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LTG.hs
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module LTG
(
AppOrder (..)
, LTG (ltgAppN, ltgTurn, ltgPlayer)
, Field (Function)
, Card
, SlotIdx
, Player (..)
, maxSlotIdx
, cLookup
, defaultLTG
, applyCard
, swapPlayers
, incrementTurn
, getHealth
, getField
, toIntSafe
, printHBoard
, zombieScan
, countAlive
, cI, cZero, cSucc, cDbl, cPut, cS, cK, cInc, cDec, cAttack, cCopy
, cRevive, cZombie
) where
import Data.Array
import Text.Printf
import Data.List (intercalate, foldl', nub, sort)
import Control.Monad.State
import Control.Monad.Error
import Control.Monad.Writer
import Debug.Trace
data Card = Card { cardName :: String
, cardN :: Int
, cardF :: (Monad m, MonadState LTG m) => [Field] -> m Field
}
data Field = Value Int | Function Card [Field]
type Health = Int
type SlotIdx = Int
data Slot = Slot { sHealth :: Health, sField :: Field }
type HBoard = Array SlotIdx Slot
data AppOrder = LeftApp | RightApp
data Player = Opp | Prop deriving (Eq)
data LTG = LTG { ltgOpp :: HBoard
, ltgProp :: HBoard
, ltgOppZombies :: [SlotIdx]
, ltgPropZombies :: [SlotIdx]
, ltgAppN :: Int -- xx: not sure if it should be here
, ltgTurn :: Int
, ltgPlayer :: Int -- 0 or 1
, ltgZombieMode :: Bool
}
type LTGRun a = ErrorT String (State LTG) a
instance Eq Card where
c == c' = cardName c == cardName c'
instance Show Card where
show = cardName
-- xx: not sure at all if I got this right, need one more pass
instance Show Field where
show a = shows a ""
showsPrec _ (Value v) = shows v
showsPrec _ (Function c []) = (++) (cardName c)
showsPrec _ (Function c args) = foldl' (.) ((++) $ cardName c)
(map (\x -> ('(':) . shows x . (')':)) args)
maxSlotIdx = 255
------------------------------------------------------- Cards
cI = Card "I" 1 $ \[x] ->
return x
cZero = Card "zero" 0 $ \[] ->
return $ Value 0
cSucc = Card "succ" 1 $ \[x] -> do
x' <- toInt x
return $ Value $ min 65636 (x' + 1)
cDbl = Card "dbl" 1 $ \[x] -> do
x' <- toInt x
return $ Value $ min 65636 (2 * x')
cGet = Card "get" 1 $ \[i] -> do
i' <- toInt i
s@(Slot _ f) <- getSlot Prop i'
if isAlive s
then return f
else fail "Native.Error"
cPut = Card "put" 1 $ \[_] -> returnI
cS = Card "S" 3 $ \[f,g,x] -> do
h <- apply f x
y <- apply g x
apply h y
cK = Card "K" 2 $ \[x,y] -> return x
cInc = Card "inc" 1 $ \[i] -> do
i' <- toSlotNumber i
zombieInversion 1 >>= modifyHealth Prop i'
returnI
cDec = Card "dec" 1 $ \[i] -> do
i' <- toSlotNumber i
zombieInversion (-1) >>= modifyHealth Opp (maxSlotIdx - i')
returnI
cAttack = Card "attack" 3 $ \[i,j,n] -> do
i' <- toSlotNumber i
n' <- toInt n
ph <- getHealth Prop i'
unlessZMode $ when (n' > ph) $ fail "Not enough vitality"
modifyHealth Prop i' (-n')
j' <- toSlotNumber j
zombieInversion (-n'*9 `quot` 10) >>= modifyHealth Opp (maxSlotIdx - j')
returnI
cHelp = Card "help" 3 $ \[i,j,n] -> do
i' <- toSlotNumber i
n' <- toInt n
ph <- getHealth Prop i'
when (n' > ph) $ fail "Not enough vitality"
modifyHealth Prop i' (-n')
j' <- toSlotNumber j
zombieInversion (n'*11 `quot` 10) >>= modifyHealth Prop j'
returnI
cCopy = Card "copy" 1 $ \[i] -> do
i' <- toSlotNumber i
getField Opp i'
cRevive = Card "revive" 1 $ \[i] -> do
i' <- toSlotNumber i
ph <- getHealth Prop i'
when (ph <= 0) $ putHealth Prop i' 1
returnI
cZombie = Card "zombie" 2 $ \[i,x] -> do
i' <- toSlotNumber i
oh <- getHealth Opp (maxSlotIdx - i')
unless (oh <= 0) $ fail "Slot is alive"
putSlot Opp (maxSlotIdx - i') $ Slot (-1) x
modify $ addZombie Opp (maxSlotIdx - i')
returnI
allCards = [cI, cZero, cSucc, cDbl, cGet, cPut, cS, cK, cInc, cDec, cAttack,
cHelp, cCopy, cRevive, cZombie]
-- xx: use Map?
cLookup :: String -> Card
cLookup name = head $ filter match allCards
where match c = cardName c == name
------------------------------------------------------- Card support functions
getSlot :: (Monad m, MonadState LTG m) => Player -> SlotIdx -> m Slot
getSlot p i = liftM (getSlotRaw p i) get
putSlot :: (Monad m, MonadState LTG m) => Player -> SlotIdx -> Slot -> m ()
putSlot p i s = modify $ putSlotRaw p i s
modifySlot :: (Monad m, MonadState LTG m) => Player -> SlotIdx -> (Slot -> Slot) -> m ()
modifySlot p i fn = liftM fn (getSlot p i) >>= putSlot p i
putField :: (Monad m, MonadState LTG m) => Player -> SlotIdx -> Field -> m ()
putField p i f = modifySlot p i $ \s -> s {sField = f}
getField :: (Monad m, MonadState LTG m) => Player -> SlotIdx -> m Field
getField p i = sField `liftM` getSlot p i
getHealth :: (Monad m, MonadState LTG m) => Player -> SlotIdx -> m Int
getHealth p i = sHealth `liftM` getSlot p i
putHealth :: (Monad m, MonadState LTG m) => Player -> SlotIdx -> Health -> m ()
putHealth p i h = modifySlot p i $ \s -> s {sHealth = h}
modifyHealth :: (Monad m, MonadState LTG m) => Player -> SlotIdx -> Health -> m ()
modifyHealth p i dh = do
h <- getHealth p i
let newH = min 65535 $ max 0 $ h + dh
when (h > 0) $ putHealth p i newH
unlessZMode :: (Monad m, MonadState LTG m) => m () -> m ()
unlessZMode ma = do
zmode <- gets ltgZombieMode
unless zmode ma
zombieInversion :: (Monad m, MonadState LTG m) => Int -> m Int
zombieInversion x = do
zmode <- gets ltgZombieMode
return $ if zmode then (-x) else x
isAlive :: Slot -> Bool
isAlive s = sHealth s > 0
returnI :: (Monad m, MonadState LTG m) => m Field
returnI = return $ Function cI []
apply :: (Monad m, MonadState LTG m) => Field -> Field -> m Field
apply a b =
case a of
Value _ -> fail "Not a function"
Function cA argsA ->
case cardN cA - length argsA of
0 -> fail "Native.Error" -- "Too many arguments"
1 -> incAppCounter >> cardF cA (argsA ++ [b])
_ -> return $ Function cA $ argsA ++ [b]
toIntSafe :: (Monad m, MonadState LTG m) => Field -> m (Maybe Int)
toIntSafe f =
case f of
Value x -> return $ Just x
Function c args ->
if cardN c /= length args
then return Nothing
else cardF c args >>= toIntSafe
toInt :: (Monad m, MonadState LTG m) => Field -> m Int
toInt f = do
v <- toIntSafe f
case v of
Just x -> return x
Nothing -> fail "Native.Error"
toSlotNumber :: (Monad m, MonadState LTG m) => Field -> m SlotIdx
toSlotNumber f = do
i <- toInt f
when (i > maxSlotIdx || i < 0) $ fail "Invalid slot number"
return i
incAppCounter :: (Monad m, MonadState LTG m) => m ()
incAppCounter = do
n <- gets ltgAppN
when (n == 1000) $ fail "Native.AppLimitExceeded"
modify $ \ltg -> ltg {ltgAppN = n + 1}
------------------------------------------------------- Low-level slot operations
getSlotRaw :: Player -> SlotIdx -> LTG -> Slot
getSlotRaw p i ltg =
let selector = if p == Prop then ltgProp else ltgOpp
in selector ltg ! i
putSlotRaw :: Player -> SlotIdx -> Slot -> LTG -> LTG
putSlotRaw p i s ltg =
if p == Prop
then ltg {ltgProp = ltgProp ltg // [(i, s)]}
else ltg {ltgOpp = ltgOpp ltg // [(i, s)]}
resetFieldRaw :: Player -> SlotIdx -> LTG -> LTG
resetFieldRaw p i ltg =
let s = getSlotRaw Prop i ltg
in putSlotRaw Prop i (s {sField = Function cI []}) ltg
addZombie :: Player -> SlotIdx -> LTG -> LTG
addZombie p i ltg =
case p of
Prop -> ltg {ltgPropZombies = i : ltgPropZombies ltg}
Opp -> ltg {ltgOppZombies = i : ltgOppZombies ltg}
defaultHBoard = listArray (0, maxSlotIdx) (repeat $ Slot 10000 (Function cI []))
------------------------------------------------------- Game functions
defaultLTG = LTG defaultHBoard defaultHBoard [] [] 0 1 0 False
applyCard :: AppOrder -> Card -> SlotIdx -> WriterT [String] (State LTG) ()
applyCard order c i = do
ltg <- get
let (err, ltg') = runState (runErrorT mainApp) ltg {ltgAppN = 0}
put ltg'
case err of
Right _ -> return ()
Left e -> do
modify $ resetFieldRaw Prop i
tell ["Exception: " ++ e]
tell ["slot " ++ show i ++ " reset to I"]
where mainApp = do
Slot h f <- getSlot Prop i
unlessZMode $ when (h <= 0) $ fail "Native.Error"
f' <- case order of
LeftApp -> apply (Function c []) f
RightApp -> apply f (Function c [])
putField Prop i f'
-- scans only proponent's field
zombieScan :: WriterT [String] (State LTG) ()
zombieScan = do
setZombieMode True
maybeZombies <- gets ltgPropZombies
mapM_ helper (nub $ sort maybeZombies)
modify $ \ltg -> ltg {ltgPropZombies = []}
setZombieMode False
where setZombieMode z = modify $ \l -> l {ltgZombieMode = z}
helper i = do
s <- gets (getSlotRaw Prop i)
when (sHealth s == -1) $ do
tell ["applying zombie slot 1={-1," ++ show (sField s) ++ "} to I"]
applyCard RightApp cI i
modify $ putSlotRaw Prop i (Slot 0 (Function cI []))
countAlive :: WriterT [String] (State LTG) (Int, Int) -- player0, player1
countAlive = do
ltg <- get
let aprop = count $ ltgProp ltg
let aopp = count $ ltgOpp ltg
if ltgPlayer ltg == 0
then return (aprop, aopp)
else return (aopp, aprop)
where count hb = length $ filter (\s -> sHealth s > 0) (elems hb)
swapPlayers :: WriterT [String] (State LTG) ()
swapPlayers = do
modify $ \ltg -> ltg {
ltgProp = ltgOpp ltg,
ltgOpp = ltgProp ltg,
ltgPropZombies = ltgOppZombies ltg,
ltgOppZombies = ltgPropZombies ltg,
ltgPlayer = 1 - ltgPlayer ltg}
incrementTurn :: WriterT [String] (State LTG) ()
incrementTurn = modify $ \ltg -> ltg {ltgTurn = 1 + ltgTurn ltg}
printHBoard :: Player -> WriterT [String] (State LTG) ()
printHBoard p = do
ltg <- get
let slots = if p == Prop then ltgProp ltg else ltgOpp ltg
let changed = filter hasChanged (assocs slots)
mapM_ (tell . format) changed
where
hasChanged (_, Slot 10000 (Function c [])) = c /= cI
hasChanged _ = True
format (i, Slot h f) = [show i ++ "={" ++ show h ++ "," ++ show f ++ "}"]