As practice, I am trying to write a simulation for the casino game "war" in Haskell.
http://en.wikipedia.org/wiki/Casino_war
It is a very simple game with a few rules. It would be an otherwise very simple problem to write in any of the imperative language I know, however I am struggling to write it in Haskell.
The code I have so far:
-- Simulation for the Casino War
import System.Random
import Data.Map
-------------------------------------------------------------------------------
-- stolen from the internet
fisherYatesStep :: RandomGen g => (Map Int a, g) -> (Int, a) -> (Map Int a, g)
fisherYatesStep (m, gen) (i, x) = ((insert j x . insert i (m ! j)) m, gen')
where
(j, gen') = randomR (0, i) gen
fisherYates :: RandomGen g => g -> [a] -> ([a], g)
fisherYates gen [] = ([], gen)
fisherYates gen l = toElems $ Prelude.foldl
fisherYatesStep (initial (head l) gen) (numerate (tail l))
where
toElems (x, y) = (elems x, y)
numerate = zip [1..]
initial x gen = (singleton 0 x, gen)
-------------------------------------------------------------------------------
data State = Deal | Tie deriving Show
-- state: game state
-- # cards to deal
-- # cards to burn
-- cards on the table
-- indices for tied players
-- # players
-- players winning
-- dealer's winning
type GameState = (State, Int, Int, [Int], [Int], Int, [Int], Int)
gameRound :: GameState -> Int -> GameState
gameRound (Deal, toDeal, toBurn, inPlay, tied, numPlayers, pWins, dWins) card
| toDeal > 0 =
-- not enough card, deal a card
(Deal, toDeal - 1, 0, card:inPlay, tied, numPlayers, pWins, dWins)
| toDeal == 0 =
-- enough cards in play now
-- here should detemine whether or not there is any ties on the table,
-- and go to the tie state
let
dealerCard = head inPlay
p = zipWith (+) pWins $ (tail inPlay) >>=
(\x -> if x < dealerCard then return (-1) else return 1)
d = if dealerCard == (maximum inPlay) then dWins + 1 else dWins - 1
in
(Deal, numPlayers + 1, 0, [], tied, numPlayers, p, d)
gameRound (Tie, toDeal, toBurn, inPlay, tied, numPlayers, pWins, dWins) card
-- i have no idea how to write the logic for the tie state AKA the "war" state
| otherwise = (Tie, toDeal, toBurn, inPlay, tied, numPlayers, pWins, dWins)
-------------------------------------------------------------------------------
main = do
rand <- newStdGen
-- create the shuffled deck
(deck, _) <- return $ fisherYates rand $ [2 .. 14] >>= (replicate 6)
-- fold the state updating function over the deck
putStrLn $ show $ Prelude.foldl gameRound
(Deal, 7, 0, [], [], 6, [0 ..], 0) deck
-------------------------------------------------------------------------------
I understand why extra work has to go towards creating random numbers, but I am pretty sure I am missing some basic construct or concept. It shouldn't be this awkward to keep a collection of states, and run a branching logic over a list of input. I couldn't even figure out a good way to write the logic for the case where there are ties on the table.
I am not asking for complete solutions. It would be real nice if someone could point out what I am doing wrong, or some good reading materials that are relevant.
Thanks in advance.
StateTandRandTmonad transformers. - Daniel Wagner