Merge branch 'refs/heads/alt-templatesystem-impl' into characters
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# Conflicts:
#	src/app/app.component.ts
#	src/app/app.module.ts
#	src/app/editor/character-editor/character-editor.component.html
#	src/app/editor/character-editor/character-editor.component.ts
#	src/app/editor/editor.component.html
#	src/app/editor/editor.component.ts
#	src/app/editor/gamesystem-editor/gamesystem-editor.component.html
#	src/app/editor/gamesystem-editor/gamesystem-editor.component.ts
#	src/app/editor/gamesystem-editor/state-editor/simple-state-editor/simple-state-editor.component.html
#	src/app/editor/gamesystem-editor/state-editor/simple-state-editor/simple-state-editor.component.ts
#	src/app/project/game-model/characters/Character.ts
#	src/app/project/game-model/gamesystems/Gamesystem.ts
#	src/app/project/parser/characterParser/CharacterParser.ts
#	src/app/project/parser/gamesystemParser/GamesystemParser.ts
#	src/app/project/serializer/CharacterSerializer.ts
#	testModel/characters/Astrid Hofferson.json
#	testModel/characters/Hicks Haddock.json
#	testModel/gamesystems/Characterstimmung.json
#	testModel/gamesystems/Testsystem.json
#	testModel/gamesystems/Weathersystem/Season.json
#	testModel/gamesystems/Weathersystem/Weather.json
This commit is contained in:
Sebastian Böckelmann 2024-04-11 16:43:46 +02:00
commit f7eadfa04d
36 changed files with 480 additions and 255 deletions

View File

@ -64,9 +64,20 @@ function createWindow(): BrowserWindow {
submenu: [
{
label: "Gamesystem",
click: () => {
win!.webContents.send('context-menu', "new-gamesystem");
}
submenu: [
{
label: "Normal",
click: () => {
win!.webContents.send('context-menu', "new-gamesystem-normal");
}
},
{
label: "Characterspecific",
click: () => {
win!.webContents.send('context-menu', "new-gamesystem-character");
}
}
]
},
{
label: "ScriptAccount",

View File

@ -24,6 +24,8 @@ import {Character} from "./project/game-model/characters/Character";
import {CharacterOverviewComponent} from "./side-overviews/character-overview/character-overview.component";
import {CharacterSerializer} from "./project/serializer/CharacterSerializer";
import {CharacterParser} from "./project/parser/characterParser/CharacterParser";
import {TemplateType} from "./project/game-model/TemplateType";
import {TemplateTypeUtilities} from "./project/game-model/TemplateTypeUtilities";
@Component({
selector: 'app-root',
@ -76,8 +78,13 @@ export class AppComponent implements OnInit{
} else if(message.startsWith("new")) {
const splittedMessage = message.split("-");
const modelComponentType = ModelComponentTypeUtillities.fromString(splittedMessage[1]);
let templateType: TemplateType = TemplateType.NORMAL
if(splittedMessage.length > 2) {
templateType = TemplateTypeUtilities.fromString(splittedMessage[2]);
}
if(modelComponentType != undefined) {
this.onCreateModelComponent(modelComponentType);
this.onCreateModelComponent(modelComponentType, templateType);
} else {
console.log("[ERROR] [App-Component] Unknown Context-Menu Command!")
}
@ -127,10 +134,10 @@ export class AppComponent implements OnInit{
})
}
private onCreateModelComponent(modelComponentType: ModelComponentType) {
private onCreateModelComponent(modelComponentType: ModelComponentType, templateType: TemplateType) {
switch (modelComponentType) {
case ModelComponentType.SCRIPTACCOUNT: this.onCreateNewScriptAccount(); break
case ModelComponentType.GAMESYTEM: this.onCreateNewGamesystem(); break
case ModelComponentType.GAMESYTEM: this.onCreateNewGamesystem(templateType); break
case ModelComponentType.CHARACTER: this.onCreateNewCharacter(); break
}
}
@ -144,7 +151,7 @@ export class AppComponent implements OnInit{
}
}
private onCreateNewGamesystem() {
private onCreateNewGamesystem(templateType: TemplateType) {
let parentGamesystemName = undefined
if(this.openContent != ModelComponentType.GAMESYTEM) {
this.openGamesystemsOverview();
@ -153,7 +160,7 @@ export class AppComponent implements OnInit{
}
const createdGamesystem = this.gameModel!.createGamesystem("New Gamesystem", parentGamesystemName);
const createdGamesystem = this.gameModel!.createGamesystem("New Gamesystem "+ templateType, parentGamesystemName, templateType);
if(createdGamesystem != undefined) {
this.gamesystemOverview!.refresh();
this.editor?.openGameModelComponent(createdGamesystem);
@ -204,7 +211,7 @@ export class AppComponent implements OnInit{
const gamesystemParser = new GamesystemParser(scriptAccounts);
const gamesystems = gamesystemParser.parseStoredGamesystems(storedGameModel.storedGamesystems);
const characterParser = new CharacterParser(gamesystemParser.getAllParsedGamesystems(), scriptAccounts, gamesystemParser.parsedStates);
const characterParser = new CharacterParser(gamesystemParser.getParsedTemplateGamesystems(TemplateType.CHARACTER), scriptAccounts);
const characters = characterParser.parseCharacters(storedGameModel.storedCharacters);
gameModel.scriptAccounts = scriptAccounts

View File

@ -61,7 +61,7 @@ import {
ProductStateEditorComponent
} from "./editor/gamesystem-editor/state-editor/product-state-editor/product-state-editor.component";
import {MatTooltip} from "@angular/material/tooltip";
import {MatCard, MatCardContent} from "@angular/material/card";
import {MatCard, MatCardContent, MatCardHeader, MatCardTitle} from "@angular/material/card";
import {
ScriptaccountActionEditorComponent
} from "./editor/gamesystem-editor/transition-editor/scriptaccount-action-editor/scriptaccount-action-editor.component";
@ -70,21 +70,8 @@ import {
} from "./editor/gamesystem-editor/scriptaccount-condition-editor/scriptaccount-condition-editor.component";
import {CharacterOverviewComponent} from "./side-overviews/character-overview/character-overview.component";
import {CharacterEditorComponent} from "./editor/character-editor/character-editor.component";
import {
TemplateGamesystemEditorComponent
} from "./editor/gamesystem-editor/template-gamesystem-editor/template-gamesystem-editor.component";
import {
TemplateStateEditorComponent
} from "./editor/gamesystem-editor/template-gamesystem-editor/template-state-editor/template-state-editor.component";
import {
MatAccordion,
MatExpansionPanel,
MatExpansionPanelHeader,
MatExpansionPanelTitle
} from "@angular/material/expansion";
import {
TemplateTransitionEditorComponent
} from "./editor/gamesystem-editor/template-gamesystem-editor/template-transition-editor/template-transition-editor.component";
import {MatAccordion, MatExpansionPanel, MatExpansionPanelHeader} from "@angular/material/expansion";
import {TemplateCreatorComponent} from "./editor/gamesystem-editor/template-creator/template-creator.component";
// AoT requires an exported function for factories
const httpLoaderFactory = (http: HttpClient): TranslateHttpLoader => new TranslateHttpLoader(http, './assets/i18n/', '.json');
@ -109,9 +96,7 @@ const httpLoaderFactory = (http: HttpClient): TranslateHttpLoader => new Transl
ScriptaccountConditionEditorComponent,
CharacterOverviewComponent,
CharacterEditorComponent,
TemplateGamesystemEditorComponent,
TemplateStateEditorComponent,
TemplateTransitionEditorComponent
TemplateCreatorComponent
],
imports: [
BrowserModule,
@ -169,16 +154,13 @@ const httpLoaderFactory = (http: HttpClient): TranslateHttpLoader => new Transl
MatTooltip,
MatCard,
MatCardContent,
MatCardHeader,
MatAccordion,
MatExpansionPanel,
MatExpansionPanelTitle,
MatCardTitle,
MatExpansionPanelHeader
],
providers: [],
exports: [
ProductGamesystemEditorComponent,
SimpleTransitionEditorComponent
],
bootstrap: [AppComponent]
})
export class AppModule {}

View File

@ -1,11 +1,15 @@
<mat-accordion>
<mat-expansion-panel *ngFor="let templateGamesystem of templateSimpleGamesystems">
<mat-expansion-panel-header>
<mat-panel-title>{{templateGamesystem.referenceGamesystem.componentName}}</mat-panel-title>
</mat-expansion-panel-header>
<app-template-gamesystem-editor [gamesystem]="templateGamesystem" [scriptAccunts]="scriptAccounts"
(onSpecifyTemplate)="onSpecifyTemplate($event)"
(onUnspecifyTemplate)="onUnspecifyTemplate($event)">
</app-template-gamesystem-editor>
</mat-expansion-panel>
</mat-accordion>
<mat-card>
<mat-card-header>
<mat-card-title>Characterspecific Gamesystems</mat-card-title>
</mat-card-header>
<mat-card-content>
<mat-accordion>
<mat-expansion-panel *ngFor="let gamesystem of character!.characterSpecificGamesystems">
<mat-expansion-panel-header>{{gamesystem.componentName}}</mat-expansion-panel-header>
<app-gamesystem-editor [scriptAccounts]="gameModel!.scriptAccounts" [gamesystem]="gamesystem" [templateReference]="character!"></app-gamesystem-editor>
</mat-expansion-panel>
</mat-accordion>
<button mat-stroked-button style="width: 100%; margin-top: 10px" (click)="onOpenTemplateCreator()">Add Gamesystem</button>
</mat-card-content>
</mat-card>

View File

@ -1,50 +1,33 @@
import {Component, Input, OnInit} from '@angular/core';
import {Component, Input} from '@angular/core';
import {Character} from "../../project/game-model/characters/Character";
import {Gamesystem} from "../../project/game-model/gamesystems/Gamesystem";
import {TemplateGamesystem} from "../../project/game-model/gamesystems/TemplateGamesystem";
import {ProductGamesystem} from "../../project/game-model/gamesystems/ProductGamesystem";
import {SimpleGamesystem} from "../../project/game-model/gamesystems/SimpleGamesystem";
import {ScriptAccount} from "../../project/game-model/scriptAccounts/ScriptAccount";
import {GameModel} from "../../project/game-model/GameModel";
import {MatDialog} from "@angular/material/dialog";
import {TemplateCreatorComponent} from "../gamesystem-editor/template-creator/template-creator.component";
import {TemplateType} from "../../project/game-model/TemplateType";
@Component({
selector: 'app-character-editor',
templateUrl: './character-editor.component.html',
styleUrl: './character-editor.component.scss'
})
export class CharacterEditorComponent implements OnInit{
export class CharacterEditorComponent {
@Input() character: Character | undefined
@Input() referenceGamesystems: Gamesystem<any, any>[] = []
@Input() scriptAccounts: ScriptAccount[] = []
@Input() gameModel: GameModel | undefined
templateSimpleGamesystems: TemplateGamesystem[] = []
templateProductGamesystems: ProductGamesystem[] = []
constructor(private dialog: MatDialog) {
}
ngOnInit() {
this.referenceGamesystems.forEach(referenceGamesystem => {
if(referenceGamesystem instanceof SimpleGamesystem) {
const characterSpecificGamesystem = this.findReferencedGamesystemInCharacter(referenceGamesystem.componentName)
if(characterSpecificGamesystem != undefined) {
this.templateSimpleGamesystems.push(characterSpecificGamesystem)
} else {
this.templateSimpleGamesystems.push(new TemplateGamesystem(referenceGamesystem))
}
} else {
this.templateProductGamesystems.push(referenceGamesystem as ProductGamesystem)
onOpenTemplateCreator() {
const dialogRef = this.dialog.open(TemplateCreatorComponent, {
data: this.gameModel!.listGamesystems(TemplateType.CHARACTER),
minWidth: "400px"
})
dialogRef.afterClosed().subscribe(res => {
if(res != undefined) {
this.character!.addCharacterSpecificGamesystem(res)
}
})
}
private findReferencedGamesystemInCharacter(referenceGamesystemName: string) {
return this.character!.characterSpecificGamesystems.find(system => system.referenceGamesystem.componentName === referenceGamesystemName)
}
onUnspecifyTemplate(templateGamesystem: TemplateGamesystem) {
this.character!.removeCharacterSpecificGamesystem(templateGamesystem)
}
onSpecifyTemplate(templateGamesystem: TemplateGamesystem) {
this.character!.addCharacterSpecificGamesystem(templateGamesystem)
}
}

View File

@ -15,9 +15,7 @@
(onOpenGamesystemEditor)="openGameModelComponent($event)"
[scriptAccounts]="gameModel!.scriptAccounts"></app-gamesystem-editor>
<app-character-editor *ngIf="modelComponent.type === ModelComponentType.CHARACTER"
[referenceGamesystems]="loadCharacterSpecificGamesystems()"
[character]="convertModelComponentToCharacter(modelComponent)"
[scriptAccounts]="gameModel!.scriptAccounts">
[gameModel]="gameModel!" [character]="convertModelComponentToCharacter(modelComponent)">
</app-character-editor>
</mat-tab>

View File

@ -7,8 +7,6 @@ import {State} from "../project/game-model/gamesystems/states/State";
import {Transition} from "../project/game-model/gamesystems/transitions/Transition";
import {ModelComponentType} from "../project/game-model/ModelComponentType";
import {Character} from "../project/game-model/characters/Character";
import {TemplateType} from "../project/game-model/gamesystems/TemplateType";
import {load} from "@angular-devkit/build-angular/src/utils/server-rendering/esm-in-memory-loader/loader-hooks";
@Component({
@ -47,20 +45,16 @@ export class EditorComponent {
}
}
convertModelComponentToCharacter(modelComponent: ModelComponent) {
if(modelComponent instanceof Character) {
return modelComponent as Character
}
}
onModelNameUpdate() {
this.onModelNameUpdateEmitter.emit(true);
}
loadCharacterSpecificGamesystems() {
return this.gameModel!.gamesystems.filter(gamesystem => gamesystem.template == TemplateType.CHARACTER);
}
protected readonly ModelComponentType = ModelComponentType;
convertModelComponentToCharacter(modelComponent: ModelComponent) {
if(modelComponent instanceof Character) {
return modelComponent as Character;
}
}
}

View File

@ -1,11 +1,4 @@
<mat-form-field appearance="fill">
<mat-label>Template</mat-label>
<mat-select [(ngModel)]="gamesystem!.template">
<mat-option [value]="TemplateType.NONE">None</mat-option>
<mat-option [value]="TemplateType.CHARACTER">Character</mat-option>
<mat-option [value]="TemplateType.LOCATION">Location</mat-option>
</mat-select>
</mat-form-field>
<app-simple-gamesystem-editor *ngIf="isSimpleGamesystem()" [simpleGamesystem]="convertGamesystemToSimpleGamesystem()" [scriptAccunts]="scriptAccounts"></app-simple-gamesystem-editor>
<app-simple-gamesystem-editor *ngIf="isSimpleGamesystem()" [simpleGamesystem]="convertGamesystemToSimpleGamesystem()" [scriptAccunts]="scriptAccounts"
[templateReference]="templateReference"></app-simple-gamesystem-editor>
<app-product-gamesystem-editor *ngIf="!isSimpleGamesystem()" [gamesystem]="convertGamesystemToProductGamesystem()"
(onOpenGamesystemEditor)="onOpenGamesystemEditor($event)"></app-product-gamesystem-editor>

View File

@ -5,7 +5,8 @@ import { Transition } from '../../project/game-model/gamesystems/transitions/Tra
import {ScriptAccount} from "../../project/game-model/scriptAccounts/ScriptAccount";
import {SimpleGamesystem} from "../../project/game-model/gamesystems/SimpleGamesystem";
import {ProductGamesystem} from "../../project/game-model/gamesystems/ProductGamesystem";
import {TemplateType} from "../../project/game-model/gamesystems/TemplateType";
import {SimpleTemplateGamesystem} from "../../project/game-model/gamesystems/SimpleTemplateGamesystem";
import {Character} from "../../project/game-model/characters/Character";
@Component({
selector: 'app-gamesystem-editor',
@ -16,6 +17,7 @@ export class GamesystemEditorComponent implements OnInit{
@Input() gamesystem: Gamesystem<State<any>, Transition<any>> | undefined
@Input() scriptAccounts: ScriptAccount[] = [];
@Input() templateReference: Character | undefined
@Output('onOpenGamesystemEditor') openGamesystemEmitter = new EventEmitter<SimpleGamesystem>();
ngOnInit() {
@ -23,11 +25,11 @@ export class GamesystemEditorComponent implements OnInit{
}
isSimpleGamesystem() {
return this.gamesystem instanceof SimpleGamesystem;
return this.gamesystem instanceof SimpleGamesystem || this.gamesystem instanceof SimpleTemplateGamesystem;
}
convertGamesystemToSimpleGamesystem() {
if(this.gamesystem instanceof SimpleGamesystem) {
if(!(this.gamesystem instanceof ProductGamesystem)) {
return this.gamesystem as SimpleGamesystem;
}
}
@ -41,6 +43,4 @@ export class GamesystemEditorComponent implements OnInit{
onOpenGamesystemEditor(gamesystem: SimpleGamesystem) {
this.openGamesystemEmitter.emit(gamesystem);
}
protected readonly TemplateType = TemplateType;
}

View File

@ -1,4 +1,4 @@
<app-simple-state-editor [states]="simpleGamesystem!.states" [gamesystem]="simpleGamesystem" [scriptAccounts]="scriptAccunts"></app-simple-state-editor>
<app-simple-state-editor [states]="simpleGamesystem!.states" [gamesystem]="simpleGamesystem" [scriptAccounts]="scriptAccunts" [templateReference]="templateReference"></app-simple-state-editor>
<div id="transition-editor">
<app-simple-transition-editor [gamesystem]="simpleGamesystem" [scriptAccounts]="scriptAccunts"></app-simple-transition-editor>
</div>

View File

@ -1,17 +1,24 @@
import {Component, Input} from '@angular/core';
import {Component, Input, OnInit} from '@angular/core';
import {MatTableDataSource} from "@angular/material/table";
import {SimpleGamesystem} from "../../../project/game-model/gamesystems/SimpleGamesystem";
import {ScriptAccount} from "../../../project/game-model/scriptAccounts/ScriptAccount";
import {SimpleTemplateGamesystem} from "../../../project/game-model/gamesystems/SimpleTemplateGamesystem";
import {Character} from "../../../project/game-model/characters/Character";
@Component({
selector: 'app-simple-gamesystem-editor',
templateUrl: './simple-gamesystem-editor.component.html',
styleUrl: './simple-gamesystem-editor.component.scss'
})
export class SimpleGamesystemEditorComponent {
export class SimpleGamesystemEditorComponent implements OnInit{
@Input() simpleGamesystem: SimpleGamesystem | undefined
@Input() simpleGamesystem: SimpleGamesystem | SimpleTemplateGamesystem<any> | undefined
@Input() scriptAccunts: ScriptAccount[] = []
@Input() templateReference: Character | undefined
ngOnInit(): void {
console.log("SimpleGamesystem: ", this.simpleGamesystem)
}
}

View File

@ -27,7 +27,7 @@
</mat-form-field>
<div class="long-form">
<app-scriptaccount-condition-editor [conditions]="element.conditions" [scriptAccounts]="scriptAccounts" [enableEditiong]="gamesystem != undefined"
<app-scriptaccount-condition-editor [conditions]="getStateConditions(element)" [scriptAccounts]="scriptAccounts" [enableEditiong]="true"
(onCreateCondition)="onCreateCondition(element, $event)" (onDeleteCondition)="deleteCondition(element, $event)"></app-scriptaccount-condition-editor>
</div>
</div>

View File

@ -1,4 +1,4 @@
import {Component, EventEmitter, Input, OnChanges, OnInit, Output} from '@angular/core';
import {Component, Input, OnInit} from '@angular/core';
import {MatTableDataSource} from "@angular/material/table";
import {animate, state, style, transition, trigger} from "@angular/animations";
import {MatSnackBar} from "@angular/material/snack-bar";
@ -6,7 +6,8 @@ import {SimpleState} from "../../../../project/game-model/gamesystems/states/Sim
import {SimpleGamesystem} from "../../../../project/game-model/gamesystems/SimpleGamesystem";
import {ScriptAccount} from "../../../../project/game-model/scriptAccounts/ScriptAccount";
import {ScriptAccountCondition} from "../../../../project/game-model/gamesystems/conditions/ScriptAccountCondition";
import {TemplateGamesystem} from "../../../../project/game-model/gamesystems/TemplateGamesystem";
import {Character} from "../../../../project/game-model/characters/Character";
import {SimpleTemplateState} from "../../../../project/game-model/gamesystems/states/SimpleTemplateState";
@Component({
selector: 'app-simple-state-editor',
@ -20,12 +21,13 @@ import {TemplateGamesystem} from "../../../../project/game-model/gamesystems/Tem
]),
],
})
export class SimpleStateEditorComponent implements OnInit, OnChanges{
export class SimpleStateEditorComponent implements OnInit{
@Input() states: SimpleState[] = [];
@Input() gamesystem: SimpleGamesystem | undefined
@Input() gamesystem: SimpleGamesystem | undefined
@Input() scriptAccounts: ScriptAccount[] = []
@Output() onExtractReferenceState = new EventEmitter<SimpleState>()
@Input() templateReference: Character | undefined
dataSource = new MatTableDataSource<SimpleState>();
displayedColumns = ["name", "initial", "edit", "delete"];
columnsToDisplayWithExpand = [...this.displayedColumns, 'expand'];
@ -42,30 +44,13 @@ export class SimpleStateEditorComponent implements OnInit, OnChanges{
this.dataSource.filterPredicate = (data: SimpleState, filter: string) => {
return data.stateLabel.toLowerCase().includes(filter);
}
if(this.gamesystem == undefined) {
this.displayedColumns = this.displayedColumns.slice(0, -1);
this.columnsToDisplayWithExpand = [... this.displayedColumns, 'expand']
}
}
ngOnChanges() {
this.dataSource.data = this.states;
this.dataSource.filterPredicate = (data: SimpleState, filter: string) => {
return data.stateLabel.toLowerCase().includes(filter);
}
console.log(this.states.length)
}
editState(state: SimpleState) {
if(this.gamesystem == undefined) {
this.onExtractReferenceState.emit(state)
if(this.editedElement === state) {
this.editedElement = null;
} else {
if(this.editedElement === state) {
this.editedElement = null;
} else {
this.editedElement = state;
}
this.editedElement = state;
}
}
@ -115,11 +100,33 @@ export class SimpleStateEditorComponent implements OnInit, OnChanges{
}
onCreateCondition(state: SimpleState, condition: ScriptAccountCondition) {
state.addScriptAccountCondition(condition);
if(this.templateReference instanceof Character) {
const templateState = state as SimpleTemplateState<Character>
console.log("CharacterRef: ", this.templateReference);
templateState.conditionMap.get(this.templateReference as Character)!.push(condition)
console.log(templateState)
} else {
state.addScriptAccountCondition(condition);
}
}
deleteCondition(state: SimpleState, condition: ScriptAccountCondition) {
state.removeScriptAccountCondition(condition.scriptAccount);
}
getStateConditions(state: SimpleState) {
if(state instanceof SimpleTemplateState) {
if(this.templateReference instanceof Character) {
const referenceSpecificConditions = state.conditionMap.get(this.templateReference as Character)
if(referenceSpecificConditions == undefined) {
return []
} else {
return referenceSpecificConditions;
}
}
}
return state.conditions;
}
}

View File

@ -0,0 +1,13 @@
<h1 mat-dialog-title>Specify Gamesystem</h1>
<div matDialogContent>
<mat-form-field appearance="outline" style="width: 100%">
<mat-label>Referencesystem</mat-label>
<mat-select [formControl]="templateCtrl">
<mat-option *ngFor="let gamesystem of templateGamesystems" [value]="gamesystem">{{gamesystem.componentName}}</mat-option>
</mat-select>
</mat-form-field>
</div>
<div matDialogActions align="end">
<button mat-stroked-button (click)="cancel()">Cancel</button>
<button mat-raised-button color="accent" (click)="save()">Specify</button>
</div>

View File

@ -0,0 +1,23 @@
import { ComponentFixture, TestBed } from '@angular/core/testing';
import { TemplateCreatorComponent } from './template-creator.component';
describe('TemplateCreatorComponent', () => {
let component: TemplateCreatorComponent;
let fixture: ComponentFixture<TemplateCreatorComponent>;
beforeEach(async () => {
await TestBed.configureTestingModule({
imports: [TemplateCreatorComponent]
})
.compileComponents();
fixture = TestBed.createComponent(TemplateCreatorComponent);
component = fixture.componentInstance;
fixture.detectChanges();
});
it('should create', () => {
expect(component).toBeTruthy();
});
});

View File

@ -0,0 +1,26 @@
import {Component, Inject} from '@angular/core';
import {MAT_DIALOG_DATA, MatDialogRef, MatDialogTitle} from "@angular/material/dialog";
import {SimpleTemplateGamesystem} from "../../../project/game-model/gamesystems/SimpleTemplateGamesystem";
import {FormControl, Validators} from "@angular/forms";
@Component({
selector: 'app-template-creator',
templateUrl: './template-creator.component.html',
styleUrl: './template-creator.component.scss'
})
export class TemplateCreatorComponent {
templateCtrl = new FormControl('', [Validators.required]);
constructor(@Inject(MAT_DIALOG_DATA) public templateGamesystems: SimpleTemplateGamesystem<any>[],
private dialogRef: MatDialogRef<TemplateCreatorComponent>) {
}
cancel() {
this.dialogRef.close();
}
save() {
this.dialogRef.close(this.templateCtrl.value)
}
}

View File

@ -5,9 +5,11 @@ import {State} from "./gamesystems/states/State";
import {ProductGamesystem} from "./gamesystems/ProductGamesystem";
import {SimpleGamesystem} from "./gamesystems/SimpleGamesystem";
import {Character} from "./characters/Character";
import {ModelComponentType} from "./ModelComponentType";
import {TemplateType} from "./TemplateType";
import {SimpleTemplateGamesystem} from "./gamesystems/SimpleTemplateGamesystem";
export class GameModel {
gameModelName: string
gamesystems: Gamesystem<any, any>[] = [];
@ -45,9 +47,14 @@ export class GameModel {
return undefined;
}
createGamesystem(gamesystemName: string, parentGamesystemName: string | undefined) {
createGamesystem(gamesystemName: string, parentGamesystemName: string | undefined, templateType: TemplateType) {
if(gamesystemName != undefined && this.findGamesystem(gamesystemName) == undefined) {
const simpleGamesystem = new SimpleGamesystem(gamesystemName, "");
let simpleGamesystem = new SimpleGamesystem(gamesystemName, "");
if(templateType == TemplateType.CHARACTER) {
simpleGamesystem = new SimpleTemplateGamesystem<Character>(gamesystemName, "")
}
if(parentGamesystemName != undefined) {
const parentGamesystem = this.findGamesystem(parentGamesystemName);
if(parentGamesystem instanceof SimpleGamesystem) {
@ -115,4 +122,25 @@ export class GameModel {
}
})
}
listGamesystems(templateType: TemplateType): SimpleTemplateGamesystem<any>[] {
const gamesystemList: SimpleTemplateGamesystem<any>[] = []
const gamesystemQueue: Gamesystem<any, any>[] = this.gamesystems.concat()
while(gamesystemQueue.length > 0) {
const currentGamesystem = gamesystemQueue.shift()!;
if(currentGamesystem.templateType === templateType) {
gamesystemList.push(currentGamesystem as SimpleTemplateGamesystem<any>)
}
if(currentGamesystem instanceof ProductGamesystem) {
currentGamesystem.innerGamesystems.forEach(innerGamesystem => {
gamesystemQueue.push(innerGamesystem)
})
}
}
console.log(gamesystemList)
return gamesystemList;
}
}

View File

@ -0,0 +1,3 @@
export enum TemplateType {
NORMAL, CHARACTER
}

View File

@ -0,0 +1,11 @@
import {TemplateType} from "./TemplateType";
export class TemplateTypeUtilities {
static fromString(value: string) {
if(value === 'character') {
return TemplateType.CHARACTER
} else {
return TemplateType.NORMAL
}
}
}

View File

@ -1,20 +1,24 @@
import {ModelComponent} from "../ModelComponent";
import {ModelComponentType} from "../ModelComponentType";
import {TemplateGamesystem} from "../gamesystems/TemplateGamesystem";
import {SimpleTemplateGamesystem} from "../gamesystems/SimpleTemplateGamesystem";
export class Character extends ModelComponent{
characterSpecificGamesystems: TemplateGamesystem[] = []
characterSpecificGamesystems: SimpleTemplateGamesystem<Character>[] = []
constructor(componentName: string, componentDescription: string) {
super(componentName, componentDescription, ModelComponentType.CHARACTER);
}
addCharacterSpecificGamesystem(gamesystem: TemplateGamesystem) {
this.characterSpecificGamesystems.push(gamesystem)
addCharacterSpecificGamesystem(templateGamesystem: SimpleTemplateGamesystem<Character>) {
if(!this.isGamesystemCharacterSpecific(templateGamesystem.componentName)) {
this.characterSpecificGamesystems.push(templateGamesystem);
templateGamesystem.addReferenceKey(this);
}
}
removeCharacterSpecificGamesystem(gamesystem: TemplateGamesystem) {
this.characterSpecificGamesystems = this.characterSpecificGamesystems.filter(templateSystem => templateSystem.referenceGamesystem.componentName !== gamesystem.referenceGamesystem.componentName)
private isGamesystemCharacterSpecific(gamesystemName: string) {
const characterSpecificGamesystem = this.characterSpecificGamesystems.find(gamesystem => gamesystem.componentName === gamesystemName);
return characterSpecificGamesystem != undefined
}
}

View File

@ -1,7 +1,8 @@
import {SimpleGamesystem} from "./SimpleGamesystem";
import {ProductGamesystem} from "./ProductGamesystem";
import {ModelComponent} from "../ModelComponent";
import {ModelComponentType} from "../ModelComponentType";
import {TemplateType} from "./TemplateType";
import {TemplateType} from "../TemplateType";
export abstract class Gamesystem<S, T> extends ModelComponent{
@ -9,7 +10,9 @@ export abstract class Gamesystem<S, T> extends ModelComponent{
transitions: T[] = [];
parentGamesystem: ProductGamesystem | undefined
template: TemplateType = TemplateType.NONE
templateType: TemplateType = TemplateType.NORMAL
constructor(gamesystemName: string, gamesystemDescription: string) {
super(gamesystemName, gamesystemDescription, ModelComponentType.GAMESYTEM);
}

View File

@ -0,0 +1,70 @@
import {SimpleTemplateState} from "./states/SimpleTemplateState";
import {Gamesystem} from "./Gamesystem";
import {SimpleState} from "./states/SimpleState";
import {SimpleTemplateTransition} from "./transitions/SimpleTemplateTransition";
import {TemplateType} from "../TemplateType";
export class SimpleTemplateGamesystem<ReferenceType> extends Gamesystem<SimpleTemplateState<ReferenceType>, SimpleTemplateTransition<ReferenceType>> {
createState(label: string, description: string): SimpleState | undefined {
if(label == null) {
return undefined;
}
if(description == null) {
description = "";
}
const state = new SimpleTemplateState<ReferenceType>(label, description);
if(this.states.find(s => s.stateLabel == label) == undefined) {
this.states.push(state);
return state;
} else {
return undefined
}
}
createTransition(startingState: SimpleTemplateState<ReferenceType>, endingState: SimpleTemplateState<ReferenceType>): SimpleTemplateTransition<ReferenceType> | undefined {
if((startingState == null || endingState == null) || startingState === endingState) {
return undefined;
}
const transition = new SimpleTemplateTransition<ReferenceType>(startingState, endingState);
if(this.transitions.find(t => t.startingState === startingState && t.endingState === endingState) == undefined) {
this.transitions.push(transition)
return transition;
} else {
startingState.removeOutgoingTransition(transition);
endingState.removeIncomingTransition(transition);
return undefined
}
}
removeState(state: SimpleTemplateState<ReferenceType>): boolean {
const updatedStates = this.states.filter(s => s !== state);
const updated = updatedStates.length != this.states.length;
this.states = updatedStates;
this.transitions = this.transitions.filter(t => t.startingState !== state && t.endingState !== state);
return updated;
}
addReferenceKey(reference: ReferenceType) {
this.states.forEach(state => {
if(!state.conditionMap.has(reference)) {
state.conditionMap.set(reference, state.conditions.concat())
}
})
this.transitions.forEach(transition => {
if(!transition.conditions.has(reference)) {
transition.conditions.set(reference, transition.scriptAccountConditions.concat())
}
if(!transition.actions.has(reference)) {
transition.actions.set(reference, transition.scriptAccountActions.concat())
}
})
}
}

View File

@ -0,0 +1,8 @@
import {SimpleState} from "./SimpleState";
import {ScriptAccountCondition} from "../conditions/ScriptAccountCondition";
export class SimpleTemplateState<ReferenceType> extends SimpleState {
conditionMap: Map<ReferenceType, ScriptAccountCondition[]> = new Map<ReferenceType, ScriptAccountCondition[]>()
}

View File

@ -0,0 +1,9 @@
import {SimpleTransition} from "./SimpleTransition";
import {ScriptAccountCondition} from "../conditions/ScriptAccountCondition";
import {ScriptAccountAction} from "../actions/ScriptAccountAction";
export class SimpleTemplateTransition<ReferenceType> extends SimpleTransition {
conditions: Map<ReferenceType, ScriptAccountCondition[]> = new Map();
actions: Map<ReferenceType, ScriptAccountAction[]> = new Map();
}

View File

@ -1,17 +1,19 @@
import {StoreComponent} from "../../../../../app/storage/StoreComponent";
import {Character} from "../../game-model/characters/Character";
import {SimpleTemplateGamesystem} from "../../game-model/gamesystems/SimpleTemplateGamesystem";
import {ScriptAccount} from "../../game-model/scriptAccounts/ScriptAccount";
import {TemplateParser} from "../templateParser/TemplateParser";
import {Gamesystem} from "../../game-model/gamesystems/Gamesystem";
import {SimpleState} from "../../game-model/gamesystems/states/SimpleState";
import {ScriptAccountParser} from "../ScriptAccountParser";
import {ScriptAccountConditionParser} from "../gamesystemParser/ScriptAccountConditionParser";
export class CharacterParser {
private templateParser: TemplateParser
characterSpecificGamesystems: SimpleTemplateGamesystem<Character>[]
scriptAccountConditionParser: ScriptAccountConditionParser
constructor(gamesystems: Gamesystem<any, any>[], scriptAccounts: ScriptAccount[], states: SimpleState[]) {
this.templateParser = new TemplateParser(gamesystems, scriptAccounts, states)
constructor(characterSpecificGamesystems: SimpleTemplateGamesystem<Character>[], scriptAccounts: ScriptAccount[]) {
this.characterSpecificGamesystems = characterSpecificGamesystems;
this.scriptAccountConditionParser = new ScriptAccountConditionParser(scriptAccounts)
}
public parseCharacters(characters: StoreComponent[]): Character[] {
@ -22,8 +24,40 @@ export class CharacterParser {
private parseSingleCharacter(characterData: any): Character {
const character = new Character(characterData.componentName, characterData.componentDescription);
character.characterSpecificGamesystems = this.templateParser.parseTemplateGamesystems(characterData.characterSpecificGamesystems)
console.log(character.characterSpecificGamesystems)
character.characterSpecificGamesystems = this.parseCharacterSpecificGamesystems(character, characterData.characterSpecificGamesystems);
return character;
}
private parseCharacterSpecificGamesystems(character: Character, characterSpecificGamesystems: any): SimpleTemplateGamesystem<Character>[] {
const result: SimpleTemplateGamesystem<Character>[] = []
for(let i=0; i<characterSpecificGamesystems.length; i++) {
const characterSpecificGamesystem = characterSpecificGamesystems[i];
result.push(this.parseSingleCharacterSpecificGamesystem(character, characterSpecificGamesystem)!)
}
return result;
}
private parseSingleCharacterSpecificGamesystem(character: Character, characterSpecificGamesystem: any): SimpleTemplateGamesystem<Character> | undefined{
const referencedGamesystem = this.findCharacterSpecificGamesystem(characterSpecificGamesystem.componentName)
if(referencedGamesystem != undefined) {
for(let i=0; i<characterSpecificGamesystem.states.length; i++) {
const stateReference = characterSpecificGamesystem.states[i];
const state = this.findReferencedState(referencedGamesystem, stateReference.stateLabel)!
const conditions = this.scriptAccountConditionParser.parseStoredConditions(stateReference.conditionMap);
state.conditionMap.set(character, conditions)
}
}
return referencedGamesystem;
}
private findCharacterSpecificGamesystem(componentName: string): SimpleTemplateGamesystem<Character> | undefined{
return this.characterSpecificGamesystems.find(gamesystem => gamesystem.componentName === componentName)
}
private findReferencedState(gamesystem: SimpleTemplateGamesystem<Character>, stateLabel: string) {
return gamesystem.states.find(state => state.stateLabel === stateLabel);
}
}

View File

@ -6,13 +6,14 @@ import {SimpleGamesystem} from "../../game-model/gamesystems/SimpleGamesystem";
import {StateParser} from "./StateParser";
import {ScriptAccount} from "../../game-model/scriptAccounts/ScriptAccount";
import {TransitionParser} from "./TransitionParser";
import {SimpleState} from "../../game-model/gamesystems/states/SimpleState";
import {TemplateType} from "../../game-model/TemplateType";
import {SimpleTemplateGamesystem} from "../../game-model/gamesystems/SimpleTemplateGamesystem";
import {Character} from "../../game-model/characters/Character";
export class GamesystemParser {
private parsedParentGamesystems: ParsedParentGamesystems[] = []
private parsedGamesystems: Gamesystem<any, any>[] = []
parsedStates: SimpleState[] = []
private scriptAccounts: ScriptAccount[]
@ -38,20 +39,24 @@ export class GamesystemParser {
} else {
parsedSystem = this.parseSimpleGamesystem(parsedGamesystemData)
}
parsedSystem.template = parsedGamesystemData.template
this.parsedGamesystems.push(parsedSystem);
}
parseSimpleGamesystem(gamesystemData: any): SimpleGamesystem {
const simpleGamesystem = new SimpleGamesystem(gamesystemData.componentName, gamesystemData.componentDescription)
const templateType = gamesystemData.templateType
let simpleGamesystem = new SimpleGamesystem(gamesystemData.componentName, gamesystemData.componentDescription)
if(templateType == TemplateType.CHARACTER) {
simpleGamesystem = new SimpleTemplateGamesystem<Character>(gamesystemData.componentName, gamesystemData.componentDescription)
simpleGamesystem.templateType = TemplateType.CHARACTER
}
const stateParser = new StateParser(this.scriptAccounts);
simpleGamesystem.states = stateParser.parseStates(gamesystemData.states)
this.parsedStates = this.parsedStates.concat(simpleGamesystem.states)
simpleGamesystem.states = stateParser.parseStates(gamesystemData.states, templateType)
const transitionParser = new TransitionParser(simpleGamesystem.states, this.scriptAccounts)
simpleGamesystem.transitions = transitionParser.parseTransitions(gamesystemData.transitions)
return simpleGamesystem
}
@ -89,7 +94,8 @@ export class GamesystemParser {
return undefined
}
getAllParsedGamesystems() {
return this.parsedGamesystems
getParsedTemplateGamesystems(templateType: TemplateType) {
const templateGamesystems = this.parsedGamesystems.filter(gamesystem => gamesystem.templateType === templateType);
return templateGamesystems.map(gamesystem => gamesystem as SimpleTemplateGamesystem<any>)
}
}

View File

@ -2,6 +2,9 @@ import {SimpleState} from "../../game-model/gamesystems/states/SimpleState";
import {ScriptAccount} from "../../game-model/scriptAccounts/ScriptAccount";
import {ScriptAccountCondition} from "../../game-model/gamesystems/conditions/ScriptAccountCondition";
import {ScriptAccountConditionParser} from "./ScriptAccountConditionParser";
import {TemplateType} from "../../game-model/TemplateType";
import {SimpleTemplateState} from "../../game-model/gamesystems/states/SimpleTemplateState";
import {Character} from "../../game-model/characters/Character";
export class StateParser {
@ -12,23 +15,29 @@ export class StateParser {
this.conditionParser = new ScriptAccountConditionParser(scriptAccounts)
}
public parseStates(stateData: any): SimpleState[] {
public parseStates(stateData: any, templateType: TemplateType): SimpleState[] {
const parsedStates: SimpleState[] = []
for(let i=0; i<stateData.length; i++) {
parsedStates.push(this.parseState(stateData[i]))
parsedStates.push(this.parseState(stateData[i], templateType))
}
return parsedStates;
}
private parseState(stateData: any): SimpleState {
private parseState(stateData: any, templateType: TemplateType): SimpleState {
const initial = stateData.initial
const stateLabel = stateData.stateLabel
const stateDescription = stateData.stateDescription
const conditions = this.conditionParser.parseStoredConditions(stateData.conditions)
const simpleState = new SimpleState(stateLabel, stateDescription);
let simpleState;
if(templateType === TemplateType.NORMAL) {
simpleState = new SimpleState(stateLabel, stateDescription);
} else {
simpleState = new SimpleTemplateState<Character>(stateLabel, stateDescription);
}
simpleState.initial = initial;
simpleState.conditions = conditions;

View File

@ -2,10 +2,12 @@ import {Character} from "../game-model/characters/Character";
import {StoreComponent} from "../../../../app/storage/StoreComponent";
import {SerializeConstants} from "./SerializeConstants";
import {ModelComponentType} from "../game-model/ModelComponentType";
import {Gamesystem} from "../game-model/gamesystems/Gamesystem";
import {ScriptAccount} from "../game-model/scriptAccounts/ScriptAccount";
export class CharacterSerializer {
private static IGNORED_SIMPLE_ATTRIBUTES = ['incomingTransitions', "outgoingTransitions", "unsaved", "type", "stateDescription"]
private static ignoredKeys: string[] = ['unsaved', 'type', 'incomingTransitions', 'outgoingTransitions', 'initial', 'conditions', 'stateDescription', 'templateType']
public static serializeCharacters(characters: Character[]): StoreComponent[] {
const storedCharacters: StoreComponent[] = []
@ -16,14 +18,24 @@ export class CharacterSerializer {
private static serializeSingleCharacter(character: Character): StoreComponent{
const fileName = character.componentName
const jsonString = JSON.stringify(character, (key, value) => {
if(this.IGNORED_SIMPLE_ATTRIBUTES.includes(key)) {
if(value instanceof Gamesystem) {
return {
...value,
componentDescription: undefined
}
}
if(key === 'scriptAccount') {
return value.componentName
}
if(key === 'conditionMap') {
return value.get(character)
}
if(this.ignoredKeys.includes(key)) {
return undefined
} else {
if(key === 'referenceGamesystem' || key === 'scriptAccount') {
return value.componentName
} else if(key === 'startingState' || key === 'endingState') {
return value.stateLabel
}
return value;
}
}, SerializeConstants.JSON_INDENT)

View File

@ -4,10 +4,11 @@ import {SimpleGamesystem} from "../game-model/gamesystems/SimpleGamesystem";
import {ProductGamesystem} from "../game-model/gamesystems/ProductGamesystem";
import {SerializeConstants} from "./SerializeConstants";
import {ModelComponentType} from "../game-model/ModelComponentType";
import {SimpleTemplateGamesystem} from "../game-model/gamesystems/SimpleTemplateGamesystem";
export class GamesystemSerializer {
private static IGNORED_SIMPLE_ATTRIBUTES = ["parentGamesystem", 'incomingTransitions', "outgoingTransitions", "unsaved", "type"]
private static IGNORED_SIMPLE_ATTRIBUTES = ["parentGamesystem", 'incomingTransitions', "outgoingTransitions", "unsaved", "type", "conditionMap"]
public static serializeGamesystems(gamesystems: Gamesystem<any, any>[]): StoreComponent[] {
let storedGamesystems: StoreComponent[] = []
@ -16,7 +17,7 @@ export class GamesystemSerializer {
}
private static serializeSingleGamesystem(gamesystem: Gamesystem<any, any>): StoreComponent[] {
if(gamesystem instanceof SimpleGamesystem) {
if(gamesystem instanceof SimpleGamesystem || gamesystem instanceof SimpleTemplateGamesystem) {
console.log("Simple Gamesystem")
return [this.serializeSimpleGamesystem(gamesystem as SimpleGamesystem)]
} else {

View File

@ -1,5 +1,4 @@
{
"componentName": "Astrid Hofferson",
"componentDescription": "",
"characterSpecificGamesystems": []
}

View File

@ -1,41 +1,26 @@
{
"componentName": "Hicks Haddock",
"componentDescription": "",
"componentDescription": "Das ist ein Test",
"characterSpecificGamesystems": [
{
"templateStates": [
"componentName": "Characterstimmung",
"states": [
{
"initial": false,
"conditions": [
"stateLabel": "Fröhlich",
"conditionMap": [
{
"scriptAccount": "Luftfeuchtigkeit",
"minValue": 0,
"maxValue": "10"
}
],
"stateLabel": "Wütend"
}
],
"templateTransitions": [
]
},
{
"scriptAccountActions": [
{
"changingValue": 10,
"scriptAccount": "Luftfeuchtigkeit"
}
],
"scriptAccountConditions": [
{
"scriptAccount": "New ScriptAccount",
"minValue": 0,
"maxValue": "10"
}
],
"startingState": "Glücklich",
"endingState": "Traurig"
"stateLabel": "Wütend",
"conditionMap": []
}
],
"referenceGamesystem": "Characterstimmung"
"transitions": []
}
]
}

View File

@ -1,11 +1,11 @@
{
"componentName": "Characterstimmung",
"componentDescription": "Mit diesem Characterspezifischen System soll die Grundstimmung eines Characters modelliert werden. Mit diesem System kann bspw. beschrieben werden, ob ein Character gerade glücklich, wütend, traurig etc. ist",
"componentDescription": "",
"states": [
{
"initial": true,
"conditions": [],
"stateLabel": "Glücklich",
"stateLabel": "Fröhlich",
"stateDescription": ""
},
{
@ -13,51 +13,8 @@
"conditions": [],
"stateLabel": "Wütend",
"stateDescription": ""
},
{
"initial": false,
"conditions": [],
"stateLabel": "Traurig",
"stateDescription": ""
}
],
"transitions": [
{
"scriptAccountActions": [],
"scriptAccountConditions": [],
"startingState": "Glücklich",
"endingState": "Wütend"
},
{
"scriptAccountActions": [],
"scriptAccountConditions": [],
"startingState": "Glücklich",
"endingState": "Traurig"
},
{
"scriptAccountActions": [],
"scriptAccountConditions": [],
"startingState": "Wütend",
"endingState": "Traurig"
},
{
"scriptAccountActions": [],
"scriptAccountConditions": [],
"startingState": "Wütend",
"endingState": "Glücklich"
},
{
"scriptAccountActions": [],
"scriptAccountConditions": [],
"startingState": "Traurig",
"endingState": "Glücklich"
},
{
"scriptAccountActions": [],
"scriptAccountConditions": [],
"startingState": "Traurig",
"endingState": "Wütend"
}
],
"template": 1
"transitions": [],
"templateType": 1
}

View File

@ -0,0 +1,38 @@
{
"componentName": "Testsystem",
"componentDescription": "",
"states": [
{
"initial": false,
"conditions": [],
"stateLabel": "A",
"stateDescription": ""
},
{
"initial": false,
"conditions": [],
"stateLabel": "B",
"stateDescription": ""
}
],
"transitions": [
{
"scriptAccountActions": [
{
"changingValue": 5,
"scriptAccount": "New ScriptAccount"
}
],
"scriptAccountConditions": [
{
"scriptAccount": "Temperature",
"minValue": 0,
"maxValue": "10"
}
],
"startingState": "A",
"endingState": "B"
}
],
"templateType": 0
}

View File

@ -77,5 +77,5 @@
"endingState": "Frühling"
}
],
"template": 0
"templateType": 0
}

View File

@ -77,5 +77,5 @@
"endingState": "Wolke"
}
],
"template": 0
"templateType": 0
}