fsharp(ygosim): feat: finally found a good way of doing the client stuff
Signed-off-by: prescientmoon <git@moonythm.dev>
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@ -41,8 +41,7 @@ module Player =
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side: Side<'s>
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hand: CardInstance<'s> list
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state: PlayerState
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id: int
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lastInitialDraw: int }
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id: int }
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module Player =
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let inline lifePoints f player = f player.lifePoints <&> fun v -> { player with lifePoints = v }
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@ -50,7 +49,6 @@ module Player =
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let inline hand f player = f player.hand <&> fun v -> { player with hand = v }
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let inline state f player = f player.state <&> fun v -> { player with state = v }
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let inline _id f player = f player.id <&> fun v -> { player with id = v }
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let inline lastInitialDraw f player = f player.lastInitialDraw <&> fun v -> { player with lastInitialDraw = v }
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let inline deck f player = (side << Side.deck) f player
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@ -59,8 +57,7 @@ module Player =
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side = emptySide
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hand = []
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state = InGame
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id = id
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lastInitialDraw = -1 }
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id = id }
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module Turn =
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type Phase =
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@ -103,7 +100,6 @@ module Board =
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else (players << _1) f board
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let inline currentPlayerId f board = (currentPlayer << Player._id) f board
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let inline currentPlayerLastDraw f board = (currentPlayer << Player.lastInitialDraw) f board
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let inline currentPlayerState f board = (currentPlayer << Player.state) f board
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let inline currentPlayerDeck f board = (currentPlayer << Player.deck) f board
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let inline currentPlayerHand f board = (currentPlayer << Player.hand) f board
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@ -125,55 +121,56 @@ module Board =
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module Game =
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open Turn
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open Player
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open Side
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open Board
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type PlayerAction =
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| Pass
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| NormalSummon
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| InitialDraw
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| Activate
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| Set
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type Log =
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| CardToHand of string
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| NewPhase of Phase
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| StateChanged of PlayerState
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type ClientCommand = Log of string
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type ClientResult =
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| Zone of int
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| Bool of int
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| NoResult
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type Client = ClientCommand -> ClientResult
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type Client = Log -> int
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let isCurrentPlayer (board: Board) (player: Player) = (board ^. Board.currentPlayerId) = player.id
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let canDrawCard (board: Board) (player: Player) =
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isCurrentPlayer board player && board ^. Board.currentPlayerLastDraw <> board ^. Board.turn
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&& board ^. Board.phase = Draw && board ^. Board.turn <> 0
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isCurrentPlayer board player && board ^. Board.phase = Draw && board ^. Board.turn <> 0
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let draw (board: Board) =
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match board ^. Board.currentPlayerDeck with
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| [] -> board |> Board.currentPlayerState .-> Lost "deckout"
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| [] -> board |> Board.currentPlayerState .-> PlayerState.Lost "deckout"
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| card :: deck ->
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let hand = card :: (board ^. Board.currentPlayerHand)
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let turn = board ^. Board.turn
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board
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|> Board.currentPlayerHand .-> hand
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|> Board.currentPlayerDeck .-> deck
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|> Board.currentPlayerLastDraw .-> turn
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let toDeckBottom (card: CardInstance) (player: Player) = over Player.deck (fun d -> card :: d) player
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let processAction (client: Client) (board: Board) (player: Player) (action: PlayerAction) =
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match action with
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| InitialDraw ->
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if canDrawCard board player then
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(draw board, true)
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let processPhase client board =
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match board ^. Board.phase with
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| Draw -> draw board
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| _ -> board
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let switchPhases (client: Client) board =
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let newBoard = over Board.moment nextPhase board
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NewPhase <| newBoard ^. Board.phase
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|> client
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|> ignore
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newBoard
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let rec game board (client: Client) =
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let newBoard =
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(processPhase client)
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>> (switchPhases client)
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<| board
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let currentState = newBoard ^. Board.currentPlayerState
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if currentState <> InGame then
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client <| StateChanged currentState |> ignore
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failwith "end of game"
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else
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client <| Log "cannot draw card" |> ignore
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(board, false)
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| Pass ->
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if isCurrentPlayer board player then (over Board.moment nextPhase board, true)
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else (board, false)
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| _ -> (board, true)
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game newBoard client
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@ -9,35 +9,13 @@
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let sampleCard = Card.Spell ({name= "sampleCard"; text="something"; effects = []}, {spellType = Card.ContinuosSpell})
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let board = over Board.currentPlayer <| toDeckBottom sampleCard <| emptyBoard
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let consoleClient command =
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match command with
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| Log message ->
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printfn "%s" message
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NoResult
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// | _ -> NoResult
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let client action =
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match action with
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| StateChanged newState -> printfn "The new state you got is: %A" newState
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| NewPhase phase -> printfn "New phse: %A" phase
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| _ -> printfn "Something unkown happened"
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let parseAction _ =
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printf "What action do you want to do?"
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let stringified = System.Console.ReadLine()
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match stringified with
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| "draw" -> InitialDraw
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| "pass" -> Pass
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| _ -> failwith "unknown command"
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let rec loop board =
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let action = parseAction
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let (newBoard, success) = processAction consoleClient board <| board^. Board.currentPlayer <| action()
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if success then
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printfn "%A" newBoard
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printfn "%b" success
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loop newBoard
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loop board
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0
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game board client
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0
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