Safe Haskell | None |
---|---|
Language | Haskell2010 |
Actions correspond to things you can do in Magic. They progress the state
machine while verifying applicable properties. The all run inside a
GameMonad
.
Actions will modify the state as specified by the effects listed in their documentation. If any of the validation steps fail away, the proof will fail. Actions are not atomic: if one fails, some effects may have already been applied.
Synopsis
- step :: String -> GameMonad a -> GameMonad a
- fork :: String -> GameMonad () -> GameMonad ()
- cast :: ManaPool -> CardName -> GameMonad ()
- castFromLocation :: CardLocation -> ManaPool -> CardName -> GameMonad ()
- counter :: CardName -> GameMonad ()
- flashback :: ManaPool -> CardName -> GameMonad ()
- jumpstart :: ManaPool -> CardName -> CardName -> GameMonad ()
- resolve :: CardName -> GameMonad ()
- resolveTop :: GameMonad ()
- resolveMentor :: CardName -> CardName -> ExceptT String (ReaderT Env (StateT Board (WriterT [Step] Identity))) ()
- splice :: CardName -> ManaString -> CardName -> GameMonad ()
- tapForMana :: ManaString -> CardName -> GameMonad ()
- target :: CardName -> GameMonad ()
- targetInLocation :: CardLocation -> CardName -> GameMonad ()
- activate :: CardName -> ManaPool -> CardName -> GameMonad ()
- activatePlaneswalker :: CardName -> Int -> CardName -> GameMonad ()
- addEffect :: LayeredEffectPart -> CardName -> GameMonad ()
- attackWith :: [CardName] -> GameMonad ()
- combatDamage :: [CardName] -> CardName -> GameMonad ()
- copySpell :: CardName -> CardName -> ExceptT String (ReaderT Env (StateT Board (WriterT [Step] Identity))) ()
- damage :: (Card -> Int) -> Target -> CardName -> GameMonad ()
- destroy :: CardName -> GameMonad ()
- discard :: CardName -> GameMonad ()
- exert :: CardName -> GameMonad ()
- exile :: CardName -> GameMonad ()
- fight :: CardName -> CardName -> GameMonad ()
- gainLife :: Int -> GameMonad ()
- loseLife :: Int -> GameMonad ()
- modifyStrength :: (Int, Int) -> CardName -> GameMonad ()
- moveTo :: Location -> CardName -> GameMonad ()
- sacrifice :: CardName -> GameMonad ()
- setLife :: Int -> GameMonad ()
- transitionTo :: Phase -> GameMonad ()
- transitionToForced :: Phase -> GameMonad ()
- trigger :: CardName -> CardName -> GameMonad ()
- triggerMentor :: CardName -> CardName -> GameMonad ()
- with :: CardName -> (CardName -> GameMonad ()) -> GameMonad ()
- validate :: CardMatcher -> CardName -> GameMonad ()
- validateCanCastSorcery :: GameMonad ()
- validateLife :: Int -> Player -> GameMonad ()
- validatePhase :: Phase -> GameMonad ()
- validateRemoved :: CardName -> GameMonad ()
- runStateBasedActions :: GameMonad ()
- withStateBasedActions :: GameMonad a -> GameMonad a
- addMana :: ManaString -> GameMonad ()
- move :: CardLocation -> CardLocation -> CardName -> GameMonad ()
- remove :: CardName -> GameMonad ()
- spendMana :: ManaString -> GameMonad ()
- tap :: CardName -> GameMonad ()
- untap :: CardName -> GameMonad ()
Documentation
step :: String -> GameMonad a -> GameMonad a Source #
Define a high-level step in the proof. A proof typically consists on
multiple steps. Each step is a human-readable description, then a definition
of that step using actions. If a step fails, no subsequent steps will be
run. runStateBasedActions
is implicitly called at the end of each step.
Nested step
invocations execute the nested action but have no other
effects - generally they should be avoided.
fork :: String -> GameMonad () -> GameMonad () Source #
Branch off a labeled alternate line. Steps inside the fork will be reported at the end of the main line output.
Casting
cast :: ManaPool -> CardName -> GameMonad () Source #
Casts a card from actor's hand. See castFromLocation
for specification.
cast "R" "Shock"
- Validates
- Card exists in hand.
castFromLocation :: CardLocation -> ManaPool -> CardName -> GameMonad () Source #
Move a card to the stack, spending the specified mana. If not tracking
mana, use the empty string to cast for no mana. Typically you will want to
resolve
after casting. For the common case of casting from hand, see
cast
. See spendMana
for additional mana validations and effects.
castFromLocation "1B" "Oathsworn Vampire" >> resolveTop
- Validates
- Card exists in location.
- If not an instant or has flash, see
validateCanCastSorcery
for extra validations.
- Effects
counter :: CardName -> GameMonad () Source #
Remove a spell from the stack.
counter "Shock"
- Validates
- Card is on stack.
- Card is not a triggered or activated ability.
- Effects
- Card is moved to graveyard. (See
move
for alternate effects.)
flashback :: ManaPool -> CardName -> GameMonad () Source #
Cast a card from actor's graveyard, exiling it when it leaves
the stack. See castFromLocation
for further specification.
flashback "R" "Shock"
Does not validate whether the card actually has a flashback cost. If important, use a wrapper function in your solution:
flashbackSnapped mana castName = do validate (matchAttribute "snapcastered") castName flashback mana castName
- Validates
- Card is in actor's graveyard.
- Effects
- Card gains
exileWhenLeaveStack
.
jumpstart :: ManaPool -> CardName -> CardName -> GameMonad () Source #
Cast a card from active player's graveyard, discarding a card in
addition to its mana cost, exiling it when it leaves the stack. See
castFromLocation
for further specification.
jumpstart "R" "Mountain" "Shock"
- Validates
- Card is in actor's graveyard.
- Discard card is in actor's hand.
- Effects
- Card gains
exileWhenLeaveStack
. - Discard card moved to graveyard.
resolve :: CardName -> GameMonad () Source #
Resolves a card on the stack.
cast "R" "Shock" >> resolve "Shock"
- Validates
- Stack is not empty.
- Card is on top of stack.
- Effects
- See
resolveTop
.
- See
resolveTop :: GameMonad () Source #
Resolves the top card of the stack. Use this for simple cast-and-resolve
scenarios. For more complicated stack states, prefer resolve
with a named
spell to ensure the expected one is resolving.
- Validates
- Stack is not empty.
- Effects
- If spell, move card to graveyard of owner.
- If permanent, move card to play area of owner.
- If trigger, remove card.
- See
move
for possible alternate effects, depending on card attributes.
resolveMentor :: CardName -> CardName -> ExceptT String (ReaderT Env (StateT Board (WriterT [Step] Identity))) () Source #
Resolves a trigger created by triggerMentor
. Adds +1/+1 to target card
if still a valid mentor target.
resolveMentor "Goblin 1" "Legion Warboss"
- Validates
- Mentor trigger is top of stack.
- Target card is attacking.
- Target card has less power than source card.
- Effects
- Target card gets +1/+1.
- Trigger is removed from top of stack.
tapForMana :: ManaString -> CardName -> GameMonad () Source #
targetInLocation :: CardLocation -> CardName -> GameMonad () Source #
Target a card in a non-play location.
- Validates
- Card is in zone.
Uncategorized
activate :: CardName -> ManaPool -> CardName -> GameMonad () Source #
Activate an ability of a permanent. See spendMana
for additional mana
validations and effects. Typically you will want to resolve
after
activating.
activate "Create Soldier" "3W" "Dawn of Hope" >> resolveTop
- Validates
- Card is in play or graveyard.
- Card is controlled by actor.
- Effects
- A card with
activated
is added to stack.
activatePlaneswalker :: CardName -> Int -> CardName -> GameMonad () Source #
Activate a loyalty ability of a planeswalker. Typically you will want to
resolve
after activating.
activatePlaneswalker2 "Get a card" (-1) "Karn, Scion of Urza" >> resolveTop
- Validates
- Card is in play.
- Card has enough loyalty.
- Effects
- Card loyalty is adjusted.
See activate
for additional validations and effects.
addEffect :: LayeredEffectPart -> CardName -> GameMonad () Source #
Adds an "until end of turn" effect to a card. Note in practice, since turns aren't modeled, the effect will stay around until the end of the solution.
addEffect (effectPTSet 1 1) "Soldier"
- Effects
- Adds a new "until end of turn" effect to the card with the current timestamp.
attackWith :: [CardName] -> GameMonad () Source #
Start an attack with the given creatures.
attackWith ["Fanatical Firebrand"]
- Validates
- Cards are in play.
- Cards have
creature
attribute. - Cards either have
haste
or are missingsummoned
. - Cards do not have
defender
.
- Effects
- Cards become tapped, unless they have
vigilance
. - Cards gain
attacking
attribute. - Transitions to
DeclareAttackers
step.
combatDamage :: [CardName] -> CardName -> GameMonad () Source #
Apply combat damage between an attacker and blockers, using a simple
damage assignment algorithm. For more complex assignments, use damage
directly.
combatDamage ["Spirit 1", "Spirit 2"] "Angel"
See damage
for other validations and effects.
- Validates
- Attacker has attribute
attacking
. - Attacker and blockers are in play.
- Attacker controlled by current actor.
- Blockers have attribute
creature
.
- Effects
- Damage is dealt to blockers in order given, with the final blocker receiving any left over damage.
- If no blockers, damage is dealt to opposing player.
- If attacker has
trample
, any remaining damage is dealt to opposing player.
copySpell :: CardName -> CardName -> ExceptT String (ReaderT Env (StateT Board (WriterT [Step] Identity))) () Source #
Copy a spell on the stack, adding it to top of stack.
copySpell "Snap Copy" "Snap"
- Validates
- Card is on stack.
- Effects
- New card is on top of stack.
:: (Card -> Int) | A function that returns the amount of damage to apply, given the source card. |
-> Target | Target to apply damage to |
-> CardName | Source card |
-> GameMonad () |
Applies damage from a source to a target.
damage (const 2) (targetPlayer Opponent) "Shock"
- Validates
- Source exists.
- Damage is not less than zero.
- If targeting a card, target is in play and is either a creature or a planeswalker.
- Effects
- Adds damage to the target.
- If target is a planeswalker, remove loyalty counters instead.
- If source has
deathtouch
and target is a creature and damage is non-zero, adddeathtouched
attribute to target. - If source has
lifelink
, controller of source gains life equal to damage dealt. - Note
runStateBasedActions
handles actual destruction (if applicable) of creatures and planeswalkers.
destroy :: CardName -> GameMonad () Source #
Destroy a permanent.
- Validates
- Card is in play.
- Card is not
indestructible
- Effects
- Card is moved to graveyard. See
move
for possible alternate effects.
discard :: CardName -> GameMonad () Source #
Discard a card from the active player's hand.
discard "Mountain"
- Validates
- Card exists in active player's hand.
- Effects
- Card moved to graveyard.
exert :: CardName -> GameMonad () Source #
Exert a card. Works best when card has an associated effect that applies
when exerted
attribute is present.
withAttributes [flying] $ withEffect (matchInPlay <> matchAttribute exerted) ( matchLocation . view cardLocation <> const (matchAttribute creature) ) (pure . over cardStrengthModifier (mkStrength (1, 1) <>)) $ addCreature (2, 2) "Tah-Crop Elite" attackWith ["Tah-Crop Elite"] exert "Tah-Crop Elite"
- Validates
- Card has
tapped
attribute.
- Effects
- Card gains
exerted
attribute.
fight :: CardName -> CardName -> GameMonad () Source #
Have one card fight another (each deals damage to the other).
- Validates
- Card is in play.
- Card is a creature.
- Effects
- Each card has damage dealt to it equal to the other's power. A creature fighting itself will take twice its power in damage.
- Note
runStateBasedActions
handles actual destruction (if applicable) of creatures.
gainLife :: Int -> GameMonad () Source #
Increments life total for current actor.
as Opponent $ gainLife 1
- Effects
- Increases life total by amount
loseLife :: Int -> GameMonad () Source #
Decrements life total for current actor.
as Opponent $ loseLife 1
- Effects
- Decreases life total by amount
modifyStrength :: (Int, Int) -> CardName -> GameMonad () Source #
Modify the strength of a card in play. It will be reset to base when the card leaves play.
modifyStrength (-2, -2) "Soldier"
- Validates
- Card is in play.
- Card is a creature.
- Effects
- Changes the strength modifier for the card.
moveTo :: Location -> CardName -> GameMonad () Source #
Move card to location with same controller.
moveTo Graveyard "Forest"
- Validates
- Card exists.
- Effects
- Card is moved to location.
- See
move
for possible alternate effects, depending on card
sacrifice :: CardName -> GameMonad () Source #
Sacrifice a permanent.
sacrifice "Soldier"
- Validates
- Permanent controlled by current actor.
- Permanent is in play.
- Effects
- Card is moved to graveyard. See
move
for possible alternate effects.
setLife :: Int -> GameMonad () Source #
Sets life total for current actor.
as Opponent $ setLife 1
- Effects
- Sets life total to amount
transitionTo :: Phase -> GameMonad () Source #
Transition to a new game phase or step.
transitionTo DeclareAttackers
- Validates
- The new phase would occur after the current phase in a normal turn.
- Effects
- Empty the mana pool.
- Transition to new phase.
transitionToForced :: Phase -> GameMonad () Source #
Equivalent to transitionTo
except it skips all validation. Useful when
an effect has modified the normal order of phases, such as adding an extra
combat step.
triggerMentor :: CardName -> CardName -> GameMonad () Source #
Triggers a mentor effect from an attacking creature, targeting another
attacking creature with lesser power. Typically you will want to
resolveMentor
after triggering.
triggerMentor "Goblin 1" "Legion Warboss"
- Validates
- Source card has attacking and mentor attributes.
- Target card is attacking.
- Target card has less power than source card.
- Effects
- A triggered card is placed on the stack.
with :: CardName -> (CardName -> GameMonad ()) -> GameMonad () Source #
Helper function to provide a scoped let.
with "Angel" $ \cn -> target cn >> destroy cn
Validations
validate :: CardMatcher -> CardName -> GameMonad () Source #
Validate that a card matches a matcher.
validate (matchAttribute "pirate") "Angrath's Marauders"
- Validates
- Card matches matcher.
validateCanCastSorcery :: GameMonad () Source #
Validates that a sorcery is able to be cast.
- Validates
- Stack is empty.
- In a main phase.
validateLife :: Int -> Player -> GameMonad () Source #
Validates a player has a specific life total.
validateLife 0 Opponent
- Validates
- Player life equals amount.
validatePhase :: Phase -> GameMonad () Source #
Validates that the game is in a particular phase.
validatePhase BeginCombat
- Validates
- Game is in the given phase.
validateRemoved :: CardName -> GameMonad () Source #
Validates that a card is no longer present in the game. Particularly helpful for checking destruction of tokens.
validateRemoved "Angel"
- Validates
- Name does not refer to a card.
State-based Actions
Fine-grained control over when state-based actions are run. By default,
all actions will runStateBasedEffects
on completion, so most of the time
you don't need to use these functions explicitly.
runStateBasedActions :: GameMonad () Source #
Run state-based actions. These include:
- If a creature does not have
indestructible
, and has damage exceeding toughess ordeathtouched
attribute, destroy it. - If a card is a
token
and is not in play, remove it. - If a card is a
copy
and is not on the stack, remove it.
These are run implicitly at the end of each step
, so it's not usually
needed to call this explicitly. Even then, using withStateBasedActions
is
usually preferred.
Running state-based actions can in turn trigger more state-based actions. This method loops until no more are generated, which has the potential for non-termination for pathological game states.
withStateBasedActions :: GameMonad a -> GameMonad a Source #
Pause running of state-based actions for the duration of the action, running them at the end.
Low-level
These actions provide low-level control over the game. Where possible, try to use the more descriptive higher-level actions.
addMana :: ManaString -> GameMonad () Source #
Add mana to actor's mana pool.
addMana "2RG"
- Validates
- Mana specification is valid.
- Effects
- Mana pool is increased.
move :: CardLocation -> CardLocation -> CardName -> GameMonad () Source #
Move a card from one location to another.
move (Opponent, Play) (Active, Play) "Angel"
- Validates
- Card exists in source location.
- Destination is not stack (use a
cast
variant instead). - Destination does not match source.
- If card has
token
attribute, source is in play. (Removing token once they have left play is handled byrunStateBasedActions
.) - If card has
copy
attribute, source is the stack. (Removing token once they have left play is handled byrunStateBasedActions
.)
- Effects
- Card moved to destination location.
- If card is leaving play, remove all damage, counters, and gained attributes.
- If card has
exileWhenLeaveStack
attribute, move to exile and removeexileWhenLeaveStack
instead. - If card has
undying
, is moving from play to graveyard, and has no +1/+1 counters, add a +1/+1 counter instead. (Note: undying should move card to graveyard then back to play for owner, but since neither triggers nor owner tracking are implemented, this simplification is valid.) - If card is entering play or changing controller, add
summoned
attribute.
spendMana :: ManaString -> GameMonad () Source #
Remove mana from the pool. Colored mana will be removed first, then extra mana of any type will be removed to match the colorless required.
spendMana "2RG"
- Validates
- Mana specification is valid.
- Sufficient mana exists in pool.
- Effects
- Mana pool is reduced.