heroagent/pkg/heroscript/playbook/playbook.go
2025-04-23 04:18:28 +02:00

302 lines
6.7 KiB
Go

package playbook
import (
"crypto/sha1"
"encoding/hex"
"fmt"
"sort"
"strings"
"github.com/freeflowuniverse/heroagent/pkg/heroscript/paramsparser"
)
// ActionType represents the type of action
type ActionType int
const (
ActionTypeUnknown ActionType = iota
ActionTypeDAL
ActionTypeSAL
ActionTypeWAL
ActionTypeMacro
)
// Action represents a single action in a heroscript
type Action struct {
ID int
CID string
Name string
Actor string
Priority int
Params *paramsparser.ParamsParser
Result *paramsparser.ParamsParser
ActionType ActionType
Comments string
Done bool
}
// PlayBook represents a collection of actions
type PlayBook struct {
Actions []*Action
Priorities map[int][]int // key is priority, value is list of action indices
OtherText string // text outside of actions
Result string
NrActions int
Done []int
}
// NewAction creates a new action and adds it to the playbook
func (p *PlayBook) NewAction(cid, name, actor string, priority int, actionType ActionType) *Action {
p.NrActions++
action := &Action{
ID: p.NrActions,
CID: cid,
Name: name,
Actor: actor,
Priority: priority,
ActionType: actionType,
Params: paramsparser.New(),
Result: paramsparser.New(),
}
p.Actions = append(p.Actions, action)
return action
}
// New creates a new PlayBook
func New() *PlayBook {
return &PlayBook{
Actions: make([]*Action, 0),
Priorities: make(map[int][]int),
NrActions: 0,
Done: make([]int, 0),
}
}
// NewFromText creates a new PlayBook from heroscript text
func NewFromText(text string) (*PlayBook, error) {
pb := New()
err := pb.AddText(text, 10) // Default priority 10
if err != nil {
return nil, err
}
return pb, nil
}
// String returns the heroscript representation of the action
func (a *Action) String() string {
out := a.HeroScript()
if a.Result != nil && len(a.Result.GetAll()) > 0 {
out += "\n\nResult:\n"
// Indent the result
resultParams := a.Result.GetAll()
for k, v := range resultParams {
out += " " + k + ": '" + v + "'\n"
}
}
return out
}
// HeroScript returns the heroscript representation of the action
func (a *Action) HeroScript() string {
var out strings.Builder
// Add comments if any
if a.Comments != "" {
lines := strings.Split(a.Comments, "\n")
for _, line := range lines {
out.WriteString("// " + line + "\n")
}
}
// Add action type prefix
switch a.ActionType {
case ActionTypeDAL:
out.WriteString("!")
case ActionTypeSAL:
out.WriteString("!!")
case ActionTypeMacro:
out.WriteString("!!!")
default:
out.WriteString("!!") // Default to SAL
}
// Add actor and name
if a.Actor != "" {
out.WriteString(a.Actor + ".")
}
out.WriteString(a.Name + " ")
// Add ID if present
if a.ID > 0 {
out.WriteString(fmt.Sprintf("id:%d ", a.ID))
}
// Add parameters
if a.Params != nil && len(a.Params.GetAll()) > 0 {
params := a.Params.GetAll()
firstLine := true
for k, v := range params {
if firstLine {
out.WriteString(k + ":'" + v + "'\n")
firstLine = false
} else {
out.WriteString(" " + k + ":'" + v + "'\n")
}
}
}
return out.String()
}
// HashKey returns a unique hash for the action
func (a *Action) HashKey() string {
h := sha1.New()
h.Write([]byte(a.HeroScript()))
return hex.EncodeToString(h.Sum(nil))
}
// HashKey returns a unique hash for the playbook
func (p *PlayBook) HashKey() string {
h := sha1.New()
for _, action := range p.Actions {
h.Write([]byte(action.HashKey()))
}
return hex.EncodeToString(h.Sum(nil))
}
// HeroScript returns the heroscript representation of the playbook
func (p *PlayBook) HeroScript(showDone bool) string {
var out strings.Builder
actions, _ := p.ActionsSorted(false)
for _, action := range actions {
if !showDone && action.Done {
continue
}
out.WriteString(action.HeroScript() + "\n")
}
if p.OtherText != "" {
out.WriteString(p.OtherText)
}
return out.String()
}
// ActionsSorted returns the actions sorted by priority
func (p *PlayBook) ActionsSorted(prioOnly bool) ([]*Action, error) {
var result []*Action
// If no priorities are set, return all actions
if len(p.Priorities) == 0 {
return p.Actions, nil
}
// Get all priority numbers and sort them
var priorities []int
for prio := range p.Priorities {
priorities = append(priorities, prio)
}
sort.Ints(priorities)
// Add actions in priority order
for _, prio := range priorities {
if prioOnly && prio > 49 {
continue
}
actionIDs := p.Priorities[prio]
for _, id := range actionIDs {
action, err := p.GetAction(id, "", "")
if err != nil {
return nil, err
}
result = append(result, action)
}
}
return result, nil
}
// GetAction finds an action by ID, actor, or name
func (p *PlayBook) GetAction(id int, actor, name string) (*Action, error) {
actions, err := p.FindActions(id, actor, name, ActionTypeUnknown)
if err != nil {
return nil, err
}
if len(actions) == 1 {
return actions[0], nil
} else if len(actions) == 0 {
return nil, fmt.Errorf("couldn't find action with id: %d, actor: %s, name: %s", id, actor, name)
} else {
return nil, fmt.Errorf("multiple actions found with id: %d, actor: %s, name: %s", id, actor, name)
}
}
// FindActions finds actions based on criteria
func (p *PlayBook) FindActions(id int, actor, name string, actionType ActionType) ([]*Action, error) {
var result []*Action
for _, a := range p.Actions {
// If ID is specified, return only the action with that ID
if id != 0 {
if a.ID == id {
return []*Action{a}, nil
}
continue
}
// Filter by actor if specified
if actor != "" && a.Actor != actor {
continue
}
// Filter by name if specified
if name != "" && a.Name != name {
continue
}
// Filter by actionType if specified
if actionType != ActionTypeUnknown && a.ActionType != actionType {
continue
}
// If the action passes all filters, add it to the result
result = append(result, a)
}
return result, nil
}
// ActionExists checks if an action exists
func (p *PlayBook) ActionExists(id int, actor, name string) bool {
actions, err := p.FindActions(id, actor, name, ActionTypeUnknown)
if err != nil || len(actions) == 0 {
return false
}
return true
}
// String returns a string representation of the playbook
func (p *PlayBook) String() string {
return p.HeroScript(true)
}
// EmptyCheck checks if there are any actions left to execute
func (p *PlayBook) EmptyCheck() error {
var undoneActions []*Action
for _, a := range p.Actions {
if !a.Done {
undoneActions = append(undoneActions, a)
}
}
if len(undoneActions) > 0 {
return fmt.Errorf("there are actions left to execute: %d", len(undoneActions))
}
return nil
}