Test triple ProductGamesystem generation
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@ -23,5 +23,12 @@ test.describe('Test Create ProductStates', () => {
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expect(gamesystem.transitions.length).toEqual(5);
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})
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test("Test simple triple Product State", async () => {
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const gamesystem = ProductSystemGenerationTrainer.givenTrippleProductSystem();
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gamesystem.generateFromChildsystems();
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expect(gamesystem.states.length).toEqual(8);
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expect(gamesystem.transitions.length).toEqual(19)
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})
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});
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@ -6,12 +6,16 @@ export class ProductSystemGenerationTrainer {
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static PRODUCTGAMESYSTEMNAME = "ProductGamesystem";
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static CHILDGAMESYSTEMNAME_LEFT = "Left Child System";
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static CHILDGAMESYSTEMNAME_RIGHT = "Right Child System";
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static CHILDGAMESYSTEMNAME_MIDDLE = "Middle Child System";
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static LEFTCHILDSYSTEM_A_NODE_NAME = "A";
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static LEFTCHILDSYSTEM_B_NODE_NAME = "B";
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static RIGHTCHILDSYSTEM_A_NODE_NAME = "1";
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static RIGHTCHILDSYSTEM_B_NODE_NAME = "2";
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static MIDDLECHILDSYSTEM_A_NODE_NAME = "Sun";
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static MIDDLECHILDSYSTEM_B_NODE_NAME = "Rain";
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static givenSimplestProductSystem() {
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const productsystem = new ProductGamesystem(ProductSystemGenerationTrainer.PRODUCTGAMESYSTEMNAME);
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const left_childsystem = new SimpleGamesystem(ProductSystemGenerationTrainer.CHILDGAMESYSTEMNAME_LEFT);
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@ -26,4 +30,14 @@ export class ProductSystemGenerationTrainer {
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return productsystem;
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}
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static givenTrippleProductSystem() {
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const gamesystem = this.givenSimplestProductSystem();
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const middle_childsystem = new SimpleGamesystem(this.CHILDGAMESYSTEMNAME_MIDDLE);
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middle_childsystem.createTransition(middle_childsystem.createState(ProductSystemGenerationTrainer.MIDDLECHILDSYSTEM_A_NODE_NAME, "")!,
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middle_childsystem.createState(ProductSystemGenerationTrainer.MIDDLECHILDSYSTEM_B_NODE_NAME, "")!);
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gamesystem.addChildGamesystem(middle_childsystem);
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return gamesystem;
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}
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}
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@ -65,18 +65,21 @@ export class ProductGamesystem extends Gamesystem<ProductState, ProductTransitio
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generateFromChildsystems() {
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//Assume that childsystems that are productsystems are already generated
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let gamesystem: ProductGamesystem = ProductGamesystem.generateFromChildsystems(this.innerGamesystems[0], this.innerGamesystems[1], false);
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const integratedSystems: Gamesystem<any, any>[] = [this.innerGamesystems[0], this.innerGamesystems[1]];
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let gamesystem: ProductGamesystem = ProductGamesystem.generateFromChildsystems(this.innerGamesystems[0], this.innerGamesystems[1], false, integratedSystems);
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for(let i=2; i<this.innerGamesystems.length; i++) {
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gamesystem = ProductGamesystem.generateFromChildsystems(gamesystem, this.innerGamesystems[i], true);
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integratedSystems.push(this.innerGamesystems[i]);
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gamesystem = ProductGamesystem.generateFromChildsystems(gamesystem, this.innerGamesystems[i], true, integratedSystems);
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}
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this.states = gamesystem.states;
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this.transitions = gamesystem.transitions;
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}
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static generateFromChildsystems(leftSystem: Gamesystem<any, any>, rightSystem: Gamesystem<any, any>, left_temp: boolean) {
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static generateFromChildsystems(leftSystem: Gamesystem<any, any>, rightSystem: Gamesystem<any, any>, left_temp: boolean, integratedSystems: Gamesystem<any, any>[]) {
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const productGamesystem = new ProductGamesystem("Temporary Gamesystem");
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productGamesystem.addChildGamesystem(leftSystem);
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productGamesystem.addChildGamesystem(rightSystem);
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integratedSystems.forEach(integratedSystem => productGamesystem.addChildGamesystem(integratedSystem));
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leftSystem.states.forEach(leftState => {
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rightSystem.states.forEach(rightState => {
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for(let i=0; i<leftState.outgoingTransitions.length; i++) {
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@ -106,7 +109,6 @@ export class ProductGamesystem extends Gamesystem<ProductState, ProductTransitio
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const transition = productGamesystem.createTransition(startingState, endingState);
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}
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}
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})
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})
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return productGamesystem;
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