move instructions around
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65
src/Instructions/ExecInstructions.hs
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65
src/Instructions/ExecInstructions.hs
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@ -0,0 +1,65 @@
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module Instructions.ExecInstructions where
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import State
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import Instructions.IntInstructions
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instructionExecIf :: State -> State
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instructionExecIf state@(State {exec = (e1 : e2 : es), bool = (b : _)}) =
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if b
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then state {exec = e1 : es}
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else state {exec = e2 : es}
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instructionExecIf state = state
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instructionExecDup :: State -> State
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instructionExecDup state@(State {exec = alles@(e0 : _)}) =
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state {exec = e0 : alles}
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instructionExecDup state = state
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instructionExecDoRange :: State -> State
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instructionExecDoRange state@(State {exec = (e1 : es), int = (i0 : i1 : is)}) =
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if increment i0 i1 /= 0
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then state {exec = e1 : Block [GeneInt (i1 + increment i0 i1), GeneInt i0, StateFunc instructionExecDoRange, e1] : es, int = i1 : is}
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else state {exec = e1 : es, int = i1 : is}
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where
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increment :: Int -> Int -> Int
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increment destIdx currentIdx
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| currentIdx < destIdx = 1
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| currentIdx > destIdx = -1
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| otherwise = 0
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instructionExecDoRange state = state
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instructionExecDoCount :: State -> State
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instructionExecDoCount state@(State {exec = (e1 : es), int = (i1 : is)}) =
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if i1 < 1
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then state
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else state {exec = Block [GeneInt 0, GeneInt $ i1 - 1, StateFunc instructionExecDoRange, e1] : es, int = is}
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instructionExecDoCount state = state
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instructionExecDoTimes :: State -> State
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instructionExecDoTimes state@(State {exec = (e1 : es), int = (i1 : is)}) =
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if i1 < 1
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then state
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else state {exec = Block [GeneInt 0, GeneInt $ i1 - 1, StateFunc instructionExecDoRange, Block [StateFunc instructionIntPop, e1]] : es, int = is}
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instructionExecDoTimes state = state
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instructionExecWhile :: State -> State
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instructionExecWhile state@(State {exec = (_ : es), bool = []}) =
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state {exec = es}
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instructionExecWhile state@(State {exec = alles@(e1 : es), bool = (b1 : bs)}) =
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if b1
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then state {exec = e1 : StateFunc instructionExecWhile : alles, bool = bs}
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else state {exec = es}
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instructionExecWhile state = state
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instructionExecDoWhile :: State -> State
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instructionExecDoWhile state@(State {exec = alles@(e1 : _)}) =
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state {exec = e1 : StateFunc instructionExecWhile : alles}
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instructionExecDoWhile state = state
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-- Eats the boolean no matter what
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instructionExecWhen :: State -> State
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instructionExecWhen state@(State {exec = (_ : es), bool = (b1 : bs)}) =
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if not b1
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then state {exec = es, bool = bs}
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else state {bool = bs}
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instructionExecWhen state = state
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60
src/Instructions/FloatInstructions.hs
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60
src/Instructions/FloatInstructions.hs
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@ -0,0 +1,60 @@
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module Instruction.FloatInstructions where
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import State
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instructionIntAdd :: State -> State
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instructionIntAdd state@(State {int = (i1 : i2 : is)}) = state {int = i2 + i1 : is}
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instructionIntAdd state = state
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instructionIntSub :: State -> State
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instructionIntSub state@(State {int = (i1 : i2 : is)}) = state {int = i2 - i1 : is}
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instructionIntSub state = state
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instructionIntMul :: State -> State
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instructionIntMul state@(State {int = (i1 : i2 : is)}) = state {int = i2 * i1 : is}
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instructionIntMul state = state
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instructionIntDiv :: State -> State
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instructionIntDiv state@(State {int = (i1 : i2 : is)}) = state {int = i2 `div` i1 : is}
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instructionIntDiv state = state
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instructionIntMod :: State -> State
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instructionIntMod state@(State {int = (i1 : i2 : is)}) = state {int = i2 `mod` i1 : is}
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instructionIntMod state = state
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instructionIntMin :: State -> State
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instructionIntMin state@(State {int = (i1 : i2 : is)}) = state {int = min i1 i2 : is}
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instructionIntMin state = state
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instructionIntMax :: State -> State
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instructionIntMax state@(State {int = (i1 : i2 : is)}) = state {int = max i1 i2 : is}
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instructionIntMax state = state
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instructionIntInc :: State -> State
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instructionIntInc state@(State {int = (i1 : is)}) = state {int = i1 + 1 : is}
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instructionIntInc state = state
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instructionIntDec :: State -> State
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instructionIntDec state@(State {int = (i1 : is)}) = state {int = i1 - 1 : is}
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instructionIntDec state = state
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instructionIntLT :: State -> State
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instructionIntLT state@(State {int = i1 : i2 : is, bool = bs}) = state {int = is, bool = (i1 < i2) : bs}
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instructionIntLT state = state
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instructionIntGT :: State -> State
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instructionIntGT state@(State {int = i1 : i2 : is, bool = bs}) = state {int = is, bool = (i1 > i2) : bs}
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instructionIntGT state = state
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instructionIntLTE :: State -> State
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instructionIntLTE state@(State {int = i1 : i2 : is, bool = bs}) = state {int = is, bool = (i1 <= i2) : bs}
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instructionIntLTE state = state
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instructionIntGTE :: State -> State
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instructionIntGTE state@(State {int = i1 : i2 : is, bool = bs}) = state {int = is, bool = (i1 >= i2) : bs}
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instructionIntGTE state = state
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instructionIntPop :: State -> State
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instructionIntPop state@(State {int = (_ : is)}) = state {int = is}
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instructionIntPop state = state
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59
src/Instructions/IntInstructions.hs
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59
src/Instructions/IntInstructions.hs
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@ -0,0 +1,59 @@
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module Instructions.IntInstructions where
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import State
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instructionIntAdd :: State -> State
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instructionIntAdd state@(State {int = (i1 : i2 : is)}) = state {int = i2 + i1 : is}
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instructionIntAdd state = state
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instructionIntSub :: State -> State
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instructionIntSub state@(State {int = (i1 : i2 : is)}) = state {int = i2 - i1 : is}
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instructionIntSub state = state
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instructionIntMul :: State -> State
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instructionIntMul state@(State {int = (i1 : i2 : is)}) = state {int = i2 * i1 : is}
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instructionIntMul state = state
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instructionIntDiv :: State -> State
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instructionIntDiv state@(State {int = (i1 : i2 : is)}) = state {int = i2 `div` i1 : is}
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instructionIntDiv state = state
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instructionIntMod :: State -> State
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instructionIntMod state@(State {int = (i1 : i2 : is)}) = state {int = i2 `mod` i1 : is}
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instructionIntMod state = state
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instructionIntMin :: State -> State
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instructionIntMin state@(State {int = (i1 : i2 : is)}) = state {int = min i1 i2 : is}
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instructionIntMin state = state
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instructionIntMax :: State -> State
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instructionIntMax state@(State {int = (i1 : i2 : is)}) = state {int = max i1 i2 : is}
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instructionIntMax state = state
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instructionIntInc :: State -> State
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instructionIntInc state@(State {int = (i1 : is)}) = state {int = i1 + 1 : is}
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instructionIntInc state = state
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instructionIntDec :: State -> State
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instructionIntDec state@(State {int = (i1 : is)}) = state {int = i1 - 1 : is}
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instructionIntDec state = state
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instructionIntLT :: State -> State
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instructionIntLT state@(State {int = i1 : i2 : is, bool = bs}) = state {int = is, bool = (i1 < i2) : bs}
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instructionIntLT state = state
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instructionIntGT :: State -> State
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instructionIntGT state@(State {int = i1 : i2 : is, bool = bs}) = state {int = is, bool = (i1 > i2) : bs}
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instructionIntGT state = state
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instructionIntLTE :: State -> State
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instructionIntLTE state@(State {int = i1 : i2 : is, bool = bs}) = state {int = is, bool = (i1 <= i2) : bs}
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instructionIntLTE state = state
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instructionIntGTE :: State -> State
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instructionIntGTE state@(State {int = i1 : i2 : is, bool = bs}) = state {int = is, bool = (i1 >= i2) : bs}
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instructionIntGTE state = state
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instructionIntPop :: State -> State
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instructionIntPop state@(State {int = (_ : is)}) = state {int = is}
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instructionIntPop state = state
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183
src/Push.hs
183
src/Push.hs
@ -3,188 +3,17 @@
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module Push where
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import qualified Data.Map as Map
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-- import Instructions.IntInstructions
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-- import Instructions.ExecInstructions
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import State
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-- import Debug.Trace (trace, traceStack)
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-- The exec stack must store heterogenous types,
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-- and we must be able to detect that type at runtime.
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-- One solution is for the exec stack to be a list of [Gene].
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-- The parameter stack could be singular [Gene] or multiple [atomic] types.
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data Gene
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= GeneInt Int
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| GeneFloat Float
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| GeneBool Bool
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| GeneString String
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| StateFunc (State -> State)
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| PlaceInput String
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| Close
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| Block [Gene]
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instance Eq Gene where
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GeneInt x == GeneInt y = x == y
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GeneFloat x == GeneFloat y = x == y
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GeneBool x == GeneBool y = x == y
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GeneString x == GeneString y = x == y
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PlaceInput x == PlaceInput y = x == y
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Close == Close = True
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StateFunc _ == StateFunc _ = True -- This line is probably not the best thing to do
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Block [x] == Block [y] = [x] == [y]
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_ == _ = False
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instance Show Gene where
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show (GeneInt x) = "Int: " <> show x
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show (GeneFloat x) = "Float: " <> show x
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show (GeneBool x) = "Bool: " <> show x
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show (GeneString x) = "String: " <> x
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show (StateFunc _) = "Func: unnamed"
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show (PlaceInput x) = "In: " <> x
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show Close = "Close"
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show (Block xs) = "Block: " <> show xs
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data State = State
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{ exec :: [Gene],
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int :: [Int],
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float :: [Float],
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bool :: [Bool],
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string :: [String],
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parameter :: [Gene],
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input :: Map.Map String Gene
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}
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deriving (Show, Eq)
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emptyState :: State
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emptyState =
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State
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{ exec = [],
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int = [],
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float = [],
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bool = [],
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string = [],
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parameter = [],
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input = Map.empty
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}
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-- Each core func should be: (State -> State -> State)
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-- but each core function can use abstract helper functions.
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-- That is more efficient than checking length.
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-- Everntually, this can be part of the apply func to state helpers,
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-- which should take the number and type of parameter they have.
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instructionIntAdd :: State -> State
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instructionIntAdd state@(State {int = (i1 : i2 : is)}) = state {int = i2 + i1 : is}
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instructionIntAdd state = state
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instructionIntSub :: State -> State
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instructionIntSub state@(State {int = (i1 : i2 : is)}) = state {int = i2 - i1 : is}
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instructionIntSub state = state
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instructionIntMul :: State -> State
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instructionIntMul state@(State {int = (i1 : i2 : is)}) = state {int = i2 * i1 : is}
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instructionIntMul state = state
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instructionIntDiv :: State -> State
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instructionIntDiv state@(State {int = (i1 : i2 : is)}) = state {int = i2 `div` i1 : is}
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instructionIntDiv state = state
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instructionIntMod :: State -> State
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instructionIntMod state@(State {int = (i1 : i2 : is)}) = state {int = i2 `mod` i1 : is}
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instructionIntMod state = state
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instructionIntMin :: State -> State
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instructionIntMin state@(State {int = (i1 : i2 : is)}) = state {int = min i1 i2 : is}
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instructionIntMin state = state
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instructionIntMax :: State -> State
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instructionIntMax state@(State {int = (i1 : i2 : is)}) = state {int = max i1 i2 : is}
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instructionIntMax state = state
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instructionIntInc :: State -> State
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instructionIntInc state@(State {int = (i1 : is)}) = state {int = i1 + 1 : is}
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instructionIntInc state = state
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instructionIntDec :: State -> State
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instructionIntDec state@(State {int = (i1 : is)}) = state {int = i1 - 1 : is}
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instructionIntDec state = state
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instructionIntLT :: State -> State
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instructionIntLT state@(State {int = i1 : i2 : is, bool = bs}) = state {int = is, bool = (i1 < i2) : bs}
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instructionIntLT state = state
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instructionIntGT :: State -> State
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instructionIntGT state@(State {int = i1 : i2 : is, bool = bs}) = state {int = is, bool = (i1 > i2) : bs}
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instructionIntGT state = state
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instructionIntLTE :: State -> State
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instructionIntLTE state@(State {int = i1 : i2 : is, bool = bs}) = state {int = is, bool = (i1 <= i2) : bs}
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instructionIntLTE state = state
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instructionIntGTE :: State -> State
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instructionIntGTE state@(State {int = i1 : i2 : is, bool = bs}) = state {int = is, bool = (i1 >= i2) : bs}
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instructionIntGTE state = state
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instructionIntPop :: State -> State
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instructionIntPop state@(State {int = (_ : is)}) = state {int = is}
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instructionIntPop state = state
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instructionExecIf :: State -> State
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instructionExecIf state@(State {exec = (e1 : e2 : es), bool = (b : _)}) =
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if b
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then state {exec = e1 : es}
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else state {exec = e2 : es}
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instructionExecIf state = state
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instructionExecDup :: State -> State
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instructionExecDup state@(State {exec = alles@(e0 : _)}) =
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state {exec = e0 : alles}
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instructionExecDup state = state
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instructionExecDoRange :: State -> State
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instructionExecDoRange state@(State {exec = (e1 : es), int = (i0 : i1 : is)}) =
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if increment i0 i1 /= 0
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then state {exec = e1 : Block [GeneInt (i1 + increment i0 i1), GeneInt i0, StateFunc instructionExecDoRange, e1] : es, int = i1 : is}
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else state {exec = e1 : es, int = i1 : is}
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where
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increment :: Int -> Int -> Int
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increment destIdx currentIdx
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| currentIdx < destIdx = 1
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| currentIdx > destIdx = -1
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| otherwise = 0
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instructionExecDoRange state = state
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instructionExecDoCount :: State -> State
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instructionExecDoCount state@(State {exec = (e1 : es), int = (i1 : is)}) =
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if i1 < 1
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then state
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else state {exec = Block [GeneInt 0, GeneInt $ i1 - 1, StateFunc instructionExecDoRange, e1] : es, int = is}
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instructionExecDoCount state = state
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instructionExecDoTimes :: State -> State
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instructionExecDoTimes state@(State {exec = (e1 : es), int = (i1 : is)}) =
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if i1 < 1
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then state
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else state {exec = Block [GeneInt 0, GeneInt $ i1 - 1, StateFunc instructionExecDoRange, Block [StateFunc instructionIntPop, e1]] : es, int = is}
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instructionExecDoTimes state = state
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instructionExecWhile :: State -> State
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instructionExecWhile state@(State {exec = (_ : es), bool = []}) =
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state {exec = es}
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instructionExecWhile state@(State {exec = alles@(e1 : es), bool = (b1 : bs)}) =
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if b1
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then state {exec = e1 : StateFunc instructionExecWhile : alles, bool = bs}
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else state {exec = es}
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instructionExecWhile state = state
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instructionExecDoWhile :: State -> State
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instructionExecDoWhile state@(State {exec = alles@(e1 : _)}) =
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state {exec = e1 : StateFunc instructionExecWhile : alles}
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instructionExecDoWhile state = state
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-- Eats the boolean no matter what
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instructionExecWhen :: State -> State
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instructionExecWhen state@(State {exec = (_ : es), bool = (b1 : bs)}) =
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if not b1
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then state {exec = es, bool = bs}
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else state {bool = bs}
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instructionExecWhen state = state
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-- This is one of the push genome functions itself, not infrastructure.
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-- Optionally, split this off into independent functions
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@ -194,6 +23,10 @@ instructionParameterLoad state@(State {parameter = (p : _), ..}) = case p of
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(GeneFloat val) -> state {float = val : float}
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(GeneBool val) -> state {bool = val : bool}
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(GeneString val) -> state {string = val : string}
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(StateFunc _) -> undefined
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(PlaceInput _) -> undefined
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Close -> undefined
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(Block xs) -> state {exec = xs <> exec}
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instructionParameterLoad state = state
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-- Loads a genome into the exec stack
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@ -221,6 +54,6 @@ interpretExec state@(State {exec = (e : es), ..}) =
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(StateFunc func) -> interpretExec $ func state {exec = es}
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(Block block) -> interpretExec (state {exec = block ++ es})
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(PlaceInput val) -> interpretExec (state {exec = (input Map.! val) : es})
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Close -> state -- remove this later?
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Close -> undefined -- remove Close constructor later?
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-- Need to make interpretExec strict, right?
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62
src/State.hs
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62
src/State.hs
Normal file
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module State where
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import qualified Data.Map as Map
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-- The exec stack must store heterogenous types,
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-- and we must be able to detect that type at runtime.
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-- One solution is for the exec stack to be a list of [Gene].
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-- The parameter stack could be singular [Gene] or multiple [atomic] types.
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data Gene
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= GeneInt Int
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| GeneFloat Float
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| GeneBool Bool
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| GeneString String
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| StateFunc (State -> State)
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| PlaceInput String
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| Close
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| Block [Gene]
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instance Eq Gene where
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GeneInt x == GeneInt y = x == y
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GeneFloat x == GeneFloat y = x == y
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GeneBool x == GeneBool y = x == y
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GeneString x == GeneString y = x == y
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PlaceInput x == PlaceInput y = x == y
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Close == Close = True
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StateFunc _ == StateFunc _ = True -- This line is probably not the best thing to do
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Block [x] == Block [y] = [x] == [y]
|
||||
_ == _ = False
|
||||
|
||||
instance Show Gene where
|
||||
show (GeneInt x) = "Int: " <> show x
|
||||
show (GeneFloat x) = "Float: " <> show x
|
||||
show (GeneBool x) = "Bool: " <> show x
|
||||
show (GeneString x) = "String: " <> x
|
||||
show (StateFunc _) = "Func: unnamed"
|
||||
show (PlaceInput x) = "In: " <> x
|
||||
show Close = "Close"
|
||||
show (Block xs) = "Block: " <> show xs
|
||||
|
||||
data State = State
|
||||
{ exec :: [Gene],
|
||||
int :: [Int],
|
||||
float :: [Float],
|
||||
bool :: [Bool],
|
||||
string :: [String],
|
||||
parameter :: [Gene],
|
||||
input :: Map.Map String Gene
|
||||
}
|
||||
deriving (Show, Eq)
|
||||
|
||||
emptyState :: State
|
||||
emptyState =
|
||||
State
|
||||
{ exec = [],
|
||||
int = [],
|
||||
float = [],
|
||||
bool = [],
|
||||
string = [],
|
||||
parameter = [],
|
||||
input = Map.empty
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user