{-# LANGUAGE BlockArguments #-} {-# LANGUAGE ConstraintKinds #-} {-# LANGUAGE DataKinds #-} {-# LANGUAGE OverloadedStrings #-} {-# LANGUAGE QuasiQuotes #-} {-# LANGUAGE RecordWildCards #-} {-# LANGUAGE ViewPatterns #-} -- | -- SPDX-License-Identifier: BSD-3-Clause -- -- Facilities for stepping the robot CESK machines, /i.e./ the actual -- interpreter for the Swarm language. -- -- ** Note on the IO: -- -- The only reason we need @IO@ is so that robots can run programs -- loaded from files, via the 'Swarm.Language.Syntax.Run' command. -- This could be avoided by using a hypothetical @import@ command instead and parsing -- the required files at the time of declaration. -- See . module Swarm.Game.Step where import Control.Applicative (Applicative (..)) import Control.Arrow ((&&&)) import Control.Carrier.Error.Either (ErrorC, runError) import Control.Carrier.State.Lazy import Control.Carrier.Throw.Either (ThrowC, runThrow) import Control.Effect.Error import Control.Effect.Lens import Control.Effect.Lift import Control.Lens as Lens hiding (Const, distrib, from, parts, use, uses, view, (%=), (+=), (.=), (<+=), (<>=)) import Control.Monad (foldM, forM, forM_, guard, msum, unless, when, zipWithM) import Data.Bifunctor (second) import Data.Bool (bool) import Data.Char (chr, ord) import Data.Either (partitionEithers, rights) import Data.Foldable (asum, for_, traverse_) import Data.Foldable.Extra (findM, firstJustM) import Data.Function (on) import Data.Functor (void) import Data.Int (Int32) import Data.IntMap qualified as IM import Data.IntSet qualified as IS import Data.List (find, sortOn) import Data.List qualified as L import Data.List.NonEmpty qualified as NE import Data.Map qualified as M import Data.Maybe (catMaybes, fromMaybe, isJust, isNothing, listToMaybe, mapMaybe) import Data.Ord (Down (Down)) import Data.Sequence ((><)) import Data.Sequence qualified as Seq import Data.Set (Set) import Data.Set qualified as S import Data.Text (Text) import Data.Text qualified as T import Data.Time (getZonedTime) import Data.Tuple (swap) import Linear (V2 (..), perp, zero) import Prettyprinter (pretty) import Swarm.Game.Achievement.Attainment import Swarm.Game.Achievement.Definitions import Swarm.Game.CESK import Swarm.Game.Display import Swarm.Game.Entity hiding (empty, lookup, singleton, union) import Swarm.Game.Entity qualified as E import Swarm.Game.Exception import Swarm.Game.Failure import Swarm.Game.Location import Swarm.Game.Recipe import Swarm.Game.ResourceLoading (getDataFileNameSafe) import Swarm.Game.Robot import Swarm.Game.Scenario.Objective qualified as OB import Swarm.Game.Scenario.Objective.WinCheck qualified as WC import Swarm.Game.Scenario.Topography.Navigation.Portal (Navigation (..), destination, reorientation) import Swarm.Game.Scenario.Topography.Navigation.Util import Swarm.Game.Scenario.Topography.Navigation.Waypoint (WaypointName (..)) import Swarm.Game.State import Swarm.Game.Step.Combustion qualified as Combustion import Swarm.Game.Step.Pathfinding import Swarm.Game.Step.Util import Swarm.Game.Universe import Swarm.Game.Value import Swarm.Game.World qualified as W import Swarm.Language.Capability import Swarm.Language.Context hiding (delete) import Swarm.Language.Key (parseKeyComboFull) import Swarm.Language.Parse (runParser) import Swarm.Language.Pipeline import Swarm.Language.Pipeline.QQ (tmQ) import Swarm.Language.Pretty (BulletList (BulletList, bulletListItems), prettyText) import Swarm.Language.Requirement qualified as R import Swarm.Language.Syntax import Swarm.Language.Text.Markdown qualified as Markdown import Swarm.Language.Typed (Typed (..)) import Swarm.Language.Value import Swarm.Log import Swarm.Util hiding (both) import Swarm.Util.Effect (throwToMaybe) import Swarm.Util.WindowedCounter qualified as WC import System.Clock (TimeSpec) import Witch (From (from), into) import Prelude hiding (Applicative (..), lookup) -- | The main function to do one game tick. -- -- Note that the game may be in 'RobotStep' mode and not finish -- the tick. Use the return value to check whether a full tick happened. gameTick :: (Has (State GameState) sig m, Has (Lift IO) sig m) => m Bool gameTick = do wakeUpRobotsDoneSleeping active <- use activeRobots focusedRob <- use focusedRobotID ticked <- use (temporal . gameStep) >>= \case WorldTick -> do runRobotIDs active temporal . ticks %= addTicks 1 pure True RobotStep ss -> singleStep ss focusedRob active -- See if the base is finished with a computation, and if so, record -- the result in the game state so it can be displayed by the REPL; -- also save the current store into the robotContext so we can -- restore it the next time we start a computation. mr <- use (robotMap . at 0) case mr of Just r -> do res <- use $ gameControls . replStatus case res of REPLWorking (Typed Nothing ty req) -> case getResult r of Just (v, s) -> do gameControls . replStatus .= REPLWorking (Typed (Just v) ty req) baseRobot . robotContext . defStore .= s Nothing -> pure () _otherREPLStatus -> pure () Nothing -> pure () -- Possibly update the view center. modify recalcViewCenter when ticked $ do -- On new tick see if the winning condition for the current objective is met. wc <- use winCondition case wc of WinConditions winState oc -> do g <- get @GameState em <- use $ landscape . entityMap hypotheticalWinCheck em g winState oc _ -> pure () return ticked -- | Finish a game tick in progress and set the game to 'WorldTick' mode afterwards. -- -- Use this function if you need to unpause the game. finishGameTick :: (Has (State GameState) sig m, Has (Lift IO) sig m) => m () finishGameTick = use (temporal . gameStep) >>= \case WorldTick -> pure () RobotStep SBefore -> temporal . gameStep .= WorldTick RobotStep _ -> void gameTick >> finishGameTick -- Insert the robot back to robot map. -- Will selfdestruct or put the robot to sleep if it has that set. insertBackRobot :: Has (State GameState) sig m => RID -> Robot -> m () insertBackRobot rn rob = do time <- use $ temporal . ticks if rob ^. selfDestruct then deleteRobot rn else do robotMap %= IM.insert rn rob case waitingUntil rob of Just wakeUpTime -- if w=2 t=1 then we do not needlessly put robot to waiting queue | wakeUpTime <= addTicks 2 time -> return () | otherwise -> sleepUntil rn wakeUpTime Nothing -> unless (isActive rob) (sleepForever rn) -- Run a set of robots - this is used to run robots before/after the focused one. runRobotIDs :: (Has (State GameState) sig m, Has (Lift IO) sig m) => IS.IntSet -> m () runRobotIDs robotNames = forM_ (IS.toList robotNames) $ \rn -> do mr <- uses robotMap (IM.lookup rn) forM_ mr (stepOneRobot rn) where stepOneRobot rn rob = tickRobot rob >>= insertBackRobot rn -- This is a helper function to do one robot step or run robots before/after. singleStep :: (Has (State GameState) sig m, Has (Lift IO) sig m) => SingleStep -> RID -> IS.IntSet -> m Bool singleStep ss focRID robotSet = do let (preFoc, focusedActive, postFoc) = IS.splitMember focRID robotSet case ss of ---------------------------------------------------------------------------- -- run robots from the beginning until focused robot SBefore -> do runRobotIDs preFoc temporal . gameStep .= RobotStep (SSingle focRID) -- also set ticks of focused robot steps <- use $ temporal . robotStepsPerTick robotMap . ix focRID . activityCounts . tickStepBudget .= steps -- continue to focused robot if there were no previous robots -- DO NOT SKIP THE ROBOT SETUP above if IS.null preFoc then singleStep (SSingle focRID) focRID robotSet else return False ---------------------------------------------------------------------------- -- run single step of the focused robot (may skip if inactive) SSingle rid | not focusedActive -> do singleStep (SAfter rid) rid postFoc -- skip inactive focused robot SSingle rid -> do mOldR <- uses robotMap (IM.lookup focRID) case mOldR of Nothing | rid == focRID -> do debugLog "The debugged robot does not exist! Exiting single step mode." runRobotIDs postFoc temporal . gameStep .= WorldTick temporal . ticks %= addTicks 1 return True Nothing | otherwise -> do debugLog "The previously debugged robot does not exist!" singleStep SBefore focRID postFoc Just oldR -> do -- if focus changed we need to finish the previous robot newR <- (if rid == focRID then stepRobot else tickRobotRec) oldR insertBackRobot focRID newR if rid == focRID then do when (newR ^. activityCounts . tickStepBudget == 0) $ temporal . gameStep .= RobotStep (SAfter focRID) return False else do -- continue to newly focused singleStep SBefore focRID postFoc ---------------------------------------------------------------------------- -- run robots after the focused robot SAfter rid | focRID <= rid -> do -- This state takes care of two possibilities: -- 1. normal - rid == focRID and we finish the tick -- 2. changed focus and the newly focused robot has previously run -- so we just finish the tick the same way runRobotIDs postFoc temporal . gameStep .= RobotStep SBefore temporal . ticks %= addTicks 1 return True SAfter rid | otherwise -> do -- go to single step if new robot is focused let (_pre, postRID) = IS.split rid robotSet singleStep SBefore focRID postRID where h = hypotheticalRobot (Out VUnit emptyStore []) 0 debugLog txt = do m <- evalState @Robot h $ createLogEntry RobotError Debug txt emitMessage m -- | An accumulator for folding over the incomplete -- objectives to evaluate for their completion data CompletionsWithExceptions = CompletionsWithExceptions { exceptions :: [Text] , completions :: ObjectiveCompletion , completionAnnouncementQueue :: [OB.Objective] -- ^ Upon completion, an objective is enqueued. -- It is dequeued when displayed on the UI. } -- | Execute the win condition check *hypothetically*: i.e. in a -- fresh CESK machine, using a copy of the current game state. -- -- The win check is performed only on "active" goals; that is, -- the goals that are currently unmet and have had all of their -- prerequisites satisfied. -- Note that it may be possible, while traversing through the -- goal list, for one goal to be met earlier in the list that -- happens to be a prerequisite later in the traversal. This -- is why: -- 1) We must not pre-filter the goals to be traversed based -- on satisfied prerequisites (i.e. we cannot use the -- "getActiveObjectives" function). -- 2) The traversal order must be "reverse topological" order, so -- that prerequisites are evaluated before dependent goals. -- 3) The iteration needs to be a "fold", so that state is updated -- after each element. hypotheticalWinCheck :: (Has (State GameState) sig m, Has (Lift IO) sig m) => EntityMap -> GameState -> WinStatus -> ObjectiveCompletion -> m () hypotheticalWinCheck em g ws oc = do -- We can fully and accurately evaluate the new state of the objectives DAG -- in a single pass, so long as we visit it in reverse topological order. -- -- N.B. The "reverse" is essential due to the re-population of the -- "incomplete" goal list by cons-ing. finalAccumulator <- foldM foldFunc initialAccumulator $ reverse incompleteGoals let newWinState = case ws of Ongoing -> getNextWinState $ completions finalAccumulator _ -> ws winCondition .= WinConditions newWinState (completions finalAccumulator) case newWinState of Unwinnable _ -> do grantAchievement LoseScenario _ -> return () messageInfo . announcementQueue %= (>< Seq.fromList (map ObjectiveCompleted $ completionAnnouncementQueue finalAccumulator)) mapM_ handleException $ exceptions finalAccumulator where getNextWinState completedObjs | WC.didWin completedObjs = Won False | WC.didLose completedObjs = Unwinnable False | otherwise = Ongoing (withoutIncomplete, incompleteGoals) = OB.extractIncomplete oc initialAccumulator = CompletionsWithExceptions [] withoutIncomplete [] -- All of the "incomplete" goals have been emptied from the initial accumulator, and -- these are what we iterate over with the fold. -- Each iteration, we either place the goal back into the "incomplete" bucket, or -- we determine that it has been met or impossible and place it into the "completed" -- or "unwinnable" bucket, respectively. foldFunc (CompletionsWithExceptions exnTexts currentCompletions announcements) obj = do v <- if WC.isPrereqsSatisfied currentCompletions obj then runThrow @Exn . evalState @GameState g $ evalPT $ obj ^. OB.objectiveCondition else return $ Right $ VBool False let simplified = simplifyResult $ stripVResult <$> v return $ case simplified of Left exnText -> CompletionsWithExceptions (exnText : exnTexts) -- Push back the incomplete goal that had been popped for inspection (OB.addIncomplete obj currentCompletions) announcements Right boolResult -> CompletionsWithExceptions exnTexts -- Either restore the goal to the incomplete list from which it was popped -- or move it to the complete (or unwinnable) bucket. (modifyCompletions obj currentCompletions) (modifyAnnouncements announcements) where (modifyCompletions, modifyAnnouncements) | boolResult = (OB.addCompleted, (obj :)) | WC.isUnwinnable currentCompletions obj = (OB.addUnwinnable, id) | otherwise = (OB.addIncomplete, id) simplifyResult = \case Left exn -> Left $ formatExn em exn Right (VBool x) -> Right x Right val -> Left $ T.unwords [ "Non boolean value:" , prettyValue val , "real:" , T.pack (show val) ] -- Log exceptions in the message queue so we can check for them in tests handleException exnText = do m <- evalState @Robot h $ createLogEntry RobotError Critical exnText emitMessage m where h = hypotheticalRobot (Out VUnit emptyStore []) 0 evalPT :: (Has (Lift IO) sig m, Has (Throw Exn) sig m, Has (State GameState) sig m) => ProcessedTerm -> m Value evalPT t = evaluateCESK (initMachine t empty emptyStore) -- | Create a special robot to check some hypothetical, for example the win condition. -- -- Use ID (-1) so it won't conflict with any robots currently in the robot map. hypotheticalRobot :: CESK -> TimeSpec -> Robot hypotheticalRobot c = mkRobot (-1) Nothing "hypothesis" mempty defaultCosmicLocation zero defaultRobotDisplay c [] [] True False mempty evaluateCESK :: (Has (Lift IO) sig m, Has (Throw Exn) sig m, Has (State GameState) sig m) => CESK -> m Value evaluateCESK cesk = do createdAt <- getNow let r = hypotheticalRobot cesk createdAt addRobot r -- Add the special robot to the robot map, so it can look itself up if needed evalState r . runCESK $ cesk runCESK :: ( Has (Lift IO) sig m , Has (Throw Exn) sig m , Has (State GameState) sig m , Has (State Robot) sig m ) => CESK -> m Value runCESK (Up exn _ []) = throwError exn runCESK cesk = case finalValue cesk of Just (v, _) -> return v Nothing -> stepCESK cesk >>= runCESK ------------------------------------------------------------ -- Debugging ------------------------------------------------------------ -- | Create a log entry given current robot and game time in ticks -- noting whether it has been said. -- -- This is the more generic version used both for (recorded) said -- messages and normal logs. createLogEntry :: (Has (State GameState) sig m, Has (State Robot) sig m) => RobotLogSource -> Severity -> Text -> m LogEntry createLogEntry source sev msg = do rid <- use robotID rn <- use robotName time <- use $ temporal . ticks loc <- use robotLocation pure $ LogEntry time (RobotLog source rid loc) sev rn msg -- | Print some text via the robot's log. traceLog :: (Has (State GameState) sig m, Has (State Robot) sig m) => RobotLogSource -> Severity -> Text -> m LogEntry traceLog source sev msg = do m <- createLogEntry source sev msg robotLog %= (Seq.|> m) return m -- | Print a showable value via the robot's log. -- -- Useful for debugging. traceLogShow :: (Has (State GameState) sig m, Has (State Robot) sig m, Show a) => a -> m () traceLogShow = void . traceLog Logged Info . from . show ------------------------------------------------------------ -- Exceptions and validation ------------------------------------------------------------ -- | Capabilities needed for a specific robot to evaluate or execute a -- constant. Right now, the only difference is whether the robot is -- heavy or not when executing the 'Swarm.Language.Syntax.Move' command, but there might -- be other exceptions added in the future. constCapsFor :: Const -> Robot -> Maybe Capability constCapsFor Move r | r ^. robotHeavy = Just CMoveheavy constCapsFor Backup r | r ^. robotHeavy = Just CMoveheavy constCapsFor Stride r | r ^. robotHeavy = Just CMoveheavy constCapsFor c _ = constCaps c -- | Ensure that a robot is capable of executing a certain constant -- (either because it has a device which gives it that capability, -- or it is a system robot, or we are in creative mode). ensureCanExecute :: (Has (State Robot) sig m, Has (State GameState) sig m, Has (Throw Exn) sig m) => Const -> m () ensureCanExecute c = gets @Robot (constCapsFor c) >>= \case Nothing -> pure () Just cap -> do isPrivileged <- isPrivilegedBot robotCaps <- use robotCapabilities let hasCaps = cap `S.member` robotCaps (isPrivileged || hasCaps) `holdsOr` Incapable FixByEquip (R.singletonCap cap) (TConst c) -- | Create an exception about a command failing, with an achievement cmdExnWithAchievement :: Const -> [Text] -> GameplayAchievement -> Exn cmdExnWithAchievement c parts a = CmdFailed c (T.unwords parts) $ Just a -- | Raise an exception about a command failing with a formatted error message. raise :: (Has (Throw Exn) sig m) => Const -> [Text] -> m a raise c parts = throwError (cmdExn c parts) -- | Run a subcomputation that might throw an exception in a context -- where we are returning a CESK machine; any exception will be -- turned into an 'Up' state. withExceptions :: Monad m => Store -> Cont -> ThrowC Exn m CESK -> m CESK withExceptions s k m = do res <- runThrow m case res of Left exn -> return $ Up exn s k Right a -> return a ------------------------------------------------------------ -- Stepping robots ------------------------------------------------------------ -- | Run a robot for one tick, which may consist of up to -- 'robotStepsPerTick' CESK machine steps and at most one tangible -- command execution, whichever comes first. tickRobot :: (Has (State GameState) sig m, Has (Lift IO) sig m) => Robot -> m Robot tickRobot r = do steps <- use $ temporal . robotStepsPerTick tickRobotRec (r & activityCounts . tickStepBudget .~ steps) -- | Recursive helper function for 'tickRobot', which checks if the -- robot is actively running and still has steps left, and if so -- runs it for one step, then calls itself recursively to continue -- stepping the robot. tickRobotRec :: (Has (State GameState) sig m, Has (Lift IO) sig m) => Robot -> m Robot tickRobotRec r = do time <- use $ temporal . ticks case wantsToStep time r && (r ^. runningAtomic || r ^. activityCounts . tickStepBudget > 0) of True -> stepRobot r >>= tickRobotRec False -> return r -- | Single-step a robot by decrementing its 'tickStepBudget' counter and -- running its CESK machine for one step. stepRobot :: (Has (State GameState) sig m, Has (Lift IO) sig m) => Robot -> m Robot stepRobot r = do (r', cesk') <- runState (r & activityCounts . tickStepBudget -~ 1) (stepCESK (r ^. machine)) -- sendIO $ appendFile "out.txt" (prettyString cesk' ++ "\n") t <- use $ temporal . ticks isCreative <- use creativeMode let shouldTrackActivity = isCreative || not (r' ^. systemRobot) return $ applyWhen shouldTrackActivity (maintainActivityWindow t) $ r' & machine .~ cesk' & activityCounts . lifetimeStepCount +~ 1 where maintainActivityWindow t bot = bot & (activityCounts . activityWindow %~ WC.insert t) -- | replace some entity in the world with another entity updateWorld :: (Has (State GameState) sig m, Has (Throw Exn) sig m) => Const -> WorldUpdate Entity -> m () updateWorld c (ReplaceEntity loc eThen down) = do w <- use $ landscape . multiWorld let eNow = W.lookupCosmicEntity (fmap W.locToCoords loc) w -- Can fail if a robot started a multi-tick "drill" operation on some entity -- and meanwhile another entity swaps it out from under them. if Just eThen /= eNow then throwError $ cmdExn c ["The", eThen ^. entityName, "is not there."] else updateEntityAt loc $ const down applyRobotUpdates :: (Has (State GameState) sig m, Has (State Robot) sig m) => [RobotUpdate] -> m () applyRobotUpdates = mapM_ \case AddEntity c e -> robotInventory %= E.insertCount c e LearnEntity e -> robotInventory %= E.insertCount 0 e data SKpair = SKpair Store Cont -- | Performs some side-effectful computation -- for an "FImmediate" Frame. -- Aborts processing the continuation stack -- if an error is encountered. -- -- Compare to "withExceptions". processImmediateFrame :: (Has (State GameState) sig m, Has (State Robot) sig m, Has (Lift IO) sig m) => Value -> SKpair -> -- | the unreliable computation ErrorC Exn m () -> m CESK processImmediateFrame v (SKpair s k) unreliableComputation = do wc <- runError unreliableComputation case wc of Left exn -> return $ Up exn s k Right () -> stepCESK $ Out v s k updateWorldAndRobots :: (HasRobotStepState sig m) => Const -> [WorldUpdate Entity] -> [RobotUpdate] -> m () updateWorldAndRobots cmd wf rf = do mapM_ (updateWorld cmd) wf applyRobotUpdates rf flagRedraw -- | The main CESK machine workhorse. Given a robot, look at its CESK -- machine state and figure out a single next step. stepCESK :: (Has (State GameState) sig m, Has (State Robot) sig m, Has (Lift IO) sig m) => CESK -> m CESK stepCESK cesk = case cesk of ------------------------------------------------------------ -- Evaluation -- We wake up robots whose wake-up time has been reached. If it hasn't yet -- then stepCESK is a no-op. Waiting wakeupTime cesk' -> do time <- use $ temporal . ticks if wakeupTime <= time then stepCESK cesk' else return cesk Out v s (FImmediate cmd wf rf : k) -> processImmediateFrame v (SKpair s k) $ updateWorldAndRobots cmd wf rf -- Now some straightforward cases. These all immediately turn -- into values. In TUnit _ s k -> return $ Out VUnit s k In (TDir d) _ s k -> return $ Out (VDir d) s k In (TInt n) _ s k -> return $ Out (VInt n) s k In (TText str) _ s k -> return $ Out (VText str) s k In (TBool b) _ s k -> return $ Out (VBool b) s k -- There should not be any antiquoted variables left at this point. In (TAntiText v) _ s k -> return $ Up (Fatal (T.append "Antiquoted variable found at runtime: $str:" v)) s k In (TAntiInt v) _ s k -> return $ Up (Fatal (T.append "Antiquoted variable found at runtime: $int:" v)) s k -- Require and requireDevice just turn into no-ops. In (TRequireDevice {}) e s k -> return $ In (TConst Noop) e s k In (TRequire {}) e s k -> return $ In (TConst Noop) e s k In (TRequirements x t) e s k -> return $ Out (VRequirements x t e) s k -- Type ascriptions are ignored In (TAnnotate v _) e s k -> return $ In v e s k -- Normally it's not possible to have a TRobot value in surface -- syntax, but the salvage command generates a program that needs to -- refer directly to the salvaging robot. In (TRobot rid) _ s k -> return $ Out (VRobot rid) s k -- Function constants of arity 0 are evaluated immediately -- (e.g. parent, self). Any other constant is turned into a VCApp, -- which is waiting for arguments and/or an FExec frame. In (TConst c) _ s k | arity c == 0 && not (isCmd c) -> evalConst c [] s k | otherwise -> return $ Out (VCApp c []) s k -- To evaluate a variable, just look it up in the context. In (TVar x) e s k -> withExceptions s k $ do v <- lookup x e `isJustOr` Fatal (T.unwords ["Undefined variable", x, "encountered while running the interpreter."]) return $ Out v s k -- To evaluate a pair, start evaluating the first component. In (TPair t1 t2) e s k -> return $ In t1 e s (FSnd t2 e : k) -- Once that's done, evaluate the second component. Out v1 s (FSnd t2 e : k) -> return $ In t2 e s (FFst v1 : k) -- Finally, put the results together into a pair value. Out v2 s (FFst v1 : k) -> return $ Out (VPair v1 v2) s k -- Lambdas immediately turn into closures. In (TLam x _ t) e s k -> return $ Out (VClo x t e) s k -- To evaluate an application, start by focusing on the left-hand -- side and saving the argument for later. In (TApp t1 t2) e s k -> return $ In t1 e s (FArg t2 e : k) -- Once that's done, switch to evaluating the argument. Out v1 s (FArg t2 e : k) -> return $ In t2 e s (FApp v1 : k) -- We can evaluate an application of a closure in the usual way. Out v2 s (FApp (VClo x t e) : k) -> return $ In t (addBinding x v2 e) s k -- We can also evaluate an application of a constant by collecting -- arguments, eventually dispatching to evalConst for function -- constants. Out v2 s (FApp (VCApp c args) : k) | not (isCmd c) && arity c == length args + 1 -> evalConst c (reverse (v2 : args)) s k | otherwise -> return $ Out (VCApp c (v2 : args)) s k Out _ s (FApp _ : _) -> badMachineState s "FApp of non-function" -- Start evaluating a record. If it's empty, we're done. Otherwise, focus -- on the first field and record the rest in a FRcd frame. In (TRcd m) e s k -> return $ case M.assocs m of [] -> Out (VRcd M.empty) s k ((x, t) : fs) -> In (fromMaybe (TVar x) t) e s (FRcd e [] x fs : k) -- When we finish evaluating the last field, return a record value. Out v s (FRcd _ done x [] : k) -> return $ Out (VRcd (M.fromList ((x, v) : done))) s k -- Otherwise, save the value of the field just evaluated and move on -- to focus on evaluating the next one. Out v s (FRcd e done x ((y, t) : rest) : k) -> return $ In (fromMaybe (TVar y) t) e s (FRcd e ((x, v) : done) y rest : k) -- Evaluate a record projection: evaluate the record and remember we -- need to do the projection later. In (TProj t x) e s k -> return $ In t e s (FProj x : k) -- Do a record projection Out v s (FProj x : k) -> case v of VRcd m -> case M.lookup x m of Nothing -> badMachineState s $ T.unwords ["Record projection for variable", x, "that does not exist"] Just xv -> return $ Out xv s k _ -> badMachineState s "FProj frame with non-record value" -- To evaluate non-recursive let expressions, we start by focusing on the -- let-bound expression. In (TLet False x _ t1 t2) e s k -> return $ In t1 e s (FLet x t2 e : k) -- To evaluate recursive let expressions, we evaluate the memoized -- delay of the let-bound expression. Every free occurrence of x -- in the let-bound expression and the body has already been -- rewritten by elaboration to 'force x'. In (TLet True x _ t1 t2) e s k -> return $ In (TDelay (MemoizedDelay $ Just x) t1) e s (FLet x t2 e : k) -- Once we've finished with the let-binding, we switch to evaluating -- the body in a suitably extended environment. Out v1 s (FLet x t2 e : k) -> return $ In t2 (addBinding x v1 e) s k -- Definitions immediately turn into VDef values, awaiting execution. In tm@(TDef r x _ t) e s k -> withExceptions s k $ do hasCapabilityFor CEnv tm return $ Out (VDef r x t e) s k -- Bind expressions don't evaluate: just package it up as a value -- until such time as it is to be executed. In (TBind mx t1 t2) e s k -> return $ Out (VBind mx t1 t2 e) s k -- Simple (non-memoized) delay expressions immediately turn into -- VDelay values, awaiting application of 'Force'. In (TDelay SimpleDelay t) e s k -> return $ Out (VDelay t e) s k -- For memoized delay expressions, we allocate a new cell in the store and -- return a reference to it. In (TDelay (MemoizedDelay x) t) e s k -> do -- Note that if the delay expression is recursive, we add a -- binding to the environment that wil be used to evaluate the -- body, binding the variable to a reference to the memory cell we -- just allocated for the body expression itself. As a fun aside, -- notice how Haskell's recursion and laziness play a starring -- role: @loc@ is both an output from @allocate@ and used as part -- of an input! =D let (loc, s') = allocate (maybe id (`addBinding` VRef loc) x e) t s return $ Out (VRef loc) s' k -- If we see an update frame, it means we're supposed to set the value -- of a particular cell to the value we just finished computing. Out v s (FUpdate loc : k) -> return $ Out v (setStore loc (V v) s) k ------------------------------------------------------------ -- Execution -- Executing a 'requirements' command generates an appropriate log message -- listing the requirements of the given expression. Out (VRequirements src t _) s (FExec : k) -> do currentContext <- use $ robotContext . defReqs em <- use $ landscape . entityMap let (R.Requirements caps devs inv, _) = R.requirements currentContext t devicesForCaps, requiredDevices :: Set (Set Text) -- possible devices to provide each required capability devicesForCaps = S.map (S.fromList . map (^. entityName) . (`deviceForCap` em)) caps -- outright required devices requiredDevices = S.map S.singleton devs deviceSets :: Set (Set Text) deviceSets = -- Union together all required device sets, and remove any -- device sets which are a superset of another set. For -- example, if (grabber OR fast grabber OR harvester) is -- required but (grabber OR fast grabber) is also required -- then we might as well remove the first set, since -- satisfying the second device set will automatically -- satisfy the first. removeSupersets $ devicesForCaps `S.union` requiredDevices reqLog = prettyText $ BulletList (pretty $ T.unwords ["Requirements for", bquote src <> ":"]) ( filter (not . null . bulletListItems) [ BulletList "Equipment:" (T.intercalate " OR " . S.toList <$> S.toList deviceSets) , BulletList "Inventory:" ((\(e, n) -> e <> " " <> parens (showT n)) <$> M.assocs inv) ] ) _ <- traceLog Logged Info reqLog return $ Out VUnit s k -- To execute a definition, we immediately turn the body into a -- delayed value, so it will not even be evaluated until it is -- called. We memoize both recursive and non-recursive definitions, -- since the point of a definition is that it may be used many times. Out (VDef r x t e) s (FExec : k) -> return $ In (TDelay (MemoizedDelay $ bool Nothing (Just x) r) t) e s (FDef x : k) -- Once we have finished evaluating the (memoized, delayed) body of -- a definition, we return a special VResult value, which packages -- up the return value from the @def@ command itself (@unit@) -- together with the resulting environment (the variable bound to -- the delayed value). Out v s (FDef x : k) -> return $ Out (VResult VUnit (singleton x v)) s k -- To execute a constant application, delegate to the 'evalConst' -- function. Set tickStepBudget to 0 if the command is supposed to take -- a tick, so the robot won't take any more steps this tick. Out (VCApp c args) s (FExec : k) -> do when (isTangible c) $ activityCounts . tickStepBudget .= 0 evalConst c (reverse args) s k -- Reset the runningAtomic flag when we encounter an FFinishAtomic frame. Out v s (FFinishAtomic : k) -> do runningAtomic .= False return $ Out v s k -- Machinery for implementing the 'Swarm.Language.Syntax.MeetAll' command. -- First case: done meeting everyone. Out b s (FMeetAll _ [] : k) -> return $ Out b s k -- More still to meet: apply the function to the current value b and -- then the next robot id. This will result in a command which we -- execute, discard any generated environment, and then pass the -- result to continue meeting the rest of the robots. Out b s (FMeetAll f (rid : rids) : k) -> return $ Out b s (FApp f : FArg (TRobot rid) empty : FExec : FDiscardEnv : FMeetAll f rids : k) -- To execute a bind expression, evaluate and execute the first -- command, and remember the second for execution later. Out (VBind mx c1 c2 e) s (FExec : k) -> return $ In c1 e s (FExec : FBind mx c2 e : k) -- If first command completes with a value along with an environment -- resulting from definition commands and/or binds, switch to -- evaluating the second command of the bind. Extend the -- environment with both the environment resulting from the first -- command, as well as a binding for the result (if the bind was of -- the form @x <- c1; c2@). Remember that we must execute the -- second command once it has been evaluated, then union any -- resulting definition environment with the definition environment -- from the first command. Out (VResult v ve) s (FBind mx t2 e : k) -> do let ve' = maybe id (`addBinding` v) mx ve return $ In t2 (e `union` ve') s (FExec : fUnionEnv ve' k) -- If the first command completes with a simple value and there is no binder, -- then we just continue without worrying about the environment. Out _ s (FBind Nothing t2 e : k) -> return $ In t2 e s (FExec : k) -- If the first command completes with a simple value and there is a binder, -- we promote it to the returned environment as well. Out v s (FBind (Just x) t2 e : k) -> do return $ In t2 (addBinding x v e) s (FExec : fUnionEnv (singleton x v) k) -- If a command completes with a value and definition environment, -- and the next continuation frame contains a previous environment -- to union with, then pass the unioned environments along in -- another VResult. Out (VResult v e2) s (FUnionEnv e1 : k) -> return $ Out (VResult v (e1 `union` e2)) s k -- Or, if a command completes with no environment, but there is a -- previous environment to union with, just use that environment. Out v s (FUnionEnv e : k) -> return $ Out (VResult v e) s k -- If there's an explicit DiscardEnv frame, throw away any returned environment. Out (VResult v _) s (FDiscardEnv : k) -> return $ Out v s k Out v s (FDiscardEnv : k) -> return $ Out v s k -- If the top of the continuation stack contains a 'FLoadEnv' frame, -- it means we are supposed to load up the resulting definition -- environment, store, and type and capability contexts into the robot's -- top-level environment and contexts, so they will be available to -- future programs. Out (VResult v e) s (FLoadEnv ctx rctx : k) -> do robotContext . defVals %= (`union` e) robotContext . defTypes %= (`union` ctx) robotContext . defReqs %= (`union` rctx) return $ Out v s k Out v s (FLoadEnv {} : k) -> return $ Out v s k -- Any other type of value wiwth an FExec frame is an error (should -- never happen). Out _ s (FExec : _) -> badMachineState s "FExec frame with non-executable value" -- If we see a VResult in any other context, simply discard it. For -- example, this is what happens when there are binders (i.e. a "do -- block") nested inside another block instead of at the top level. -- It used to be that (1) only 'def' could generate a VResult, and -- (2) 'def' was guaranteed to only occur at the top level, hence -- any VResult would be caught by a FLoadEnv frame, and seeing a -- VResult anywhere else was an error. But -- https://github.com/swarm-game/swarm/commit/b62d27e566565aa9a3ff351d91b23d2589b068dc -- made top-level binders export a variable binding, also via the -- VResult mechanism, and unlike 'def', binders do not have to occur -- at the top level only. This led to -- https://github.com/swarm-game/swarm/issues/327 , which was fixed -- by changing this case from an error to simply ignoring the -- VResult wrapper. Out (VResult v _) s k -> return $ Out v s k ------------------------------------------------------------ -- Exception handling ------------------------------------------------------------ -- First, if we were running a try block but evaluation completed normally, -- just ignore the try block and continue. Out v s (FTry {} : k) -> return $ Out v s k Up exn s [] -> do -- Here, an exception has risen all the way to the top level without being -- handled. case exn of CmdFailed _ _ (Just a) -> do grantAchievement a _ -> return () -- If an exception rises all the way to the top level without being -- handled, turn it into an error message. -- HOWEVER, we have to make sure to check that the robot has the -- 'log' capability which is required to collect and view logs. -- -- Notice how we call resetBlackholes on the store, so that any -- cells which were in the middle of being evaluated will be reset. let s' = resetBlackholes s h <- hasCapability CLog em <- use $ landscape . entityMap if h then do void $ traceLog RobotError Error (formatExn em exn) return $ Out VUnit s [] else return $ Out VUnit s' [] -- Fatal errors, capability errors, and infinite loop errors can't -- be caught; just throw away the continuation stack. Up exn@Fatal {} s _ -> return $ Up exn s [] Up exn@Incapable {} s _ -> return $ Up exn s [] Up exn@InfiniteLoop {} s _ -> return $ Up exn s [] -- Otherwise, if we are raising an exception up the continuation -- stack and come to a Try frame, force and then execute the associated catch -- block. Up _ s (FTry c : k) -> return $ Out c s (FApp (VCApp Force []) : FExec : k) -- Otherwise, keep popping from the continuation stack. Up exn s (_ : k) -> return $ Up exn s k -- Finally, if we're done evaluating and the continuation stack is -- empty, return the machine unchanged. done@(Out _ _ []) -> return done where badMachineState s msg = let msg' = T.unlines [ T.append "Bad machine state in stepRobot: " msg , prettyText cesk ] in return $ Up (Fatal msg') s [] -- Note, the order of arguments to `union` is important in the below -- definition of fUnionEnv. I wish I knew how to add an automated -- test for this. But you can tell the difference in the following -- REPL session: -- -- > x <- return 1; x <- return 2 -- 2 : int -- > x -- 2 : int -- -- If we switch the code to read 'e1 `union` e2' instead, then -- the first expression above still correctly evaluates to 2, but -- x ends up incorrectly bound to 1. fUnionEnv e1 = \case FUnionEnv e2 : k -> FUnionEnv (e2 `union` e1) : k k -> FUnionEnv e1 : k -- | Eexecute a constant, catching any exception thrown and returning -- it via a CESK machine state. evalConst :: (Has (State GameState) sig m, Has (State Robot) sig m, Has (Lift IO) sig m) => Const -> [Value] -> Store -> Cont -> m CESK evalConst c vs s k = do res <- runError $ execConst c vs s k case res of Left exn -> return $ Up exn s k Right cek' -> return cek' -- | A system program for a "seed robot", to regrow a growable entity -- after it is harvested. seedProgram :: Integer -> Integer -> Text -> ProcessedTerm seedProgram minTime randTime thing = [tmQ| try { r <- random (1 + $int:randTime); wait (r + $int:minTime); appear "|"; r <- random (1 + $int:randTime); wait (r + $int:minTime); place $str:thing; } {}; selfdestruct |] -- | Construct a "seed robot" from entity, time range and position, -- and add it to the world. It has low priority and will be covered -- by placed entities. addSeedBot :: Has (State GameState) sig m => Entity -> (Integer, Integer) -> Cosmic Location -> TimeSpec -> m () addSeedBot e (minT, maxT) loc ts = void $ addTRobot $ mkRobot () Nothing "seed" (Markdown.fromText $ T.unwords ["A growing", e ^. entityName, "seed."]) (Just loc) zero ( defaultEntityDisplay '.' & displayAttr .~ (e ^. entityDisplay . displayAttr) & displayPriority .~ 0 ) (initMachine (seedProgram minT (maxT - minT) (e ^. entityName)) empty emptyStore) [] [(1, e)] True False mempty ts -- | Interpret the execution (or evaluation) of a constant application -- to some values. execConst :: (HasRobotStepState sig m, Has (Lift IO) sig m) => Const -> [Value] -> Store -> Cont -> m CESK execConst c vs s k = do -- First, ensure the robot is capable of executing/evaluating this constant. ensureCanExecute c -- Increment command count regardless of success when (isTangible c) $ activityCounts . tangibleCommandCount += 1 activityCounts . commandsHistogram %= M.insertWith (+) c 1 -- Now proceed to actually carry out the operation. case c of Noop -> return $ Out VUnit s k Return -> case vs of [v] -> return $ Out v s k _ -> badConst Wait -> case vs of [VInt d] -> do time <- use $ temporal . ticks purgeFarAwayWatches return $ Waiting (addTicks (fromIntegral d) time) (Out VUnit s k) _ -> badConst Selfdestruct -> do destroyIfNotBase $ \case False -> Just AttemptSelfDestructBase; _ -> Nothing flagRedraw return $ Out VUnit s k Move -> do orient <- use robotOrientation moveInDirection $ orient ? zero Backup -> do orient <- use robotOrientation moveInDirection $ applyTurn (DRelative $ DPlanar DBack) $ orient ? zero Path -> case vs of [VInj hasLimit limitVal, VInj findEntity goalVal] -> do maybeLimit <- if hasLimit then case limitVal of VInt d -> return $ Just d _ -> badConst else return Nothing goal <- if findEntity then case goalVal of VText eName -> return $ EntityTarget eName _ -> badConst else case goalVal of VPair (VInt x) (VInt y) -> return $ LocationTarget $ Location (fromIntegral x) (fromIntegral y) _ -> badConst robotLoc <- use robotLocation result <- pathCommand maybeLimit robotLoc goal return $ Out (asValue result) s k _ -> badConst Push -> do -- Figure out where we're going loc <- use robotLocation orient <- use robotOrientation let applyHeading = (`offsetBy` (orient ? zero)) nextLoc = applyHeading loc placementLoc = applyHeading nextLoc -- If unobstructed, the robot will move even if -- there is nothing to push. maybeCurrentE <- entityAt nextLoc case maybeCurrentE of Just e -> do -- Make sure there's nothing already occupying the destination nothingHere <- isNothing <$> entityAt placementLoc nothingHere `holdsOrFail` ["Something is in the way!"] let verbed = verbedGrabbingCmd Push' -- Ensure it can be pushed. omni <- isPrivilegedBot (omni || e `hasProperty` Portable && not (e `hasProperty` Liquid)) `holdsOrFail` ["The", e ^. entityName, "here can't be", verbed <> "."] -- Place the entity and remove it from previous loc updateEntityAt nextLoc (const Nothing) updateEntityAt placementLoc (const (Just e)) Nothing -> return () updateRobotLocation loc nextLoc return $ Out VUnit s k Stride -> case vs of [VInt d] -> do when (d > fromIntegral maxStrideRange) $ throwError $ CmdFailed Stride ( T.unwords [ "Can only stride up to" , T.pack $ show maxStrideRange , "units." ] ) Nothing -- Figure out where we're going loc <- use robotLocation orient <- use robotOrientation let heading = orient ? zero -- Excludes the base location. let locsInDirection :: [Cosmic Location] locsInDirection = take (min (fromIntegral d) maxStrideRange) $ drop 1 $ iterate (`offsetBy` heading) loc failureMaybes <- mapM checkMoveFailure locsInDirection let maybeFirstFailure = asum failureMaybes applyMoveFailureEffect maybeFirstFailure $ \case PathBlocked -> ThrowExn PathLiquid -> Destroy let maybeLastLoc = do guard $ null maybeFirstFailure listToMaybe $ reverse locsInDirection forM_ maybeLastLoc $ updateRobotLocation loc return $ Out VUnit s k _ -> badConst Teleport -> case vs of [VRobot rid, VPair (VInt x) (VInt y)] -> do -- Make sure the other robot exists and is close target <- getRobotWithinTouch rid -- either change current robot or one in robot map let oldLoc = target ^. robotLocation nextLoc = fmap (const $ Location (fromIntegral x) (fromIntegral y)) oldLoc onTarget rid $ do checkMoveAhead nextLoc $ \case PathBlocked -> Destroy PathLiquid -> Destroy updateRobotLocation oldLoc nextLoc return $ Out VUnit s k _ -> badConst Grab -> mkReturn <$> doGrab Grab' Harvest -> mkReturn <$> doGrab Harvest' Ignite -> case vs of [VDir d] -> do Combustion.igniteCommand c d return $ Out VUnit s k _ -> badConst Swap -> case vs of [VText name] -> do loc <- use robotLocation -- Make sure the robot has the thing in its inventory e <- hasInInventoryOrFail name -- Grab newE <- doGrab Swap' -- Place the entity and remove it from the inventory updateEntityAt loc (const (Just e)) robotInventory %= delete e when (e == newE) $ grantAchievement SwapSame return $ mkReturn newE _ -> badConst Turn -> case vs of [VDir d] -> do when (isCardinal d) $ hasCapabilityFor COrient (TDir d) robotOrientation . _Just %= applyTurn d flagRedraw inst <- use equippedDevices when (d == DRelative DDown && countByName "compass" inst == 0) $ do grantAchievement GetDisoriented return $ Out VUnit s k _ -> badConst Place -> case vs of [VText name] -> do loc <- use robotLocation -- Make sure there's nothing already here nothingHere <- isNothing <$> entityAt loc nothingHere `holdsOrFail` ["There is already an entity here."] -- Make sure the robot has the thing in its inventory e <- hasInInventoryOrFail name -- Place the entity and remove it from the inventory updateEntityAt loc (const (Just e)) robotInventory %= delete e flagRedraw return $ Out VUnit s k _ -> badConst Ping -> case vs of [VRobot otherID] -> do maybeOtherRobot <- robotWithID otherID selfRobot <- get return $ Out (asValue $ displacementVector selfRobot maybeOtherRobot) s k where displacementVector :: Robot -> Maybe Robot -> Maybe (V2 Int32) displacementVector selfRobot maybeOtherRobot = do otherRobot <- maybeOtherRobot let dist = (cosmoMeasure euclidean `on` view robotLocation) selfRobot otherRobot (_minRange, maxRange) = getRadioRange (Just selfRobot) (Just otherRobot) d <- getFiniteDistance dist guard $ d <= maxRange orientationBasedRelativePosition selfRobot $ view robotLocation otherRobot _ -> badConst Give -> case vs of [VRobot otherID, VText itemName] -> do -- Make sure the other robot exists and is close _other <- getRobotWithinTouch otherID item <- ensureItem itemName "give" -- Giving something to ourself should be a no-op. We need -- this as a special case since it will not work to modify -- ourselves in the robotMap --- after performing a tick we -- return a modified Robot which gets put back in the -- robotMap, overwriting any changes to this robot made -- directly in the robotMap during the tick. myID <- use robotID focusedID <- use focusedRobotID when (otherID /= myID) $ do -- Make the exchange robotMap . at otherID . _Just . robotInventory %= insert item robotInventory %= delete item -- Flag the UI for a redraw if we are currently showing either robot's inventory when (focusedID == myID || focusedID == otherID) flagRedraw return $ Out VUnit s k _ -> badConst Equip -> case vs of [VText itemName] -> do item <- ensureItem itemName "equip" myID <- use robotID focusedID <- use focusedRobotID -- Don't do anything if the robot already has the device. already <- use (equippedDevices . to (`E.contains` item)) unless already $ do equippedDevices %= insert item robotInventory %= delete item -- Flag the UI for a redraw if we are currently showing our inventory when (focusedID == myID) flagRedraw return $ Out VUnit s k _ -> badConst Unequip -> case vs of [VText itemName] -> do item <- ensureEquipped itemName myID <- use robotID focusedID <- use focusedRobotID equippedDevices %= delete item robotInventory %= insert item -- Flag the UI for a redraw if we are currently showing our inventory when (focusedID == myID) flagRedraw return $ Out VUnit s k _ -> badConst Make -> case vs of [VText name] -> do inv <- use robotInventory ins <- use equippedDevices em <- use $ landscape . entityMap e <- lookupEntityName name em `isJustOrFail` ["I've never heard of", indefiniteQ name <> "."] outRs <- use $ recipesInfo . recipesOut creative <- use creativeMode let create l = l <> ["You can use 'create \"" <> name <> "\"' instead." | creative] -- Only consider recipes where the number of things we are trying to make -- is greater in the outputs than in the inputs. This prevents us from doing -- silly things like making copper pipes when the user says "make furnace". let recipes = filter increase (recipesFor outRs e) increase r = countIn (r ^. recipeOutputs) > countIn (r ^. recipeInputs) countIn xs = maybe 0 fst (find ((== e) . snd) xs) not (null recipes) `holdsOrFail` create ["There is no known recipe for making", indefinite name <> "."] let displayMissingCount mc = \case MissingInput -> from (show mc) MissingCatalyst -> "not equipped" displayMissingIngredient (MissingIngredient mk mc me) = " - " <> me ^. entityName <> " (" <> displayMissingCount mc mk <> ")" displayMissingIngredients xs = L.intercalate ["OR"] (map displayMissingIngredient <$> xs) -- Try recipes and make a weighted random choice among the -- ones we have ingredients for. let (badRecipes, goodRecipes) = partitionEithers . map (make (inv, ins)) $ recipes chosenRecipe <- weightedChoice (^. _3 . recipeWeight) goodRecipes (invTaken, changeInv, recipe) <- chosenRecipe `isJustOrFail` create [ "You don't have the ingredients to make" , indefinite name <> "." , "Missing:\n" <> T.unlines (displayMissingIngredients badRecipes) ] -- take recipe inputs from inventory and add outputs after recipeTime robotInventory .= invTaken traverse_ (updateDiscoveredEntities . snd) (recipe ^. recipeOutputs) finishCookingRecipe recipe VUnit [] (map (uncurry AddEntity) changeInv) _ -> badConst Has -> case vs of [VText name] -> do inv <- use robotInventory return $ Out (VBool ((> 0) $ countByName name inv)) s k _ -> badConst Equipped -> case vs of [VText name] -> do inv <- use equippedDevices return $ Out (VBool ((> 0) $ countByName name inv)) s k _ -> badConst Count -> case vs of [VText name] -> do inv <- use robotInventory return $ Out (VInt (fromIntegral $ countByName name inv)) s k _ -> badConst Scout -> case vs of [VDir d] -> do rMap <- use robotMap myLoc <- use robotLocation heading <- deriveHeading d botsByLocs <- use robotsByLocation selfRid <- use robotID -- Includes the base location, so we exclude the base robot later. let locsInDirection :: [Cosmic Location] locsInDirection = take maxScoutRange $ iterate (`offsetBy` heading) myLoc let hasOpaqueEntity = fmap (maybe False (`hasProperty` E.Opaque)) . entityAt let hasVisibleBot :: Cosmic Location -> Bool hasVisibleBot = any botIsVisible . IS.toList . excludeSelf . botsHere where excludeSelf = (`IS.difference` IS.singleton selfRid) botsHere (Cosmic swName loc) = M.findWithDefault mempty loc $ M.findWithDefault mempty swName botsByLocs botIsVisible = maybe False canSee . (`IM.lookup` rMap) canSee = not . (^. robotDisplay . invisible) -- A robot on the same cell as an opaque entity is considered hidden. -- Returns (Just Bool) if the result is conclusively visible or opaque, -- or Nothing if we don't have a conclusive answer yet. let isConclusivelyVisible :: Bool -> Cosmic Location -> Maybe Bool isConclusivelyVisible isOpaque loc | isOpaque = Just False | hasVisibleBot loc = Just True | otherwise = Nothing let isConclusivelyVisibleM loc = do opaque <- hasOpaqueEntity loc return $ isConclusivelyVisible opaque loc -- This ensures that we only evaluate locations until -- a conclusive result is obtained, so we don't always -- have to inspect the maximum range of the command. result <- firstJustM isConclusivelyVisibleM locsInDirection let foundBot = fromMaybe False result return $ Out (VBool foundBot) s k _ -> badConst Whereami -> do loc <- use robotLocation return $ Out (asValue $ loc ^. planar) s k Waypoint -> case vs of [VText name, VInt idx] -> do lm <- use $ landscape . worldNavigation Cosmic swName _ <- use robotLocation case M.lookup (WaypointName name) $ M.findWithDefault mempty swName $ waypoints lm of Nothing -> throwError $ CmdFailed Waypoint (T.unwords ["No waypoint named", name]) Nothing Just wps -> return $ Out (asValue (NE.length wps, indexWrapNonEmpty wps idx)) s k _ -> badConst Detect -> case vs of [VText name, VRect x1 y1 x2 y2] -> do loc <- use robotLocation let locs = rectCells x1 y1 x2 y2 -- sort offsets by (Manhattan) distance so that we return the closest occurrence let sortedOffsets = sortOn (\(V2 x y) -> abs x + abs y) locs let f = fmap (maybe False $ isEntityNamed name) . entityAt . offsetBy loc firstOne <- findM f sortedOffsets return $ Out (asValue firstOne) s k _ -> badConst Resonate -> case vs of [VText name, VRect x1 y1 x2 y2] -> doResonate (maybe False $ isEntityNamed name) x1 y1 x2 y2 _ -> badConst Density -> case vs of [VRect x1 y1 x2 y2] -> doResonate isJust x1 y1 x2 y2 _ -> badConst Sniff -> case vs of [VText name] -> do firstFound <- findNearest name return $ Out (asValue $ maybe (-1) fst firstFound) s k _ -> badConst Watch -> case vs of [VDir d] -> do (loc, _me) <- lookInDirection d addWatchedLocation loc return $ Out VUnit s k _ -> badConst Surveil -> case vs of [VPair (VInt x) (VInt y)] -> do Cosmic swName _ <- use robotLocation let loc = Cosmic swName $ Location (fromIntegral x) (fromIntegral y) addWatchedLocation loc return $ Out VUnit s k _ -> badConst Chirp -> case vs of [VText name] -> do firstFound <- findNearest name mh <- use robotOrientation inst <- use equippedDevices let processDirection entityDir = if countByName "compass" inst >= 1 then Just $ DAbsolute entityDir else case mh >>= toDirection of Just (DAbsolute robotDir) -> Just . DRelative . DPlanar $ entityDir `relativeTo` robotDir _ -> Nothing -- This may happen if the robot is facing "down" val = VDir $ fromMaybe (DRelative DDown) $ do entLoc <- firstFound guard $ snd entLoc /= zero processDirection . nearestDirection . snd $ entLoc return $ Out val s k _ -> badConst Heading -> do mh <- use robotOrientation -- In general, (1) entities might not have an orientation, and -- (2) even if they do, orientation is a general vector, which -- might not correspond to a cardinal direction. We could make -- 'heading' return a 'maybe dir' i.e. 'unit + dir', or return a -- vector of type 'int * int', but those would both be annoying -- for players in the vast majority of cases. We rather choose -- to just return the direction 'down' in any case where we don't -- otherwise have anything reasonable to return. return $ Out (VDir (fromMaybe (DRelative DDown) $ mh >>= toDirection)) s k Time -> do TickNumber t <- use $ temporal . ticks return $ Out (VInt $ fromIntegral t) s k Drill -> case vs of [VDir d] -> doDrill d _ -> badConst Use -> case vs of [VText deviceName, VDir d] -> do ins <- use equippedDevices equippedEntity <- ensureEquipped deviceName let verbPhrase = T.unwords ["use", deviceName, "on"] applyDevice ins verbPhrase d equippedEntity _ -> badConst Blocked -> do loc <- use robotLocation orient <- use robotOrientation let nextLoc = loc `offsetBy` (orient ? zero) me <- entityAt nextLoc return $ Out (VBool (maybe False (`hasProperty` Unwalkable) me)) s k Scan -> case vs of [VDir d] -> do (_loc, me) <- lookInDirection d for_ me $ \e -> do robotInventory %= insertCount 0 e updateDiscoveredEntities e -- Flag the world for a redraw since scanning something may -- change the way it is drawn (if the base is doing the -- scanning) flagRedraw return $ Out (asValue me) s k _ -> badConst Knows -> case vs of [VText name] -> do inv <- use robotInventory ins <- use equippedDevices let allKnown = inv `E.union` ins let knows = case E.lookupByName name allKnown of [] -> False _ -> True return $ Out (VBool knows) s k _ -> badConst Upload -> case vs of [VRobot otherID] -> do -- Make sure the other robot exists and is close _other <- getRobotWithinTouch otherID -- Upload knowledge of everything in our inventory inv <- use robotInventory forM_ (elems inv) $ \(_, e) -> robotMap . at otherID . _Just . robotInventory %= insertCount 0 e -- Upload our log rlog <- use robotLog robotMap . at otherID . _Just . robotLog <>= rlog -- Flag the world for redraw since uploading may change the -- base's knowledge and hence how entities are drawn (if they -- go from unknown to known). flagRedraw return $ Out VUnit s k _ -> badConst Random -> case vs of [VInt hi] -> do n <- uniform (0, hi - 1) return $ Out (VInt n) s k _ -> badConst Atomic -> goAtomic Instant -> goAtomic As -> case vs of [VRobot rid, prog] -> do -- Get the named robot and current game state r <- robotWithID rid >>= (`isJustOrFail` ["There is no actor with ID", from (show rid)]) g <- get @GameState -- Execute the given program *hypothetically*: i.e. in a fresh -- CESK machine, using *copies* of the current store, robot -- and game state. We discard the state afterwards so any -- modifications made by prog do not persist. Note we also -- set the copied robot to be a "system" robot so it is -- capable of executing any commands; the As command -- already requires "God" capability. v <- evalState @Robot (r & systemRobot .~ True) . evalState @GameState g $ runCESK (Out prog s [FApp (VCApp Force []), FExec]) -- Return the value returned by the hypothetical command. return $ Out v s k _ -> badConst RobotNamed -> case vs of [VText rname] -> do r <- robotWithName rname >>= (`isJustOrFail` ["There is no robot named", rname]) return $ Out (asValue r) s k _ -> badConst RobotNumbered -> case vs of [VInt rid] -> do r <- robotWithID (fromIntegral rid) >>= (`isJustOrFail` ["There is no robot with number", from (show rid)]) return $ Out (asValue r) s k _ -> badConst Say -> case vs of [VText msg] -> do isPrivileged <- isPrivilegedBot loc <- use robotLocation -- current robot will be inserted into the robot set, so it needs the log m <- traceLog Said Info msg emitMessage m let measureToLog robLoc = \case RobotLog _ _ logLoc -> cosmoMeasure manhattan robLoc logLoc SystemLog -> Measurable 0 addLatestClosest rl = \case Seq.Empty -> Seq.singleton m es Seq.:|> e | e `isEarlierThan` m -> es |> e |> m | e `isFartherThan` m -> es |> m | otherwise -> es |> e where isEarlierThan = (<) `on` (^. leTime) isFartherThan = (>) `on` (measureToLog rl . view leSource) let addToRobotLog :: (Has (State GameState) sgn m) => Robot -> m () addToRobotLog r = do maybeRidLoc <- evalState r $ do hasLog <- hasCapability CLog hasListen <- hasCapability CListen loc' <- use robotLocation rid <- use robotID return $ do guard $ hasLog && hasListen Just (rid, loc') forM_ maybeRidLoc $ \(rid, loc') -> robotMap . at rid . _Just . robotLog %= addLatestClosest loc' robotsAround <- if isPrivileged then use $ robotMap . to IM.elems else gets $ robotsInArea loc hearingDistance mapM_ addToRobotLog robotsAround return $ Out VUnit s k _ -> badConst Listen -> do gs <- get @GameState loc <- use robotLocation rid <- use robotID isPrivileged <- isPrivilegedBot mq <- use $ messageInfo . messageQueue let isClose e = isPrivileged || messageIsFromNearby loc e notMine e = case e ^. leSource of SystemLog {} -> False RobotLog _ lrid _ -> rid /= lrid limitLast = \case _s Seq.:|> l -> Just $ l ^. leText _ -> Nothing mm = limitLast . Seq.filter (liftA2 (&&) notMine isClose) $ Seq.takeWhileR (messageIsRecent gs) mq return $ maybe (In (TConst Listen) mempty s (FExec : k)) -- continue listening (\m -> Out (VText m) s k) -- return found message mm Log -> case vs of [VText msg] -> do void $ traceLog Logged Info msg return $ Out VUnit s k _ -> badConst View -> case vs of [VRobot rid] -> do -- Only the base can actually change the view in the UI. Other robots can -- execute this command but it does nothing (at least for now). rn <- use robotID when (rn == 0) $ robotWithID rid >>= \case -- If the robot does not exist... Nothing -> do cr <- use creativeMode ws <- use $ landscape . worldScrollable case cr || ws of -- If we are in creative mode or allowed to scroll, then we are allowed -- to learn that the robot doesn't exist. True -> throwError $ cmdExn c ["There is no actor with ID", from (show rid), "to view."] -- Otherwise, "unfocus" from any robot, which -- means the world view will turn to static. The -- point is that there's no way to tell the difference -- between this situation and the situation where the -- robot exists but is too far away. False -> modify unfocus -- If it does exist, set it as the view center. Just _ -> viewCenterRule .= VCRobot rid return $ Out VUnit s k _ -> badConst Appear -> case vs of [VText app] -> do flagRedraw case into @String app of [dc] -> do robotDisplay . defaultChar .= dc robotDisplay . orientationMap .= M.empty return $ Out VUnit s k [dc, nc, ec, sc, wc] -> do robotDisplay . defaultChar .= dc robotDisplay . orientationMap . ix DNorth .= nc robotDisplay . orientationMap . ix DEast .= ec robotDisplay . orientationMap . ix DSouth .= sc robotDisplay . orientationMap . ix DWest .= wc return $ Out VUnit s k _other -> raise Appear [quote app, "is not a valid appearance string. 'appear' must be given a string with exactly 1 or 5 characters."] _ -> badConst Create -> case vs of [VText name] -> do em <- use $ landscape . entityMap e <- lookupEntityName name em `isJustOrFail` ["I've never heard of", indefiniteQ name <> "."] robotInventory %= insert e updateDiscoveredEntities e return $ Out VUnit s k _ -> badConst Halt -> case vs of [VRobot targetID] -> do myID <- use robotID case myID == targetID of -- To halt ourselves, just return a cancelled CESK machine. -- It will be reinstalled as our current machine; then, -- based on the fact that our CESK machine is done we will -- be put to sleep and the REPL will be reset if we are the -- base robot. True -> return $ cancel $ Out VUnit s k False -> do -- Make sure the other robot exists and is close enough. target <- getRobotWithinTouch targetID -- Make sure either we are privileged, OR the target robot -- is NOT. In other words unprivileged bots should not be -- able to halt privileged ones. omni <- isPrivilegedBot case omni || not (target ^. systemRobot) of True -> do -- Cancel its CESK machine, and put it to sleep. robotMap . at targetID . _Just . machine %= cancel sleepForever targetID return $ Out VUnit s k False -> throwError $ cmdExn c ["You are not authorized to halt that robot."] _ -> badConst Ishere -> case vs of [VText name] -> do loc <- use robotLocation me <- entityAt loc let here = maybe False (isEntityNamed name) me return $ Out (VBool here) s k _ -> badConst Isempty -> do loc <- use robotLocation me <- entityAt loc return $ Out (VBool (isNothing me)) s k Self -> do rid <- use robotID return $ Out (VRobot rid) s k Parent -> do mp <- use robotParentID rid <- use robotID return $ Out (VRobot (fromMaybe rid mp)) s k Base -> return $ Out (VRobot 0) s k Meet -> do loc <- use robotLocation rid <- use robotID g <- get @GameState let neighbor = find ((/= rid) . (^. robotID)) -- pick one other than ourself . sortOn ((manhattan `on` view planar) loc . (^. robotLocation)) -- prefer closer $ robotsInArea loc 1 g -- all robots within Manhattan distance 1 return $ Out (asValue neighbor) s k MeetAll -> case vs of [f, b] -> do loc <- use robotLocation rid <- use robotID g <- get @GameState let neighborIDs = filter (/= rid) . map (^. robotID) $ robotsInArea loc 1 g return $ Out b s (FMeetAll f neighborIDs : k) _ -> badConst Whoami -> case vs of [] -> do name <- use robotName return $ Out (VText name) s k _ -> badConst Setname -> case vs of [VText name] -> do robotName .= name return $ Out VUnit s k _ -> badConst Force -> case vs of [VDelay t e] -> return $ In t e s k [VRef loc] -> -- To force a VRef, we look up the location in the store. case lookupStore loc s of -- If there's no cell at that location, it's a bug! It -- shouldn't be possible to get a VRef to a non-existent -- location, since the only way VRefs get created is at the -- time we allocate a new cell. Nothing -> return $ Up (Fatal $ T.append "Reference to unknown memory cell " (from (show loc))) s k -- If the location contains an unevaluated expression, it's -- time to evaluate it. Set the cell to a 'Blackhole', push -- an 'FUpdate' frame so we remember to update the location -- to its value once we finish evaluating it, and focus on -- the expression. Just (E t e') -> return $ In t e' (setStore loc (Blackhole t e') s) (FUpdate loc : k) -- If the location contains a Blackhole, that means we are -- already currently in the middle of evaluating it, i.e. it -- depends on itself, so throw an 'InfiniteLoop' error. Just Blackhole {} -> return $ Up InfiniteLoop s k -- If the location already contains a value, just return it. Just (V v) -> return $ Out v s k -- If a force is applied to any other kind of value, just ignore it. -- This is needed because of the way we wrap all free variables in @force@ -- in case they come from a @def@ which are always wrapped in @delay@. -- But binders (i.e. @x <- ...@) are also exported to the global context. [v] -> return $ Out v s k _ -> badConst If -> case vs of -- Use the boolean to pick the correct branch, and apply @force@ to it. [VBool b, thn, els] -> return $ Out (bool els thn b) s (FApp (VCApp Force []) : k) _ -> badConst Inl -> case vs of [v] -> return $ Out (VInj False v) s k _ -> badConst Inr -> case vs of [v] -> return $ Out (VInj True v) s k _ -> badConst Case -> case vs of [VInj side v, kl, kr] -> return $ Out v s (FApp (bool kl kr side) : k) _ -> badConst Fst -> case vs of [VPair v _] -> return $ Out v s k _ -> badConst Snd -> case vs of [VPair _ v] -> return $ Out v s k _ -> badConst Try -> case vs of [c1, c2] -> return $ Out c1 s (FApp (VCApp Force []) : FExec : FTry c2 : k) _ -> badConst Undefined -> return $ Up (User "undefined") s k Fail -> case vs of [VText msg] -> return $ Up (User msg) s k _ -> badConst Key -> case vs of [VText ktxt] -> case runParser parseKeyComboFull ktxt of Right kc -> return $ Out (VKey kc) s k Left _ -> return $ Up (CmdFailed Key (T.unwords ["Unknown key", quote ktxt]) Nothing) s k _ -> badConst InstallKeyHandler -> case vs of [VText hint, handler] -> do gameControls . inputHandler .= Just (hint, handler) return $ Out VUnit s k _ -> badConst Reprogram -> case vs of [VRobot childRobotID, VDelay cmd e] -> do r <- get isPrivileged <- isPrivilegedBot -- check if robot exists childRobot <- robotWithID childRobotID >>= (`isJustOrFail` ["There is no actor with ID", from (show childRobotID) <> "."]) -- check that current robot is not trying to reprogram self myID <- use robotID (childRobotID /= myID) `holdsOrFail` ["You cannot make a robot reprogram itself."] -- check if robot has completed executing it's current command _ <- finalValue (childRobot ^. machine) `isJustOrFail` ["You cannot reprogram a robot that is actively running a program."] -- check if childRobot is at the correct distance -- a robot can program adjacent robots -- privileged bots ignore distance checks loc <- use robotLocation isNearbyOrExempt isPrivileged loc (childRobot ^. robotLocation) `holdsOrFail` ["You can only reprogram an adjacent robot."] -- Figure out if we can supply what the target robot requires, -- and if so, what is needed. (toEquip, toGive) <- checkRequirements (r ^. robotInventory) (childRobot ^. robotInventory) (childRobot ^. equippedDevices) cmd "The target robot" FixByObtain -- update other robot's CESK machine, environment and context -- the childRobot inherits the parent robot's environment -- and context which collectively mean all the variables -- declared in the parent robot robotMap . at childRobotID . _Just . machine .= In cmd e s [FExec] robotMap . at childRobotID . _Just . robotContext .= r ^. robotContext -- Provision the target robot with any required devices and -- inventory that are lacking. provisionChild childRobotID (fromList . S.toList $ toEquip) toGive -- Finally, re-activate the reprogrammed target robot. activateRobot childRobotID return $ Out VUnit s k _ -> badConst Build -> case vs of -- NOTE, pattern-matching on a VDelay here means we are -- /relying/ on the fact that 'Build' can only be given a -- /non-memoized/ delayed value. If it were given a memoized -- delayed value we would see a VRef instead of a VDelay. If -- and Try are generalized to handle any type of delayed value, -- but Build and Reprogram still assume they are given a VDelay -- and not a VRef. In the future, if we enable memoized delays -- by default, or allow the user to explicitly request -- memoization via double braces or something similar, this will -- have to be generalized. The difficulty is that we do a -- capability check on the delayed program at runtime, just -- before creating the newly built robot (see the call to -- 'requirements' below); but if we have a VRef instead of a -- VDelay, we may only be able to get a Value out of it instead -- of a Term as we currently do, and capability checking a Value -- is annoying and/or problematic. One solution might be to -- annotate delayed expressions with their required capabilities -- at typechecking time, and carry those along so they flow to -- this point. Another solution would be to just bite the bullet -- and figure out how to do capability checking on Values (which -- would return the capabilities needed to *execute* them), -- hopefully without duplicating too much code. [VDelay cmd e] -> do r <- get @Robot pid <- use robotID (toEquip, toGive) <- checkRequirements (r ^. robotInventory) E.empty E.empty cmd "You" FixByObtain -- Pick a random display name. displayName <- randomName createdAt <- getNow isSystemRobot <- use systemRobot -- Construct the new robot and add it to the world. parentCtx <- use robotContext newRobot <- addTRobot . (trobotContext .~ parentCtx) $ mkRobot () (Just pid) displayName (Markdown.fromText $ "A robot built by the robot named " <> (r ^. robotName) <> ".") (Just (r ^. robotLocation)) ( ((r ^. robotOrientation) >>= \dir -> guard (dir /= zero) >> return dir) ? north ) defaultRobotDisplay (In cmd e s [FExec]) [] [] isSystemRobot False mempty createdAt -- Provision the new robot with the necessary devices and inventory. provisionChild (newRobot ^. robotID) (fromList . S.toList $ toEquip) toGive -- Flag the world for a redraw and return the name of the newly constructed robot. flagRedraw return $ Out (asValue newRobot) s k _ -> badConst Salvage -> case vs of [] -> do loc <- use robotLocation let okToSalvage r = (r ^. robotID /= 0) && (not . isActive $ r) mtarget <- gets (find okToSalvage . robotsAtLocation loc) case mtarget of Nothing -> return $ Out VUnit s k -- Nothing to salvage Just target -> do -- Copy the salvaged robot's equipped devices into its inventory, in preparation -- for transferring it. let salvageInventory = E.union (target ^. robotInventory) (target ^. equippedDevices) robotMap . at (target ^. robotID) . traverse . robotInventory .= salvageInventory let salvageItems = concatMap (\(n, e) -> replicate n (e ^. entityName)) (E.elems salvageInventory) numItems = length salvageItems -- Copy over the salvaged robot's log, if we have one inst <- use equippedDevices em <- use $ landscape . entityMap isPrivileged <- isPrivilegedBot logger <- lookupEntityName "logger" em `isJustOr` Fatal "While executing 'salvage': there's no such thing as a logger!?" when (isPrivileged || inst `E.contains` logger) $ robotLog <>= target ^. robotLog -- Immediately copy over any items the robot knows about -- but has 0 of let knownItems = map snd . filter ((== 0) . fst) . elems $ salvageInventory robotInventory %= \i -> foldr (insertCount 0) i knownItems -- Now reprogram the robot being salvaged to 'give' each -- item in its inventory to us, one at a time, then -- self-destruct at the end. Make it a system robot so we -- don't have to worry about capabilities. robotMap . at (target ^. robotID) . traverse . systemRobot .= True ourID <- use @Robot robotID -- The program for the salvaged robot to run let giveInventory = foldr (TBind Nothing . giveItem) (TConst Selfdestruct) salvageItems giveItem item = TApp (TApp (TConst Give) (TRobot ourID)) (TText item) -- Reprogram and activate the salvaged robot robotMap . at (target ^. robotID) . traverse . machine .= In giveInventory empty emptyStore [FExec] activateRobot (target ^. robotID) -- Now wait the right amount of time for it to finish. time <- use $ temporal . ticks return $ Waiting (addTicks (numItems + 1) time) (Out VUnit s k) _ -> badConst -- run can take both types of text inputs -- with and without file extension as in -- "./path/to/file.sw" and "./path/to/file" Run -> case vs of [VText fileName] -> do let filePath = into @String fileName sData <- throwToMaybe @SystemFailure $ getDataFileNameSafe Script filePath sDataSW <- throwToMaybe @SystemFailure $ getDataFileNameSafe Script (filePath <> ".sw") mf <- sendIO $ mapM readFileMay $ [filePath, filePath <> ".sw"] <> catMaybes [sData, sDataSW] f <- msum mf `isJustOrFail` ["File not found:", fileName] mt <- processTerm (into @Text f) `isRightOr` \err -> cmdExn Run ["Error in", fileName, "\n", err] case mt of Nothing -> return $ Out VUnit s k Just t@(ProcessedTerm _ _ reqCtx) -> do -- Add the reqCtx from the ProcessedTerm to the current robot's defReqs. -- See #827 for an explanation of (1) why this is needed, (2) why -- it's slightly technically incorrect, and (3) why it is still way -- better than what we had before. robotContext . defReqs <>= reqCtx return $ initMachine' t empty s k _ -> badConst Not -> case vs of [VBool b] -> return $ Out (VBool (not b)) s k _ -> badConst Neg -> case vs of [VInt n] -> return $ Out (VInt (-n)) s k _ -> badConst Eq -> returnEvalCmp Neq -> returnEvalCmp Lt -> returnEvalCmp Gt -> returnEvalCmp Leq -> returnEvalCmp Geq -> returnEvalCmp And -> case vs of [VBool a, VBool b] -> return $ Out (VBool (a && b)) s k _ -> badConst Or -> case vs of [VBool a, VBool b] -> return $ Out (VBool (a || b)) s k _ -> badConst Add -> returnEvalArith Sub -> returnEvalArith Mul -> returnEvalArith Div -> returnEvalArith Exp -> returnEvalArith Format -> case vs of [v] -> return $ Out (VText (prettyValue v)) s k _ -> badConst Chars -> case vs of [VText t] -> return $ Out (VInt (fromIntegral $ T.length t)) s k _ -> badConst Split -> case vs of [VInt i, VText t] -> let p = T.splitAt (fromInteger i) t t2 = over both VText p in return $ Out (uncurry VPair t2) s k _ -> badConst Concat -> case vs of [VText v1, VText v2] -> return $ Out (VText (v1 <> v2)) s k _ -> badConst CharAt -> case vs of [VInt i, VText t] | i < 0 || i >= fromIntegral (T.length t) -> raise CharAt ["Index", prettyValue (VInt i), "out of bounds for length", from @String $ show (T.length t)] | otherwise -> return $ Out (VInt . fromIntegral . ord . T.index t . fromIntegral $ i) s k _ -> badConst ToChar -> case vs of [VInt i] | i < 0 || i > fromIntegral (ord (maxBound :: Char)) -> raise ToChar ["Value", prettyValue (VInt i), "is an invalid character code"] | otherwise -> return $ Out (VText . T.singleton . chr . fromIntegral $ i) s k _ -> badConst AppF -> let msg = "The operator '$' should only be a syntactic sugar and removed in elaboration:\n" in throwError . Fatal $ msg <> badConstMsg where doDrill d = do ins <- use equippedDevices let equippedDrills = extantElemsWithCapability CDrill ins -- Heuristic: choose the drill with the more elaborate name. -- E.g. "metal drill" vs. "drill" preferredDrill = listToMaybe $ sortOn (Down . T.length . (^. entityName)) equippedDrills tool <- preferredDrill `isJustOr` Fatal "Drill is required but not equipped?!" applyDevice ins "drill" d tool applyDevice ins verbPhrase d tool = do (nextLoc, nextE) <- getDeviceTarget verbPhrase d inRs <- use $ recipesInfo . recipesIn let recipes = filter isApplicableRecipe (recipesFor inRs nextE) isApplicableRecipe = any ((== tool) . snd) . view recipeCatalysts not (null recipes) `holdsOrFail` [ "There is no way to" , verbPhrase , indefinite (nextE ^. entityName) <> "." ] inv <- use robotInventory -- add the targeted entity so it can be consumed by the recipe let makeRecipe r = (,r) <$> make' (insert nextE inv, ins) r chosenRecipe <- weightedChoice (\((_, _), r) -> r ^. recipeWeight) $ rights $ map makeRecipe recipes ((invTaken, outs), recipe) <- chosenRecipe `isJustOrFail` ["You don't have the ingredients to", verbPhrase, indefinite (nextE ^. entityName) <> "."] let (out, down) = L.partition ((`hasProperty` Portable) . snd) outs learn = map (LearnEntity . snd) down gain = map (uncurry AddEntity) out newEntity <- case down of [] -> pure Nothing [(1, de)] -> pure $ Just de _ -> throwError $ Fatal "Bad recipe:\n more than one unmovable entity produced." let changeWorld = ReplaceEntity { updatedLoc = nextLoc , originalEntity = nextE , newEntity = newEntity } -- take recipe inputs from inventory and add outputs after recipeTime robotInventory .= invTaken let cmdOutput = asValue $ snd <$> listToMaybe out finishCookingRecipe recipe cmdOutput [changeWorld] (learn <> gain) getDeviceTarget verb d = do rname <- use robotName (nextLoc, nextME) <- lookInDirection d nextE <- nextME `isJustOrFail` ["There is nothing to", verb, directionText, "robot", rname <> "."] return (nextLoc, nextE) where directionText = case d of DRelative DDown -> "under" DRelative (DPlanar DForward) -> "ahead of" DRelative (DPlanar DBack) -> "behind" _ -> directionSyntax d <> " of" goAtomic :: HasRobotStepState sig m => m CESK goAtomic = case vs of -- To execute an atomic block, set the runningAtomic flag, -- push an FFinishAtomic frame so that we unset the flag when done, and -- proceed to execute the argument. [cmd] -> do runningAtomic .= True return $ Out cmd s (FExec : FFinishAtomic : k) _ -> badConst -- Case-insensitive matching on entity names isEntityNamed :: T.Text -> Entity -> Bool isEntityNamed n e = ((==) `on` T.toLower) (e ^. entityName) n badConst :: HasRobotStepState sig m => m a badConst = throwError $ Fatal badConstMsg badConstMsg :: Text badConstMsg = T.unlines [ "Bad application of execConst:" , T.pack (show c) , T.pack (show (reverse vs)) , prettyText (Out (VCApp c (reverse vs)) s k) ] doResonate :: (HasRobotStepState sig m, Has (Lift IO) sig m) => (Maybe Entity -> Bool) -> Integer -> Integer -> Integer -> Integer -> m CESK doResonate p x1 y1 x2 y2 = do loc <- use robotLocation let offsets = rectCells x1 y1 x2 y2 hits <- mapM (fmap (fromEnum . p) . entityAt . offsetBy loc) offsets return $ Out (VInt $ fromIntegral $ sum hits) s k rectCells :: Integer -> Integer -> Integer -> Integer -> [V2 Int32] rectCells x1 y1 x2 y2 = rectCellsInt32 (fromIntegral x1) (fromIntegral y1) (fromIntegral x2) (fromIntegral y2) rectCellsInt32 :: Int32 -> Int32 -> Int32 -> Int32 -> [V2 Int32] rectCellsInt32 x1 y1 x2 y2 = [V2 x y | x <- [xMin .. xMax], y <- [yMin .. yMax]] where (xMin, xMax) = sortPair (x1, x2) (yMin, yMax) = sortPair (y1, y2) findNearest :: HasRobotStepState sig m => Text -> m (Maybe (Int32, V2 Int32)) findNearest name = do loc <- use robotLocation let f = fmap (maybe False $ isEntityNamed name) . entityAt . offsetBy loc . snd findM f sortedOffsets where sortedOffsets :: [(Int32, V2 Int32)] sortedOffsets = (0, zero) : concatMap genDiamondSides [1 .. maxSniffRange] -- Grow a list of locations in a diamond shape outward, such that the nearest cells -- are searched first by construction, rather than having to sort. genDiamondSides :: Int32 -> [(Int32, V2 Int32)] genDiamondSides diameter = concat [f diameter x | x <- [0 .. diameter]] where -- Adds a single cell to each of the four sides of the diamond f d x = map (d,) . take 4 . iterate perp $ V2 x (d - x) finishCookingRecipe :: HasRobotStepState sig m => Recipe e -> Value -> [WorldUpdate Entity] -> [RobotUpdate] -> m CESK finishCookingRecipe r v wf rf = if remTime <= 0 then do updateWorldAndRobots c wf rf return $ Out v s k else do time <- use $ temporal . ticks return . (if remTime <= 1 then id else Waiting (addTicks (fromIntegral remTime) time)) $ Out v s (FImmediate c wf rf : k) where remTime = r ^. recipeTime ensureEquipped :: HasRobotStepState sig m => Text -> m Entity ensureEquipped itemName = do inst <- use equippedDevices listToMaybe (lookupByName itemName inst) `isJustOrFail` ["You don't have a", indefinite itemName, "equipped."] ensureItem :: HasRobotStepState sig m => Text -> Text -> m Entity ensureItem itemName action = do -- First, make sure we know about the entity. inv <- use robotInventory inst <- use equippedDevices item <- asum (map (listToMaybe . lookupByName itemName) [inv, inst]) `isJustOrFail` ["What is", indefinite itemName <> "?"] -- Next, check whether we have one. If we don't, add a hint about -- 'create' in creative mode. creative <- use creativeMode let create l = l <> ["You can make one first with 'create \"" <> itemName <> "\"'." | creative] (E.lookup item inv > 0) `holdsOrFail` create ["You don't have", indefinite itemName, "to", action <> "."] return item -- Check the required devices and inventory for running the given -- command on a target robot. This function is used in common by -- both 'Build' and 'Reprogram'. -- -- It is given as inputs the parent robot inventory, the inventory -- and equipped devices of the child (these will be empty in the -- case of 'Build'), and the command to be run (along with a few -- inputs to configure any error messages to be generated). -- -- Throws an exception if it's not possible to set up the child -- robot with the things it needs to execute the given program. -- Otherwise, returns a pair consisting of the set of devices to be -- equipped, and the inventory that should be transferred from -- parent to child. checkRequirements :: HasRobotStepState sig m => Inventory -> Inventory -> Inventory -> Term -> Text -> IncapableFix -> m (Set Entity, Inventory) checkRequirements parentInventory childInventory childDevices cmd subject fixI = do currentContext <- use $ robotContext . defReqs em <- use $ landscape . entityMap creative <- use creativeMode let -- Note that _capCtx must be empty: at least at the -- moment, definitions are only allowed at the top level, -- so there can't be any inside the argument to build. -- (Though perhaps there is an argument that this ought to be -- relaxed specifically in the cases of 'Build' and 'Reprogram'.) -- See #349 (R.Requirements (S.toList -> caps) (S.toList -> devNames) reqInvNames, _capCtx) = R.requirements currentContext cmd -- Check that all required device names exist (fail with -- an exception if not) and convert them to 'Entity' values. (devs :: [Entity]) <- forM devNames $ \devName -> E.lookupEntityName devName em `isJustOrFail` ["Unknown device required: " <> devName] -- Check that all required inventory entity names exist (fail with -- an exception if not) and convert them to 'Entity' values, with -- an associated count for each. (reqInv :: Inventory) <- fmap E.fromElems . forM (M.assocs reqInvNames) $ \(eName, n) -> (n,) <$> ( E.lookupEntityName eName em `isJustOrFail` ["Unknown entity required: " <> eName] ) let -- List of possible devices per requirement. For the -- requirements that stem from a required capability, we -- remember the capability alongside the possible devices, to -- help with later error message generation. possibleDevices :: [(Maybe Capability, [Entity])] possibleDevices = map (Just &&& (`deviceForCap` em)) caps -- Possible devices for capabilities ++ map ((Nothing,) . (: [])) devs -- Outright required devices -- A device is OK if it is available in the inventory of the -- parent robot, or already equipped in the child robot. deviceOK :: Entity -> Bool deviceOK d = parentInventory `E.contains` d || childDevices `E.contains` d -- Partition each list of possible devices into a set of -- available devices and a set of unavailable devices. -- There's a problem if some capability is required but no -- devices that provide it are available. In that case we can -- print an error message, using the second set as a list of -- suggestions. partitionedDevices :: [(Set Entity, Set Entity)] partitionedDevices = map (Lens.over both S.fromList . L.partition deviceOK . snd) possibleDevices -- Devices equipped on the child, as a Set instead of an -- Inventory for convenience. alreadyEquipped :: Set Entity alreadyEquipped = S.fromList . map snd . E.elems $ childDevices -- Figure out what is still missing of the required inventory: -- the required inventory, less any inventory the child robot -- already has. missingChildInv = reqInv `E.difference` childInventory if creative then return ( -- In creative mode, just equip ALL the devices -- providing each required capability (because, why -- not?). But don't re-equip any that are already -- equipped. S.unions (map (S.fromList . snd) possibleDevices) `S.difference` alreadyEquipped , -- Conjure the necessary missing inventory out of thin -- air. missingChildInv ) else do -- First, check that devices actually exist AT ALL to provide every -- required capability. If not, we will generate an error message saying -- something like "missing capability X but no device yet provides it". let capsWithNoDevice = mapMaybe fst . filter (null . snd) $ possibleDevices null capsWithNoDevice `holdsOr` Incapable fixI (R.Requirements (S.fromList capsWithNoDevice) S.empty M.empty) cmd -- Now, ensure there is at least one device available to be -- equipped for each requirement. let missingDevices = map snd . filter (null . fst) $ partitionedDevices null missingDevices `holdsOrFail` ( singularSubjectVerb subject "do" : "not have required devices, please" : formatIncapableFix fixI <> ":" : (("\n - " <>) . formatDevices <$> missingDevices) ) let minimalEquipSet = smallHittingSet (filter (S.null . S.intersection alreadyEquipped) (map fst partitionedDevices)) -- Check that we have enough in our inventory to cover the -- required devices PLUS what's missing from the child -- inventory. -- What do we need? neededParentInv = missingChildInv `E.union` (fromList . S.toList $ minimalEquipSet) -- What are we missing? missingParentInv = neededParentInv `E.difference` parentInventory missingMap = M.fromList . filter ((> 0) . snd) . map (swap . second (^. entityName)) . E.elems $ missingParentInv -- If we're missing anything, throw an error E.isEmpty missingParentInv `holdsOr` Incapable fixI (R.Requirements S.empty S.empty missingMap) cmd return (minimalEquipSet, missingChildInv) -- Destroy the current robot, as long as it is not the base robot. -- -- Depending on whether we destroy (True) or do not destroy -- (False) the current robot, possibly grant an achievement. -- -- Note we cannot simply return a Boolean and grant achievements -- at call sites, because in the case that we do not destroy the -- base we actually throw an exception, so we do not return to the -- original call site. destroyIfNotBase :: (HasRobotStepState sig m, Has (Lift IO) sig m) => (Bool -> Maybe GameplayAchievement) -> m () destroyIfNotBase mAch = do rid <- use robotID holdsOrFailWithAchievement (rid /= 0) ["You consider destroying your base, but decide not to do it after all."] (mAch False) selfDestruct .= True maybe (return ()) grantAchievement (mAch True) moveInDirection :: (HasRobotStepState sig m, Has (Lift IO) sig m) => Heading -> m CESK moveInDirection orientation = do -- Figure out where we're going loc <- use robotLocation let nextLoc = loc `offsetBy` orientation checkMoveAhead nextLoc $ \case PathBlocked -> ThrowExn PathLiquid -> Destroy updateRobotLocation loc nextLoc return $ Out VUnit s k applyMoveFailureEffect :: (HasRobotStepState sig m, Has (Lift IO) sig m) => Maybe MoveFailureDetails -> MoveFailureHandler -> m () applyMoveFailureEffect maybeFailure failureHandler = case maybeFailure of Nothing -> return () Just (MoveFailureDetails e failureMode) -> case failureHandler failureMode of IgnoreFail -> return () Destroy -> destroyIfNotBase $ \b -> case (b, failureMode) of (True, PathLiquid) -> Just RobotIntoWater -- achievement for drowning _ -> Nothing ThrowExn -> throwError . cmdExn c $ case failureMode of PathBlocked -> ["There is a", e ^. entityName, "in the way!"] PathLiquid -> ["There is a dangerous liquid", e ^. entityName, "in the way!"] -- Determine the move failure mode and apply the corresponding effect. checkMoveAhead :: (HasRobotStepState sig m, Has (Lift IO) sig m) => Cosmic Location -> MoveFailureHandler -> m () checkMoveAhead nextLoc failureHandler = do maybeFailure <- checkMoveFailure nextLoc applyMoveFailureEffect maybeFailure failureHandler getRobotWithinTouch :: HasRobotStepState sig m => RID -> m Robot getRobotWithinTouch rid = do cid <- use robotID if cid == rid then get @Robot else do mother <- robotWithID rid other <- mother `isJustOrFail` ["There is no robot with ID", from (show rid) <> "."] let otherLoc = other ^. robotLocation privileged <- isPrivilegedBot myLoc <- use robotLocation -- Make sure it is either in the same location or we do not care isNearbyOrExempt privileged myLoc otherLoc `holdsOrFail` ["The robot with ID", from (show rid), "is not close enough."] return other holdsOrFail :: (Has (Throw Exn) sig m) => Bool -> [Text] -> m () holdsOrFail = holdsOrFail' c holdsOrFailWithAchievement :: (Has (Throw Exn) sig m) => Bool -> [Text] -> Maybe GameplayAchievement -> m () holdsOrFailWithAchievement a ts mAch = case mAch of Nothing -> holdsOrFail a ts Just ach -> a `holdsOr` cmdExnWithAchievement c ts ach isJustOrFail :: (Has (Throw Exn) sig m) => Maybe a -> [Text] -> m a isJustOrFail = isJustOrFail' c returnEvalCmp = case vs of [v1, v2] -> (\b -> Out (VBool b) s k) <$> evalCmp c v1 v2 _ -> badConst returnEvalArith = case vs of [VInt n1, VInt n2] -> (\r -> Out (VInt r) s k) <$> evalArith c n1 n2 _ -> badConst -- Make sure the robot has the thing in its inventory hasInInventoryOrFail :: HasRobotStepState sig m => Text -> m Entity hasInInventoryOrFail eName = do inv <- use robotInventory e <- listToMaybe (lookupByName eName inv) `isJustOrFail` ["What is", indefinite eName <> "?"] let cmd = T.toLower . T.pack . show $ c (E.lookup e inv > 0) `holdsOrFail` ["You don't have", indefinite eName, "to", cmd <> "."] return e mkReturn :: Valuable a => a -> CESK mkReturn x = Out (asValue x) s k -- The code for grab and harvest is almost identical, hence factored -- out here. doGrab :: (HasRobotStepState sig m, Has (Lift IO) sig m) => GrabbingCmd -> m Entity doGrab cmd = do let verb = verbGrabbingCmd cmd verbed = verbedGrabbingCmd cmd -- Ensure there is an entity here. loc <- use robotLocation e <- entityAt loc >>= (`isJustOrFail` ["There is nothing here to", verb <> "."]) -- Ensure it can be picked up. omni <- isPrivilegedBot (omni || e `hasProperty` Portable) `holdsOrFail` ["The", e ^. entityName, "here can't be", verbed <> "."] -- Remove the entity from the world. updateEntityAt loc (const Nothing) flagRedraw -- Immediately regenerate entities with 'infinite' property. when (e `hasProperty` Infinite) $ updateEntityAt loc (const (Just e)) -- Possibly regrow the entity, if it is growable and the 'harvest' -- command was used. when ((e `hasProperty` Growable) && cmd == Harvest') $ do let GrowthTime (minT, maxT) = (e ^. entityGrowth) ? defaultGrowthTime createdAt <- getNow -- Grow a new entity from a seed. addSeedBot e (minT, maxT) loc createdAt -- Add the picked up item to the robot's inventory. If the -- entity yields something different, add that instead. let yieldName = e ^. entityYields e' <- case yieldName of Nothing -> return e Just n -> fromMaybe e <$> uses (landscape . entityMap) (lookupEntityName n) robotInventory %= insert e' updateDiscoveredEntities e' -- Return the item obtained. return e' ------------------------------------------------------------ -- The "watch" command ------------------------------------------------------------ addWatchedLocation :: HasRobotStepState sig m => Cosmic Location -> m () addWatchedLocation loc = do rid <- use robotID robotsWatching %= M.insertWith (<>) loc (S.singleton rid) -- | Clear watches that are out of range purgeFarAwayWatches :: HasRobotStepState sig m => m () purgeFarAwayWatches = do privileged <- isPrivilegedBot myLoc <- use robotLocation rid <- use robotID let isNearby = isNearbyOrExempt privileged myLoc f loc = if not $ isNearby loc then S.delete rid else id robotsWatching %= M.filter (not . null) . M.mapWithKey f ------------------------------------------------------------ -- Some utility functions ------------------------------------------------------------ -- | Requires that the target location is within one cell. -- Requirement is waived if the bot is privileged. isNearbyOrExempt :: Bool -> Cosmic Location -> Cosmic Location -> Bool isNearbyOrExempt privileged myLoc otherLoc = privileged || case cosmoMeasure manhattan myLoc otherLoc of InfinitelyFar -> False Measurable x -> x <= 1 grantAchievement :: (Has (State GameState) sig m, Has (Lift IO) sig m) => GameplayAchievement -> m () grantAchievement a = do currentTime <- sendIO getZonedTime scenarioPath <- use currentScenarioPath discovery . gameAchievements %= M.insertWith (<>) a (Attainment (GameplayAchievement a) scenarioPath currentTime) -- | How to handle failure, for example when moving to blocked location data RobotFailure = ThrowExn | Destroy | IgnoreFail -- | How to handle different types of failure when moving/teleporting -- to a location. type MoveFailureHandler = MoveFailureMode -> RobotFailure data GrabbingCmd = Grab' | Harvest' | Swap' | Push' deriving (Eq, Show) verbGrabbingCmd :: GrabbingCmd -> Text verbGrabbingCmd = \case Harvest' -> "harvest" Grab' -> "grab" Swap' -> "swap" Push' -> "push" verbedGrabbingCmd :: GrabbingCmd -> Text verbedGrabbingCmd = \case Harvest' -> "harvested" Grab' -> "grabbed" Swap' -> "swapped" Push' -> "pushed" -- | Format a set of suggested devices for use in an error message, -- in the format @device1 or device2 or ... or deviceN@. formatDevices :: Set Entity -> Text formatDevices = T.intercalate " or " . map (^. entityName) . S.toList -- | Give some entities from a parent robot (the robot represented by -- the ambient @State Robot@ effect) to a child robot (represented -- by the given 'RID') as part of a 'Swarm.Language.Syntax.Build' -- or 'Swarm.Language.Syntax.Reprogram' command. -- The first 'Inventory' is devices to be equipped, and the second -- is entities to be transferred. -- -- In classic mode, the entities will be /transferred/ (that is, -- removed from the parent robot's inventory); in creative mode, the -- entities will be copied/created, that is, no entities will be -- removed from the parent robot. provisionChild :: (HasRobotStepState sig m) => RID -> Inventory -> Inventory -> m () provisionChild childID toEquip toGive = do -- Equip and give devices to child robotMap . ix childID . equippedDevices %= E.union toEquip robotMap . ix childID . robotInventory %= E.union toGive -- Delete all items from parent in classic mode creative <- use creativeMode unless creative $ robotInventory %= (`E.difference` (toEquip `E.union` toGive)) -- | Update the location of a robot, and simultaneously update the -- 'robotsByLocation' map, so we can always look up robots by -- location. This should be the /only/ way to update the location -- of a robot. -- Also implements teleportation by portals. updateRobotLocation :: (HasRobotStepState sig m) => Cosmic Location -> Cosmic Location -> m () updateRobotLocation oldLoc newLoc | oldLoc == newLoc = return () | otherwise = do newlocWithPortal <- applyPortal newLoc rid <- use robotID removeRobotFromLocationMap oldLoc rid addRobotToLocation rid newlocWithPortal modify (unsafeSetRobotLocation newlocWithPortal) flagRedraw where applyPortal loc = do lms <- use $ landscape . worldNavigation let maybePortalInfo = M.lookup loc $ portals lms updatedLoc = maybe loc destination maybePortalInfo maybeTurn = reorientation <$> maybePortalInfo forM_ maybeTurn $ \d -> robotOrientation . _Just %= applyTurn d return updatedLoc -- | Execute a stateful action on a target robot --- whether the -- current one or another. onTarget :: (HasRobotStepState sig m, Has (Lift IO) sig m) => RID -> (forall sig' m'. (HasRobotStepState sig' m', Has (Lift IO) sig' m') => m' ()) -> m () onTarget rid act = do myID <- use robotID case myID == rid of True -> act False -> do mtgt <- use (robotMap . at rid) case mtgt of Nothing -> return () Just tgt -> do tgt' <- execState @Robot tgt act if tgt' ^. selfDestruct then deleteRobot rid else robotMap . ix rid .= tgt' ------------------------------------------------------------ -- Comparison ------------------------------------------------------------ -- | Evaluate the application of a comparison operator. Returns -- @Nothing@ if the application does not make sense. evalCmp :: Has (Throw Exn) sig m => Const -> Value -> Value -> m Bool evalCmp c v1 v2 = decideCmp c $ compareValues v1 v2 where decideCmp = \case Eq -> fmap (== EQ) Neq -> fmap (/= EQ) Lt -> fmap (== LT) Gt -> fmap (== GT) Leq -> fmap (/= GT) Geq -> fmap (/= LT) _ -> const . throwError . Fatal . T.append "evalCmp called on bad constant " . from $ show c -- | Compare two values, returning an 'Ordering' if they can be -- compared, or @Nothing@ if they cannot. compareValues :: Has (Throw Exn) sig m => Value -> Value -> m Ordering compareValues v1 = case v1 of VUnit -> \case VUnit -> return EQ; v2 -> incompatCmp VUnit v2 VInt n1 -> \case VInt n2 -> return (compare n1 n2); v2 -> incompatCmp v1 v2 VText t1 -> \case VText t2 -> return (compare t1 t2); v2 -> incompatCmp v1 v2 VDir d1 -> \case VDir d2 -> return (compare d1 d2); v2 -> incompatCmp v1 v2 VBool b1 -> \case VBool b2 -> return (compare b1 b2); v2 -> incompatCmp v1 v2 VRobot r1 -> \case VRobot r2 -> return (compare r1 r2); v2 -> incompatCmp v1 v2 VInj s1 v1' -> \case VInj s2 v2' -> case compare s1 s2 of EQ -> compareValues v1' v2' o -> return o v2 -> incompatCmp v1 v2 VPair v11 v12 -> \case VPair v21 v22 -> (<>) <$> compareValues v11 v21 <*> compareValues v12 v22 v2 -> incompatCmp v1 v2 VRcd m1 -> \case VRcd m2 -> mconcat <$> (zipWithM compareValues `on` M.elems) m1 m2 v2 -> incompatCmp v1 v2 VKey kc1 -> \case VKey kc2 -> return (compare kc1 kc2) v2 -> incompatCmp v1 v2 VClo {} -> incomparable v1 VCApp {} -> incomparable v1 VDef {} -> incomparable v1 VResult {} -> incomparable v1 VBind {} -> incomparable v1 VDelay {} -> incomparable v1 VRef {} -> incomparable v1 VRequirements {} -> incomparable v1 -- | Values with different types were compared; this should not be -- possible since the type system should catch it. incompatCmp :: Has (Throw Exn) sig m => Value -> Value -> m a incompatCmp v1 v2 = throwError $ Fatal $ T.unwords ["Incompatible comparison of ", prettyValue v1, "and", prettyValue v2] -- | Values were compared of a type which cannot be compared -- (e.g. functions, etc.). incomparable :: Has (Throw Exn) sig m => Value -> Value -> m a incomparable v1 v2 = throwError $ cmdExn Lt ["Comparison is undefined for ", prettyValue v1, "and", prettyValue v2] ------------------------------------------------------------ -- Arithmetic ------------------------------------------------------------ -- | Evaluate the application of an arithmetic operator, returning -- an exception in the case of a failing operation, or in case we -- incorrectly use it on a bad 'Const' in the library. evalArith :: Has (Throw Exn) sig m => Const -> Integer -> Integer -> m Integer evalArith = \case Add -> ok (+) Sub -> ok (-) Mul -> ok (*) Div -> safeDiv Exp -> safeExp c -> \_ _ -> throwError $ Fatal $ T.append "evalArith called on bad constant " (from (show c)) where ok f x y = return $ f x y -- | Perform an integer division, but return @Nothing@ for division by -- zero. safeDiv :: Has (Throw Exn) sig m => Integer -> Integer -> m Integer safeDiv _ 0 = throwError $ cmdExn Div $ pure "Division by zero" safeDiv a b = return $ a `div` b -- | Perform exponentiation, but return @Nothing@ if the power is negative. safeExp :: Has (Throw Exn) sig m => Integer -> Integer -> m Integer safeExp a b | b < 0 = throwError $ cmdExn Exp $ pure "Negative exponent" | otherwise = return $ a ^ b ------------------------------------------------------------ -- Updating discovered entities, recipes, and commands ------------------------------------------------------------ -- | Update the global list of discovered entities, and check for new recipes. updateDiscoveredEntities :: (HasRobotStepState sig m) => Entity -> m () updateDiscoveredEntities e = do allDiscovered <- use $ discovery . allDiscoveredEntities if E.contains0plus e allDiscovered then pure () else do let newAllDiscovered = E.insertCount 1 e allDiscovered updateAvailableRecipes (newAllDiscovered, newAllDiscovered) e updateAvailableCommands e discovery . allDiscoveredEntities .= newAllDiscovered -- | Update the availableRecipes list. -- This implementation is not efficient: -- * Every time we discover a new entity, we iterate through the entire list of recipes to see which ones we can make. -- Trying to do something more clever seems like it would definitely be a case of premature optimization. -- One doesn't discover new entities all that often. -- * For each usable recipe, we do a linear search through the list of known recipes to see if we already know it. -- This is a little more troubling, since it's quadratic in the number of recipes. -- But it probably doesn't really make that much difference until we get up to thousands of recipes. updateAvailableRecipes :: Has (State GameState) sig m => (Inventory, Inventory) -> Entity -> m () updateAvailableRecipes invs e = do allInRecipes <- use $ recipesInfo . recipesIn let entityRecipes = recipesFor allInRecipes e usableRecipes = filter (knowsIngredientsFor invs) entityRecipes knownRecipes <- use $ discovery . availableRecipes . notificationsContent let newRecipes = filter (`notElem` knownRecipes) usableRecipes newCount = length newRecipes discovery . availableRecipes %= mappend (Notifications newCount newRecipes) updateAvailableCommands e updateAvailableCommands :: Has (State GameState) sig m => Entity -> m () updateAvailableCommands e = do let newCaps = e ^. entityCapabilities keepConsts = \case Just cap -> cap `S.member` newCaps Nothing -> False entityConsts = filter (keepConsts . constCaps) allConst knownCommands <- use $ discovery . availableCommands . notificationsContent let newCommands = filter (`notElem` knownCommands) entityConsts newCount = length newCommands discovery . availableCommands %= mappend (Notifications newCount newCommands)