module Simulation.Aivika.Trans.Agent
(Agent,
AgentState,
newAgent,
newState,
newSubstate,
selectedState,
selectedStateChanged,
selectedStateChanged_,
selectState,
stateAgent,
stateParent,
addTimeout,
addTimer,
setStateActivation,
setStateDeactivation,
setStateTransition) where
import Control.Monad
import Simulation.Aivika.Trans.Ref.Base
import Simulation.Aivika.Trans.DES
import Simulation.Aivika.Trans.Internal.Specs
import Simulation.Aivika.Trans.Internal.Simulation
import Simulation.Aivika.Trans.Internal.Event
import Simulation.Aivika.Trans.Signal
data Agent m = Agent { agentModeRef :: Ref m AgentMode,
agentStateRef :: Ref m (Maybe (AgentState m)),
agentStateChangedSource :: SignalSource m (Maybe (AgentState m)) }
data AgentState m = AgentState { stateAgent :: Agent m,
stateParent :: Maybe (AgentState m),
stateActivateRef :: Ref m (Event m ()),
stateDeactivateRef :: Ref m (Event m ()),
stateTransitRef :: Ref m (Event m (Maybe (AgentState m))),
stateVersionRef :: Ref m Int }
data AgentMode = CreationMode
| TransientMode
| ProcessingMode
instance MonadDES m => Eq (Agent m) where
{-# INLINE (==) #-}
x == y = agentStateRef x == agentStateRef y
instance MonadDES m => Eq (AgentState m) where
{-# INLINE (==) #-}
x == y = stateVersionRef x == stateVersionRef y
fullPath :: AgentState m -> [AgentState m] -> [AgentState m]
fullPath st acc =
case stateParent st of
Nothing -> st : acc
Just st' -> fullPath st' (st : acc)
partitionPath :: MonadDES m => [AgentState m] -> [AgentState m] -> ([AgentState m], [AgentState m])
{-# INLINABLE partitionPath #-}
partitionPath path1 path2 =
case (path1, path2) of
(h1 : t1, [h2]) | h1 == h2 ->
(reverse path1, path2)
(h1 : t1, h2 : t2) | h1 == h2 ->
partitionPath t1 t2
_ ->
(reverse path1, path2)
findPath :: MonadDES m => Maybe (AgentState m) -> AgentState m -> ([AgentState m], [AgentState m])
{-# INLINABLE findPath #-}
findPath Nothing target = ([], fullPath target [])
findPath (Just source) target
| stateAgent source /= stateAgent target =
error "Different agents: findPath."
| otherwise =
partitionPath path1 path2
where
path1 = fullPath source []
path2 = fullPath target []
traversePath :: MonadDES m => Maybe (AgentState m) -> AgentState m -> Event m ()
{-# INLINABLE traversePath #-}
traversePath source target =
let (path1, path2) = findPath source target
agent = stateAgent target
activate st p = invokeEvent p =<< (invokeEvent p $ readRef (stateActivateRef st))
deactivate st p = invokeEvent p =<< (invokeEvent p $ readRef (stateDeactivateRef st))
transit st p = invokeEvent p =<< (invokeEvent p $ readRef (stateTransitRef st))
continue st p = invokeEvent p $ traversePath (Just target) st
in Event $ \p ->
unless (null path1 && null path2) $
do invokeEvent p $ writeRef (agentModeRef agent) TransientMode
forM_ path1 $ \st ->
do invokeEvent p $ writeRef (agentStateRef agent) (Just st)
deactivate st p
invokeEvent p $ modifyRef (stateVersionRef st) (1 +)
forM_ path2 $ \st ->
do invokeEvent p $ writeRef (agentStateRef agent) (Just st)
activate st p
st' <- transit target p
case st' of
Nothing ->
do invokeEvent p $ writeRef (agentModeRef agent) ProcessingMode
triggerAgentStateChanged p agent
Just st' ->
continue st' p
addTimeout :: MonadDES m => AgentState m -> Double -> Event m () -> Event m ()
{-# INLINABLE addTimeout #-}
addTimeout st dt action =
Event $ \p ->
do v <- invokeEvent p $ readRef (stateVersionRef st)
let m1 = Event $ \p ->
do v' <- invokeEvent p $ readRef (stateVersionRef st)
when (v == v') $
invokeEvent p action
m2 = enqueueEvent (pointTime p + dt) m1
invokeEvent p m2
addTimer :: MonadDES m => AgentState m -> Event m Double -> Event m () -> Event m ()
{-# INLINABLE addTimer #-}
addTimer st dt action =
Event $ \p ->
do v <- invokeEvent p $ readRef (stateVersionRef st)
let m1 = Event $ \p ->
do v' <- invokeEvent p $ readRef (stateVersionRef st)
when (v == v') $
do invokeEvent p m2
invokeEvent p action
m2 = Event $ \p ->
do dt' <- invokeEvent p dt
invokeEvent p $ enqueueEvent (pointTime p + dt') m1
invokeEvent p m2
newState :: MonadDES m => Agent m -> Simulation m (AgentState m)
{-# INLINABLE newState #-}
newState agent =
do aref <- newRef $ return ()
dref <- newRef $ return ()
tref <- newRef $ return Nothing
vref <- newRef 0
return AgentState { stateAgent = agent,
stateParent = Nothing,
stateActivateRef = aref,
stateDeactivateRef = dref,
stateTransitRef = tref,
stateVersionRef = vref }
newSubstate :: MonadDES m => AgentState m -> Simulation m (AgentState m)
{-# INLINABLE newSubstate #-}
newSubstate parent =
do let agent = stateAgent parent
aref <- newRef $ return ()
dref <- newRef $ return ()
tref <- newRef $ return Nothing
vref <- newRef 0
return AgentState { stateAgent = agent,
stateParent = Just parent,
stateActivateRef= aref,
stateDeactivateRef = dref,
stateTransitRef = tref,
stateVersionRef = vref }
newAgent :: MonadDES m => Simulation m (Agent m)
{-# INLINABLE newAgent #-}
newAgent =
do modeRef <- newRef CreationMode
stateRef <- newRef Nothing
stateChangedSource <- newSignalSource
return Agent { agentModeRef = modeRef,
agentStateRef = stateRef,
agentStateChangedSource = stateChangedSource }
selectedState :: MonadDES m => Agent m -> Event m (Maybe (AgentState m))
{-# INLINABLE selectedState #-}
selectedState agent = readRef (agentStateRef agent)
selectState :: MonadDES m => AgentState m -> Event m ()
{-# INLINABLE selectState #-}
selectState st =
Event $ \p ->
do let agent = stateAgent st
mode <- invokeEvent p $ readRef (agentModeRef agent)
case mode of
CreationMode ->
do x0 <- invokeEvent p $ readRef (agentStateRef agent)
invokeEvent p $ traversePath x0 st
TransientMode ->
error $
"Use the setStateTransition function to define " ++
"the transition state: activateState."
ProcessingMode ->
do x0 <- invokeEvent p $ readRef (agentStateRef agent)
case x0 of
Just st0 -> invokeEvent p $ traversePath x0 st
Nothing -> error "Pattern match failed: selectState"
setStateActivation :: MonadDES m => AgentState m -> Event m () -> Event m ()
{-# INLINABLE setStateActivation #-}
setStateActivation st action =
writeRef (stateActivateRef st) action
setStateDeactivation :: MonadDES m => AgentState m -> Event m () -> Event m ()
{-# INLINABLE setStateDeactivation #-}
setStateDeactivation st action =
writeRef (stateDeactivateRef st) action
setStateTransition :: MonadDES m => AgentState m -> Event m (Maybe (AgentState m)) -> Event m ()
{-# INLINABLE setStateTransition #-}
setStateTransition st action =
writeRef (stateTransitRef st) action
triggerAgentStateChanged :: MonadDES m => Point m -> Agent m -> m ()
{-# INLINABLE triggerAgentStateChanged #-}
triggerAgentStateChanged p agent =
do st <- invokeEvent p $ readRef (agentStateRef agent)
invokeEvent p $ triggerSignal (agentStateChangedSource agent) st
selectedStateChanged :: Agent m -> Signal m (Maybe (AgentState m))
{-# INLINABLE selectedStateChanged #-}
selectedStateChanged agent =
publishSignal (agentStateChangedSource agent)
selectedStateChanged_ :: MonadDES m => Agent m -> Signal m ()
{-# INLINABLE selectedStateChanged_ #-}
selectedStateChanged_ agent =
mapSignal (const ()) $ selectedStateChanged agent