fsharp(ygosim): feat: added a lot more stuff to normal summoning
Signed-off-by: prescientmoon <git@moonythm.dev>
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@ -3,7 +3,7 @@ module Board
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open FSharpPlus.Lens
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module Side =
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open Card.Card
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open Card.CardInstance
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type Side<'s> =
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{ field: CardInstance<'s> option
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@ -31,7 +31,7 @@ module Side =
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module Player =
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open Side
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open Card.Card
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open Card.CardInstance
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type PlayerState =
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| InGame
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@ -94,11 +94,13 @@ module Board =
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and Board =
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{ players: Player * Player
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moment: int * Phase }
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moment: int * Phase
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lastInstanceId: int }
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module Board =
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let inline players f board = f board.players <&> fun v -> { board with players = v }
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let inline moment f board = f board.moment <&> fun v -> { board with moment = v }
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let inline lastInstanceId f board = f board.lastInstanceId <&> fun v -> { board with lastInstanceId = v }
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let inline turn f board = (moment << _1) f board
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let inline phase f board = (moment << _2) f board
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@ -113,13 +115,14 @@ module Board =
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let inline currentPlayerHand f board = (currentPlayer << Player.hand) f board
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let inline currentPlayerLastNormalSummon f board = (currentPlayer << Player.lastNormalSummon) f board
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let inline currentPlayerMonsters f board = (currentPlayer << Player.monsters) f board
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let inline currentPlayerSide f board = (currentPlayer << Player.side) f board
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let inline firstPlayer f board = (players << _1) f board
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let inline secondPlayer f board = (players << _2) f board
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type Card = Card.Card<Board>
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type CardInstance = Card.CardInstance<Board>
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type CardInstance = CardInstance.CardInstance<Board>
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type Monster = Card.Monster<Board>
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@ -131,28 +134,52 @@ module Board =
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let emptyBoard =
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{ players = (initialPlayer 8000 0, initialPlayer 8000 1)
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moment = 0, Draw }
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moment = 0, Draw
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lastInstanceId = -1 }
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let instantiate board card =
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let instance =
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{ CardInstance.template = card
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CardInstance.id = board.lastInstanceId }
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(instance, over Board.lastInstanceId <| (+) 1 <| board)
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module Client =
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open Player
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open Turn
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open Board
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open Utils
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type Log =
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| CardToHand of string
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| MonsterSummoned of Monster * int
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| NewPhase of Phase
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| StateChanged of PlayerState * PlayerState
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| ChooseZone of int list
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| ChooseMonster of Monster list
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type Client = Log -> int
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let rec chooseZone client free =
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let freeIndices = List.mapi (fun i _ -> i) free
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let command = ChooseZone freeIndices
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let result = client command
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let result =
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free
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|> List.toIndices
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|> ChooseZone
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|> client
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if List.contains result freeIndices then free.[result]
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if List.containsIndex result free then result
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else chooseZone client free
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let rec chooseMonster client monsters =
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let result =
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monsters
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|> List.map (fun (m, _) -> m)
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|> ChooseMonster
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|> client
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if List.containsIndex result monsters then monsters.[result]
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else chooseMonster client monsters
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module Zone =
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open Player
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open Side
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@ -166,13 +193,16 @@ module Zone =
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module Summon =
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open Card.Card
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open Card.Monster
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open Card.CardInstance
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open Card
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open Board
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open Zone
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open Client
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open Utils
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module Normal =
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let inline numberOfTributes (monster: Monster) =
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let numberOfTributes (monster: Monster) =
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let level = monster ^. Card.level
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if level <= 4 then 0
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@ -191,23 +221,45 @@ module Summon =
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requiredTributes <= possibleTributes && freeZones > 0
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let hasNormalSummonableMonster board =
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let normalSummonable board =
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let hand = board ^. Board.currentPlayerHand
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let monsters = List.choose monster hand
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List.exists <| isNormalSummonable board <| monsters
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let isSummonable = view _1 >> isNormalSummonable board
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List.filter isSummonable monsters
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let hasNormalSummonableMonster =
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(normalSummonable
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>> List.length
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>> (<=) 1)
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let canNormalSummon board =
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hasNormalSummonableMonster board && board ^. Board.currentPlayerLastNormalSummon < board ^. Board.turn
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let performNormalSummon client board =
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let summonable = normalSummonable board
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let target = chooseMonster client summonable
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let (_, _id) = target
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let free = freeMonsterZones <| board ^. Board.currentPlayer
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let zone = chooseZone client free
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let turn = board ^. Board.turn
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board |> Board.currentPlayerLastNormalSummon .-> turn
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let summonedInstance =
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target
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|> toCardInstance
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|> Some
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let removeTarget = List.filter (fun card -> card.id <> _id)
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client <| MonsterSummoned(target ^. _1, zone) |> ignore
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board
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|> over Board.currentPlayerHand removeTarget
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|> (Board.currentPlayerMonsters << Lens.indexToLens zone) .-> summonedInstance
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|> Board.currentPlayerLastNormalSummon .-> turn
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module Game =
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open Turn
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@ -291,5 +343,7 @@ module Game =
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if currentState <> InGame then
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let newStates = getPlayerStates newBoard
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client <| StateChanged newStates |> ignore
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newBoard
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else
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game <| switchPhases client newBoard <| client
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@ -130,11 +130,14 @@ module Card =
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let inline level f card = (_2 << MonsterCardDetails.level) f card
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module CardInstance =
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open Card
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type CardInstance<'s> =
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{ template: Card<'s>
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id: int }
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module CardInstance =
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let inline template f card = f card.template <&> fun v -> { card with template = v }
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let inline _id f card = f card.id <&> fun v -> { card with id = v }
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@ -142,6 +145,7 @@ module Card =
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module Monster =
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open Card
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open CardInstance
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let monster card: option<Monster<'s> * int> =
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match card.template with
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@ -14,7 +14,7 @@
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[<EntryPoint>]
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let main _ =
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let sampleCard =
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let sampleCardTemplate =
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Monster ({ name= "sampleCard"
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text="something"
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effects = []}
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@ -24,8 +24,10 @@
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attribute = Fire
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race = Warrior })
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let board = over Board.secondPlayer <| toDeckBottom sampleCard <| emptyBoard
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let (sampleCard, initialBoard) = instantiate emptyBoard sampleCardTemplate
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let board = over Board.firstPlayer <| toDeckBottom sampleCard <| initialBoard
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let client action =
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match action with
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let i = System.Console.ReadLine() |> int
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free.[i]
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| ChooseMonster monsters ->
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printfn "What monster do you want to choose? %A" <| List.map (fun (_base, details) -> _base.name) monsters
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let i = System.Console.ReadLine() |> int
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i
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| MonsterSummoned (card, zone) ->
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printfn "Monster %A was summoned in zone %i" card zone
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0
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| _ ->
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printfn "Something unkown happened"
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0
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game board client
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let finalBoard = game board client
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printfn "The final baord was: %A" finalBoard
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0 // return integer code
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