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fsharp(ygosim): feat: finally found a good way of doing the client stuff

Signed-off-by: prescientmoon <git@moonythm.dev>
This commit is contained in:
Matei Adriel 2019-12-10 16:09:06 +02:00 committed by prescientmoon
parent f2bca7d3f0
commit b3f374162e
Signed by: prescientmoon
SSH key fingerprint: SHA256:UUF9JT2s8Xfyv76b8ZuVL7XrmimH4o49p4b+iexbVH4
2 changed files with 42 additions and 67 deletions

View file

@ -41,8 +41,7 @@ module Player =
side: Side<'s>
hand: CardInstance<'s> list
state: PlayerState
id: int
lastInitialDraw: int }
id: int }
module Player =
let inline lifePoints f player = f player.lifePoints <&> fun v -> { player with lifePoints = v }
@ -50,7 +49,6 @@ module Player =
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 lastInitialDraw f player = f player.lastInitialDraw <&> fun v -> { player with lastInitialDraw = v }
let inline deck f player = (side << Side.deck) f player
@ -59,8 +57,7 @@ module Player =
side = emptySide
hand = []
state = InGame
id = id
lastInitialDraw = -1 }
id = id }
module Turn =
type Phase =
@ -103,7 +100,6 @@ module Board =
else (players << _1) f board
let inline currentPlayerId f board = (currentPlayer << Player._id) f board
let inline currentPlayerLastDraw f board = (currentPlayer << Player.lastInitialDraw) 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
@ -125,55 +121,56 @@ module Board =
module Game =
open Turn
open Player
open Side
open Board
type PlayerAction =
| Pass
| NormalSummon
| InitialDraw
| Activate
| Set
type Log =
| CardToHand of string
| NewPhase of Phase
| StateChanged of PlayerState
type ClientCommand = Log of string
type ClientResult =
| Zone of int
| Bool of int
| NoResult
type Client = ClientCommand -> ClientResult
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.currentPlayerLastDraw <> board ^. Board.turn
&& board ^. Board.phase = Draw && board ^. Board.turn <> 0
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"
| [] -> board |> Board.currentPlayerState .-> PlayerState.Lost "deckout"
| card :: deck ->
let hand = card :: (board ^. Board.currentPlayerHand)
let turn = board ^. Board.turn
board
|> Board.currentPlayerHand .-> hand
|> Board.currentPlayerDeck .-> deck
|> Board.currentPlayerLastDraw .-> turn
let toDeckBottom (card: CardInstance) (player: Player) = over Player.deck (fun d -> card :: d) player
let processAction (client: Client) (board: Board) (player: Player) (action: PlayerAction) =
match action with
| InitialDraw ->
if canDrawCard board player then
(draw board, true)
let processPhase client board =
match board ^. Board.phase with
| Draw -> draw board
| _ -> board
let switchPhases (client: Client) board =
let newBoard = over Board.moment nextPhase board
NewPhase <| newBoard ^. Board.phase
|> client
|> ignore
newBoard
let rec game board (client: Client) =
let newBoard =
(processPhase client)
>> (switchPhases client)
<| board
let currentState = newBoard ^. Board.currentPlayerState
if currentState <> InGame then
client <| StateChanged currentState |> ignore
failwith "end of game"
else
client <| Log "cannot draw card" |> ignore
(board, false)
| Pass ->
if isCurrentPlayer board player then (over Board.moment nextPhase board, true)
else (board, false)
| _ -> (board, true)
game newBoard client

View file

@ -9,35 +9,13 @@
let sampleCard = Card.Spell ({name= "sampleCard"; text="something"; effects = []}, {spellType = Card.ContinuosSpell})
let board = over Board.currentPlayer <| toDeckBottom sampleCard <| emptyBoard
let consoleClient command =
match command with
| Log message ->
printfn "%s" message
NoResult
// | _ -> NoResult
let client action =
match action with
| StateChanged newState -> printfn "The new state you got is: %A" newState
| NewPhase phase -> printfn "New phse: %A" phase
| _ -> printfn "Something unkown happened"
let parseAction _ =
printf "What action do you want to do?"
let stringified = System.Console.ReadLine()
match stringified with
| "draw" -> InitialDraw
| "pass" -> Pass
| _ -> failwith "unknown command"
let rec loop board =
let action = parseAction
let (newBoard, success) = processAction consoleClient board <| board^. Board.currentPlayer <| action()
if success then
printfn "%A" newBoard
printfn "%b" success
loop newBoard
loop board
0
game board client
0