{- 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@] Builds a rose-tree from a /PGN Database/, each node of which contains a move qualified by a move-type, & possibly also the ultimate result & the game's identifier. -} module BishBosh.ContextualNotation.QualifiedMoveForest( -- * Types -- ** Type-synonyms Name, OnymousResult, -- QualifiedMoveTree, -- ** Data-types QualifiedMoveForest( -- MkQualifiedMoveForest, deconstruct ), -- * Functions showsNames, -- drawForest, findMinimumPieces, count, -- ** Constructors fromPGNDatabase, toGameTree, -- ** Mutators mergePGNDatabase, ) where import Control.Applicative((<|>)) import Control.Arrow((&&&), (***)) import qualified BishBosh.Attribute.MoveType as Attribute.MoveType import qualified BishBosh.Component.Move as Component.Move import qualified BishBosh.Component.Piece as Component.Piece import qualified BishBosh.Component.QualifiedMove as Component.QualifiedMove import qualified BishBosh.Component.Turn as Component.Turn import qualified BishBosh.ContextualNotation.PGN as ContextualNotation.PGN import qualified BishBosh.ContextualNotation.PGNDatabase as ContextualNotation.PGNDatabase import qualified BishBosh.Data.RoseTree as Data.RoseTree import qualified BishBosh.Model.Game as Model.Game import qualified BishBosh.Model.GameTerminationReason as Model.GameTerminationReason import qualified BishBosh.Model.GameTree as Model.GameTree import qualified BishBosh.Model.Result as Model.Result import qualified BishBosh.Notation.MoveNotation as Notation.MoveNotation import qualified BishBosh.Property.Empty as Property.Empty import qualified BishBosh.Property.Null as Property.Null import qualified BishBosh.State.Board as State.Board import qualified BishBosh.Text.ShowList as Text.ShowList import qualified BishBosh.Types as T import qualified Control.Arrow import qualified Data.Default import qualified Data.List import qualified Data.Maybe import qualified Data.Tree -- | Each /game/ has a name. type Name = String -- | The name of a /game/, & it's /result/. type OnymousResult = (Name, Model.Result.Result) {- | * Terminal nodes contain the unique name of the /move/-sequence leading to them, from which other information can be found as required, from the original database. * N.B.: non-terminal nodes would only need to be labelled with a /name/, if a /game/ exists in the database which is a truncated version of other /game/s in the database. * N.B.: provided there are no duplicate /game/s with different /name/s, there's no requirement for more than one /name/ at a node. * CAVEAT: since zero moves have been made in the default initial game, the move-tree for the whole game of chess has no apex, so a forest is a more natural structure; though sub-trees can exist. -} type QualifiedMoveTree x y = Data.Tree.Tree (Component.QualifiedMove.QualifiedMove x y, Maybe OnymousResult) {- | * A representation of a PGN-database, where initial /move/s shared between /game/s are merged into the trunk of a tree from which they each branch. * Many /game/s will share standard opening /move/s, & a tree-structure (cf. a list) uses this to increase both time & space efficiency. * Since there are many different initial moves, the structure is a flat-topped /forest/ rather than a single apex /tree/. -} newtype QualifiedMoveForest x y = MkQualifiedMoveForest { deconstruct :: [QualifiedMoveTree x y] } deriving ( Eq, Show -- CAVEAT: required by QuickCheck, but shouldn't actually be called. ) instance Property.Empty.Empty (QualifiedMoveForest x y) where empty = MkQualifiedMoveForest [] instance Property.Null.Null (QualifiedMoveForest x y) where isNull MkQualifiedMoveForest { deconstruct = [] } = True isNull _ = False instance (Enum x, Enum y) => Notation.MoveNotation.ShowNotation (QualifiedMoveForest x y) where showsNotation moveNotation MkQualifiedMoveForest { deconstruct = forest } = showString $ Data.RoseTree.drawForest ( \(qualifiedMove, maybeOnymousResult) -> Notation.MoveNotation.showsNotation moveNotation qualifiedMove $ Data.Maybe.maybe id ( \onymousResult -> showChar ' ' . shows onymousResult ) maybeOnymousResult "" ) forest -- | Show a list of the names of archived games. showsNames :: Maybe Int -> [Name] -> ShowS showsNames maybeMaximumPGNNames names = Text.ShowList.showsUnterminatedList . map ( \name -> showString "\n\t" . showString name ) $ Data.Maybe.maybe id ( \maximumPGNNames -> ( if maximumPGNNames < length names' then (++ ["..."]) else id ) . take maximumPGNNames ) maybeMaximumPGNNames names' where names' = Data.List.nub $ Data.List.sort names -- | Include the specified PGN-database into the /forest/. mergePGNDatabase :: (Eq x, Eq y) => ContextualNotation.PGNDatabase.PGNDatabase x y -> QualifiedMoveForest x y -> QualifiedMoveForest x y mergePGNDatabase pgnDatabase MkQualifiedMoveForest { deconstruct = initialForest } = MkQualifiedMoveForest $ foldr ( \pgn -> merge ( mkCompositeIdentifier &&& Data.Maybe.maybe ( Model.Result.mkResult Nothing -- The game is still in progress. ) Model.GameTerminationReason.toResult . Model.Game.getMaybeTerminationReason . ContextualNotation.PGN.getGame $ pgn -- Construct an onymous result. ) ( map Component.Turn.getQualifiedMove . Model.Game.listTurnsChronologically $ ContextualNotation.PGN.getGame pgn -- Extract the list of qualified moves defining this game. ) ) initialForest pgnDatabase where mkCompositeIdentifier :: ContextualNotation.PGN.PGN x y -> Name mkCompositeIdentifier = unwords . map snd {-value-} . ContextualNotation.PGN.getIdentificationTagPairs merge :: (Eq x, Eq y) => OnymousResult -- ^ The name of this move-sequence, & the result. -> [Component.QualifiedMove.QualifiedMove x y] -- ^ A chronological sequence of /qualified move/s. -> [QualifiedMoveTree x y] -> [QualifiedMoveTree x y] merge onymousResult qualifiedMoves@(qualifiedMove : remainingQualifiedMoves) forest = case span ( \Data.Tree.Node { Data.Tree.rootLabel = (qualifiedMove', _) } -> Component.QualifiedMove.getMove qualifiedMove /= Component.QualifiedMove.getMove qualifiedMove' ) forest of (unmatchedForest, matchingTree : remainingForest) -> unmatchedForest ++ ( if null remainingQualifiedMoves -- i.e. the terminal move in this game. then matchingTree { Data.Tree.rootLabel = Control.Arrow.second ( <|> Just onymousResult -- CAVEAT: in the event of identical move-sequences, arbitrarily preserve the incumbant (whose result may differ if decided by resignation). ) $ Data.Tree.rootLabel matchingTree } else matchingTree { Data.Tree.subForest = merge onymousResult remainingQualifiedMoves $ Data.Tree.subForest matchingTree -- Recurse. } ) : remainingForest _ {-no match-} -> mkLinkedList onymousResult qualifiedMoves : forest merge _ [] forest = forest mkLinkedList :: OnymousResult -> [Component.QualifiedMove.QualifiedMove x y] -> QualifiedMoveTree x y mkLinkedList onymousResult ~(qualifiedMove : remainingQualifiedMoves) | null remainingQualifiedMoves = Data.Tree.Node { Data.Tree.rootLabel = (qualifiedMove, Just onymousResult), Data.Tree.subForest = [] } -- The terminal node. | otherwise = Data.Tree.Node { Data.Tree.rootLabel = (qualifiedMove, Nothing), Data.Tree.subForest = [mkLinkedList onymousResult remainingQualifiedMoves {-recurse-}] } -- | Constructor. fromPGNDatabase :: (Eq x, Eq y) => ContextualNotation.PGNDatabase.PGNDatabase x y -> QualifiedMoveForest x y fromPGNDatabase = (`mergePGNDatabase` Property.Empty.empty {-QualifiedMoveForest-}) -- | Find the minimum number of /piece/s in any of the recorded /game/s. findMinimumPieces :: QualifiedMoveForest x y -> Component.Piece.NPieces findMinimumPieces = slave ( State.Board.getNPieces ( Data.Default.def :: State.Board.Board T.X T.Y -- CAVEAT: this assumes the game to which the moves in the forest refer. ) ) . deconstruct where slave nPieces [] = nPieces slave nPieces forest = minimum $ map ( \Data.Tree.Node { Data.Tree.rootLabel = (qualifiedMove, _), Data.Tree.subForest = subForest } -> slave ( Attribute.MoveType.nPiecesMutator (Component.QualifiedMove.getMoveType qualifiedMove) nPieces ) subForest -- Recurse. ) forest -- | Count the number of /game/s & /move/s. count :: QualifiedMoveForest x y -> (Model.Game.NGames, Component.Move.NMoves) count = slave . deconstruct where slave = Data.List.foldl' ( \(nGames, nMoves) Data.Tree.Node { Data.Tree.rootLabel = (_, maybeOnymousResult), Data.Tree.subForest = forest } -> let acc@(nGames', nMoves') = ( (+ nGames) . ( if Data.Maybe.isJust maybeOnymousResult then succ else id ) *** (+ nMoves) . succ ) $ slave forest {-recurse-} in nGames' `seq` nMoves' `seq` acc ) (0, 0) {- | * Convert the specified /qualified-move forest/ to a /game-tree/. * To construct a tree from the specified forest, the default initial /game/ is included at the apex. -} toGameTree :: ( Enum x, Enum y, Ord x, Ord y, Show x, Show y ) => QualifiedMoveForest x y -> Model.GameTree.GameTree x y {-# SPECIALISE toGameTree :: QualifiedMoveForest T.X T.Y -> Model.GameTree.GameTree T.X T.Y #-} toGameTree MkQualifiedMoveForest { deconstruct = qualifiedMoveForest } = Model.GameTree.fromBareGameTree Data.Tree.Node { Data.Tree.rootLabel = initialGame, Data.Tree.subForest = map (slave initialGame) qualifiedMoveForest } where initialGame = Data.Default.def slave game Data.Tree.Node { Data.Tree.rootLabel = (qualifiedMove, _), Data.Tree.subForest = qualifiedMoveForest' } = Data.Tree.Node { Data.Tree.rootLabel = game', Data.Tree.subForest = map (slave game') qualifiedMoveForest' -- Recurse. } where game' = Model.Game.applyQualifiedMove qualifiedMove game