{-# LANGUAGE GADTs #-} -- | 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 Control.Category hiding (id) import Control.Applicative import Control.Monad.Error import Language.Nomyx.Expression import Nomyx.Core.Engine.Types hiding (_vRuleNumber) import Nomyx.Core.Engine.EventEval import Nomyx.Core.Engine.EvalUtils import Nomyx.Core.Engine.Utils import System.Random -- * Evaluation -- | evaluate an effecful 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) evalNomex (GetRandomNumber r) = evGetRandomNumber r -- | 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 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 modifyGame 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 modifyGame 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 modifyGame 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) modifyGame 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 modifyGame 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 putGame rules $ replaceWith ((== rn) . getL rNumber) r{_rStatus = Active, _rAssessedBy = Just by} rs --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 delVarsRule rn delEventsRule rn delOutputsRule rn delVictoryRule rn putGame rules $ replaceWith ((== rn) . getL rNumber) r{_rStatus = Reject, _rAssessedBy = Just by} rs triggerEvent (RuleEv Rejected) r return True evAddRule :: RuleInfo -> Evaluate Bool evAddRule rule = do (rs, _) <- accessGame rules case find ((== (rNumber ^$ rule)) . getL rNumber) rs of Nothing -> do modifyGame rules (rule:) triggerEvent (RuleEv Added) rule return True Just _ -> return False 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 putGame 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 modifyGame 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 putGame 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 putGame events $ replaceWith ((== en) . getL eventNumber) eh{_evStatus = SDeleted} evs 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) modifyGame 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 modifyGame 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 putGame outputs $ replaceWith ((== on) . getL outputNumber) o{_oStatus = SDeleted} ops return True SDeleted -> return False evSetVictory :: NomexNE [PlayerNumber] -> Evaluate () evSetVictory ps = do rn <- access eRuleNumber putGame 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 evGetRandomNumber :: Random a => (a, a) -> Evaluate a evGetRandomNumber r = do g <- access (eGame >>> randomGen) let (a, g') = randomR r g putGame randomGen g' return a --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) -- * 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 --extract the game state from an Evaluate --knowing the rule number performing the evaluation (0 if by the system) --and the player number to whom display errors (set to Nothing for all players) --TODO: clean runEvalError :: RuleNumber -> (Maybe PlayerNumber) -> Evaluate a -> State Game () runEvalError rn mpn egs = modify (\g -> _eGame $ execState (runEvalError' mpn egs) (EvalEnv rn g evalNomex evalNomexNE)) runEvalError' :: (Maybe PlayerNumber) -> Evaluate a -> State EvalEnv () runEvalError' mpn egs = do e <- runErrorT egs case e of Right _ -> return () Left e' -> do tracePN (fromMaybe 0 mpn) $ "Error: " ++ e' void $ runErrorT $ log mpn "Error: " runSystemEval :: PlayerNumber -> Evaluate a -> State Game () runSystemEval pn e = runEvalError 0 (Just pn) e runSystemEval' :: Evaluate a -> State Game () runSystemEval' e = runEvalError 0 Nothing e --get the signals left to be completed in an event getRemainingSignals :: EventInfo -> Game -> [(SignalAddress, SomeSignal)] getRemainingSignals (EventInfo _ rn e _ _ env) g = case runEvaluateNE g rn (getEventResult e env) of Done _ -> [] Todo a -> a runEvaluateNE :: Game -> RuleNumber -> EvaluateNE a -> a runEvaluateNE g rn ev = runReader ev (EvalEnv rn g evalNomex evalNomexNE) runEvaluate :: Game -> RuleNumber -> State EvalEnv a -> a runEvaluate g rn ev = evalState ev (EvalEnv rn g evalNomex evalNomexNE) -- | 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 os _ l t _) = "Game Name = " ++ show gn ++ "\n\n Rules = " ++ (intercalate "\n " $ map show rs) ++ "\n\n Players = " ++ show ps ++ "\n\n Variables = " ++ show vs ++ "\n\n Events = " ++ (intercalate "\n " $ map (displayEvent g) es) ++ "\n" ++ "\n\n Outputs = " ++ (intercalate "\n " $ map (displayOutput g) os) ++ "\n" ++ "\n\n Victory = " ++ show (getVictorious g) ++ "\n\n currentTime = " ++ show t ++ "\n" ++ "\n\n logs = " ++ show l ++ "\n" displayEvent :: Game -> EventInfo -> String displayEvent g ei@(EventInfo en rn _ _ s env) = "event num: " ++ (show en) ++ ", rule num: " ++ (show rn) ++ ", remaining signals: " ++ (show $ getRemainingSignals ei g) ++ --TODO: display also event result? ", envs: " ++ (show env) ++ ", status: " ++ (show s) displayOutput :: Game -> Output -> String displayOutput g o@(Output on rn mpn _ s) = "output num: " ++ (show on) ++ ", rule num: " ++ (show rn) ++ ", by pn: " ++ (show mpn) ++ ", output: " ++ (show $ evalOutput g o) ++ ", status: " ++ (show s)