nomyx-core-1.0.0: src/Nomyx/Core/Engine/Evaluation.hs
{-# LANGUAGE GADTs #-}
{-# LANGUAGE StandaloneDeriving #-}
-- | Evaluation of a Nomyx expression
module Nomyx.Core.Engine.Evaluation where
import Control.Category hiding (id)
import Control.Lens
import Control.Monad
import Control.Monad.Except
import Control.Monad.State
import Data.List
import Data.Maybe
import Data.Time
import Data.Typeable
import qualified Imprevu.Evaluation as Imp
import Imprevu.Evaluation hiding (runEvalError, events)
import Imprevu
import Nomyx.Language
import Nomyx.Core.Engine.Utils
import Nomyx.Core.Engine.Types hiding (_vRuleNumber)
import Prelude hiding (log, (.))
import System.Random
-- * Evaluation
-- | evaluate an effecful expression.
evalNomex :: Nomex a -> Evaluate a
evalNomex (NewVar v a) = evNewVar v a
evalNomex (DelVar v) = evDelVar v
evalNomex (WriteVar v val) = evWriteVar v val
evalNomex (OnEvent ev h) = evOnEvent ev h
evalNomex (DelEvent en) = evDelEvent en
evalNomex (SendMessage m d) = evSendMessage m d
evalNomex (NewOutput pn s) = evNewOutput pn s
evalNomex (UpdateOutput on s) = evUpdateOutput on s
evalNomex (DelOutput on) = evDelOutput on
evalNomex (ProposeRule rule) = evProposeRule rule
evalNomex (ActivateRule rule) = evActivateRule rule
evalNomex (RejectRule rule) = evRejectRule rule
evalNomex (AddRule rule) = evAddRule rule
evalNomex (ModifyRule m rule) = evModifyRule m rule
evalNomex (SetPlayerName pn n) = evChangeName pn n
evalNomex (DelPlayer pn) = evDelPlayer pn
evalNomex (SetVictory ps) = evSetVictory ps
--evalNomex (LiftEffect e) = liftEval $ evalNomex e
evalNomex (ThrowError s) = throwError s
evalNomex (CatchError n h) = catchError (evalNomex n) (evalNomex . h)
evalNomex (Return a) = return a
evalNomex (Bind ex f) = evalNomex ex >>= \e -> evalNomex (f e)
evalNomex (GetRandomNumber r) = evGetRandomNumber r
-- | evaluate an effectless expression.
evalNomex (ReadVar v) = evReadVar v
evalNomex (GetOutput on) = evGetOutput on
evalNomex GetRules = use (evalEnv . eGame . rules)
evalNomex GetPlayers = use (evalEnv . eGame . players)
evalNomex GetEvents = use (evalEnv . eGame . events) >>= return . (map _erEventInfo)
evalNomex SelfRuleNumber = use (evalEnv . eRuleNumber)
evalNomex (GetCurrentTime)= use (evalEnv . eGame . currentTime)
evalNomex (Simu sim ev) = evSimu sim ev
evNewVar :: (Typeable a, Show a) => VarName -> a -> Evaluate (Maybe (V a))
evNewVar name def = do
(vars, rn) <- accessGame variables
case find ((== name) . view vName) vars of
Nothing -> do
modifyGame variables (Var rn name def : )
return $ Just (V name)
Just _ -> return Nothing
evDelVar :: V a -> Evaluate Bool
evDelVar (V name) = do
(vars, _) <- accessGame variables
case find ((== name) . view vName) vars of
Nothing -> return False
Just _ -> do
modifyGame variables $ filter ((/= name) . view vName)
return True
evWriteVar :: (Typeable a, Show a) => V a -> a -> Evaluate Bool
evWriteVar (V name) val = do
(vars, _) <- accessGame variables
case find (\(Var _ myName _) -> myName == name) vars of
Nothing -> return False
Just (Var rn myName _) -> do
modifyGame variables $ replaceWith ((== name) . view vName) (Var rn myName val)
return True
evOnEvent :: (Typeable e, Show e) => Event e -> ((EventNumber, e) -> Nomex ()) -> Evaluate EventNumber
evOnEvent ev h = do
(evs, rn) <- accessGame events
let en = head $ [1..] \\ (map (_eventNumber . _erEventInfo) evs)
modifyGame events (\eis -> (RuleEventInfo rn (EventInfo en ev h SActive [])) : eis)
return en
evSendMessage :: (Typeable a, Show a) => Msg a -> a -> Evaluate ()
evSendMessage m = triggerEvent (Signal m)
evProposeRule :: RuleInfo -> Evaluate Bool
evProposeRule rule = do
(rs, _) <- accessGame rules
case find (\r -> (rule ^. rNumber) == (r ^. rNumber)) rs of
Nothing -> do
modifyGame rules (rule:)
triggerEvent (Signal Proposed) rule
return True
Just _ -> return False
--Sets the rule status to Active and execute it if possible
evActivateRule :: RuleNumber -> Evaluate Bool
evActivateRule rn = do
(rs, by) <- accessGame rules --bug here
case find (\r -> _rNumber r == rn && _rStatus r /= Active) rs of
Nothing -> return False
Just r -> do
putGame rules $ replaceWith ((== rn) . view rNumber) r{_rStatus = Active, _rAssessedBy = Just by} rs
--execute the rule, using its own number: so events and outputs will have its number.
withRN (_rNumber r) $ evalNomex (_rRule r)
triggerEvent (Signal Activated) r
return True
--replace temporarily the rule number used for evaluation
withEvent' :: EventInfo -> Evaluate a -> Evaluate a
withEvent' (EventInfo en _ _ _ _) eval = do
(evs, _) <- accessGame events
let rn = _erRuleNumber $ fromJust $ find (\(RuleEventInfo _ (EventInfo en2 _ _ evst _)) -> en == en2) evs
oldRn <- use (evalEnv . eRuleNumber)
evalEnv . eRuleNumber .= rn
a <- eval
evalEnv . eRuleNumber .= oldRn
return a
evRejectRule :: RuleNumber -> Evaluate Bool
evRejectRule rn = do
(rs, by) <- accessGame rules
case find (\r -> _rNumber r == rn && _rStatus r /= Reject) rs of
Nothing -> return False
Just r -> do
delVarsRule rn
delEventsRule rn
delOutputsRule rn
delVictoryRule rn
putGame rules $ replaceWith ((== rn) . view rNumber) r{_rStatus = Reject, _rAssessedBy = Just by} rs
triggerEvent (Signal Rejected) r
return True
evAddRule :: RuleInfo -> Evaluate Bool
evAddRule rule = do
(rs, _) <- accessGame rules
case find (\a -> (rule ^. rNumber) == (a ^. rNumber)) rs of
Nothing -> do
modifyGame rules (rule:)
triggerEvent (Signal Added) rule
return True
Just _ -> return False
evModifyRule :: RuleNumber -> RuleInfo -> Evaluate Bool
evModifyRule rn rule = do
(rs, _) <- accessGame rules
let newRules = replaceWith ((== rn) . view rNumber) rule rs
case find ((== rn) . view rNumber) rs of
Nothing -> return False
Just r -> do
putGame rules newRules
triggerEvent (Signal Modified) r
return True
evDelPlayer :: PlayerNumber -> Evaluate Bool
evDelPlayer pn = do
g <- use (evalEnv . eGame)
case find ((== pn) . view playerNumber) (_players g) of
Nothing -> do
return False
Just pid -> do
modifyGame players $ filter (\a -> a ^. playerNumber /= pn)
triggerEvent (Signal Leave) pid
return True
evChangeName :: PlayerNumber -> PlayerName -> Evaluate Bool
evChangeName pn name = do
pls <- use (evalEnv . eGame . players)
case find ((== pn) . view playerNumber) pls of
Nothing -> return False
Just pid -> do
putGame players $ replaceWith ((== pn) . view playerNumber) (pid {_playerName = name}) pls
return True
evDelEvent :: EventNumber -> Evaluate Bool
evDelEvent en = do
evs <- use (evalEnv . eGame . events)
case find ((== en) . view (erEventInfo . eventNumber)) evs of
Nothing -> return False
Just eh -> case (_evStatus $ _erEventInfo eh) of
SActive -> do
let evs' = replaceWith ((== en) . view (erEventInfo . eventNumber)) (erEventInfo . evStatus .~ SDeleted $ eh) evs
putGame events evs'
return True
SDeleted -> return False
evTriggerTime :: UTCTime -> Evaluate ()
evTriggerTime t = triggerEvent (Signal t) t
evNewOutput :: Maybe PlayerNumber -> Nomex String -> Evaluate OutputNumber
evNewOutput pn s = do
(ops, rn) <- accessGame outputs
let on = head $ [1..] \\ (map _outputNumber ops)
modifyGame outputs (Output on rn pn s SActive : )
return on
evGetOutput :: OutputNumber -> Evaluate (Maybe String)
evGetOutput on = do
ops <- use (evalEnv . eGame . outputs)
case find (\(Output myOn _ _ _ s) -> myOn == on && s == SActive) ops of
Nothing -> return Nothing
Just (Output _ _ _ o _) -> do
out <- evalNomex o
return $ Just out
evUpdateOutput :: OutputNumber -> Nomex String -> Evaluate Bool
evUpdateOutput on s = do
(ops, _) <- accessGame outputs
case find (\(Output myOn _ _ _ st) -> myOn == on && st == SActive) ops of
Nothing -> return False
Just (Output _ rn pn _ _) -> do
modifyGame outputs $ replaceWith ((== on) . view outputNumber) (Output on rn pn s SActive)
return True
evDelOutput :: OutputNumber -> Evaluate Bool
evDelOutput on = do
ops <- use (evalEnv . eGame . outputs)
case find ((== on) . view outputNumber) ops of
Nothing -> return False
Just o -> case _oStatus o of
SActive -> do
putGame outputs $ replaceWith ((== on) . view outputNumber) o{_oStatus = SDeleted} ops
return True
SDeleted -> return False
evSetVictory :: Nomex [PlayerNumber] -> Evaluate ()
evSetVictory ps = do
rn <- use (evalEnv . eRuleNumber)
putGame victory (Just $ VictoryInfo rn ps)
triggerEvent (Signal Victory) (VictoryInfo rn ps)
evReadVar :: (Typeable a, Show a) => V a -> Evaluate (Maybe a)
evReadVar (V name) = do
vars <- use (evalEnv . eGame . variables)
let var = find ((== name) . view vName) vars
case var of
Nothing -> return Nothing
Just (Var _ _ val) -> case cast val of
Just v -> return $ Just v
Nothing -> return Nothing
evGetRandomNumber :: Random a => (a, a) -> Evaluate a
evGetRandomNumber r = do
g <- use (evalEnv . eGame . randomGen)
let (a, g') = randomR r g
putGame randomGen g'
return a
--TODO should we also give a rule number to simulate the Nomex with?
-- currently we use the simulating rule number
evSimu :: Nomex a -> Nomex Bool -> Evaluate Bool
evSimu sim ev = undefined--do
--rn <- use (evalEnv . eRuleNumber)
--let s = runEvalError rn Nothing (evalNomex sim)
--g <- use (evalEnv . eGame)
--let g' = execState s g
--return $ runEvaluate' g' rn (evalNomex ev)
-- * misc
getVictorious :: Game -> [PlayerNumber]
getVictorious g = case _victory g of
Nothing -> []
Just (VictoryInfo rn v) -> runEvaluate' g rn (evalNomex v)
evalOutput :: Game -> Output -> String
evalOutput g (Output _ rn _ o _) = runEvaluate' g rn (evalNomex o)
allOutputs :: Game -> [String]
allOutputs g = map (evalOutput g) (_outputs g)
getTimeEvents :: UTCTime -> Game -> [UTCTime]
getTimeEvents t g = join $ maybeToList $ Imp.runEvaluate (Imp.getTimeEvents t) (defaultEvalEnv 0 g)
--delete all variables of a rule
delVarsRule :: RuleNumber -> Evaluate ()
delVarsRule rn = void $ (evalEnv . eGame . variables) %= filter ((/= rn) . view vRuleNumber)
--delete all events of a rule
delEventsRule :: RuleNumber -> Evaluate ()
delEventsRule rn = do
evs <- use (evalEnv . eGame . events)
let toDelete = filter ((== rn) . view (erRuleNumber)) evs
mapM_ (evDelEvent . _eventNumber . _erEventInfo) toDelete
--delete all outputs of a rule
delOutputsRule :: RuleNumber -> Evaluate ()
delOutputsRule rn = do
os <- use (evalEnv . eGame . outputs)
let toDelete = filter ((== rn) . view oRuleNumber) os
mapM_ (evDelOutput . _outputNumber) toDelete
--delete victory of a rule
delVictoryRule :: RuleNumber -> Evaluate ()
delVictoryRule rn = do
vic <- use (evalEnv . eGame . victory)
when (isJust vic && _vRuleNumber (fromJust vic) == rn) $ (evalEnv . eGame . victory) .= Nothing
--extract the game state from an Evaluate
--knowing the rule number performing the evaluation (0 if by the system)
--and the player number to whom display errors (set to Nothing for all players)
runEvalError :: RuleNumber -> Maybe PlayerNumber -> Evaluate a -> State Game (Maybe a)
runEvalError rn mpn eva = do
g <- get
let (a, (EvalEnv (EvalState g' _) _)) = runState (Imp.runEvalError eva) (defaultEvalEnv rn g)
put g'
return a
defaultEvalEnv :: RuleNumber -> Game -> EvalEnvN Nomex EvalState
defaultEvalEnv rn g = EvalEnv (EvalState g rn) defaultEvalConf
--TODO: to check. how to map the events correctly?
defaultEvalConf :: EvalConfN Nomex EvalState
defaultEvalConf = EvalConf getEventsNomex setEventsNomex evalNomex errorNomex withEvent' where
getEventsNomex s = map _erEventInfo (_events $ _eGame s)
setEventsNomex eis s = (eGame . events) .~ (getreis (_events $ _eGame s) eis) $ s where
getreis reis eis = if (length reis /= length eis) then error "setEvents" else zipWith (\rei ei -> rei {_erEventInfo = ei}) reis eis
runSystemEval :: PlayerNumber -> Evaluate a -> State Game (Maybe a)
runSystemEval pn = runEvalError 0 (Just pn)
runSystemEval' :: Evaluate a -> State Game (Maybe a)
runSystemEval' = runEvalError 0 Nothing
errorNomex :: EventNumber -> String -> Evaluate ()
errorNomex en s = do
tracePN 0 $ "Error: " ++ s
log Nothing $ "Error: " ++ s ++ ", from event: " ++ (show en)
runEvaluate :: Game -> RuleNumber -> State EvalEnv a -> a
runEvaluate g rn ev = error "runEvaluate" --evalState ev (EvalEnv rn g evalNomex)
runEvaluate' :: Game -> RuleNumber -> Evaluate a -> a
runEvaluate' g rn ev = fromJust $ Imp.runEvaluate ev (defaultEvalEnv rn g) --TODO check this fromJust
-- | Show instance for Game
-- showing a game involves evaluating some parts (such as victory and outputs)
instance Show Game where
show g@(Game gn _ rs ps vs es os _ l t _) =
"Game Name = " ++ show gn ++
"\n\n Rules = " ++ (intercalate "\n " $ map show rs) ++
"\n\n Players = " ++ show ps ++
"\n\n Variables = " ++ show vs ++
"\n\n Events = " ++ (intercalate "\n " $ map (displayEvent g) es) ++ "\n" ++
"\n\n Outputs = " ++ (intercalate "\n " $ map (displayOutput g) os) ++ "\n" ++
"\n\n Victory = " ++ show (getVictorious g) ++
"\n\n currentTime = " ++ show t ++ "\n" ++
"\n\n logs = " ++ show l ++ "\n"
displayEvent :: Game -> RuleEventInfo -> String
displayEvent g (RuleEventInfo rn ei@(EventInfo en _ _ s envi)) =
"event num: " ++ (show en) ++
", rule num: " ++ (show rn) ++
", remaining signals: " ++ (show $ getRemainingSignals ei (EvalEnv (EvalState g 0) defaultEvalConf)) ++ --TODO: display also event result?
", envs: " ++ (show envi) ++
", status: " ++ (show s)
deriving instance Show LoggedGame
displayOutput :: Game -> Output -> String
displayOutput g o@(Output on rn mpn _ s) =
"output num: " ++ (show on) ++
", rule num: " ++ (show rn) ++
", by pn: " ++ (show mpn) ++
", output: " ++ (show $ evalOutput g o) ++
", status: " ++ (show s)