haskellscrabble (empty) → 0.1.0.0
raw patch · 19 files changed
+2037/−0 lines, 19 filesdep +HUnitdep +QuickCheckdep +arraysetup-changed
Dependencies added: HUnit, QuickCheck, array, base, containers, directory, errors, filepath, haskellscrabble, mtl, parsec, random, safe, semigroups, test-framework, test-framework-hunit, test-framework-quickcheck2, transformers, unordered-containers
Files
- LICENSE +674/−0
- Setup.hs +2/−0
- haskellscrabble.cabal +58/−0
- src/Wordify/Rules/Board.hs +107/−0
- src/Wordify/Rules/Board/Internal.hs +7/−0
- src/Wordify/Rules/Dictionary.hs +60/−0
- src/Wordify/Rules/FormedWord.hs +203/−0
- src/Wordify/Rules/Game.hs +97/−0
- src/Wordify/Rules/Game/Internal.hs +107/−0
- src/Wordify/Rules/LetterBag.hs +179/−0
- src/Wordify/Rules/LetterBag/Internal.hs +9/−0
- src/Wordify/Rules/Move.hs +191/−0
- src/Wordify/Rules/Player.hs +108/−0
- src/Wordify/Rules/Pos.hs +54/−0
- src/Wordify/Rules/Pos/Internal.hs +3/−0
- src/Wordify/Rules/ScrabbleError.hs +64/−0
- src/Wordify/Rules/Square.hs +75/−0
- src/Wordify/Rules/Tile.hs +27/−0
- test/Tests.hs +12/−0
+ LICENSE view
@@ -0,0 +1,674 @@+GNU GENERAL PUBLIC LICENSE+ Version 3, 29 June 2007++ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>+ Everyone is permitted to copy and distribute verbatim copies+ of this license document, but changing it is not allowed.++ Preamble++ The GNU General Public License is a free, copyleft license for+software and other kinds of works.++ The licenses for most software and other practical works are designed+to take away your freedom to share and change the works. By contrast,+the GNU General Public License is intended to guarantee your freedom to+share and change all versions of a program--to make sure it remains free+software for all its users. We, the Free Software Foundation, use the+GNU General Public License for most of our software; it applies also to+any other work released this way by its authors. You can apply it to+your programs, too.++ When we speak of free software, we are referring to freedom, not+price. 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+ Setup.hs view
@@ -0,0 +1,2 @@+import Distribution.Simple+main = defaultMain
+ haskellscrabble.cabal view
@@ -0,0 +1,58 @@+-- Initial haskellscrabble.cabal generated by cabal init. For further +-- documentation, see http://haskell.org/cabal/users-guide/++name: haskellscrabble+version: 0.1.0.0+synopsis: A scrabble library capturing the core game logic of scrabble.+description: A scrabble library which enforces legal transitions between moves. Intended to facilitate the development of a playable game.+homepage: http://www.github.com/happy0/haskellscrabble+license: GPL-3+license-file: LICENSE+author: Gordon Martin+maintainer: gordonhughmartin@gmail.com+-- copyright: +category: Game+build-type: Simple+cabal-version: >=1.8++library+ exposed-modules: + Wordify.Rules.Pos,+ Wordify.Rules.Pos.Internal,+ Wordify.Rules.LetterBag,+ Wordify.Rules.LetterBag.Internal,+ Wordify.Rules.Board, + Wordify.Rules.Board.Internal,+ Wordify.Rules.Tile,+ Wordify.Rules.Dictionary,+ Wordify.Rules.Square,+ Wordify.Rules.Player,+ Wordify.Rules.Game,+ Wordify.Rules.Move,+ Wordify.Rules.FormedWord,+ Wordify.Rules.ScrabbleError++ other-modules: Wordify.Rules.Game.Internal++ build-depends: base < 4.8, containers, array, random, mtl, transformers, QuickCheck, + parsec, unordered-containers, semigroups, errors, safe+ hs-source-dirs: src+ +test-suite tests+ type: exitcode-stdio-1.0+ hs-source-dirs: test .+ main-is: Tests.hs++ build-depends:+ haskellscrabble,+ base < 4.8,+ QuickCheck,+ HUnit,+ test-framework,+ test-framework-hunit,+ test-framework-quickcheck2,+ directory,+ containers,+ random,+ semigroups,+ filepath
+ src/Wordify/Rules/Board.hs view
@@ -0,0 +1,107 @@+module Wordify.Rules.Board(Board, allSquares, emptyBoard, placeTile, occupiedSquareAt,+ lettersAbove, lettersBelow, lettersLeft, lettersRight, unoccupiedSquareAt) where++ import Wordify.Rules.Square+ import Wordify.Rules.Pos+ import Data.Maybe+ import Wordify.Rules.Tile+ import qualified Data.Map as Map+ import Control.Monad+ import Data.Sequence as Seq+ import Wordify.Rules.Board.Internal+ import Control.Applicative++ {- |+ Returns all the squares on the board, ordered by column then row.+ -}+ allSquares :: Board -> [(Pos, Square)]+ allSquares (Board squares) = Map.toList squares++ {- |+ Places a tile on a square and yields the new board, if the + target square is empty. Otherwise yields 'Nothing'.+ -}+ placeTile :: Board -> Tile -> Pos -> Maybe Board+ placeTile board tile pos = + (\sq -> insertSquare board pos (putTileOn sq tile)) <$> unoccupiedSquareAt board pos++ insertSquare :: Board -> Pos -> Square -> Board+ insertSquare (Board squares) pos square = Board $ Map.insert pos square squares++ squareAt :: Board -> Pos -> Maybe Square+ squareAt (Board squares) = flip Map.lookup squares++ {- | Returns the square at a given position if it is not occupied by a tile. Otherwise returns Nothing.-}+ unoccupiedSquareAt :: Board -> Pos -> Maybe Square+ unoccupiedSquareAt board pos = + squareAt board pos >>= (\sq -> if isOccupied sq then Nothing else Just sq)++ {- | Returns the square at a given position if it is occupied by a tile. Otherwise returns Nothing.-}+ occupiedSquareAt :: Board -> Pos -> Maybe Square+ occupiedSquareAt board pos = squareAt board pos >>= squareIfOccupied+ + {- | All letters immediately above a given square until a non-occupied square -}+ lettersAbove :: Board -> Pos -> Seq (Pos,Square)+ lettersAbove board pos = walkFrom board pos above++ {- | All letters immediately below a given square until a non-occupied square -}+ lettersBelow :: Board -> Pos -> Seq (Pos,Square)+ lettersBelow board pos = Seq.reverse $ walkFrom board pos below++ {- | All letters immediately left of a given square until a non-occupied square -}+ lettersLeft :: Board -> Pos -> Seq (Pos,Square)+ lettersLeft board pos = Seq.reverse $ walkFrom board pos left++ {- | All letters immediately right of a given square until a non-occupied square -}+ lettersRight :: Board -> Pos -> Seq (Pos,Square)+ lettersRight board pos = walkFrom board pos right++ {-+ Walks the tiles from a given position in a given direction+ until an empty square is found or the boundary of the board+ is reached.+ -}+ walkFrom :: Board -> Pos -> (Pos -> Maybe Pos) -> Seq (Pos,Square)+ walkFrom board pos direction = maybe mzero (\(next,sq) ->+ (next, sq) <| walkFrom board next direction) neighbourPos+ where+ neighbourPos = direction pos >>= \nextPos -> occupiedSquareAt board nextPos >>=+ \sq -> return (nextPos, sq)++ {- |+ Creates an empty board. + -}+ emptyBoard :: Board+ emptyBoard = Board (Map.fromList posSquares)+ where+ layout = + [["TW","N","N","DL","N","N","N","TW","N","N","N","DL","N","N","TW"]+ ,["N","DW","N","N","N","TL","N","N","N","TL","N","N","N","DW","N"]+ ,["N","N","DW","N","N","N","DL","N","DL","N","N","N","DW","N","N"]+ ,["DL","N","N","DW","N","N","N","DL","N","N","N","DW","N","N","DL"]+ ,["N","N","N","N","DW","N","N","N","N","N","DW","N","N","N","N"]+ ,["N","TL","N","N","N","TL","N","N","N","TL","N","N","N","TL","N"]+ ,["N","N","DL","N","N","N","DL","N","DL","N","N","N","DL","N","N"]+ ,["TW","N","N","DL","N","N","N","DW","N","N","N","DL","N","N","TW"]+ ,["N","N","DL","N","N","N","DL","N","DL","N","N","N","DL","N","N"]+ ,["N","TL","N","N","N","TL","N","N","N","TL","N","N","N","TL","N"]+ ,["N","N","N","N","DW","N","N","N","N","N","DW","N","N","N","N"]+ ,["DL","N","N","DW","N","N","N","DL","N","N","N","DW","N","N","DL"]+ ,["N","N","DW","N","N","N","DL","N","DL","N","N","N","DW","N","N"]+ ,["N","DW","N","N","N","TL","N","N","N","TL","N","N","N","DW","N"]+ ,["TW","N","N","DL","N","N","N","TW","N","N","N","DL","N","N","TW"]]++ squares = (map . map) toSquare layout+ columns = Prelude.zip [1..15] squares+ labeledSquares= concatMap (uncurry columnToMapping) columns+ columnToMapping columnNo columnSquares = Prelude.zipWith (\sq y -> ((columnNo,y),sq)) columnSquares [1..15]+ posSquares = mapMaybe (\((x,y), sq) -> fmap (\pos -> (pos, sq)) (posAt (x,y))) labeledSquares++ toSquare :: String -> Square+ toSquare "DL" = DoubleLetter Nothing+ toSquare "TL" = TripleLetter Nothing+ toSquare "DW" = DoubleWord Nothing+ toSquare "TW" = TripleWord Nothing+ toSquare _ = Normal Nothing++
+ src/Wordify/Rules/Board/Internal.hs view
@@ -0,0 +1,7 @@+module Wordify.Rules.Board.Internal (Board(Board)) where++ import Wordify.Rules.Pos+ import Wordify.Rules.Square+ import qualified Data.Map as Map++ data Board = Board (Map.Map Pos Square) deriving (Show, Eq)
+ src/Wordify/Rules/Dictionary.hs view
@@ -0,0 +1,60 @@+module Wordify.Rules.Dictionary (Dictionary, isValidWord, makeDictionary, invalidWords, dictionaryFromWords) where++ import qualified Data.HashSet as HashSet+ import Wordify.Rules.ScrabbleError+ import qualified Control.Exception as Exc+ import Text.ParserCombinators.Parsec+ import Data.Char+ import Control.Monad++ data Dictionary = Dictionary (HashSet.HashSet String) deriving Show++ {- | + Returns the list of words which are not present in the given dictionary from a + list of input words. + -}+ invalidWords :: Dictionary -> [String] -> [String]+ invalidWords dictionary = filter $ not . isValidWord dictionary++ {-+ Returns true if the given word is in the given dictionary.+ -}+ isValidWord :: Dictionary -> String -> Bool+ isValidWord (Dictionary dictionaryWords) = flip HashSet.member dictionaryWords++ dictionaryFromWords :: [String] -> Dictionary+ dictionaryFromWords wordList = Dictionary $ HashSet.fromList upperCaseWords+ where+ upperCaseWords = (map . map) toUpper wordList++ {- |+ Creates a dictionary from a file containing a list of valid words, each word being seperated by a newline.+ -}+ makeDictionary :: FilePath -> IO (Either ScrabbleError Dictionary)+ makeDictionary filePath = + do+ fileContents <- Exc.try (readFile filePath) :: IO (Either Exc.IOException String)+ case fileContents of + Left _ -> return $ Left (DictionaryFileNotFound filePath)+ Right dictContents -> + let dictWords = parseFile dictContents+ in case dictWords of + Left _ -> return $ Left (MalformedDictionaryFile filePath)+ Right wordList -> return $ Right (Dictionary $ HashSet.fromList wordList)++ where+ toUpperCase = (map . map) toUpper + parseFile contents = liftM toUpperCase $ parse dictionaryFile "Malformed dictionary file " contents++ dictionaryFile = + do+ dictWords <- many word+ _ <- eof+ return dictWords++ word = + do+ entry <- many letter+ _ <- newline+ return entry+
+ src/Wordify/Rules/FormedWord.hs view
@@ -0,0 +1,203 @@+module Wordify.Rules.FormedWord+ (+ FormedWords,+ FormedWord,+ wordsFormedMidGame,+ wordFormedFirstMove,+ wordStrings,+ wordsWithScores,+ mainWord,+ adjacentWords,+ playerPlaced,+ bingoBonusApplied+ ) where++ import Wordify.Rules.Pos+ import Wordify.Rules.Square+ import Wordify.Rules.Tile+ import Wordify.Rules.Board+ import Wordify.Rules.ScrabbleError+ import Data.Sequence as Seq+ import Data.Map as Map+ import Control.Applicative+ import Control.Monad+ import Data.Foldable as Foldable+ import qualified Data.Maybe as M++ data FormedWords = FirstWord FormedWord | FormedWords {+ main :: FormedWord+ , otherWords :: [FormedWord]+ , placed :: Map Pos Square+ } deriving (Show, Eq)+ + type FormedWord = Seq (Pos, Square)+ data Direction = Horizontal | Vertical deriving Eq++ {- |+ Returns the word formed by the first move on the board. The word must cover+ the star tile, and be linear. Any blank tiles must be labeled.+ -}+ wordFormedFirstMove :: Board -> Map Pos Tile -> Either ScrabbleError FormedWords+ wordFormedFirstMove board tiles = + if starPos `Map.notMember` tiles+ then Left DoesNotCoverTheStarTile+ else placedSquares board tiles >>= + \squares -> (FirstWord . main) <$> wordsFormed board squares++ {- |+ Returns the words formed by the tiles played on the board. A played word+ must be connected to a tile already on the board (or intersect tiles on the board), + and be formed linearly. Any blank tiles must be labeled.+ -}+ wordsFormedMidGame :: Board -> Map Pos Tile -> Either ScrabbleError FormedWords+ wordsFormedMidGame board tiles = placedSquares board tiles >>=+ \squares -> wordsFormed board squares >>= \formed ->+ let FormedWords x xs _ = formed+ -- Check it connects to at least one other word on the board+ in if Seq.length x > Map.size squares || not (Prelude.null xs)+ then Right $ FormedWords x xs squares+ else Left DoesNotConnectWithWord++ {- |+ Returns the main word formed by the played tiles. The main word is+ the linear stretch of tiles formed by the tiles placed.+ -}+ mainWord :: FormedWords -> FormedWord+ mainWord (FirstWord word) = word+ mainWord formed = main formed++ {- |+ Returns the list of words which were adjacent to the main word formed. + -}+ adjacentWords :: FormedWords -> [FormedWord]+ adjacentWords (FirstWord _) = []+ adjacentWords formed = otherWords formed++ {- | + Returns the list of positions mapped to the squares that the player placed their tiles on.+ -}+ playerPlaced :: FormedWords -> [(Pos, Square)]+ playerPlaced (FirstWord word) = Foldable.toList word+ playerPlaced formed = Map.toList $ placed formed++ {- |+ Scores the words formed by the tiles placed. The first item in the tuple is the overall+ score, while the second item is the list of scores for all the words formed.+ -}+ wordsWithScores :: FormedWords -> (Int, [(String, Int)])+ wordsWithScores (FirstWord firstWord) = + let score = scoreWord Seq.empty (fmap snd firstWord) + in (bingoBonus score (Seq.length firstWord), [(makeString firstWord, score)])+ wordsWithScores (FormedWords mainW others played) =+ (bingoBonus (Prelude.sum scores) (Map.size played), Prelude.zip strings scores)+ where+ allWords = mainW : others+ strings = Prelude.map makeString allWords+ scores = Prelude.map (\formedWord -> let (notAlreadyPlaced, alreadyPlaced) = partitionPlaced formedWord + in scoreWord (fmap snd alreadyPlaced) (fmap snd notAlreadyPlaced) ) allWords+ partitionPlaced = Seq.partition (\(pos, _) -> Map.member pos played)+ ++ {-+ It is a rule in scrabble that if the player manages to place all 7 letters, they receive a bonus of '50'+ to their score.+ -}+ bingoBonus :: Int -> Int -> Int+ bingoBonus score playedLetters = if playedLetters < 7 then score else score + 50++ {- |+ Returns true if the player placed all 7 of their letters while forming these words, incurring a + 50 score bonus.+ -}+ bingoBonusApplied :: FormedWords -> Bool+ bingoBonusApplied formed = Prelude.length (playerPlaced formed) == 7+ + {- |+ Returns the words formed by the play as strings.+ -}+ wordStrings :: FormedWords -> [String]+ wordStrings (FirstWord word) = [makeString word]+ wordStrings formed = Prelude.map makeString $ main formed : otherWords formed++ makeString :: FormedWord -> String+ makeString word = M.mapMaybe (\(_, sq) -> tileIfOccupied sq >>= tileLetter) $ Foldable.toList word++ {-+ Checks that the tiles can be placed, and if so turns a map of the squares at the placed positions.+ A tile may be placed if the square is not already occupied, and if it is not an unlabeled blank tile.+ -}+ placedSquares :: Board -> Map Pos Tile -> Either ScrabbleError (Map Pos Square)+ placedSquares board tiles = squares+ where+ squares = Map.fromList <$> sequence ((\ (pos, tile) -> + posTileIfNotBlank (pos, tile) >>= squareIfUnoccupied) <$> mapAsList)++ posTileIfNotBlank (pos,tile) = + if tile == Blank Nothing then Left (CannotPlaceBlankWithoutLetter pos) else Right (pos, tile)+ squareIfUnoccupied (pos,tile) = maybe (Left (PlacedTileOnOccupiedSquare pos tile)) (\sq ->+ Right (pos, putTileOn sq tile)) $ unoccupiedSquareAt board pos+ mapAsList = Map.toList tiles++ wordsFormed :: Board -> Map Pos Square -> Either ScrabbleError FormedWords+ wordsFormed board tiles+ | Map.null tiles = Left NoTilesPlaced+ | otherwise = formedWords >>= \formed -> + case formed of+ x : xs -> Right $ FormedWords x xs tiles+ [] -> Left NoTilesPlaced+ where+ formedWords = maybe (Left $ MisplacedLetter maxPos) (\direction -> + middleFirstWord direction >>= (\middle -> + let (midWord, _) = middle+ in let mainLine = preceding direction minPos >< midWord >< after direction maxPos+ in Right $ mainLine : adjacentToMain (swapDirection direction) ) ) getDirection++ preceding direction pos = case direction of+ Horizontal -> lettersLeft board pos+ Vertical -> lettersBelow board pos+ after direction pos = case direction of+ Horizontal -> lettersRight board pos+ Vertical -> lettersAbove board pos++ (minPos, _) = Map.findMin tiles+ (maxPos, _) = Map.findMax tiles++ adjacentToMain direction = Prelude.filter (\word -> Seq.length word > 1) $ Prelude.map (\(pos, square) ->+ (preceding direction pos |> (pos, square)) >< after direction pos) placedList++ middleFirstWord direction =+ case placedList of + x:[] -> Right (Seq.singleton x, minPos)+ (x:xs) -> + foldM (\(word, lastPos) (pos, square) -> + if not $ stillOnPath lastPos pos direction+ then Left $ MisplacedLetter pos+ else + if isDirectlyAfter lastPos pos direction then Right (word |> (pos, square), pos) else+ let between = after direction lastPos in+ if expectedLettersInbetween direction lastPos pos between+ then Right ( word >< ( between |> (pos,square) ), pos)+ else Left $ MisplacedLetter pos+ ) (Seq.singleton x, minPos ) xs+ [] -> Left NoTilesPlaced++ placedList = Map.toAscList tiles++ stillOnPath lastPos thisPos direction = staticDirectionGetter direction thisPos == staticDirectionGetter direction lastPos+ expectedLettersInbetween direction lastPos currentPos between =+ Seq.length between + 1 == movingDirectionGetter direction currentPos - movingDirectionGetter direction lastPos++ swapDirection direction = if direction == Horizontal then Vertical else Horizontal++ getDirection+ -- If only one tile is placed, we look for the first tile it connects with if any. If it connects with none, we return 'Nothing'+ | (minPos == maxPos) && (not (Seq.null (lettersLeft board minPos)) || not (Seq.null (lettersRight board minPos))) = Just Horizontal+ | (minPos == maxPos) && (not (Seq.null (lettersBelow board minPos)) || not (Seq.null (lettersAbove board minPos))) = Just Vertical+ | xPos minPos == xPos maxPos = Just Vertical+ | yPos minPos == yPos maxPos = Just Horizontal+ | otherwise = Nothing++ staticDirectionGetter direction pos = if direction == Horizontal then yPos pos else xPos pos++ movingDirectionGetter direction pos = if direction == Horizontal then xPos pos else yPos pos++ isDirectlyAfter pos nextPos direction = movingDirectionGetter direction nextPos == movingDirectionGetter direction pos + 1
+ src/Wordify/Rules/Game.hs view
@@ -0,0 +1,97 @@+module Wordify.Rules.Game(Game, player1, player2, optionalPlayers, currentPlayer,+ board, bag, dictionary, playerNumber, moveNumber, makeGame, getGameStatus,+ GameStatus(InProgress, Finished), gameStatus, players, passes, numberOfPlayers, history, History(History),movesMade) where++ import Wordify.Rules.Player+ import Wordify.Rules.Board+ import Wordify.Rules.Dictionary+ import Wordify.Rules.LetterBag+ import Wordify.Rules.ScrabbleError+ import Data.Maybe+ import Wordify.Rules.Game.Internal+ import qualified Data.Sequence as Seq+ import qualified Data.Foldable as F+ import Safe+ import Control.Monad+ import Control.Applicative++ {- |+ Starts a new game. ++ A game has at least 2 players, and 2 optional players (player 3 and 4.) The players should be newly created,+ as tiles from the letter bag will be distributed to each player.++ Takes a letter bag and dictionary, which should be localised to the same language.++ Yields a tuple with the first player and the initial game state. Returns a 'Left' if there are not enough+ tiles in the letter bag to distribute to the players.+ -}+ makeGame :: (Player, Player, Maybe (Player, Maybe Player)) -> LetterBag -> Dictionary -> Either ScrabbleError Game+ makeGame playing startBag dict =+ do+ (remainingBag, initialPlayers) <- initialisePlayers playing startBag+ case initialPlayers of+ firstPlayer : secondPlayer : optionals ->+ return $ Game firstPlayer secondPlayer (toOptionalPlayers optionals) emptyBoard+ remainingBag dict firstPlayer firstPlayerNumber firstMoveNumber initialPasses initialGameState initialHistory+ _ -> Left $ MiscError "Unexpected error in logic. There were not at least two players. This should never happen."+ where+ initialHistory = History startBag Seq.empty+ firstPlayerNumber = 1+ firstMoveNumber = 1+ initialPasses = 0+ initialGameState = InProgress++ toOptionalPlayers :: [Player] -> Maybe (Player, Maybe Player)+ toOptionalPlayers (x : []) = Just (x, Nothing)+ toOptionalPlayers (x : y : []) = Just (x, Just y)+ toOptionalPlayers _ = Nothing+++ initialisePlayers :: (Player, Player, Maybe (Player, Maybe Player)) -> LetterBag -> Either ScrabbleError (LetterBag, [Player])+ initialisePlayers (play1, play2, maybePlayers) initialBag = + let transitions = distributeFinite givePlayerTiles initialBag allPlayers+ in case (join . lastMay) transitions of+ Nothing -> Left $ NotEnoughLettersInStartingBag (bagSize initialBag)+ Just (finalBag, _) -> Right (finalBag, map snd (catMaybes transitions))+ where+ allPlayers = [play1, play2] ++ optionalsToPlayers maybePlayers+ givePlayerTiles currentBag giveTo = + (\(newTiles, newBag) -> (newBag, giveTiles giveTo newTiles)) <$> takeLetters currentBag 7++ distributeFinite :: (b -> a -> Maybe (b, a)) -> b -> [a] -> [Maybe (b, a)]+ distributeFinite takeUsing distributeFrom = go takeUsing (Just distributeFrom)+ where+ go :: (b -> a -> Maybe (b,a)) -> Maybe b -> [a] -> [Maybe (b, a)]+ go _ _ [] = []+ go giveBy Nothing (_ : receivers) = Nothing : go giveBy Nothing receivers+ go giveBy (Just distributer) (receiver : receivers) =+ case giveBy distributer receiver of+ Nothing -> Nothing : go giveBy Nothing receivers+ Just (currentDistributer, currentReceiver) -> + Just (currentDistributer, currentReceiver) : go giveBy (Just currentDistributer) receivers+++ optionalsToPlayers :: Maybe (Player, Maybe Player) -> [Player]+ optionalsToPlayers optionals = case optionals of + Nothing -> []+ Just (player3, Nothing) -> [player3]+ Just (player3, Just player4) -> [player3, player4]+++ players :: Game -> [Player]+ players game = [player1 game, player2 game] ++ optionalsToPlayers (optionalPlayers game)++ getGameStatus :: Game -> GameStatus+ getGameStatus = gameStatus++ numberOfPlayers :: Game -> Int+ numberOfPlayers game = 2 + maybe 0 (\(_, maybePlayer4) -> if isJust maybePlayer4 then 2 else 1) (optionalPlayers game)++ {- |+ Returns a history of the moves made in the game.+ -}+ movesMade :: Game -> [Move]+ movesMade game = + case history game of + History _ moves -> F.toList moves
+ src/Wordify/Rules/Game/Internal.hs view
@@ -0,0 +1,107 @@+module Wordify.Rules.Game.Internal (updateGame, Game(Game),+ GameStatus(InProgress, Finished),+ moveNumber,+ playerNumber,+ currentPlayer,+ passes,+ nextPlayer,+ player1,+ player2,+ optionalPlayers,+ gameStatus,+ board,+ bag,+ pass,+ dictionary,+ updateHistory,+ Move(PlaceTiles, Exchange, Pass),+ History(History),+ history) where++ import Wordify.Rules.Player+ import Wordify.Rules.Board+ import Wordify.Rules.LetterBag+ import Wordify.Rules.Dictionary+ import Control.Applicative+ import Data.Map+ import Wordify.Rules.Pos+ import Wordify.Rules.Tile+ import Data.Sequence++ data Move = PlaceTiles (Map Pos Tile) | Exchange [Tile] | Pass deriving (Eq, Show)++ data History = History LetterBag (Seq Move) deriving (Eq, Show)++ data GameStatus = InProgress | Finished deriving (Eq, Show)++ data Game = Game { player1 :: Player+ , player2 :: Player+ , optionalPlayers :: Maybe (Player, Maybe Player)+ , board :: Board+ , bag :: LetterBag+ , dictionary :: Dictionary + , currentPlayer :: Player+ , playerNumber :: Int+ , moveNumber :: Int+ , passes :: Int+ , gameStatus :: GameStatus+ , history :: History }++ {-+ Updates the game with the new board and letter bag state, and the last player to play's state after replacing their played+ tiles with new tiles from the letter bag. ++ Yields the next game state.+ -}+ updateGame :: Game -> Player -> Board -> LetterBag -> Game+ updateGame game player newBoard newBag = + updatedPlayerGame {board = newBoard, bag = newBag, currentPlayer = newPlayer, playerNumber = newPlayerNum, moveNumber = succ moveNo, passes = 0}+ where+ updatedPlayerGame = updateCurrentPlayer game player+ (newPlayerNum, newPlayer) = nextPlayer game+ moveNo = moveNumber game++ updateCurrentPlayer :: Game -> Player -> Game+ updateCurrentPlayer game player =+ case playing of+ 1 -> game {player1 = player}+ 2 -> game {player2 = player}+ 3 -> game {optionalPlayers = (\(_, player4) -> (player, player4)) <$> maybePlayers }+ _ -> game {optionalPlayers = (\(player3, _) -> (player3, (Just player))) <$> maybePlayers }++ where+ playing = playerNumber game+ maybePlayers = optionalPlayers game++ {- Returns the next player to play. If there are optional players, loops back round to 'player 1' where appropriate. -}+ nextPlayer :: Game -> (Int, Player)+ nextPlayer game + | (playing == 1) = (2, playr2)+ | (playing == 2 || playing == 3) =+ maybe ( (1, playr1) ) (\(player3, player4) -> + if (playing == 2) then (3, player3 )+ else + case player4 of+ Just playr4 -> (4, playr4)+ Nothing -> (1, playr1)+ ) $ maybePlayers+ | otherwise = (1, playr1)++ where+ playing = playerNumber game+ playr2 = player2 game+ playr1 = player1 game+ maybePlayers = optionalPlayers game+++ pass :: Game -> Game+ pass game = game {moveNumber = succ moveNo, playerNumber = playerNo, currentPlayer = player, passes = succ numPasses}+ where+ (playerNo, player) = nextPlayer game+ numPasses = passes game+ moveNo = moveNumber game++ updateHistory :: Game -> Move -> Game+ updateHistory game move = game {history = History originalBag (moveList |> move) }+ where+ History originalBag moveList = history game
+ src/Wordify/Rules/LetterBag.hs view
@@ -0,0 +1,179 @@+module Wordify.Rules.LetterBag (+ LetterBag,+ makeBag,+ takeLetters,+ exchangeLetters,+ shuffleBag, bagSize,+ tiles,+ bagFromTiles, + makeBagUsingGenerator, + getGenerator, + shuffleWithNewGenerator) where++import Wordify.Rules.Tile+import System.Random+import Data.Array.IO+import Control.Monad+import qualified Control.Exception as Exc+import Wordify.Rules.ScrabbleError+import Text.ParserCombinators.Parsec+import Data.Char+import Wordify.Rules.LetterBag.Internal+import System.IO+import Data.Array.ST+import Control.Monad.ST+import Data.STRef++{- |+ Creates a letter bag from a file where each line contains a space delimited letter character, letter value, and letter distribution.+ A blank letter is represented by a '_' character and has a disribution, but no value.++ If successful, the letter bag is shuffled before it is returned.++-}+makeBag :: FilePath -> IO (Either ScrabbleError LetterBag)+makeBag path = do+ ioOutcome <- Exc.try $ withFile path ReadMode (hGetContents >=> parseBagString path) :: IO (Either Exc.IOException (Either ScrabbleError LetterBag))+ case ioOutcome of+ Left _ -> return $ Left (LetterBagFileNotOpenable path)+ Right x -> return $ fmap shuffleBag x++parseBagString :: String -> String -> IO (Either ScrabbleError LetterBag)+parseBagString path bagString = + let parseResult = parseBag bagString in + case parseResult of+ Left _ -> return $ Left (MalformedLetterBagFile path)+ Right parsedTiles ->+ do + gen <- newStdGen+ return $ Right (LetterBag parsedTiles (length parsedTiles) gen)++{- |+ Creates a letter bag from a list of tiles. The order of the tiles is retained in the resulting letter bag.++ This function is effectful as it is necessary to create a stdGen for list to allow+ it to be shuffled using this generator in the future.+-}+bagFromTiles :: [Tile] -> IO LetterBag+bagFromTiles bagTiles = newStdGen >>= return . LetterBag bagTiles (length bagTiles)++{- |+ Takes 'n' numbers from a letter bag, yielding 'Nothing'+ if there is not enough tiles left in the bag or a 'Just'+ tuple where the left value is the taken tiles, and the right+ value is the new bag.+-}+takeLetters :: LetterBag -> Int -> Maybe ([Tile], LetterBag)+takeLetters (LetterBag bagTiles lettersLeft gen) numTake =+ if (newNumLetters < 0) then Nothing+ else Just (taken, LetterBag newLetters newNumLetters gen)+ where+ newNumLetters = lettersLeft - numTake+ (taken, newLetters) = splitAt numTake bagTiles++{- |+ Exchanges given tiles for the same number of tiles from the bag.+ The exchanged letters are added to the bag, the bag is then shuffled, + and then the same number of tiles as exchanged are drawn from the bag.++ Returns 'Nothing' if there are not enough letters in the bag to exchange+ the given tiles for. Otherwise returns 'Just' with a tuple with the tiles+ given, and the new letterbag.+-}+exchangeLetters :: LetterBag -> [Tile] -> (Maybe ([Tile], LetterBag))+exchangeLetters (LetterBag bagTiles lettersLeft gen) exchanged =+ if (lettersLeft == 0) then Nothing else takeLetters (shuffleBag intermediateBag) numLettersGiven+ where+ numLettersGiven = length exchanged+ intermediateBag = LetterBag (exchanged ++ bagTiles) (lettersLeft + numLettersGiven) gen++{- |+ Shuffles the contents of a letter bag. The bag is shuffled using the random generator which was created+ while constructing the bag.++ This function should not be used when creating an additional game with a new letter bag as+ the same seed value will be shared across games (meaning tiles will come out of the bag in+ the same order.) When constructing an additional game, use shuffleWithNewGenerator.+-}+shuffleBag :: LetterBag -> LetterBag+shuffleBag (LetterBag _ 0 gen) = LetterBag [] 0 gen+shuffleBag (LetterBag bagTiles size gen) =+ let (newTiles, newGenerator) = shuffle bagTiles gen size+ in (LetterBag newTiles size newGenerator)++ where+ -- Taken from http://www.haskell.org/haskellwiki/Random_shuffle+ shuffle :: [a] -> StdGen -> Int -> ([a],StdGen)+ shuffle xs randomGen listLength = runST (do+ g <- newSTRef randomGen+ let randomRST lohi = do+ (a,s') <- liftM (randomR lohi) (readSTRef g)+ writeSTRef g s'+ return a+ ar <- newArr n xs+ xs' <- forM [1..n] $ \i -> do+ j <- randomRST (i,n)+ vi <- readArray ar i+ vj <- readArray ar j+ writeArray ar j vi+ return vj+ gen' <- readSTRef g+ return (xs',gen'))+ where+ n = listLength+ newArr :: Int -> [a] -> ST s (STArray s Int a)+ newArr z zs = newListArray (1,z) zs++{- |+ Creates a letter bag using a list of tiles, and a generator which should be used when shuffling the bag.+ This function allows a game to be stepped through from the beginning where the moves and original generator were+ recorded, with any shuffling yielding the same bag as in the original game.+-}+makeBagUsingGenerator :: [Tile] -> StdGen -> LetterBag+makeBagUsingGenerator bagTiles randomGenerator = LetterBag bagTiles (length bagTiles) randomGenerator++{- |+ Get the letter bag's current generator, which will be used to shuffle the contents of the bag in the next exchange+ or shuffle. If taken at the start of the game, with the original list of tiles in the bag in order, the game moves+ may be replayed in order with the original results of any shuffle retained.+-}+getGenerator :: LetterBag -> StdGen+getGenerator = generator++{- |+ Shuffles a letter bag using a new random generator. This function should be used when spawning a new game using+ a letter bag with all the tiles remaining so that letter bags are unique between game instances.+-}+shuffleWithNewGenerator :: LetterBag -> IO LetterBag+shuffleWithNewGenerator letterBag = fmap (\newGen -> shuffleBag $ letterBag { generator = newGen }) newStdGen+ +parseBag :: String -> Either ParseError [Tile]+parseBag contents = parse bagFile "Malformed letter bag file" contents+ where+ bagFile =+ do bagTiles <- many bagLine+ eof+ let flattenedTiles = concat bagTiles+ return $ flattenedTiles++ bagLine =+ do bagTiles <- try (letterTiles) <|> blankTiles+ return bagTiles++ letterTiles =+ do + tileCharacter <- letter+ _ <- space+ value <- many digit+ _ <- space+ distribution <- many digit+ _ <- newline+ return $ replicate (read distribution) (Letter (toUpper tileCharacter) (read value))++ blankTiles =+ do + _ <- char '_'+ _ <- space+ distribution <- many digit+ _ <- newline+ return $ replicate (read distribution) (Blank Nothing)
+ src/Wordify/Rules/LetterBag/Internal.hs view
@@ -0,0 +1,9 @@+module Wordify.Rules.LetterBag.Internal (LetterBag(LetterBag), tiles, bagSize, generator) where++ import Wordify.Rules.Tile+ import System.Random++ data LetterBag = LetterBag { tiles :: [Tile], bagSize :: Int, generator :: StdGen } deriving (Show)++ instance Eq LetterBag where+ bag1 == bag2 = (bagSize bag1 == bagSize bag2 && tiles bag1 == tiles bag2)
+ src/Wordify/Rules/Move.hs view
@@ -0,0 +1,191 @@+module Wordify.Rules.Move (makeMove + ,Move(PlaceTiles, Exchange, Pass)+ ,GameTransition(MoveTransition, ExchangeTransition, PassTransition, GameFinished)+ ,restoreGame+ ,restoreGameLazy+ ,newGame) where++ import Wordify.Rules.ScrabbleError+ import Wordify.Rules.FormedWord+ import Control.Monad+ import Control.Applicative+ import Wordify.Rules.Player+ import qualified Data.Map as Map+ import Wordify.Rules.Pos+ import Wordify.Rules.Tile+ import Wordify.Rules.LetterBag+ import Wordify.Rules.Board+ import Wordify.Rules.Dictionary+ import Wordify.Rules.Game.Internal+ import Wordify.Rules.Game+ import qualified Data.List.NonEmpty as NE+ import qualified Data.Traversable as T+ import qualified Data.Map as M+ import Control.Error.Util+ import Control.Arrow++ data GameTransition = -- | The new player (with their updated letter rack and score), new game state, and the words formed by the move+ MoveTransition Player Game FormedWords+ -- | The new game state, and the player with their rack before and after the exchange respectively.+ | ExchangeTransition Game Player Player+ -- | The new game state with the opportunity to play passed on to the next player.+ | PassTransition Game + {- | + The game has finished. The final game state, and the final words formed (if the game was ended by a+ player placing their final tiles.) The players before their scores were increased or decreased is also+ given.+ -}+ | GameFinished Game (Maybe FormedWords) [Player]++ {-|+ Transitiions the game to the next state. If the move places tiles, the player must have the tiles to place and+ place the tiles legally. If the move exchanges tiles, the bag must not be empty and the player must have the+ tiles to exchange. A ScrabbleError is returned if these condtions are not the case.+ -}+ makeMove :: Game -> Move -> Either ScrabbleError GameTransition+ makeMove game move+ | gameStatus game /= InProgress = Left GameNotInProgress+ | otherwise = flip addMoveToHistory move <$> gameTransition+ where+ gameTransition = case move of+ PlaceTiles placed -> makeBoardMove game placed+ Exchange exchanged -> exchangeMove game exchanged+ Pass -> passMove game++ makeBoardMove :: Game -> M.Map Pos Tile -> Either ScrabbleError GameTransition+ makeBoardMove game placed =+ do+ formed <- formedWords+ (overallScore, _) <- scoresIfWordsLegal dict formed+ nextBoard <- newBoard currentBoard placed + intermediatePlayer <- removeLettersandGiveScore player playedTiles overallScore++ if hasEmptyRack intermediatePlayer && (bagSize letterBag == 0)+ then+ do+ let beforeFinalisingGame = updateGame game intermediatePlayer nextBoard letterBag+ let finalisedGame = finaliseGame beforeFinalisingGame+ return $ GameFinished finalisedGame (Just formed) (players beforeFinalisingGame)+ else+ do+ let (newPlayer, newBag) = updatePlayerRackAndBag intermediatePlayer letterBag (Map.size placed)+ let updatedGame = updateGame game newPlayer nextBoard newBag+ return $ MoveTransition newPlayer updatedGame formed+ where+ player = currentPlayer game+ playedTiles = Map.elems placed+ currentBoard = board game+ dict = dictionary game+ letterBag = bag game++ formedWords = if any isPlaceMove (movesMade game)+ then wordsFormedMidGame currentBoard placed+ else wordFormedFirstMove currentBoard placed ++ isPlaceMove mv = case mv of + PlaceTiles _ -> True+ _ -> False+ ++ exchangeMove :: Game -> [Tile] -> Either ScrabbleError GameTransition+ exchangeMove game exchangedTiles =+ let exchangeOutcome = exchangeLetters (bag game) exchangedTiles+ in case exchangeOutcome of+ Nothing -> Left CannotExchangeWhenNoLettersInBag+ Just (givenTiles, newBag) -> + let newPlayer = exchange player exchangedTiles givenTiles+ in maybe (Left $ PlayerCannotExchange (rack player) exchangedTiles) (\exchangedPlayer ->+ let gameState = updateGame game exchangedPlayer (board game) newBag+ in Right $ ExchangeTransition gameState player exchangedPlayer) newPlayer+ where+ player = currentPlayer game++ passMove :: Game -> Either ScrabbleError GameTransition+ passMove game = + let gameState = pass game + in + Right $ + if gameFinished+ then GameFinished (finaliseGame gameState) Nothing (players gameState)+ else PassTransition gameState+ where+ numPasses = passes game + 1+ gameFinished = numPasses == numberOfPlayers game * 2++ {- |+ Restores a game from a list of moves. The game must be set up in the way the original game was set up+ (including the letter bag constructed with the same tiles and random generator, dictionary and the list of players+ in the original order.)+ + If the game is not set up as it was originally, this function will return a scrabble error with the move which was invalid+ with the given state. For example, if the original players are not ordered in the correct way then the player will not have+ the required tiles to make the move.+ -}+ restoreGame :: Game -> NE.NonEmpty Move -> Either ScrabbleError (NE.NonEmpty GameTransition)+ restoreGame game = T.sequence . restoreGameLazy game+ + {- |+ Maps each move to a resulting game transition, if the move is legal. Has the same semantics as 'restoreGame'+ but returns a list of 'Either' so that laziness can be maintained, meaning all the game transitions+ dont have to be buffered before they can be consumed. + -}+ restoreGameLazy :: Game -> NE.NonEmpty Move -> NE.NonEmpty (Either ScrabbleError GameTransition)+ restoreGameLazy game (mv NE.:| moves) = NE.scanl nextMove (makeMove game mv) moves + where+ nextMove transition move = transition >>= \success -> makeMove (newGame success) move++ newGame :: GameTransition -> Game+ newGame (MoveTransition _ game _) = game+ newGame (ExchangeTransition game _ _) = game+ newGame (PassTransition game) = game+ newGame (GameFinished game _ _) = game++ addMoveToHistory :: GameTransition -> Move -> GameTransition+ addMoveToHistory (MoveTransition player game formedWords) move = MoveTransition player (updateHistory game move) formedWords+ addMoveToHistory (ExchangeTransition game oldPlayer newPlayer ) move = ExchangeTransition (updateHistory game move) oldPlayer newPlayer+ addMoveToHistory (PassTransition game) move = PassTransition (updateHistory game move)+ addMoveToHistory (GameFinished game wordsFormed allPlayers) move = GameFinished (updateHistory game move) wordsFormed allPlayers++ finaliseGame :: Game -> Game+ finaliseGame game+ | gameStatus game == Finished = game+ | otherwise = game {player1 = play1, player2 = play2, optionalPlayers = optionals, gameStatus = Finished, moveNumber = pred moveNo}+ where+ unplayedValues = Prelude.sum $ Prelude.map tileValues allPlayers+ allPlayers = players game+ moveNo = moveNumber game++ play1 = finalisePlayer (player1 game)+ play2 = finalisePlayer (player2 game)+ optionals = optionalPlayers game >>= (\(player3, maybePlayer4) ->+ Just (finalisePlayer player3, finalisePlayer <$> maybePlayer4 ) )++ finalisePlayer player = if hasEmptyRack player then increaseScore player unplayedValues+ else reduceScore player (tileValues player) ++ updatePlayerRackAndBag :: Player -> LetterBag -> Int -> (Player, LetterBag)+ updatePlayerRackAndBag player letterBag numPlayed+ | tilesInBag == 0 = (player, letterBag)+ | tilesInBag >= numPlayed =+ maybe (player, letterBag) (first (giveTiles player)) $ takeLetters letterBag numPlayed+ | otherwise = maybe (player, letterBag) (first (giveTiles player)) $ takeLetters letterBag tilesInBag+ where+ tilesInBag = bagSize letterBag++ newBoard :: Board -> M.Map Pos Tile -> Either ScrabbleError Board+ newBoard currentBoard placed = foldM (\oldBoard (pos, tile) -> newBoardIfUnoccupied oldBoard pos tile) currentBoard $ Map.toList placed+ where+ newBoardIfUnoccupied brd pos tile = note (PlacedTileOnOccupiedSquare pos tile) $ placeTile brd tile pos++ + removeLettersandGiveScore :: Player -> [Tile] -> Int -> Either ScrabbleError Player+ removeLettersandGiveScore player playedTiles justScored = + let newPlayer = flip increaseScore justScored <$> removePlayedTiles player playedTiles + in note (PlayerCannotPlace (rack player) playedTiles) newPlayer++ scoresIfWordsLegal :: Dictionary -> FormedWords -> Either ScrabbleError (Int, [(String, Int)])+ scoresIfWordsLegal dict formedWords = + let strings = wordStrings formedWords+ in case invalidWords dict strings of+ []-> Right $ wordsWithScores formedWords+ xs -> Left $ WordsNotInDictionary xs
+ src/Wordify/Rules/Player.hs view
@@ -0,0 +1,108 @@+module Wordify.Rules.Player (Player, LetterRack, name, rack, score, makePlayer, increaseScore, giveTiles, tilesOnRack,+ removePlayedTiles, removeTiles, hasEmptyRack, tileValues, reduceScore, exchange) where++ import Wordify.Rules.Tile+ import Data.List+ import Data.Maybe+ import qualified Data.Map as Map++ type Score = Int+ type Name = String++ data LetterRack = LetterRack [Tile] deriving (Show, Eq)++ data Player = Player {name :: Name+ , rack :: LetterRack+ , score :: Score } deriving (Show, Eq)++ makePlayer :: String -> Player+ makePlayer playerName = Player playerName (LetterRack []) 0++ tilesOnRack :: Player -> [Tile]+ tilesOnRack (Player _ (LetterRack letters) _) = letters++ increaseScore :: Player -> Int -> Player+ increaseScore player justScored = player {score = currentScore + justScored}+ where+ currentScore = score player++ reduceScore :: Player -> Int -> Player+ reduceScore player removeScore = player {score = currentScore - removeScore}+ where+ currentScore = score player++ hasEmptyRack :: Player -> Bool+ hasEmptyRack player = null $ tilesOnRack player++ tileValues :: Player -> Int+ tileValues player = sum $ map tileValue (tilesOnRack player)++ {-+ Adds tiles to the player's tile rack.+ -}+ giveTiles :: Player -> [Tile] -> Player+ giveTiles player newTiles = player {rack = LetterRack $ newTiles ++ tilesOnRack player}++ removeTiles :: Player -> [Tile] -> Player+ removeTiles player toRemove = player {rack = LetterRack $ tilesOnRack player \\ toRemove}++ {- |+ Removes played tiles from the player's tile rack, if it was possible for the player+ to play those tiles in the first place. A player may play a tile on his rack, unless+ it is a blank, which must first be assigned a letter. + -}+ removePlayedTiles :: Player -> [Tile] -> Maybe Player+ removePlayedTiles player tiles =+ if (playerCanPlace player tiles)+ then Just $ player `removedFromRack` tiles+ else Nothing+ where+ removedFromRack playing playedTiles = player {rack = LetterRack (deleteFirstsBy isPlayable (tilesOnRack playing) playedTiles) }++ {- |+ Returns true if the player cannot place any of the given tiles. A player cannot play+ a Blank tile that they have not given a letter, or a tile not on their rack.+ -}+ playerCanPlace :: Player -> [Tile] -> Bool+ playerCanPlace player played = isNothing $ find isInvalid playedList+ where+ (playedFrequencies, rackFrequencies) = tileFrequencies played $ tilesOnRack player+ playedList = Map.toList playedFrequencies++ isInvalid (tile, freq) =+ case tile of+ -- Tried to play a blank without a letter+ Blank Nothing -> False + -- Player doesn't have tiles+ Blank _ -> freq > Map.findWithDefault 0 (Blank Nothing) rackFrequencies+ Letter chr val -> freq > Map.findWithDefault 0 (Letter chr val) rackFrequencies++ exchange :: Player -> [Tile] -> [Tile] -> Maybe Player+ exchange player exchanged received = + if not (playerCanExchange player exchanged) then Nothing+ else + Just $ giveTiles (removeTiles player exchanged) received++ playerCanExchange :: Player -> [Tile] -> Bool+ playerCanExchange (Player _ ( LetterRack letterRack) _ ) exchanged = isNothing $ find cannotExchange exchangedList++ where+ (exchangedFrequencies, rackFrequencies) = tileFrequencies exchanged letterRack+ exchangedList = Map.toList exchangedFrequencies++ cannotExchange (tile, freq) =+ case tile of+ -- Tried to exchange a blank letter which has been labeled. Client error.+ Blank (Just _) -> False + -- Player doesn't have tiles+ Blank _ -> freq > Map.findWithDefault 0 (Blank Nothing) rackFrequencies+ Letter chr val -> freq > Map.findWithDefault 0 (Letter chr val) rackFrequencies++ tileFrequencies :: [Tile] -> [Tile] -> ((Map.Map Tile Int), (Map.Map Tile Int))+ tileFrequencies given letterRack = (givenFrequencies, rackFrequencies)+ where+ buildFrequencies tiles = foldl addFrequency (Map.empty) tiles+ addFrequency dict tile = Map.alter newFrequency tile dict+ newFrequency m = Just $ maybe 1 succ m -- Default freq of one, or inc existing frequency+ givenFrequencies = buildFrequencies given+ rackFrequencies = buildFrequencies letterRack
+ src/Wordify/Rules/Pos.hs view
@@ -0,0 +1,54 @@++module Wordify.Rules.Pos (Pos, posAt, above, below, left, right, xPos, yPos, gridValue, starPos, posMin, posMax) where++ import qualified Data.Map as Map+ import Wordify.Rules.Pos.Internal+ import Data.Maybe++ posMin :: Int+ posMin = 1 ++ posMax :: Int+ posMax = 15 ++ posAt :: (Int, Int) -> Maybe Pos+ posAt = flip Map.lookup posMap++ -- | The position above the given position, if it exists.+ above :: Pos -> Maybe Pos+ above (Pos x y _) = posAt (x,y + 1) ++ -- | The position below the given position, if it exists.+ below :: Pos -> Maybe Pos+ below (Pos x y _) = posAt (x, y - 1 ) ++ -- | The position to the left of the given position, if it exists.+ left :: Pos -> Maybe Pos+ left (Pos x y _) = posAt (x - 1, y) ++ -- | The position to the right of the given position, if it exists.+ right :: Pos -> Maybe Pos+ right (Pos x y _) = posAt (x + 1, y)++ -- | The position of the star square+ starPos :: Pos+ starPos = Pos 8 8 "H8"++ {- A map keyed by tuples representing (x,y) co-ordinates, and valued by their+ corresponding Pos types -}+ posMap :: Map.Map (Int, Int) Pos+ posMap = Map.fromList $ catMaybes coordTuples+ where+ coordTuples = zipWith makeTuple (sequence [[posMin..posMax], [posMin..posMax]]) $ cycle ['A'..'O']+ makeTuple (x:y:_) gridLetter = Just $ ((y,x) , Pos y x (gridLetter : show x) )+ makeTuple _ _ = Nothing ++ xPos :: Pos -> Int+ xPos (Pos x _ _) = x++ yPos :: Pos -> Int+ yPos (Pos _ y _) = y++ gridValue :: Pos -> String+ gridValue (Pos _ _ grid) = grid+
+ src/Wordify/Rules/Pos/Internal.hs view
@@ -0,0 +1,3 @@+module Wordify.Rules.Pos.Internal ( Pos(Pos) ) where++ data Pos = Pos !Int !Int !String deriving (Eq,Show, Ord)
+ src/Wordify/Rules/ScrabbleError.hs view
@@ -0,0 +1,64 @@+module Wordify.Rules.ScrabbleError (ScrabbleError(LetterBagFileNotOpenable, MalformedLetterBagFile,+ MalformedDictionaryFile, DictionaryFileNotFound, NotEnoughLettersInStartingBag,+ MisplacedLetter, DoesNotConnectWithWord, NoTilesPlaced, DoesNotCoverTheStarTile,+ PlacedTileOnOccupiedSquare, CannotPlaceBlankWithoutLetter, WordsNotInDictionary, PlayerCannotPlace,+ GameNotInProgress, CannotExchangeWhenNoLettersInBag, PlayerCannotExchange, MiscError)) where++ import Wordify.Rules.Pos+ import Wordify.Rules.Tile+ import Wordify.Rules.Player++ data ScrabbleError =+ -- | The caller has supplied an invalid path to a letter bag file, or the file is not openable+ LetterBagFileNotOpenable String+ -- | The letter bag file is marformed, so could not be parsed.+ | MalformedLetterBagFile FilePath+ -- | The path given to a dictionary file was invalid.+ | DictionaryFileNotFound FilePath+ -- | The dictionary file could not be parsed as it was malformed.+ | MalformedDictionaryFile FilePath+ -- | A letter bag with insufficient tiles was used to create a game.+ | NotEnoughLettersInStartingBag Int+ -- | The player has made an illegal tile placement. Tiles placed must form a line of tiles.+ | MisplacedLetter Pos+ -- | The tiles the player placed do not connect with any word (applies after the first move on the board)+ | DoesNotConnectWithWord+ -- | The client put the player in the situation to be able to place no tiles.+ | NoTilesPlaced+ -- | The first move on the board does not cover the star.+ | DoesNotCoverTheStarTile+ -- | The client allowed the player to place tiles on a square that is already occupied with tiles.+ | PlacedTileOnOccupiedSquare Pos Tile+ -- | A blank tile must be labeled with a letter before being placed.+ | CannotPlaceBlankWithoutLetter Pos+ -- | The tiles the player placed formed one or more words which are not in the dictionary.+ | WordsNotInDictionary [String]+ -- | The caller allowed the client to place tiles on the board which were not in their rack.+ | PlayerCannotPlace LetterRack [Tile]+ -- | The caller allowed the player to attempt to exchange when no letters were left in the bag.+ | CannotExchangeWhenNoLettersInBag+ -- | The caller allowed the player to attempt to exchange tiles that they do not have.+ | PlayerCannotExchange LetterRack [Tile]+ -- | The caller allowed a move to be made when the game is finished.+ | GameNotInProgress+ | MiscError String deriving Eq++ instance Show ScrabbleError+ where+ show (MalformedDictionaryFile path) = "Dictionary file " ++ path ++ " was malformed."+ show (MalformedLetterBagFile path) = "Letter bag file " ++ path ++ " was malformed."+ show (DictionaryFileNotFound path) = "Dictionary file " ++ path ++ " was not found."+ show (LetterBagFileNotOpenable path) = "Letter bag file " ++ path ++ " was not openable"+ show (NotEnoughLettersInStartingBag num) = "A starting bag must have enough tiles to distribute to the players to start a game. Bag has " ++ show num ++ " tiles."+ show (MisplacedLetter pos) = "Placed tiles were not legally placed. Starting at tile placed at pos: " ++ show pos+ show (DoesNotConnectWithWord) = "Placed tiles do not connect with an existing word on the board."+ show (NoTilesPlaced) = "No tiles were placed in the move."+ show (DoesNotCoverTheStarTile) = "First move must go through the star."+ show (PlacedTileOnOccupiedSquare pos _) = "Move replaces a tile already on the board at " ++ show pos ++ ". This is not a legal move."+ show (CannotPlaceBlankWithoutLetter pos) = "A played blank tile must be given a letter. Blank tile played at " ++ show pos ++ " was not given a letter."+ show (WordsNotInDictionary xs) = "The following words are not in the scrabble dictionary: " ++ show xs+ show (PlayerCannotPlace letterRack tiles) = "The player cannot place: " ++ show tiles ++ ". Tiles on rack: " ++ show letterRack ++ ". Blank tiles must be labeled and the placed tiles must be on the rack."+ show (CannotExchangeWhenNoLettersInBag) = "Cannot exchange letters when there are no letters in the bag."+ show (PlayerCannotExchange letterRack tiles) = "Player does not have the letters to exchange " ++ show tiles ++ ". Tiles on rack: " ++ show letterRack ++ ". Blank tiles must not be labeled."+ show (GameNotInProgress) = "A move was attempted on a game that is not in progress."+ show (MiscError str) = str
+ src/Wordify/Rules/Square.hs view
@@ -0,0 +1,75 @@+module Wordify.Rules.Square (Square(Normal, DoubleLetter, TripleLetter, DoubleWord, TripleWord),+ isOccupied, scoreWord, squareIfOccupied, putTileOn, tileIfOccupied) where++ import Wordify.Rules.Tile+ import Data.Sequence as Seq+ import qualified Data.Foldable as F+ import Data.Maybe++ data Square = Normal (Maybe Tile)+ | DoubleLetter (Maybe Tile)+ | TripleLetter (Maybe Tile)+ | DoubleWord (Maybe Tile)+ | TripleWord (Maybe Tile) deriving (Show,Eq,Ord)++ putTileOn :: Square -> Tile -> Square+ putTileOn (Normal _) tile = Normal $ Just tile+ putTileOn (DoubleLetter _) tile = DoubleLetter $ Just tile+ putTileOn (TripleLetter _) tile = TripleLetter $ Just tile+ putTileOn (DoubleWord _) tile = DoubleWord $ Just tile+ putTileOn (TripleWord _) tile = TripleWord $ Just tile++ {- |+ Calculates the score of one played word.++ The first list contains squares that are already on the board+ (and thus are not subject to bonuses).++ The second list contains squares that are newly occupied.+ -}+ scoreWord :: Seq Square -> Seq Square -> Int+ -- Calculate the base score then add the letter bonuses (doubleLetter, doubleWord),+ -- then multiply by word bonuses (DoubleWord, TripleWord)+ scoreWord xs ys = addBonuses (addBonuses baseScore letterBonuses) wordBonuses+ where+ calcBaseScore = F.foldr (\square acc -> baseValue square + acc) 0+ addBonuses = F.foldr applyWordBonus+ baseScore = calcBaseScore xs + calcBaseScore ys+ (wordBonuses, letterBonuses) = Seq.partition isWordBonus ys++ {- |+ The bonus operations that should be applied to the score of a word+ once it has been calculated. When using to calculate score, + double and triple word bonuses should be applied last.++ -}+ applyWordBonus :: Square -> Int -> Int+ applyWordBonus (Normal _ ) = (+0)+ applyWordBonus (DoubleLetter (Just tile)) = (+ tileValue tile)+ applyWordBonus (TripleLetter (Just tile)) = (+ tileValue tile * 2)+ applyWordBonus (DoubleWord _) = (*2)+ applyWordBonus (TripleWord _) = (*3)+ applyWordBonus _ = (+0)++ isWordBonus :: Square -> Bool+ isWordBonus (DoubleWord _) = True+ isWordBonus (TripleWord _) = True+ isWordBonus _ = False++ -- | Base value of a square, without bonuses+ baseValue :: Square -> Int+ baseValue sq = maybe 0 tileValue $ tileIfOccupied sq++ squareIfOccupied :: Square -> Maybe Square+ squareIfOccupied sq = tileIfOccupied sq >> Just sq++ tileIfOccupied :: Square -> Maybe Tile+ tileIfOccupied (Normal (Just tile)) = Just tile+ tileIfOccupied (DoubleLetter (Just tile)) = Just tile+ tileIfOccupied (TripleLetter (Just tile)) = Just tile+ tileIfOccupied (DoubleWord (Just tile)) = Just tile+ tileIfOccupied (TripleWord (Just tile)) = Just tile+ tileIfOccupied _ = Nothing++ isOccupied :: Square -> Bool+ isOccupied = isJust . squareIfOccupied
+ src/Wordify/Rules/Tile.hs view
@@ -0,0 +1,27 @@+module Wordify.Rules.Tile (Tile(Letter, Blank), tileValue, isPlayable, tileLetter) where++{- |+A tile is a letter with a value, or a Blank tile+which may have been given a letter. Blank tiles+always have the value '0'.+-}+data Tile = Letter Char Int | Blank (Maybe Char) deriving (Show, Eq, Ord)++tileValue :: Tile -> Int+tileValue (Letter _ val) = val+tileValue (Blank _) = 0++tileLetter :: Tile -> Maybe Char+tileLetter (Letter char _) = Just char+tileLetter (Blank (Just char)) = Just char+tileLetter (Blank Nothing) = Nothing++{- |+ isPlayble, applied to a played tile and compared against a tile+ returns true if a player returned a letter tile on their rack,+ or if the player played a Blank that has been given a letter+-}+isPlayable :: Tile -> Tile -> Bool+isPlayable (Letter a b) (Letter x y) = (a == x) && (b == y)+isPlayable (Blank (Just _)) (Blank Nothing) = True+isPlayable _ _ = False
+ test/Tests.hs view
@@ -0,0 +1,12 @@+-- Following the example of: https://github.com/bos/text/blob/master/tests/Tests.hs+module Main+ ( main+ ) where++import Test.Framework.Runners.Console++import qualified Tests.Properties as Properties+import qualified Tests.Regressions as Regressions++main :: IO ()+main = defaultMain [Properties.tests, Regressions.tests]