99ff363652
Signed-off-by: prescientmoon <git@moonythm.dev>
401 lines
13 KiB
Forth
401 lines
13 KiB
Forth
module Board
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open FSharpPlus.Lens
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open FSharpPlus.Operators
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module Side =
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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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monsters: CardInstance<'s> option list
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spells: CardInstance<'s> option list
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graveyard: CardInstance<'s> list
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deck: CardInstance<'s> list }
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module Side =
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let inline field f side = f side.field <&> fun v -> { side with field = v }
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let inline monsters f side = f side.monsters <&> fun v -> { side with monsters = v }
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let inline spells f side = f side.spells <&> fun v -> { side with spells = v }
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let inline graveyard f side = f side.graveyard <&> fun v -> { side with graveyard = v }
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let inline deck f side = f side.deck <&> fun v -> { side with deck = v }
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let emptyRow _ = List.init 5 <| fun _ -> None
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let emptySide _ =
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{ field = None
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monsters = emptyRow()
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spells = emptyRow()
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graveyard = []
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deck = [] }
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module Player =
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open Side
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open Card.CardInstance
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type PlayerState =
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| InGame
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| Won of reason: string
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| Lost of reason: string
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type Player<'s> =
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{ lifePoints: int
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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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lastNormalSummon: 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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let inline side f player = f player.side <&> fun v -> { player with side = v }
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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 lastNormalSummon f player =
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f player.lastNormalSummon <&> fun v -> { player with lastNormalSummon = v }
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let inline deck f player = (side << Side.deck) f player
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let inline monsters f player = (side << Side.monsters) f player
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let initialPlayer lp id =
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{ lifePoints = lp
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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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lastNormalSummon = -1 }
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module Turn =
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type Phase =
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| Draw
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| Standby
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| Main1
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| Battle
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| Main2
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| End
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let nextPhase (turn, phase) =
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match phase with
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| Draw -> (turn, Standby)
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| Standby -> (turn, Main1)
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| Main1 -> (turn, Battle)
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| Battle -> (turn, Main2)
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| Main2 -> (turn, End)
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| End -> (turn + 1, Draw)
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module Board =
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open Turn
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open Card
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open Player
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type Player = Player.Player<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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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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let inline currentPlayer f board =
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if (view turn board) % 2 = 0 then (players << _2) f 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 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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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 = CardInstance.CardInstance<Board>
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type Monster = MonsterTypes.Monster<Board>
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type MonsterInstance = MonsterInstance.MonsterInstance<Board>
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type Effect = Effect.Effect<Board>
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type Condition = Effect.Condition<Board>
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type Action = Effect.Action<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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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 Card
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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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| ChooseTributes 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 result =
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free |>> view _1
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|> ChooseZone
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|> client
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if List.containsIndex result free then free.[result] ^. _1
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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 (view _1)
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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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let rec chooseTributes client monsters count old: list<MonsterInstance> =
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match count with
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| 0 -> old
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| count ->
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let resultIndex =
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monsters
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|> map (view _1)
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|> ChooseTributes
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|> client
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if List.containsIndex resultIndex monsters then
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let result = monsters.[resultIndex]
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let withoutCurrent = filter <| Card.MonsterInstance.withoutInstance result <| monsters
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chooseTributes client withoutCurrent <| count - 1 <| result :: old
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else
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chooseTributes client monsters count old
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module Zone =
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open Player
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open Side
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open Board
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let freeMonsterZones (player: Player) =
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player.side.monsters
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|> List.indexed
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|> List.filter (view _2 >> Option.isNone)
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let freeMonsterZoneCount = freeMonsterZones >> List.length
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let hasFreeMonsterZones = (>=) << freeMonsterZoneCount
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let hasFreeMonsterZone player = hasFreeMonsterZones player 1
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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 Player
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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 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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elif level <= 6 then 1
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else 2
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let isNormalSummonable board monster =
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let requiredTributes = numberOfTributes monster
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let possibleTributes =
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board ^. Board.currentPlayerMonsters
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|> List.filter Option.isSome
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|> List.length
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let freeZones = 5 - possibleTributes + requiredTributes
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requiredTributes <= possibleTributes && freeZones > 0
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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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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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// Decide what monster to summon
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let summonable = normalSummonable board
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let target = chooseMonster client summonable
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let (_monster, _id) = target
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// Find what monsters to tribute
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let tributteCount = numberOfTributes _monster
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let possibleTributes = board ^. Board.currentPlayerMonsters |>> ((=<<) monster) |> choose id
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let tributes = chooseTributes client possibleTributes tributteCount []
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// helpers to remove the tributes from the board
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let replaceInstance instance =
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let isInstance = List.tryFind (view _2 >> (=) instance.id) tributes |> Option.isSome
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if isInstance then None
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else Some instance
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let replaceTributes = map <| Option.bind replaceInstance
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// Tribute monsters
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let boardWithoutTributes = board |> over Board.currentPlayerMonsters replaceTributes
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let free = freeMonsterZones <| boardWithoutTributes ^. Board.currentPlayer
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// TODO: move tributes to graveyard
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// Choose a zone to summon the monster
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let zone = chooseZone client free
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let turn = boardWithoutTributes ^. Board.turn
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// Instance to actually summon
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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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// Remove card from hand
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let removeTarget = List.filter (fun card -> card.id <> _id)
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// Notify the client a new monster was summoned
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client <| MonsterSummoned(target ^. _1, zone) |> ignore
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// Update the board
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boardWithoutTributes
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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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open Player
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open Board
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open Summon.Normal
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open Client
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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.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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| card :: deck ->
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let hand = card :: (board ^. Board.currentPlayerHand)
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board
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|> Board.currentPlayerHand .-> hand
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|> Board.currentPlayerDeck .-> deck
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let toDeckBottom (card: CardInstance) (player: Player) = over Player.deck (fun d -> rev <| card :: rev d) player
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let handleMainPhase client board =
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if canNormalSummon board then performNormalSummon client board
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else board
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let processPhase client board =
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match board ^. Board.phase with
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| Draw ->
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if canDrawCard board <| board ^. Board.currentPlayer then draw board
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else board
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| Main1 -> handleMainPhase client board
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| Main2 -> handleMainPhase client 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 getPlayerStates board =
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(board ^. (Board.firstPlayer << Player.state), board ^. (Board.secondPlayer << Player.state))
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let resolvePlayerStates (p1, p2) =
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let s1, s2 = p1.state, p2.state
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match s1 with
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| Lost reason ->
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match s2 with
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| InGame -> p1, p2 |> Player.state .-> Won reason
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| _ -> p1, p2
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| Won reason ->
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match s2 with
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| InGame -> p1, p2 |> Player.state .-> Lost reason
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| _ -> p1, p2
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| InGame ->
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match s2 with
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| InGame -> p1, p2
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| Won reason -> p1 |> Player.state .-> Lost reason, p2
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| Lost reason -> p1 |> Player.state .-> Won reason, p2
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let resolveBoardState board = over Board.players resolvePlayerStates board
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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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>> resolveBoardState
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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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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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