made a greedy player, now abstracting the data types to make them easier to use.
re-tabbing
restructuring types / type constructors - Model.hs does not compile at the moment
close to fixing all type errors (hopefully)
finished fixing record-usage type errors
Sorted hands by enum order
greedy player
factored out greedy code, fixed end condition to be 3 stacks
curses
exploring how actions are defined in the game state monad
exploring how actions are defined in the game state monad
reorganize modules
refactored Model as Engine
moved game engine an base.hs monadic state transformation library-like function calls into Lib.hs
abstracted action and buy phases into one function, added a Heuristic function type (in case it needs to change in the future, the type only needs to be changed in one place)
Lib.hs and Sample.hs
refactored money heuristic
genericizing doPhase more (added money phase) - still need to test a bit more
abstracted the doCardEffects into the client code, fixed some doPhase bugs, adding beginning of UnitTests, reorganized First.hs into a meaningful name (Base.hs)
abstracted the doCardEffects into the client code, fixed some doPhase bugs, adding beginning of UnitTests, reorganized First.hs into a meaningful name (Base.hs)