This commit is contained in:
parent
1cde7f2939
commit
aada044e08
@ -0,0 +1,48 @@
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import { BrowserContext, ElectronApplication, Page, _electron as electron } from 'playwright';
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import { test, expect } from '@playwright/test';
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import * as PATH from 'path';
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import {GameModel} from "../../../src/app/game-model/GameModel";
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import {Gamesystem} from "../../src/app/game-model/gamesystems/Gamesystem";
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import {ScriptAccount} from "../../../src/app/game-model/scriptAccounts/ScriptAccount";
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import {ModelComponentType} from "../../../src/app/game-model/ModelComponentType";
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import {SimpleGamesystem} from "../../../src/app/game-model/gamesystems/SimpleGamesystem";
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import exp = require("node:constants");
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import {end} from "electron-debug";
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import {GamesystemTrainer} from "./GamesystemTrainer";
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import {ProductGamesystem} from "../../../src/app/game-model/gamesystems/ProductGamesystem";
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import {ProductStateTrainer} from "./ProductStateTrainer";
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import {SimpleState} from "../../../../src/app/game-model/gamesystems/SimpleState";
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test.describe('Test Create ProductStates', () => {
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test("Adding already existent ProductState", async () => {
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const gamesystem = ProductStateTrainer.givenFullProductGamesystemWithTwoStates();
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const result = gamesystem.createState(gamesystem.states[0].innerStates);
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expect(result).toBeUndefined();
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expect(gamesystem.states.length).toEqual(4);
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})
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test("Test empty inputs for ProductState Creation", async ()=> {
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const gamesystem = ProductStateTrainer.givenFullProductGamesystemWithTwoStates();
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expect(gamesystem.createState([])).toBeUndefined();
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expect(gamesystem.states.length).toEqual(4);
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})
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test("Test invalid inputs for ProductState Creation", async () => {
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const gamesystem = ProductStateTrainer.givenFullProductGamesystemWithTwoStates();
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expect(gamesystem.createState([ProductStateTrainer.givenUnusedInnerStates(gamesystem)[0]])).toBeUndefined();
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expect(gamesystem.states.length).toEqual(4);
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})
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test("Test ProductState Creation with foreign State", async () => {
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const gamesystem = ProductStateTrainer.givenFullProductGamesystemWithTwoStates();
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const simpleState = new SimpleState(ProductStateTrainer.INNERSTATE_LETTER_3);
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expect(gamesystem.createState([simpleState])).toBeUndefined();
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expect(gamesystem.states.length).toEqual(4);
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})
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test("Test valid ProductStateCreation", async () => {
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const gamesystem = ProductStateTrainer.givenFullProductGamesystemWithTwoStates();
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expect(gamesystem.createState(ProductStateTrainer.givenUnusedInnerStates(gamesystem))).toBeDefined();
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expect(gamesystem.states.length).toEqual(5);
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})
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});
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import { BrowserContext, ElectronApplication, Page, _electron as electron } from 'playwright';
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import { test, expect } from '@playwright/test';
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import * as PATH from 'path';
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import {GameModel} from "../../../src/app/game-model/GameModel";
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import {Gamesystem} from "../../src/app/game-model/gamesystems/Gamesystem";
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import {ScriptAccount} from "../../../src/app/game-model/scriptAccounts/ScriptAccount";
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import {ModelComponentType} from "../../../src/app/game-model/ModelComponentType";
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import {SimpleGamesystem} from "../../../src/app/game-model/gamesystems/SimpleGamesystem";
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import exp = require("node:constants");
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import {end} from "electron-debug";
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import {GamesystemTrainer} from "./GamesystemTrainer";
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import {ProductGamesystem} from "../../../src/app/game-model/gamesystems/ProductGamesystem";
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import {ProductStateTrainer} from "./ProductStateTrainer";
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import {SimpleState} from "../../../../src/app/game-model/gamesystems/SimpleState";
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test.describe('Test Check Equal of Innerstates', () => {
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test("Test invalid input for equal checking", async()=> {
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const gamesystem = ProductStateTrainer.givenFullProductGamesystemWithTwoStates();
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expect(gamesystem.states[0].equalInnerStates(null)).toBeFalsy();
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expect(gamesystem.states[0].equalInnerStates(undefined)).toBeFalsy();
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})
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test("Test empty input for equal checking", async ()=> {
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const gamesystem = ProductStateTrainer.givenFullProductGamesystemWithTwoStates();
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expect(gamesystem.states[0].equalInnerStates([])).toBeFalsy();
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})
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test("Test identical inner states for equal", async ()=> {
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const gamesystem = ProductStateTrainer.givenFullProductGamesystemWithTwoStates();
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expect(gamesystem.states[0].equalInnerStates(gamesystem.states[0].innerStates)).toBeTruthy();
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})
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test("Test slightly derivating inner states for Equal", async ()=> {
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const gamesystem = ProductStateTrainer.givenFullProductGamesystemWithTwoStates();
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expect(gamesystem.states[0].equalInnerStates(gamesystem.states[1].innerStates)).toBeFalsy();
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})
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});
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import {ProductGamesystem} from "../../../../src/app/game-model/gamesystems/ProductGamesystem";
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import {SimpleGamesystem} from "../../../../src/app/game-model/gamesystems/SimpleGamesystem";
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import {ProductState} from "../../../../src/app/game-model/gamesystems/ProductState";
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export class ProductStateTrainer {
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static INNERSTATE_LETTER_1 = "A";
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static INNERSTATE_LETTER_2 = "B";
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static INNERSTATE_LETTER_3 = "C";
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static INNERSTATE_NUMBER_1 = "1";
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static INNERSTATE_NUMBER_2 = "2";
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static INNERSTATE_NUMBER_3 = "3";
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static LETTERS_GAMESYSTEM_NAME = "Letters";
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static NUMBERS_GAMESYSTEM_NAME = "Numbers";
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static PRODUCT_GAMESYSTEM_NAME = "Product Gamesystem";
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static givenFullProductGamesystemWithTwoStates() {
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const letter_Gamesystem = new SimpleGamesystem(this.LETTERS_GAMESYSTEM_NAME);
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const letter_1 = letter_Gamesystem.createState(this.INNERSTATE_LETTER_1, "")!;
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const letter_2 = letter_Gamesystem.createState(this.INNERSTATE_LETTER_2, "")!;
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const number_gamesystem = new SimpleGamesystem(this.NUMBERS_GAMESYSTEM_NAME);
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const number_1 = number_gamesystem.createState(this.INNERSTATE_NUMBER_1, "")!;
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const number_2 = number_gamesystem.createState(this.INNERSTATE_NUMBER_2, "")!;
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const productGamesystem = new ProductGamesystem(this.PRODUCT_GAMESYSTEM_NAME);
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productGamesystem.states.push(new ProductState( [letter_1, number_1]));
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productGamesystem.states.push(new ProductState( [letter_1, number_2]));
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productGamesystem.states.push(new ProductState( [letter_2, number_1]));
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productGamesystem.states.push(new ProductState( [letter_2, number_2]));
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productGamesystem.innerGamesystems.push(letter_Gamesystem);
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productGamesystem.innerGamesystems.push(number_gamesystem);
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return productGamesystem;
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}
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static givenUnusedInnerStates(productGamesystem: ProductGamesystem) {
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const letterGamesystem = productGamesystem.findChildSystemByName(ProductStateTrainer.LETTERS_GAMESYSTEM_NAME) as SimpleGamesystem;
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const numberGamesystem = productGamesystem.findChildSystemByName(ProductStateTrainer.NUMBERS_GAMESYSTEM_NAME) as SimpleGamesystem;
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const letterGamesystemState = letterGamesystem.createState(ProductStateTrainer.INNERSTATE_LETTER_3)!;
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const numberGamesystemState = numberGamesystem.createState(ProductStateTrainer.INNERSTATE_NUMBER_3)!;
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return [letterGamesystemState, numberGamesystemState];
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}
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}
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import {ScriptAccount} from "./game-model/scriptAccounts/ScriptAccount";
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import {GamescriptOverviewComponent} from "./side-overviews/gamescript-overview/gamescript-overview.component";
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import {SimpleGamesystem} from "./game-model/gamesystems/SimpleGamesystem";
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import {ProductGamesystem} from "./game-model/gamesystems/ProductGamesystem";
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import {ProductState} from "./game-model/gamesystems/ProductState";
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@Component({
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selector: 'app-root',
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const springState = season.createState("Spring", "Spring, also known as springtime, is one of the four temperate seasons, succeeding winter and preceding summer.");
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const summerState = season.createState("Summer", "Summer is the hottest and brightest of the four temperate seasons, occurring after spring and before autumn. ");
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season.createTransition(springState!, summerState!);
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const sunnyState = weather.createState("Sunny", "The sun is shining. No clouds, no rain, no storm.");
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const rainingState = weather.createState("Raining", "It rains")
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this.gameModel.addGamesystem(weather)
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this.gameModel.addGamesystem(season);
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season.createTransition(springState!, summerState!);
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weather.createTransition(sunnyState!, rainingState!);
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const weather_season = new ProductGamesystem("Weather-Season");
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weather_season.addChildGamesystem(weather);
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weather_season.addChildGamesystem(season);
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weather_season.createState(ProductState.computeProductStateLabel([springState!, sunnyState!]), "", [springState!, sunnyState!]);
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this.gameModel.addGamesystem(weather_season);
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}
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openScriptAccountsOverview() {
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SimpleTransitionEditorComponent
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} from "./editor/gamesystem-editor/transition-editor/simple-transition-editor/simple-transition-editor.component";
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import {MatOption, MatSelect} from "@angular/material/select";
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import {
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ProductGamesystemEditorComponent
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} from "./editor/gamesystem-editor/product-gamesystem-editor/product-gamesystem-editor.component";
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// AoT requires an exported function for factories
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const httpLoaderFactory = (http: HttpClient): TranslateHttpLoader => new TranslateHttpLoader(http, './assets/i18n/', '.json');
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MatCheckbox,
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MatSelect,
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MatOption,
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MatHint
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MatHint,
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ProductGamesystemEditorComponent
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],
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providers: [],
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bootstrap: [AppComponent]
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<app-simple-gamesystem-editor *ngIf="isSimpleGamesystem()" [simpleGamesystem]="convertGamesystemToSimpleGamesystem()"></app-simple-gamesystem-editor>
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<app-product-gamesystem-editor *ngIf="!isSimpleGamesystem()" [gamesystem]="convertGamesystemToProductGamesystem()"></app-product-gamesystem-editor>
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<app-product-state-editor [gamesystem]="gamesystem"></app-product-state-editor>
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import { ComponentFixture, TestBed } from '@angular/core/testing';
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import { ProductGamesystemEditorComponent } from './product-gamesystem-editor.component';
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describe('ProductGamesystemEditorComponent', () => {
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let component: ProductGamesystemEditorComponent;
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let fixture: ComponentFixture<ProductGamesystemEditorComponent>;
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beforeEach(async () => {
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await TestBed.configureTestingModule({
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imports: [ProductGamesystemEditorComponent]
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})
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.compileComponents();
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fixture = TestBed.createComponent(ProductGamesystemEditorComponent);
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component = fixture.componentInstance;
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fixture.detectChanges();
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});
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it('should create', () => {
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expect(component).toBeTruthy();
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});
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});
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import {Component, Input} from '@angular/core';
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import {ProductGamesystem} from "../../../game-model/gamesystems/ProductGamesystem";
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import {ProductStateEditorComponent} from "../state-editor/product-state-editor/product-state-editor.component";
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@Component({
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selector: 'app-product-gamesystem-editor',
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standalone: true,
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imports: [
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ProductStateEditorComponent
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],
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templateUrl: './product-gamesystem-editor.component.html',
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styleUrl: './product-gamesystem-editor.component.scss'
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})
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export class ProductGamesystemEditorComponent {
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@Input() gamesystem: ProductGamesystem | undefined
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}
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@ -0,0 +1 @@
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<p>product-state-editor works!</p>
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import { ComponentFixture, TestBed } from '@angular/core/testing';
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import { ProductStateEditorComponent } from './product-state-editor.component';
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describe('ProductStateEditorComponent', () => {
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let component: ProductStateEditorComponent;
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let fixture: ComponentFixture<ProductStateEditorComponent>;
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beforeEach(async () => {
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await TestBed.configureTestingModule({
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imports: [ProductStateEditorComponent]
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})
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.compileComponents();
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fixture = TestBed.createComponent(ProductStateEditorComponent);
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component = fixture.componentInstance;
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fixture.detectChanges();
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});
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it('should create', () => {
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expect(component).toBeTruthy();
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});
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});
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import {Component, Input} from '@angular/core';
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import {ProductGamesystem} from "../../../../game-model/gamesystems/ProductGamesystem";
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@Component({
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selector: 'app-product-state-editor',
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standalone: true,
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imports: [],
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templateUrl: './product-state-editor.component.html',
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styleUrl: './product-state-editor.component.scss'
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})
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export class ProductStateEditorComponent {
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@Input() gamesystem: ProductGamesystem | undefined
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}
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super(gamesystemName, "", ModelComponentType.GAMESYTEM);
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}
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abstract createState(label: string, description: string): S|undefined;
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abstract createTransition(startingState: S, endingState: S): T|undefined;
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abstract removeState(state: S): boolean;
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return productGamesystem;
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}
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createState(label: string, description: string): ProductState | undefined {
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createState(innerStates: State<any>[]): ProductState | undefined {
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if(innerStates.length == this.innerGamesystems.length && this.findProductStateByInnerStates(innerStates)== undefined) {
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const productState = new ProductState(innerStates);
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this.states.push(productState);
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return productState;
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} else {
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return undefined;
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}
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}
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createTransition(startingState: ProductState, endingState: ProductState): ProductTransition | undefined {
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return undefined;
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@ -57,4 +63,21 @@ export class ProductGamesystem extends Gamesystem<ProductState, ProductTransitio
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private removeChildGamesystem(gamesystem: Gamesystem<State<any>, Transition<any>>) {
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this.innerGamesystems = this.innerGamesystems.filter(childSystem => childSystem != gamesystem);
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}
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findProductStateByInnerStates(innerStates: State<any>[]) {
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return this.states.find(productState => productState.equalInnerStates(innerStates));
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}
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findChildSystemByName(gamesystemName: string) {
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const gamesystemQueue: Gamesystem<State<any>, Transition<any>>[] = [];
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this.innerGamesystems.forEach(gamesystem => gamesystemQueue.push(gamesystem));
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while(gamesystemName.length > 0 ){
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const currentGamesystem = gamesystemQueue.shift();
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if(currentGamesystem!.componentName === gamesystemName) {
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return currentGamesystem;
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}
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}
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return undefined;
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}
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}
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import {ProductTransition} from "./ProductTransition";
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import {State} from "./State";
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import {SimpleState} from "./SimpleState";
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import {Transition} from "./Transition";
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export class ProductState extends State<ProductTransition> {
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innerStates: SimpleState[] = [];
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innerStates: State<any>[] = [];
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constructor(innerStates: State<any>[]) {
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super();
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this.innerStates = innerStates;
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}
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equalInnerStates(innerStates: State<any>[]) {
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if(innerStates == undefined || this.innerStates.length != innerStates.length) {
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return false;
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}
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for(let i=0; i<innerStates.length; i++) {
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if(!this.innerStates[i].equals(innerStates[i])) {
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return false;
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}
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}
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return true;
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}
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equals(state: State<Transition<any>>): boolean {
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if(state instanceof SimpleState || this.innerStates.length != (state as ProductState).innerStates.length) {
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return false;
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}
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for(let i=0; i<this.innerStates.length; i++) {
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if(!this.innerStates[i].equals((state as ProductState).innerStates[i])) {
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return false;
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}
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}
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return true;
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}
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}
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import {State} from "./State";
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import {SimpleTransition} from "./SimpleTransition";
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import {Transition} from "./Transition";
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export class SimpleState extends State<SimpleTransition> {
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stateLabel: string = "";
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stateDescription: string = "";
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constructor(stateLabel: string, stateDescription: string) {
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super();
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this.stateLabel = stateLabel;
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this.stateDescription = stateDescription;
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}
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equals(state: State<Transition<any>>): boolean {
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if(!(state instanceof SimpleState)) {
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return false;
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}
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return this.stateLabel === (state as SimpleState).stateLabel;
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}
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}
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@ -1,19 +1,12 @@
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import {Transition} from "./Transition";
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export abstract class State<T extends Transition<any>> {
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stateLabel: string = "";
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stateDescription: string = "";
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incomingTransitions: T[] =[];
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outgoingTransitions: T[] =[];
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initial: boolean = false;
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constructor(stateLabel: string, stateDescription: string) {
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this.stateLabel = stateLabel;
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this.stateDescription = stateDescription;
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}
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addIncomingTransition(transition: T) {
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this.incomingTransitions.push(transition);
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}
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@ -29,4 +22,6 @@ export abstract class State<T extends Transition<any>> {
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removeOutgoingTransition(transition: T) {
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}
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abstract equals(state: State<Transition<any>>): boolean;
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}
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