swarm-0.7.0.0: 2D resource gathering game with programmable robots
LicenseBSD-3-Clause
Safe HaskellNone
LanguageHaskell2010

Swarm.Game.Scenario.Topography.Structure.Recognition.Precompute

Description

Precomputation for structure recognizer.

Search process overview

2D structures may be defined at the toplevel of a scenario file. Upon scenario load, all of the predefined structures that are marked as "recognize" are compiled into searcher state machines.

When an entity is placed on any cell in the world, the entityModified function is called, which looks up a customized searcher based on the type of placed entity.

The first searching stage looks for any member row of all participating structure definitions that contains the placed entity. If we observe a row in the world that happens to occur in a structure, we use both the horizontal found offset and the index of the row within this structure to compute the expected world location of the candidate structure. Then we perform a full scan of that candidate structure against the world to verify the match.

Upon locating a complete structure, it is added to a registry (see FoundRegistry), which supports lookups by either name or by location (using two different maps maintained in parallel). The map by location is used to remove a structure from the registry if a member entity is changed.

Synopsis

Main external interface

mkAutomatons :: (Ord a, Hashable a) => (b -> NonEmptyGrid (AtomicKeySymbol a)) -> [NamedArea b] -> Either RedundantOrientations (RecognizerAutomatons b a) Source #

Create Aho-Corasick matchers that will recognize all of the provided structure definitions

Types

type GenericEntLocator (s :: Type -> Type) a = Cosmic Location -> s (AtomicKeySymbol a) Source #

Interface that provides monadic access to querying entities at locations. The provider may be a State monad or just a Reader.

s is the state variable, a is the return type.

Helper functions

populateStaticFoundStructures :: (Eq a, Eq b) => [FoundStructure b a] -> FoundRegistry b a Source #

Bulk insertion of structures statically placed in the scenario definition.

See the docs for initializeRecognition for more context.

Note that if any of these pre-placed structures overlap, we can't be sure of the author's intent as to which member of the overlap should take precedence, so perhaps it would be ideal to throw an error at scenario parse time.

However, determining whether a structure is all three of: 1. placed 2. still recognizable 3. overlapping with another recognized structure occurs at a later phase than scenario parse; it requires access to the GameState.

So we just use the same sorting criteria as the one used to resolve recognition conflicts at entity placement time (see [STRUCTURE RECOGNIZER CONFLICT RESOLUTION]).

lookupStaticPlacements :: StaticStructureInfo b a -> [FoundStructure b a] Source #

The output list of FoundStructure records is not yet vetted; the ensureStructureIntact function will subsequently filter this list.

ensureStructureIntact :: (Monad s, Hashable a) => FoundRegistry b a -> GenericEntLocator s a -> FoundStructure b a -> s (Maybe (StructureIntactnessFailure a)) Source #

Matches definitions against the placements. Fails fast (short-circuits) if a non-matching cell is encountered.

Returns Nothing if there is no discrepancy between the match subject and world content. Returns the first observed mismatch cell otherwise.