Introduce Symetric and Asymetric Template Relation Systems #40

Merged
sebastian merged 23 commits from assymetric-template-relation-systems into template-systems 2024-04-19 20:04:54 +02:00
3 changed files with 76 additions and 1 deletions
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@ -21,6 +21,7 @@ export class CharacterRelation implements TemplateElement{
addCharacterRelationSystem(gamesystem: Gamesystem<any, any>) { addCharacterRelationSystem(gamesystem: Gamesystem<any, any>) {
if((gamesystem instanceof SimpleTemplateGamesystem || gamesystem instanceof ProductTemplateSystem) && !this.isGamesystemCharacterRelationSpecific(gamesystem.componentName)) { if((gamesystem instanceof SimpleTemplateGamesystem || gamesystem instanceof ProductTemplateSystem) && !this.isGamesystemCharacterRelationSpecific(gamesystem.componentName)) {
const templateGamesystem = new ProductTemplateSystem(gamesystem.componentName, gamesystem.componentDescription, TemplateType.CHARACTER_RELATION); const templateGamesystem = new ProductTemplateSystem(gamesystem.componentName, gamesystem.componentDescription, TemplateType.CHARACTER_RELATION);
templateGamesystem.symmetric = gamesystem.symmetric
templateGamesystem.addChildGamesystem(gamesystem); templateGamesystem.addChildGamesystem(gamesystem);
templateGamesystem.addChildGamesystem(gamesystem); templateGamesystem.addChildGamesystem(gamesystem);
this.characterRelationGamesystems.push(templateGamesystem); this.characterRelationGamesystems.push(templateGamesystem);

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@ -9,6 +9,7 @@ import {Gamesystem} from "../Gamesystem";
import {ProductGenerationData} from "./ProductGenerationData"; import {ProductGenerationData} from "./ProductGenerationData";
import {ProductTransition} from "../transitions/ProductTransition"; import {ProductTransition} from "../transitions/ProductTransition";
import {SimpleTemplateTransition} from "../../templates/simpleGamesystem/SimpleTemplateTransition"; import {SimpleTemplateTransition} from "../../templates/simpleGamesystem/SimpleTemplateTransition";
import {ProductTemplateSystem} from "../../templates/productGamesystem/ProductTemplateSystem";
export class ProductSystemGenerator { export class ProductSystemGenerator {
productGamesystem: ProductGamesystem productGamesystem: ProductGamesystem
@ -106,6 +107,8 @@ export class ProductSystemGenerator {
protected assignGeneratedStatesAndTransitions(generationResult: ProductGeneratorResult): void { protected assignGeneratedStatesAndTransitions(generationResult: ProductGeneratorResult): void {
this.productGamesystem.states = generationResult.states; this.productGamesystem.states = generationResult.states;
this.productGamesystem.transitions = generationResult.transitions; this.productGamesystem.transitions = generationResult.transitions;
console.log("General ", generationResult.transitions.length)
} }
protected generateBinaryProductTransition(startingState: ProductState, endingState: ProductState, usedTransition: Transition<any>, generatedTransitions: ProductTransition[], leftSystem: boolean) { protected generateBinaryProductTransition(startingState: ProductState, endingState: ProductState, usedTransition: Transition<any>, generatedTransitions: ProductTransition[], leftSystem: boolean) {

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@ -12,6 +12,7 @@ import {ScriptAccountCondition} from "../conditions/ScriptAccountCondition";
import {SimpleTemplateState} from "../../templates/simpleGamesystem/SimpleTemplateState"; import {SimpleTemplateState} from "../../templates/simpleGamesystem/SimpleTemplateState";
import {Character} from "../../characters/Character"; import {Character} from "../../characters/Character";
import {CharacterRelation} from "../../characters/CharacterRelation"; import {CharacterRelation} from "../../characters/CharacterRelation";
import {ProductGenerationData} from "./ProductGenerationData";
export class TemplateProductSystemGenerator extends ProductSystemGenerator { export class TemplateProductSystemGenerator extends ProductSystemGenerator {
@ -28,7 +29,77 @@ export class TemplateProductSystemGenerator extends ProductSystemGenerator {
productTemplateSystem.transitionMap.set(this.templateElement, generationResult.transitions) productTemplateSystem.transitionMap.set(this.templateElement, generationResult.transitions)
productTemplateSystem.stateMap.set(this.templateElement, generationResult.states) productTemplateSystem.stateMap.set(this.templateElement, generationResult.states)
console.log("Test") console.log("Symmetric", (this.productGamesystem as ProductTemplateSystem).symmetric)
console.log("Template: ", generationResult.transitions.length)
}
protected generateFromBinaryChildsystems(leftSystemData: ProductGenerationData, rightSystemData: ProductGenerationData): ProductGeneratorResult {
const generatedProductStates: ProductState[] = []
const generatedProductTransitions: ProductTransition[] = []
leftSystemData.states.forEach(leftState => {
rightSystemData.states.forEach(rightState => {
for(let i=0; i<leftState.outgoingTransitions.length; i++) {
for(let j=0; j<rightState.outgoingTransitions.length; j++) {
const startingState = this.generateBinaryProductState(leftState, rightState, generatedProductStates);
if(startingState != undefined) {
if(!(this.productGamesystem as ProductTemplateSystem).symmetric) {
const endingState_right = this.generateBinaryProductState(leftState, rightState.outgoingTransitions[j].endingState, generatedProductStates);
if(endingState_right != undefined) {
this.generateBinaryProductTransition(startingState, endingState_right, rightState.outgoingTransitions[j], generatedProductTransitions, false);
}
const endingState_left = this.generateBinaryProductState(leftState.outgoingTransitions[i].endingState, rightState, generatedProductStates);
if(endingState_left != undefined) {
this.generateBinaryProductTransition(startingState, endingState_left, leftState.outgoingTransitions[i], generatedProductTransitions, true)
}
}
const endingState_left_right = this.generateBinaryProductState(leftState.outgoingTransitions[i].endingState, rightState.outgoingTransitions[j].endingState, generatedProductStates);
if(endingState_left_right != undefined) {
if((this.productGamesystem as ProductTemplateSystem).symmetric) {
if(leftState.equals(rightState) && leftState.outgoingTransitions[i].endingState.equals(rightState.outgoingTransitions[j].endingState)) {
this.generateBinaryProductTransitionMulti(startingState, endingState_left_right, leftState.outgoingTransitions[i], rightState.outgoingTransitions[j], generatedProductTransitions);
} else {
console.log(startingState , endingState_left_right)
}
} else {
this.generateBinaryProductTransitionMulti(startingState, endingState_left_right, leftState.outgoingTransitions[i], rightState.outgoingTransitions[j], generatedProductTransitions);
}
}
}
}
if(rightState.outgoingTransitions.length == 0 && !(this.productGamesystem as ProductTemplateSystem).symmetric) {
const startingState = this.generateBinaryProductState(leftState, rightState, generatedProductStates);
const endingState = this.generateBinaryProductState(leftState.outgoingTransitions[i].endingState, rightState, generatedProductStates);
if(startingState != undefined && endingState != undefined) {
this.generateBinaryProductTransition(startingState, endingState, leftState.outgoingTransitions[i], generatedProductTransitions, true)
}
}
}
if(leftState.outgoingTransitions.length == 0 && !(this.productGamesystem as ProductTemplateSystem).symmetric) {
for(let j=0; j<rightState.outgoingTransitions.length; j++) {
const startingState = this.generateBinaryProductState(leftState, rightState, generatedProductStates);
const endingState = this.generateBinaryProductState(leftState, rightState.outgoingTransitions[j].endingState, generatedProductStates);
if(startingState != undefined && endingState != undefined) {
this.generateBinaryProductTransition(startingState, endingState, rightState.outgoingTransitions[j], generatedProductTransitions, false);
}
}
}
})
})
return new ProductGeneratorResult(generatedProductStates, generatedProductTransitions);
} }
protected getTransitionConditions(transition: Transition<any>, leftSystem: boolean) { protected getTransitionConditions(transition: Transition<any>, leftSystem: boolean) {