issue-5-product-gamesystems #10
@ -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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@ -0,0 +1,37 @@
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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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@ -0,0 +1,48 @@
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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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@ -15,6 +15,8 @@ import {DeleteConfirmationDialogComponent} from "./delete-confirmation-dialog/de
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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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@ -150,10 +152,19 @@ export class AppComponent implements OnInit{
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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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@ -51,6 +51,9 @@ import {
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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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@ -121,7 +124,8 @@ const httpLoaderFactory = (http: HttpClient): TranslateHttpLoader =>  new Transl
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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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@ -1 +1,2 @@
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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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@ -0,0 +1 @@
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<app-product-state-editor [gamesystem]="gamesystem"></app-product-state-editor>
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@ -0,0 +1,23 @@
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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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@ -0,0 +1,17 @@
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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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@ -0,0 +1,23 @@
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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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@ -0,0 +1,14 @@
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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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@ -11,8 +11,6 @@ export abstract class Gamesystem<S, T> extends ModelComponent{
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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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@ -33,9 +33,15 @@ export class ProductGamesystem extends Gamesystem<ProductState, ProductTransitio
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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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 | 
			
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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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 | 
			
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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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 | 
			
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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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@ -1,7 +1,42 @@
 | 
			
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import {ProductTransition} from "./ProductTransition";
 | 
			
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import {State} from "./State";
 | 
			
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import {SimpleState} from "./SimpleState";
 | 
			
		||||
import {Transition} from "./Transition";
 | 
			
		||||
 | 
			
		||||
export class ProductState extends State<ProductTransition> {
 | 
			
		||||
  innerStates: SimpleState[] = [];
 | 
			
		||||
  innerStates: State<any>[] = [];
 | 
			
		||||
 | 
			
		||||
  constructor(innerStates: State<any>[]) {
 | 
			
		||||
    super();
 | 
			
		||||
    this.innerStates = innerStates;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  equalInnerStates(innerStates: State<any>[]) {
 | 
			
		||||
    if(innerStates == undefined || this.innerStates.length != innerStates.length) {
 | 
			
		||||
      return false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    for(let i=0; i<innerStates.length; i++) {
 | 
			
		||||
      if(!this.innerStates[i].equals(innerStates[i])) {
 | 
			
		||||
        return false;
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
    return true;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  equals(state: State<Transition<any>>): boolean {
 | 
			
		||||
    if(state instanceof SimpleState || this.innerStates.length != (state as ProductState).innerStates.length) {
 | 
			
		||||
      return false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    for(let i=0; i<this.innerStates.length; i++) {
 | 
			
		||||
      if(!this.innerStates[i].equals((state as ProductState).innerStates[i])) {
 | 
			
		||||
        return false;
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    return true;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -1,6 +1,24 @@
 | 
			
		||||
import {State} from "./State";
 | 
			
		||||
import {SimpleTransition} from "./SimpleTransition";
 | 
			
		||||
import {Transition} from "./Transition";
 | 
			
		||||
 | 
			
		||||
export class SimpleState extends State<SimpleTransition> {
 | 
			
		||||
  stateLabel: string = "";
 | 
			
		||||
  stateDescription: string = "";
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
  constructor(stateLabel: string, stateDescription: string) {
 | 
			
		||||
    super();
 | 
			
		||||
    this.stateLabel = stateLabel;
 | 
			
		||||
    this.stateDescription = stateDescription;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  equals(state: State<Transition<any>>): boolean {
 | 
			
		||||
    if(!(state instanceof SimpleState)) {
 | 
			
		||||
      return false;
 | 
			
		||||
    }
 | 
			
		||||
    return this.stateLabel === (state as SimpleState).stateLabel;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -1,19 +1,12 @@
 | 
			
		||||
import {Transition} from "./Transition";
 | 
			
		||||
 | 
			
		||||
export abstract class State<T extends Transition<any>> {
 | 
			
		||||
  stateLabel: string = "";
 | 
			
		||||
  stateDescription: string = "";
 | 
			
		||||
 | 
			
		||||
  incomingTransitions: T[] =[];
 | 
			
		||||
  outgoingTransitions: T[] =[];
 | 
			
		||||
 | 
			
		||||
  initial: boolean = false;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
  constructor(stateLabel: string, stateDescription: string) {
 | 
			
		||||
    this.stateLabel = stateLabel;
 | 
			
		||||
    this.stateDescription = stateDescription;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  addIncomingTransition(transition: T) {
 | 
			
		||||
    this.incomingTransitions.push(transition);
 | 
			
		||||
  }
 | 
			
		||||
@ -29,4 +22,6 @@ export abstract class State<T extends Transition<any>> {
 | 
			
		||||
  removeOutgoingTransition(transition: T) {
 | 
			
		||||
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  abstract equals(state: State<Transition<any>>): boolean;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
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		Reference in New Issue
	
	Block a user