Change the representation of stats
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@ -3,7 +3,8 @@ module Main (main) where
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import System.IO (hFlush, stdout)
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import Util (note)
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import GameModel (Point(..), Player(..), newBoard, BaseStats, BoardState, EnvTile (..), DieFace, bestOrWorst)
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import Units.Debug (basic, freeMoveTester)
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import Units.Debug (basic)
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import Units.Carcass (gunwight)
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import GameLogic (buildChoiceTree, ChoiceTree(..), ChoiceTree'(..), makeChoice, ctTree)
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import Text.Read (readMaybe)
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@ -12,7 +13,7 @@ import Control.Monad (replicateM, void)
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import System.Random (randomIO)
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initialPlacement :: Point -> Maybe (Player, BaseStats)
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initialPlacement = flip lookup [(Point 5, (Max, basic)), (Point 0, (Max, freeMoveTester)), (Point 23, (Min, basic)), (Point 22, (Min, freeMoveTester))]
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initialPlacement = flip lookup [(Point 5, (Max, basic)), (Point 0, (Max, gunwight)), (Point 23, (Min, basic)), (Point 22, (Min, gunwight))]
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initialTerrain :: Point -> [EnvTile]
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initialTerrain (Point 4) = [Rough]
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@ -28,6 +28,16 @@ import Lens.Micro
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import Safe (atMay)
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import Debug.Trace
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import Mechanics (universalModifiers, globalHooks)
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import Data.Monoid (Any(getAny), getSum)
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-- | A version of `computeStat_` using `universalModifiers` as global modifiers
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computeStat :: BoardState -> CharacterIdentifier -> Stat a -> a
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computeStat = computeStat_ universalModifiers
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-- | A version of `runHooks_` using `globalHooks` as the global hooks
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runHooks :: Trigger -> BoardState -> BoardState
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runHooks = runHooks_ globalHooks
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data EngineState
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= PlayerChoice Player [Choice]
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@ -131,7 +141,7 @@ applyEffect StartTurn board = case (chooseCharacter board, chooseCharacter oppon
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if board ^. roundNumber == 6
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then board
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else nextRound board
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applyEffect (Event trigger) board = continue $ pushEffects (listHooks board trigger) board
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applyEffect (Event trigger) board = continue $ runHooks trigger board
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applyEffect (ChooseActMove cid) _ = unitChoice cid [moveFirst, actFirst]
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where
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moveFirst = mkChoice "Move first" [basicMove cid, ActOrMove cid, EndTurn cid]
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@ -144,7 +154,7 @@ applyEffect (InitMove (ProtoMovementSpecs {..}) cid) board = continue $ case adj
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Just movForced -> changeMovingUnit board cid <++ [Move (MovementSpecs {..}) cid]
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Nothing -> board
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where
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movFree = fromMaybe (computeStat board cid FreeMove) movFree'
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movFree = getAny $ computeStat board cid FreeMove
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adjustedFm = case movForced' of
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Nothing -> Just Nothing
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Just (Right p, fmType, forcer) -> Just $ Just (p, fmType, forcer)
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@ -238,7 +248,7 @@ applyEffect (ResolveAttack attacker attack defender) board = Roll actualDiceRoll
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validCover = if defenderElevated then [Wall] else [Wall, Elevation]
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hasCover = or $ (==) <$> validCover <*> coveringTerrain
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coverBonus = if not (melee attack) && hasCover then 1 else 0
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netDice = attackerDieBonus - (defenderDieBonus + coverBonus)
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netDice = getSum $ attackerDieBonus - (defenderDieBonus + coverBonus)
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actualDiceRolled = fromIntegral $ if netDice <= 0 then 2 else netDice
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keepHighest = netDice > 0
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toHit = maybe 1 getDefense defender'
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129
src/GameModel.hs
129
src/GameModel.hs
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@ -56,9 +56,8 @@ module GameModel
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, movL
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, dfL
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, armL
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, hooksL
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, traitsL
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, actionsL
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, statBonusL
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, instantiate
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, Character(..)
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, baseStats
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@ -94,7 +93,6 @@ module GameModel
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, isAlive
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, pushEffects
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, unitPosition
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, listHooks
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, terrainAt
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, characterAt
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, adjacentUnits
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@ -127,22 +125,33 @@ module GameModel
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, ProtoMovementSpecs(..)
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, basicMove
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, forcedMove
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, computeStat
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, allStatsAreMonoids
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, HasMonoidInstance
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, Hook(..)
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, hookTriggerL
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, hookEffectL
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, Modifier(..)
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, Trait(..)
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, traitNameL
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, traitHooksL
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, traitModifiersL
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, computeStat_
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, runHooks_
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) where
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import Util (toMaybe, dup, secondClassLensNames, (??))
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import Control.Applicative (liftA2, Alternative (..))
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import Control.Applicative (Alternative (..))
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import Control.Arrow ((>>>), Arrow (second))
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import Control.Monad (join, mfilter)
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import Control.Monad (join, mfilter, zipWithM)
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import Data.Ix (inRange)
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import Data.List (intersperse, elemIndex)
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import Data.List.NonEmpty as NonEmpty (cons, NonEmpty, singleton)
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import Data.Maybe (mapMaybe, catMaybes, fromMaybe)
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import Data.Maybe (mapMaybe, catMaybes)
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import Numeric.Natural (Natural)
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import Safe (headMay)
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import Lens.Micro
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import Data.Monoid (First)
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import Data.Monoid (Sum, Any)
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import Lens.Micro.TH (makeLenses, makeLensesWith, generateUpdateableOptics)
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import Lens.Micro.Extras (preview)
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import Data.Data ((:~:)(..))
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@ -292,6 +301,7 @@ data Trigger
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| TookDamage CharacterIdentifier
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| Died CharacterIdentifier Point
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| EndMove CharacterIdentifier
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deriving (Eq, Show)
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data OrthagonalDirection
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= North
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@ -519,9 +529,22 @@ otherPlayer Max = Min
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otherPlayer Min = Max
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data Stat a where
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AttackDice :: Stat Int
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DefenseDice :: Stat Int
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FreeMove :: Stat Bool
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AttackDice :: Stat (Sum Int)
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DefenseDice :: Stat (Sum Int)
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FreeMove :: Stat Any
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statEq :: Stat a -> Stat b -> Maybe (a :~: b)
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statEq AttackDice AttackDice = Just Refl
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statEq DefenseDice DefenseDice = Just Refl
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statEq FreeMove FreeMove = Just Refl
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statEq _ _ = Nothing
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data HasMonoidInstance a = forall m. Monoid m => HasMonoidInstance (a :~: m)
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allStatsAreMonoids :: Stat a -> HasMonoidInstance a
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allStatsAreMonoids AttackDice = HasMonoidInstance Refl
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allStatsAreMonoids DefenseDice = HasMonoidInstance Refl
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allStatsAreMonoids FreeMove = HasMonoidInstance Refl
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data BaseStats = BaseStats
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{ name :: String
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@ -529,9 +552,36 @@ data BaseStats = BaseStats
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, mov :: Natural
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, df :: DieFace
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, arm :: Armor
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, hooks :: BoardState -> CharacterIdentifier -> Trigger -> [Effect]
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, traits :: [Trait]
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, actions :: [CharacterIdentifier -> Choice]
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, statBonus :: forall a. BoardState -> CharacterIdentifier -> Stat a -> a
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}
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-- | Some effect which is activated by some trigger event
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data Hook h = Hook
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{ hookTrigger :: Trigger -- ^ The trigger which should activate this effect
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-- | What this effect does. Recieves board & this character's CID
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, hookEffect :: BoardState -> h
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}
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-- | A modifier which conditionally affects thet value of some stat for a unit
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data Modifier = forall a. Monoid a => Modifier
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{ modifierStat :: Stat a -- ^ Which stat this modifier effects
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-- | What the effects of this modifier are
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, modifierEffect :: BoardState -> CharacterIdentifier -> a
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}
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queryModifier :: BoardState -> CharacterIdentifier -> Stat a -> Modifier -> a
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queryModifier board cid queryStat (Modifier {..}) = case queryStat `statEq` modifierStat of
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Just Refl -> modifierEffect board cid
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Nothing -> case allStatsAreMonoids queryStat of HasMonoidInstance Refl -> mempty
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-- | A passive trait on a unit
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-- Can affect a unit or surrounding units by directly and conditionally modifying that
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-- units stats, or by running certain 'Effect's on a given trigger
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data Trait = Trait
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{ traitName :: String -- ^ The name of this trait, e.g. "Formation"
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, traitHooks :: [Hook (CharacterIdentifier -> [Effect])] -- ^ Any hooks which this trait needs
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, traitModifiers :: [Modifier] -- ^ Any modifiers this trait imposes
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}
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instance Show BaseStats where
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@ -645,6 +695,10 @@ makeLensesWith (secondClassLensNames & generateUpdateableOptics .~ False) ''Base
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makeLensesWith secondClassLensNames ''MovementSpecs
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makeLensesWith secondClassLensNames ''Hook
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makeLensesWith secondClassLensNames ''Trait
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instantiate :: BaseStats -> Character
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instantiate stats = Character stats False noTokens & tokenCount . ofToken Health .~ hp stats
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@ -682,18 +736,39 @@ untapped = not . _movedThisRound
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untap :: Character -> Character
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untap = movedThisRound .~ False
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computeStat :: BoardState -> CharacterIdentifier -> Stat a -> a
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computeStat board cid stat = case stat of
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AttackDice -> 1 + elevationBonus + fromMaybe 0 specialtyBonus
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DefenseDice -> 0 + elevationBonus + fromMaybe 0 specialtyBonus
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FreeMove -> fromMaybe False specialtyBonus
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-- | Compute a stat for a unit by accumulating the modifiers for the stat in all places
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--
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-- This includes so called global modifiers, but in order to keep game rules seperate from
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-- the model, global modifiers must be provided as the first argument.
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computeStat_ :: [Modifier] -> BoardState -> CharacterIdentifier -> Stat a -> a
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computeStat_ globalModifiers board cid stat = case allStatsAreMonoids stat of
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HasMonoidInstance Refl ->
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let
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queryStatsL = each . to (queryModifier board cid stat)
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globalBonus = globalModifiers ^. queryStatsL
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traitBonus = board ^. ixCharacter cid . baseStats . traitsL . each . traitModifiersL . queryStatsL
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in globalBonus <> traitBonus
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-- | Activate all of the relevant hooks on the board
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--
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-- Searches through all hooks in traits and global hooks, accumulates all their effects,
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-- then adds all the resulting effects to the effect stack. Similar to `computeStat_`,
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-- this is additionall searches so called global hooks, but only recognizes global hooks
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-- passed as an argument.
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runHooks_ :: [Hook [Effect]] -> Trigger -> BoardState -> BoardState
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runHooks_ globalHooks trigger board = board <++ characterEffects <++ globalEffects
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where
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statBonuses = ixCharacter cid . baseStats . statBonusL
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specialtyBonus = case board ^? statBonuses of
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Just statB -> Just $ statB board cid stat
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Nothing -> Nothing
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elevationBonus :: Int
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elevationBonus = if isElevated board cid then 1 else 0
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filterActivatedL :: Traversal' (Hook a) (Hook a)
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filterActivatedL = filtered ((==trigger) . hookTrigger)
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unitHooksL :: SimpleFold Character (BoardState -> CharacterIdentifier -> [Effect])
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unitHooksL = baseStats . traitsL . each . traitHooksL . each . filterActivatedL . hookEffectL
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charRunHooks :: (CharacterIdentifier, Character) -> [Effect]
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charRunHooks (cid, c) =
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(c ^. unitHooksL) board cid
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characterEffects :: [Effect]
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characterEffects = board ^. enumerateUnits . to charRunHooks
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globalEffects :: [Effect]
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globalEffects = (globalHooks ^. each . filterActivatedL . hookEffectL) board
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instance Show BoardState where
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show board = join (intersperse "\n" showTiles) ++ '\n':showRound ++ "\n" ++ showCharacters
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@ -893,12 +968,6 @@ unitPosition (BoardState {_tiles}) cid = headMay $ catMaybes $ zipWith aux [0..]
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| potentialCid == Just cid = Just $ Point p
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| otherwise = Nothing
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listHooks :: BoardState -> Trigger -> [Effect]
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listHooks boardState = mconcat <$> traverse characterHooks (boardState ^.. enumerateUnits)
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where
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characterHooks :: (CharacterIdentifier, Character) -> Trigger -> [Effect]
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characterHooks (cid, c) = hooks (_baseStats c) boardState cid
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atPoint :: Point -> Traversal' BoardState (Maybe CharacterIdentifier, [EnvTile])
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atPoint p = tiles . ixp p
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where
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32
src/Mechanics.hs
Normal file
32
src/Mechanics.hs
Normal file
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@ -0,0 +1,32 @@
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module Mechanics
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( universalModifiers
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, globalHooks
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)
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where
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import GameModel
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(BoardState, CharacterIdentifier, Modifier (..), Stat (..), isElevated, Hook, Effect)
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import Data.Monoid (Sum)
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universalModifiers :: [Modifier]
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universalModifiers =
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[ elevationBonus AttackDice
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, elevationBonus DefenseDice
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, attackDiceBase
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]
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elevationBonus :: Stat (Sum Int) -> Modifier
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elevationBonus modifierStat = Modifier {..}
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where
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modifierEffect :: BoardState -> CharacterIdentifier -> Sum Int
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modifierEffect board cid = if isElevated board cid then 1 else 0
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attackDiceBase :: Modifier
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attackDiceBase = Modifier {..}
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where
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modifierStat = AttackDice
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modifierEffect = const $ const 1
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globalHooks :: [Hook [Effect]]
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globalHooks = []
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@ -15,6 +15,8 @@ import GameModel
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, Stat(..)
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, Token(..)
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, Trigger(..)
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, Trait(..)
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, Modifier(..)
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)
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import Units.Components
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( AttackT(..)
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@ -29,17 +31,10 @@ gunwight = BaseStats
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, mov = 2
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, df = 4
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, arm = NoArmor
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, hooks = gunwightHooks
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, actions = gunwightActions
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, statBonus = gunwightStatBonuses
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, traits = [formation]
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}
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gunwightHooks :: BoardState -> CharacterIdentifier -> Trigger -> [Effect]
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gunwightHooks board cid TurnStart = []
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gunwightHooks board cid (TookDamage _) = []
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gunwightHooks board cid (Died _ _) = []
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gunwightHooks board cid (EndMove _) = []
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gunwightActions :: [CharacterIdentifier -> Choice]
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gunwightActions =
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[ buildAttack $ AttackT
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@ -64,7 +59,15 @@ gunwightActions =
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}
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]
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gunwightStatBonuses :: BoardState -> CharacterIdentifier -> Stat a -> a
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gunwightStatBonuses board cid AttackDice = if adjacentAllies board cid /= Just [] then 1 else 0
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gunwightStatBonuses _ _ DefenseDice = 0
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gunwightStatBonuses _ _ FreeMove = False
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formation :: Trait
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formation = Trait
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{ traitName = "Formation"
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, traitHooks = []
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, traitModifiers = [formationModifier]
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}
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where
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formationF board cid = if adjacentAllies board cid /= Just [] then 1 else 0
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formationModifier = Modifier
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{ modifierStat = AttackDice
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, modifierEffect = formationF
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}
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@ -1,21 +1,17 @@
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module Units.Debug
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( basic
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, freeMoveTester)
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)
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where
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import GameModel
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( Armor(..)
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, BaseStats(..)
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, BoardState
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, CharacterIdentifier
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, Choice
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, DamageType(..)
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, Effect(..)
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, Stat(..)
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, Token(..)
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, Trigger(..), ixCharacter, tokenCount, ofToken
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, forcedMove, ForcedMoveType (Pull), Player (..)
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)
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import Units.Components
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( AttackT(..)
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, anyTarget
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@ -23,7 +19,6 @@ import Units.Components
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, SelfAbilityT(..)
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, mkSelfAbility, inflictTokens, pull, push
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)
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import Lens.Micro
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basic :: BaseStats
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basic = BaseStats
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@ -32,17 +27,10 @@ basic = BaseStats
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, mov = 4
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, df = 4
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, arm = NoArmor
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, hooks = basicHooks
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, actions = basicActions
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, statBonus = basicStatBonuses
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, traits = []
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}
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basicHooks :: BoardState -> CharacterIdentifier -> Trigger -> [Effect]
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basicHooks _ _ TurnStart = []
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basicHooks _ _ (TookDamage _) = []
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basicHooks _ _ (Died _ _) = []
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basicHooks _ _ (EndMove _) = []
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basicActions :: [CharacterIdentifier -> Choice]
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basicActions =
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[ buildAttack $ AttackT
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@ -117,38 +105,4 @@ basicActions =
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{ tName = "Get String"
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, tEffects = [inflictTokens StrWeak 1]
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}
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]
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basicStatBonuses :: BoardState -> CharacterIdentifier -> Stat a -> a
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basicStatBonuses _ _ AttackDice = 0
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basicStatBonuses _ _ DefenseDice = 0
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basicStatBonuses _ _ FreeMove = False
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freeMoveTester :: BaseStats
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freeMoveTester = BaseStats
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{ name = "Free Move Debug Unit"
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, hp = 4
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, mov = 4
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, df = 1
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, arm = NoArmor
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, hooks = freeMoveHooks
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, actions = freeMoveActions
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, statBonus = freeMoveStatBonuses
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}
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freeMoveHooks :: BoardState -> CharacterIdentifier -> Trigger -> [Effect]
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freeMoveHooks _ _ TurnStart = []
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freeMoveHooks _ _ (TookDamage _) = []
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freeMoveHooks _ _ (Died _ _) = []
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freeMoveHooks _ _ (EndMove _) = []
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freeMoveActions :: [CharacterIdentifier -> Choice]
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freeMoveActions =
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[
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]
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freeMoveStatBonuses :: BoardState -> CharacterIdentifier -> Stat a -> a
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freeMoveStatBonuses _ _ AttackDice = 0
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freeMoveStatBonuses _ _ DefenseDice = 0
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freeMoveStatBonuses board cid FreeMove = -- Has free movement when below max health
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maybe True (<4) $ board ^? ixCharacter cid . tokenCount . ofToken Health
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]
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