Change the representation of stats

This commit is contained in:
Emi Simpson 2023-12-06 14:57:24 -05:00
parent 69da0f1dfd
commit 70d8b0d1b0
Signed by: Emi
GPG Key ID: A12F2C2FFDC3D847
6 changed files with 166 additions and 97 deletions

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@ -3,7 +3,8 @@ module Main (main) where
import System.IO (hFlush, stdout)
import Util (note)
import GameModel (Point(..), Player(..), newBoard, BaseStats, BoardState, EnvTile (..), DieFace, bestOrWorst)
import Units.Debug (basic, freeMoveTester)
import Units.Debug (basic)
import Units.Carcass (gunwight)
import GameLogic (buildChoiceTree, ChoiceTree(..), ChoiceTree'(..), makeChoice, ctTree)
import Text.Read (readMaybe)
@ -12,7 +13,7 @@ import Control.Monad (replicateM, void)
import System.Random (randomIO)
initialPlacement :: Point -> Maybe (Player, BaseStats)
initialPlacement = flip lookup [(Point 5, (Max, basic)), (Point 0, (Max, freeMoveTester)), (Point 23, (Min, basic)), (Point 22, (Min, freeMoveTester))]
initialPlacement = flip lookup [(Point 5, (Max, basic)), (Point 0, (Max, gunwight)), (Point 23, (Min, basic)), (Point 22, (Min, gunwight))]
initialTerrain :: Point -> [EnvTile]
initialTerrain (Point 4) = [Rough]

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@ -28,6 +28,16 @@ import Lens.Micro
import Safe (atMay)
import Debug.Trace
import Mechanics (universalModifiers, globalHooks)
import Data.Monoid (Any(getAny), getSum)
-- | A version of `computeStat_` using `universalModifiers` as global modifiers
computeStat :: BoardState -> CharacterIdentifier -> Stat a -> a
computeStat = computeStat_ universalModifiers
-- | A version of `runHooks_` using `globalHooks` as the global hooks
runHooks :: Trigger -> BoardState -> BoardState
runHooks = runHooks_ globalHooks
data EngineState
= PlayerChoice Player [Choice]
@ -131,7 +141,7 @@ applyEffect StartTurn board = case (chooseCharacter board, chooseCharacter oppon
if board ^. roundNumber == 6
then board
else nextRound board
applyEffect (Event trigger) board = continue $ pushEffects (listHooks board trigger) board
applyEffect (Event trigger) board = continue $ runHooks trigger board
applyEffect (ChooseActMove cid) _ = unitChoice cid [moveFirst, actFirst]
where
moveFirst = mkChoice "Move first" [basicMove cid, ActOrMove cid, EndTurn cid]
@ -144,7 +154,7 @@ applyEffect (InitMove (ProtoMovementSpecs {..}) cid) board = continue $ case adj
Just movForced -> changeMovingUnit board cid <++ [Move (MovementSpecs {..}) cid]
Nothing -> board
where
movFree = fromMaybe (computeStat board cid FreeMove) movFree'
movFree = getAny $ computeStat board cid FreeMove
adjustedFm = case movForced' of
Nothing -> Just Nothing
Just (Right p, fmType, forcer) -> Just $ Just (p, fmType, forcer)
@ -238,7 +248,7 @@ applyEffect (ResolveAttack attacker attack defender) board = Roll actualDiceRoll
validCover = if defenderElevated then [Wall] else [Wall, Elevation]
hasCover = or $ (==) <$> validCover <*> coveringTerrain
coverBonus = if not (melee attack) && hasCover then 1 else 0
netDice = attackerDieBonus - (defenderDieBonus + coverBonus)
netDice = getSum $ attackerDieBonus - (defenderDieBonus + coverBonus)
actualDiceRolled = fromIntegral $ if netDice <= 0 then 2 else netDice
keepHighest = netDice > 0
toHit = maybe 1 getDefense defender'

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@ -56,9 +56,8 @@ module GameModel
, movL
, dfL
, armL
, hooksL
, traitsL
, actionsL
, statBonusL
, instantiate
, Character(..)
, baseStats
@ -94,7 +93,6 @@ module GameModel
, isAlive
, pushEffects
, unitPosition
, listHooks
, terrainAt
, characterAt
, adjacentUnits
@ -127,22 +125,33 @@ module GameModel
, ProtoMovementSpecs(..)
, basicMove
, forcedMove
, computeStat
, allStatsAreMonoids
, HasMonoidInstance
, Hook(..)
, hookTriggerL
, hookEffectL
, Modifier(..)
, Trait(..)
, traitNameL
, traitHooksL
, traitModifiersL
, computeStat_
, runHooks_
) where
import Util (toMaybe, dup, secondClassLensNames, (??))
import Control.Applicative (liftA2, Alternative (..))
import Control.Applicative (Alternative (..))
import Control.Arrow ((>>>), Arrow (second))
import Control.Monad (join, mfilter)
import Control.Monad (join, mfilter, zipWithM)
import Data.Ix (inRange)
import Data.List (intersperse, elemIndex)
import Data.List.NonEmpty as NonEmpty (cons, NonEmpty, singleton)
import Data.Maybe (mapMaybe, catMaybes, fromMaybe)
import Data.Maybe (mapMaybe, catMaybes)
import Numeric.Natural (Natural)
import Safe (headMay)
import Lens.Micro
import Data.Monoid (First)
import Data.Monoid (Sum, Any)
import Lens.Micro.TH (makeLenses, makeLensesWith, generateUpdateableOptics)
import Lens.Micro.Extras (preview)
import Data.Data ((:~:)(..))
@ -292,6 +301,7 @@ data Trigger
| TookDamage CharacterIdentifier
| Died CharacterIdentifier Point
| EndMove CharacterIdentifier
deriving (Eq, Show)
data OrthagonalDirection
= North
@ -519,9 +529,22 @@ otherPlayer Max = Min
otherPlayer Min = Max
data Stat a where
AttackDice :: Stat Int
DefenseDice :: Stat Int
FreeMove :: Stat Bool
AttackDice :: Stat (Sum Int)
DefenseDice :: Stat (Sum Int)
FreeMove :: Stat Any
statEq :: Stat a -> Stat b -> Maybe (a :~: b)
statEq AttackDice AttackDice = Just Refl
statEq DefenseDice DefenseDice = Just Refl
statEq FreeMove FreeMove = Just Refl
statEq _ _ = Nothing
data HasMonoidInstance a = forall m. Monoid m => HasMonoidInstance (a :~: m)
allStatsAreMonoids :: Stat a -> HasMonoidInstance a
allStatsAreMonoids AttackDice = HasMonoidInstance Refl
allStatsAreMonoids DefenseDice = HasMonoidInstance Refl
allStatsAreMonoids FreeMove = HasMonoidInstance Refl
data BaseStats = BaseStats
{ name :: String
@ -529,9 +552,36 @@ data BaseStats = BaseStats
, mov :: Natural
, df :: DieFace
, arm :: Armor
, hooks :: BoardState -> CharacterIdentifier -> Trigger -> [Effect]
, traits :: [Trait]
, actions :: [CharacterIdentifier -> Choice]
, statBonus :: forall a. BoardState -> CharacterIdentifier -> Stat a -> a
}
-- | Some effect which is activated by some trigger event
data Hook h = Hook
{ hookTrigger :: Trigger -- ^ The trigger which should activate this effect
-- | What this effect does. Recieves board & this character's CID
, hookEffect :: BoardState -> h
}
-- | A modifier which conditionally affects thet value of some stat for a unit
data Modifier = forall a. Monoid a => Modifier
{ modifierStat :: Stat a -- ^ Which stat this modifier effects
-- | What the effects of this modifier are
, modifierEffect :: BoardState -> CharacterIdentifier -> a
}
queryModifier :: BoardState -> CharacterIdentifier -> Stat a -> Modifier -> a
queryModifier board cid queryStat (Modifier {..}) = case queryStat `statEq` modifierStat of
Just Refl -> modifierEffect board cid
Nothing -> case allStatsAreMonoids queryStat of HasMonoidInstance Refl -> mempty
-- | A passive trait on a unit
-- Can affect a unit or surrounding units by directly and conditionally modifying that
-- units stats, or by running certain 'Effect's on a given trigger
data Trait = Trait
{ traitName :: String -- ^ The name of this trait, e.g. "Formation"
, traitHooks :: [Hook (CharacterIdentifier -> [Effect])] -- ^ Any hooks which this trait needs
, traitModifiers :: [Modifier] -- ^ Any modifiers this trait imposes
}
instance Show BaseStats where
@ -645,6 +695,10 @@ makeLensesWith (secondClassLensNames & generateUpdateableOptics .~ False) ''Base
makeLensesWith secondClassLensNames ''MovementSpecs
makeLensesWith secondClassLensNames ''Hook
makeLensesWith secondClassLensNames ''Trait
instantiate :: BaseStats -> Character
instantiate stats = Character stats False noTokens & tokenCount . ofToken Health .~ hp stats
@ -682,18 +736,39 @@ untapped = not . _movedThisRound
untap :: Character -> Character
untap = movedThisRound .~ False
computeStat :: BoardState -> CharacterIdentifier -> Stat a -> a
computeStat board cid stat = case stat of
AttackDice -> 1 + elevationBonus + fromMaybe 0 specialtyBonus
DefenseDice -> 0 + elevationBonus + fromMaybe 0 specialtyBonus
FreeMove -> fromMaybe False specialtyBonus
-- | Compute a stat for a unit by accumulating the modifiers for the stat in all places
--
-- This includes so called global modifiers, but in order to keep game rules seperate from
-- the model, global modifiers must be provided as the first argument.
computeStat_ :: [Modifier] -> BoardState -> CharacterIdentifier -> Stat a -> a
computeStat_ globalModifiers board cid stat = case allStatsAreMonoids stat of
HasMonoidInstance Refl ->
let
queryStatsL = each . to (queryModifier board cid stat)
globalBonus = globalModifiers ^. queryStatsL
traitBonus = board ^. ixCharacter cid . baseStats . traitsL . each . traitModifiersL . queryStatsL
in globalBonus <> traitBonus
-- | Activate all of the relevant hooks on the board
--
-- Searches through all hooks in traits and global hooks, accumulates all their effects,
-- then adds all the resulting effects to the effect stack. Similar to `computeStat_`,
-- this is additionall searches so called global hooks, but only recognizes global hooks
-- passed as an argument.
runHooks_ :: [Hook [Effect]] -> Trigger -> BoardState -> BoardState
runHooks_ globalHooks trigger board = board <++ characterEffects <++ globalEffects
where
statBonuses = ixCharacter cid . baseStats . statBonusL
specialtyBonus = case board ^? statBonuses of
Just statB -> Just $ statB board cid stat
Nothing -> Nothing
elevationBonus :: Int
elevationBonus = if isElevated board cid then 1 else 0
filterActivatedL :: Traversal' (Hook a) (Hook a)
filterActivatedL = filtered ((==trigger) . hookTrigger)
unitHooksL :: SimpleFold Character (BoardState -> CharacterIdentifier -> [Effect])
unitHooksL = baseStats . traitsL . each . traitHooksL . each . filterActivatedL . hookEffectL
charRunHooks :: (CharacterIdentifier, Character) -> [Effect]
charRunHooks (cid, c) =
(c ^. unitHooksL) board cid
characterEffects :: [Effect]
characterEffects = board ^. enumerateUnits . to charRunHooks
globalEffects :: [Effect]
globalEffects = (globalHooks ^. each . filterActivatedL . hookEffectL) board
instance Show BoardState where
show board = join (intersperse "\n" showTiles) ++ '\n':showRound ++ "\n" ++ showCharacters
@ -893,12 +968,6 @@ unitPosition (BoardState {_tiles}) cid = headMay $ catMaybes $ zipWith aux [0..]
| potentialCid == Just cid = Just $ Point p
| otherwise = Nothing
listHooks :: BoardState -> Trigger -> [Effect]
listHooks boardState = mconcat <$> traverse characterHooks (boardState ^.. enumerateUnits)
where
characterHooks :: (CharacterIdentifier, Character) -> Trigger -> [Effect]
characterHooks (cid, c) = hooks (_baseStats c) boardState cid
atPoint :: Point -> Traversal' BoardState (Maybe CharacterIdentifier, [EnvTile])
atPoint p = tiles . ixp p
where

32
src/Mechanics.hs Normal file
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@ -0,0 +1,32 @@
module Mechanics
( universalModifiers
, globalHooks
)
where
import GameModel
(BoardState, CharacterIdentifier, Modifier (..), Stat (..), isElevated, Hook, Effect)
import Data.Monoid (Sum)
universalModifiers :: [Modifier]
universalModifiers =
[ elevationBonus AttackDice
, elevationBonus DefenseDice
, attackDiceBase
]
elevationBonus :: Stat (Sum Int) -> Modifier
elevationBonus modifierStat = Modifier {..}
where
modifierEffect :: BoardState -> CharacterIdentifier -> Sum Int
modifierEffect board cid = if isElevated board cid then 1 else 0
attackDiceBase :: Modifier
attackDiceBase = Modifier {..}
where
modifierStat = AttackDice
modifierEffect = const $ const 1
globalHooks :: [Hook [Effect]]
globalHooks = []

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@ -15,6 +15,8 @@ import GameModel
, Stat(..)
, Token(..)
, Trigger(..)
, Trait(..)
, Modifier(..)
)
import Units.Components
( AttackT(..)
@ -29,17 +31,10 @@ gunwight = BaseStats
, mov = 2
, df = 4
, arm = NoArmor
, hooks = gunwightHooks
, actions = gunwightActions
, statBonus = gunwightStatBonuses
, traits = [formation]
}
gunwightHooks :: BoardState -> CharacterIdentifier -> Trigger -> [Effect]
gunwightHooks board cid TurnStart = []
gunwightHooks board cid (TookDamage _) = []
gunwightHooks board cid (Died _ _) = []
gunwightHooks board cid (EndMove _) = []
gunwightActions :: [CharacterIdentifier -> Choice]
gunwightActions =
[ buildAttack $ AttackT
@ -64,7 +59,15 @@ gunwightActions =
}
]
gunwightStatBonuses :: BoardState -> CharacterIdentifier -> Stat a -> a
gunwightStatBonuses board cid AttackDice = if adjacentAllies board cid /= Just [] then 1 else 0
gunwightStatBonuses _ _ DefenseDice = 0
gunwightStatBonuses _ _ FreeMove = False
formation :: Trait
formation = Trait
{ traitName = "Formation"
, traitHooks = []
, traitModifiers = [formationModifier]
}
where
formationF board cid = if adjacentAllies board cid /= Just [] then 1 else 0
formationModifier = Modifier
{ modifierStat = AttackDice
, modifierEffect = formationF
}

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@ -1,21 +1,17 @@
module Units.Debug
( basic
, freeMoveTester)
)
where
import GameModel
( Armor(..)
, BaseStats(..)
, BoardState
, CharacterIdentifier
, Choice
, DamageType(..)
, Effect(..)
, Stat(..)
, Token(..)
, Trigger(..), ixCharacter, tokenCount, ofToken
, forcedMove, ForcedMoveType (Pull), Player (..)
)
import Units.Components
( AttackT(..)
, anyTarget
@ -23,7 +19,6 @@ import Units.Components
, SelfAbilityT(..)
, mkSelfAbility, inflictTokens, pull, push
)
import Lens.Micro
basic :: BaseStats
basic = BaseStats
@ -32,17 +27,10 @@ basic = BaseStats
, mov = 4
, df = 4
, arm = NoArmor
, hooks = basicHooks
, actions = basicActions
, statBonus = basicStatBonuses
, traits = []
}
basicHooks :: BoardState -> CharacterIdentifier -> Trigger -> [Effect]
basicHooks _ _ TurnStart = []
basicHooks _ _ (TookDamage _) = []
basicHooks _ _ (Died _ _) = []
basicHooks _ _ (EndMove _) = []
basicActions :: [CharacterIdentifier -> Choice]
basicActions =
[ buildAttack $ AttackT
@ -117,38 +105,4 @@ basicActions =
{ tName = "Get String"
, tEffects = [inflictTokens StrWeak 1]
}
]
basicStatBonuses :: BoardState -> CharacterIdentifier -> Stat a -> a
basicStatBonuses _ _ AttackDice = 0
basicStatBonuses _ _ DefenseDice = 0
basicStatBonuses _ _ FreeMove = False
freeMoveTester :: BaseStats
freeMoveTester = BaseStats
{ name = "Free Move Debug Unit"
, hp = 4
, mov = 4
, df = 1
, arm = NoArmor
, hooks = freeMoveHooks
, actions = freeMoveActions
, statBonus = freeMoveStatBonuses
}
freeMoveHooks :: BoardState -> CharacterIdentifier -> Trigger -> [Effect]
freeMoveHooks _ _ TurnStart = []
freeMoveHooks _ _ (TookDamage _) = []
freeMoveHooks _ _ (Died _ _) = []
freeMoveHooks _ _ (EndMove _) = []
freeMoveActions :: [CharacterIdentifier -> Choice]
freeMoveActions =
[
]
freeMoveStatBonuses :: BoardState -> CharacterIdentifier -> Stat a -> a
freeMoveStatBonuses _ _ AttackDice = 0
freeMoveStatBonuses _ _ DefenseDice = 0
freeMoveStatBonuses board cid FreeMove = -- Has free movement when below max health
maybe True (<4) $ board ^? ixCharacter cid . tokenCount . ofToken Health
]