{-# LANGUAGE GADTs #-} {-# LANGUAGE NamedFieldPuns #-} {-# LANGUAGE ScopedTypeVariables #-} {-# LANGUAGE FlexibleInstances #-} {-# LANGUAGE DeriveDataTypeable #-} {-# LANGUAGE StandaloneDeriving #-} {-# LANGUAGE DoAndIfThenElse #-} -- | Evaluation of a Nomyx expression module Nomyx.Core.Engine.Evaluation where import Prelude hiding ((.), log) import Control.Monad import Control.Monad.State import Control.Monad.Reader import Data.List import Data.Typeable import Data.Time import Data.Lens import Data.Maybe import Data.Todo import Data.Either import Control.Category hiding (id) import Control.Applicative import Control.Monad.Error.Class (MonadError(..)) import Language.Nomyx.Expression import Nomyx.Core.Engine.Types hiding (_vRuleNumber) import Nomyx.Core.Engine.EvalUtils import Nomyx.Core.Engine.Utils import Safe -- * Evaluation -- | evaluate an effecful expression. -- The rule number passed is the number of the rule containing the expression. evalNomex :: Nomex a -> Evaluate a evalNomex (NewVar v a) = evNewVar v a evalNomex (DelVar v) = evDelVar v evalNomex (WriteVar v val) = evWriteVar v val evalNomex (OnEvent ev h) = evOnEvent ev h evalNomex (DelEvent en) = evDelEvent en evalNomex (SendMessage m d) = evSendMessage m d evalNomex (NewOutput pn s) = evNewOutput pn s evalNomex (UpdateOutput on s) = evUpdateOutput on s evalNomex (DelOutput on) = evDelOutput on evalNomex (ProposeRule rule) = evProposeRule rule evalNomex (ActivateRule rule) = evActivateRule rule evalNomex (RejectRule rule) = evRejectRule rule evalNomex (AddRule rule) = evAddRule rule evalNomex (ModifyRule mod rule) = evModifyRule mod rule evalNomex (SetPlayerName pn n) = evChangeName pn n evalNomex (DelPlayer pn) = evDelPlayer pn evalNomex (SetVictory ps) = evSetVictory ps evalNomex (LiftEffect e) = liftEval $ evalNomexNE e evalNomex (ThrowError s) = throwError s evalNomex (CatchError n h) = catchError (evalNomex n) (\a -> evalNomex (h a)) evalNomex (Return a) = return a evalNomex (Bind exp f) = evalNomex exp >>= \e -> evalNomex (f e) -- | evaluate an effectless expression. evalNomexNE :: NomexNE a -> EvaluateNE a evalNomexNE (ReadVar v) = evReadVar v evalNomexNE (GetOutput on) = evGetOutput on evalNomexNE GetRules = _rules <$> asks _eGame evalNomexNE GetPlayers = _players <$> asks _eGame evalNomexNE GetEvents = _events <$> asks _eGame evalNomexNE SelfRuleNumber = asks _eRuleNumber evalNomexNE (CurrentTime) = _currentTime <$> asks _eGame evalNomexNE (Return a) = return a evalNomexNE (Bind exp f) = evalNomexNE exp >>= \e -> evalNomexNE (f e) evalNomexNE (Simu sim ev) = evSimu sim ev --TODO should we also give a rule number to simulate the Nomex with? -- currently we use the simulating rule number evSimu :: Nomex a -> NomexNE Bool -> EvaluateNE Bool evSimu sim ev = do rn <- asks _eRuleNumber let s = runEvalError rn Nothing (evalNomex sim) g <- asks _eGame let g' = execState s g return $ runEvaluateNE g' rn (evalNomexNE ev) evNewVar :: (Typeable a, Show a) => VarName -> a -> Evaluate (Maybe (V a)) evNewVar name def = do (vars, rn) <- accessGame variables case find ((== name) . getL vName) vars of Nothing -> do (eGame >>> variables) %= (Var rn name def : ) return $ Just (V name) Just _ -> return Nothing evDelVar :: (V a) -> Evaluate Bool evDelVar (V name) = do (vars, _) <- accessGame variables case find ((== name) . getL vName) vars of Nothing -> return False Just _ -> do (eGame >>> variables) %= filter ((/= name) . getL vName) return True evWriteVar :: (Typeable a, Show a) => V a -> a -> Evaluate Bool evWriteVar (V name) val = do (vars, _) <- accessGame variables case find (\(Var _ myName _) -> myName == name) vars of Nothing -> return False Just (Var rn myName _) -> do (eGame >>> variables) %= replaceWith ((== name) . getL vName) (Var rn myName val) return True evOnEvent :: (Typeable e, Show e) => Event e -> ((EventNumber, e) -> Nomex ()) -> Evaluate EventNumber evOnEvent event handler = do (evs, rn) <- accessGame events let en = getFreeNumber (map _eventNumber evs) (eGame >>> events) %= (EventInfo en rn event handler SActive [] : ) return en evSendMessage :: (Typeable a, Show a) => Msg a -> a -> Evaluate () evSendMessage (Msg id) d = triggerEvent (Message (Msg id)) d evProposeRule :: RuleInfo -> Evaluate Bool evProposeRule rule = do (rs, _) <- accessGame rules case find ((== (rNumber ^$ rule)) . getL rNumber) rs of Nothing -> do (eGame >>> rules) %= (rule:) triggerEvent (RuleEv Proposed) rule return True Just _ -> return False --Sets the rule status to Active and execute it if possible evActivateRule :: RuleNumber -> Evaluate Bool evActivateRule rn = do (rs, by) <- accessGame rules case find (\r -> _rNumber r == rn && _rStatus r /= Active) rs of Nothing -> return False Just r -> do let newrules = replaceWith ((== rn) . getL rNumber) r{_rStatus = Active, _rAssessedBy = Just by} rs (eGame >>> rules) ~= newrules --execute the rule withRN (_rNumber r) $ evalNomex (_rRule r) triggerEvent (RuleEv Activated) r return True evRejectRule :: RuleNumber -> Evaluate Bool evRejectRule rn = do (rs, by) <- accessGame rules case find (\r -> _rNumber r == rn && _rStatus r /= Reject) rs of Nothing -> return False Just r -> do let newrules = replaceWith ((== rn) . getL rNumber) r{_rStatus = Reject, _rAssessedBy = Just by} rs (eGame >>> rules) ~= newrules triggerEvent (RuleEv Rejected) r delVarsRule rn delEventsRule rn delOutputsRule rn delVictoryRule rn return True evAddRule :: RuleInfo -> Evaluate Bool evAddRule rule = do (rs, _) <- accessGame rules case find ((== (rNumber ^$ rule)) . getL rNumber) rs of Nothing -> do (eGame >>> rules) %= (rule:) triggerEvent (RuleEv Added) rule return True Just _ -> return False --TODO: clean and execute new rule evModifyRule :: RuleNumber -> RuleInfo -> Evaluate Bool evModifyRule rn rule = do (rs, _) <- accessGame rules let newRules = replaceWith ((== rn) . getL rNumber) rule rs case find ((== rn) . getL rNumber) rs of Nothing -> return False Just r -> do (eGame >>> rules) ~= newRules triggerEvent (RuleEv Modified) r return True evDelPlayer :: PlayerNumber -> Evaluate Bool evDelPlayer pn = do g <- access eGame case find ((== pn) . getL playerNumber) (_players g) of Nothing -> do tracePN pn "not in game!" return False Just pi -> do (eGame >>> players) %= filter ((/= pn) . getL playerNumber) triggerEvent (Player Leave) pi tracePN pn $ "leaving the game: " ++ _gameName g return True evChangeName :: PlayerNumber -> PlayerName -> Evaluate Bool evChangeName pn name = do pls <- access (eGame >>> players) case find ((== pn) . getL playerNumber) pls of Nothing -> return False Just pi -> do (eGame >>> players) ~= replaceWith ((== pn) . getL playerNumber) (pi {_playerName = name}) pls return True evDelEvent :: EventNumber -> Evaluate Bool evDelEvent en = do evs <- access (eGame >>> events) case find ((== en) . getL eventNumber) evs of Nothing -> return False Just eh -> case _evStatus eh of SActive -> do let newEvents = replaceWith ((== en) . getL eventNumber) eh{_evStatus = SDeleted} evs (eGame >>> events) ~= newEvents return True SDeleted -> return False evTriggerTime :: UTCTime -> Evaluate () evTriggerTime t = triggerEvent (Time t) t evNewOutput :: Maybe PlayerNumber -> NomexNE String -> Evaluate OutputNumber evNewOutput pn s = do (ops, rn) <- accessGame outputs let on = getFreeNumber (map _outputNumber ops) (eGame >>> outputs) %= (Output on rn pn s SActive : ) return on evGetOutput :: OutputNumber -> EvaluateNE (Maybe String) evGetOutput on = do ops <- _outputs <$> asks _eGame case find (\(Output myOn _ _ _ s) -> myOn == on && s == SActive) ops of Nothing -> return Nothing Just (Output _ _ _ o _) -> do out <- evalNomexNE o return $ Just out evUpdateOutput :: OutputNumber -> NomexNE String -> Evaluate Bool evUpdateOutput on s = do (ops, _) <- accessGame outputs case find (\(Output myOn _ _ _ s) -> myOn == on && s == SActive) ops of Nothing -> return False Just (Output _ rn pn _ _) -> do (eGame >>> outputs) %= replaceWith ((== on) . getL outputNumber) (Output on rn pn s SActive) return True evDelOutput :: OutputNumber -> Evaluate Bool evDelOutput on = do ops <- access (eGame >>> outputs) case find ((== on) . getL outputNumber) ops of Nothing -> return False Just o -> case _oStatus o of SActive -> do let newOutputs = replaceWith ((== on) . getL outputNumber) o{_oStatus = SDeleted} ops (eGame >>> outputs) ~= newOutputs return True SDeleted -> return False evSetVictory :: NomexNE [PlayerNumber] -> Evaluate () evSetVictory ps = do rn <- access eRuleNumber void $ (eGame >>> victory) ~= (Just $ VictoryInfo rn ps) triggerEvent Victory (VictoryInfo rn ps) evReadVar :: (Typeable a, Show a) => V a -> EvaluateNE (Maybe a) evReadVar (V name) = do vars <- _variables <$> asks _eGame let var = find ((== name) . getL vName) vars case var of Nothing -> return Nothing Just (Var _ _ val) -> case cast val of Just v -> return $ Just v Nothing -> return Nothing -- * Events -- | Get the field at a certain address --TODO: should we check that the field is not already completed? findField :: EventInfo -> FieldAddress -> FormField -> EvaluateNE (Maybe SomeField) findField (EventInfo _ _ e _ _ er) addr ft = findField' addr e er ft findField' :: FieldAddress -> Event e -> [FieldResult] -> FormField -> EvaluateNE (Maybe SomeField) findField' [] (BaseEvent f) _ ft = return $ do ft' <- getFormField (SomeField f) guard (ft' == ft) return $ SomeField f findField' (SumL:as) (SumEvent e1 _) frs ft = findField' as e1 (filterPath SumL frs) ft findField' (SumR:as) (SumEvent _ e2) frs ft = findField' as e2 (filterPath SumR frs) ft findField' (AppL:as) (AppEvent e1 _) frs ft = findField' as e1 (filterPath AppL frs) ft findField' (AppR:as) (AppEvent _ e2) frs ft = findField' as e2 (filterPath AppR frs) ft findField' (BindL:as) (BindEvent e1 _) frs ft = findField' as e1 (filterPath BindL frs) ft findField' (BindR:as) (BindEvent e1 f) frs ft = do er <- getEventResult e1 (filterPath BindL frs) case er of Done e2 -> findField' as (f e2) (filterPath BindR frs) ft Todo _ -> return Nothing findField' (Shortcut:as) (ShortcutEvents es _) frs ft = do msfs <- mapM (\e-> findField' as e frs ft) es return $ headMay $ catMaybes msfs -- returning the first field that matches findField' fa _ _ _ = error $ "findField: wrong field address: " ++ (show fa) filterPath :: FieldAddressElem -> [FieldResult] -> [FieldResult] filterPath fa frs = mapMaybe f frs where f (FieldResult fe fr (Just (fa':fas))) | fa == fa' = Just $ FieldResult fe fr (Just fas) f _ = Nothing getFormField :: SomeField -> Maybe FormField getFormField (SomeField (Input pn s (Radio choices))) = Just $ RadioField pn s (zip [0..] (snd <$> choices)) getFormField (SomeField (Input pn s Text)) = Just $ TextField pn s getFormField (SomeField (Input pn s TextArea)) = Just $ TextAreaField pn s getFormField (SomeField (Input pn s Button)) = Just $ ButtonField pn s getFormField (SomeField (Input pn s (Checkbox choices))) = Just $ CheckboxField pn s (zip [0..] (snd <$> choices)) getFormField _ = Nothing --get the fields left to be completed in an event getEventFields :: EventInfo -> Game -> [(FieldAddress, SomeField)] getEventFields (EventInfo _ rn e _ _ env) g = case runEvaluateNE g rn $ getEventResult e env of Done _ -> [] Todo a -> a -- compute the result of an event given an environment. -- in the case the event cannot be computed because some fields results are pending, return that list instead. getEventResult :: Event a -> [FieldResult] -> EvaluateNE (Todo (FieldAddress, SomeField) a) getEventResult e frs = getEventResult' e frs [] getEventResult' :: Event a -> [FieldResult] -> FieldAddress -> EvaluateNE (Todo (FieldAddress, SomeField) a) getEventResult' (PureEvent a) _ _ = return $ Done a getEventResult' EmptyEvent _ _ = return $ Todo [] getEventResult' (SumEvent a b) ers fa = liftM2 (<|>) (getEventResult' a ers (fa ++ [SumL])) (getEventResult' b ers (fa ++ [SumR])) getEventResult' (AppEvent f b) ers fa = liftM2 (<*>) (getEventResult' f ers (fa ++ [AppL])) (getEventResult' b ers (fa ++ [AppR])) getEventResult' (LiftNomexNE a) _ _ = evalNomexNE a >>= return . Done getEventResult' (BindEvent a f) ers fa = do er <- getEventResult' a ers (fa ++ [BindL]) case er of Done a' -> getEventResult' (f a') ers (fa ++ [BindR]) Todo bs -> return $ Todo bs getEventResult' (BaseEvent a) ers fa = return $ case lookupField a fa ers of Just r -> Done r Nothing -> Todo [(fa, SomeField a)] getEventResult' (ShortcutEvents es f) ers fa = do (ers :: [Todo (FieldAddress, SomeField) a]) <- mapM (\e -> getEventResult' e ers (fa ++ [Shortcut])) es -- get the result for each event in the list return $ case f (toMaybe <$> ers) of -- apply f to the event results that we already have True -> Done $ toMaybe <$> ers -- if the result is true, we are done. Return the list of maybe results False -> Todo $ join $ lefts $ toEither <$> ers -- otherwise, return the list of remaining fields to complete from each event -- trigger an event triggerEvent :: (Typeable e, Show e) => Field e -> e -> Evaluate () triggerEvent e dat = access (eGame >>> events) >>= triggerEvent' (FieldResult e dat Nothing) -- trigger some specific events triggerEvent' :: FieldResult -> [EventInfo] -> Evaluate () triggerEvent' res evs = do evs' <- mapM (liftEval . (updateEventInfo res)) evs -- get all the EventInfos updated with the field (eGame >>> events) %= union (map fst evs') -- store them void $ mapM triggerIfComplete evs' -- trigger the handlers for completed events -- if the event is complete, trigger its handler triggerIfComplete :: (EventInfo, Maybe SomeData) -> Evaluate () triggerIfComplete (EventInfo en rn _ h SActive _, Just (SomeData val)) = case (cast val) of Just a -> void $ withRN rn $ (evalNomex $ h (en, a)) `catchError` (errorHandler en) Nothing -> error "Bad trigger data type" triggerIfComplete _ = return () -- update the EventInfo with the field result. -- get the event result if all fields are completed updateEventInfo :: FieldResult -> EventInfo -> EvaluateNE (EventInfo, Maybe SomeData) updateEventInfo (FieldResult field dat addr) ei@(EventInfo _ _ ev _ _ envi) = do g <- asks _eGame let eventRes = FieldResult field dat addr er <- getEventResult ev (eventRes : envi) return $ case er of -- check if the event will be complete Todo _ -> if (SomeField field) `elem` (map snd $ getEventFields ei g) -- is yes, check if our field is really a missing field of the event then (env ^= (eventRes : envi) $ ei, Nothing) -- some fields are left to complete: add ours in the environment else (ei, Nothing) -- field not found: do nothing Done a -> (env ^= [] $ ei, Just $ SomeData a) -- the event is complete: empty the environment and output the result -- * input triggers -- trigger the input event with the input data triggerInput :: EventNumber -> FieldAddress -> FormField -> InputData -> Evaluate () triggerInput en fa ft ir = do evs <- access (eGame >>> events) let mei = find ((== en) . getL eventNumber) evs when (isJust mei) $ execInputHandler ir fa ft (fromJust mei) -- execute the corresponding handler execInputHandler :: InputData -> FieldAddress -> FormField -> EventInfo -> Evaluate () execInputHandler ir fa ft ei@(EventInfo _ _ _ _ SActive _) = do i <- liftEval $ findField ei fa ft case i of Just sf -> execInputHandler' ir sf fa ei Nothing -> logAll "Input not found" execInputHandler _ _ _ _ = return () -- execute the event handler using the data received from user execInputHandler' :: InputData -> SomeField -> FieldAddress -> EventInfo -> Evaluate () execInputHandler' (TextData s) (SomeField e@(Input _ _ (Text))) fa ei = triggerEvent' (FieldResult e s (Just fa)) [ei] execInputHandler' (TextAreaData s) (SomeField e@(Input _ _ (TextArea))) fa ei = triggerEvent' (FieldResult e s (Just fa)) [ei] execInputHandler' (ButtonData) (SomeField e@(Input _ _ (Button))) fa ei = triggerEvent' (FieldResult e () (Just fa)) [ei] execInputHandler' (RadioData i) (SomeField e@(Input _ _ (Radio cs))) fa ei = triggerEvent' (FieldResult e (fst $ cs!!i) (Just fa)) [ei] execInputHandler' (CheckboxData is) (SomeField e@(Input _ _ (Checkbox cs))) fa ei = triggerEvent' (FieldResult e (fst <$> cs `sel` is) (Just fa)) [ei] execInputHandler' _ _ _ _ = return () -- * misc getVictorious :: Game -> [PlayerNumber] getVictorious g = case _victory g of Nothing -> [] Just (VictoryInfo rn v) -> runEvaluateNE g rn (evalNomexNE v) evalOutput :: Game -> Output -> String evalOutput g (Output _ rn _ o _) = runEvaluateNE g rn (evalNomexNE o) allOutputs :: Game -> [String] allOutputs g = map (evalOutput g) (_outputs g) --delete all variables of a rule delVarsRule :: RuleNumber -> Evaluate () delVarsRule rn = void $ (eGame >>> variables) %= filter ((/= rn) . getL vRuleNumber) --delete all events of a rule delEventsRule :: RuleNumber -> Evaluate () delEventsRule rn = do evs <- access (eGame >>> events) let toDelete = filter ((== rn) . getL ruleNumber) evs mapM_ (evDelEvent . _eventNumber) toDelete --delete all outputs of a rule delOutputsRule :: RuleNumber -> Evaluate () delOutputsRule rn = do os <- access (eGame >>> outputs) let toDelete = filter ((== rn) . getL oRuleNumber) os mapM_ (evDelOutput . _outputNumber) toDelete --delete victory of a rule delVictoryRule :: RuleNumber -> Evaluate () delVictoryRule rn = do vic <- access (eGame >>> victory) when (isJust vic && _vRuleNumber (fromJust vic) == rn) $ void $ (eGame >>> victory) ~= Nothing -- | Show instance for Game -- showing a game involves evaluating some parts (such as victory and outputs) instance Show Game where show g@(Game gn _ rs ps vs es _ _ _ t) = "Game Name = " ++ show gn ++ "\n Rules = " ++ (intercalate "\n " $ map show rs) ++ "\n Players = " ++ show ps ++ "\n Variables = " ++ show vs ++ "\n Events = " ++ (intercalate "\n " $ map (displayEvent g) es) ++ "\n Outputs = " ++ show (allOutputs g) ++ "\n Victory = " ++ show (getVictorious g) ++ "\n currentTime = " ++ show t ++ "\n" displayEvent :: Game -> EventInfo -> String displayEvent g ei@(EventInfo en rn _ _ s env) = "event num: " ++ (show en) ++ ", rule num: " ++ (show rn) ++ ", event fields: " ++ (show $ getEventFields ei g) ++ --TODO: display also event result? ", envs: " ++ (show env) ++ ", status: " ++ (show s) displayEvent' :: EventInfo -> EvaluateNE String displayEvent' ei = do (EvalEnv _ g) <- ask return $ displayEvent g ei