swarm-0.7.0.0: src/swarm-engine/Swarm/Game/Step/Const.hs
{-# LANGUAGE BlockArguments #-}
{-# LANGUAGE ConstraintKinds #-}
{-# LANGUAGE DataKinds #-}
{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE ViewPatterns #-}
-- |
-- SPDX-License-Identifier: BSD-3-Clause
-- Description: Robot command logic
--
-- Implementation of robot commands
module Swarm.Game.Step.Const where
import Control.Arrow ((&&&))
import Control.Carrier.State.Lazy
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 (filterM, forM, forM_, guard, msum, unless, when)
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.Map.NonEmpty qualified as NEM
import Data.Map.Strict qualified as MS
import Data.Maybe (catMaybes, fromMaybe, isJust, isNothing, listToMaybe, mapMaybe)
import Data.MonoidMap qualified as MM
import Data.Ord (Down (Down))
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.Tuple (swap)
import Linear (V2 (..), perp, zero)
import Swarm.Effect as Effect (Time, getNow)
import Swarm.Failure
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.Land
import Swarm.Game.Location
import Swarm.Game.Recipe
import Swarm.Game.Robot
import Swarm.Game.Robot.Activity
import Swarm.Game.Robot.Concrete
import Swarm.Game.Robot.Walk (emptyExceptions)
import Swarm.Game.Scenario (RecognizableStructureContent)
import Swarm.Game.Scenario.Topography.Area (getNEGridDimensions, rectHeight)
import Swarm.Game.Scenario.Topography.Navigation.Portal (Navigation (..))
import Swarm.Game.Scenario.Topography.Navigation.Util
import Swarm.Game.Scenario.Topography.Navigation.Waypoint (WaypointName (..))
import Swarm.Game.Scenario.Topography.Structure.Named (StructureName (..))
import Swarm.Game.Scenario.Topography.Structure.Recognition (foundStructures)
import Swarm.Game.Scenario.Topography.Structure.Recognition.Registry (foundByName)
import Swarm.Game.Scenario.Topography.Structure.Recognition.Type
import Swarm.Game.State
import Swarm.Game.State.Landscape
import Swarm.Game.State.Robot
import Swarm.Game.State.Substate
import Swarm.Game.Step.Arithmetic
import Swarm.Game.Step.Combustion qualified as Combustion
import Swarm.Game.Step.Flood
import Swarm.Game.Step.Path.Finding
import Swarm.Game.Step.Path.Type
import Swarm.Game.Step.Path.Walkability
import Swarm.Game.Step.RobotStepState
import Swarm.Game.Step.Util
import Swarm.Game.Step.Util.Command
import Swarm.Game.Step.Util.Inspect
import Swarm.Game.Terrain (TerrainType)
import Swarm.Game.Tick
import Swarm.Game.Universe
import Swarm.Game.Value
import Swarm.Language.Capability
import Swarm.Language.Key (parseKeyComboFull)
import Swarm.Language.Parser.Value (readValue)
import Swarm.Language.Pipeline
import Swarm.Language.Requirements qualified as R
import Swarm.Language.Syntax
import Swarm.Language.Syntax.Direction
import Swarm.Language.Text.Markdown qualified as Markdown
import Swarm.Language.Value
import Swarm.Log
import Swarm.Pretty (prettyText)
import Swarm.ResourceLoading (getDataFileNameSafe)
import Swarm.Util hiding (both)
import Swarm.Util.Effect (throwToMaybe)
import Swarm.Util.Lens (inherit)
import Text.Megaparsec (runParser)
import Witch (From (from), into)
import Prelude hiding (lookup)
-- | How to handle failure, for example when moving into liquid or
-- attempting to move to a blocked location
data RobotFailure = ThrowExn | Destroy | IgnoreFail
-- | How to handle different types of failure when moving/teleporting
-- to a location.
type MoveFailureHandler = MoveFailureMode -> RobotFailure
-- | Whether to remove the entity in the world inside the 'doGrab' function
-- or leave it to be done by other code.
data GrabRemoval = DeferRemoval | PerformRemoval
deriving (Eq)
-- | Interpret the execution (or evaluation) of a constant application
-- to some values.
execConst ::
(HasRobotStepState sig m, Has Effect.Time sig m, Has (Lift IO) sig m) =>
-- | Need to pass this function as an argument to avoid module import cycle
-- The supplied function invokes 'runCESK', which lives in "Swarm.Game.Step".
(Store -> Robot -> Value -> m Value) ->
Const ->
[Value] ->
Store ->
Cont ->
m CESK
execConst runChildProg 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 %= MS.insertWith (+) c 1
-- Now proceed to actually carry out the operation.
case c of
Noop -> return $ mkReturn ()
Pure -> 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) (mkReturn ())
_ -> badConst
Selfdestruct -> do
destroyIfNotBase $ \case False -> Just AttemptSelfDestructBase; _ -> Nothing
flagRedraw
return $ mkReturn ()
Move -> do
orientation <- use robotOrientation
moveInDirection $ orientation ? zero
Backup -> do
orientation <- use robotOrientation
moveInDirection $ applyTurn (DRelative $ DPlanar DBack) $ orientation ? zero
Volume -> case vs of
[VInt limit] -> do
when (limit > globalMaxVolume) $
throwError $
CmdFailed
Volume
( T.unwords
[ "Can only measure up to"
, T.pack $ show globalMaxVolume
, "cells."
]
)
Nothing
robotLoc <- use robotLocation
maybeResult <- floodFill robotLoc $ fromIntegral limit
return $ mkReturn maybeResult
_ -> badConst
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 $ PathfindingParameters maybeLimit robotLoc goal
return $ mkReturn result
_ -> badConst
Push -> do
-- Figure out where we're going
loc <- use robotLocation
orientation <- use robotOrientation
let applyHeading = (`offsetBy` (orientation ? zero))
nextLoc = applyHeading loc
placementLoc = applyHeading nextLoc
-- If unobstructed, the robot will move even if
-- there is nothing to push.
maybeCurrentE <- entityAt nextLoc
forM_ maybeCurrentE $ \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` Pushable || e `hasProperty` Pickable && 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))
updateRobotLocation loc nextLoc
return $ mkReturn ()
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
orientation <- use robotOrientation
let heading = orientation ? 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
PathBlockedBy _ -> ThrowExn
PathLiquid _ -> Destroy
let maybeLastLoc = do
guard $ null maybeFirstFailure
listToMaybe $ reverse locsInDirection
forM_ maybeLastLoc $ updateRobotLocation loc
return $ mkReturn ()
_ -> badConst
Teleport -> case vs of
[VRobot rid, VPair (VInt x) (VInt y)] -> do
doTeleport rid (Location (fromIntegral x) (fromIntegral y) <$)
_ -> badConst
Warp -> case vs of
[VRobot rid, VPair (VText swName) (VPair (VInt x) (VInt y))] -> do
doTeleport rid . const . Cosmic (SubworldName swName) $
Location (fromIntegral x) (fromIntegral y)
_ -> badConst
Grab -> mkReturn <$> doGrab Grab' PerformRemoval
Harvest -> mkReturn <$> doGrab Harvest' PerformRemoval
Sow -> 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
(terrainHere, _) <- contentAt loc
doPlantSeed terrainHere loc e
-- Remove it from the inventory
robotInventory %= delete e
return $ mkReturn ()
_ -> badConst
Ignite -> case vs of
[VDir d] -> do
Combustion.igniteCommand c d
return $ mkReturn ()
_ -> 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 without removing from the world
newE <- doGrab Swap' DeferRemoval
-- Place the entity and remove it from the inventory
updateEntityAt loc (const (Just e))
robotInventory %= delete e
when (e == newE) $
grantAchievementForRobot 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
grantAchievementForRobot GetDisoriented
return $ mkReturn ()
_ -> 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 (if it is not evanescent) and remove it from the inventory
unless (Evanescent `S.member` (e ^. entityProperties)) $
updateEntityAt loc (const (Just e))
robotInventory %= delete e
flagRedraw
return $ mkReturn ()
_ -> badConst
Ping -> case vs of
[VRobot otherID] -> do
maybeOtherRobot <- robotWithID otherID
selfRobot <- get
return $ mkReturn $ displacementVector selfRobot maybeOtherRobot
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 $ robotInfo . focusedRobotID
if otherID /= myID
then do
-- Make the exchange
robotInfo . 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
else grantAchievementForRobot GaveToSelf
return $ mkReturn ()
_ -> badConst
Equip -> case vs of
[VText itemName] -> do
item <- ensureItem itemName "equip"
myID <- use robotID
focusedID <- use $ robotInfo . 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
-- Check whether we should bestow the 'EquippedAllDevices' achievement
curScenario <- use currentScenarioPath
when (curScenario == Just "classic.yaml") $ do
equipped <- S.fromList . map (view entityName) . nonzeroEntities <$> use equippedDevices
equippable <- use $ discovery . craftableDevices
when (equippable `S.isSubsetOf` equipped) $ grantAchievementForRobot EquippedAllDevices
-- Flag the UI for a redraw if we are currently showing our inventory
when (focusedID == myID) flagRedraw
return $ mkReturn ()
_ -> badConst
Unequip -> case vs of
[VText itemName] -> do
item <- ensureEquipped itemName
myID <- use robotID
-- Speculatively unequip the item
focusedID <- use $ robotInfo . focusedRobotID
equippedDevices %= delete item
robotInventory %= insert item
-- Now check whether being on the current cell would still be
-- allowed.
loc <- use robotLocation
mfail <- checkMoveFailure loc
forM_ mfail \case
PathBlockedBy _ -> do
-- If unequipping the device would somehow result in the
-- path being blocked, don't allow it; re-equip the device
-- and throw an exception.
robotInventory %= delete item
equippedDevices %= insert item
throwError . cmdExn Unequip $
["You can't unequip the", item ^. entityName, "right now!"]
PathLiquid _ -> do
-- Unequipping a device that gives the Float capability in
-- the middle of liquid results in drowning, EVEN for
-- base! This is currently the only (known) way to get
-- the `DestroyedBase` achievement.
selfDestruct .= True
when (myID == 0) $ grantAchievementForRobot DestroyedBase
-- Flag the UI for a redraw if we are currently showing our inventory
when (focusedID == myID) flagRedraw
return $ mkReturn ()
_ -> badConst
Make -> case vs of
[VText name] -> do
inv <- use robotInventory
ins <- use equippedDevices
em <- use $ landscape . terrainAndEntities . 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)
-- Grant CraftedBitcoin achievement
when (name == "bitcoin") $
grantAchievementForRobot CraftedBitcoin
finishCookingRecipe recipe VUnit [] (map (uncurry AddEntity) changeInv)
_ -> badConst
Has -> case vs of
[VText name] -> do
inv <- use robotInventory
return . mkReturn . (> 0) $ countByName name inv
_ -> badConst
Equipped -> case vs of
[VText name] -> do
inv <- use equippedDevices
return . mkReturn . (> 0) $ countByName name inv
_ -> badConst
Count -> case vs of
[VText name] -> do
inv <- use robotInventory
return . mkReturn $ countByName name inv
_ -> badConst
Scout -> case vs of
[VDir d] -> do
rMap <- use $ robotInfo . robotMap
myLoc <- use robotLocation
heading <- deriveHeading d
botsByLocs <- use $ robotInfo . 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) =
MM.get loc $
MM.get 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 $ mkReturn foundBot
_ -> badConst
Whereami -> do
loc <- use robotLocation
return $ mkReturn $ loc ^. planar
LocateMe -> do
loc <- use robotLocation
return $ mkReturn (loc ^. subworld, loc ^. planar)
Waypoints -> case vs of
[VText name] -> do
lm <- use $ landscape . worldNavigation
Cosmic swName _ <- use robotLocation
let mwps = M.lookup (WaypointName name) $ M.findWithDefault mempty swName $ waypoints lm
return $ mkReturn $ maybe [] NE.toList mwps
_ -> badConst
Structures -> case vs of
[VText name] -> do
registry <- use $ discovery . structureRecognition . foundStructures
let maybeFoundStructures = M.lookup (StructureName name) $ foundByName registry
structures :: [((Cosmic Location, AbsoluteDir), StructureWithGrid RecognizableStructureContent Entity)]
structures = maybe [] (NE.toList . NEM.toList) maybeFoundStructures
bottomLeftCorner ((pos, _), struc) = topLeftCorner .+^ offsetHeight
where
topLeftCorner = pos ^. planar
offsetHeight = V2 0 $ negate (rectHeight (getNEGridDimensions $ extractedGrid $ entityGrid struc) - 1)
return $ mkReturn $ map bottomLeftCorner structures
_ -> badConst
Floorplan -> case vs of
[VText name] -> do
structureTemplates <- use $ landscape . recognizerAutomatons . originalStructureDefinitions
let maybeStructure = M.lookup (StructureName name) structureTemplates
structureDef <-
maybeStructure
`isJustOr` cmdExn Floorplan (pure $ T.unwords ["Unknown structure", quote name])
return . mkReturn . getNEGridDimensions $ entityProcessedGrid structureDef
_ -> badConst
HasTag -> case vs of
[VText eName, VText tName] -> do
em <- use $ landscape . terrainAndEntities . entityMap
e <-
lookupEntityName eName em
`isJustOrFail` ["I've never heard of", indefiniteQ eName <> "."]
return $ mkReturn $ tName `S.member` (e ^. entityTags)
_ -> badConst
TagMembers -> case vs of
[VText tagName] -> do
tm <- use $ discovery . tagMembers
case M.lookup tagName tm of
Nothing -> throwError $ CmdFailed TagMembers (T.unwords ["No tag named", tagName]) Nothing
Just theMembers -> return $ mkReturn theMembers
_ -> 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 $ mkReturn firstOne
_ -> 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 $ mkReturn $ maybe (-1) fst firstFound
_ -> badConst
Watch -> case vs of
[VDir d] -> do
(loc, _me) <- lookInDirection d
addWatchedLocation loc
return $ mkReturn ()
_ -> 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 $ mkReturn ()
_ -> 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"
d = fromMaybe (DRelative DDown) $ do
entLoc <- firstFound
guard $ snd entLoc /= zero
processDirection . nearestDirection . snd $ entLoc
return $ mkReturn d
_ -> 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 . mkReturn . fromMaybe (DRelative DDown) $ mh >>= toDirection
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
orientation <- use robotOrientation
let nextLoc = loc `offsetBy` (orientation ? zero)
me <- entityAt nextLoc
return $ mkReturn $ maybe False (`hasProperty` Unwalkable) me
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 $ mkReturn me
_ -> 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 $ mkReturn knows
_ -> 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) ->
robotInfo . robotMap . at otherID . _Just . robotInventory %= insertCount 0 e
-- Upload our log
rlog <- use robotLog
robotInfo . 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 $ mkReturn ()
_ -> badConst
Random -> case vs of
[VInt hi] -> do
n <- uniform (0, hi - 1)
return $ mkReturn n
_ -> badConst
Atomic -> goAtomic
Instant -> goAtomic
As -> case vs of
[VRobot rid, prog] -> do
r <- robotWithID rid >>= (`isJustOrFail` ["There is no actor with ID", from (show rid)])
v <- runChildProg s r prog
-- 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 $ mkReturn r
_ -> badConst
RobotNumbered -> case vs of
[VInt rid] -> do
r <-
robotWithID (fromIntegral rid)
>>= (`isJustOrFail` ["There is no robot with number", from (show rid)])
return $ mkReturn r
_ -> 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 addToRobotLog :: (Has (State GameState) sgn m) => Robot -> m ()
addToRobotLog r = evalState r $ do
hasLog <- hasCapability $ CExecute Log
hasListen <- hasCapability $ CExecute Listen
rid <- use robotID
when (hasLog && hasListen) $
robotInfo . robotMap . at rid . _Just . robotLog %= (|> m)
robotsAround <-
zoomRobots $
if isPrivileged
then use $ robotMap . to IM.elems
else gets $ robotsInArea loc hearingDistance
mapM_ addToRobotLog robotsAround
return $ mkReturn ()
_ -> 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) emptyEnv 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 $ mkReturn ()
_ -> 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 -> robotInfo %= unfocus
-- If it does exist, set it as the view center.
Just _ -> robotInfo . viewCenterRule .= VCRobot rid
return $ mkReturn ()
_ -> badConst
Appear -> case vs of
[VText app, VInj hasAttr mattr] -> do
-- Set the robot's display character(s)
case into @String app of
[dc] -> do
robotDisplay . defaultChar .= dc
robotDisplay . orientationMap .= M.empty
[dc, nc, ec, sc, wc] -> do
robotDisplay . defaultChar .= dc
robotDisplay
. orientationMap
.= M.fromList
[ (DNorth, nc)
, (DEast, ec)
, (DSouth, sc)
, (DWest, wc)
]
_other ->
raise
Appear
[ quote app
, "is not a valid appearance string."
, "'appear' must be given a string with exactly 1 or 5 characters."
]
-- Possibly set the display attribute
case (hasAttr, mattr) of
(True, VText attr) -> robotDisplay . displayAttr .= readAttribute attr
_ -> return ()
flagRedraw
return $ mkReturn ()
_ -> badConst
Create -> case vs of
[VText name] -> do
em <- use $ landscape . terrainAndEntities . entityMap
e <-
lookupEntityName name em
`isJustOrFail` ["I've never heard of", indefiniteQ name <> "."]
robotInventory %= insert e
updateDiscoveredEntities e
return $ mkReturn ()
_ -> 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 $ mkReturn ()
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 -> zoomRobots $ do
-- Cancel its CESK machine, and wake it up to ensure
-- it can do cleanup + run to completion.
robotMap . at targetID . _Just . machine %= cancel
activateRobot targetID
return $ mkReturn ()
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 $ mkReturn here
_ -> badConst
Isempty -> do
loc <- use robotLocation
me <- entityAt loc
return $ mkReturn $ isNothing me
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
. filter isInteractive
. robotsInArea loc 1
$ g ^. robotInfo -- all robots within Manhattan distance 1
return $ mkReturn neighbor
MeetAll -> do
loc <- use robotLocation
rid <- use robotID
g <- get @GameState
let neighborIDs = filter ((/= rid) . (^. robotID)) . filter isInteractive . robotsInArea loc 1 $ g ^. robotInfo
return $ mkReturn neighborIDs
Whoami -> case vs of
[] -> do
name <- use robotName
return $ mkReturn name
_ -> badConst
Setname -> case vs of
[VText name] -> do
robotName .= name
return $ mkReturn ()
_ -> badConst
Force -> case vs of
[VDelay t e] -> return $ In t e 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
Match -> case vs of
[VPair v1 v2, kp] -> return $ Out v1 s (FApp kp : FVArg v2 : 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 $ mkReturn ()
_ -> badConst
Reprogram -> case vs of
[VRobot childRobotID, VDelay cmd env] -> 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
env
(r ^. robotInventory)
(childRobot ^. robotInventory)
(childRobot ^. equippedDevices)
cmd
"The target robot"
FixByObtainDevice
-- Update other robot's CESK machine. The child robot
-- inherits the parent robot's environment + store.
zoomRobots $ do
robotMap . at childRobotID . _Just . machine .= In cmd env s [FExec]
-- 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.
zoomRobots $ activateRobot childRobotID
return $ mkReturn ()
_ -> 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 e (r ^. robotInventory) E.empty E.empty cmd "You" FixByObtainDevice
-- Pick a random display name.
displayName <- randomName
createdAt <- getNow
isSystemRobot <- use systemRobot
-- Construct the new robot and add it to the world.
let newDisplay = case r ^. robotDisplay . childInheritance of
Invisible -> defaultRobotDisplay & invisible .~ True
Inherit -> defaultRobotDisplay & inherit displayAttr (r ^. robotDisplay)
DefaultDisplay -> defaultRobotDisplay
newRobot <-
zoomRobots . addTRobot' (In cmd e s [FExec]) $
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
)
newDisplay
Nothing
[]
[]
isSystemRobot
False
emptyExceptions
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 ID of the newly constructed robot.
flagRedraw
return $ mkReturn newRobot
_ -> 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 $ mkReturn () -- 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)
robotInfo . 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 . terrainAndEntities . 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.
robotInfo . robotMap . at (target ^. robotID) . traverse . systemRobot .= True
ourID <- use @Robot robotID
-- The program for the salvaged robot to run
let giveInventory =
foldr (TBind Nothing Nothing Nothing . giveItem) (TConst Selfdestruct) salvageItems
giveItem item = TApp (TApp (TConst Give) (TRobot ourID)) (TText item)
-- Reprogram and activate the salvaged robot
zoomRobots $ do
robotMap
. at (target ^. robotID)
. traverse
. machine
.= In giveInventory emptyEnv 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) (mkReturn ())
_ -> 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 $ mkReturn ()
Just t -> do
void $ traceLog CmdStatus Info "run: OK."
cesk <- use machine
return $ continue t cesk
_ -> 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 $ mkReturn $ prettyValue v
_ -> badConst
Read -> case vs of
[VType ty, VText txt] -> case readValue ty txt of
Nothing -> raise Read ["Could not read", showT txt, "at type", prettyText ty]
Just v -> return (mkReturn v)
_ -> badConst
Print -> case vs of
[VText printableName, VText txt] -> do
printable <- ensureItem printableName "print"
(printable `hasProperty` Printable)
`holdsOrFail` ["You cannot print on", indefinite printableName <> "!"]
let newEntityName = printableName <> ": " <> txt
robotInventory %= delete printable
robotInventory %= insert (printable & entityName .~ newEntityName)
return $ mkReturn newEntityName
_ -> badConst
Erase -> case vs of
[VText printableName] -> do
toErase <- ensureItem printableName "erase"
let (baseName, _) = T.break (== ':') printableName
em <- use $ landscape . terrainAndEntities . entityMap
erased <-
lookupEntityName baseName em
`isJustOrFail` ["I've never heard of", indefiniteQ baseName <> "."]
(erased `hasProperty` Printable)
`holdsOrFail` ["You cannot erase", indefinite baseName <> "!"]
robotInventory %= delete toErase
robotInventory %= insert erased
return $ mkReturn baseName
_ -> badConst
Chars -> case vs of
[VText t] -> return $ mkReturn $ T.length t
_ -> 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 $ mkReturn $ v1 <> v2
_ -> 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 . mkReturn . ord . T.index t . fromIntegral $ i
_ -> 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 . mkReturn . T.singleton . chr . fromIntegral $ i
_ -> badConst
AppF ->
let msg = "The operator '$' should only be a syntactic sugar and removed in elaboration:\n"
in throwError . Fatal $ msg <> badConstMsg
where
doTeleport rid locUpdateFunc = 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 = locUpdateFunc oldLoc
onTarget rid $ do
checkMoveAhead nextLoc $ \case
PathBlockedBy _ -> Destroy
PathLiquid _ -> Destroy
updateRobotLocation oldLoc nextLoc
-- Privileged robots can teleport without causing any
-- improbable effects. Unprivileged robots must be using an
-- infinite improbability drive, which can cause a random entity
-- to spawn near the target location.
omni <- isPrivilegedBot
unless omni $ do
let area = map (<$ nextLoc) $ getLocsInArea (nextLoc ^. planar) 5
emptyLocs <- filterM (fmap isNothing . entityAt) area
randomLoc <- weightedChoice (const 1) emptyLocs
es <- uses (landscape . terrainAndEntities . entityMap) allEntities
randomEntity <- weightedChoice (const 1) es
case (randomLoc, randomEntity) of
(Just loc, Just e) -> updateEntityAt loc (const (Just e))
_ -> return ()
return $ mkReturn ()
doDrill d = do
ins <- use equippedDevices
let equippedDrills = extantElemsWithCapability (CExecute Drill) 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` Pickable) . snd) outs
learn = map (LearnEntity . snd) down
gain = map (uncurry AddEntity) out
newEnt <- 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 = newEnt
}
-- 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:"
, 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 . applyWhen (remTime > 1) (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", 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 stocked 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 =>
Env ->
Inventory ->
Inventory ->
Inventory ->
Term ->
Text ->
IncapableFix ->
m (Set Entity, Inventory)
checkRequirements e parentInventory childInventory childDevices cmd subject fixI = do
let reqCtx = e ^. envReqs
tdCtx = e ^. envTydefs
em <- use $ landscape . terrainAndEntities . entityMap
privileged <- isPrivilegedBot
let R.Requirements (S.toList -> caps) (S.toList -> devNames) reqInvNames =
R.requirements tdCtx reqCtx 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 &&& (`devicesForCap` 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 privileged
then
return
( -- When 'privileged', 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, and minimize the resulting
-- sets of device alternatives by removing any set which is a
-- superset of another.
let missingDevices = removeSupersets . S.fromList . map snd . filter (null . fst) $ partitionedDevices
let IncapableFixWords fVerb fNoun = formatIncapableFix fixI
null missingDevices
`holdsOrFail` ( singularSubjectVerb subject "do"
: "not have required " <> fNoun <> ", please"
: fVerb <> ":"
: (("\n - " <>) . formatDevices <$> S.toList 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
forM_ (mAch True) grantAchievementForRobot
-- Try to move the current robot once cell in a specific direction,
-- checking for and applying any relevant effects (e.g. throwing an
-- exception if blocked, drowning in water, etc.)
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
PathBlockedBy _ -> ThrowExn
PathLiquid _ -> Destroy
updateRobotLocation loc nextLoc
return $ mkReturn ()
-- Given a possible movement failure, apply a movement failure
-- handler to generate the appropriate effect.
applyMoveFailureEffect ::
(HasRobotStepState sig m, Has (Lift IO) sig m) =>
Maybe MoveFailureMode ->
MoveFailureHandler ->
m ()
applyMoveFailureEffect maybeFailure failureHandler =
forM_ maybeFailure $ \failureMode -> case failureHandler failureMode of
IgnoreFail -> return ()
Destroy -> destroyIfNotBase $ \b -> case (b, failureMode) of
(True, PathLiquid _) -> Just RobotIntoWater -- achievement for drowning
(False, _) -> Just AttemptSelfDestructBase
_ -> Nothing
ThrowExn -> throwError . cmdExn c $
case failureMode of
PathBlockedBy ent -> case ent of
Just e -> ["There is a", e ^. entityName, "in the way!"]
Nothing -> ["There is nothing to travel on!"]
PathLiquid e -> ["There is a dangerous liquid", e ^. entityName, "in the way!"]
-- Check whether there is any failure in moving to the given
-- location, and apply the corresponding effect if so.
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
doPlantSeed ::
(HasRobotStepState sig m, Has Effect.Time sig m) =>
TerrainType ->
Cosmic Location ->
Entity ->
m ()
doPlantSeed terrainHere loc e = do
when ((e `hasProperty` Growable) && isAllowedInBiome terrainHere e) $ do
let Growth maybeMaturesTo maybeSpread (GrowthTime (minT, maxT)) =
(e ^. entityGrowth) ? defaultGrowth
em <- use $ landscape . terrainAndEntities . entityMap
let seedEntity = fromMaybe e $ (`lookupEntityName` em) =<< maybeMaturesTo
createdAt <- getNow
let radius = maybe 1 spreadRadius maybeSpread
seedlingDensity = maybe 0 spreadDensity maybeSpread
-- See https://en.wikipedia.org/wiki/Triangular_number#Formula
seedlingArea = 1 + 2 * (radius * (radius + 1))
seedlingCount = floor $ seedlingDensity * fromIntegral seedlingArea
-- Grow a new entity from a seed.
addSeedBot
seedEntity
(minT, maxT)
seedlingCount
(fromIntegral radius)
loc
createdAt
where
isAllowedInBiome terr ent =
null biomeRestrictions
|| terr `S.member` biomeRestrictions
where
biomeRestrictions = ent ^. entityBiomes
-- The code for grab and harvest is almost identical, hence factored
-- out here.
-- Optionally defer removal from the world, for the case of the Swap command.
doGrab :: (HasRobotStepState sig m, Has Effect.Time sig m) => GrabbingCmd -> GrabRemoval -> m Entity
doGrab cmd removalDeferral = do
let verb = verbGrabbingCmd cmd
verbed = verbedGrabbingCmd cmd
-- Ensure there is an entity here.
loc <- use robotLocation
(terrainHere, maybeEntityHere) <- contentAt loc
e <- maybeEntityHere `isJustOrFail` ["There is nothing here to", verb <> "."]
-- Ensure it can be picked up.
omni <- isPrivilegedBot
(omni || e `hasProperty` Pickable)
`holdsOrFail` ["The", e ^. entityName, "here can't be", verbed <> "."]
-- Entities with 'infinite' property are not removed
unless (removalDeferral == DeferRemoval || e `hasProperty` Infinite) $ do
-- Remove the entity from the world.
updateEntityAt loc (const Nothing)
flagRedraw
-- Possibly regrow the entity, if it is growable and the 'harvest'
-- command was used.
when (cmd == Harvest') $
doPlantSeed terrainHere loc e
-- Add the picked up item to the robot's inventory. If the
-- entity yields something different, add that instead.
e' <- case e ^. entityYields of
Nothing -> return e
Just yielded ->
-- NOTE: Using 'fromMaybe' here is a consequence of the inability
-- to validate the lookup at parse time. Compare to 'entityCapabilities'
-- (see summary of #1777).
fromMaybe e <$> uses (landscape . terrainAndEntities . entityMap) (lookupEntityName yielded)
robotInventory %= insert e'
updateDiscoveredEntities e'
-- Return the item obtained.
return e'