Browse Source

add ai system and a decent simulation based ai

sndtry
Christian Merten 6 years ago
parent
commit
10099310c4
14 changed files with 699 additions and 60 deletions
  1. +5
    -0
      .gitignore
  2. +37
    -0
      AI/Human.hs
  3. +405
    -0
      AI/Rulebased.hs
  4. +18
    -0
      AI/Stupid.hs
  5. +39
    -0
      AI/Test.hs
  6. +11
    -8
      Card.hs
  7. +47
    -6
      Main.hs
  8. +37
    -29
      Operations.hs
  9. +6
    -1
      Pile.hs
  10. +45
    -14
      Player.hs
  11. +18
    -0
      Player/Utils.hs
  12. +0
    -1
      Render.hs
  13. +21
    -1
      Skat.hs
  14. +10
    -0
      Utils.hs

+ 5
- 0
.gitignore View File

@@ -1,3 +1,8 @@
*

!*.*
!*/

*.hi
*.o
*.prof

+ 37
- 0
AI/Human.hs View File

@@ -0,0 +1,37 @@
module AI.Human where

import Control.Monad.Trans (liftIO)

import Player
import Pile
import Card
import Utils
import Render

data Human = Human { getTeam :: Team
, getHand :: Hand }
deriving Show

instance Player Human where
team = getTeam
hand = getHand
chooseCard p table _ hand = do
trumpCol <- trumpColour
turnCol <- turnColour
let possible = filter (isAllowed trumpCol turnCol hand) hand
c <- liftIO $ askIO (map getCard table) possible hand
return $ (c, p)

askIO :: [Card] -> [Card] -> [Card] -> IO Card
askIO table possible hand = do
putStrLn "Your hand"
render hand
putStrLn "These options are possible"
render possible
putStrLn "These cards are on the table"
render table
idx <- query
"Which card do you want to play? Give the index of the card"
if idx >= 0 && idx < length possible
then return $ possible !! idx
else askIO table possible hand

+ 405
- 0
AI/Rulebased.hs View File

@@ -0,0 +1,405 @@
{-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE TypeSynonymInstances #-}
{-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE FlexibleContexts #-}

module AI.Rulebased (
mkAIEnv
) where

import Data.Ord
import Data.Monoid ((<>))
import Data.List
import Control.Monad.State
import Control.Monad.Reader
import qualified Data.Map.Strict as M

import Player
import qualified Player.Utils as P
import Pile
import Card
import Utils
import Skat (Skat, modifyp, mkSkatEnv)
import Operations

data AIEnv = AIEnv { getTeam :: Team
, getHand :: Hand
, table :: [CardS Played]
, fallen :: [CardS Played]
, myHand :: [Card]
, guess :: Guess
, simulationDepth :: Int }
deriving Show

setTable :: [CardS Played] -> AIEnv -> AIEnv
setTable tab env = env { table = tab }

setHand :: [Card] -> AIEnv -> AIEnv
setHand hand env = env { myHand = hand }

setFallen :: [CardS Played] -> AIEnv -> AIEnv
setFallen fallen env = env { fallen = fallen }

setDepth :: Int -> AIEnv -> AIEnv
setDepth depth env = env { simulationDepth = depth }

modifyg :: MonadPlayer m => (Guess -> Guess) -> AI m ()
modifyg f = modify g
where g env@(AIEnv {guess}) = env { guess = f guess }
type AI m = StateT AIEnv m

instance MonadPlayer m => MonadPlayer (AI m) where
trumpColour = lift $ trumpColour
turnColour = lift $ turnColour
showSkat = lift . showSkat

instance MonadPlayerOpen m => MonadPlayerOpen (AI m) where
showPiles = lift $ showPiles

type Simulator m = ReaderT Piles (AI m)

instance MonadPlayer m => MonadPlayer (Simulator m) where
trumpColour = lift $ trumpColour
turnColour = lift $ turnColour
showSkat = lift . showSkat

instance MonadPlayer m => MonadPlayerOpen (Simulator m) where
showPiles = ask

runWithPiles :: MonadPlayer m
=> Piles -> Simulator m a -> AI m a
runWithPiles ps sim = runReaderT sim ps

instance Player AIEnv where
team = getTeam
hand = getHand
chooseCard p table fallen hand = runStateT (do
modify $ setTable table
modify $ setHand hand
modify $ setFallen fallen
choose) p
onCardPlayed p card = execStateT (do
onPlayed card) p
chooseCardOpen p = evalStateT chooseOpen p

value :: Card -> Int
value (Card Ace _) = 100
value _ = 0

data Option = H Hand
| Skt
deriving (Show, Eq, Ord)

-- | possible card distributions
type Guess = M.Map Card [Option]

newGuess :: Guess
newGuess = M.fromList l
where l = map (\c -> (c, [H Hand1, H Hand2, H Hand3, Skt])) allCards

hasBeenPlayed :: Card -> Guess -> Guess
hasBeenPlayed card = M.delete card

has :: Hand -> [Card] -> Guess -> Guess
has hand cs = M.mapWithKey f
where f card hands
| card `elem` cs = [H hand]
| otherwise = hands

hasNoLonger :: MonadPlayer m => Hand -> Colour -> AI m ()
hasNoLonger hand colour = do
trCol <- trumpColour
modifyg $ hasNoLonger_ trCol hand colour

hasNoLonger_ :: Colour -> Hand -> Colour -> Guess -> Guess
hasNoLonger_ trColour hand effCol = M.mapWithKey f
where f card hands
| effectiveColour trColour card == effCol && (H hand) `elem` hands = filter (/=H hand) hands
| otherwise = hands

isSkat :: [Card] -> Guess -> Guess
isSkat cs = M.mapWithKey f
where f card hands
| card `elem` cs = [Skt]
| otherwise = hands

type Turn = (CardS Played, CardS Played, CardS Played)

analyzeTurn :: MonadPlayer m => Turn -> AI m ()
analyzeTurn (c1, c2, c3) = do
modifyg (getCard c1 `hasBeenPlayed`)
modifyg (getCard c2 `hasBeenPlayed`)
modifyg (getCard c3 `hasBeenPlayed`)
trCol <- trumpColour
let turnCol = getColour $ getCard c1
demanded = effectiveColour trCol (getCard c1)
col2 = effectiveColour trCol (getCard c2)
col3 = effectiveColour trCol (getCard c3)
if col2 /= demanded
then origin c2 `hasNoLonger` demanded
else return ()
if col3 /= demanded
then origin c3 `hasNoLonger` demanded
else return ()

type Distribution = ([Card], [Card], [Card], [Card])

toPiles :: [CardS Played] -> Distribution -> Piles
toPiles table (h1, h2, h3, skt) = Piles (cs1 ++ cs2 ++ cs3) table ss
where cs1 = map (putAt Hand1) h1
cs2 = map (putAt Hand2) h2
cs3 = map (putAt Hand3) h3
ss = map (putAt SkatP) skt

distributions :: Guess -> (Int, Int, Int, Int) -> [Distribution]
distributions guess nos =
helper (sortBy (comparing $ length . snd) $ M.toList guess) nos
where helper [] _ = []
helper ((c, hs):[]) ns = map fst (distr c hs ns)
helper ((c, hs):gs) ns =
let dsWithNs = distr c hs ns
go (d, ns') = map (d <>) (helper gs ns')
in concatMap go dsWithNs
distr card hands (n1, n2, n3, n4) =
let f card (H Hand1) =
(([card], [], [], []), (n1+1, n2, n3, n4))
f card (H Hand2) =
(([], [card], [], []), (n1, n2+1, n3, n4))
f card (H Hand3) =
(([], [], [card], []), (n1, n2, n3+1, n4))
f card Skt =
(([], [], [], [card]), (n1, n2, n3, n4+1))
isOk (H Hand1) = n1 < cardsPerHand
isOk (H Hand2) = n2 < cardsPerHand
isOk (H Hand3) = n3 < cardsPerHand
isOk Skt = n4 < 2
in filterMap isOk (f card) hands
cardsPerHand = (length guess - 2) `div` 3

simplify :: Int -> [Distribution] -> [Distribution]
simplify 10 ds = nubBy is789Variation ds
simplify _ ds = ds

is789Variation :: Distribution -> Distribution -> Bool
is789Variation (ha1, ha2, ha3, sa) (hb1, hb2, hb3, sb) =
f ha1 hb1 && f ha2 hb2 && f ha3 hb3 && f sa sb
where f cs1 cs2
| n789s cs1 /= n789s cs2 = False
| otherwise = and (zipCs (c789s cs1) (c789s cs2))

zipCs :: [[Card]] -> [[Card]] -> [Bool]
zipCs xs ys = zipWith g xs ys

c789s :: [Card] -> [[Card]]
c789s cs = groupBy (grouping getColour) $
sortBy (comparing getColour) $
filter ((==(0 :: Int)) . count) cs

n789s :: [Card] -> [Card]
n789s cs = filter ((/=(0 :: Int)) . count) cs

g :: [a] -> [b] -> Bool
g xs ys = length xs == length ys

onPlayed :: MonadPlayer m => CardS Played -> AI m ()
onPlayed c = do
liftIO $ print c
modifyg (getCard c `hasBeenPlayed`)
trCol <- trumpColour
turnCol <- turnColour
let col = effectiveColour trCol (getCard c)
case turnCol of
Just demanded -> if col /= demanded
then origin c `hasNoLonger` demanded else return ()
Nothing -> return ()

choose :: MonadPlayer m => AI m Card
choose = do
handCards <- gets myHand
table <- gets table
case length table of
0 -> if length handCards >= 7
then chooseLead
else chooseStatistic
n -> chooseStatistic

chooseStatistic :: MonadPlayer m => AI m Card
chooseStatistic = do
h <- gets getHand
handCards <- gets myHand
let depth = case length handCards of
0 -> 0
1 -> 1
-- simulate whole game
2 -> 2
3 -> 3
-- simulate only partially
4 -> 2
5 -> 1
6 -> 1
7 -> 1
8 -> 1
9 -> 1
10 -> 1
modify $ setDepth depth
guess__ <- gets guess
self <- get
maySkat <- showSkat self
let guess_ = (hand self `has` handCards) guess__
guess = case maySkat of
Just cs -> (cs `isSkat`) guess_
Nothing -> guess_
table <- gets table
let ns = case length table of
0 -> (0, 0, 0, 0)
1 -> (-1, 0, -1, 0)
2 -> (0, 0, -1, 0)
let dis = distributions guess ns
disNo = length dis
piless = map (toPiles table) dis
limit = if depth == 1 && length table == 2
then 1
else min 10000 $ disNo `div` 2
liftIO $ putStrLn $ "possible distrs " ++ show disNo
vals <- M.toList <$> foldWithLimit limit runOnPiles M.empty piless
liftIO $ print vals
return $ fst $ maximumBy (comparing snd) vals

foldWithLimit :: Monad m
=> Int
-> (M.Map k Int -> a -> m (M.Map k Int))
-> M.Map k Int
-> [a]
-> m (M.Map k Int)
foldWithLimit _ _ start [] = return start
foldWithLimit limit f start (x:xs) = do
case M.size (M.filter (>=limit) start) of
0 -> do m <- f start x
foldWithLimit limit f m xs
_ -> return start

runOnPiles :: MonadPlayer m
=> M.Map Card Int -> Piles -> AI m (M.Map Card Int)
runOnPiles m ps = do
c <- runWithPiles ps chooseOpen
return $ M.insertWith (+) c 1 m

chooseOpen :: (MonadState AIEnv m, MonadPlayerOpen m) => m Card
chooseOpen = do
piles <- showPiles
hand <- gets getHand
let myCards = handCards hand piles
possible <- filterM (P.isAllowed myCards) myCards
case length myCards of
0 -> do
liftIO $ print hand
liftIO $ print piles
error "no cards left to choose from"
1 -> return $ head myCards
_ -> chooseSimulating

chooseSimulating :: (MonadState AIEnv m, MonadPlayerOpen m)
=> m Card
chooseSimulating = do
piles <- showPiles
hand <- gets getHand
let myCards = handCards hand piles
possible <- filterM (P.isAllowed myCards) myCards
case possible of
[card] -> return card
cs -> do
results <- mapM simulate cs
let both = zip results cs
best = maximumBy (comparing fst) both
return $ snd best

simulate :: (MonadState AIEnv m, MonadPlayerOpen m)
=> Card -> m Int
simulate card = do
-- retrieve all relevant info
piles <- showPiles
turnCol <- turnColour
trumpCol <- trumpColour
myTeam <- gets getTeam
myHand <- gets getHand
depth <- gets simulationDepth
let newDepth = depth - 1
-- create a virtual env with 3 ai players
ps = Players
(PL $ mkAIEnv Team Hand1 newDepth)
(PL $ mkAIEnv Team Hand2 newDepth)
(PL $ mkAIEnv Single Hand3 newDepth)
env = mkSkatEnv piles turnCol trumpCol ps
-- simulate the game after playing the given card
(sgl, tm) <- liftIO $ evalStateT (do
modifyp $ playCard card
turnGeneric playOpen depth (next myHand)) env
let v = if myTeam == Single then (sgl, tm) else (tm, sgl)
-- put the value into context for when not the whole game is
-- simulated
predictValue v

predictValue :: (MonadState AIEnv m, MonadPlayerOpen m)
=> (Int, Int) -> m Int
predictValue (own, others) = do
hand <- gets getHand
piles <- showPiles
let cs = handCards hand piles
pot <- potential cs
return $ own + pot

potential :: (MonadState AIEnv m, MonadPlayerOpen m)
=> [Card] -> m Int
potential cs = do
tr <- trumpColour
let trs = filter (isTrump tr) cs
value = count cs
positions <- filter (==0) <$> mapM position cs
return $ length trs * 10 + value + length positions * 5

position :: (MonadState AIEnv m, MonadPlayer m)
=> Card -> m Int
position card = do
tr <- trumpColour
guess <- gets guess
let effCol = effectiveColour tr card
l = M.toList guess
cs = filterMap ((==effCol) . effectiveColour tr . fst) fst l
csInd = zip [0..] cs
Just (pos, _) = find ((== card) . snd) csInd
return pos

leadPotential :: (MonadState AIEnv m, MonadPlayer m)
=> Card -> m Int
leadPotential card = do
pos <- position card
isTr <- P.isTrump card
let value = count card
case pos of
0 -> return value
_ -> return $ -value

chooseLead :: (MonadState AIEnv m, MonadPlayer m) => m Card
chooseLead = do
cards <- gets myHand
possible <- filterM (P.isAllowed cards) cards
pots <- mapM leadPotential possible
return $ snd $ maximumBy (comparing fst) (zip pots possible)

mkAIEnv :: Team -> Hand -> Int -> AIEnv
mkAIEnv tm h depth = AIEnv tm h [] [] [] newGuess depth

-- | TESTING VARS

aienv :: AIEnv
aienv = AIEnv Single Hand3 [] [] [] newGuess 10

testguess :: Guess
testguess = isSkat (take 2 $ drop 10 allCards)
$ Hand3 `has` (take 10 allCards) $ m
where l = map (\c -> (c, [H Hand1, H Hand2, H Hand3, Skt])) (take 32 allCards)
m = M.fromList l

testds :: [Distribution]
testds = distributions testguess (0, 0, 0, 0)

+ 18
- 0
AI/Stupid.hs View File

@@ -0,0 +1,18 @@
module AI.Stupid where

import Player
import Pile
import Card

data Stupid = Stupid { getTeam :: Team
, getHand :: Hand }
deriving Show

instance Player Stupid where
team = getTeam
hand = getHand
chooseCard p _ _ hand = do
trumpCol <- trumpColour
turnCol <- turnColour
let possible = filter (isAllowed trumpCol turnCol hand) hand
return (head possible, p)

+ 39
- 0
AI/Test.hs View File

@@ -0,0 +1,39 @@
import Card
import Pile
import Utils

import qualified Data.Map.Strict as M
import Data.Monoid ((<>))

type Guess = M.Map Card [Hand]
type Distribution = ([Card], [Card], [Card])

distributions :: Guess -> [Distribution]
distributions guess = --filter equilibrated
(helper (M.toList guess) (0, 0, 0))
where helper [] _ = []
helper ((c, hs):[]) ns = map fst (distr c hs ns)
helper ((c, hs):gs) ns =
let dsWithNs = distr c hs ns
go (d, ns') = map (d <>) (helper gs ns')
in concatMap go dsWithNs
distr card hands (n1, n2, n3) =
let f card Hand1 = (([card], [], []), (n1+1, n2, n3))
f card Hand2 = (([], [card], []), (n1, n2+1, n3))
f card Hand3 = (([], [], [card]), (n1, n2, n3+1))
isOk Hand1 = n1 < cardsPerHand
isOk Hand2 = n2 < cardsPerHand
isOk Hand3 = n3 < cardsPerHand
in filterMap isOk (f card) hands
equilibrated (cs1, cs2, cs3) =
let ls = [length cs1, length cs2, length cs3]
in (maximum ls - minimum ls) <= 1
cardsPerHand = (length guess `div` 3)

testguess :: Guess
testguess = foldr (Hand3 `has`) m (take 10 allCards)
where l = map (\c -> (c, [Hand1, Hand2, Hand3])) (take 30 allCards)
m = M.fromList l

main :: IO ()
main = print $ length $ distributions testguess

+ 11
- 8
Card.hs View File

@@ -35,7 +35,7 @@ data Colour = Diamonds
deriving (Eq, Ord, Show, Enum, Read)

data Card = Card Type Colour
deriving (Eq, Show)
deriving (Eq, Show, Ord)

getColour :: Card -> Colour
getColour (Card _ c) = c
@@ -74,19 +74,22 @@ compareCards :: Colour
-> Ordering
compareCards _ _ (Card Jack col1) (Card Jack col2) = compare col1 col2
compareCards trumpCol turnCol c1@(Card tp1 col1) c2@(Card tp2 col2) =
case compare trp1 trp2 of
EQ ->
case compare (col1 `equals` turnCol)
(col2 `equals` turnCol) of
EQ -> compare tp1 tp2
v -> v
v -> v
case (trp1, trp2) of
(True, True) -> compare tp1 tp2
(False, False) -> case compare (col1 `equals` turnCol)
(col2 `equals` turnCol) of
EQ -> compare tp1 tp2
v -> v
_ -> compare trp1 trp2
where trp1 = isTrump trumpCol c1
trp2 = isTrump trumpCol c2

sortCards :: Colour -> Maybe Colour -> [Card] -> [Card]
sortCards trumpCol turnCol cs = sortBy (compareCards trumpCol turnCol) cs

highestCard :: Colour -> Maybe Colour -> [Card] -> Card
highestCard trumpCol turnCol cs = maximumBy (compareCards trumpCol turnCol) cs

shuffleCards :: IO [Card]
shuffleCards = do
gen <- newStdGen


+ 47
- 6
Main.hs View File

@@ -4,13 +4,54 @@ import Control.Monad.State

import Card
import Skat
import Reizen
import Operations
import Player
import Pile

import AI.Stupid
import AI.Human
import AI.Rulebased

main :: IO ()
main = do
env <- reizen
(sgl, tm) <- evalStateT runGame env
putStrLn $ "Single player has " ++ show sgl ++ " points."
putStrLn $ "Team has " ++ show tm ++ " points."
main = putStrLn "Hello World"

env :: SkatEnv
env = SkatEnv piles Nothing Spades playersExamp
where piles = distribute allCards

envStupid :: SkatEnv
envStupid = SkatEnv piles Nothing Spades pls2
where piles = distribute allCards

playersExamp :: Players
playersExamp = Players
(PL $ Stupid Team Hand1)
(PL $ Stupid Team Hand2)
(PL $ mkAIEnv Single Hand3 10)

pls2 :: Players
pls2 = Players
(PL $ Stupid Team Hand1)
(PL $ Stupid Team Hand2)
(PL $ Stupid Team Hand3)

shuffledEnv :: IO SkatEnv
shuffledEnv = do
cards <- shuffleCards
return $ SkatEnv (distribute cards) Nothing Spades playersExamp

env2 :: SkatEnv
env2 = SkatEnv piles Nothing Spades playersExamp
where hand1 = [Card Seven Clubs, Card King Clubs, Card Ace Clubs, Card Queen Diamonds]
hand2 = [Card Seven Hearts, Card King Hearts, Card Ace Hearts, Card Queen Spades]
hand3 = [Card Seven Spades, Card King Spades, Card Ace Spades, Card Queen Clubs]
h1 = map (putAt Hand1) hand1
h2 = map (putAt Hand2) hand2
h3 = map (putAt Hand3) hand3
piles = Piles (h1 ++ h2 ++ h3) [] []

testAI :: Int -> IO ()
testAI n = do
let acs = repeat (shuffledEnv >>= evalStateT (turnGeneric playOpen 10 Hand1) )
vals <- sequence (take n acs)
putStrLn $ "average won points " ++ show (fromIntegral (sum (map fst vals)) / fromIntegral n)

+ 37
- 29
Operations.hs View File

@@ -8,7 +8,8 @@ import Data.Ord
import Card
import Skat
import Pile
import Player
import Player (chooseCard, Players(..), Player(..), PL(..),
updatePlayer, playersToList, player)
import Utils (shuffle)

compareRender :: Card -> Card -> Ordering
@@ -19,22 +20,32 @@ compareRender (Card t1 c1) (Card t2 c2) = case compare c1 c2 of
sortRender :: [Card] -> [Card]
sortRender = sortBy compareRender

turn :: Hand -> Skat (Int, Int)
turn n = do
turnGeneric :: (PL -> Skat Card)
-> Int
-> Hand
-> Skat (Int, Int)
turnGeneric playFunc depth n = do
table <- getp tableCards
ps <- gets players
let p = player ps n
hand <- getp $ handCards n
trCol <- gets trumpColour
case length table of
0 -> play p >> turn (next n)
0 -> playFunc p >> turnGeneric playFunc depth (next n)
1 -> do
modify $ setTurnColour (Just $ getColour $ head table)
play p
turn (next n)
2 -> play p >> turn (next n)
modify $ setTurnColour
(Just $ effectiveColour trCol $ head table)
playFunc p
turnGeneric playFunc depth (next n)
2 -> playFunc p >> turnGeneric playFunc depth (next n)
3 -> do
w <- evaluateTable
if length hand == 0 then countGame else turn w
if depth <= 1 || length hand == 0
then countGame
else turnGeneric playFunc (depth - 1) w

turn :: Hand -> Skat (Int, Int)
turn n = turnGeneric play 10 n

evaluateTable :: Skat Hand
evaluateTable = do
@@ -42,7 +53,7 @@ evaluateTable = do
turnCol <- gets turnColour
table <- getp tableCards
ps <- gets players
let winningCard = head $ sortCards trumpCol turnCol table
let winningCard = highestCard trumpCol turnCol table
Just winnerHand <- getp $ originOfCard winningCard
let winner = player ps winnerHand
modifyp $ cleanTable (team winner)
@@ -52,29 +63,26 @@ evaluateTable = do
countGame :: Skat (Int, Int)
countGame = getp count

play :: Player p => p -> Skat Card
play :: (Show p, Player p) => p -> Skat Card
play p = do
table <- getp tableCards
liftIO $ putStrLn "playing"
table <- getp tableCardsS
turnCol <- gets turnColour
trump <- gets trumpColour
hand <- getp $ handCards (hand p)
let card = chooseCard p trump turnCol hand
fallen <- getp played
(card, p') <- chooseCard p table fallen hand
modifyPlayers $ updatePlayer p'
modifyp $ playCard card
ps <- fmap playersToList $ gets players
table' <- getp tableCardsS
ps' <- mapM (\p -> onCardPlayed p (head table')) ps
mapM_ (modifyPlayers . updatePlayer) ps'
return card

---- TESTING VARS

env :: SkatEnv
env = SkatEnv piles Nothing Spades playersExamp
where piles = distribute allCards

playersExamp :: Players
playersExamp = Players
(PL $ Stupid Team Hand1)
(PL $ Stupid Team Hand2)
(PL $ Stupid Single Hand3)

shuffledEnv :: IO SkatEnv
shuffledEnv = do
cards <- shuffleCards
return $ SkatEnv (distribute cards) Nothing Spades playersExamp
playOpen :: (Show p, Player p) => p -> Skat Card
playOpen p = do
--liftIO $ putStrLn $ show (hand p) ++ " playing open"
card <- chooseCardOpen p
modifyp $ playCard card
return card

+ 6
- 1
Pile.hs View File

@@ -20,7 +20,7 @@ instance Countable (CardS p) Int where
count = count . getCard

data Hand = Hand1 | Hand2 | Hand3
deriving (Show, Eq)
deriving (Show, Eq, Ord)

next :: Hand -> Hand
next Hand1 = Hand2
@@ -80,6 +80,11 @@ tableCards (Piles _ pld _) = filterMap (f . getPile) getCard pld
where f (Table _) = True
f _ = False

tableCardsS :: Piles -> [CardS Played]
tableCardsS (Piles _ pld _) = filter (f . getPile) pld
where f (Table _) = True
f _ = False

handCards :: Hand -> Piles -> [Card]
handCards hand (Piles hs _ _) = filterMap ((==hand) . getPile) getCard hs



+ 45
- 14
Player.hs View File

@@ -2,23 +2,42 @@

module Player where

import Control.Monad.IO.Class

import Card
import Pile

class (Monad m, MonadIO m) => MonadPlayer m where
trumpColour :: m Colour
turnColour :: m (Maybe Colour)
showSkat :: Player p => p -> m (Maybe [Card])

class (Monad m, MonadIO m, MonadPlayer m) => MonadPlayerOpen m where
showPiles :: m (Piles)

class Player p where
team :: p -> Team
hand :: p -> Hand
chooseCard :: p -> Colour -> Maybe Colour -> [Card] -> Card

data Stupid = Stupid { getTeam :: Team
, getHand :: Hand }
deriving Show

instance Player Stupid where
team = getTeam
hand = getHand
chooseCard p trumpCol turnCol hand = head possible
where possible = filter (isAllowed trumpCol turnCol hand) hand
chooseCard :: MonadPlayer m
=> p
-> [CardS Played]
-> [CardS Played]
-> [Card]
-> m (Card, p)
onCardPlayed :: MonadPlayer m
=> p
-> CardS Played
-> m p
onCardPlayed p _ = return p
chooseCardOpen :: MonadPlayerOpen m
=> p
-> m Card
chooseCardOpen p = do
piles <- showPiles
let table = tableCardsS piles
fallen = played piles
myCards = handCards (hand p) piles
fmap fst $ chooseCard p table fallen myCards

data PL = forall p. (Show p, Player p) => PL p

@@ -28,7 +47,13 @@ instance Show PL where
instance Player PL where
team (PL p) = team p
hand (PL p) = hand p
chooseCard (PL p) = chooseCard p
chooseCard (PL p) table fallen hand = do
(v, a) <- chooseCard p table fallen hand
return $ (v, PL a)
onCardPlayed (PL p) card = do
v <- onCardPlayed p card
return $ PL v
chooseCardOpen (PL p) = chooseCardOpen p

data Players = Players PL PL PL
deriving Show
@@ -38,5 +63,11 @@ player (Players p _ _) Hand1 = p
player (Players _ p _) Hand2 = p
player (Players _ _ p) Hand3 = p

--playersFromTable :: Players -> [CardS] -> [Player]
--playersFromTable ps = map (player ps . playerOfHand . getOwner)
updatePlayer :: (Show p, Player p) => p -> Players -> Players
updatePlayer p (Players p1 p2 p3) = case hand p of
Hand1 -> Players (PL p) p2 p3
Hand2 -> Players p1 (PL p) p3
Hand3 -> Players p1 p2 (PL p)

playersToList :: Players -> [PL]
playersToList (Players p1 p2 p3) = [p1, p2, p3]

+ 18
- 0
Player/Utils.hs View File

@@ -0,0 +1,18 @@
module Player.Utils (
isAllowed, isTrump
) where

import Player
import qualified Card as C
import Card (Card)

isAllowed :: MonadPlayer m => [Card] -> Card -> m Bool
isAllowed hand card = do
trCol <- trumpColour
turnCol <- turnColour
return $ C.isAllowed trCol turnCol hand card

isTrump :: MonadPlayer m => Card -> m Bool
isTrump card = do
trCol <- trumpColour
return $ C.isTrump trCol card

+ 0
- 1
Render.hs View File

@@ -1,7 +1,6 @@
module Render where

import Card
import Operations
import Data.List

render :: [Card] -> IO ()


+ 21
- 1
Skat.hs View File

@@ -1,4 +1,6 @@
{-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE TypeSynonymInstances #-}
{-# LANGUAGE FlexibleInstances #-}

module Skat where

@@ -8,7 +10,8 @@ import Data.List

import Card
import Pile
import Player
import Player (Players)
import qualified Player as P

data SkatEnv = SkatEnv { piles :: Piles
, turnColour :: Maybe Colour
@@ -18,6 +21,16 @@ data SkatEnv = SkatEnv { piles :: Piles

type Skat = StateT SkatEnv IO

instance P.MonadPlayer Skat where
trumpColour = gets trumpColour
turnColour = gets turnColour
showSkat p = case P.team p of
Single -> fmap (Just . skatCards) $ gets piles
Team -> return Nothing

instance P.MonadPlayerOpen Skat where
showPiles = gets piles

modifyp :: (Piles -> Piles) -> Skat ()
modifyp f = modify g
where g env@(SkatEnv {piles}) = env { piles = f piles}
@@ -25,5 +38,12 @@ modifyp f = modify g
getp :: (Piles -> a) -> Skat a
getp f = gets piles >>= return . f

modifyPlayers :: (Players -> Players) -> Skat ()
modifyPlayers f = modify g
where g env@(SkatEnv {players}) = env { players = f players }

setTurnColour :: Maybe Colour -> SkatEnv -> SkatEnv
setTurnColour col sk = sk { turnColour = col }

mkSkatEnv :: Piles -> Maybe Colour -> Colour -> Players -> SkatEnv
mkSkatEnv = SkatEnv

+ 10
- 0
Utils.hs View File

@@ -30,3 +30,13 @@ remove pred xs = foldr f (undefined, []) xs
filterMap :: (a -> Bool) -> (a -> b) -> [a] -> [b]
filterMap pred f as = foldr g [] as
where g a bs = if pred a then f a : bs else bs

--filterM :: Monad m => (a -> m Bool) -> [a] -> m [a]
--filterM _ [] = return []
--filterM pred (x:xs) = do
-- b <- pred x
-- if b then filterM pred xs >>= \l -> return $ x : l
-- else filterM pred xs

grouping :: Eq a => (b -> a) -> b -> b -> Bool
grouping f a b = f a == f b

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