packages feed

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 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.  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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]