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 | 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 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 type Card = Card.Card type CardInstance = Card.CardInstance type Effect = Effect.Effect type Condition = Effect.Condition type Action = Effect.Action let emptyBoard = { players = (Player.initialPlayer 8000 0, Player.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 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 .-> PlayerState.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 -> 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 game newBoard client