Remove Debugging Printing
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This commit is contained in:
Sebastian Böckelmann 2024-04-19 21:07:37 +02:00
parent 9df0a07b1f
commit d59534c93e
8 changed files with 0 additions and 22 deletions

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@ -50,7 +50,6 @@ export class ProductStateEditorComponent implements OnInit{
if(this.templateElement == undefined) {
this.datasource.data = this.gamesystem!.states;
} else if(this.gamesystem instanceof ProductTemplateSystem) {
console.log("Product Template System: ", this.gamesystem!.stateMap.get(this.templateElement))
this.datasource.data = this.gamesystem!.stateMap.get(this.templateElement)!
}

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@ -46,7 +46,6 @@ export class SimpleStateEditorComponent implements OnInit{
this.dataSource.filterPredicate = (data: SimpleState, filter: string) => {
return data.stateLabel.toLowerCase().includes(filter);
}
console.log(this.templateElement)
}
editState(state: SimpleState) {

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@ -29,7 +29,6 @@ export class IsolatedProductStateGenerator extends ProductSystemGenerator {
protected assignGeneratedStatesAndTransitions(generationResult: ProductGeneratorResult) {
this.productGamesystem.states = this.productGamesystem.states.concat(generationResult.states);
console.log("Generation-Result: ", this.productGamesystem.states)
}
protected generateBinaryIsolatedProductStates(leftSystemData: ProductGenerationData, rightSystemData: ProductGenerationData): ProductGeneratorResult {

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@ -10,16 +10,11 @@ export class IsolatedSymmetricTemplateStateGenerator extends IsolatedTemplateSta
protected generateBinaryIsolatedProductStates(leftSystemData: ProductGenerationData, rightSystemData: ProductGenerationData): ProductGeneratorResult {
console.log("Calling test")
console.log(leftSystemData.states)
console.log(rightSystemData.states)
const generatedProductStates: ProductState[] = []
leftSystemData.states.forEach(leftState => {
if(leftState.outgoingTransitions.length == 0 && leftState.incomingTransitions.length == 0) {
rightSystemData.states.forEach(rightState => {
console.log("LeftState is isolated")
if(leftState.equals(rightState)) {
if(rightState.outgoingTransitions.length == 0 && rightState.incomingTransitions.length == 0) {
const leftConditions = this.getStateConditions(leftState, true);
@ -37,7 +32,6 @@ export class IsolatedSymmetricTemplateStateGenerator extends IsolatedTemplateSta
if(!this.contradictCombinedConditions(leftConditions, rightConditions)) {
const generatedState = this.generateBinaryProductState(leftState, rightState, generatedProductStates);
console.log(generatedProductStates)
}
}
})

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@ -108,7 +108,6 @@ export class ProductSystemGenerator {
this.productGamesystem.states = generationResult.states;
this.productGamesystem.transitions = generationResult.transitions;
console.log("General ", generationResult.transitions.length)
}
protected generateBinaryProductTransition(startingState: ProductState, endingState: ProductState, usedTransition: Transition<any>, generatedTransitions: ProductTransition[], leftSystem: boolean) {

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@ -28,9 +28,6 @@ export class TemplateProductSystemGenerator extends ProductSystemGenerator {
const productTemplateSystem = this.productGamesystem as ProductTemplateSystem
productTemplateSystem.transitionMap.set(this.templateElement, generationResult.transitions)
productTemplateSystem.stateMap.set(this.templateElement, generationResult.states)
console.log("Symmetric", (this.productGamesystem as ProductTemplateSystem).symmetric)
console.log("Template: ", generationResult.transitions.length)
}
protected getTransitionConditions(transition: Transition<any>, leftSystem: boolean) {

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@ -36,10 +36,6 @@ export class ProductTemplateSystem extends ProductGamesystem implements Template
if(this.generateIsolatedStates) {
const isolatedTemplateStateGenerator = new IsolatedSymmetricTemplateStateGenerator(this, templateElement);
isolatedTemplateStateGenerator.generateIsolatedProductStates();
console.log(this.states)
console.log("Generate symmetric isolated states")
} else {
console.log("Do not generate symmetric isolated states")
}
} else {
const productTemplateGenerator = new TemplateProductSystemGenerator(this, templateElement);

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@ -70,8 +70,6 @@ export class CharacterParser {
state.conditionMap.set(character, conditions)
state.initialMap.set(character, stateReference.initialMap)
console.log(state.initialMap)
}
for(let i=0; i<characterSpecificGamesystem.transitions.length; i++) {
@ -84,9 +82,6 @@ export class CharacterParser {
transition!.actionMap.set(character, actions);
transition!.conditionMap.set(character, condititions);
}
} else {
console.log(this.characterSpecificGamesystems)
console.log("Cannot find system: ", characterSpecificGamesystem.componentName)
}
return referencedGamesystem;