChanged of PlayerState * PlayerState
+ | ChooseZone of int list
+ | ChooseMonster of Monster list
+ | ChooseTributes of Monster list
+
+ type Client = Log -> int
+
+ let rec chooseZone client free =
+ let result =
+ free |>> view _1
+ |> ChooseZone
+ |> client
+
+ if List.containsIndex result free then free.[result] ^. _1
+ else chooseZone client free
+
+ let rec chooseMonster client monsters =
+ let result =
+ monsters
+ |> List.map (view _1)
+ |> ChooseMonster
+ |> client
+
+ if List.containsIndex result monsters then monsters.[result]
+ else chooseMonster client monsters
+
+ let rec chooseTributes client monsters count old: list =
+ match count with
+ | 0 -> old
+ | count ->
+ let resultIndex =
+ monsters
+ |> map (view _1)
+ |> ChooseTributes
+ |> client
+
+ if List.containsIndex resultIndex monsters then
+ let result = monsters.[resultIndex]
+ let withoutCurrent = filter <| Card.MonsterInstance.withoutInstance result <| monsters
+ chooseTributes client withoutCurrent <| count - 1 <| result :: old
+ else
+ chooseTributes client monsters count old
+
+
+module Zone =
+ open Player
+ open Side
+ open Board
+
+ let freeMonsterZones (player: Player) =
+ player.side.monsters
+ |> List.indexed
+ |> List.filter (view _2 >> Option.isNone)
+
+ let freeMonsterZoneCount = freeMonsterZones >> List.length
+ let hasFreeMonsterZones = (>=) << freeMonsterZoneCount
+ let hasFreeMonsterZone player = hasFreeMonsterZones player 1
+
+ module Movement =
+ let toDeckBottom (card: CardInstance) = over Player.deck (fun deck -> deck @ [ card ])
+ let toGraveyard cards = over Player.graveyard (fun deck -> cards @ deck)
+
+module Summon =
+ open Card.Card
+ open Card.Monster
+ open Player
+ open Card.CardInstance
+ open Card
+ open Board
+ open Zone
+ open Zone.Movement
+ open Client
+ open Utils
+
+ module Normal =
+ let numberOfTributes (monster: Monster) =
+ let level = monster ^. Card.level
+
+ if level <= 4 then 0
+ elif level <= 6 then 1
+ else 2
+
+ let isNormalSummonable board monster =
+ let requiredTributes = numberOfTributes monster
+
+ let possibleTributes =
+ board ^. Board.currentPlayerMonsters
+ |> List.filter Option.isSome
+ |> List.length
+
+ let freeZones = 5 - possibleTributes + requiredTributes
+
+ requiredTributes <= possibleTributes && freeZones > 0
+
+ let normalSummonable board =
+ let hand = board ^. Board.currentPlayerHand
+ let monsters = List.choose monster hand
+
+ let isSummonable = view _1 >> isNormalSummonable board
+
+ List.filter isSummonable monsters
+
+ let hasNormalSummonableMonster =
+ (normalSummonable
+ >> List.length
+ >> (<=) 1)
+
+ let canNormalSummon board =
+ hasNormalSummonableMonster board && board ^. Board.currentPlayerLastNormalSummon < board ^. Board.turn
+
+ let performNormalSummon client board =
+ // Decide what monster to summon
+ let summonable = normalSummonable board
+ let target = chooseMonster client summonable
+ let (_monster, _id) = target
+
+ // Find what monsters to tribute
+ let possibleTributes = board ^. Board.currentPlayerMonsters |>> ((=<<) monster) |> choose id
+ let tributes = chooseTributes client possibleTributes <| numberOfTributes _monster <| []
+
+ // helpers to remove the tributes from the board
+ let replaceInstance instance = List.tryFind (view _2 >> (=) instance.id) tributes |>> toCardInstance
+
+ let replaceTributes =
+ replaceInstance
+ |> Option.bind
+ |> map
+
+ // Tribute monsters
+ let boardWithoutTributes =
+ board
+ |> over Board.currentPlayerMonsters replaceTributes
+ |> over Board.currentPlayer (tributes |>> toCardInstance |> toGraveyard)
+
+ // Choose a zone to summon the monster
+ let zone =
+ boardWithoutTributes ^. Board.currentPlayer
+ |> freeMonsterZones
+ |> chooseZone client
+
+ let turn = boardWithoutTributes ^. Board.turn
+
+ // Instance to actually summon
+ let summonedInstance =
+ target
+ |> toCardInstance
+ |> Some
+
+ // Remove card from hand
+ let removeTarget = List.filter (fun card -> card.id <> _id)
+
+ // Notify the client a new monster was summoned
+ MonsterSummoned(target ^. _1, zone)
+ |> client
+ |> ignore
+
+ // Update the board
+ boardWithoutTributes
+ |> over Board.currentPlayerHand removeTarget
+ |> (Board.currentPlayerMonsters << Lens.indexToLens zone) .-> summonedInstance
+ |> Board.currentPlayerLastNormalSummon .-> turn
+
+module Game =
+ open Turn
+ open Player
+ open Board
+ open Summon.Normal
+ open Client
+
+ let isCurrentPlayer (board: Board) (player: Player) = (board ^. Board.currentPlayerId) = player.id
+
+ 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 handleMainPhase client board =
+ if canNormalSummon board then performNormalSummon client board
+ else board
+
+ let processPhase client board =
+ match board ^. Board.phase with
+ | Draw -> draw board
+ | Main1 -> handleMainPhase client board
+ | Main2 -> handleMainPhase client 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
+
+ newBoard
+ else
+ game <| switchPhases client newBoard <| client
diff --git a/fsharp/ygosim/src/Card.fs b/fsharp/ygosim/src/Card.fs
new file mode 100644
index 0000000..9ec7f89
--- /dev/null
+++ b/fsharp/ygosim/src/Card.fs
@@ -0,0 +1,189 @@
+module Card
+
+open FSharpPlus.Lens
+open FSharpPlus.Operators
+
+module Effect =
+ type Condition<'s> = 's -> bool
+
+ type Action<'s> =
+ { condition: Condition<'s>
+ resolution: 's -> 's }
+
+ module Action =
+ let inline condition f action = f action.condition <&> fun c -> { action with condition = c }
+ let inline resolution f action = f action.resolution <&> fun r -> { action with resolution = r }
+
+ type EffectType =
+ | Trigger
+ | Ignition
+ | Maintanence
+
+ type Effect<'s> =
+ { cost: Action<'s>
+ resolve: Action<'s>
+ _type: EffectType }
+
+ module Effect =
+ let inline cost f effect = f effect.cost <&> fun c -> { effect with cost = c }
+ let inline resolve f effect = f effect.resolve <&> fun r -> { effect with resolve = r }
+ let inline _type f effect = f effect._type <&> fun t -> { effect with _type = t }
+
+module BaseCard =
+ open Effect
+
+ type BaseCard<'s> =
+ { name: string
+ text: string
+ effects: Effect<'s> list }
+
+ module BaseCard =
+ let inline name f card = f card.name <&> fun v -> { card with name = v }
+ let inline text f card = f card.text <&> fun v -> { card with text = v }
+ let inline effects f card = f card.effects <&> fun v -> { card with effects = v }
+
+
+module MonsterTypes =
+ open BaseCard
+
+
+ type Attribute =
+ | Dark
+ | Light
+ | Water
+ | Fire
+ | Earth
+ | Wind
+ | Divine
+
+ type Race =
+ | Aqua
+ | Beast
+ | BeastWarrior
+ | Creator
+ | Cyberse
+ | Dinosaur
+ | DivineBeast
+ | Dragon
+ | Fairy
+ | Fiend
+ | Fish
+ | Insect
+ | Machine
+ | Plant
+ | Psychic
+ | Pyro
+ | Reptile
+ | Rock
+ | SeaSerpent
+ | Spellcaster
+ | Thunder
+ | Warrior
+ | WingedBeast
+ | Wyrm
+ | Zombie
+
+ type MonsterCardDetails =
+ { attack: int
+ defense: int
+ level: int
+ attribute: Attribute
+ race: Race }
+
+ module MonsterCardDetails =
+ let inline attack f card = f card.attack <&> fun v -> { card with attack = v }
+ let inline trapType f card = f card.defense <&> fun v -> { card with defense = v }
+ let inline attribute f card = f card.attribute <&> fun v -> { card with attribute = v }
+ let inline level f card = f card.level <&> fun v -> { card with level = v }
+
+
+ type Monster<'s> = BaseCard<'s> * MonsterCardDetails
+
+module Card =
+ open BaseCard
+ open MonsterTypes
+
+ type SpellCardType =
+ | NormalSpell
+ | Field
+ | Equip
+ | ContinuosSpell
+ | QuickPlay
+ | Ritual
+
+ type TrapCardType =
+ | NormalTrap
+ | Counter
+ | ContinuosTrap
+
+ type SpellCardDetails =
+ { spellType: SpellCardType }
+
+ module SpellCardDetails =
+ let inline spellType f card = f card.spellType <&> fun v -> { card with spellType = v }
+
+ type TrapCardDetails =
+ { trapType: TrapCardType }
+
+ module TrapCardDetails =
+ let inline trapType f card = f card.trapType <&> fun v -> { card with trapType = v }
+
+
+ type Card<'s> =
+ | Monster of Monster<'s>
+ | Spell of BaseCard<'s> * SpellCardDetails
+ | Trap of BaseCard<'s> * TrapCardDetails
+
+ module Card =
+ let inline baseCard f card = _1 f card
+ let inline cardDetails f card = _2 f card
+
+ let inline level f card = (_2 << MonsterCardDetails.level) f card
+
+
+module CardInstance =
+ open Card
+
+ type CardInstance<'s> =
+ { template: Card<'s>
+ id: int }
+
+ module CardInstance =
+ let inline template f card = f card.template <&> fun v -> { card with template = v }
+ let inline _id f card = f card.id <&> fun v -> { card with id = v }
+
+
+module Monster =
+ open MonsterTypes
+ open CardInstance
+ open Card
+
+ let monster card: option * int> =
+ match card.template with
+ | Monster m -> Some(m, card.id)
+ | _ -> None
+
+
+ let toCardInstance (card: Monster<'a>, _id): CardInstance<'a> =
+ { template = Monster card
+ id = _id }
+
+module MonsterInstance =
+ open MonsterTypes
+
+ type MonsterInstance<'s> = Monster<'s> * int
+
+ module private Internals =
+ // idk how to preperly override (=)
+ let areEqual (_, _id1) (_, _id2) = _id1 = _id2
+ let (==) = areEqual
+
+ open Internals
+
+ let withoutInstance instance = areEqual instance >> not
+
+module Decklist =
+ type Decklist =
+ { main: int list
+ side: int list
+ extra: int list }
diff --git a/fsharp/ygosim/src/Program.fs b/fsharp/ygosim/src/Program.fs
new file mode 100644
index 0000000..5cf0439
--- /dev/null
+++ b/fsharp/ygosim/src/Program.fs
@@ -0,0 +1,81 @@
+module Main =
+ open FSharpPlus.Lens
+ open Board.Player
+ open Board.Board
+ open Board.Game
+ open Board.Client
+ open Card.Card
+ open Card.MonsterTypes
+ open Card.BaseCard
+ open Board.Zone.Movement
+
+ let printState state =
+ match state with
+ | Lost reason -> sprintf "lost because did: %s" reason
+ | Won reason -> sprintf "won because opponent did: %s" reason
+ | InGame -> "still playing"
+
+ []
+ let main _ =
+ let sampleCardTemplate =
+ Monster ({ name= "sampleCard"
+ text="something"
+ effects = []}
+ ,{ attack = 0
+ defense = 0
+ level = 3
+ attribute = Fire
+ race = Warrior })
+
+ let tributeCardTemplate =
+ Monster ({ name= "sampleCard2"
+ text="something"
+ effects = []}
+ ,{ attack = 3000
+ defense = 2500
+ level = 7
+ attribute = Fire
+ race = Warrior })
+
+ let (sampleCard1, board1) = instantiate emptyBoard sampleCardTemplate
+ let (sampleCard2, board2) = instantiate board1 sampleCardTemplate
+ let (sampleCard3, board3) = instantiate board2 sampleCardTemplate
+ let (sampleCard4, board4) = instantiate board3 sampleCardTemplate
+ let (tributeCard, board5) = instantiate board4 tributeCardTemplate
+
+ let board6 = over Board.firstPlayer <| toDeckBottom sampleCard1 <| board5
+ let board7 = over Board.firstPlayer <| toDeckBottom sampleCard2 <| board6
+ let board8 = over Board.secondPlayer <| toDeckBottom sampleCard3 <| board7
+ let board9 = over Board.secondPlayer <| toDeckBottom sampleCard4 <| board8
+ let board10 = over Board.firstPlayer <| toDeckBottom tributeCard <| board9
+
+ let client action =
+ match action with
+ | StateChanged (s1, s2) ->
+ printfn "Player 1: %s" <| printState s1
+ printfn "Player 2: %s" <| printState s2
+ 0
+ | NewPhase phase ->
+ printfn "New phse: %A" phase
+ 0
+ | ChooseZone free ->
+ printfn "What Zone do wou want to use? %A" free
+ System.Console.ReadLine() |> int
+ | ChooseMonster monsters ->
+ printfn "What monster do you want to choose? %A" <| List.map (fun (_base, details) -> _base.name) monsters
+ System.Console.ReadLine() |> int
+ | ChooseTributes monsters ->
+ printfn "What monster do you want to tribute? %A" <| List.map (fun (_base, details) -> _base.name) monsters
+ System.Console.ReadLine() |> int
+ | MonsterSummoned (card, zone) ->
+ printfn "Monster %A was summoned in zone %i" card zone
+ 0
+ | _ ->
+ printfn "Something unkown happened"
+ 0
+
+ let finalBoard = game board10 client
+
+ printfn "The final baord was: %A" finalBoard
+
+ 0 // return integer code
diff --git a/fsharp/ygosim/src/Utils.fs b/fsharp/ygosim/src/Utils.fs
new file mode 100644
index 0000000..434c539
--- /dev/null
+++ b/fsharp/ygosim/src/Utils.fs
@@ -0,0 +1,16 @@
+module Utils
+
+module List =
+ let setIndex index value =
+ List.mapi (fun i previous ->
+ if i = index then value
+ else previous)
+
+
+ let toIndices list = List.mapi (fun i _ -> i) list
+ let containsIndex index list = index >= 0 && index < List.length list
+
+module Lens =
+ open FSharpPlus.Lens
+
+ let inline indexToLens index f (array: list<'a>) = f array.[index] <&> fun v -> List.setIndex index v array
diff --git a/fsharp/ygosim/ygosim.fsproj b/fsharp/ygosim/ygosim.fsproj
new file mode 100644
index 0000000..c11ddef
--- /dev/null
+++ b/fsharp/ygosim/ygosim.fsproj
@@ -0,0 +1,14 @@
+
+
+
+ Exe
+ netcoreapp3.0
+
+
+
+
+
+
+
+
+
\ No newline at end of file