{-| Module : Game.Werewolf.Game Description : Simplistic game data structure with lenses. Copyright : (c) Henry J. Wylde, 2016 License : BSD3 Maintainer : public@hjwylde.com A game is not quite as simple as players! Roughly speaking though, this engine is /stateful/. The game state only changes when a /command/ is issued. Thus, this module defines the 'Game' data structure and any fields required to keep track of the current state. -} {-# LANGUAGE CPP #-} {-# LANGUAGE OverloadedStrings #-} {-# LANGUAGE Rank2Types #-} {-# LANGUAGE TemplateHaskell #-} module Game.Werewolf.Game ( -- * Game Game, variant, stage, round, players, boots, chosenVoters, deadRaised, divine, fallenAngelLynched, healUsed, hunterRetaliated, jesterRevealed, marks, passed, poison, poisonUsed, priorProtect, protect, roleModel, scapegoatBlamed, see, votes, Stage(..), _DruidsTurn, _GameOver, _HuntersTurn1, _HuntersTurn2, _Lynching, _NecromancersTurn, _OraclesTurn, _OrphansTurn, _ProtectorsTurn, _ScapegoatsTurn, _SeersTurn, _Sunrise, _Sunset, _VillageDrunksTurn, _VillagesTurn, _WerewolvesTurn, _WitchsTurn, activity, allStages, stageCycle, stageAvailable, newGame, -- ** Folds votee, allowedVoters, pendingVoters, -- ** Prisms firstRound, secondRound, thirdRound, -- ** Searches getMarks, -- ** Queries hasAnyoneWon, hasDullahanWon, hasFallenAngelWon, hasNecromancerWon, hasVillagersWon, hasWerewolvesWon, hasEveryoneLost, ) where import Control.Lens.Extra import Data.List.Extra import Data.Map (Map) import qualified Data.Map as Map import Data.Maybe import Data.String.Humanise import Data.Text (Text) import Game.Werewolf.Player import Game.Werewolf.Role hiding (activity, name) import Game.Werewolf.Variant hiding (name) import Prelude hiding (round) -- | There are a few key pieces of information that a game always needs to hold. These are: -- -- * the 'stage', -- * the 'round' number and -- * the 'players'. -- -- Any further fields on the game are specific to one or more roles (and their respective turns!). -- Some of the additional fields are reset each round (e.g., the Seer's 'see') while others are -- kept around for the whole game (e.g., the Orphan's 'roleModel'). data Game = Game { _variant :: Variant , _stage :: Stage , _round :: Int , _players :: [Player] , _boots :: Map Text [Text] , _chosenVoters :: [Text] -- ^ Scapegoat , _deadRaised :: Bool -- ^ Necromancer , _divine :: Maybe Text -- ^ Oracle , _fallenAngelLynched :: Bool -- ^ Fallen Angel , _healUsed :: Bool -- ^ Witch , _hunterRetaliated :: Bool -- ^ Hunter , _jesterRevealed :: Bool -- ^ Jester , _marks :: [Text] -- ^ Dullahan , _passed :: Bool -- ^ Witch , _poison :: Maybe Text -- ^ Witch , _poisonUsed :: Bool -- ^ Witch , _priorProtect :: Maybe Text -- ^ Protector , _protect :: Maybe Text -- ^ Protector , _roleModel :: Maybe Text -- ^ Orphan , _scapegoatBlamed :: Bool -- ^ Scapegoat , _see :: Maybe Text -- ^ Seer , _votes :: Map Text Text -- ^ Villagers and Werewolves } deriving (Eq, Read, Show) -- | Most of these are fairly self-explainable (the turn stages). 'Sunrise' and 'Sunset' are -- provided as meaningful breaks between the day and night as, for example, a 'VillagesTurn' may -- not always be available (curse that retched Scapegoat). -- -- Once the game reaches a turn stage, it requires a /command/ to help push it past. Often only -- certain roles and commands may be performed at any given stage. data Stage = DruidsTurn | GameOver | HuntersTurn1 | HuntersTurn2 | Lynching | NecromancersTurn | OraclesTurn | OrphansTurn | ProtectorsTurn | ScapegoatsTurn | SeersTurn | Sunrise | Sunset | VillageDrunksTurn | VillagesTurn | WerewolvesTurn | WitchsTurn deriving (Eq, Read, Show) instance Humanise Stage where humanise DruidsTurn = "Druid's turn" humanise GameOver = "Game over" humanise HuntersTurn1 = "Hunter's turn" humanise HuntersTurn2 = "Hunter's turn" humanise Lynching = "Lynching" humanise NecromancersTurn = "Necromancer's turn" humanise OraclesTurn = "Oracle's turn" humanise OrphansTurn = "Orphan's turn" humanise ProtectorsTurn = "Protector's turn" humanise ScapegoatsTurn = "Scapegoat's turn" humanise SeersTurn = "Seer's turn" humanise Sunrise = "Sunrise" humanise Sunset = "Sunset" humanise VillageDrunksTurn = "Village Drunk's turn" humanise VillagesTurn = "village's turn" humanise WerewolvesTurn = "Werewolves' turn" humanise WitchsTurn = "Witch's turn" makeLenses ''Game makePrisms ''Stage #if __GLASGOW_HASKELL__ >= 800 activity :: Contravariant f => (Activity -> f Activity) -> Stage -> f Stage #else activity :: Getter Stage Activity #endif activity = to getter where getter DruidsTurn = Diurnal getter GameOver = Diurnal getter HuntersTurn1 = Diurnal getter HuntersTurn2 = Diurnal getter Lynching = Diurnal getter NecromancersTurn = Nocturnal getter OraclesTurn = Nocturnal getter OrphansTurn = Nocturnal getter ProtectorsTurn = Nocturnal getter ScapegoatsTurn = Diurnal getter SeersTurn = Nocturnal getter Sunrise = Diurnal getter Sunset = Diurnal getter VillageDrunksTurn = Nocturnal getter VillagesTurn = Diurnal getter WerewolvesTurn = Nocturnal getter WitchsTurn = Nocturnal -- | All of the 'Stage's in the order that they should occur. allStages :: [Stage] allStages = [ Sunset , OrphansTurn , VillageDrunksTurn , NecromancersTurn , SeersTurn , OraclesTurn , ProtectorsTurn , WerewolvesTurn , WitchsTurn , Sunrise , HuntersTurn2 , DruidsTurn , VillagesTurn , Lynching , HuntersTurn1 , ScapegoatsTurn , GameOver ] -- | An infinite cycle of all 'Stage's in the order that they should occur. stageCycle :: [Stage] stageCycle = cycle allStages -- | Checks whether the stage is available for the given 'Game'. Most often this just involves -- checking if there is an applicable role alive, but sometimes it is more complex. -- -- One of the more complex checks here is for the 'VillagesTurn'. If the Fallen Angel is in play, -- then the 'VillagesTurn' is available on the first day rather than only after the first night. stageAvailable :: Game -> Stage -> Bool stageAvailable game DruidsTurn = has (players . druids . alive) game stageAvailable _ GameOver = False stageAvailable game HuntersTurn1 = has (players . hunters . dead) game && not (game ^. hunterRetaliated) stageAvailable game HuntersTurn2 = has (players . hunters . dead) game && not (game ^. hunterRetaliated) stageAvailable _ Lynching = True stageAvailable game NecromancersTurn = has (players . necromancers . alive) game && not (game ^. deadRaised) stageAvailable game OraclesTurn = has (players . oracles . alive) game stageAvailable game OrphansTurn = has (players . orphans . alive) game && isNothing (game ^. roleModel) stageAvailable game ProtectorsTurn = has (players . protectors . alive) game stageAvailable game ScapegoatsTurn = game ^. scapegoatBlamed stageAvailable game SeersTurn = has (players . seers . alive) game stageAvailable _ Sunrise = True stageAvailable _ Sunset = True stageAvailable game VillageDrunksTurn = has (players . villageDrunks . alive) game && is thirdRound game stageAvailable game VillagesTurn = has allowedVoters game stageAvailable game WerewolvesTurn = has (allowedVoters . werewolf) game stageAvailable game WitchsTurn = has (players . witches . alive) game && (not (game ^. healUsed) || not (game ^. poisonUsed)) -- | Creates a new 'Game' with the given players. No validations are performed here, those are left -- to the binary. newGame :: Variant -> [Player] -> Game newGame variant players = Game { _variant = variant , _stage = head stageCycle , _round = 0 , _players = players , _boots = Map.empty , _passed = False , _chosenVoters = [] , _deadRaised = False , _divine = Nothing , _fallenAngelLynched = False , _healUsed = False , _hunterRetaliated = False , _jesterRevealed = False , _marks = [] , _poison = Nothing , _poisonUsed = False , _priorProtect = Nothing , _protect = Nothing , _roleModel = Nothing , _scapegoatBlamed = False , _see = Nothing , _votes = Map.empty } -- | The traversal of the 'votes' victim's name. This is the player, if they exist, that received -- the majority of the votes. This could be an empty list depending on whether the votes were in -- conflict. votee :: Fold Game Player votee = folding getVotee -- | Gets the 'votes' victim's name. This is the player, if they exist, that received the majority -- of the votes. This could be an empty list depending on whether the votes were in conflict. getVotee :: Game -> [Player] getVotee game | Map.null (game ^. votes) = [] | length result /= 1 = [] | otherwise = game ^.. players . traverse . named (head result) where votees = Map.elems $ game ^. votes result = last $ groupSortOn (length . (`elemIndices` votees)) (nub votees) -- | The traversal of the allowed voters during the 'VillagesTurn' or 'WerewolvesTurn'. In a -- standard game, this is all 'Alive' players. However there are two scenarios for the -- 'VillagesTurn' that may change this: -- -- 1) if the 'scapegoat' has chosen some 'chosenVoters', it is these players. -- 2) if the 'jester' has been revealed, he may not vote. allowedVoters :: Fold Game Player allowedVoters = folding getAllowedVoters -- | Gets the allowed voters during the 'VillagesTurn' or 'WerewolvesTurn'. In a standard game, this -- is all 'Alive' players. However there are two scenarios for the 'VillagesTurn' that may change -- this: -- -- 1) if the 'scapegoat' has chosen some 'chosenVoters', it is these players. -- 2) if the 'jester' has been revealed, he may not vote. getAllowedVoters :: Game -> [Player] getAllowedVoters game | not . null $ game ^. chosenVoters = filter ((`elem` game ^. chosenVoters) . view name) players' | game ^. jesterRevealed = filter (isn't jester) players' | otherwise = players' where players' | has (stage . _WerewolvesTurn) game = game ^.. players . werewolves . alive | otherwise = game ^.. players . traverse . alive -- | The traversal of all 'Alive' players that have yet to vote. This is synonymous to @voters - -- Map.keys votes@ pendingVoters :: Fold Game Player pendingVoters = folding getPendingVoters -- | Gets all 'Alive' players that have yet to vote. This is synonymous to @voters - Map.keys -- votes@ getPendingVoters :: Game -> [Player] getPendingVoters game = game ^.. allowedVoters . filtered ((`Map.notMember` votes') . view name) where votes' = game ^. votes -- | The traversal of 'Game's on the first round. firstRound :: Prism' Game Game firstRound = prism (set round 0) $ \game -> (if game ^. round == 0 then Right else Left) game -- | The traversal of 'Game's on the second round. secondRound :: Prism' Game Game secondRound = prism (set round 1) $ \game -> (if game ^. round == 1 then Right else Left) game -- | The traversal of 'Game's on the third round. thirdRound :: Prism' Game Game thirdRound = prism (set round 2) $ \game -> (if game ^. round == 2 then Right else Left) game -- | Gets all the 'marks' in a game (which is names only) and maps them to their player. getMarks :: Game -> [Player] getMarks game = map (\name -> game ^?! players . traverse . named name) (game ^. marks) -- | Queries whether anyone has won. hasAnyoneWon :: Game -> Bool hasAnyoneWon game = any ($ game) [ hasDullahanWon , hasFallenAngelWon , hasNecromancerWon , hasVillagersWon , hasWerewolvesWon ] -- | Queries whether the Dullahan has won. The Dullahan wins if they manage to eliminate all their -- marks. hasDullahanWon :: Game -> Bool hasDullahanWon game = has (players . dullahans . alive) game && all (is dead) (getMarks game) -- | Queries whether the Fallen Angel has won. The Fallen Angel wins if they manage to get -- themselves lynched by the Villagers. hasFallenAngelWon :: Game -> Bool hasFallenAngelWon game = game ^. fallenAngelLynched -- | Queries whether the Necromancer has won. The 'Necromancer' wins if they and their zombies are -- the only players surviving. -- -- N.B., the Jester is not considered when determining whether the 'Necromancer' has won. hasNecromancerWon :: Game -> Bool hasNecromancerWon game = not (hasEveryoneLost game) && allOf (players . traverse . alive) (\player -> any ($ player) [is necromancer, is zombie, is jester]) game -- | Queries whether the 'Villagers' have won. The 'Villagers' win if they are the only players -- surviving. -- -- N.B., the Dullahan and Fallen Angel are not considered when determining whether the 'Villagers' -- have won. hasVillagersWon :: Game -> Bool hasVillagersWon game = not (hasEveryoneLost game) && allOf (players . traverse . alive) (\player -> any ($ player) [is villager, is dullahan, is fallenAngel]) game -- | Queries whether the 'Werewolves' have won. The 'Werewolves' win if they are the only players -- surviving. hasWerewolvesWon :: Game -> Bool hasWerewolvesWon game = not (hasEveryoneLost game) && allOf (players . traverse . alive) (is werewolf) game -- | Queries whether everyone has lost. hasEveryoneLost :: Game -> Bool hasEveryoneLost = allOf (players . traverse) (is dead)