Catch up with breaking changes due to the stateless transition
This commit is contained in:
parent
9fb130c944
commit
c2b01445c8
2 changed files with 29 additions and 23 deletions
34
src/AI.hs
34
src/AI.hs
|
@ -4,7 +4,7 @@ module AI (
|
|||
) where
|
||||
|
||||
import Data.List (sortOn)
|
||||
import Data.Map ((!))
|
||||
import Data.Map ((!), delete, findMin)
|
||||
import Data.Ord (Down(..))
|
||||
import Data.Set (Set, member)
|
||||
import qualified Data.Set as Set (fromList, intersection, unions)
|
||||
|
@ -13,25 +13,27 @@ import Hanafuda (
|
|||
, cardsOf, cardsOfPack, contains, empty,flower, packOfCards, sameMonth, size, union
|
||||
)
|
||||
import Hanafuda.Player (Player(..), Players(..))
|
||||
import Hanafuda.KoiKoi (GameBlueprint(..), Move(..), PlayerID, Step(..), Score)
|
||||
import Hanafuda.Message (PublicGame)
|
||||
import Hanafuda.KoiKoi (Move(..), PlayerID, Step(..), Score)
|
||||
import Hanafuda.Message (PublicGame(..), PublicState(..), PublicPlayer)
|
||||
|
||||
move :: PlayerID -> PublicGame -> Move
|
||||
|
||||
move me (Game {step = ToPlay, month, players = Players p, river}) =
|
||||
case getAvailableCards myHand (cardsOfPack river) of
|
||||
[] -> Play $ worstFor month (p ! (nextPlayer $ p ! me)) myHand
|
||||
move me (PublicGame {playerHand, public = PublicState {step = ToPlay, month, players, river}}) =
|
||||
case getAvailableCards hand (cardsOfPack river) of
|
||||
[] -> Play $ worstFor month opponent hand
|
||||
available ->
|
||||
let riverCard = bestFor month (p ! me) available in
|
||||
let matchingCards = cardsOfPack . sameMonth riverCard . hand $ p ! me in
|
||||
capture (bestFor month (p ! me) matchingCards) riverCard river
|
||||
let riverCard = bestFor month (players ! me) available in
|
||||
let matchingCards = cardsOfPack . sameMonth riverCard $ playerHand in
|
||||
capture (bestFor month (players ! me) matchingCards) riverCard river
|
||||
where
|
||||
myHand = cardsOfPack . hand $ p ! me
|
||||
hand = cardsOfPack playerHand
|
||||
opponent = snd . findMin $ delete me players
|
||||
|
||||
move me (Game {step = Turned card, month, players = Players p, river}) =
|
||||
Choose . bestFor month (p ! me) . cardsOfPack $ sameMonth card river
|
||||
move me (PublicGame {public = PublicState {step = Turned card, month, players, river}}) =
|
||||
Choose . bestFor month (players ! me) . cardsOfPack $ sameMonth card river
|
||||
|
||||
move me (Game {players = Players p}) = KoiKoi $ hand (p ! me) /= empty
|
||||
move me (PublicGame {playerHand, public = PublicState {step = Scored}}) =
|
||||
KoiKoi $ playerHand /= empty
|
||||
|
||||
capture :: Card -> Card -> Pack -> Move
|
||||
capture card caught river =
|
||||
|
@ -48,13 +50,13 @@ getAvailableCards hand =
|
|||
choose :: Ord a => (Card -> a) -> [Card] -> Card
|
||||
choose sortCriterion = head . sortOn sortCriterion
|
||||
|
||||
bestFor :: Flower -> Player Score -> [Card] -> Card
|
||||
bestFor :: Flower -> PublicPlayer -> [Card] -> Card
|
||||
bestFor monthFlower player = choose (Down . rank monthFlower player)
|
||||
|
||||
worstFor :: Flower -> Player Score -> [Card] -> Card
|
||||
worstFor :: Flower -> PublicPlayer -> [Card] -> Card
|
||||
worstFor monthFlower player = choose (rank monthFlower player)
|
||||
|
||||
rank :: Flower -> Player Score -> Card -> Int
|
||||
rank :: Flower -> PublicPlayer -> Card -> Int
|
||||
rank monthFlower _ card
|
||||
| isTrueLight card = 5
|
||||
| card == RainMan = 2
|
||||
|
|
|
@ -15,8 +15,8 @@ import Control.Concurrent (threadDelay)
|
|||
import Control.Monad.Reader (ReaderT, ask)
|
||||
import Control.Monad.State (StateT)
|
||||
import Control.Monad.Trans (lift)
|
||||
import Hanafuda.KoiKoi (Game, GameBlueprint(..), PlayerID, Step(..))
|
||||
import qualified Hanafuda.Message as Message (T(..), FromClient(..), PublicGame)
|
||||
import Hanafuda.KoiKoi (PlayerID, Step(..))
|
||||
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)
|
||||
|
@ -77,13 +77,17 @@ answer (Message.Relay {Message.message = Message.Invitation {}}) state = do
|
|||
send $ Message.Answer {Message.accept = False}
|
||||
return state
|
||||
|
||||
answer (Message.Game {Message.game, Message.logs}) state@(Playing {key, name}) = do
|
||||
case step game of
|
||||
answer message@(Message.Game {Message.logs}) state@(Playing {key, name}) = do
|
||||
case Message.step $ Message.public game of
|
||||
Over -> send Message.Quit >> return (LoggedIn {key, name})
|
||||
_ -> do
|
||||
if playing game == key
|
||||
then send (Message.Play {Message.move = AI.move key game}) >> return state
|
||||
_ ->
|
||||
if Message.playing (Message.public game) == key
|
||||
then
|
||||
send (Message.Play {Message.move = AI.move key game, Message.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})
|
||||
|
|
Loading…
Reference in a new issue