Handle the end of games
This commit is contained in:
parent
66d2926635
commit
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8 changed files with 153 additions and 90 deletions
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@ -1,5 +1,13 @@
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# Revision history for hanafudapi
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## 0.2.2.0 -- 2019-08-12
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* Handle the end of games
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## 0.2.1.0 -- 2019-01-08
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* Use latest changes in the lib to send a log of what happened during a turn
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## 0.2.0.1 -- 2018-08-26
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* Games are now playable
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@ -2,7 +2,7 @@
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-- documentation, see http://haskell.org/cabal/users-guide/
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name: hanafuda-webapp
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version: 0.2.1.0
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version: 0.2.2.0
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synopsis: A webapp for the Haskell hanafuda library
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-- description:
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homepage: https://framagit.org/hanafuda
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@ -7,29 +7,28 @@ import Control.Monad.Except (runExceptT)
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import Control.Monad.Reader (asks, lift)
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import Control.Monad.Writer (runWriterT)
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import qualified Data (RW(..))
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import qualified Game (new, play)
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import qualified Hanafuda.KoiKoi as KoiKoi (Game(..))
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import Data.Map (Map, (!?))
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import qualified Game (Key, T, new, play)
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import qualified Hanafuda.KoiKoi as KoiKoi (Game(..), Step(..))
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import qualified Session (Status(..), T(..), Update)
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import qualified Server (get, logIn, logOut, update, register)
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import qualified Server (endGame, get, logIn, logOut, update, register)
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import qualified App (Context(..), T, current, debug, get, server, try, update, update_)
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import qualified Message (FromClient(..), T(..), broadcast, get, notifyPlayers, relay, send, sendTo, update)
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type Vertex = Session.Status
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receive :: Session.Status -> Message.FromClient -> App.T ()
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edges :: Vertex -> Message.FromClient -> App.T Vertex
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edges (Session.LoggedIn False) logIn@(Message.LogIn login) =
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receive (Session.LoggedIn False) logIn@(Message.LogIn login) =
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asks App.key >>= App.try . (Server.logIn login)
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>>= maybe
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(Message.relay logIn Message.broadcast >> return (Session.LoggedIn True))
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(withError $ Session.LoggedIn False)
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(Message.relay logIn Message.broadcast >> setSessionStatus (Session.LoggedIn True))
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sendError
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edges (Session.LoggedIn True) logOut@Message.LogOut = do
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receive (Session.LoggedIn True) logOut@Message.LogOut = do
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Message.relay logOut Message.broadcast
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asks App.key >>= App.update_ . Server.logOut
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return (Session.LoggedIn False)
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setSessionStatus (Session.LoggedIn False)
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edges (Session.LoggedIn True) invitation@(Message.Invitation {Message.to}) = do
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receive (Session.LoggedIn True) invitation@(Message.Invitation {Message.to}) = do
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session <- App.get to
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case Session.status session of
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Session.LoggedIn True -> do
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@ -37,10 +36,10 @@ edges (Session.LoggedIn True) invitation@(Message.Invitation {Message.to}) = do
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App.update_ (Server.update to (Data.set $ Session.Answering key :: Session.Update))
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Message.broadcast $ Message.update {Message.paired = [key, to]}
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(Message.relay invitation $ Message.sendTo [to])
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return (Session.Waiting to)
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_ -> Session.LoggedIn True `withError` "They just left"
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setSessionStatus (Session.Waiting to)
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_ -> sendError "They just left"
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edges (Session.Answering to) message@(Message.Answer {Message.accept}) = do
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receive (Session.Answering to) message@(Message.Answer {Message.accept}) = do
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session <- App.get to
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key <- asks App.key
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case Session.status session of
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@ -57,42 +56,52 @@ edges (Session.Answering to) message@(Message.Answer {Message.accept}) = do
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Message.broadcast $ Message.update {Message.alone = [key, to]}
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return $ Session.LoggedIn True
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App.update_ $ Server.update to (Data.set newStatus :: Session.Update)
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return newStatus
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_ -> (Session.LoggedIn True) `withError` "They're not waiting for your answer"
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setSessionStatus newStatus
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_ -> sendError "They're not waiting for your answer"
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edges status@(Session.Playing gameKey) (Message.Play {Message.move}) = do
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receive (Session.Playing gameKey) played@(Message.Play {}) = do
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key <- asks App.key
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game <- Server.get gameKey <$> App.server
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(result, logs) <- lift . runWriterT . runExceptT $ Game.play key move game
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(result, logs) <- lift . runWriterT . runExceptT $ Game.play key (Message.move played) game
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case result of
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Left message -> status `withError` message
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Right newGame ->
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case newGame of
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KoiKoi.Over _ -> undefined
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KoiKoi.On on -> do
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App.update_ $ Server.update gameKey (const on)
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Message.notifyPlayers on logs
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return status
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Left message -> sendError message
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Right newGame -> do
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Message.notifyPlayers newGame logs
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case KoiKoi.step newGame of
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KoiKoi.Over -> do
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App.debug $ "Game " ++ show gameKey ++ " ended"
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App.update_ $ Server.endGame gameKey
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_ -> App.update_ $ Server.update gameKey (const newGame)
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edges state _ =
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state `withError` ("Invalid message in state " ++ show state)
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receive (Session.Playing gameKey) Message.Quit = do
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games <- (Data.get <$> App.server :: App.T (Map Game.Key Game.T))
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case games !? gameKey of
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Nothing -> do
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key <- asks App.key
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Message.broadcast $ Message.update {Message.alone = [key]}
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setSessionStatus (Session.LoggedIn True)
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_ -> sendError "Game is still running"
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withError :: Vertex -> String -> App.T Vertex
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withError vertex message =
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(Message.send $ Message.Error message) >> return vertex
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receive state _ = sendError $ "Invalid message in state " ++ show state
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run :: App.T ()
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run = do
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message <- Message.get
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status <- Session.status <$> App.current
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newStatus <- edges status message
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sendError :: String -> App.T ()
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sendError = Message.send . Message.Error
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setSessionStatus :: Session.Status -> App.T ()
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setSessionStatus newStatus = do
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key <- asks App.key
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App.update_ $ Server.update key $ (Data.set newStatus :: Session.Update)
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App.debug $ show newStatus
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run
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loop :: App.T ()
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loop = do
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message <- Message.get
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status <- Session.status <$> App.current
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status `receive` message
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loop
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start :: App.T ()
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start = do
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App.debug "Initial state"
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Message.Welcome <$> App.server <*> asks App.key >>= Message.send
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run
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loop
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32
src/Game.hs
32
src/Game.hs
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{-# LANGUAGE OverloadedStrings #-}
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module Game (
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Key
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, View
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, T
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, export
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, new
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@ -26,7 +25,7 @@ import qualified Data (Key)
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import qualified Player (Key)
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import qualified Hanafuda (Flower(..), Card(..), Pack, cardsOfPack, empty)
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import qualified Hanafuda.Player (Player(..), Players(..))
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import qualified Hanafuda.KoiKoi (Action(..), Game(..), Environment, Mode(..), Move(..), On(..), Over(..), Score, Source(..), Step(..), Yaku(..), new, play)
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import qualified Hanafuda.KoiKoi (Action(..), Game(..), Environment, Mode(..), Move(..), Score, Source(..), Step(..), Yaku(..), new, play)
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import GHC.Generics
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deriving instance Generic Hanafuda.Card
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@ -40,13 +39,12 @@ deriving instance Generic Hanafuda.KoiKoi.Step
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deriving instance Generic1 (Hanafuda.Player.Player Player.Key)
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deriving instance Generic1 (Hanafuda.Player.Players Player.Key)
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type On = Hanafuda.KoiKoi.On Player.Key
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type Over = Hanafuda.KoiKoi.Over Player.Key
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type View = Hanafuda.KoiKoi.Game Player.Key
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type T = Hanafuda.KoiKoi.Game Player.Key
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deriving instance Generic On
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deriving instance Generic Over
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deriving instance Generic View
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deriving instance Generic T
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instance ToJSON T where
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toEncoding = genericToEncoding JSON.defaultOptions
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instance FromJSON Hanafuda.Card
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instance ToJSON Hanafuda.Card
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toJSON = toJSON1
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toEncoding = toEncoding1
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type T = Hanafuda.KoiKoi.On Player.Key
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instance ToJSON T
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type Key = Data.Key T
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new :: Player.Key -> Player.Key -> IO T
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new p1 p2 = do
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Hanafuda.KoiKoi.new [p1, p2] Hanafuda.KoiKoi.WholeYear
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Hanafuda.KoiKoi.new [p1, p2] $ Hanafuda.KoiKoi.WholeYear
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export :: Player.Key -> T -> Value
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export key on = Object $ insert "deck" (toJSON $ length $ Hanafuda.KoiKoi.deck on) $ ast
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export key game = Object $ insert "deck" (toJSON $ length $ Hanafuda.KoiKoi.deck game) $ ast
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where
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Hanafuda.Player.Players unfiltered = Hanafuda.KoiKoi.players on
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Hanafuda.Player.Players unfiltered = Hanafuda.KoiKoi.players game
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maskOpponentsHand k player
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| k == key = player
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| otherwise = player {Hanafuda.Player.hand = Hanafuda.empty}
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Object ast = toJSON $ on {
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Object ast = toJSON $ game {
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Hanafuda.KoiKoi.players = Hanafuda.Player.Players $ mapWithKey maskOpponentsHand unfiltered
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}
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play :: Hanafuda.KoiKoi.Environment m => Player.Key -> Hanafuda.KoiKoi.Move -> T -> m (Hanafuda.KoiKoi.Game Player.Key)
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play key move on
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| Hanafuda.KoiKoi.playing on == key =
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Hanafuda.KoiKoi.play move on
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play key move game
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| Hanafuda.KoiKoi.playing game == key =
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Hanafuda.KoiKoi.play move game
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| otherwise = throwError "Not your turn"
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@ -27,7 +27,7 @@ import qualified Game (T, export)
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import qualified Session (T(..))
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import qualified Server (T(..), get)
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import qualified App (Context(..), T, connection, debug, server)
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import qualified Hanafuda.KoiKoi as KoiKoi (Action, On(..), Move(..))
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import qualified Hanafuda.KoiKoi as KoiKoi (Action, Game(..), Move(..))
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import GHC.Generics (Generic)
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data FromClient =
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| LogIn {name :: Text}
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| LogOut
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| Play {move :: KoiKoi.Move}
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| Quit
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| Ping
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deriving (Generic)
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@ -8,6 +8,7 @@
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module Server (
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T(..)
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, disconnect
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, endGame
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, get
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, logIn
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, logOut
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disconnect key =
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Data.update (delete key :: Sessions -> Sessions) . logOut key
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endGame :: Game.Key -> T -> T
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endGame key =
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Data.update (delete key :: Games -> Games)
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logIn :: Text -> Player.Key -> T -> Either String T
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logIn name key server =
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Data.update (Set.insert name) .
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54
www/game.js
54
www/game.js
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}
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function handleGameMessage(o) {
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if(o.game.deck == 24) {
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return o.logs.length > 0 ? modules.async.sequence(applyDiff(o), setGame(o)) : setGame(o);
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if(o.game.deck == 24) { // deck is full, means new round
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if(o.logs.length > 0) { // but still some logs, from the previous round
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return modules.async.sequence(applyDiff(o), setGame(o)); // so play the diff, then set the new round
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} else {
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return setGame(o); // directly set a whole new game
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}
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} else {
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return applyDiff(o);
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}
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function handleStep(o) {
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return function(f) {
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handleTurnedCard(o, f);
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if(status.step == "Scored") {
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if(status.playing) {
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askKoikoi(o, f);
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} else {
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theyScored(o, f);
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}
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} else if (status.step == "Over") {
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gameEnd(o, f);
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} else {
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f();
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}
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};
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}
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function handleTurnedCard(o, f) {
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if(status.step == "Turned") {
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setTurned(o.game.step.contents);
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} else {
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deck.removeChild(deck.lastChild);
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}
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}
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if(status.step == "Scored") {
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if(status.playing) {
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}
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function askKoikoi(o, f) {
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modules.screen.dialog({
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text: modules.i18n.get('youScored'),
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answers: [
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@ -89,7 +110,10 @@ function Game(modules) {
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{label: 'koikoi', action: function() {play({koiKoi: true}); f();}}
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]
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});
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} else {
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}
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function theyScored(o, f) {
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modules.screen.dialog({
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text: modules.i18n.get('theyScored')(modules.room.name(o.game.playing)),
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answers: [
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]
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});
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}
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} else {
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function gameEnd(o, f) {
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var winner, maxScore;
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for(var key in o.game.scores) {
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if(maxScore == undefined || o.game.scores[key] > maxScore) {
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winner = key;
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maxScore = o.game.scores[key];
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}
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}
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modules.screen.dialog({
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text: modules.i18n.get(modules.session.is(winner) ? 'won' : 'lost'),
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answers: [{
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label: 'endGame',
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action: function() {
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modules.messaging.send({tag: "Quit"});
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modules.screen.select('reception');
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f();
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}
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};
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}]
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});
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}
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function applyDiff(o) {
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alone: "No one to play with yet ! Wait a little",
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decline: "Decline",
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endRound: "End the round",
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endGame: "Return to main menu",
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join: "Join",
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invite: "Invite",
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invited: function(name) {
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},
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koikoi: "KoiKoi !!",
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leave: "Leave",
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lost: "You lost the game",
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monthFlower: function(flower) {
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return "This month's flower is the " + flower;
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},
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theyScored: function(name) {
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return name + " scored";
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},
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won: "You won !",
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yourTurn: "Your turn",
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youScored: "You scored ! Do you want to get your points and end the round or KoiKoi ?"
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},
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alone: "Personne pour jouer pour l'instant ! Attendez un peu",
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decline: "Refuser",
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endRound: "Finir la manche",
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endGame: "Retourner au menu principal",
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join: "Entrer",
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invite: "Inviter",
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invited: function(name) {
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},
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koikoi: "KoiKoi !!",
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leave: "Partir",
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lost: "Vous avez perdu",
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monthFlower: function(flower) {
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return "C'est le mois des " + flower;
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},
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theyScored: function(name) {
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return name + " a marqué";
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},
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won: "Vous avez gagné !",
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yourTurn: "À vous",
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youScored: "Vous avez marqué ! Voulez-vous empocher vos gains et terminer la manche ou faire KoiKoi ?"
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}
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