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License: BSD 3-clause "New" or "Revised" License
Tags: Games

# dovin alternatives and similar packages

Based on the "Games" category.
Alternatively, view dovin alternatives based on common mentions on social networks and blogs.

Snake game implemetation in Haskell using SDL2
• ### hcheckers

HCheckers is a relatively simple implementation of checkers board game (also known as "draughts")

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## Dovin

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 though. See `src/Dovin/V2.hs` in conjuction with `src/Dovin/Actions.hs`.

## Example

``````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

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)
``````

## Solutions Index

See `src/Solutions` for more extensive usage (spoiler alert: these are solutions for published Possibility Storm puzzles!)

• `Dominaria5` uses a planeswalker.
• `RivalsOfIxalan7` uses `withEffect` to model `exert` effects, and shows how to verify multiple blocking scenarios.
• `Core19_9` has a fancy formatter to correctly track how much mana is available when working with `Powerstone Shard`, as well as spell tracking for `Aetherflux Reservoir`.
• `GuildsOfRavnicaPre2` uses `forCards` to model undergrowth for a `Rhizome Lurcher`.
• `GuildsOfRavnica1` uses `mentor`.
• `GuildsOfRavnica3` uses a sacrifice wrapper to repeatedly create treasure tokens.
• `GuildsOfRavnica8` shows using counters to correctly track `Muldrotha, the Gravetide` usage.
• `GuildsOfRavnica9` handles `storm`.
• `ExplorersOfIxalanContest` handles some pretty weird damage interactions.
• `UltimateMasters` shows how to track opponent actions.
• `ChannelFireball` automatically calculates High Tide mana.
• `WarOfTheSpark2` shows off a hack for effects that depend on attributes of other cards (hopefully will have a better fix in API soon!)

## Development

``````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.