{-# LANGUAGE BlockArguments #-} {-# LANGUAGE ConstraintKinds #-} {-# LANGUAGE DataKinds #-} {-# LANGUAGE OverloadedStrings #-} {-# LANGUAGE QuasiQuotes #-} {-# LANGUAGE RecordWildCards #-} {-# LANGUAGE ViewPatterns #-} -- | -- Module : Swarm.Game.Step -- Copyright : Brent Yorgey -- Maintainer : byorgey@gmail.com -- -- SPDX-License-Identifier: BSD-3-Clause -- -- Facilities for stepping the robot CESK machines, /i.e./ the actual -- interpreter for the Swarm language. module Swarm.Game.Step where import Control.Applicative (liftA2) import Control.Carrier.Error.Either (runError) import Control.Carrier.State.Lazy import Control.Carrier.Throw.Either (ThrowC, runThrow) import Control.Effect.Error import Control.Effect.Lens import Control.Effect.Lift import Control.Lens as Lens hiding (Const, from, parts, use, uses, view, (%=), (+=), (.=), (<+=), (<>=)) import Control.Monad (forM, forM_, guard, msum, unless, when) import Data.Array (bounds, (!)) import Data.Bifunctor (second) import Data.Bool (bool) import Data.Containers.ListUtils (nubOrd) import Data.Either (partitionEithers, rights) import Data.Foldable (asum, traverse_) import Data.Functor (void) import Data.Int (Int64) import Data.IntMap qualified as IM import Data.IntSet qualified as IS import Data.List (find) import Data.List qualified as L import Data.List.NonEmpty (NonEmpty ((:|))) import Data.List.NonEmpty qualified as NE import Data.Map qualified as M import Data.Maybe (catMaybes, fromMaybe, isNothing, listToMaybe) 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 (..), zero, (^+^)) 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.Recipe import Swarm.Game.Robot import Swarm.Game.Scenario (objectiveCondition) import Swarm.Game.State import Swarm.Game.Value import Swarm.Game.World qualified as W import Swarm.Language.Capability import Swarm.Language.Context hiding (delete) import Swarm.Language.Pipeline import Swarm.Language.Pipeline.QQ (tmQ) import Swarm.Language.Requirement qualified as R import Swarm.Language.Syntax import Swarm.Language.Typed (Typed (..)) import Swarm.Util import System.Clock (TimeSpec) import System.Clock qualified import System.Random (UniformRange, uniformR) import Witch (From (from), into) import Prelude hiding (lookup) -- | The main function to do one game tick. The only reason we need -- @IO@ is so that robots can run programs loaded from files, via -- the 'Run' command; but eventually I want to get rid of that -- command and have a library of modules that you can create, edit, -- and run all from within the UI (the library could also be loaded -- from a file when the whole program starts up). gameTick :: (Has (State GameState) sig m, Has (Lift IO) sig m) => m () gameTick = do wakeUpRobotsDoneSleeping robotNames <- use activeRobots forM_ (IS.toList robotNames) $ \rn -> do mr <- uses robotMap (IM.lookup rn) case mr of Nothing -> return () Just curRobot -> do curRobot' <- tickRobot curRobot if curRobot' ^. selfDestruct then deleteRobot rn else do robotMap %= IM.insert rn curRobot' time <- use ticks case waitingUntil curRobot' of Just wakeUpTime -- if w=2 t=1 then we do not needlessly put robot to waiting queue | wakeUpTime - 2 <= time -> return () | otherwise -> sleepUntil rn wakeUpTime Nothing -> unless (isActive curRobot') (sleepForever rn) -- See if the base is finished with a computation, and if so, record -- the result in the game state so it can be displayed by the REPL; -- also save the current store into the robotContext so we can -- restore it the next time we start a computation. mr <- use (robotMap . at 0) case mr of Just r -> do res <- use replStatus case res of REPLWorking (Typed Nothing ty req) -> case getResult r of Just (v, s) -> do replStatus .= REPLWorking (Typed (Just v) ty req) baseRobot . robotContext . defStore .= s Nothing -> return () _otherREPLStatus -> return () Nothing -> return () -- Possibly update the view center. modify recalcViewCenter -- Possibly see if the winning condition for the current objective is met. wc <- use winCondition case wc of WinConditions (obj :| objs) -> do g <- get @GameState -- Execute the win condition check *hypothetically*: i.e. in a -- fresh CESK machine, using a copy of the current game state. v <- runThrow @Exn . evalState @GameState g $ evalPT (obj ^. objectiveCondition) case v of -- Log exceptions in the message queue so we can check for them in tests Left exn -> do em <- use entityMap time <- use ticks let h = hypotheticalRobot (Out VUnit emptyStore []) 0 hid = view robotID h hn = view robotName h farAway = V2 maxBound maxBound let m = LogEntry time ErrorTrace hn hid farAway $ formatExn em exn emitMessage m Right (VBool True) -> winCondition .= maybe (Won False) WinConditions (NE.nonEmpty objs) _ -> return () _ -> return () -- Advance the game time by one. ticks += 1 evalPT :: (Has (Lift IO) sig m, Has (Throw Exn) sig m, Has (State GameState) sig m) => ProcessedTerm -> m Value evalPT t = evaluateCESK (initMachine t empty emptyStore) getNow :: Has (Lift IO) sig m => m TimeSpec getNow = sendIO $ System.Clock.getTime System.Clock.Monotonic -- | Create a special robot to check some hypothetical, for example the win condition. -- -- Use ID (-1) so it won't conflict with any robots currently in the robot map. hypotheticalRobot :: CESK -> TimeSpec -> Robot hypotheticalRobot c = mkRobot (-1) Nothing "hypothesis" [] zero zero defaultRobotDisplay c [] [] True False evaluateCESK :: (Has (Lift IO) sig m, Has (Throw Exn) sig m, Has (State GameState) sig m) => CESK -> m Value evaluateCESK cesk = do createdAt <- getNow let r = hypotheticalRobot cesk createdAt addRobot r -- Add the special robot to the robot map, so it can look itself up if needed evalState r . runCESK $ cesk runCESK :: ( Has (Lift IO) sig m , Has (Throw Exn) sig m , Has (State GameState) sig m , Has (State Robot) sig m ) => CESK -> m Value runCESK (Up exn _ []) = throwError exn runCESK cesk = case finalValue cesk of Just (v, _) -> return v Nothing -> stepCESK cesk >>= runCESK ------------------------------------------------------------ -- Some utility functions ------------------------------------------------------------ -- | Set a flag telling the UI that the world needs to be redrawn. flagRedraw :: (Has (State GameState) sig m) => m () flagRedraw = needsRedraw .= True -- | Perform an action requiring a 'W.World' state component in a -- larger context with a 'GameState'. zoomWorld :: (Has (State GameState) sig m) => StateC (W.World Int Entity) Identity b -> m b zoomWorld n = do w <- use world let (w', a) = run (runState w n) world .= w' return a -- | Get the entity (if any) at a given location. entityAt :: (Has (State GameState) sig m) => V2 Int64 -> m (Maybe Entity) entityAt loc = zoomWorld (W.lookupEntityM @Int (W.locToCoords loc)) -- | Modify the entity (if any) at a given location. updateEntityAt :: (Has (State GameState) sig m) => V2 Int64 -> (Maybe Entity -> Maybe Entity) -> m () updateEntityAt loc upd = zoomWorld (W.updateM @Int (W.locToCoords loc) upd) -- | Get the robot with a given ID. robotWithID :: (Has (State GameState) sig m) => RID -> m (Maybe Robot) robotWithID rid = use (robotMap . at rid) -- | Get the robot with a given name. robotWithName :: (Has (State GameState) sig m) => Text -> m (Maybe Robot) robotWithName rname = use (robotMap . to IM.elems . to (find $ \r -> r ^. robotName == rname)) -- | Generate a uniformly random number using the random generator in -- the game state. uniform :: (Has (State GameState) sig m, UniformRange a) => (a, a) -> m a uniform bnds = do rand <- use randGen let (n, g) = uniformR bnds rand randGen .= g return n -- | Given a weighting function and a list of values, choose one of -- the values randomly (using the random generator in the game -- state), with the probability of each being proportional to its -- weight. Return @Nothing@ if the list is empty. weightedChoice :: Has (State GameState) sig m => (a -> Integer) -> [a] -> m (Maybe a) weightedChoice weight as = do r <- uniform (0, total - 1) return $ go r as where total = sum (map weight as) go _ [] = Nothing go !k (x : xs) | k < w = Just x | otherwise = go (k - w) xs where w = weight x -- | Generate a random robot name in the form adjective_name. randomName :: Has (State GameState) sig m => m Text randomName = do adjs <- use @GameState adjList names <- use @GameState nameList i <- uniform (bounds adjs) j <- uniform (bounds names) return $ T.concat [adjs ! i, "_", names ! j] ------------------------------------------------------------ -- Debugging ------------------------------------------------------------ -- | Create a log entry given current robot and game time in ticks noting whether it has been said. -- -- This is the more generic version used both for (recorded) said messages and normal logs. createLogEntry :: (Has (State GameState) sig m, Has (State Robot) sig m) => LogSource -> Text -> m LogEntry createLogEntry source msg = do rid <- use robotID rn <- use robotName time <- use ticks loc <- use robotLocation pure $ LogEntry time source rn rid loc msg -- | Print some text via the robot's log. traceLog :: (Has (State GameState) sig m, Has (State Robot) sig m) => LogSource -> Text -> m LogEntry traceLog source msg = do m <- createLogEntry source msg robotLog %= (Seq.|> m) return m -- | Print a showable value via the robot's log. -- -- Useful for debugging. traceLogShow :: (Has (State GameState) sig m, Has (State Robot) sig m, Show a) => a -> m () traceLogShow = void . traceLog Logged . from . show ------------------------------------------------------------ -- Exceptions and validation ------------------------------------------------------------ -- | Capabilities needed for a specific robot to evaluate or execute a -- constant. Right now, the only difference is whether the robot is -- heavy or not when executing the 'Move' command, but there might -- be other exceptions added in the future. constCapsFor :: Const -> Robot -> Maybe Capability constCapsFor Move r | r ^. robotHeavy = Just CMoveheavy constCapsFor c _ = constCaps c -- | Ensure that a robot is capable of executing a certain constant -- (either because it has a device which gives it that capability, -- or it is a system robot, or we are in creative mode). ensureCanExecute :: (Has (State Robot) sig m, Has (State GameState) sig m, Has (Throw Exn) sig m) => Const -> m () ensureCanExecute c = gets @Robot (constCapsFor c) >>= \case Nothing -> pure () Just cap -> do creative <- use creativeMode sys <- use systemRobot robotCaps <- use robotCapabilities let hasCaps = cap `S.member` robotCaps (sys || creative || hasCaps) `holdsOr` Incapable FixByInstall (R.singletonCap cap) (TConst c) -- | Test whether the current robot has a given capability (either -- because it has a device which gives it that capability, or it is a -- system robot, or we are in creative mode). hasCapability :: (Has (State Robot) sig m, Has (State GameState) sig m) => Capability -> m Bool hasCapability cap = do creative <- use creativeMode sys <- use systemRobot caps <- use robotCapabilities return (sys || creative || cap `S.member` caps) -- | Ensure that either a robot has a given capability, OR we are in creative -- mode. hasCapabilityFor :: (Has (State Robot) sig m, Has (State GameState) sig m, Has (Throw Exn) sig m) => Capability -> Term -> m () hasCapabilityFor cap term = do h <- hasCapability cap h `holdsOr` Incapable FixByInstall (R.singletonCap cap) term -- | Create an exception about a command failing. cmdExn :: Const -> [Text] -> Exn cmdExn c parts = CmdFailed c (T.unwords parts) -- | Raise an exception about a command failing with a formatted error message. raise :: (Has (Throw Exn) sig m) => Const -> [Text] -> m a raise c parts = throwError (cmdExn c parts) -- | Run a subcomputation that might throw an exception in a context -- where we are returning a CESK machine; any exception will be -- turned into an 'Up' state. withExceptions :: Monad m => Store -> Cont -> ThrowC Exn m CESK -> m CESK withExceptions s k m = do res <- runThrow m case res of Left exn -> return $ Up exn s k Right a -> return a ------------------------------------------------------------ -- Stepping robots ------------------------------------------------------------ -- | Run a robot for one tick, which may consist of up to -- 'robotStepsPerTick' CESK machine steps and at most one tangible -- command execution, whichever comes first. tickRobot :: (Has (State GameState) sig m, Has (Lift IO) sig m) => Robot -> m Robot tickRobot r = do steps <- use robotStepsPerTick tickRobotRec (r & tickSteps .~ steps) -- | Recursive helper function for 'tickRobot', which checks if the -- robot is actively running and still has steps left, and if so -- runs it for one step, then calls itself recursively to continue -- stepping the robot. tickRobotRec :: (Has (State GameState) sig m, Has (Lift IO) sig m) => Robot -> m Robot tickRobotRec r | isActive r && (r ^. runningAtomic || r ^. tickSteps > 0) = stepRobot r >>= tickRobotRec | otherwise = return r -- | Single-step a robot by decrementing its 'tickSteps' counter and -- running its CESK machine for one step. stepRobot :: (Has (State GameState) sig m, Has (Lift IO) sig m) => Robot -> m Robot stepRobot r = do (r', cesk') <- runState (r & tickSteps -~ 1) (stepCESK (r ^. machine)) return $ r' & machine .~ cesk' -- | The main CESK machine workhorse. Given a robot, look at its CESK -- machine state and figure out a single next step. stepCESK :: (Has (State GameState) sig m, Has (State Robot) sig m, Has (Lift IO) sig m) => CESK -> m CESK stepCESK cesk = case cesk of -- (sendIO $ appendFile "out.txt" (prettyCESK cesk)) >> ------------------------------------------------------------ -- Evaluation -- We wake up robots whose wake-up time has been reached. If it hasn't yet -- then stepCESK is a no-op. Waiting wakeupTime cesk' -> do time <- use ticks if wakeupTime <= time then stepCESK cesk' else return cesk Out v s (FImmediate wf rf : k) -> do wc <- worldUpdate wf <$> use world case wc of Left exn -> return $ Up exn s k Right wo -> do robotInventory %= robotUpdateInventory rf world .= wo needsRedraw .= True stepCESK (Out v s k) -- Now some straightforward cases. These all immediately turn -- into values. In TUnit _ s k -> return $ Out VUnit s k In (TDir d) _ s k -> return $ Out (VDir d) s k In (TInt n) _ s k -> return $ Out (VInt n) s k In (TText str) _ s k -> return $ Out (VText str) s k In (TBool b) _ s k -> return $ Out (VBool b) s k -- There should not be any antiquoted variables left at this point. In (TAntiText v) _ s k -> return $ Up (Fatal (T.append "Antiquoted variable found at runtime: $str:" v)) s k In (TAntiInt v) _ s k -> return $ Up (Fatal (T.append "Antiquoted variable found at runtime: $int:" v)) s k -- Require and requireDevice just turn into no-ops. In (TRequireDevice {}) e s k -> return $ In (TConst Noop) e s k In (TRequire {}) e s k -> return $ In (TConst Noop) e s k -- Normally it's not possible to have a TRobot value in surface -- syntax, but the salvage command generates a program that needs to -- refer directly to the salvaging robot. In (TRobot rid) _ s k -> return $ Out (VRobot rid) s k -- Function constants of arity 0 are evaluated immediately -- (e.g. parent, self). Any other constant is turned into a VCApp, -- which is waiting for arguments and/or an FExec frame. In (TConst c) _ s k | arity c == 0 && not (isCmd c) -> evalConst c [] s k | otherwise -> return $ Out (VCApp c []) s k -- To evaluate a variable, just look it up in the context. In (TVar x) e s k -> withExceptions s k $ do v <- lookup x e `isJustOr` Fatal (T.unwords ["Undefined variable", x, "encountered while running the interpreter."]) return $ Out v s k -- To evaluate a pair, start evaluating the first component. In (TPair t1 t2) e s k -> return $ In t1 e s (FSnd t2 e : k) -- Once that's done, evaluate the second component. Out v1 s (FSnd t2 e : k) -> return $ In t2 e s (FFst v1 : k) -- Finally, put the results together into a pair value. Out v2 s (FFst v1 : k) -> return $ Out (VPair v1 v2) s k -- Lambdas immediately turn into closures. In (TLam x _ t) e s k -> return $ Out (VClo x t e) s k -- To evaluate an application, start by focusing on the left-hand -- side and saving the argument for later. In (TApp t1 t2) e s k -> return $ In t1 e s (FArg t2 e : k) -- Once that's done, switch to evaluating the argument. Out v1 s (FArg t2 e : k) -> return $ In t2 e s (FApp v1 : k) -- We can evaluate an application of a closure in the usual way. Out v2 s (FApp (VClo x t e) : k) -> return $ In t (addBinding x v2 e) s k -- We can also evaluate an application of a constant by collecting -- arguments, eventually dispatching to evalConst for function -- constants. Out v2 s (FApp (VCApp c args) : k) | not (isCmd c) && arity c == length args + 1 -> evalConst c (reverse (v2 : args)) s k | otherwise -> return $ Out (VCApp c (v2 : args)) s k Out _ s (FApp _ : _) -> badMachineState s "FApp of non-function" -- To evaluate non-recursive let expressions, we start by focusing on the -- let-bound expression. In (TLet False x _ t1 t2) e s k -> return $ In t1 e s (FLet x t2 e : k) -- To evaluate recursive let expressions, we evaluate the memoized -- delay of the let-bound expression. Every free occurrence of x -- in the let-bound expression and the body has already been -- rewritten by elaboration to 'force x'. In (TLet True x _ t1 t2) e s k -> return $ In (TDelay (MemoizedDelay $ Just x) t1) e s (FLet x t2 e : k) -- Once we've finished with the let-binding, we switch to evaluating -- the body in a suitably extended environment. Out v1 s (FLet x t2 e : k) -> return $ In t2 (addBinding x v1 e) s k -- Definitions immediately turn into VDef values, awaiting execution. In tm@(TDef r x _ t) e s k -> withExceptions s k $ do hasCapabilityFor CEnv tm return $ Out (VDef r x t e) s k -- Bind expressions don't evaluate: just package it up as a value -- until such time as it is to be executed. In (TBind mx t1 t2) e s k -> return $ Out (VBind mx t1 t2 e) s k -- Simple (non-memoized) delay expressions immediately turn into -- VDelay values, awaiting application of 'Force'. In (TDelay SimpleDelay t) e s k -> return $ Out (VDelay t e) s k -- For memoized delay expressions, we allocate a new cell in the store and -- return a reference to it. In (TDelay (MemoizedDelay x) t) e s k -> do -- Note that if the delay expression is recursive, we add a -- binding to the environment that wil be used to evaluate the -- body, binding the variable to a reference to the memory cell we -- just allocated for the body expression itself. As a fun aside, -- notice how Haskell's recursion and laziness play a starring -- role: @loc@ is both an output from @allocate@ and used as part -- of an input! =D let (loc, s') = allocate (maybe id (`addBinding` VRef loc) x e) t s return $ Out (VRef loc) s' k -- If we see an update frame, it means we're supposed to set the value -- of a particular cell to the value we just finished computing. Out v s (FUpdate loc : k) -> return $ Out v (setCell loc (V v) s) k ------------------------------------------------------------ -- Execution -- To execute a definition, we immediately turn the body into a -- delayed value, so it will not even be evaluated until it is -- called. We memoize both recursive and non-recursive definitions, -- since the point of a definition is that it may be used many times. Out (VDef r x t e) s (FExec : k) -> return $ In (TDelay (MemoizedDelay $ bool Nothing (Just x) r) t) e s (FDef x : k) -- Once we have finished evaluating the (memoized, delayed) body of -- a definition, we return a special VResult value, which packages -- up the return value from the @def@ command itself (@unit@) -- together with the resulting environment (the variable bound to -- the delayed value). Out v s (FDef x : k) -> return $ Out (VResult VUnit (singleton x v)) s k -- To execute a constant application, delegate to the 'evalConst' -- function. Set tickSteps to 0 if the command is supposed to take -- a tick, so the robot won't take any more steps this tick. Out (VCApp c args) s (FExec : k) -> do when (isTangible c) $ tickSteps .= 0 evalConst c (reverse args) s k -- Reset the runningAtomic flag when we encounter an FFinishAtomic frame. Out v s (FFinishAtomic : k) -> do runningAtomic .= False return $ Out v s k -- To execute a bind expression, evaluate and execute the first -- command, and remember the second for execution later. Out (VBind mx c1 c2 e) s (FExec : k) -> return $ In c1 e s (FExec : FBind mx c2 e : k) -- If first command completes with a value along with an environment -- resulting from definition commands and/or binds, switch to -- evaluating the second command of the bind. Extend the -- environment with both the environment resulting from the first -- command, as well as a binding for the result (if the bind was of -- the form @x <- c1; c2@). Remember that we must execute the -- second command once it has been evaluated, then union any -- resulting definition environment with the definition environment -- from the first command. Out (VResult v ve) s (FBind mx t2 e : k) -> do let ve' = maybe id (`addBinding` v) mx ve return $ In t2 (e `union` ve') s (FExec : fUnionEnv ve' k) -- If the first command completes with a simple value and there is no binder, -- then we just continue without worrying about the environment. Out _ s (FBind Nothing t2 e : k) -> return $ In t2 e s (FExec : k) -- If the first command completes with a simple value and there is a binder, -- we promote it to the returned environment as well. Out v s (FBind (Just x) t2 e : k) -> do return $ In t2 (addBinding x v e) s (FExec : fUnionEnv (singleton x v) k) -- If a command completes with a value and definition environment, -- and the next continuation frame contains a previous environment -- to union with, then pass the unioned environments along in -- another VResult. Out (VResult v e2) s (FUnionEnv e1 : k) -> return $ Out (VResult v (e1 `union` e2)) s k -- Or, if a command completes with no environment, but there is a -- previous environment to union with, just use that environment. Out v s (FUnionEnv e : k) -> return $ Out (VResult v e) s k -- If the top of the continuation stack contains a 'FLoadEnv' frame, -- it means we are supposed to load up the resulting definition -- environment, store, and type and capability contexts into the robot's -- top-level environment and contexts, so they will be available to -- future programs. Out (VResult v e) s (FLoadEnv ctx rctx : k) -> do robotContext . defVals %= (`union` e) robotContext . defTypes %= (`union` ctx) robotContext . defReqs %= (`union` rctx) return $ Out v s k Out v s (FLoadEnv {} : k) -> return $ Out v s k -- Any other type of value wiwth an FExec frame is an error (should -- never happen). Out _ s (FExec : _) -> badMachineState s "FExec frame with non-executable value" -- If we see a VResult in any other context, simply discard it. For -- example, this is what happens when there are binders (i.e. a "do -- block") nested inside another block instead of at the top level. -- It used to be that (1) only 'def' could generate a VResult, and -- (2) 'def' was guaranteed to only occur at the top level, hence -- any VResult would be caught by a FLoadEnv frame, and seeing a -- VResult anywhere else was an error. But -- https://github.com/swarm-game/swarm/commit/b62d27e566565aa9a3ff351d91b23d2589b068dc -- made top-level binders export a variable binding, also via the -- VResult mechanism, and unlike 'def', binders do not have to occur -- at the top level only. This led to -- https://github.com/swarm-game/swarm/issues/327 , which was fixed -- by changing this case from an error to simply ignoring the -- VResult wrapper. Out (VResult v _) s k -> return $ Out v s k ------------------------------------------------------------ -- Exception handling ------------------------------------------------------------ -- First, if we were running a try block but evaluation completed normally, -- just ignore the try block and continue. Out v s (FTry {} : k) -> return $ Out v s k -- If an exception rises all the way to the top level without being -- handled, turn it into an error message. -- HOWEVER, we have to make sure to check that the robot has the -- 'log' capability which is required to collect and view logs. -- -- Notice how we call resetBlackholes on the store, so that any -- cells which were in the middle of being evaluated will be reset. Up exn s [] -> do let s' = resetBlackholes s h <- hasCapability CLog em <- use entityMap if h then do void $ traceLog ErrorTrace (formatExn em exn) return $ Out VUnit s [] else return $ Out VUnit s' [] -- Fatal errors, capability errors, and infinite loop errors can't -- be caught; just throw away the continuation stack. Up exn@Fatal {} s _ -> return $ Up exn s [] Up exn@Incapable {} s _ -> return $ Up exn s [] Up exn@InfiniteLoop {} s _ -> return $ Up exn s [] -- Otherwise, if we are raising an exception up the continuation -- stack and come to a Try frame, force and then execute the associated catch -- block. Up _ s (FTry c : k) -> return $ Out c s (FApp (VCApp Force []) : FExec : k) -- Otherwise, keep popping from the continuation stack. Up exn s (_ : k) -> return $ Up exn s k -- Finally, if we're done evaluating and the continuation stack is -- empty, return the machine unchanged. done@(Out _ _ []) -> return done where badMachineState s msg = let msg' = T.unlines [ T.append "Bad machine state in stepRobot: " msg , from (prettyCESK cesk) ] in return $ Up (Fatal msg') s [] -- Note, the order of arguments to `union` is important in the below -- definition of fUnionEnv. I wish I knew how to add an automated -- test for this. But you can tell the difference in the following -- REPL session: -- -- > x <- return 1; x <- return 2 -- 2 : int -- > x -- 2 : int -- -- If we switch the code to read 'e1 `union` e2' instead, then -- the first expression above still correctly evaluates to 2, but -- x ends up incorrectly bound to 1. fUnionEnv e1 = \case FUnionEnv e2 : k -> FUnionEnv (e2 `union` e1) : k k -> FUnionEnv e1 : k -- | Eexecute a constant, catching any exception thrown and returning -- it via a CESK machine state. evalConst :: (Has (State GameState) sig m, Has (State Robot) sig m, Has (Lift IO) sig m) => Const -> [Value] -> Store -> Cont -> m CESK evalConst c vs s k = do res <- runError $ execConst c vs s k case res of Left exn -> return $ Up exn s k Right cek' -> return cek' -- | A system program for a "seed robot", to regrow a growable entity -- after it is harvested. seedProgram :: Integer -> Integer -> Text -> ProcessedTerm seedProgram minTime randTime thing = [tmQ| try { r <- random (1 + $int:randTime); wait (r + $int:minTime); appear "|"; r <- random (1 + $int:randTime); wait (r + $int:minTime); place $str:thing; } {}; selfdestruct |] -- | Construct a "seed robot" from entity, time range and position, -- and add it to the world. It has low priority and will be covered -- by placed entities. addSeedBot :: Has (State GameState) sig m => Entity -> (Integer, Integer) -> V2 Int64 -> TimeSpec -> m () addSeedBot e (minT, maxT) loc ts = void $ addTRobot $ mkRobot () Nothing "seed" ["A growing seed."] (Just loc) (V2 0 0) ( defaultEntityDisplay '.' & displayAttr .~ (e ^. entityDisplay . displayAttr) & displayPriority .~ 0 ) (initMachine (seedProgram minT (maxT - minT) (e ^. entityName)) empty emptyStore) [] [(1, e)] True False ts -- | All functions that are used for robot step can access 'GameState' and the current 'Robot'. -- -- They can also throw exception of our custom type, which is handled elsewhere. -- Because of that the constraint is only 'Throw', but not 'Catch'/'Error'. type HasRobotStepState sig m = (Has (State GameState) sig m, Has (State Robot) sig m, Has (Throw Exn) sig m) -- | Interpret the execution (or evaluation) of a constant application -- to some values. execConst :: (HasRobotStepState sig m, Has (Lift IO) sig m) => Const -> [Value] -> Store -> Cont -> m CESK execConst c vs s k = do -- First, ensure the robot is capable of executing/evaluating this constant. ensureCanExecute c -- Now proceed to actually carry out the operation. case c of Noop -> return $ Out VUnit s k Return -> case vs of [v] -> return $ Out v s k _ -> badConst Wait -> case vs of [VInt d] -> do time <- use ticks return $ Waiting (time + d) (Out VUnit s k) _ -> badConst Selfdestruct -> do destroyIfNotBase flagRedraw return $ Out VUnit s k Move -> do -- Figure out where we're going loc <- use robotLocation orient <- use robotOrientation let nextLoc = loc ^+^ (orient ? zero) checkMoveAhead nextLoc $ MoveFailure { failIfBlocked = ThrowExn , failIfDrown = Destroy } updateRobotLocation loc nextLoc return $ Out VUnit s k Teleport -> case vs of [VRobot rid, VPair (VInt x) (VInt y)] -> do -- Make sure the other robot exists and is close target <- getRobotWithinTouch rid -- either change current robot or one in robot map let oldLoc = target ^. robotLocation nextLoc = V2 (fromIntegral x) (fromIntegral y) onTarget rid $ do checkMoveAhead nextLoc $ MoveFailure { failIfBlocked = Destroy , failIfDrown = Destroy } updateRobotLocation oldLoc nextLoc return $ Out VUnit s k _ -> badConst Grab -> doGrab Grab' Harvest -> doGrab Harvest' Swap -> case vs of [VText name] -> do loc <- use robotLocation -- Make sure the robot has the thing in its inventory e <- hasInInventoryOrFail name -- Grab r <- doGrab Swap' case r of Out {} -> do -- Place the entity and remove it from the inventory updateEntityAt loc (const (Just e)) robotInventory %= delete e _ -> pure () return r _ -> badConst Turn -> case vs of [VDir d] -> do when (isCardinal d) $ hasCapabilityFor COrient (TDir d) robotOrientation . _Just %= applyTurn d flagRedraw return $ Out VUnit s k _ -> badConst Place -> case vs of [VText name] -> do loc <- use robotLocation -- Make sure there's nothing already here nothingHere <- isNothing <$> entityAt loc nothingHere `holdsOrFail` ["There is already an entity here."] -- Make sure the robot has the thing in its inventory e <- hasInInventoryOrFail name -- Place the entity and remove it from the inventory updateEntityAt loc (const (Just e)) robotInventory %= delete e flagRedraw return $ Out VUnit s k _ -> badConst Give -> case vs of [VRobot otherID, VText itemName] -> do -- Make sure the other robot exists and is close _other <- getRobotWithinTouch otherID item <- ensureItem itemName "give" -- Giving something to ourself should be a no-op. We need -- this as a special case since it will not work to modify -- ourselves in the robotMap --- after performing a tick we -- return a modified Robot which gets put back in the -- robotMap, overwriting any changes to this robot made -- directly in the robotMap during the tick. myID <- use robotID focusedID <- use focusedRobotID when (otherID /= myID) $ do -- Make the exchange robotMap . at otherID . _Just . robotInventory %= insert item robotInventory %= delete item -- Flag the UI for a redraw if we are currently showing either robot's inventory when (focusedID == myID || focusedID == otherID) flagRedraw return $ Out VUnit s k _ -> badConst Install -> case vs of [VRobot otherID, VText itemName] -> do -- Make sure the other robot exists and is close _other <- getRobotWithinTouch otherID item <- ensureItem itemName "install" myID <- use robotID focusedID <- use focusedRobotID case otherID == myID of -- We have to special case installing something on ourselves -- for the same reason as Give. True -> do -- Don't do anything if the robot already has the device. already <- use (installedDevices . to (`E.contains` item)) unless already $ do installedDevices %= insert item robotInventory %= delete item -- Flag the UI for a redraw if we are currently showing our inventory when (focusedID == myID) flagRedraw False -> do let otherDevices = robotMap . at otherID . _Just . installedDevices already <- use $ pre (otherDevices . to (`E.contains` item)) unless (already == Just True) $ do robotMap . at otherID . _Just . installedDevices %= insert item robotInventory %= delete item -- Flag the UI for a redraw if we are currently showing -- either robot's inventory when (focusedID == myID || focusedID == otherID) flagRedraw return $ Out VUnit s k _ -> badConst Make -> case vs of [VText name] -> do inv <- use robotInventory ins <- use installedDevices em <- use entityMap e <- lookupEntityName name em `isJustOrFail` ["I've never heard of", indefiniteQ name <> "."] outRs <- use 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 installed" displayMissingIngredient (MissingIngredient mk mc me) = " - " <> me ^. entityName <> " (" <> displayMissingCount mc mk <> ")" displayMissingIngredients xs = L.intercalate ["OR"] (map displayMissingIngredient <$> xs) -- Try recipes and make a weighted random choice among the -- ones we have ingredients for. let (badRecipes, goodRecipes) = partitionEithers . map (make (inv, ins)) $ recipes chosenRecipe <- weightedChoice (^. _3 . recipeWeight) goodRecipes (invTaken, changeInv, recipe) <- chosenRecipe `isJustOrFail` create [ "You don't have the ingredients to make" , indefinite name <> "." , "Missing:\n" <> T.unlines (displayMissingIngredients badRecipes) ] -- take recipe inputs from inventory and add outputs after recipeTime robotInventory .= invTaken traverse_ (updateDiscoveredEntities . snd) (recipe ^. recipeOutputs) finishCookingRecipe recipe (WorldUpdate Right) (RobotUpdate changeInv) _ -> badConst Has -> case vs of [VText name] -> do inv <- use robotInventory return $ Out (VBool ((> 0) $ countByName name inv)) s k _ -> badConst Installed -> case vs of [VText name] -> do inv <- use installedDevices return $ Out (VBool ((> 0) $ countByName name inv)) s k _ -> badConst Count -> case vs of [VText name] -> do inv <- use robotInventory return $ Out (VInt (fromIntegral $ countByName name inv)) s k _ -> badConst Whereami -> do V2 x y <- use robotLocation return $ Out (VPair (VInt (fromIntegral x)) (VInt (fromIntegral y))) s k Time -> do t <- use ticks return $ Out (VInt t) s k Drill -> case vs of [VDir d] -> do rname <- use robotName inv <- use robotInventory ins <- use installedDevices let toyDrill = lookupByName "drill" ins metalDrill = lookupByName "metal drill" ins insDrill = listToMaybe $ metalDrill <> toyDrill drill <- insDrill `isJustOr` Fatal "Drill is required but not installed?!" let directionText = case d of DDown -> "under" DForward -> "ahead of" DBack -> "behind" _ -> dirSyntax (dirInfo d) <> " of" (nextLoc, nextME) <- lookInDirection d nextE <- nextME `isJustOrFail` ["There is nothing to drill", directionText, "robot", rname <> "."] inRs <- use recipesIn let recipes = filter drilling (recipesFor inRs nextE) drilling = any ((== drill) . snd) . view recipeRequirements not (null recipes) `holdsOrFail` ["There is no way to drill", indefinite (nextE ^. entityName) <> "."] -- add the drilled 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 drill", indefinite (nextE ^. entityName) <> "."] let (out, down) = L.partition ((`hasProperty` Portable) . snd) outs changeInv = flip (L.foldl' (flip $ uncurry insertCount)) out . flip (L.foldl' (flip $ insertCount 0)) (map snd down) changeWorld = changeWorld' nextE nextLoc down -- take recipe inputs from inventory and add outputs after recipeTime robotInventory .= invTaken finishCookingRecipe recipe (WorldUpdate changeWorld) (RobotUpdate changeInv) _ -> badConst Blocked -> do loc <- use robotLocation orient <- use robotOrientation let nextLoc = loc ^+^ (orient ? zero) me <- entityAt nextLoc return $ Out (VBool (maybe False (`hasProperty` Unwalkable) me)) s k Scan -> case vs of [VDir d] -> do (_loc, me) <- lookInDirection d res <- case me of Nothing -> return $ VInj False VUnit Just e -> do robotInventory %= insertCount 0 e updateDiscoveredEntities e return $ VInj True (VText (e ^. entityName)) return $ Out res s k _ -> badConst Knows -> case vs of [VText name] -> do inv <- use robotInventory ins <- use installedDevices let allKnown = inv `E.union` ins let knows = case E.lookupByName name allKnown of [] -> False _ -> True return $ Out (VBool knows) s k _ -> badConst Upload -> case vs of [VRobot otherID] -> do -- Make sure the other robot exists and is close _other <- getRobotWithinTouch otherID -- Upload knowledge of everything in our inventory inv <- use robotInventory forM_ (elems inv) $ \(_, e) -> robotMap . at otherID . _Just . robotInventory %= insertCount 0 e -- Upload our log rlog <- use robotLog robotMap . at otherID . _Just . robotLog <>= rlog return $ Out VUnit s k _ -> badConst Random -> case vs of [VInt hi] -> do n <- uniform (0, hi - 1) return $ Out (VInt n) s k _ -> badConst Atomic -> 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 As -> case vs of [VRobot rid, prog] -> do -- Get the named robot and current game state r <- robotWithID rid >>= (`isJustOrFail` ["There is no robot with ID", from (show rid)]) g <- get @GameState -- Execute the given program *hypothetically*: i.e. in a fresh -- CESK machine, using *copies* of the current store, robot -- and game state. We discard the state afterwards so any -- modifications made by prog do not persist. Note we also -- set the copied robot to be a "system" robot so it is -- capable of executing any commands; the As command -- already requires "God" capability. v <- evalState @Robot (r & systemRobot .~ True) . evalState @GameState g $ runCESK (Out prog s [FApp (VCApp Force []), FExec]) -- Return the value returned by the hypothetical command. return $ Out v s k _ -> badConst RobotNamed -> case vs of [VText rname] -> do r <- robotWithName rname >>= (`isJustOrFail` ["There is no robot named", rname]) let robotValue = VRobot (r ^. robotID) return $ Out robotValue s k _ -> badConst RobotNumbered -> case vs of [VInt rid] -> do r <- robotWithID (fromIntegral rid) >>= (`isJustOrFail` ["There is no robot with number", from (show rid)]) let robotValue = VRobot (r ^. robotID) return $ Out robotValue s k _ -> badConst Say -> case vs of [VText msg] -> do creative <- use creativeMode system <- use systemRobot loc <- use robotLocation m <- traceLog Said msg -- current robot will inserted to robot set, so it needs the log emitMessage m let addLatestClosest rl = \case Seq.Empty -> Seq.Empty es Seq.:|> e | e ^. leTime < m ^. leTime -> es |> e |> m | manhattan rl (e ^. leLocation) > manhattan rl (m ^. leLocation) -> es |> m | otherwise -> es |> e let addToRobotLog :: Has (State GameState) sgn m => Robot -> m () addToRobotLog r = do r' <- execState r $ do hasLog <- hasCapability CLog hasListen <- hasCapability CListen loc' <- use robotLocation when (hasLog && hasListen) (robotLog %= addLatestClosest loc') addRobot r' robotsAround <- if creative || system then use $ robotMap . to IM.elems else gets $ robotsInArea loc hearingDistance mapM_ addToRobotLog robotsAround return $ Out VUnit s k _ -> badConst Listen -> do gs <- get @GameState loc <- use robotLocation rid <- use robotID creative <- use creativeMode system <- use systemRobot mq <- use messageQueue let isClose e = system || creative || messageIsFromNearby loc e let notMine e = rid /= e ^. leRobotID let limitLast = \case _s Seq.:|> l -> Just $ l ^. leText _ -> Nothing let mm = limitLast . Seq.filter (liftA2 (&&) notMine isClose) $ Seq.takeWhileR (messageIsRecent gs) mq return $ maybe (In (TConst Listen) mempty s (FExec : k)) -- continue listening (\m -> Out (VText m) s k) -- return found message mm Log -> case vs of [VText msg] -> do void $ traceLog Logged msg return $ Out VUnit s k _ -> badConst View -> case vs of [VRobot rid] -> do _ <- robotWithID rid >>= (`isJustOrFail` ["There is no robot with ID", from (show rid), "to view."]) -- 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) $ viewCenterRule .= VCRobot rid return $ Out VUnit s k _ -> badConst Appear -> case vs of [VText app] -> do flagRedraw case into @String app of [dc] -> do robotDisplay . defaultChar .= dc robotDisplay . orientationMap .= M.empty return $ Out VUnit s k [dc, nc, ec, sc, wc] -> do robotDisplay . defaultChar .= dc robotDisplay . orientationMap . ix DNorth .= nc robotDisplay . orientationMap . ix DEast .= ec robotDisplay . orientationMap . ix DSouth .= sc robotDisplay . orientationMap . ix DWest .= wc return $ Out VUnit s k _other -> raise Appear [quote app, "is not a valid appearance string. 'appear' must be given a string with exactly 1 or 5 characters."] _ -> badConst Create -> case vs of [VText name] -> do em <- use entityMap e <- lookupEntityName name em `isJustOrFail` ["I've never heard of", indefiniteQ name <> "."] robotInventory %= insert e updateDiscoveredEntities e return $ Out VUnit s k _ -> badConst Ishere -> case vs of [VText name] -> do loc <- use robotLocation me <- entityAt loc case me of Nothing -> return $ Out (VBool False) s k Just e -> return $ Out (VBool (T.toLower (e ^. entityName) == T.toLower name)) s k _ -> badConst 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 Whoami -> case vs of [] -> do name <- use robotName return $ Out (VText name) s k _ -> badConst Setname -> case vs of [VText name] -> do robotName .= name return $ Out VUnit s k _ -> badConst Force -> case vs of [VDelay t e] -> return $ In t e s k [VRef loc] -> -- To force a VRef, we look up the location in the store. case lookupCell loc s of -- If there's no cell at that location, it's a bug! It -- shouldn't be possible to get a VRef to a non-existent -- location, since the only way VRefs get created is at the -- time we allocate a new cell. Nothing -> return $ Up (Fatal $ T.append "Reference to unknown memory cell " (from (show loc))) s k -- If the location contains an unevaluated expression, it's -- time to evaluate it. Set the cell to a 'Blackhole', push -- an 'FUpdate' frame so we remember to update the location -- to its value once we finish evaluating it, and focus on -- the expression. Just (E t e') -> return $ In t e' (setCell loc (Blackhole t e') s) (FUpdate loc : k) -- If the location contains a Blackhole, that means we are -- already currently in the middle of evaluating it, i.e. it -- depends on itself, so throw an 'InfiniteLoop' error. Just Blackhole {} -> return $ Up InfiniteLoop s k -- If the location already contains a value, just return it. Just (V v) -> return $ Out v s k -- If a force is applied to any other kind of value, just ignore it. -- This is needed because of the way we wrap all free variables in @force@ -- in case they come from a @def@ which are always wrapped in @delay@. -- But binders (i.e. @x <- ...@) are also exported to the global context. [v] -> return $ Out v s k _ -> badConst If -> case vs of -- Use the boolean to pick the correct branch, and apply @force@ to it. [VBool b, thn, els] -> return $ Out (bool els thn b) s (FApp (VCApp Force []) : k) _ -> badConst Inl -> case vs of [v] -> return $ Out (VInj False v) s k _ -> badConst Inr -> case vs of [v] -> return $ Out (VInj True v) s k _ -> badConst Case -> case vs of [VInj side v, kl, kr] -> return $ Out v s (FApp (bool kl kr side) : k) _ -> badConst Fst -> case vs of [VPair v _] -> return $ Out v s k _ -> badConst Snd -> case vs of [VPair _ v] -> return $ Out v s k _ -> badConst Try -> case vs of [c1, c2] -> return $ Out c1 s (FApp (VCApp Force []) : FExec : FTry c2 : k) _ -> badConst Undefined -> return $ Up (User "undefined") s k Fail -> case vs of [VText msg] -> return $ Up (User msg) s k _ -> badConst Reprogram -> case vs of [VRobot childRobotID, VDelay cmd e] -> do r <- get creative <- use creativeMode -- check if robot exists childRobot <- robotWithID childRobotID >>= (`isJustOrFail` ["There is no robot 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 -- creative mode ignores distance checks loc <- use robotLocation (creative || (childRobot ^. robotLocation) `manhattan` loc <= 1) `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. (toInstall, toGive) <- checkRequirements (r ^. robotInventory) (childRobot ^. robotInventory) (childRobot ^. installedDevices) cmd "The target robot" FixByObtain -- update other robot's CESK machine, environment and context -- the childRobot inherits the parent robot's environment -- and context which collectively mean all the variables -- declared in the parent robot robotMap . at childRobotID . _Just . machine .= In cmd e s [FExec] robotMap . at childRobotID . _Just . robotContext .= r ^. robotContext -- Provision the target robot with any required devices and -- inventory that are lacking. provisionChild childRobotID (fromList . S.toList $ toInstall) toGive -- Finally, re-activate the reprogrammed target robot. activateRobot childRobotID return $ Out VUnit s k _ -> badConst Build -> case vs of -- NOTE, pattern-matching on a VDelay here means we are -- /relying/ on the fact that 'Build' can only be given a -- /non-memoized/ delayed value. If it were given a memoized -- delayed value we would see a VRef instead of a VDelay. If -- and Try are generalized to handle any type of delayed value, -- but Build and Reprogram still assume they are given a VDelay -- and not a VRef. In the future, if we enable memoized delays -- by default, or allow the user to explicitly request -- memoization via double braces or something similar, this will -- have to be generalized. The difficulty is that we do a -- capability check on the delayed program at runtime, just -- before creating the newly built robot (see the call to -- 'requirements' below); but if we have a VRef instead of a -- VDelay, we may only be able to get a Value out of it instead -- of a Term as we currently do, and capability checking a Value -- is annoying and/or problematic. One solution might be to -- annotate delayed expressions with their required capabilities -- at typechecking time, and carry those along so they flow to -- this point. Another solution would be to just bite the bullet -- and figure out how to do capability checking on Values (which -- would return the capabilities needed to *execute* them), -- hopefully without duplicating too much code. [VDelay cmd e] -> do r <- get @Robot pid <- use robotID (toInstall, toGive) <- checkRequirements (r ^. robotInventory) E.empty E.empty cmd "You" FixByObtain -- Pick a random display name. displayName <- randomName createdAt <- getNow -- Construct the new robot and add it to the world. newRobot <- addTRobot $ mkRobot () (Just pid) displayName ["A robot built by the robot named " <> r ^. robotName <> "."] (Just (r ^. robotLocation)) ( ((r ^. robotOrientation) >>= \dir -> guard (dir /= zero) >> return dir) ? north ) defaultRobotDisplay (In cmd e s [FExec]) [] [] False False createdAt -- Provision the new robot with the necessary devices and inventory. provisionChild (newRobot ^. robotID) (fromList . S.toList $ toInstall) toGive -- Flag the world for a redraw and return the name of the newly constructed robot. flagRedraw return $ Out (VRobot (newRobot ^. robotID)) s k _ -> badConst Salvage -> case vs of [] -> do loc <- use robotLocation let okToSalvage r = (r ^. robotID /= 0) && (not . isActive $ r) mtarget <- gets (find okToSalvage . robotsAtLocation loc) case mtarget of Nothing -> return $ Out VUnit s k -- Nothing to salvage Just target -> do -- Copy the salvaged robot's installed devices into its inventory, in preparation -- for transferring it. let salvageInventory = E.union (target ^. robotInventory) (target ^. installedDevices) 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 installedDevices em <- use entityMap creative <- use creativeMode logger <- lookupEntityName "logger" em `isJustOr` Fatal "While executing 'salvage': there's no such thing as a logger!?" when (creative || inst `E.contains` logger) $ robotLog <>= target ^. robotLog -- Immediately copy over any items the robot knows about -- but has 0 of let knownItems = map snd . filter ((== 0) . fst) . elems $ salvageInventory robotInventory %= \i -> foldr (insertCount 0) i knownItems -- Now reprogram the robot being salvaged to 'give' each -- item in its inventory to us, one at a time, then -- self-destruct at the end. Make it a system robot so we -- don't have to worry about capabilities. robotMap . at (target ^. robotID) . traverse . systemRobot .= True ourID <- use @Robot robotID -- The program for the salvaged robot to run let giveInventory = foldr (TBind Nothing . giveItem) (TConst Selfdestruct) salvageItems giveItem item = TApp (TApp (TConst Give) (TRobot ourID)) (TText item) -- Reprogram and activate the salvaged robot robotMap . at (target ^. robotID) . traverse . machine .= In giveInventory empty emptyStore [FExec] activateRobot (target ^. robotID) -- Now wait the right amount of time for it to finish. time <- use ticks return $ Waiting (time + fromIntegral numItems + 1) (Out VUnit s k) _ -> badConst -- run can take both types of text inputs -- with and without file extension as in -- "./path/to/file.sw" and "./path/to/file" Run -> case vs of [VText fileName] -> do let filePath = into @String fileName sData <- sendIO $ getDataFileNameSafe filePath sDataSW <- sendIO $ getDataFileNameSafe (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] return $ case mt of Nothing -> Out VUnit s k Just t -> initMachine' t empty s k _ -> badConst Not -> case vs of [VBool b] -> return $ Out (VBool (not b)) s k _ -> badConst Neg -> case vs of [VInt n] -> return $ Out (VInt (-n)) s k _ -> badConst Eq -> returnEvalCmp Neq -> returnEvalCmp Lt -> returnEvalCmp Gt -> returnEvalCmp Leq -> returnEvalCmp Geq -> returnEvalCmp And -> case vs of [VBool a, VBool b] -> return $ Out (VBool (a && b)) s k _ -> badConst Or -> case vs of [VBool a, VBool b] -> return $ Out (VBool (a || b)) s k _ -> badConst Add -> returnEvalArith Sub -> returnEvalArith Mul -> returnEvalArith Div -> returnEvalArith Exp -> returnEvalArith Format -> case vs of [v] -> return $ Out (VText (prettyValue v)) s k _ -> badConst Chars -> case vs of [VText t] -> return $ Out (VInt (fromIntegral $ T.length t)) s k _ -> badConst Split -> case vs of [VInt i, VText t] -> let p = T.splitAt (fromInteger i) t t2 = over both VText p in return $ Out (uncurry VPair t2) s k _ -> badConst Concat -> case vs of [VText v1, VText v2] -> return $ Out (VText (v1 <> v2)) s k _ -> badConst AppF -> let msg = "The operator '$' should only be a syntactic sugar and removed in elaboration:\n" in throwError . Fatal $ msg <> badConstMsg where badConst :: HasRobotStepState sig m => m a badConst = throwError $ Fatal badConstMsg badConstMsg :: Text badConstMsg = T.unlines [ "Bad application of execConst:" , from (prettyCESK (Out (VCApp c (reverse vs)) s k)) ] finishCookingRecipe :: HasRobotStepState sig m => Recipe e -> WorldUpdate -> RobotUpdate -> m CESK finishCookingRecipe r wf rf = do time <- use ticks let remTime = r ^. recipeTime return . (if remTime <= 1 then id else Waiting (remTime + time)) $ Out VUnit s (FImmediate wf rf : k) lookInDirection :: HasRobotStepState sig m => Direction -> m (V2 Int64, Maybe Entity) lookInDirection d = do loc <- use robotLocation orient <- use robotOrientation when (isCardinal d) $ hasCapabilityFor COrient (TDir d) let nextLoc = loc ^+^ applyTurn d (orient ? zero) (nextLoc,) <$> entityAt nextLoc 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 installedDevices item <- asum (map (listToMaybe . lookupByName itemName) [inv, inst]) `isJustOrFail` ["What is", indefinite itemName <> "?"] -- Next, check whether we have one. If we don't, add a hint about -- 'create' in creative mode. creative <- use creativeMode let create l = l <> ["You can make one first with 'create \"" <> itemName <> "\"'." | creative] (E.lookup item inv > 0) `holdsOrFail` create ["You don't have", indefinite itemName, "to", action <> "."] return item -- Check the required devices and inventory for running the given -- command on a target robot. This function is used in common by -- both 'Build' and 'Reprogram'. -- -- It is given as inputs the parent robot inventory, the inventory -- and installed 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 -- installed, and the inventory that should be transferred from -- parent to child. checkRequirements :: HasRobotStepState sig m => Inventory -> Inventory -> Inventory -> Term -> Text -> IncapableFix -> m (Set Entity, Inventory) checkRequirements parentInventory childInventory childDevices cmd subject fixI = do currentContext <- use $ robotContext . defReqs em <- use entityMap creative <- use creativeMode let -- Note that _capCtx must be empty: at least at the -- moment, definitions are only allowed at the top level, -- so there can't be any inside the argument to build. -- (Though perhaps there is an argument that this ought to be -- relaxed specifically in the cases of 'Build' and 'Reprogram'.) -- See #349 (R.Requirements (S.toList -> caps) (S.toList -> devNames) reqInvNames, _capCtx) = R.requirements currentContext cmd -- Check that all required device names exist, and fail with -- an exception if not devs <- forM devNames $ \devName -> E.lookupEntityName devName em `isJustOrFail` ["Unknown device required: " <> devName] -- Check that all required inventory entity names exist, and fail -- with an exception if not reqElems <- forM (M.assocs reqInvNames) $ \(eName, n) -> (n,) <$> ( E.lookupEntityName eName em `isJustOrFail` ["Unknown entity required: " <> eName] ) let reqInv = E.fromElems reqElems let -- List of possible devices per requirement. Devices for -- required capabilities come first, then singleton devices -- that are required directly. This order is important since -- later we zip required capabilities with this list to figure -- out which capabilities are missing. capDevices = map (`deviceForCap` em) caps ++ map (: []) devs -- A device is OK if it is available in the inventory of the -- parent robot, or already installed in the child robot. deviceOK d = parentInventory `E.contains` d || childDevices `E.contains` d -- take a pair of device sets providing capabilities that is -- split into (AVAIL,MISSING) and if there are some available -- ignore missing because we only need them for error message ignoreOK ([], miss) = ([], miss) ignoreOK (ds, _miss) = (ds, []) (deviceSets, missingDeviceSets) = Lens.over both (nubOrd . map S.fromList) . unzip $ map (ignoreOK . L.partition deviceOK) capDevices formatDevices = T.intercalate " or " . map (^. entityName) . S.toList -- capabilities not provided by any device in inventory missingCaps = S.fromList . map fst . filter (null . snd) $ zip caps deviceSets alreadyInstalled = S.fromList . map snd . E.elems $ childDevices -- Figure out what is missing from the required inventory missingChildInv = reqInv `E.difference` childInventory if creative then -- In creative mode, just return ALL the devices return (S.unions (map S.fromList capDevices) `S.difference` alreadyInstalled, missingChildInv) else do -- check if robot has all devices to execute new command all null missingDeviceSets `holdsOrFail` ( singularSubjectVerb subject "do" : "not have required devices, please" : formatIncapableFix fixI <> ":" : (("\n - " <>) . formatDevices <$> filter (not . null) missingDeviceSets) ) -- check that there are in fact devices to provide every required capability not (any null deviceSets) `holdsOr` Incapable fixI (R.Requirements missingCaps S.empty M.empty) cmd let minimalInstallSet = smallHittingSet (filter (S.null . S.intersection alreadyInstalled) deviceSets) -- Check that we have enough in our inventory to cover the -- required installs PLUS what's missing from the child -- inventory. -- What do we need? neededParentInv = missingChildInv `E.union` (fromList . S.toList $ minimalInstallSet) -- 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 (minimalInstallSet, missingChildInv) -- replace some entity in the world with another entity changeWorld' :: Entity -> V2 Int64 -> IngredientList Entity -> W.World Int Entity -> Either Exn (W.World Int Entity) changeWorld' eThen loc down w = let eNow = W.lookupEntity (W.locToCoords loc) w in if Just eThen /= eNow then Left $ cmdExn c ["The", eThen ^. entityName, "is not there."] else w `updateLoc` loc <$> case down of [] -> Right Nothing [de] -> Right $ Just $ snd de _ -> Left $ Fatal "Bad recipe:\n more than one unmovable entity produced." destroyIfNotBase :: HasRobotStepState sig m => m () destroyIfNotBase = do rid <- use robotID (rid /= 0) `holdsOrFail` ["You consider destroying your base, but decide not to do it after all."] selfDestruct .= True -- Make sure nothing is in the way. Note that system robots implicitly ignore and base throws on failure. checkMoveAhead :: HasRobotStepState sig m => V2 Int64 -> MoveFailure -> m () checkMoveAhead nextLoc MoveFailure {..} = do me <- entityAt nextLoc systemRob <- use systemRobot case me of Nothing -> return () Just e | systemRob -> return () | otherwise -> do -- robots can not walk through walls when (e `hasProperty` Unwalkable) $ case failIfBlocked of Destroy -> destroyIfNotBase ThrowExn -> throwError $ cmdExn c ["There is a", e ^. entityName, "in the way!"] IgnoreFail -> return () -- robots drown if they walk over liquid without boat caps <- use robotCapabilities when (e `hasProperty` Liquid && CFloat `S.notMember` caps) $ case failIfDrown of Destroy -> destroyIfNotBase ThrowExn -> throwError $ cmdExn c ["There is a dangerous liquid", e ^. entityName, "in the way!"] IgnoreFail -> return () 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) <> "."] -- Make sure it is either in the same location or we do not care omni <- (||) <$> use systemRobot <*> use creativeMode loc <- use robotLocation (omni || (other ^. robotLocation) `manhattan` loc <= 1) `holdsOrFail` ["The robot with ID", from (show rid), "is not close enough."] return other -- update some tile in the world setting it to entity or making it empty updateLoc w loc res = W.update (W.locToCoords loc) (const res) w holdsOrFail :: (Has (Throw Exn) sig m) => Bool -> [Text] -> m () holdsOrFail a ts = a `holdsOr` cmdExn c ts isJustOrFail :: (Has (Throw Exn) sig m) => Maybe a -> [Text] -> m a isJustOrFail a ts = a `isJustOr` cmdExn c ts returnEvalCmp = case vs of [v1, v2] -> (\b -> Out (VBool b) s k) <$> 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 -- The code for grab and harvest is almost identical, hence factored -- out here. doGrab :: (HasRobotStepState sig m, Has (Lift IO) sig m) => GrabbingCmd -> m CESK doGrab cmd = do let verb = verbGrabbingCmd cmd verbed = verbedGrabbingCmd cmd -- Ensure there is an entity here. loc <- use robotLocation e <- entityAt loc >>= (`isJustOrFail` ["There is nothing here to", verb <> "."]) -- Ensure it can be picked up. omni <- (||) <$> use systemRobot <*> use creativeMode (omni || e `hasProperty` Portable) `holdsOrFail` ["The", e ^. entityName, "here can't be", verbed <> "."] -- Remove the entity from the world. updateEntityAt loc (const Nothing) flagRedraw -- Immediately regenerate entities with 'infinite' property. when (e `hasProperty` Infinite) $ updateEntityAt loc (const (Just e)) -- Possibly regrow the entity, if it is growable and the 'harvest' -- command was used. when ((e `hasProperty` Growable) && cmd == Harvest') $ do let GrowthTime (minT, maxT) = (e ^. entityGrowth) ? defaultGrowthTime createdAt <- getNow -- Grow a new entity from a seed. addSeedBot e (minT, maxT) loc createdAt -- Add the picked up item to the robot's inventory. If the -- entity yields something different, add that instead. let yieldName = e ^. entityYields e' <- case yieldName of Nothing -> return e Just n -> fromMaybe e <$> uses entityMap (lookupEntityName n) robotInventory %= insert e' updateDiscoveredEntities e' -- Return the name of the item obtained. return $ Out (VText (e' ^. entityName)) s k ------------------------------------------------------------ -- Some utility functions ------------------------------------------------------------ -- | How to handle failure, for example when moving to blocked location data RobotFailure = ThrowExn | Destroy | IgnoreFail -- | How to handle failure when moving/teleporting to a location. data MoveFailure = MoveFailure { failIfBlocked :: RobotFailure , failIfDrown :: RobotFailure } data GrabbingCmd = Grab' | Harvest' | Swap' deriving (Eq, Show) verbGrabbingCmd :: GrabbingCmd -> Text verbGrabbingCmd = \case Harvest' -> "harvest" Grab' -> "grab" Swap' -> "swap" verbedGrabbingCmd :: GrabbingCmd -> Text verbedGrabbingCmd = \case Harvest' -> "harvested" Grab' -> "grabbed" Swap' -> "swapped" -- | Give some entities from a parent robot (the robot represented by -- the ambient @State Robot@ effect) to a child robot (represented -- by the given 'RID') as part of a 'Build' or 'Reprogram' command. -- The first 'Inventory' is devices to be installed, and the second -- is entities to be transferred. -- -- In classic mode, the entities will be /transferred/ (that is, -- removed from the parent robot's inventory); in creative mode, the -- entities will be copied/created, that is, no entities will be -- removed from the parent robot. provisionChild :: (HasRobotStepState sig m) => RID -> Inventory -> Inventory -> m () provisionChild childID toInstall toGive = do -- Install and give devices to child robotMap . ix childID . installedDevices %= E.union toInstall robotMap . ix childID . robotInventory %= E.union toGive -- Delete all items from parent in classic mode creative <- use creativeMode unless creative $ robotInventory %= (`E.difference` (toInstall `E.union` toGive)) -- | Update the location of a robot, and simultaneously update the -- 'robotsByLocation' map, so we can always look up robots by -- location. This should be the /only/ way to update the location -- of a robot. updateRobotLocation :: (HasRobotStepState sig m) => V2 Int64 -> V2 Int64 -> m () updateRobotLocation oldLoc newLoc | oldLoc == newLoc = return () | otherwise = do rid <- use robotID robotsByLocation . at oldLoc %= deleteOne rid robotsByLocation . at newLoc . non Empty %= IS.insert rid modify (unsafeSetRobotLocation newLoc) flagRedraw where -- Make sure empty sets don't hang around in the -- robotsByLocation map. We don't want a key with an -- empty set at every location any robot has ever -- visited! deleteOne _ Nothing = Nothing deleteOne x (Just s) | IS.null s' = Nothing | otherwise = Just s' where s' = IS.delete x s -- | Execute a stateful action on a target robot --- whether the -- current one or another. onTarget :: HasRobotStepState sig m => RID -> (forall sig' m'. (HasRobotStepState sig' m') => m' ()) -> m () onTarget rid act = do myID <- use robotID case myID == rid of True -> act False -> do mtgt <- use (robotMap . at rid) case mtgt of Nothing -> return () Just tgt -> do tgt' <- execState @Robot tgt act if tgt' ^. selfDestruct then deleteRobot rid else robotMap . ix rid .= tgt' ------------------------------------------------------------ -- Comparison ------------------------------------------------------------ -- | Evaluate the application of a comparison operator. Returns -- @Nothing@ if the application does not make sense. evalCmp :: Has (Throw Exn) sig m => Const -> Value -> Value -> m Bool evalCmp c v1 v2 = decideCmp c $ compareValues v1 v2 where decideCmp = \case Eq -> fmap (== EQ) Neq -> fmap (/= EQ) Lt -> fmap (== LT) Gt -> fmap (== GT) Leq -> fmap (/= GT) Geq -> fmap (/= LT) _ -> const $ throwError $ Fatal $ T.append "evalCmp called on bad constant " (from (show c)) -- | Compare two values, returning an 'Ordering' if they can be -- compared, or @Nothing@ if they cannot. compareValues :: Has (Throw Exn) sig m => Value -> Value -> m Ordering compareValues v1 = case v1 of VUnit -> \case VUnit -> return EQ; v2 -> incompatCmp VUnit v2 VInt n1 -> \case VInt n2 -> return (compare n1 n2); v2 -> incompatCmp v1 v2 VText t1 -> \case VText t2 -> return (compare t1 t2); v2 -> incompatCmp v1 v2 VDir d1 -> \case VDir d2 -> return (compare d1 d2); v2 -> incompatCmp v1 v2 VBool b1 -> \case VBool b2 -> return (compare b1 b2); v2 -> incompatCmp v1 v2 VRobot r1 -> \case VRobot r2 -> return (compare r1 r2); v2 -> incompatCmp v1 v2 VInj s1 v1' -> \case VInj s2 v2' -> case compare s1 s2 of EQ -> compareValues v1' v2' o -> return o v2 -> incompatCmp v1 v2 VPair v11 v12 -> \case VPair v21 v22 -> (<>) <$> compareValues v11 v21 <*> compareValues v12 v22 v2 -> incompatCmp v1 v2 VClo {} -> incomparable v1 VCApp {} -> incomparable v1 VDef {} -> incomparable v1 VResult {} -> incomparable v1 VBind {} -> incomparable v1 VDelay {} -> incomparable v1 VRef {} -> incomparable v1 -- | Values with different types were compared; this should not be -- possible since the type system should catch it. incompatCmp :: Has (Throw Exn) sig m => Value -> Value -> m a incompatCmp v1 v2 = throwError $ Fatal $ T.unwords ["Incompatible comparison of ", prettyValue v1, "and", prettyValue v2] -- | Values were compared of a type which cannot be compared -- (e.g. functions, etc.). incomparable :: Has (Throw Exn) sig m => Value -> Value -> m a incomparable v1 v2 = throwError $ CmdFailed Lt $ T.unwords ["Comparison is undefined for ", prettyValue v1, "and", prettyValue v2] ------------------------------------------------------------ -- Arithmetic ------------------------------------------------------------ -- | Evaluate the application of an arithmetic operator, returning -- an exception in the case of a failing operation, or in case we -- incorrectly use it on a bad 'Const' in the library. evalArith :: Has (Throw Exn) sig m => Const -> Integer -> Integer -> m Integer evalArith = \case Add -> ok (+) Sub -> ok (-) Mul -> ok (*) Div -> safeDiv Exp -> safeExp c -> \_ _ -> throwError $ Fatal $ T.append "evalArith called on bad constant " (from (show c)) where ok f x y = return $ f x y -- | Perform an integer division, but return @Nothing@ for division by -- zero. safeDiv :: Has (Throw Exn) sig m => Integer -> Integer -> m Integer safeDiv _ 0 = throwError $ CmdFailed Div "Division by zero" safeDiv a b = return $ a `div` b -- | Perform exponentiation, but return @Nothing@ if the power is negative. safeExp :: Has (Throw Exn) sig m => Integer -> Integer -> m Integer safeExp a b | b < 0 = throwError $ CmdFailed Exp "Negative exponent" | otherwise = return $ a ^ b ------------------------------------------------------------ -- Updating discovered entities, recipes, and commands ------------------------------------------------------------ -- | Update the global list of discovered entities, and check for new recipes. updateDiscoveredEntities :: (HasRobotStepState sig m) => Entity -> m () updateDiscoveredEntities e = do allDiscovered <- use allDiscoveredEntities if E.contains0plus e allDiscovered then pure () else do let newAllDiscovered = E.insertCount 1 e allDiscovered updateAvailableRecipes (newAllDiscovered, newAllDiscovered) e updateAvailableCommands e allDiscoveredEntities .= newAllDiscovered -- | Update the availableRecipes list. -- This implementation is not efficient: -- * Every time we discover a new entity, we iterate through the entire list of recipes to see which ones we can make. -- Trying to do something more clever seems like it would definitely be a case of premature optimization. -- One doesn't discover new entities all that often. -- * For each usable recipe, we do a linear search through the list of known recipes to see if we already know it. -- This is a little more troubling, since it's quadratic in the number of recipes. -- But it probably doesn't really make that much difference until we get up to thousands of recipes. updateAvailableRecipes :: Has (State GameState) sig m => (Inventory, Inventory) -> Entity -> m () updateAvailableRecipes invs e = do allInRecipes <- use recipesIn let entityRecipes = recipesFor allInRecipes e usableRecipes = filter (knowsIngredientsFor invs) entityRecipes knownRecipes <- use (availableRecipes . notificationsContent) let newRecipes = filter (`notElem` knownRecipes) usableRecipes newCount = length newRecipes availableRecipes %= mappend (Notifications newCount newRecipes) updateAvailableCommands e updateAvailableCommands :: Has (State GameState) sig m => Entity -> m () updateAvailableCommands e = do let newCaps = S.fromList (e ^. entityCapabilities) keepConsts = \case Just cap -> cap `S.member` newCaps Nothing -> False entityConsts = filter (keepConsts . constCaps) allConst knownCommands <- use (availableCommands . notificationsContent) let newCommands = filter (`notElem` knownCommands) entityConsts newCount = length newCommands availableCommands %= mappend (Notifications newCount newCommands)