Creating a Practical DSL in F# - wwestlake/Labyrinth GitHub Wiki
Creating a Practical DSL in F#
Introduction
In this example, we will explore how to create a Domain-Specific Language (DSL) in F# that does more than just print out actions. Instead, it will perform meaningful work, including flow control and state management, making it suitable for practical applications like a game engine in a Multi-User Dungeon (MUD).
Defining the Domain
We start by defining the tasks our DSL will handle. Tasks can be simple steps, parallel tasks, sequences, conditionals, or loops.
type GameState = {
Fuel: int
Oil: int
IsEngineRunning: bool
}
type Task =
| Step of string * (GameState -> GameState) // Step with a name and an action that modifies the game state
| Parallel of Task list
| Sequence of Task list
| Conditional of (GameState -> bool) * Task * Task option // If-Else structure
| LoopUntil of (GameState -> bool) * Task // Loop while a condition is false
Implementing Actions and Conditions
Next, we define actions that modify the GameState and conditions that control the flow of our tasks.
let startEngine state =
printfn "Starting the engine..."
{ state with IsEngineRunning = true }
let checkFuel state =
if state.Fuel > 10 then
printfn "Fuel level is sufficient."
state
else
failwith "Not enough fuel!"
let checkOil state =
if state.Oil > 5 then
printfn "Oil level is sufficient."
state
else
failwith "Not enough oil!"
let launch state =
if state.IsEngineRunning then
printfn "Launching the spaceship!"
state
else
failwith "Cannot launch: Engine is not running!"
let shutdown state =
printfn "Shutting down the spaceship."
{ state with IsEngineRunning = false }
let isEngineRunning state = state.IsEngineRunning
let isFuelLow state = state.Fuel < 5
Creating the Execution Engine
We now create an engine that will execute our tasks, handling the flow control defined in our DSL.
let rec executeTask state task =
match task with
| Step(name, action) ->
printfn "Executing step: %s" name
action state
| Parallel tasks ->
printfn "Executing tasks in parallel:"
tasks |> List.fold (fun acc t -> executeTask acc t) state
| Sequence tasks ->
printfn "Executing tasks in sequence:"
tasks |> List.fold (fun acc t -> executeTask acc t) state
| Conditional(condition, thenTask, elseTask) ->
if condition state then
executeTask state thenTask
else
match elseTask with
| Some task -> executeTask state task
| None -> state
| LoopUntil(condition, task) ->
let rec loop s =
if condition s then s
else loop (executeTask s task)
loop state
Defining a Workflow
Using the DSL, we can now define a workflow that includes meaningful actions and flow control.
let myWorkflow =
sequence [
step "Start Engine" startEngine
conditional isFuelLow
(step "Refuel" (fun state -> { state with Fuel = state.Fuel + 10 }))
None
parallel [
step "Check Fuel" checkFuel
step "Check Oil" checkOil
]
sequence [
step "Launch" launch
loopUntil (fun state -> state.Fuel < 1)
(step "Burn Fuel" (fun state -> { state with Fuel = state.Fuel - 1 }))
]
step "Shutdown" shutdown
]
let initialState = { Fuel = 12; Oil = 7; IsEngineRunning = false }
let finalState = executeTask initialState myWorkflow
Explanation
- Meaningful Actions: Each step in the workflow performs an actual game action, altering the GameState.
- Flow Control: The workflow includes a conditional to check fuel levels and a loopUntil to simulate fuel consumption until the fuel runs out.
- Error Handling: The use of failwith in actions handles errors if the conditions are not met, though in a real-world application, you'd likely want more robust error handling.
Conclusion
This example demonstrates how to extend a simple DSL concept into a more practical and powerful tool in F#. By leveraging F#'s functional features, you can create a DSL that orchestrates complex logic, manages state, and controls the flow of execution dynamically. This makes the DSL a valuable tool for managing complex scenarios, such as in a game engine or other interactive systems.