module Dominion ( -- | How to use: https:\/\/github.com\/egonschiele\/dominion module Dominion, Option(..), has, handValue, pileEmpty, getPlayer, cardsOf, validateBuy, validatePlay, getRound, countNum) where import Prelude hiding (log) import qualified Data.Map.Lazy as M import qualified Dominion.Types as T import Dominion.Types (Option(..)) import qualified Dominion.Cards as CA import Control.Monad hiding (join) import Data.Maybe import Control.Monad.State hiding (state, join) import Control.Lens hiding (indices, has) import Text.Printf import Data.List import Dominion.Utils import Data.Either import Control.Applicative import Dominion.Internal -- | Convenience function. @ name \`uses\` strategy @ is the same as writing -- @ (name, strategy) @ uses :: String -> T.Strategy -> (T.Player, T.Strategy) name `uses` strategy = (makePlayer name, strategy) -- | The main method to simulate a dominion game. Example: -- -- > import Dominion -- > import Dominion.Strategies -- > -- > main = dominion ["adit" `uses` bigMoney, "maggie" `uses` bigMoney] dominion :: [(T.Player, T.Strategy)] -> IO [T.Result] dominion = dominionWithOpts [] -- | Same as `dominion`, but allows you to pass in some options. Example: -- -- > dominionWithOpts [Iterations 5, Log True] ["adit" `uses` bigMoney, "maggie" `uses` bigMoney] dominionWithOpts :: [T.Option] -> [(T.Player, T.Strategy)] -> IO [T.Result] dominionWithOpts options list = do results <- forM [1..iterations] $ \i -> do gameState <- makeGameState options (rotate i players) run gameState (rotate i strategies) let winnerNames = map T.winner results forM_ players $ \player -> do let name = player ^. T.playerName putStrLn $ printf "player %s won %d times" name (count name winnerNames) return results where (players, strategies) = unzip list iterations = fromMaybe 1000 (findIteration options) -- | Player buys a card. Example: -- -- > playerId `buys` smithy buys :: T.PlayerId -> T.Card -> T.Dominion (T.PlayResult ()) buys playerId card = do validation <- validateBuy playerId card case validation of Left x -> return $ Left x Right _ -> do money <- handValue playerId player <- getPlayer playerId modifyPlayer playerId $ \p -> over T.discard (card:) $ over T.buys (subtract 1) $ -- this works because extraMoney can be negative over T.extraMoney (subtract $ card ^. T.cost) p modify $ over T.cards (decrement card) log playerId $ printf "bought a %s with %s" (card ^. T.name) (show $ map T._name $ player ^. T.hand) return $ Right () -- | Give an array of cards, in order of preference. -- This function will buy as many cards as possible, in order of -- preference. For example, suppose you use: -- -- > playerId `buysByPreference` [province, duchy] -- -- And you have 16 money and two buys. You will buy two provinces. -- This runs all the same validations as `buys`. buysByPreference :: T.PlayerId -> [T.Card] -> T.Dominion () buysByPreference playerId cards = do purchasableCards <- filterM (\card -> eitherToBool <$> validateBuy playerId card) cards unless (null purchasableCards) $ do playerId `buys` head purchasableCards playerId `buysByPreference` cards -- | Give an array of cards, in order of preference. -- This function will try to play as many cards as possible, in order of preference. -- Note: if any card requires a `Followup` (like `cellar` or -- `chapel`), you need to use `plays` instead. This runs all the same -- validations as `plays`. playsByPreference :: T.PlayerId -> [T.Card] -> T.Dominion () playsByPreference playerId cards = do playableCards <- filterM (\card -> eitherToBool <$> validatePlay playerId card) cards unless (null playableCards) $ do playerId `plays` head playableCards playerId `playsByPreference` cards -- | In the simplest case, this lets you play a card, like this: -- -- > playerId `plays` smithy -- -- You can just use this function blindly, without checking to see if you -- have enough actions, or whether you have a smithy in your hand. -- `plays` will perform those validations for you. It returns a `PlayResult`, -- which is an `Either` with an error message or a return value. -- -- Some cards require an additional action. For example, if you use -- a workshop, you need to specify what card you're going to get. In that -- case, this function returns a `Followup`. A `Followup` just contains some information about the card you used. -- You can use the extra action of the card like this: -- -- > playerId `plays` workshop `with` (Workshop gardens) -- -- `with` takes a `FollowUp` and a `FollowupAction`, and applies the -- `FollowupAction`. -- Here's another example: -- -- > playerId `plays` throneRoom `with` (ThroneRoom market) plays :: T.PlayerId -> T.Card -> T.Dominion (T.PlayResult (Maybe T.Followup)) playerId `plays` card = do validation <- validatePlay playerId card case validation of Left x -> return $ Left x Right _ -> do log playerId $ printf "plays a %s!" (card ^. T.name) results <- mapM (usesEffect playerId) (card ^. T.effects) modifyPlayer playerId (over T.actions (subtract 1)) if trashThisCard card then playerId `trashesCard` card else playerId `discardsCard` card -- we should get at most *one* effect to return return . Right . listToMaybe . catMaybes $ results -- | You can use `with` to play an FollowupAction. For example: -- -- > playerId `plays` chapel `with` (Chapel [4 `cardsOf` estate]) -- -- This will trash up to four estates from your hand (depending on how many -- you have). The input of this function is directly the output of `plays`, so you can -- chain these functions together easily. This automatically handles -- checking whether the `PlayResult` was a `Right`, and whether there is -- a `Followup`, and whether the `FollowupAction` you gave matches the `Followup`, -- and applies the `FollowupAction`. -- -- The `FollowupAction` needs to match the `Followup`. You can't do this, for -- example: -- -- > playerId `plays` throneRoom `with` (Workshop village) -- -- You need this instead: -- -- > playerId `plays` throneRoom `with` (ThroneRoom village) -- -- `with` might lead to more `Followup`s, in which case you can chain calls -- using `withMulti`. with :: T.Dominion (T.PlayResult (Maybe T.Followup)) -> T.FollowupAction -> T.Dominion (T.PlayResult (Maybe [T.Followup])) result_ `with` followupAction = do result <- result_ case result of Left str -> return $ Left str Right Nothing -> return $ Right Nothing Right (Just followup) -> followup `_with` followupAction -- | This is just like `with`, except you can give it an array of -- `Followup`s, and another array of `FollowupAction`s. Most cards will -- only generate one `Followup`. There's only one case I know about that -- would generate multiple `Followup`s: playing a throne room on a throne -- room. -- -- > playerId `plays` throneRoom `with` (ThroneRoom throneRoom) `withMulti` [ThroneRoom market, ThroneRoom smithy] -- -- Here, someone plays a throne room on a throne room. Now you have to -- follow up with two action cards: the two cards you want to play twice. -- The player passes in `market` and `smithy`, and they both get played twice. withMulti :: T.Dominion (T.PlayResult (Maybe [T.Followup])) -> [T.FollowupAction] -> T.Dominion (T.PlayResult (Maybe [T.Followup])) results_ `withMulti` followupActions = do results <- results_ case results of Left str -> return $ Left str Right Nothing -> return $ Right Nothing Right (Just followups) -> do allResults <- zipWithM _with followups followupActions return $ Right $ case concat . catMaybes . rights $ allResults of [] -> Nothing xs -> Just xs -- | `with` and `withMulti` automatically extract the `Followup` out of the -- result of `plays`. If you have a `Followup` already, or you want more -- control, you can use this instead. -- -- > result <- playerId `plays` throneRoom -- > case result of -- > Left str -> return . Left $ str -- > Right followup -> followup `_with` (ThroneRoom market) _with :: T.Followup -> T.FollowupAction -> T.Dominion (T.PlayResult (Maybe [T.Followup])) (playerId, T.PlayActionCard x) `_with` (T.ThroneRoom card) = do hasCard <- playerId `has` card if not hasCard then return . Left $ printf "You don't have a %s in your hand!" (card ^. T.name) else do log playerId $ printf "playing %s twice!" (card ^. T.name) results <- mapM (usesEffect playerId) ((card ^. T.effects) ++ (card ^. T.effects)) playerId `discardsCard` card return $ Right $ case catMaybes results of [] -> Nothing xs -> Just xs (playerId, T.CellarEffect) `_with` (T.Cellar cards) = do hand <- currentHand playerId let ownedCards = hand `intersect` cards numCards = length ownedCards forM_ ownedCards $ \card -> do playerId `discardsCard` card log playerId $ printf "discarded a %s" (card ^. T.name) drawFromDeck playerId numCards log playerId $ printf "drew %d cards" numCards return $ Right Nothing (playerId, T.ChancellorEffect) `_with` (T.Chancellor moveDeck) = do when moveDeck $ do log playerId "Moving deck into the discard pile" modifyPlayer playerId $ \p -> set T.deck [] $ over T.discard (++ (p ^. T.deck)) p return $ Right Nothing (playerId, T.TrashCards x) `_with` (T.Chapel cards) = do toTrash <- filterM (has playerId) cards case toTrash of [] -> return $ Right Nothing (cardToTrash:rest) -> do playerId `trashesCard` cardToTrash log playerId $ "Trashed: " ++ (T._name cardToTrash) if x == 1 then return $ Right Nothing else (playerId, T.TrashCards (x-1)) `_with` (T.Chapel rest) (playerId, T.GainCardUpto x) `_with` (T.Feast card) = gainCardUpTo playerId x card (playerId, T.GainCardUpto x) `_with` (T.Workshop card) = gainCardUpTo playerId x card (playerId, T.MineEffect) `_with` (T.Mine card) = do hasCard <- playerId `has` card let check = do failIf (not hasCard) $ printf "You don't have a %s in your hand!" (card ^. T.name) failIf (not . isTreasure $ card) $ printf "Mine only works with treasure cards, not %s" (card ^. T.name) failIf (card == CA.gold) "can't upgrade gold!" case check of Left str -> return $ Left str Right _ -> do newCard_ <- getCard $ if card == CA.copper then CA.silver else CA.gold case newCard_ of Nothing -> return . Left $ "Sorry, we are out of the card you could've upgraded to." Just newCard -> do playerId `trashesCard` card modifyPlayer playerId $ over T.hand (newCard:) log playerId $ printf "trashed a %s for a %s" (card ^. T.name) (newCard ^. T.name) return $ Right Nothing (playerId, T.RemodelEffect) `_with` (T.Remodel (toTrash, toGain)) = do hasCard <- playerId `has` toTrash let check = do failIf (not hasCard) $ printf "You don't have a %s in your hand!" (toTrash ^. T.name) let tooExpensive = (toGain ^. T.cost) > (toTrash ^. T.cost) + 2 failIf tooExpensive $ printf "You're remodeling a %s, a %s is too expensive" (toTrash ^. T.name) (toGain ^. T.name) case check of Left str -> return $ Left str Right _ -> do newCard_ <- getCard toGain case newCard_ of Nothing -> return . Left $ printf "Sorry, no more %s left" (toGain ^. T.name) Just card -> do modifyPlayer playerId $ over T.discard (card:) return $ Right Nothing (playerId, T.SpyEffect) `_with` (T.Spy (myself, others)) = do modifyPlayer playerId (discardTopCard myself) modifyOtherPlayers playerId (discardTopCard others) return $ Right Nothing (playerId, T.ThiefEffect) `_with` (T.Thief func) = do state <- get let players = indices (state ^. T.players) \\ [playerId] forM_ players $ \pid -> do player <- getPlayer pid let topCards = take 2 (player ^. T.deck) treasures = filter isTreasure topCards discards = topCards \\ treasures modifyPlayer pid $ over T.deck (drop 2) if null treasures then do modifyPlayer pid $ over T.discard (++discards) return . Left $ "Sorry, this player had no treasures." else do let action = func treasures case action of T.TrashOnly card -> do let other = treasures \\ [card] modifyPlayer pid $ over T.discard (++other) return $ Right Nothing T.GainTrashedCard card -> do let other = treasures \\ [card] modifyPlayer pid $ over T.discard (++other) if card `elem` treasures then do modifyPlayer playerId $ over T.discard (card:) return $ Right Nothing else return $ Left "That card wasn't one of the treasures you could trash!" return $ Right Nothing _ `_with` _ = return $ Left "sorry, you can't play that effect with that extra effect."