Fix refactoring and apply refactoring for productsystem generation
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@ -68,202 +68,8 @@ export class ProductGamesystem extends Gamesystem<ProductState, ProductTransitio
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}
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generateFromChildsystems() {
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//Assume that childsystems that are productsystems are already generated
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if(this.innerGamesystems.length < 2) {
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//currently only safe-guard
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return;
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}
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const integratedSystems: Gamesystem<any, any>[] = [this.innerGamesystems[0], this.innerGamesystems[1]];
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if(this.innerGamesystems[0] instanceof ProductGamesystem) {
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this.innerGamesystems[0].generateFromChildsystems();
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}
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if(this.innerGamesystems[1] instanceof ProductGamesystem) {
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this.innerGamesystems[1].generateFromChildsystems();
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}
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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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if(this.innerGamesystems[i] instanceof ProductGamesystem) {
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(this.innerGamesystems[i] as ProductGamesystem).generateFromChildsystems();
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}
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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, integratedSystems: Gamesystem<any, any>[]) {
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const productGamesystem = new ProductGamesystem("Temporary Gamesystem", "");
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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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for(let j=0; j<rightState.outgoingTransitions.length; j++) {
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const startingState = productGamesystem.generateBinaryProductState(leftState, rightState, left_temp);
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if(startingState != undefined) {
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const endingState_right = productGamesystem.generateBinaryProductState(leftState, rightState.outgoingTransitions[j].endingState, left_temp);
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if(endingState_right != undefined) {
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const transition_right = productGamesystem.createTransition(startingState, endingState_right);
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if(transition_right != undefined) {
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transition_right.scriptAccountActions = [...rightState.outgoingTransitions[j].scriptAccountActions]
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transition_right.scriptAccountConditions = [... rightState.outgoingTransitions[j].scriptAccountConditions]
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}
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}
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const endingState_left = productGamesystem.generateBinaryProductState(leftState.outgoingTransitions[i].endingState, rightState, left_temp);
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if(endingState_left != undefined) {
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const transition_left = productGamesystem.createTransition(startingState, endingState_left);
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if(transition_left != undefined) {
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transition_left.scriptAccountActions = [... leftState.outgoingTransitions[i].scriptAccountActions]
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transition_left.scriptAccountConditions = [...leftState.outgoingTransitions[i].scriptAccountConditions]
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}
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}
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const endingState_left_right = productGamesystem.generateBinaryProductState(leftState.outgoingTransitions[i].endingState, rightState.outgoingTransitions[j].endingState, left_temp);
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if(endingState_left_right != undefined) {
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const leftConditions = leftState.outgoingTransitions[i].scriptAccountConditions;
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const rightConditions = rightState.outgoingTransitions[j].scriptAccountConditions;
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if(!this.contradictCombinedConditions(leftConditions, rightConditions)) {
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const transition_left_right = productGamesystem.createTransition(startingState, endingState_left_right)!;
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if(transition_left_right != undefined) {
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transition_left_right.scriptAccountActions = this.generateCombinedActions(leftState.outgoingTransitions[i].scriptAccountActions, rightState.outgoingTransitions[j].scriptAccountActions)
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transition_left_right.scriptAccountConditions = this.generateCombinedConditions(leftState.outgoingTransitions[i].scriptAccountConditions, rightState.outgoingTransitions[j].scriptAccountConditions)
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}
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}
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}
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}
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}
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if(rightState.outgoingTransitions.length == 0) {
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const startingState = productGamesystem.generateBinaryProductState(leftState, rightState, left_temp);
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const endingState = productGamesystem.generateBinaryProductState(leftState.outgoingTransitions[i].endingState, rightState, left_temp);
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if(startingState != undefined && endingState != undefined) {
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const transition = productGamesystem.createTransition(startingState, endingState);
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if(transition != undefined) {
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transition.scriptAccountActions = [... leftState.outgoingTransitions[i].scriptAccountActions]
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transition.scriptAccountConditions = [...leftState.outgoingTransitions[i].scriptAccountConditions]
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}
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}
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}
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}
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if(leftState.outgoingTransitions.length == 0) {
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for(let j=0; j<rightState.outgoingTransitions.length; j++) {
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const startingState = productGamesystem.generateBinaryProductState(leftState, rightState, left_temp);
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const endingState = productGamesystem.generateBinaryProductState(leftState, rightState.outgoingTransitions[j].endingState, left_temp);
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if(startingState != undefined && endingState != undefined) {
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const transition = productGamesystem.createTransition(startingState, endingState);
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if(transition != undefined) {
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transition.scriptAccountActions = [... rightState.outgoingTransitions[j].scriptAccountActions]
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transition.scriptAccountConditions = [...rightState.outgoingTransitions[j].scriptAccountConditions]
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}
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}
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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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}
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private static generateCombinedActions(leftActions: ScriptAccountAction[], rightActions: ScriptAccountAction[]) {
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const combinedActions: ScriptAccountAction[] = []
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for(let i=0; i<leftActions.length; i++) {
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for(let j=0; j<rightActions.length; j++) {
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const combinedAction = leftActions[i].combineActions(rightActions[j])
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if(combinedAction == undefined) {
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if(!combinedActions.includes(leftActions[i])) {
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combinedActions.push(leftActions[i])
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}
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if(!combinedActions.includes(rightActions[j])) {
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combinedActions.push(rightActions[j])
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}
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} else {
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combinedActions.push(combinedAction)
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}
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}
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}
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return combinedActions;
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}
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private static generateCombinedConditions(leftConditions: ScriptAccountCondition[], rightConditions: ScriptAccountCondition[]) {
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const combinedConditions: ScriptAccountCondition[] = [];
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for(let i=0; i<leftConditions.length; i++) {
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for(let j=0; j<rightConditions.length; j++) {
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const combinedCondition = leftConditions[i].combineCondition(rightConditions[j]);
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if(combinedCondition == undefined) {
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if(!combinedConditions.includes(leftConditions[i])) {
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combinedConditions.push(leftConditions[i])
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}
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if(!combinedConditions.includes(rightConditions[j])) {
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combinedConditions.push(rightConditions[j])
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}
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} else {
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combinedConditions.push(combinedCondition)
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}
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}
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}
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return combinedConditions;
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}
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private static contradictCombinedConditions(leftConditions: ScriptAccountCondition[], rightConditions: ScriptAccountCondition[]): boolean {
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for(let i=0; i<leftConditions.length; i++) {
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for(let j=0; j<rightConditions.length; j++) {
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if(leftConditions[i].isContradicting(rightConditions[j])) {
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return true;
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}
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}
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}
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return false;
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}
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generateBinaryProductState(leftInnerState: State<any>, rightInnerState: State<any>, left_temp: boolean) {
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const combinedStateConditions: ScriptAccountCondition[] = leftInnerState.conditions.concat(rightInnerState.conditions)
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for(let i=0; i<combinedStateConditions.length; i++) {
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for(let j=0; j<combinedStateConditions.length; j++) {
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if(combinedStateConditions[i].isContradicting(combinedStateConditions[j])) {
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return undefined
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}
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}
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}
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let innerStates: State<any>[] = [];
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if(!left_temp) {
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innerStates = [leftInnerState, rightInnerState];
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} else {
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const left_inner_product_state = leftInnerState as ProductState;
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left_inner_product_state.innerStates.forEach(state => innerStates.push(state));
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innerStates.push(rightInnerState);
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}
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let binary_productState = this.findProductStateByInnerStates(innerStates);
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if(binary_productState == undefined) {
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binary_productState = this.createState(innerStates)!;
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}
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let productInitial = true;
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binary_productState.innerStates.forEach(innerState => productInitial = productInitial && innerState.initial)
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binary_productState!.initial = productInitial
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binary_productState.conditions = combinedStateConditions
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return binary_productState!;
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console.log("Debug msg")
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this.productGamesystemGenerator.generateFromChildsystems()
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}
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addChildGamesystem(gamesystem: Gamesystem<State<any>, Transition<any>>) {
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@ -23,15 +23,23 @@ export class ProductGamesystemGenerator {
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const rightInitialData = this.prepareChildsystemForGeneration(this.productGamesystem.innerGamesystems[1])
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const initialGenerationResult = this.generateFromBinaryChildsystems(leftInitialData, rightInitialData);
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if(this.productGamesystem.innerGamesystems.length > 2) {
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for(let i=2; i<this.productGamesystem.innerGamesystems.length; i++) {
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const leftData = initialGenerationResult.productGenerationData;
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const rightData = this.prepareChildsystemForGeneration(this.productGamesystem.innerGamesystems[i]);
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for(let i=2; i<this.productGamesystem.innerGamesystems.length; i++) {
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const leftData = initialGenerationResult.productGenerationData;
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const rightData = this.prepareChildsystemForGeneration(this.productGamesystem.innerGamesystems[i]);
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const generationResult = this.generateFromBinaryChildsystems(leftData, rightData);
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this.productGamesystem.states = generationResult.states;
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this.productGamesystem.transitions = generationResult.transitions;
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const generationResult = this.generateFromBinaryChildsystems(leftData, rightData);
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this.productGamesystem.states = generationResult.states;
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this.productGamesystem.transitions = generationResult.transitions;
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}
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} else {
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this.productGamesystem.states = initialGenerationResult.states;
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this.productGamesystem.transitions = initialGenerationResult.transitions
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}
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}
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private prepareChildsystemForGeneration(childsystem: Gamesystem<any, any>) {
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