| Copyright | (c) Henry J. Wylde, 2016 |
|---|---|
| License | BSD3 |
| Maintainer | public@hjwylde.com |
| Safe Haskell | None |
| Language | Haskell2010 |
Game.Werewolf.Game
Contents
Description
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 (see Game.Werewolf.Command). Thus, this module
defines the Game data structure and any fields required to keep track of the current state.
It also has a few additional functions for manipulating and querying the game state.
- data Game
- stage :: Lens' Game Stage
- round :: Lens' Game Int
- players :: Lens' Game [Player]
- events :: Lens' Game [Event]
- boots :: Lens' Game (Map Text [Text])
- passes :: Lens' Game [Text]
- allegianceChosen :: Lens' Game (Maybe Allegiance)
- allowedVoters :: Lens' Game [Text]
- heal :: Lens' Game Bool
- healUsed :: Lens' Game Bool
- jesterRevealed :: Lens' Game Bool
- poison :: Lens' Game (Maybe Text)
- poisonUsed :: Lens' Game Bool
- priorProtect :: Lens' Game (Maybe Text)
- protect :: Lens' Game (Maybe Text)
- roleModel :: Lens' Game (Maybe Text)
- scapegoatBlamed :: Lens' Game Bool
- see :: Lens' Game (Maybe Text)
- votes :: Lens' Game (Map Text Text)
- data Stage
- _DevotedServantsTurn :: Prism' Stage ()
- _FerinasGrunt :: Prism' Stage ()
- _GameOver :: Prism' Stage ()
- _Lynching :: Prism' Stage ()
- _ProtectorsTurn :: Prism' Stage ()
- _ScapegoatsTurn :: Prism' Stage ()
- _SeersTurn :: Prism' Stage ()
- _Sunrise :: Prism' Stage ()
- _Sunset :: Prism' Stage ()
- _VillagesTurn :: Prism' Stage ()
- _WerewolvesTurn :: Prism' Stage ()
- _WildChildsTurn :: Prism' Stage ()
- _WitchsTurn :: Prism' Stage ()
- _WolfHoundsTurn :: Prism' Stage ()
- allStages :: [Stage]
- stageCycle :: [Stage]
- stageAvailable :: Game -> Stage -> Bool
- data Event
- _DevourEvent :: Prism' Event Text
- _NoDevourEvent :: Prism' Event ()
- _PoisonEvent :: Prism' Event Text
- newGame :: [Player] -> Game
- killPlayer :: Text -> Game -> Game
- getAllowedVoters :: Game -> [Player]
- getPendingVoters :: Game -> [Player]
- getVoteResult :: Game -> [Player]
- isFirstRound :: Game -> Bool
- doesPlayerExist :: Text -> Game -> Bool
- hasAnyoneWon :: Game -> Bool
- hasAngelWon :: Game -> Bool
- hasVillagersWon :: Game -> Bool
- hasWerewolvesWon :: Game -> Bool
Game
There are a few key pieces of information that a game always needs to hold. These are:
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 Wild-child's roleModel).
In order to advance a game's state, a Command from a user needs to be
received. Afterwards the following steps should be performed:
applytheCommand.- run
checkStage. - run
checkGameOver.
checkStage will perform any additional checks and manipulations to the
game state before advancing the game's stage. It also runs any relevant events.
checkGameOver will check to see if any of the win conditions are met and
if so, advance the game's stage to GameOver.
allowedVoters :: Lens' Game [Text] Source
Most of these are fairly self-sufficient (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.
_FerinasGrunt :: Prism' Stage () Source
_ProtectorsTurn :: Prism' Stage () Source
_ScapegoatsTurn :: Prism' Stage () Source
_SeersTurn :: Prism' Stage () Source
_VillagesTurn :: Prism' Stage () Source
_WerewolvesTurn :: Prism' Stage () Source
_WildChildsTurn :: Prism' Stage () Source
_WitchsTurn :: Prism' Stage () Source
_WolfHoundsTurn :: Prism' Stage () Source
stageCycle :: [Stage] Source
An infinite cycle of all Stages in the order that they should occur.
stageAvailable :: Game -> Stage -> Bool Source
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 Angel is in play, then
the VillagesTurn is available on the first day rather than only after the first night.
Events occur after a Stage is advanced. This is automatically handled in
checkStage, while an event's specific behaviour is defined by
eventAvailable and applyEvent.
For the most part events are used to allow something to happen on a Stage different to when
it was triggered. E.g., the DeovurEvent occurs after the village wakes up rather than when
the Werewolves' vote, this gives the Witch a chance to heal the victim.
Constructors
| DevourEvent Text | Werewolves |
| NoDevourEvent | Protector, Werewolves and Witch |
| PoisonEvent Text | Witch |
_NoDevourEvent :: Prism' Event () Source
Manipulations
killPlayer :: Text -> Game -> Game Source
Kills the given player! This function should be used carefully as it doesn't clear any state
that the player's role may use. If you're after just removing a player from a game for a test,
try using a quitCommand instead.
Searches
getAllowedVoters :: Game -> [Player] Source
Gets all the allowedVoters in a game (which is names only) and maps them to their player.
getPendingVoters :: Game -> [Player] Source
Gets all Alive players that have yet to vote.
getVoteResult :: Game -> [Player] Source
Gets all players that had the highest vote count. This could be 1 or more players depending on whether the votes were in conflict.
Queries
isFirstRound :: Game -> Bool Source
isFirstRoundgame = game ^.round== 0
doesPlayerExist :: Text -> Game -> Bool Source
Queries whether the player is in the game.
hasAnyoneWon :: Game -> Bool Source
Queries whether anyone has won.
hasAngelWon :: Game -> Bool Source
Queries whether the Angel has won. The Angel wins if they manage to get themselves killed on the first round.
N.B., we check that the Angel isn't a villager as the Angel's role is altered if they don't
win.
hasVillagersWon :: Game -> Bool Source
hasWerewolvesWon :: Game -> Bool Source
Queries whether the Werewolves have won. The Werewolves win if they are the only players
surviving.