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 System.IO (hFlush, stdout)
import Util (note) import Util (note)
import GameModel (Point(..), Player(..), newBoard, BaseStats, BoardState, EnvTile (..), DieFace, bestOrWorst) 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 GameLogic (buildChoiceTree, ChoiceTree(..), ChoiceTree'(..), makeChoice, ctTree)
import Text.Read (readMaybe) import Text.Read (readMaybe)
@ -12,7 +13,7 @@ import Control.Monad (replicateM, void)
import System.Random (randomIO) import System.Random (randomIO)
initialPlacement :: Point -> Maybe (Player, BaseStats) 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 -> [EnvTile]
initialTerrain (Point 4) = [Rough] initialTerrain (Point 4) = [Rough]

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@ -28,6 +28,16 @@ import Lens.Micro
import Safe (atMay) import Safe (atMay)
import Debug.Trace 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 data EngineState
= PlayerChoice Player [Choice] = PlayerChoice Player [Choice]
@ -131,7 +141,7 @@ applyEffect StartTurn board = case (chooseCharacter board, chooseCharacter oppon
if board ^. roundNumber == 6 if board ^. roundNumber == 6
then board then board
else nextRound 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] applyEffect (ChooseActMove cid) _ = unitChoice cid [moveFirst, actFirst]
where where
moveFirst = mkChoice "Move first" [basicMove cid, ActOrMove cid, EndTurn cid] 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] Just movForced -> changeMovingUnit board cid <++ [Move (MovementSpecs {..}) cid]
Nothing -> board Nothing -> board
where where
movFree = fromMaybe (computeStat board cid FreeMove) movFree' movFree = getAny $ computeStat board cid FreeMove
adjustedFm = case movForced' of adjustedFm = case movForced' of
Nothing -> Just Nothing Nothing -> Just Nothing
Just (Right p, fmType, forcer) -> Just $ Just (p, fmType, forcer) 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] validCover = if defenderElevated then [Wall] else [Wall, Elevation]
hasCover = or $ (==) <$> validCover <*> coveringTerrain hasCover = or $ (==) <$> validCover <*> coveringTerrain
coverBonus = if not (melee attack) && hasCover then 1 else 0 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 actualDiceRolled = fromIntegral $ if netDice <= 0 then 2 else netDice
keepHighest = netDice > 0 keepHighest = netDice > 0
toHit = maybe 1 getDefense defender' toHit = maybe 1 getDefense defender'

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@ -56,9 +56,8 @@ module GameModel
, movL , movL
, dfL , dfL
, armL , armL
, hooksL , traitsL
, actionsL , actionsL
, statBonusL
, instantiate , instantiate
, Character(..) , Character(..)
, baseStats , baseStats
@ -94,7 +93,6 @@ module GameModel
, isAlive , isAlive
, pushEffects , pushEffects
, unitPosition , unitPosition
, listHooks
, terrainAt , terrainAt
, characterAt , characterAt
, adjacentUnits , adjacentUnits
@ -127,22 +125,33 @@ module GameModel
, ProtoMovementSpecs(..) , ProtoMovementSpecs(..)
, basicMove , basicMove
, forcedMove , forcedMove
, computeStat , allStatsAreMonoids
, HasMonoidInstance
, Hook(..)
, hookTriggerL
, hookEffectL
, Modifier(..)
, Trait(..)
, traitNameL
, traitHooksL
, traitModifiersL
, computeStat_
, runHooks_
) where ) where
import Util (toMaybe, dup, secondClassLensNames, (??)) import Util (toMaybe, dup, secondClassLensNames, (??))
import Control.Applicative (liftA2, Alternative (..)) import Control.Applicative (Alternative (..))
import Control.Arrow ((>>>), Arrow (second)) import Control.Arrow ((>>>), Arrow (second))
import Control.Monad (join, mfilter) import Control.Monad (join, mfilter, zipWithM)
import Data.Ix (inRange) import Data.Ix (inRange)
import Data.List (intersperse, elemIndex) import Data.List (intersperse, elemIndex)
import Data.List.NonEmpty as NonEmpty (cons, NonEmpty, singleton) 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 Numeric.Natural (Natural)
import Safe (headMay) import Safe (headMay)
import Lens.Micro import Lens.Micro
import Data.Monoid (First) import Data.Monoid (Sum, Any)
import Lens.Micro.TH (makeLenses, makeLensesWith, generateUpdateableOptics) import Lens.Micro.TH (makeLenses, makeLensesWith, generateUpdateableOptics)
import Lens.Micro.Extras (preview) import Lens.Micro.Extras (preview)
import Data.Data ((:~:)(..)) import Data.Data ((:~:)(..))
@ -292,6 +301,7 @@ data Trigger
| TookDamage CharacterIdentifier | TookDamage CharacterIdentifier
| Died CharacterIdentifier Point | Died CharacterIdentifier Point
| EndMove CharacterIdentifier | EndMove CharacterIdentifier
deriving (Eq, Show)
data OrthagonalDirection data OrthagonalDirection
= North = North
@ -519,9 +529,22 @@ otherPlayer Max = Min
otherPlayer Min = Max otherPlayer Min = Max
data Stat a where data Stat a where
AttackDice :: Stat Int AttackDice :: Stat (Sum Int)
DefenseDice :: Stat Int DefenseDice :: Stat (Sum Int)
FreeMove :: Stat Bool 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 data BaseStats = BaseStats
{ name :: String { name :: String
@ -529,9 +552,36 @@ data BaseStats = BaseStats
, mov :: Natural , mov :: Natural
, df :: DieFace , df :: DieFace
, arm :: Armor , arm :: Armor
, hooks :: BoardState -> CharacterIdentifier -> Trigger -> [Effect] , traits :: [Trait]
, actions :: [CharacterIdentifier -> Choice] , 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 instance Show BaseStats where
@ -645,6 +695,10 @@ makeLensesWith (secondClassLensNames & generateUpdateableOptics .~ False) ''Base
makeLensesWith secondClassLensNames ''MovementSpecs makeLensesWith secondClassLensNames ''MovementSpecs
makeLensesWith secondClassLensNames ''Hook
makeLensesWith secondClassLensNames ''Trait
instantiate :: BaseStats -> Character instantiate :: BaseStats -> Character
instantiate stats = Character stats False noTokens & tokenCount . ofToken Health .~ hp stats instantiate stats = Character stats False noTokens & tokenCount . ofToken Health .~ hp stats
@ -682,18 +736,39 @@ untapped = not . _movedThisRound
untap :: Character -> Character untap :: Character -> Character
untap = movedThisRound .~ False untap = movedThisRound .~ False
computeStat :: BoardState -> CharacterIdentifier -> Stat a -> a -- | Compute a stat for a unit by accumulating the modifiers for the stat in all places
computeStat board cid stat = case stat of --
AttackDice -> 1 + elevationBonus + fromMaybe 0 specialtyBonus -- This includes so called global modifiers, but in order to keep game rules seperate from
DefenseDice -> 0 + elevationBonus + fromMaybe 0 specialtyBonus -- the model, global modifiers must be provided as the first argument.
FreeMove -> fromMaybe False specialtyBonus 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 where
statBonuses = ixCharacter cid . baseStats . statBonusL filterActivatedL :: Traversal' (Hook a) (Hook a)
specialtyBonus = case board ^? statBonuses of filterActivatedL = filtered ((==trigger) . hookTrigger)
Just statB -> Just $ statB board cid stat unitHooksL :: SimpleFold Character (BoardState -> CharacterIdentifier -> [Effect])
Nothing -> Nothing unitHooksL = baseStats . traitsL . each . traitHooksL . each . filterActivatedL . hookEffectL
elevationBonus :: Int charRunHooks :: (CharacterIdentifier, Character) -> [Effect]
elevationBonus = if isElevated board cid then 1 else 0 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 instance Show BoardState where
show board = join (intersperse "\n" showTiles) ++ '\n':showRound ++ "\n" ++ showCharacters 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 | potentialCid == Just cid = Just $ Point p
| otherwise = Nothing | 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 :: Point -> Traversal' BoardState (Maybe CharacterIdentifier, [EnvTile])
atPoint p = tiles . ixp p atPoint p = tiles . ixp p
where 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(..) , Stat(..)
, Token(..) , Token(..)
, Trigger(..) , Trigger(..)
, Trait(..)
, Modifier(..)
) )
import Units.Components import Units.Components
( AttackT(..) ( AttackT(..)
@ -29,17 +31,10 @@ gunwight = BaseStats
, mov = 2 , mov = 2
, df = 4 , df = 4
, arm = NoArmor , arm = NoArmor
, hooks = gunwightHooks
, actions = gunwightActions , 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 :: [CharacterIdentifier -> Choice]
gunwightActions = gunwightActions =
[ buildAttack $ AttackT [ buildAttack $ AttackT
@ -64,7 +59,15 @@ gunwightActions =
} }
] ]
gunwightStatBonuses :: BoardState -> CharacterIdentifier -> Stat a -> a formation :: Trait
gunwightStatBonuses board cid AttackDice = if adjacentAllies board cid /= Just [] then 1 else 0 formation = Trait
gunwightStatBonuses _ _ DefenseDice = 0 { traitName = "Formation"
gunwightStatBonuses _ _ FreeMove = False , 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 module Units.Debug
( basic ( basic
, freeMoveTester) )
where where
import GameModel import GameModel
( Armor(..) ( Armor(..)
, BaseStats(..) , BaseStats(..)
, BoardState
, CharacterIdentifier , CharacterIdentifier
, Choice , Choice
, DamageType(..) , DamageType(..)
, Effect(..)
, Stat(..)
, Token(..) , Token(..)
, Trigger(..), ixCharacter, tokenCount, ofToken
, forcedMove, ForcedMoveType (Pull), Player (..)
) )
import Units.Components import Units.Components
( AttackT(..) ( AttackT(..)
, anyTarget , anyTarget
@ -23,7 +19,6 @@ import Units.Components
, SelfAbilityT(..) , SelfAbilityT(..)
, mkSelfAbility, inflictTokens, pull, push , mkSelfAbility, inflictTokens, pull, push
) )
import Lens.Micro
basic :: BaseStats basic :: BaseStats
basic = BaseStats basic = BaseStats
@ -32,17 +27,10 @@ basic = BaseStats
, mov = 4 , mov = 4
, df = 4 , df = 4
, arm = NoArmor , arm = NoArmor
, hooks = basicHooks
, actions = basicActions , actions = basicActions
, statBonus = basicStatBonuses , traits = []
} }
basicHooks :: BoardState -> CharacterIdentifier -> Trigger -> [Effect]
basicHooks _ _ TurnStart = []
basicHooks _ _ (TookDamage _) = []
basicHooks _ _ (Died _ _) = []
basicHooks _ _ (EndMove _) = []
basicActions :: [CharacterIdentifier -> Choice] basicActions :: [CharacterIdentifier -> Choice]
basicActions = basicActions =
[ buildAttack $ AttackT [ buildAttack $ AttackT
@ -117,38 +105,4 @@ basicActions =
{ tName = "Get String" { tName = "Get String"
, tEffects = [inflictTokens StrWeak 1] , 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