问题是我不知道如何创建Behavior t GameState
我有更多的代码,但我试图展示我认为有必要谈论这个问题。如果有空白填写,请告诉我。这就是我所拥有的:
data GameState = GameState {agent :: Agent
,universe :: Universe
}
type Universe = Gr Planet ()
data Command = Move PlanetName
| Look
| Quit
deriving Show
data PlayerCommand = PlayerCommand Command PID
| Null
deriving Show
updateGS :: PlayerCommand -> GameState -> GameState
updateGS (PlayerCommand (Move planet) pid) gs =
let agent = getAgent pid gs
nodes = labNodes $ universe gs
current = location agent
Just fromP = lookup (fromEnum current) nodes
Just toP = lookup (fromEnum planet) nodes
fromNode = fromEnum current
toNode = fromEnum planet
uPlayer = Player pid (getPlanetName toP) (Location planet)
mData = MoveData uPlayer (toNode,toP) (fromNode,fromP) nodes
uPlanets = updateLNodeList mData
in GameState uPlayer (mkGraph uPlanets $ labUEdges gates
initialGS :: GameState
initialGS = GameState initPlayer (makeUniverse makePlanetNodes)
和事件网络
makeNetworkDescription :: AddHandler PlayerCommand -> IO EventNetwork
makeNetworkDescription addCommandEvent = compile $ do
eInput <- fromAddHandler addCommandEvent
let bCommand = stepper Null eInput
eCommandChanged <- changes bCommand
let bGameState :: Behavior t GameState
bGameState = stepper initialGS
reactimate $ (\n -> appendFile "output.txt" ("Command is " ++ show n)) <$> eCommandChanged
我相信bGameState需要使用eCommandChange,但我遇到类型问题
stepper :: a -> Event t a -> Behavior t a
这让我相信我需要将eInput :: Event t PlayerCommand
转换成一个
eGameState :: Event t GameState
,我可以使用stepper
制作Behavior t GameState
所以,我的问题是,我的思路是正确的吗?如果没有,我可以被重定向吗?如果是这样,eGameState :: Event t GameState
会是什么样的?
回应以下回复。当我最初考虑accumB
时,我发现了一个类型错误。当我尝试你的建议时会发生什么。
let bGameState :: Behavior t GameState
bGameState = accumB initialGS $ updateGS <$ eInput
产生错误
Couldn't match expected type `GameState'
with actual type `PlayerCommand'
Expected type: GameState -> GameState
Actual type: PlayerCommand -> GameState -> GameState
In the first argument of `(<$)', namely `updateGS'
In the second argument of `($)', namely `updateGS <$ eInput'
不知道该怎么做。我会看看你的例子,看看答案是否清楚。感谢您选择accumB
是正确的方法,因为我专注于stepper
我研究建议的代码越多,我对类型错误感到困惑就越多。
答案 0 :(得分:2)
确实,您需要创建一个记住GameState
的事件,并将updateGS
函数应用于该事件以创建新事件。这就是函数accumE
及其表兄accumB
的目的。特别是,你可以写
bGameState = accumB initialGS $ updateGS <$> eInput
要了解有关此模式的更多信息,请查看examples pages上的示例,特别是Counter.hs和TwoCounters.hs示例。
值得一提的另一点是,我建议避免changes
函数,除非你正在处理低级框架的东西。如文档中所述,它有几个限制;最糟糕的限制是在reactimate
执行之前该值不可用。你可以轻松地以这种方式进行无限循环,其目的非常狭窄。
在你的情况下,bCommand
似乎是多余的,你有eCommandChanged = eInput
。
士气:将事件变成一种行为很容易,但是没有办法回来。