Dovin
A proof assistant for Possibility
Storm-style Magic: The Gathering puzzles.
He has an innate talent, heightened by magic, that allows him to clearly see
the flaws in any system or machine. After mere moments of scrutiny, Dovin can
provide a complete analysis, noting a particular machine's weaknesses,
highlighting its shortcomings, and predicting with startling accuracy exactly
how and when it will fail. --- Dovin Baan, Planeswalker
It provides a haskell DSL for expressing Magic actions, with tracking of life
and other counters and validation of pre- and post- conditions. For example, if
you try to tap a permanent that is already tapped, it will error. Or if you try
to target a creature with hexproof. It can also track state-based effects, such
as "all creatures get +1/+1" or "other creatures gain hexproof".
It does not try to provide a full ruleset implementation, instead it's more
akin to letting you lay out cards and counters in front of you and manipulate
them as you would in a real game of paper magic.
I've only added actions "as needed" to solve problems, so the built-in
functions are rather incomplete right now. It is straightforward to add more
though. See src/Dovin/V3.hs in conjuction with src/Dovin/Actions.hs.
Example
module Solutions.Example where
import Dovin
solution :: GameMonad ()
solution = do
step "Initial state" $ do
as Opponent $ setLife 3
withLocation Hand $ addInstant "Plummet"
withLocation Play $ do
addLands 2 "Forest"
as Opponent $ do
withLocation Play $ do
withAttributes [flying, token] $ addCreature (4, 4) "Angel"
withAttributes [flying]
$ withEffect
(matchOtherCreatures <$> askSelf)
[ effectAddAbility hexproof
]
"Other creatures gain hexproof"
$ addCreature (3, 4) "Shalai, Voice of Plenty"
step "Plummet to destroy Shalai" $ do
tapForMana "G" (numbered 1 "Forest")
tapForMana "G" (numbered 2 "Forest")
cast "1G" "Plummet"
resolve "Plummet"
with "Shalai, Voice of Plenty" $ \enemy -> do
target enemy
validate (matchAttribute flying) enemy
destroy enemy
formatter :: Step -> Formatter
formatter step = case view stepNumber step of
1 -> manaFormatter
<> cardFormatter "opponent creatures" (matchLocation (Opponent, Play))
_ -> boardFormatter
manaFormatter = attributeFormatter $ do
attribute "availble mana" $
countCards (matchAttribute land <> missingAttribute tapped)
run uses the supplied formatter to print out the board state at each step:
1. Initial state
(Active,Hand):
Plummet (instant)
(Active,Play):
Forest 1 (land)
Forest 2 (land)
(Opponent,Play):
Angel (creature,flying,hexproof,token) (4/4, 0)
Shalai, Voice of Plenty (creature,flying) (3/4, 0)
2. Plummet to destroy Shalai
availble mana: 0
opponent creatures:
Angel (creature,flying,token) (4/4, 0)
Solutions Index
See src/Solutions for more extensive usage (spoiler alert: these are
solutions for published Possibility Storm puzzles!)
Dominaria5 uses a planeswalker.
RivalsOfIxalan7 uses withEffect to model exert
effects, and shows how to verify multiple blocking scenarios.
Core19_9 has a fancy formatter to correctly track how much
mana is available when working with Powerstone Shard, as well as spell
tracking for Aetherflux Reservoir.
GuildsOfRavnicaPre2 uses forCards to model undergrowth
for a Rhizome Lurcher.
GuildsOfRavnica1 uses mentor.
GuildsOfRavnica3 uses a sacrifice wrapper to repeatedly
create treasure tokens.
GuildsOfRavnica8 shows using counters to correctly track
Muldrotha, the Gravetide usage.
GuildsOfRavnica9 handles storm.
ExplorersOfIxalanContest handles some pretty weird damage
interactions.
UltimateMasters shows how to track opponent actions.
ChannelFireball automatically calculates High Tide mana.
WarOfTheSpark2 shows how to define effects that depend on attributes of
other cards.
Development
bin/dev # Launch an interactive REPL
bin/test # Runs all tests and lints
bin/test-repl # Run tests from interactive REPL (use `main`)
bin/run # Runs all solutions
New actions go into Dovin.Actions. They must:
- Be unit tested.
- Be documented.
- The primary target card of an action should be the final parameter.