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A proof assistant for Possibility Storm-style Magic: The Gathering puzzles.
He has an innate talent, heightened by magic, that allows him to clearly see the flaws in any system or machine. After mere moments of scrutiny, Dovin can provide a complete analysis, noting a particular machine's weaknesses, highlighting its shortcomings, and predicting with startling accuracy exactly how and when it will fail. --- Dovin Baan, Planeswalker
It provides a haskell DSL for expressing Magic actions, with tracking of life and other counters and validation of pre- and post- conditions. For example, if you try to tap a permanent that is already tapped, it will error. Or if you try to target a creature with hexproof. It can also track state-based effects, such as "all creatures get +1/+1" or "other creatures gain hexproof".
It does not try to provide a full ruleset implementation, instead it's more akin to letting you lay out cards and counters in front of you and manipulate them as you would in a real game of paper magic.
I've only added actions "as needed" to solve problems, so the built-in
functions are rather incomplete right now. It is straightforward to add more
src/Dovin/V2.hs in conjuction with
module Solutions.Example where import Dovin main = run formatter solution solution :: GameMonad () solution = do step "Initial state" $ do setLife Opponent 3 withLocation Hand $ addInstant "Plummet" withLocation Play $ do addLands 2 "Forest" as Opponent $ do withLocation Play $ do withAttributes [flying, token] $ addCreature (4, 4) "Angel" withAttributes [flying] $ withEffect matchInPlay (matchOtherCreatures <> (const $ matchAttribute creature)) (pure . setAttribute hexproof) $ addCreature (3, 4) "Shalai, Voice of Plenty" step "Plummet to destroy Shalai" $ do tapForMana "G" (numbered 1 "Forest") tapForMana "G" (numbered 2 "Forest") cast "1G" "Plummet" resolve "Plummet" with "Shalai, Voice of Plenty" $ \enemy -> do target enemy validate (matchAttribute flying) enemy destroy enemy formatter :: Step -> Formatter formatter step = case view stepNumber step of 1 -> manaFormatter <> cardFormatter "opponent creatures" (matchLocation (Opponent, Play)) _ -> boardFormatter manaFormatter = attributeFormatter $ do attribute "availble mana" $ countCards (matchAttribute land <> missingAttribute tapped)
run uses the supplied formatter to print out the board state at each step:
1. Initial state (Active,Hand): Plummet (instant) (Active,Play): Forest 1 (land) Forest 2 (land) (Opponent,Play): Angel (creature,flying,hexproof,token) (4/4, 0) Shalai, Voice of Plenty (creature,flying) (3/4, 0) 2. Plummet to destroy Shalai availble mana: 0 opponent creatures: Angel (creature,flying,token) (4/4, 0)
src/Solutions for more extensive usage (spoiler alert: these are
solutions for published Possibility Storm puzzles!)
Dominaria5uses a planeswalker.
exerteffects, and shows how to verify multiple blocking scenarios.
Core19_9has a fancy formatter to correctly track how much mana is available when working with
Powerstone Shard, as well as spell tracking for
forCardsto model undergrowth for a
GuildsOfRavnica3uses a sacrifice wrapper to repeatedly create treasure tokens.
GuildsOfRavnica8shows using counters to correctly track
Muldrotha, the Gravetideusage.
ExplorersOfIxalanContesthandles some pretty weird damage interactions.
UltimateMastersshows how to track opponent actions.
ChannelFireballautomatically calculates High Tide mana.
WarOfTheSpark2shows off a hack for effects that depend on attributes of other cards (hopefully will have a better fix in API soon!)
bin/dev # Launch an interactive REPL bin/test # Runs all tests and lints bin/run # Runs all solutions
New actions go into
Dovin.Actions. They must:
- Be unit tested.
- Be documented.
- The primary target card of an action should be the final parameter.