{-# 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 Control.Monad((>=>), (<=<)) 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.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.Metric.WeightedMeanAndCriterionValues as Metric.WeightedMeanAndCriterionValues import qualified BishBosh.Model.Game as Model.Game import qualified BishBosh.Notation.MoveNotation as Notation.MoveNotation import qualified BishBosh.Property.ExtendedPositionDescription as Property.ExtendedPositionDescription import qualified BishBosh.Property.ForsythEdwards as Property.ForsythEdwards import qualified BishBosh.Property.ShowFloat as Property.ShowFloat import qualified BishBosh.Property.Switchable as Property.Switchable 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.InstancesByPosition as State.InstancesByPosition import qualified BishBosh.State.MaybePieceByCoordinates as State.MaybePieceByCoordinates import qualified BishBosh.State.PlayState as State.PlayState import qualified BishBosh.Text.ShowColouredPrefix as Text.ShowColouredPrefix import qualified BishBosh.Text.ShowList as Text.ShowList import qualified BishBosh.Time.StopWatch as Time.StopWatch import qualified BishBosh.Type.Count as Type.Count import qualified BishBosh.Type.Crypto as Type.Crypto import qualified BishBosh.UI.Command as UI.Command import qualified BishBosh.UI.PrintObject as UI.PrintObject import qualified BishBosh.UI.ReportObject as UI.ReportObject 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.Bits import qualified Data.Default import qualified Data.Foldable import qualified Data.List.Extra import qualified Data.Map.Strict as Map import qualified Data.Maybe 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 positionHash randomGen. ( Data.Bits.Bits positionHash, Ord positionHash, System.Random.RandomGen randomGen ) => ContextualNotation.PositionHashQualifiedMoveTree.PositionHashQualifiedMoveTree positionHash -> randomGen -> Time.StopWatch.StopWatch -> State.PlayState.PlayState positionHash -> IO (State.PlayState.PlayState positionHash) {-# SPECIALISE readMove :: ContextualNotation.PositionHashQualifiedMoveTree.PositionHashQualifiedMoveTree Type.Crypto.PositionHash -> System.Random.StdGen -> Time.StopWatch.StopWatch -> State.PlayState.PlayState Type.Crypto.PositionHash -> IO (State.PlayState.PlayState Type.Crypto.PositionHash) #-} {-# ANN readMove "HLint: ignore Reduce duplication" #-} readMove positionHashQualifiedMoveTree randomGen runningWatch playState = let (game, options) = State.PlayState.getGame &&& State.PlayState.getOptions $ playState (searchOptions, ioOptions) = Input.Options.getSearchOptions &&& Input.Options.getIOOptions $ options (searchDepthByLogicalColour, standardOpeningOptions) = Input.SearchOptions.getSearchDepthByLogicalColour &&& Input.SearchOptions.getStandardOpeningOptions $ searchOptions fullyManual = Data.Foldable.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 -> String show2D g = State.MaybePieceByCoordinates.show2D ( State.Board.getMaybePieceByCoordinates $ Model.Game.getBoard g ) ( snd {-columns-} $ Input.NativeUIOptions.getBoardMagnification nativeUIOptions ) ( Input.NativeUIOptions.getColourScheme nativeUIOptions ) ( Input.NativeUIOptions.getDepictFigurine nativeUIOptions ) ( Notation.MoveNotation.getOrigin moveNotation ) onCommand :: UI.Command.Command -> IO (State.PlayState.PlayState positionHash) onCommand UI.Command.Hint = do Control.Monad.unless (Model.Game.isTerminated game) $ ( let nPliesSinceStandardOpeningMatch = State.PlayState.getNPliesSinceStandardOpeningMatch playState in if Data.Maybe.maybe True {-unlimited-} (nPliesSinceStandardOpeningMatch <=) $ Input.StandardOpeningOptions.getMaybeMaximumPliesSinceMatch standardOpeningOptions then do Control.Monad.when (verbosity > Data.Default.def) . System.IO.hPutStrLn System.IO.stderr $ Text.ShowColouredPrefix.showsPrefixInfo "attempting to match the current position with prerecorded games." return {-to IO-monad-} $ uncurry ( ContextualNotation.PositionHashQualifiedMoveTree.maybeRandomlySelectOnymousQualifiedMove randomGen ) ( Input.StandardOpeningOptions.getPreferVictories &&& Input.StandardOpeningOptions.getMatchSwitches $ standardOpeningOptions ) positionHashQualifiedMoveTree game else do Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr . Text.ShowColouredPrefix.showsPrefixInfo $ shows nPliesSinceStandardOpeningMatch " plies since matching the position with a prerecorded game => not attempting." return {-to IO-monad-} Nothing -- Don't attempt to match. ) >>= Data.Maybe.maybe ( do Control.Monad.when (verbosity > Data.Default.def && not (ContextualNotation.PositionHashQualifiedMoveTree.isTerminal positionHashQualifiedMoveTree)) . System.IO.hPutStrLn System.IO.stderr $ Text.ShowColouredPrefix.showsPrefixInfo "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.ShowColouredPrefix.showsPrefixInfo . 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.ShowColouredPrefix.showsPrefixInfo . showString "Try \"" . Notation.MoveNotation.showsNotation moveNotation qualifiedMove . showString "\" from:" $ ContextualNotation.QualifiedMoveForest.showsNames maybeMaximumPGNNames names "" ) 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.Configuration -> putStrLn $ Property.ShowFloat.showsFloatToN nDecimalDigits options "." UI.PrintObject.Help -> putStrLn . showString "Enter either a move in " . shows moveNotation $ showString "-notation, or:\n" UI.Command.usageMessage eventLoop onCommand UI.Command.Quit = do Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr $ Text.ShowColouredPrefix.showsPrefixInfo "quitting on request." return {-to IO-monad-} playState { State.PlayState.getMaybeApplicationTerminationReason = Just State.ApplicationTerminationReason.byRequest } onCommand (UI.Command.Report reportObject) = let showMoves :: Notation.MoveNotation.ShowNotation a => [a] -> ShowS showMoves = Text.ShowList.showsFormattedList' (Notation.MoveNotation.showsNotation moveNotation) in do ($ game) $ case reportObject of UI.ReportObject.AvailableMoves -> putStrLn . ($ ".") . showMoves . Model.Game.findQualifiedMovesAvailableToNextPlayer UI.ReportObject.Board -> putStrLn . show2D UI.ReportObject.EPD -> putStrLn . Property.ExtendedPositionDescription.showEPD UI.ReportObject.FEN -> putStrLn . Property.ForsythEdwards.showFEN UI.ReportObject.Game -> print UI.ReportObject.MaxPositionInstances -> print . State.InstancesByPosition.findMaximumInstances . Model.Game.getInstancesByPosition UI.ReportObject.Moves -> putStrLn . ($ ".") . showMoves . Model.Game.listTurnsChronologically UI.ReportObject.PGN -> putStrLn . ($ ".") <=< ContextualNotation.PGN.showsGame UI.ReportObject.ReversiblePlyCount -> print . State.InstancesByPosition.countConsecutiveRepeatablePlies . Model.Game.getInstancesByPosition eventLoop onCommand UI.Command.Resign = do Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr $ Text.ShowColouredPrefix.showsPrefixInfo "resigning." return {-to IO-monad-} $ State.PlayState.resign playState onCommand UI.Command.Restart = do Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr $ Text.ShowColouredPrefix.showsPrefixInfo "restarting game." return {-to IO-monad-} $ State.PlayState.resetPositionHashQuantifiedGameTree playState onCommand (UI.Command.RollBack maybeNPlies) = let rollBack :: Type.Count.NPlies -> IO (State.PlayState.PlayState positionHash) rollBack nPlies | (game', _) : _ <- drop (fromIntegral $ pred nPlies) $ Model.Game.rollBack game = do Control.Monad.when (verbosity == maxBound) . putStrLn $ show2D game' return {-to IO-monad-} $ State.PlayState.rollBackPositionHashQuantifiedGameTree game' nPlies playState | otherwise = onCommand UI.Command.Restart in Data.Maybe.maybe ( let nPlies :: Type.Count.NPlies nPlies = fromIntegral . succ $ Data.Foldable.length 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.ShowColouredPrefix.showsPrefixInfo . showString "rolling-back " $ shows nPlies " plies." rollBack nPlies ) rollBack maybeNPlies onCommand UI.Command.Save = do Data.Maybe.maybe ( return {-to IO-monad-} $ Text.ShowColouredPrefix.showsPrefixError "the file-path at which to save the game, hasn't been defined." ) ( \(filePath, automatic) -> if automatic then return {-to IO-monad-} $ Text.ShowColouredPrefix.showsPrefixWarning "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.ShowColouredPrefix.showsPrefixInfo . showString "the game-state has been saved in " $ shows filePath "." ) $ \e -> return {-to IO-monad-} . Text.ShowColouredPrefix.showsPrefixError $ show (e :: Control.Exception.SomeException) ) ( Input.IOOptions.getMaybePersistence ioOptions ) >>= System.IO.hPutStrLn System.IO.stderr eventLoop onCommand (UI.Command.Set setObject) = 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.ShowColouredPrefix.showsPrefixInfo . showString "setting " $ shows setObject "." case setObject of UI.SetObject.EPD game' -> do Control.Monad.when (verbosity == maxBound) . putStrLn $ show2D game' readMove positionHashQualifiedMoveTree randomGen runningWatch $ State.PlayState.reconstructPositionHashQuantifiedGameTree game' playState -- Recurse. UI.SetObject.SearchDepth searchDepth | fullyManual -> do System.IO.hPutStrLn System.IO.stderr . Text.ShowColouredPrefix.showsPrefixWarning $ shows setObject " requires an automated opponent." eventLoop | otherwise -> readMove positionHashQualifiedMoveTree randomGen runningWatch playState { State.PlayState.getOptions = Control.DeepSeq.force $ options { Input.Options.getSearchOptions = Input.SearchOptions.setSearchDepth searchDepth $ Input.Options.getSearchOptions options } } -- Recurse. ) ( \s -> do Control.Monad.unless (verbosity == minBound) . System.IO.hPutStrLn System.IO.stderr $ Text.ShowColouredPrefix.showsPrefixError s eventLoop ) onCommand UI.Command.Swap | fullyManual = do Control.Monad.when (verbosity >= Data.Default.def) . System.IO.hPutStrLn System.IO.stderr . Text.ShowColouredPrefix.showsPrefixWarning . 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.ShowColouredPrefix.showsPrefixInfo . showString "swapping " $ shows Input.SearchOptions.searchDepthTag "." return {-to IO-monad-} playState { State.PlayState.getOptions = Input.Options.swapSearchDepth options } eventLoop :: IO (State.PlayState.PlayState positionHash) eventLoop = getLine >>= \line -> case Data.List.Extra.trim line of "?" -> onCommand $ UI.Command.Print UI.PrintObject.Help ':' : s -> ( ( \errorMessage -> do System.IO.hPutStrLn System.IO.stderr . Text.ShowColouredPrefix.showsPrefixError $ 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 game eitherQualifiedMove -> do System.IO.hPutStrLn System.IO.stderr . Text.ShowColouredPrefix.showsPrefixError . shows s . showString " is illegal; " $ shows errorMessage "." Control.Monad.unless (null corrections) . System.IO.hPutStrLn System.IO.stderr . Text.ShowColouredPrefix.showsPrefixInfo . showString "did you mean " $ shows corrections " ?" eventLoop -- Recurse. | otherwise -> do stoppedWatch <- Property.Switchable.toggle runningWatch let game' = Model.Game.applyEitherQualifiedMove eitherQualifiedMove game playState' = State.PlayState.updateWithManualMove game' False {-No match-} playState Control.Monad.when (verbosity == maxBound) $ do System.IO.hPutStrLn System.IO.stderr . Text.ShowColouredPrefix.showsPrefixInfo . 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 " $ Property.ShowFloat.showsFloatToN nDecimalDigits stoppedWatch "s." case ContextualNotation.PositionHashQualifiedMoveTree.findNextOnymousQualifiedMovesForPosition positionHashQualifiedMoveTree game' of [] -> return {-to IO-monad-} () onymousQualifiedMoves -> System.IO.hPutStrLn System.IO.stderr . Text.ShowColouredPrefix.showsPrefixInfo . 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.ShowColouredPrefix.showsPrefixError . 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.ShowColouredPrefix.showsPrefixError . 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.ShowColouredPrefix.showsPrefixInfo . showString "did you mean " $ shows corrections " ?" eventLoop -- Recurse. in do Control.Monad.unless (verbosity == minBound) . putStrLn . showString "Enter either a move in " . shows moveNotation . showString "-notation, or '?' for " $ showString UI.PrintObject.helpTag ":" eventLoop ) ||| const ( Control.Exception.throwIO $ Data.Exception.mkInvalidDatum "BishBosh.UI.Raw.readMove:\tunexpected CECP-options." ) $ Input.UIOptions.getEitherNativeUIOrCECPOptions uiOptions -- | Plays the game. takeTurns :: forall positionHash randomGen. ( Data.Bits.Bits positionHash, Ord positionHash, System.Random.RandomGen randomGen ) => ContextualNotation.PositionHashQualifiedMoveTree.PositionHashQualifiedMoveTree positionHash -> randomGen -> State.PlayState.PlayState positionHash -> IO (State.PlayState.PlayState positionHash) {-# SPECIALISE takeTurns :: ContextualNotation.PositionHashQualifiedMoveTree.PositionHashQualifiedMoveTree Type.Crypto.PositionHash -> System.Random.StdGen -> State.PlayState.PlayState Type.Crypto.PositionHash -> IO (State.PlayState.PlayState Type.Crypto.PositionHash) #-} takeTurns positionHashQualifiedMoveTree randomGen playState = let options = State.PlayState.getOptions playState (searchOptions, ioOptions) = Input.Options.getSearchOptions &&& Input.Options.getIOOptions $ options standardOpeningOptions = Input.SearchOptions.getStandardOpeningOptions searchOptions 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 -> String show2D game = State.MaybePieceByCoordinates.show2D ( State.Board.getMaybePieceByCoordinates $ Model.Game.getBoard game ) ( snd {-columns-} $ Input.NativeUIOptions.getBoardMagnification nativeUIOptions ) ( Input.NativeUIOptions.getColourScheme nativeUIOptions ) ( Input.NativeUIOptions.getDepictFigurine nativeUIOptions ) ( Notation.MoveNotation.getOrigin moveNotation ) slave :: Maybe (Concurrent.Pondering.Pondering Component.Move.Move) -> Maybe Type.Count.NPlies -> [randomGen] -> State.PlayState.PlayState positionHash -> IO (State.PlayState.PlayState positionHash) slave maybePondering maybeMaximumPlies ~(randomGen' : randomGens) playState' = let (game', searchOptions') = State.PlayState.getGame &&& Input.Options.getSearchOptions . State.PlayState.getOptions $ playState' -- Deconstruct. in Data.Maybe.maybe ( do runningWatch <- Property.Switchable.on Data.Maybe.maybe ( do playState'' <- readMove positionHashQualifiedMoveTree randomGen' runningWatch playState' -- Block reading a command-sequence terminating in a move from a manual player. (,) playState'' <$> ( if playState' `State.PlayState.hasMorePlies` playState'' then {-rolled-back-} Data.Maybe.maybe ( return {-to IO-monad-} Nothing ) $ \pondering -> do Concurrent.Pondering.abort mVar pondering >>= Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr . Text.ShowColouredPrefix.showsPrefixInfo . showString "pondering invalidated by roll-back => " return {-to IO-monad-} Nothing -- Pondering has been terminated. else return {-to IO-monad-} ) maybePondering ) ( \searchDepth' -> ( let nPliesSinceStandardOpeningMatch = State.PlayState.getNPliesSinceStandardOpeningMatch playState' in if Data.Maybe.maybe True {-unlimited-} (nPliesSinceStandardOpeningMatch <=) $ Input.StandardOpeningOptions.getMaybeMaximumPliesSinceMatch standardOpeningOptions then do Control.Monad.when (verbosity > Data.Default.def) . System.IO.hPutStrLn System.IO.stderr $ Text.ShowColouredPrefix.showsPrefixInfo "attempting to match the current position with prerecorded games." return {-to IO-monad-} $ uncurry ( ContextualNotation.PositionHashQualifiedMoveTree.maybeRandomlySelectOnymousQualifiedMove randomGen' ) ( Input.StandardOpeningOptions.getPreferVictories &&& Input.StandardOpeningOptions.getMatchSwitches $ standardOpeningOptions ) positionHashQualifiedMoveTree game' -- Determine whether the automated player's move can be decided by a search of recorded games or we must decide ourself. else do Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr . Text.ShowColouredPrefix.showsPrefixInfo $ shows nPliesSinceStandardOpeningMatch " plies since matching the position with a prerecorded game => not attempting." return {-to IO-monad-} Nothing -- Don't attempt to match. ) >>= Data.Maybe.maybe ( do Control.Monad.when ( verbosity > Data.Default.def && not ( ContextualNotation.PositionHashQualifiedMoveTree.isTerminal positionHashQualifiedMoveTree ) ) . System.IO.hPutStrLn System.IO.stderr $ Text.ShowColouredPrefix.showsPrefixInfo "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 -- Pondering hasn't been configured, so the search must be evaluated. ) ( \pondering -> if Data.Maybe.maybe False ( (== Concurrent.Pondering.getPremise pondering) . Component.QualifiedMove.getMove . Component.Turn.getQualifiedMove ) $ Model.Game.maybeLastTurn game' -- Confirm whether the pondering initiated at the start of the opponent's turn, was founded on the move they eventually made. then do Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr $ Text.ShowColouredPrefix.showsPrefixInfo "move-premise validated => waiting." Control.Concurrent.takeMVar mVar -- Blocking read, while the pondering terminates. else do Concurrent.Pondering.abort mVar pondering >>= Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr . Text.ShowColouredPrefix.showsPrefixInfo . showString "pondering invalidated by incorrect move-premise => " return {-to IO-monad-} searchResult -- Pondering wasn't well-founded, so the search must be evaluated. ) maybePondering >>= ( \searchResult' -> let searchState' = Search.Search.getSearchState searchResult' in case Search.Search.getQuantifiedGames searchResult' of quantifiedGame : continuation {-optimal move-sequence-} -> let bestTurn = Evaluation.QuantifiedGame.getLastTurn quantifiedGame showsMove = Notation.MoveNotation.showsNotation moveNotation bestTurn in do stoppedWatch <- bestTurn `seq` Property.Switchable.toggle runningWatch if verbosity == minBound then putStrLn $ showsMove "" -- CAVEAT: potentially machine-interpreted. else do System.IO.hPutStrLn System.IO.stderr . Text.ShowColouredPrefix.showsPrefixInfo . ( if verbosity == maxBound then Property.ShowFloat.showsFloatToN nDecimalDigits ( Control.Monad.Reader.runReader ( Evaluation.Fitness.evaluateFitness Nothing game' ) $ Input.Options.getEvaluationOptions options ) . Search.Search.showsSeparator -- Prepend the fitness of the original game prior to the new result. else id ) $ if verbosity > Data.Default.def then Notation.MoveNotation.showsNotationFloatToNDecimals moveNotation nDecimalDigits searchResult' . showString " in " $ Property.ShowFloat.showsFloatToN nDecimalDigits stoppedWatch "s." else showsMove "." putStrLn . show2D $ Evaluation.QuantifiedGame.getGame quantifiedGame (,) ( State.PlayState.updateWithAutomaticMove ( Metric.WeightedMeanAndCriterionValues.getCriterionValues $ Evaluation.QuantifiedGame.getWeightedMeanAndCriterionValues quantifiedGame ) searchState' playState' ) <$> if Input.SearchOptions.getUsePondering searchOptions then case continuation of quantifiedGame' {-1st move after ours in optimal move-sequence-} : _ -> fmap Just . ( \positionHashQuantifiedGameTree'' -> Concurrent.Pondering.ponder ( Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr . Text.ShowColouredPrefix.showsPrefixInfo ) ( showString "move-premise" . Text.ShowList.showsAssociation . ($ ".") . Notation.MoveNotation.showsNotation moveNotation &&& Component.QualifiedMove.getMove . Component.Turn.getQualifiedMove $ Evaluation.QuantifiedGame.getLastTurn quantifiedGame' ) ( 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 future moves; " $ shows game' "." -- A gameTerminationReason should have been defined. ) ) ( \(qualifiedMove, names) -> do stoppedWatch <- Property.Switchable.toggle runningWatch Data.Maybe.maybe ( return {-to IO-monad-} () ) ( Concurrent.Pondering.abort mVar >=> Control.Monad.when (verbosity == maxBound) . System.IO.hPutStrLn System.IO.stderr . Text.ShowColouredPrefix.showsPrefixInfo . showString "pondering pre-empted by match with a prerecorded game => " ) maybePondering let selectedGame = Model.Game.applyQualifiedMove qualifiedMove game' if verbosity == minBound then putStrLn $ Notation.MoveNotation.showsNotation moveNotation qualifiedMove "" -- CAVEAT: potentially machine-interpreted. else do Control.Monad.when (verbosity > Data.Default.def) . System.IO.hPutStrLn System.IO.stderr . Text.ShowColouredPrefix.showsPrefixInfo . showString "selected " . Notation.MoveNotation.showsNotation moveNotation qualifiedMove . showString " from:" . ContextualNotation.QualifiedMoveForest.showsNames ( Input.IOOptions.getMaybeMaximumPGNNames ioOptions ) names . showString "\n\tin " $ Property.ShowFloat.showsFloatToN nDecimalDigits stoppedWatch "s." putStrLn $ show2D selectedGame return {-to IO-monad-} (State.PlayState.updateWithManualMove selectedGame True {-match-} 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. ) ) ( Model.Game.getNextLogicalColour game' `Map.lookup` Input.SearchOptions.getSearchDepthByLogicalColour searchOptions' -- Determinate whether the next player is manual. ) >>= ( \(playState'', maybePondering') -> do Input.IOOptions.persist ioOptions (verbosity == maxBound) $ State.PlayState.getGame playState'' 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 $ if verbosity == minBound then show gameTerminationReason -- CAVEAT: potentially machine-interpreted. else Text.ShowColouredPrefix.showsPrefixInfo $ shows gameTerminationReason "." let criterionValueStatistics = State.PlayState.calculateCriterionValueStatistics playState' showsFloat :: Double -> ShowS showsFloat = Property.ShowFloat.showsFloatToN' nDecimalDigits Control.Monad.when ( verbosity == maxBound && not (null criterionValueStatistics) ) . System.IO.hPutStrLn System.IO.stderr . Text.ShowColouredPrefix.showsPrefixInfo . 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 stop-watch." ) 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 ) ||| const ( Control.Exception.throwIO $ Data.Exception.mkInvalidDatum "BishBosh.UI.Raw.takeTurns:\tunexpected CECP-options." ) $ Input.UIOptions.getEitherNativeUIOrCECPOptions uiOptions