{-# LANGUAGE ScopedTypeVariables #-} {- Copyright (C) 2018 Dr. Alistair Ward This file is part of BishBosh. BishBosh is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. BishBosh is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with BishBosh. If not, see . -} {- | [@AUTHOR@] Dr. Alistair Ward [@DESCRIPTION@] Interacts with the user by receiving commands & displaying the game on a raw text-based interface. -} module BishBosh.UI.Raw( -- * Functions -- readMove, takeTurns ) where import Control.Arrow((&&&)) import qualified BishBosh.Attribute.WeightedMeanAndCriterionValues as Attribute.WeightedMeanAndCriterionValues import qualified BishBosh.Component.Move as Component.Move import qualified BishBosh.Component.QualifiedMove as Component.QualifiedMove import qualified BishBosh.Component.Turn as Component.Turn import qualified BishBosh.Concurrent.Pondering as Concurrent.Pondering import qualified BishBosh.ContextualNotation.PGN as ContextualNotation.PGN import qualified BishBosh.ContextualNotation.PositionHashQualifiedMoveTree as ContextualNotation.PositionHashQualifiedMoveTree import qualified BishBosh.ContextualNotation.QualifiedMoveForest as ContextualNotation.QualifiedMoveForest import qualified BishBosh.Data.Exception as Data.Exception import qualified BishBosh.Data.Time as Data.Time import qualified BishBosh.Evaluation.Fitness as Evaluation.Fitness import qualified BishBosh.Evaluation.PositionHashQuantifiedGameTree as Evaluation.PositionHashQuantifiedGameTree import qualified BishBosh.Evaluation.QuantifiedGame as Evaluation.QuantifiedGame import qualified BishBosh.Input.IOOptions as Input.IOOptions import qualified BishBosh.Input.NativeUIOptions as Input.NativeUIOptions import qualified BishBosh.Input.Options as Input.Options import qualified BishBosh.Input.SearchOptions as Input.SearchOptions import qualified BishBosh.Input.StandardOpeningOptions as Input.StandardOpeningOptions import qualified BishBosh.Input.UIOptions as Input.UIOptions import qualified BishBosh.Model.Game as Model.Game import qualified BishBosh.Notation.MoveNotation as Notation.MoveNotation import qualified BishBosh.Property.ForsythEdwards as Property.ForsythEdwards import qualified BishBosh.Property.Null as Property.Null import qualified BishBosh.Property.ShowFloat as Property.ShowFloat import qualified BishBosh.Search.Search as Search.Search import qualified BishBosh.Search.SearchState as Search.SearchState import qualified BishBosh.State.ApplicationTerminationReason as State.ApplicationTerminationReason import qualified BishBosh.State.Board as State.Board import qualified BishBosh.State.MaybePieceByCoordinates as State.MaybePieceByCoordinates import qualified BishBosh.State.PlayState as State.PlayState import qualified BishBosh.Text.Show as Text.Show import qualified BishBosh.Text.ShowList as Text.ShowList import qualified BishBosh.Types as T import qualified BishBosh.UI.Command as UI.Command import qualified BishBosh.UI.PrintObject as UI.PrintObject import qualified BishBosh.UI.SetObject as UI.SetObject import qualified Control.Concurrent import qualified Control.DeepSeq import qualified Control.Exception import qualified Control.Monad import qualified Control.Monad.Reader import qualified Data.Array.IArray import qualified Data.Bits import qualified Data.Default import qualified Data.List.Extra import qualified Data.Map import qualified Data.Maybe import qualified Data.Time.Clock import qualified Numeric import qualified System.IO import qualified System.Random import qualified ToolShed.System.Random {- | * Reads a command-sequence from the user, terminating in either a request to move or to exit the game. * Since the user can also request roll-back to an earlier game before then requesting a new move, a new game is returned rather than just the requested move. -} readMove :: forall column criterionValue criterionWeight pieceSquareValue positionHash randomGen rankValue row weightedMean x y. ( Control.DeepSeq.NFData column, Control.DeepSeq.NFData criterionWeight, Control.DeepSeq.NFData pieceSquareValue, Control.DeepSeq.NFData rankValue, Control.DeepSeq.NFData row, Control.DeepSeq.NFData x, Control.DeepSeq.NFData y, Data.Array.IArray.Ix x, Data.Bits.Bits positionHash, Fractional criterionValue, Fractional pieceSquareValue, Fractional rankValue, Fractional weightedMean, Integral column, Integral x, Integral y, Ord positionHash, Read x, Read y, Real criterionValue, Real criterionWeight, Real pieceSquareValue, Real rankValue, Real weightedMean, Show column, Show pieceSquareValue, Show row, Show x, Show y, System.Random.RandomGen randomGen ) => ContextualNotation.PositionHashQualifiedMoveTree.PositionHashQualifiedMoveTree x y positionHash -> randomGen -> Data.Time.Clock.UTCTime -> State.PlayState.PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y -> IO (State.PlayState.PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y) {-# SPECIALISE readMove :: ( Control.DeepSeq.NFData column, Control.DeepSeq.NFData rankValue, Control.DeepSeq.NFData row, Fractional rankValue, Integral column, Real rankValue, Show column, Show row, System.Random.RandomGen randomGen ) => ContextualNotation.PositionHashQualifiedMoveTree.PositionHashQualifiedMoveTree T.X T.Y T.PositionHash -> randomGen -> Data.Time.Clock.UTCTime -> State.PlayState.PlayState column T.CriterionValue T.CriterionWeight T.PieceSquareValue T.PositionHash rankValue row T.WeightedMean T.X T.Y -> IO (State.PlayState.PlayState column T.CriterionValue T.CriterionWeight T.PieceSquareValue T.PositionHash rankValue row T.WeightedMean T.X T.Y) #-} readMove positionHashQualifiedMoveTree randomGen startUTCTime playState = let (game, options) = State.PlayState.getGame &&& State.PlayState.getOptions $ playState (searchOptions, ioOptions) = Input.Options.getSearchOptions &&& Input.Options.getIOOptions $ options searchDepthByLogicalColour = Input.SearchOptions.getSearchDepthByLogicalColour searchOptions fullyManual = Data.Map.null searchDepthByLogicalColour (uiOptions, maybeMaximumPGNNames) = Input.IOOptions.getUIOptions &&& Input.IOOptions.getMaybeMaximumPGNNames $ ioOptions moveNotation = Input.UIOptions.getMoveNotation uiOptions nDecimalDigits = Input.UIOptions.getNDecimalDigits uiOptions verbosity = Input.UIOptions.getVerbosity uiOptions in ( \nativeUIOptions -> let show2D :: Model.Game.Game x y -> String show2D = uncurry State.MaybePieceByCoordinates.show2D ( snd {-columns-} . Input.NativeUIOptions.getBoardMagnification &&& Input.NativeUIOptions.getColourScheme $ nativeUIOptions ) ( Notation.MoveNotation.getOrigin moveNotation ) . State.Board.getMaybePieceByCoordinates . Model.Game.getBoard onCommand :: UI.Command.Command x y -> IO (State.PlayState.PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y) onCommand UI.Command.Hint = do Control.Monad.unless (Model.Game.isTerminated game) . Data.Maybe.maybe ( do Control.Monad.when (verbosity > Data.Default.def && not (ContextualNotation.PositionHashQualifiedMoveTree.isTerminal positionHashQualifiedMoveTree)) . System.IO.hPutStrLn System.IO.stderr $ Text.Show.showsInfoPrefix "failed to find any suitable archived move." let searchResult = Control.Monad.Reader.runReader ( Search.Search.search (Input.SearchOptions.getSearchDepth searchOptions) $ State.PlayState.getSearchState playState ) searchOptions case Search.Search.getQuantifiedGames searchResult of quantifiedGame : _ -> putStrLn . Text.Show.showsInfoPrefix . showString "Try " $ if verbosity == maxBound then Notation.MoveNotation.showsNotationFloatToNDecimals moveNotation nDecimalDigits searchResult "" else Data.Maybe.maybe ( Control.Exception.throw $ Data.Exception.mkNullDatum "BishBosh.UI.Raw.readMove.onCommand:\tzero turns have been made." ) ( showChar '"' . flip (Notation.MoveNotation.showsNotation moveNotation) "\"." ) . Model.Game.maybeLastTurn $ Evaluation.QuantifiedGame.getGame quantifiedGame _ -> Control.Exception.throwIO . Data.Exception.mkRequestFailure . showString "BishBosh.UI.Raw.readMove.onCommand:\tunexpectedly failed to find any moves; " $ shows game "." -- CAVEAT: the game should have terminated. ) ( \(qualifiedMove, names) -> putStrLn . Text.Show.showsInfoPrefix . showString "Try \"" . Notation.MoveNotation.showsNotation moveNotation qualifiedMove . showString "\" from:" $ ContextualNotation.QualifiedMoveForest.showsNames maybeMaximumPGNNames names "" ) $ ContextualNotation.PositionHashQualifiedMoveTree.maybeRandomlySelectOnymousQualifiedMove randomGen ( Input.StandardOpeningOptions.getMatchSwitches $ Input.SearchOptions.getStandardOpeningOptions searchOptions ) game positionHashQualifiedMoveTree return {-to IO-monad-} playState -- N.B.: though one could merely call "eventLoop", a new random-generator is desirable in case an alternative hint is requested. onCommand (UI.Command.Print printObject) = do case printObject of UI.PrintObject.Board -> putStrLn $ show2D game UI.PrintObject.Configuration -> putStrLn $ Property.ShowFloat.showsFloatToN nDecimalDigits options "." UI.PrintObject.FEN -> putStrLn $ Property.ForsythEdwards.showFEN game UI.PrintObject.Game -> print game UI.PrintObject.Help -> putStrLn . showString "Enter either a move in " . shows moveNotation $ showString "-notation, or:\n" UI.Command.usageMessage UI.PrintObject.Moves -> putStrLn . showString ( showString Component.Move.tag "s" ) . Text.ShowList.showsAssociation $ Text.ShowList.showsFormattedList' ( Notation.MoveNotation.showsNotation moveNotation ) ( Model.Game.listTurnsChronologically game ) "." UI.PrintObject.PGN -> ContextualNotation.PGN.showsGame game >>= putStrLn . ($ "") eventLoop onCommand UI.Command.Quit = do Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr $ Text.Show.showsInfoPrefix "quitting on request." return {-to IO-monad-} playState { State.PlayState.getMaybeApplicationTerminationReason = Just State.ApplicationTerminationReason.byRequest } onCommand UI.Command.Resign = do Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr $ Text.Show.showsInfoPrefix "resigning." return {-to IO-monad-} $ State.PlayState.resign playState onCommand UI.Command.Restart | Property.Null.isNull game = do Control.Monad.when (verbosity >= Data.Default.def) . System.IO.hPutStrLn System.IO.stderr $ Text.Show.showsWarningPrefix "the game is unstarted." return {-to IO-monad-} playState | otherwise = do Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr $ Text.Show.showsInfoPrefix "restarting game." return {-to IO-monad-} $ State.PlayState.reconstructPositionHashQuantifiedGameTree Data.Default.def {-game-} playState -- By exiting the event-loop, the new game will be persisted where appropriate. onCommand (UI.Command.RollBack maybeNPlies) = let rollBack :: Component.Move.NMoves -> IO (State.PlayState.PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y) rollBack nPlies | (game', _) : _ <- drop (pred nPlies) $ Model.Game.rollBack game = do Control.Monad.when (verbosity == maxBound) . putStrLn $ show2D game' return {-to IO-monad-} $ State.PlayState.reconstructPositionHashQuantifiedGameTree game' playState | otherwise = onCommand UI.Command.Restart in Data.Maybe.maybe ( let nPlies = succ $ Data.Map.size searchDepthByLogicalColour -- In fully manual play, rollback one ply, in semi-manual play rollback two plies. in do Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr . Text.Show.showsInfoPrefix . showString "rolling-back " $ shows nPlies " plies." rollBack nPlies ) ( \nPlies -> if nPlies <= 0 then do System.IO.hPutStrLn System.IO.stderr $ Text.Show.showsErrorPrefix "the number of plies to rollback, must exceed zero." eventLoop else rollBack nPlies ) maybeNPlies onCommand UI.Command.Save = do Data.Maybe.maybe ( return {-to IO-monad-} $ Text.Show.showsErrorPrefix "the file-path at which to save the game, hasn't been defined." ) ( \(filePath, automatic) -> if automatic then return {-to IO-monad-} $ Text.Show.showsWarningPrefix "the state of the game is, in accordance with configuration, saved automatically." else Control.Exception.catch ( do System.IO.withFile filePath System.IO.WriteMode (`System.IO.hPutStrLn` show game) return {-to IO-monad-} . Text.Show.showsInfoPrefix . showString "the game-state has been saved in " $ shows filePath "." ) $ \e -> return {-to IO-monad-} . Text.Show.showsErrorPrefix $ show (e :: Control.Exception.SomeException) ) ( Input.IOOptions.getMaybePersistence ioOptions ) >>= System.IO.hPutStrLn System.IO.stderr eventLoop onCommand (UI.Command.Set setObject) | fullyManual = do System.IO.hPutStrLn System.IO.stderr . Text.Show.showsWarningPrefix $ shows UI.Command.setTag " requires an automated opponent." return {-to IO-monad-} playState | otherwise = Control.Exception.catchJust ( \e -> if Data.Exception.isBadData e then Just $ show e else Nothing ) ( do Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr . Text.Show.showsInfoPrefix . showString "setting " $ shows setObject "." readMove positionHashQualifiedMoveTree randomGen startUTCTime playState { State.PlayState.getOptions = Control.DeepSeq.force $ case setObject of UI.SetObject.SearchDepth searchDepth -> options { Input.Options.getSearchOptions = Input.SearchOptions.setSearchDepth searchDepth $ Input.Options.getSearchOptions options } } ) ( \s -> do Control.Monad.unless (verbosity == minBound) . System.IO.hPutStrLn System.IO.stderr $ Text.Show.showsErrorPrefix s eventLoop ) onCommand UI.Command.Swap | fullyManual = do Control.Monad.when (verbosity >= Data.Default.def) . System.IO.hPutStrLn System.IO.stderr . Text.Show.showsWarningPrefix . showString " there aren't any " $ shows Input.SearchOptions.searchDepthTag " to swap." eventLoop | otherwise = do Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr . Text.Show.showsInfoPrefix . showString "swapping " $ shows Input.SearchOptions.searchDepthTag "." return {-to IO-monad-} playState { State.PlayState.getOptions = Input.Options.swapSearchDepth options } eventLoop :: IO (State.PlayState.PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y) eventLoop = getLine >>= \line -> case Data.List.Extra.trim line of "?" -> onCommand $ UI.Command.Print UI.PrintObject.Help ':' : s -> either ( \errorMessage -> do System.IO.hPutStrLn System.IO.stderr . Text.Show.showsErrorPrefix $ showString errorMessage "." eventLoop ) ( \(command, remainder) -> if null $ Data.List.Extra.trimStart remainder then onCommand command else do System.IO.hPutStrLn System.IO.stderr . showString "unexpected trailing text " $ shows remainder "." eventLoop ) . UI.Command.readsCommand $ UI.Command.autoComplete s s -> let corrections = State.PlayState.suggestCorrections s playState in case Notation.MoveNotation.readsQualifiedMove moveNotation s of [(eitherQualifiedMove, "")] | Just errorMessage <- Model.Game.validateEitherQualifiedMove eitherQualifiedMove game -> do System.IO.hPutStrLn System.IO.stderr . Text.Show.showsErrorPrefix . shows s . showString " is illegal; " $ shows errorMessage "." Control.Monad.unless (null corrections) . System.IO.hPutStrLn System.IO.stderr . Text.Show.showsInfoPrefix . showString "did you mean " $ shows corrections " ?" eventLoop -- Recurse. | otherwise -> do elapsedTime <- Data.Time.measureElapsedTime startUTCTime let game' = Model.Game.applyEitherQualifiedMove eitherQualifiedMove game playState' = State.PlayState.updateWithManualMove game' playState Control.Monad.when (verbosity == maxBound) $ do System.IO.hPutStrLn System.IO.stderr . Text.Show.showsInfoPrefix . showString Component.Move.tag . Text.ShowList.showsAssociation . shows ( Notation.MoveNotation.showNotation moveNotation . Data.Maybe.fromMaybe ( Control.Exception.throw $ Data.Exception.mkResultUndefined "BishBosh.UI.Raw.readMove.eventLoop:\tModel.Game.maybeLastTurn failed." ) $ Model.Game.maybeLastTurn game' ) . showString " was requested after " $ Data.Time.showsTimeAsSeconds nDecimalDigits elapsedTime "." case ContextualNotation.PositionHashQualifiedMoveTree.findNextOnymousQualifiedMovesForPosition game' positionHashQualifiedMoveTree of [] -> return {-to IO-monad-} () onymousQualifiedMoves -> System.IO.hPutStrLn System.IO.stderr . Text.Show.showsInfoPrefix . showString "matches archived game(s):" $ ContextualNotation.QualifiedMoveForest.showsNames maybeMaximumPGNNames ( concatMap ( map fst {-Name-} . snd {-[OnymousResult]-} ) onymousQualifiedMoves ) "" return {-to IO-monad-} playState' -- It's now the other player's move. [(_, remainder)] -> do System.IO.hPutStrLn System.IO.stderr . Text.Show.showsErrorPrefix . showString "the specified " . showString Component.Move.tag . showString " was correctly formatted, but was followed by unexpected text" . Text.ShowList.showsAssociation $ shows remainder "." eventLoop -- Recurse. _ {-no parse-} -> do Control.Monad.unless (null s) $ do System.IO.hPutStrLn System.IO.stderr . Text.Show.showsErrorPrefix . shows s . showString " /~ " $ Notation.MoveNotation.showsMoveSyntax moveNotation "." -- CAVEAT: this error also results from source == destination. Control.Monad.unless (null corrections) . System.IO.hPutStrLn System.IO.stderr . Text.Show.showsInfoPrefix . showString "did you mean " $ shows corrections " ?" eventLoop -- Recurse. in do putStrLn . showString "Enter either a move in " . shows moveNotation . showString "-notation, or '?' for " $ showString UI.PrintObject.helpTag ":" eventLoop ) `either` ( const . Control.Exception.throwIO $ Data.Exception.mkInvalidDatum "BishBosh.UI.Raw.readMove:\tunexpected CECP-options." ) $ Input.UIOptions.getEitherNativeUIOrCECPOptions uiOptions -- | Plays the game. takeTurns :: forall column criterionValue criterionWeight pieceSquareValue positionHash randomGen rankValue row weightedMean x y. ( Control.DeepSeq.NFData column, Control.DeepSeq.NFData criterionWeight, Control.DeepSeq.NFData pieceSquareValue, Control.DeepSeq.NFData rankValue, Control.DeepSeq.NFData row, Control.DeepSeq.NFData weightedMean, Control.DeepSeq.NFData x, Control.DeepSeq.NFData y, Data.Array.IArray.Ix x, Data.Bits.Bits positionHash, Fractional criterionValue, Fractional pieceSquareValue, Fractional rankValue, Fractional weightedMean, Integral column, Integral x, Integral y, Ord positionHash, Read x, Read y, Real criterionValue, Real criterionWeight, Real pieceSquareValue, Real rankValue, Real weightedMean, Show column, Show pieceSquareValue, Show row, Show x, Show y, System.Random.RandomGen randomGen ) => ContextualNotation.PositionHashQualifiedMoveTree.PositionHashQualifiedMoveTree x y positionHash -> randomGen -> State.PlayState.PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y -> IO (State.PlayState.PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y) {-# SPECIALISE takeTurns :: ( Control.DeepSeq.NFData column, Control.DeepSeq.NFData row, Integral column, Show column, Show row, System.Random.RandomGen randomGen ) => ContextualNotation.PositionHashQualifiedMoveTree.PositionHashQualifiedMoveTree T.X T.Y T.PositionHash -> randomGen -> State.PlayState.PlayState column T.CriterionValue T.CriterionWeight T.PieceSquareValue T.PositionHash T.RankValue row T.WeightedMean T.X T.Y -> IO (State.PlayState.PlayState column T.CriterionValue T.CriterionWeight T.PieceSquareValue T.PositionHash T.RankValue row T.WeightedMean T.X T.Y) #-} takeTurns positionHashQualifiedMoveTree randomGen playState = let options = State.PlayState.getOptions playState (ioOptions, searchOptions) = Input.Options.getIOOptions &&& Input.Options.getSearchOptions $ options uiOptions = Input.IOOptions.getUIOptions ioOptions moveNotation = Input.UIOptions.getMoveNotation uiOptions nDecimalDigits = Input.UIOptions.getNDecimalDigits uiOptions verbosity = Input.UIOptions.getVerbosity uiOptions in ( \nativeUIOptions -> do mVar <- Control.Concurrent.newEmptyMVar let show2D :: Model.Game.Game x y -> String show2D = uncurry State.MaybePieceByCoordinates.show2D ( snd {-columns-} . Input.NativeUIOptions.getBoardMagnification &&& Input.NativeUIOptions.getColourScheme $ nativeUIOptions ) ( Notation.MoveNotation.getOrigin moveNotation ) . State.Board.getMaybePieceByCoordinates . Model.Game.getBoard slave :: Maybe (Concurrent.Pondering.Pondering (Component.Move.Move x y)) -> Maybe Component.Move.NMoves -> [randomGen] -> State.PlayState.PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y -> IO (State.PlayState.PlayState column criterionValue criterionWeight pieceSquareValue positionHash rankValue row weightedMean x y) slave maybePondering maybeMaximumPlies ~(randomGen' : randomGens) playState' = let (game', searchOptions') = State.PlayState.getGame &&& Input.Options.getSearchOptions . State.PlayState.getOptions $ playState' in Data.Maybe.maybe ( do startUTCTime <- Data.Time.Clock.getCurrentTime Data.Maybe.maybe ( do playState'' <- readMove positionHashQualifiedMoveTree randomGen' startUTCTime playState' (,) playState'' `fmap` if playState' `State.PlayState.hasMorePlies` playState'' then {-rolled-back-} do Data.Maybe.maybe ( return {-to IO-monad-} () ) ( \Concurrent.Pondering.MkPondering { Concurrent.Pondering.getThreadId = threadId } -> Concurrent.Pondering.abort mVar threadId >>= Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr . Text.ShowList.showsInfoPrefix . showString "pondering invalidated by roll-back => " ) maybePondering return {-to IO-monad-} Nothing else return {-to IO-monad-} maybePondering ) ( \searchDepth' -> Data.Maybe.maybe ( do Control.Monad.when ( verbosity > Data.Default.def && not ( ContextualNotation.PositionHashQualifiedMoveTree.isTerminal positionHashQualifiedMoveTree ) ) . System.IO.hPutStrLn System.IO.stderr $ Text.Show.showsInfoPrefix "failed to find any suitable archived move." let search ss = Control.Monad.Reader.runReader (Search.Search.search searchDepth' ss) searchOptions' searchResult = search $ State.PlayState.getSearchState playState' Data.Maybe.maybe ( return {-to IO-monad-} searchResult ) ( \Concurrent.Pondering.MkPondering { Concurrent.Pondering.getPremise = movePremise, Concurrent.Pondering.getThreadId = threadId } -> if Data.Maybe.maybe False ((== movePremise) . Component.QualifiedMove.getMove . Component.Turn.getQualifiedMove) $ Model.Game.maybeLastTurn game' then do Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr . Text.ShowList.showsInfoPrefix . showString "move-premise validated => waiting on " $ shows threadId "." Control.Concurrent.takeMVar mVar else do Concurrent.Pondering.abort mVar threadId >>= Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr . Text.ShowList.showsInfoPrefix . showString "pondering invalidated by incorrect move-premise => " return {-to IO-monad-} searchResult ) maybePondering >>= ( \searchResult' -> let searchState' = Search.Search.getSearchState searchResult' in case Search.Search.getQuantifiedGames searchResult' of quantifiedGame : continuation -> let bestTurn = Evaluation.QuantifiedGame.getLastTurn quantifiedGame in do elapsedTime <- bestTurn `seq` Data.Time.measureElapsedTime startUTCTime System.IO.hPutStrLn System.IO.stderr . Text.Show.showsInfoPrefix . ( if verbosity == maxBound then Property.ShowFloat.showsFloatToN nDecimalDigits ( Control.Monad.Reader.runReader ( Evaluation.Fitness.evaluateFitness Nothing game' ) $ Input.Options.getEvaluationOptions options :: Attribute.WeightedMeanAndCriterionValues.WeightedMeanAndCriterionValues weightedMean criterionValue ) . Search.Search.showsSeparator -- Prepend the fitness of the original game prior to the result. else id ) $ ( if verbosity > Data.Default.def then Notation.MoveNotation.showsNotationFloatToNDecimals moveNotation nDecimalDigits searchResult' . showString " in " . Data.Time.showsTimeAsSeconds nDecimalDigits elapsedTime else Notation.MoveNotation.showsNotation moveNotation bestTurn ) "." let selectedGame = Evaluation.QuantifiedGame.getGame quantifiedGame Control.Monad.unless (verbosity == minBound) . putStrLn $ show2D selectedGame (,) ( State.PlayState.updateWithAutomaticMove ( Attribute.WeightedMeanAndCriterionValues.getCriterionValues $ Evaluation.QuantifiedGame.getWeightedMeanAndCriterionValues quantifiedGame ) searchState' playState' ) `fmap` if Input.SearchOptions.getUsePondering searchOptions then case continuation of quantifiedGame' : _ -> let turnPremise = Evaluation.QuantifiedGame.getLastTurn quantifiedGame' in fmap Just . ( \positionHashQuantifiedGameTree'' -> Concurrent.Pondering.ponder ( Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr . Text.ShowList.showsInfoPrefix ) ( Component.QualifiedMove.getMove $ Component.Turn.getQualifiedMove turnPremise ) ( showString "move-premise" . Text.ShowList.showsAssociation $ Notation.MoveNotation.showsNotation moveNotation turnPremise "." ) ( search searchState' { Search.SearchState.getPositionHashQuantifiedGameTree = positionHashQuantifiedGameTree'' } ) mVar ) . Data.Maybe.fromMaybe ( Control.Exception.throw $ Data.Exception.mkIncompatibleData "BishBosh.UI.Raw.takeTurns.slave:\tData.RoseTree.reduce failed." ) . Evaluation.PositionHashQuantifiedGameTree.reduce ( (== Evaluation.QuantifiedGame.getLastTurn quantifiedGame') . Evaluation.QuantifiedGame.getLastTurn . Evaluation.PositionHashQuantifiedGameTree.getQuantifiedGame ) $ Search.SearchState.getPositionHashQuantifiedGameTree searchState' _ -> return {-to IO-monad-} Nothing else return {-to IO-monad-} Nothing _ -> Control.Exception.throwIO . Data.Exception.mkRequestFailure . showString "BishBosh.UI.Raw.takeTurns.slave:\tunexpectedly failed to find any moves; " $ shows game' "." -- A gameTerminationReason should have been defined. ) ) ( \(qualifiedMove, names) -> do elapsedTime <- Data.Time.measureElapsedTime startUTCTime Data.Maybe.maybe ( return {-to IO-monad-} () ) ( \Concurrent.Pondering.MkPondering { Concurrent.Pondering.getThreadId = threadId } -> Concurrent.Pondering.abort mVar threadId >>= Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr . Text.ShowList.showsInfoPrefix . showString "pondering pre-empted by standard-opening match => " ) maybePondering let selectedGame = Model.Game.applyQualifiedMove qualifiedMove game' if verbosity == minBound then System.IO.hPutStrLn System.IO.stderr . Text.Show.showsInfoPrefix $ Notation.MoveNotation.showsNotation moveNotation qualifiedMove "." else do Control.Monad.when (verbosity > Data.Default.def) . System.IO.hPutStrLn System.IO.stderr . Text.Show.showsInfoPrefix . showString "selected " . Notation.MoveNotation.showsNotation moveNotation qualifiedMove . showString " from:" . ContextualNotation.QualifiedMoveForest.showsNames ( Input.IOOptions.getMaybeMaximumPGNNames ioOptions ) names . showString "\n\tin " $ Data.Time.showsTimeAsSeconds nDecimalDigits elapsedTime "." putStrLn $ show2D selectedGame return {-to IO-monad-} (State.PlayState.updateWithManualMove selectedGame playState', Nothing) -- N.B.: one could ponder, but would have to construct a game-tree, & the chance of a subsequent standard-opening move is high. ) $ ContextualNotation.PositionHashQualifiedMoveTree.maybeRandomlySelectOnymousQualifiedMove randomGen' ( Input.StandardOpeningOptions.getMatchSwitches $ Input.SearchOptions.getStandardOpeningOptions searchOptions ) game' positionHashQualifiedMoveTree ) ( Model.Game.getNextLogicalColour game' `Data.Map.lookup` Input.SearchOptions.getSearchDepthByLogicalColour searchOptions' ) >>= ( \(playState'', maybePondering') -> do Data.Maybe.maybe ( return {-to IO-monad-} () ) ( \(filePath, automatic) -> let game'' = State.PlayState.getGame playState'' in Control.Monad.when (automatic && show game'' /= show game') . Control.Exception.catch ( System.IO.withFile filePath System.IO.WriteMode (`System.IO.hPrint` game'') ) $ \e -> System.IO.hPutStrLn System.IO.stderr . Text.Show.showsErrorPrefix $ show (e :: Control.Exception.SomeException) ) $ Input.IOOptions.getMaybePersistence ioOptions if State.PlayState.hasApplicationTerminationBeenRequested playState'' then return {-to IO-monad-} playState'' else if Data.Maybe.maybe False (<= 1) maybeMaximumPlies then return {-to IO-monad-} playState'' { State.PlayState.getMaybeApplicationTerminationReason = Just State.ApplicationTerminationReason.maximumPlies } else slave maybePondering' (fmap pred maybeMaximumPlies) randomGens playState'' -- Tail recurse. ) ) ( \gameTerminationReason -> if State.PlayState.hasApplicationTerminationBeenRequested playState' then return {-to IO-monad-} playState' else {-don't terminate the application-} do putStrLn . Text.Show.showsInfoPrefix $ shows gameTerminationReason "." let criterionValueStatistics = State.PlayState.calculateCriterionValueStatistics playState' showsFloat :: Double -> ShowS showsFloat = Numeric.showFFloat $ Just nDecimalDigits Control.Monad.when ( verbosity == maxBound && not (null criterionValueStatistics) ) . System.IO.hPutStrLn System.IO.stderr . Text.Show.showsInfoPrefix . showString "mean & standard-deviation of criterion-values" . Text.ShowList.showsAssociation $ Text.ShowList.showsFormattedList' ( \(mean, standardDeviation) -> showChar '(' . showsFloat mean . Text.ShowList.showsSeparator . showsFloat standardDeviation . showChar ')' ) criterionValueStatistics "." readMove positionHashQualifiedMoveTree randomGen' ( Control.Exception.throw $ Data.Exception.mkInvalidDatum "BishBosh.UI.Raw.takeTurns.slave:\tundefined startUTCTime." ) playState' {-there're zero valid moves, but the user can issue commands-} >>= slave Nothing maybeMaximumPlies randomGens -- Tail recurse. ) $ Model.Game.getMaybeTerminationReason game' Control.Monad.unless (verbosity == minBound) . putStrLn . show2D $ State.PlayState.getGame playState slave Nothing (Input.Options.getMaybeMaximumPlies options) (ToolShed.System.Random.randomGens randomGen) playState ) `either` ( const . Control.Exception.throwIO $ Data.Exception.mkInvalidDatum "BishBosh.UI.Raw.takeTurns:\tunexpected CECP-options." ) $ Input.UIOptions.getEitherNativeUIOrCECPOptions uiOptions