Adapt the automaton to the latest protocol changes in APILanguage; clean unused code (imports, declarations, various warnings)

This commit is contained in:
Tissevert 2019-11-20 18:33:01 +01:00
parent 4529d19301
commit a9ba5cc47c
4 changed files with 54 additions and 61 deletions

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@ -6,14 +6,13 @@ module AI (
import Data.List (sortOn)
import Data.Map ((!), delete, findMin)
import Data.Ord (Down(..))
import Data.Set (Set, member)
import qualified Data.Set as Set (fromList, intersection, unions)
import Data.Set (member)
import qualified Data.Set as Set (fromList)
import Hanafuda (
Card(..), Flower(..), Pack
, cardsOf, cardsOfPack, contains, empty,flower, packOfCards, sameMonth, size, union
)
import Hanafuda.Player (Player(..), Players(..))
import Hanafuda.KoiKoi (Move(..), PlayerID, Step(..), Score)
import Hanafuda.KoiKoi (Move(..), PlayerID, Step(..))
import Hanafuda.Message (PublicGame(..), PublicState(..), PublicPlayer)
move :: PlayerID -> PublicGame -> Move
@ -32,9 +31,11 @@ move me (PublicGame {playerHand, public = PublicState {step = ToPlay, month, pla
move me (PublicGame {public = PublicState {step = Turned card, month, players, river}}) =
Choose . bestFor month (players ! me) . cardsOfPack $ sameMonth card river
move me (PublicGame {playerHand, public = PublicState {step = Scored}}) =
move _ (PublicGame {playerHand, public = PublicState {step = Scored}}) =
KoiKoi $ playerHand /= empty
move _ _ = error "Nothing to play on ended game"
capture :: Card -> Card -> Pack -> Move
capture card caught river =
if size (sameMonth card river) == 1

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@ -4,38 +4,23 @@ module Automaton (
start
) where
import AI (move)
import qualified AI (move)
import Control.Concurrent (forkIO, threadDelay)
import Data.Aeson (encode, eitherDecode')
import Data.ByteString.Lazy.Char8 (ByteString, append, pack, putStrLn)
import qualified Data.ByteString.Lazy.Char8 as ByteString (concat)
import Data.Map (Map, empty)
import Data.Text (Text)
import Control.Concurrent (threadDelay)
import Data.Map ((!))
import qualified Data.Map as Map (delete, empty, member)
import Control.Monad.Reader (ReaderT, ask)
import Control.Monad.State (StateT)
import Control.Monad.Trans (lift)
import Hanafuda.KoiKoi (PlayerID, Step(..))
import qualified Hanafuda.Message as Message (T(..), FromClient(..), PublicGame(..), PublicState(..))
import Hanafuda.KoiKoi (Step(..))
import Hanafuda.Message (T(..), FromClient(..))
import qualified Hanafuda.Message as Message (
T(..), FromClient, PublicGame(..), PublicState(..)
)
import Network.WebSockets (Connection, receiveData, sendTextData)
import Prelude hiding (error, putStrLn)
import System.Exit (exitSuccess)
data State =
Initial
| Connected {
key :: PlayerID
}
| LoggedIn {
key :: PlayerID
, name :: Text
}
| Playing {
key :: PlayerID
, name :: Text
, against :: PlayerID
}
deriving Show
import Session (State(..), initial, store)
type App a = ReaderT Connection IO a
@ -61,54 +46,58 @@ receive = do
debug :: ByteString -> App ()
debug message = lift $ putStrLn message
answer :: Message.T -> State -> App State
answer welcome@(Message.Welcome {}) Initial = do
send $ Message.LogIn {Message.name = "Hannah"}
return $ Connected {key = Message.key welcome}
answer :: State -> Message.T -> App State
answer New (Welcome {key}) = do
lift $ Session.store key
lift $ putStrLn "Stored"
return $ Connected {playerID = key, games = Map.empty}
{-
answer (Message.Relay {Message.from, Message.message = Message.LogIn {Message.name}}) (Connected {key})
| from == key = return $ LoggedIn {key, name}
-}
answer (Message.Relay {Message.from, Message.message = Message.Invitation {}}) (LoggedIn {key, name}) = do
send $ Message.Answer {Message.accept = True, Message.to = from}
return $ Playing {key, name, against = from}
answer state@(Connected {games}) (Relay {from, message = Invitation {}}) =
-- policy : one game per player only
send (Answer {accept = not $ Map.member from games, to = from})
>> return state
answer (Message.Relay {Message.from, Message.message = Message.Invitation {}}) state = do
send $ Message.Answer {Message.accept = False, Message.to = from}
return state
answer message@(Message.Game {Message.logs}) state@(Playing {key, name}) = do
answer state@(Connected {playerID, games}) message@(Game {}) = do
case Message.step $ Message.public game of
Over -> send Message.Quit >> return (LoggedIn {key, name})
Over ->
let opponentID = Message.nextPlayer (Message.public game) ! playerID in
return $ state {games = Map.delete opponentID games}
_ ->
if Message.playing (Message.public game) == key
if Message.playing (Message.public game) == playerID
then
send (Message.Play {Message.move = AI.move key game, Message.onGame = game})
>> return state
send (Play {move = AI.move playerID game, onGame = game}) >> return state
else return state
where
game = Message.state message
answer (Message.Relay {Message.from, Message.message = Message.LogOut}) (Playing {key, name, against})
| from == against = send Message.Quit >> return (LoggedIn {key, name})
answer state Pong = ping >> return state
answer (Message.Relay {}) state = return state
answer Message.Pong state = ping >> return state
answer (Message.Error {Message.error}) state = do
answer state (Error {error}) = do
debug $ "Received error from server : " `append` pack error
return state
answer message state = do
{-
- Ignore
-}
answer state@(Connected {}) (Okaeri {}) = return state
answer state (Relay {}) = return state
answer state message = do
debug $ ByteString.concat [
"Unexpected message : ", encode message, " in state ", pack $ show state
]
return state
ping :: App ()
ping = do
connection <- ask
setTimeout (20*s) (sendIO Message.Ping connection)
setTimeout (20*s) (sendIO Ping connection)
where
setTimeout delay callback =
const () <$> (lift $ forkIO (threadDelay delay >> callback))
@ -116,8 +105,12 @@ ping = do
s = 1000 * ms
start :: App ()
start = ping >> loop Initial
start = do
ping
initialState <- lift Session.initial
case initialState of
New -> send $ Hello {name = "Hannah"}
Connected {playerID} -> send $ Tadaima {myID = playerID, name = "Hannah"}
loop initialState
where
loop state = do
newMessage <- receive
answer newMessage state >>= loop
loop state = receive >>= answer state >>= loop

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@ -6,10 +6,10 @@ module Config (
) where
host :: String
host = "koikoi.menf.in"
host = "koikoi.local"
libDir :: FilePath
libDir = "/var/lib/hannah"
libDir = "/home/alice/Documents/Atelier/hanafuda/hannah/lib"
path :: String
path = "/play/"

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@ -2,7 +2,6 @@ module Main where
import Network.WebSockets (ClientApp, runClient)
import Control.Monad.Reader (runReaderT)
import Control.Monad.State (runStateT)
import Config (host, port, path)
import Automaton (start)