template-systems #41
@ -76,6 +76,12 @@ function createWindow(): BrowserWindow {
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              click: () => {
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                win!.webContents.send('context-menu', "new-gamesystem-character");
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              }
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            },
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            {
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              label: "Character-Relation",
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              click: () => {
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                win!.webContents.send('context-menu', "new-gamesystem-character_relation");
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              }
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            }
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          ]
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        },
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@ -219,7 +219,8 @@ export class AppComponent implements OnInit{
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    gameModel.generateProductSystemContents()
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    const characterTemplateSystems = gameModel.getTemplateSystems(TemplateType.CHARACTER).map(templateSystem => templateSystem as SimpleTemplateGamesystem)
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    const characterParser = new CharacterParser(characterTemplateSystems, gameModel.scriptAccounts);
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    const characterRelationTemplateSystems = gameModel.getTemplateSystems(TemplateType.CHARACTER_RELATION).map(templateSystem => templateSystem as SimpleTemplateGamesystem)
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    const characterParser = new CharacterParser(characterTemplateSystems, characterRelationTemplateSystems, gameModel.scriptAccounts);
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    gameModel.characters = characterParser.parseCharacters(storedGameModel.storedCharacters)
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    this.gameModel = gameModel;
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@ -14,3 +14,45 @@
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    <button mat-stroked-button class="specify-btn" (click)="openTemplateSpecificator()">Specify Templatesystem</button>
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  </mat-card-content>
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</mat-card>
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<mat-card>
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  <mat-card-header>
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    <mat-card-title>Characterrelationspecifc Gamesystems</mat-card-title>
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  </mat-card-header>
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  <mat-card-content>
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    <mat-accordion>
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      <mat-expansion-panel *ngFor="let templateSystem of character!.characterRelationGamesystems">
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        <mat-expansion-panel-header>
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          <mat-panel-title>{{templateSystem.componentName}}</mat-panel-title>
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        </mat-expansion-panel-header>
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        <app-gamesystem-editor [templateElement]="character" [gamesystem]="templateSystem" [scriptAccounts]="gameModel!.scriptAccounts"></app-gamesystem-editor>
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      </mat-expansion-panel>
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      <button mat-stroked-button class="specify-btn" (click)="openCharacterRelationTemplateSpecificator()">Specify Templatesystem</button>
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    </mat-accordion>
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  </mat-card-content>
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</mat-card>
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<mat-card>
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  <mat-card-header>
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    <mat-card-title>Character-Relations</mat-card-title>
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  </mat-card-header>
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  <mat-card-content>
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    <mat-accordion>
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      <mat-expansion-panel *ngFor="let characterRelation of character!.characterRelations">
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        <mat-expansion-panel-header>
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          <mat-panel-title>{{characterRelation.firstCharacter.componentName}} - {{characterRelation.secondCharacter.componentName}}</mat-panel-title>
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        </mat-expansion-panel-header>
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        <p>Templatesystems: {{characterRelation.characterRelationGamesystems.length}}</p>
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        <mat-accordion>
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          <mat-expansion-panel *ngFor="let templateSystem of characterRelation.characterRelationGamesystems">
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            <mat-expansion-panel-header>
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              <mat-panel-title>{{templateSystem.componentName}}</mat-panel-title>
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            </mat-expansion-panel-header>
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            <app-product-gamesystem-editor [gamesystem]="templateSystem" [templateElement]="characterRelation"></app-product-gamesystem-editor>
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          </mat-expansion-panel>
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        </mat-accordion>
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      </mat-expansion-panel>
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    </mat-accordion>
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  </mat-card-content>
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</mat-card>
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@ -29,4 +29,12 @@ export class CharacterEditorComponent {
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    })
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  }
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  openCharacterRelationTemplateSpecificator() {
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    const dialogRef = this.dialog.open(TemplateSpecificatorComponent, {data: this.gameModel!.getTemplateSystems(TemplateType.CHARACTER_RELATION), minWidth: "400px"});
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    dialogRef.afterClosed().subscribe(res => {
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      if(res != undefined) {
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        this.character!.addAsymetricCharacterRelationGamesystem(res);
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      }
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    })
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  }
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}
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@ -1,3 +1,14 @@
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<app-simple-gamesystem-editor *ngIf="isSimpleGamesystem()"  [templateElement]="templateElement" [simpleGamesystem]="convertGamesystemToSimpleGamesystem()" [scriptAccunts]="scriptAccounts"></app-simple-gamesystem-editor>
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<app-product-gamesystem-editor *ngIf="!isSimpleGamesystem()"  [templateElement]="templateElement" [gamesystem]="convertGamesystemToProductGamesystem()"
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                               (onOpenGamesystemEditor)="onOpenGamesystemEditor($event)"></app-product-gamesystem-editor>
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<mat-expansion-panel *ngIf="gamesystem != undefined">
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  <mat-expansion-panel-header>
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    <mat-panel-title>Product Generation Settings</mat-panel-title>
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  </mat-expansion-panel-header>
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  <div *ngIf="isGamesystemTemplate()">
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    <mat-checkbox [(ngModel)]="convertGamesystemToTemplate(gamesystem)!.symmetric">Use symmetric Productgenerators</mat-checkbox>
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  </div>
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  <mat-checkbox [(ngModel)]="gamesystem!.generateIsolatedStates">Generate Isolated ProductStates</mat-checkbox>
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</mat-expansion-panel>
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@ -6,6 +6,8 @@ import {ScriptAccount} from "../../project/game-model/scriptAccounts/ScriptAccou
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import {SimpleGamesystem} from "../../project/game-model/gamesystems/SimpleGamesystem";
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import {ProductGamesystem} from "../../project/game-model/gamesystems/ProductGamesystem";
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import {TemplateElement} from "../../project/game-model/templates/TemplateElement";
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import {SimpleTemplateGamesystem} from "../../project/game-model/templates/simpleGamesystem/SimpleTemplateGamesystem";
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import {ProductTemplateSystem} from "../../project/game-model/templates/productGamesystem/ProductTemplateSystem";
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@Component({
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  selector: 'app-gamesystem-editor',
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@ -42,4 +44,19 @@ export class GamesystemEditorComponent implements OnInit{
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  onOpenGamesystemEditor(gamesystem: SimpleGamesystem) {
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    this.openGamesystemEmitter.emit(gamesystem);
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  }
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  isGamesystemTemplate() {
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    return this.gamesystem instanceof SimpleTemplateGamesystem || this.gamesystem instanceof ProductTemplateSystem;
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  }
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  convertGamesystemToTemplate(gamesystem: Gamesystem<State<any>, Transition<any>> | undefined) {
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    if(gamesystem instanceof SimpleTemplateGamesystem) {
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      return gamesystem as SimpleTemplateGamesystem;
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    } else if(gamesystem instanceof ProductTemplateSystem) {
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      return gamesystem as ProductTemplateSystem
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    } else {
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      return undefined
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    }
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  }
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}
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@ -1,3 +1,4 @@
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<app-product-state-editor [templateElement]="templateElement" [gamesystem]="gamesystem" (onOpenGamesystemEditor)="onOpenGamesystemEditor($event)"></app-product-state-editor>
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<div id="productStateEditor">
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  <app-product-transition-editor [templateElement]="templateElement" [gamesystem]="gamesystem" (onOpenGamesystem)="onOpenGamesystemEditor($event)"></app-product-transition-editor>
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@ -1,4 +1,4 @@
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import {Component, EventEmitter, Input, Output} from '@angular/core';
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import {Component, EventEmitter, Input, OnInit, Output} from '@angular/core';
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import {
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  ProductTransitionEditorComponent
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} from "../transition-editor/product-transition-editor/product-transition-editor.component";
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@ -13,12 +13,15 @@ import {TemplateElement} from "../../../project/game-model/templates/TemplateEle
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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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export class ProductGamesystemEditorComponent implements OnInit{
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  @Input() gamesystem: ProductGamesystem | undefined
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  @Input() templateElement: TemplateElement | undefined
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  @Output("onOpenGamesystemEditor") openGamesystemEditorEmitter = new EventEmitter<SimpleGamesystem>();
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  ngOnInit() {
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  }
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  onOpenGamesystemEditor(gamesystem: SimpleGamesystem) {
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    this.openGamesystemEditorEmitter.emit(gamesystem);
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  }
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@ -5,8 +5,8 @@
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      <input matInput (keyup)="applyFilter($event)" placeholder="Filter" #input>
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    </mat-form-field>
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    <table mat-table [dataSource]="datasource" class="mat-elevation-z8" multiTemplateDataRows>
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      <ng-container *ngFor="let col of displayedColumns; let i = index" [matColumnDef]="col">
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        <th mat-header-cell *matHeaderCellDef>{{col}}</th>
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      <ng-container *ngFor="let col of internalColumnNames; let i = index" [matColumnDef]="col">
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        <th mat-header-cell *matHeaderCellDef>{{displayedColumns[i]}}</th>
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        <td mat-cell *matCellDef="let state">
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          <a *ngIf="i < displayedColumns.length-1" role="button" (click)="clickOnInnerState(i)" [matTooltip]="getLeafState(state, i).stateDescription">{{getLeafState(state, i).stateLabel}}</a>
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          <mat-icon *ngIf="i == displayedColumns.length-1">
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@ -29,6 +29,8 @@ export class ProductStateEditorComponent implements OnInit{
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  @Input() templateElement: TemplateElement | undefined
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  @Output('onOpenGamesystemEditor') openGamesystemEditorEmitter = new EventEmitter<SimpleGamesystem>();
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  displayedColumns: string[] = [];
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  internalColumnNames: string[] = []
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  expandedColumns: string[] = []
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  datasource = new MatTableDataSource<ProductState>();
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@ -38,11 +40,17 @@ export class ProductStateEditorComponent implements OnInit{
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    this.gamesystem!.generateFromChildsystems();
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    this.generateColumnNamesRecursively(this.gamesystem!, "");
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    this.displayedColumns.push('Initial');
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    this.expandedColumns = [...this.displayedColumns, 'expand'];
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    this.internalColumnNames = this.displayedColumns.concat();
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    this.renameDuplicateColumnNames(this.internalColumnNames)
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    this.expandedColumns = [...this.internalColumnNames, 'expand'];
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    if(this.templateElement == undefined) {
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      this.datasource.data = this.gamesystem!.states;
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    } else if(this.gamesystem instanceof ProductTemplateSystem) {
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      console.log("Product Template System: ", this.gamesystem!.stateMap.get(this.templateElement))
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      this.datasource.data = this.gamesystem!.stateMap.get(this.templateElement)!
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    }
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@ -52,6 +60,20 @@ export class ProductStateEditorComponent implements OnInit{
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    }
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  }
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  private renameDuplicateColumnNames(columnNames: string[]) {
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    for(let i=0; i<columnNames.length; i++) {
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      for(let j=i; j<columnNames.length; j++) {
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        if(i === j) {
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          continue;
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        }
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        if(columnNames[i] === columnNames[j]) {
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          columnNames[j] = columnNames[j] + "-" + i
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        }
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      }
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    }
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  }
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  generateColumnNamesRecursively(gamesystem: ProductGamesystem, nestedColumnName: string) {
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    gamesystem.innerGamesystems.forEach(innerGamesystem => {
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      if(innerGamesystem instanceof SimpleGamesystem) {
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@ -50,6 +50,8 @@ export class ProductTransitionEditorComponent implements OnInit{
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      const leafGamesystems: SimpleGamesystem[] = LeafGamesystemCalculator.calcLeafGeamesystems(this.gamesystem);
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      this.displayedColumns = leafGamesystems.map(leafGamesystem => new DisplayedColumnName(leafGamesystem.componentName, leafGamesystem.componentName + "-start"));
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      this.displayedColumns = this.displayedColumns.concat( leafGamesystems.map(leafGamesystem => new DisplayedColumnName(leafGamesystem.componentName, leafGamesystem.componentName + "-end")));
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      this.renameDuplicateColumnNames(this.displayedColumns)
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      this.numberLeafSystems = leafGamesystems.length;
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      this.columns = this.displayedColumns.map(column => column.internalName)
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@ -72,6 +74,20 @@ export class ProductTransitionEditorComponent implements OnInit{
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    }
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  }
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  private renameDuplicateColumnNames(columnNames: DisplayedColumnName[]) {
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    for(let i=0; i<columnNames.length; i++) {
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      for(let j=i; j<columnNames.length; j++) {
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        if(i === j) {
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          continue;
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        }
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        if(columnNames[i].internalName === columnNames[j].internalName) {
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          columnNames[j].internalName = columnNames[j].internalName + "-" + i
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        }
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      }
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    }
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  }
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  getLeafStateByIndex(transition: ProductTransition, leafIndex: number) {
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    let state: ProductState;
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    let index = leafIndex;
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@ -10,6 +10,7 @@ import {TemplateType} from "./templates/TemplateType";
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import {SimpleTemplateGamesystem} from "./templates/simpleGamesystem/SimpleTemplateGamesystem";
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import {ProductTemplateSystem} from "./templates/productGamesystem/ProductTemplateSystem";
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import {ProductTemplateCreator} from "./templates/productGamesystem/ProductTemplateCreator";
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import {CharacterRelation} from "./characters/CharacterRelation";
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export class GameModel {
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  gameModelName: string
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@ -75,6 +76,7 @@ export class GameModel {
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    let parentProductGamesystem: ProductGamesystem;
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    if(parentGamesystem instanceof SimpleTemplateGamesystem) {
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      console.log("Simple Template")
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      parentProductGamesystem = ProductTemplateCreator.constructTemplateFromSimpleGamesystem(parentGamesystem,  this, templateType!)
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    } else if(parentGamesystem instanceof SimpleGamesystem) {
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      if(simpleGamesystem instanceof SimpleTemplateGamesystem) {
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@ -127,12 +129,21 @@ export class GameModel {
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    const searchedCharacter = this.characters.find(character => character.componentName === characterName);
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    if(searchedCharacter == undefined) {
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      const character = new Character(characterName, "");
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      this.createCharacterRelation(character)
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      this.characters.push(character)
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      return character
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    }
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    return undefined
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  }
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  private createCharacterRelation(addedCharacter: Character) {
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    this.characters.forEach(character => {
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      const characterRelation = new CharacterRelation(character, addedCharacter);
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      character.addCharacterRelation(characterRelation);
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      addedCharacter.addCharacterRelation(characterRelation);
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    })
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  }
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  removeScriptAccount(scriptAccount: ScriptAccount) {
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    if(scriptAccount != undefined) {
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      this.scriptAccounts = this.scriptAccounts.filter(s => s != scriptAccount);
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@ -6,11 +6,16 @@ import {Gamesystem} from "../gamesystems/Gamesystem";
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import {SimpleTemplateGamesystem} from "../templates/simpleGamesystem/SimpleTemplateGamesystem";
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import {ProductTemplateSystem} from "../templates/productGamesystem/ProductTemplateSystem";
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import {ProductGamesystem} from "../gamesystems/ProductGamesystem";
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import {CharacterRelation} from "./CharacterRelation";
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export class Character extends ModelComponent implements TemplateElement {
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  characterSpecificTemplateSystems: Gamesystem<any, any>[] = []
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  characterRelations: CharacterRelation[] = []
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  characterRelationGamesystems: Gamesystem<any, any>[] = []
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  constructor(componentName: string, componentDescription: string) {
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    super(componentName, componentDescription, ModelComponentType.CHARACTER);
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  }
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@ -36,8 +41,48 @@ export class Character extends ModelComponent implements TemplateElement {
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    }
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  }
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  addAsymetricCharacterRelationGamesystem(gamesystem: Gamesystem<any, any>, recursiveCall: boolean = false) {
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    if(!this.isTemplateSystemCharacterRelationSpecific(gamesystem.componentName)) {
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      if(gamesystem instanceof SimpleTemplateGamesystem) {
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        this.characterRelationGamesystems.push(gamesystem);
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        gamesystem.addTemplateElement(this);
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        this.characterRelations.forEach(characterRelation => {
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          characterRelation.addCharacterRelationSystem(gamesystem)
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        })
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      } else if(gamesystem instanceof ProductTemplateSystem) {
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        this.characterRelationGamesystems.push(gamesystem);
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        gamesystem.addTemplateElement(this);
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        this.characterRelations.forEach(characterRelation => {
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          characterRelation.addCharacterRelationSystem(gamesystem)
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        })
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        if(!recursiveCall) {
 | 
			
		||||
          gamesystem.innerGamesystems.forEach(innerGamesystem => this.addAsymetricCharacterRelationGamesystem(innerGamesystem, true))
 | 
			
		||||
        }
 | 
			
		||||
      }
 | 
			
		||||
 | 
			
		||||
      if(gamesystem.parentGamesystem != undefined) {
 | 
			
		||||
        this.addAsymetricCharacterRelationGamesystem(gamesystem.parentGamesystem, true)
 | 
			
		||||
      }
 | 
			
		||||
 | 
			
		||||
    } else {
 | 
			
		||||
      console.log("Was already added")
 | 
			
		||||
      console.log(this)
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  addCharacterRelation(characterRelation: CharacterRelation) {
 | 
			
		||||
    this.characterRelations.push(characterRelation)
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  private isTemplateSystemCharacterSpecific(gamesystemName: string) {
 | 
			
		||||
    return this.characterSpecificTemplateSystems.find(gamesystem => gamesystem.componentName === gamesystemName) != undefined
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  private isTemplateSystemCharacterRelationSpecific(gamesystemName: string) {
 | 
			
		||||
    return this.characterRelationGamesystems.find(gamesystem =>
 | 
			
		||||
      gamesystem.componentName === gamesystemName) != undefined;
 | 
			
		||||
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										38
									
								
								src/app/project/game-model/characters/CharacterRelation.ts
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										38
									
								
								src/app/project/game-model/characters/CharacterRelation.ts
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,38 @@
 | 
			
		||||
import {TemplateElement} from "../templates/TemplateElement";
 | 
			
		||||
import {Character} from "./Character";
 | 
			
		||||
import {ProductTemplateSystem} from "../templates/productGamesystem/ProductTemplateSystem";
 | 
			
		||||
import {Gamesystem} from "../gamesystems/Gamesystem";
 | 
			
		||||
import {SimpleTemplateGamesystem} from "../templates/simpleGamesystem/SimpleTemplateGamesystem";
 | 
			
		||||
import {TemplateType} from "../templates/TemplateType";
 | 
			
		||||
import {ProductTemplateCreator} from "../templates/productGamesystem/ProductTemplateCreator";
 | 
			
		||||
 | 
			
		||||
export class CharacterRelation implements TemplateElement{
 | 
			
		||||
 | 
			
		||||
  firstCharacter: Character
 | 
			
		||||
  secondCharacter: Character
 | 
			
		||||
 | 
			
		||||
  characterRelationGamesystems: ProductTemplateSystem[] = []
 | 
			
		||||
 | 
			
		||||
  constructor(firstCharacter: Character, secondCharacter: Character) {
 | 
			
		||||
    this.firstCharacter = firstCharacter;
 | 
			
		||||
    this.secondCharacter = secondCharacter;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  addCharacterRelationSystem(gamesystem: Gamesystem<any, any>) {
 | 
			
		||||
    if((gamesystem instanceof SimpleTemplateGamesystem || gamesystem instanceof ProductTemplateSystem) && !this.isGamesystemCharacterRelationSpecific(gamesystem.componentName)) {
 | 
			
		||||
       const templateGamesystem = new ProductTemplateSystem(gamesystem.componentName, gamesystem.componentDescription, TemplateType.CHARACTER_RELATION);
 | 
			
		||||
       templateGamesystem.symmetric = gamesystem.symmetric
 | 
			
		||||
       templateGamesystem.generateIsolatedStates = gamesystem.generateIsolatedStates
 | 
			
		||||
       templateGamesystem.addChildGamesystem(gamesystem);
 | 
			
		||||
       templateGamesystem.addChildGamesystem(gamesystem);
 | 
			
		||||
       this.characterRelationGamesystems.push(templateGamesystem);
 | 
			
		||||
       templateGamesystem.addTemplateElement(this);
 | 
			
		||||
    } else {
 | 
			
		||||
      console.log("Test")
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  private isGamesystemCharacterRelationSpecific(gamesystemName: string) {
 | 
			
		||||
    return this.characterRelationGamesystems.find(gamesystem => gamesystem.componentName === gamesystemName) != undefined
 | 
			
		||||
  }
 | 
			
		||||
}
 | 
			
		||||
@ -8,6 +8,8 @@ export abstract class Gamesystem<S, T> extends ModelComponent{
 | 
			
		||||
  states: S[] = [];
 | 
			
		||||
  transitions: T[] = [];
 | 
			
		||||
  parentGamesystem: ProductGamesystem | undefined
 | 
			
		||||
  generateIsolatedStates: boolean = false
 | 
			
		||||
 | 
			
		||||
  constructor(gamesystemName: string, gamesystemDescription: string) {
 | 
			
		||||
   super(gamesystemName, gamesystemDescription, ModelComponentType.GAMESYTEM);
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
@ -11,6 +11,7 @@ import {ScriptAccountAction} from "./actions/ScriptAccountAction";
 | 
			
		||||
import {ProductSystemGenerator} from "./productSystemGenerator/ProductSystemGenerator";
 | 
			
		||||
import {TemplateType} from "../templates/TemplateType";
 | 
			
		||||
import {ProductTemplateSystem} from "../templates/productGamesystem/ProductTemplateSystem";
 | 
			
		||||
import {IsolatedProductStateGenerator} from "./productSystemGenerator/IsolatedProductStateGenerator";
 | 
			
		||||
 | 
			
		||||
export class ProductGamesystem extends Gamesystem<ProductState, ProductTransition> {
 | 
			
		||||
 | 
			
		||||
@ -74,6 +75,11 @@ export class ProductGamesystem extends Gamesystem<ProductState, ProductTransitio
 | 
			
		||||
  generateFromChildsystems() {
 | 
			
		||||
    const productGenerator = new ProductSystemGenerator(this);
 | 
			
		||||
    productGenerator.generateFromChildsystems();
 | 
			
		||||
 | 
			
		||||
    if(this.generateIsolatedStates) {
 | 
			
		||||
      const isolatedStatesGenerator = new IsolatedProductStateGenerator(this);
 | 
			
		||||
      isolatedStatesGenerator.generateIsolatedProductStates();
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  addChildGamesystem(gamesystem: Gamesystem<State<any>, Transition<any>>) {
 | 
			
		||||
 | 
			
		||||
@ -0,0 +1,54 @@
 | 
			
		||||
import {ProductSystemGenerator} from "./ProductSystemGenerator";
 | 
			
		||||
import {ProductGenerationData} from "./ProductGenerationData";
 | 
			
		||||
import {ProductGeneratorResult} from "./ProductGeneratorResult";
 | 
			
		||||
import {ProductState} from "../states/ProductState";
 | 
			
		||||
 | 
			
		||||
export class IsolatedProductStateGenerator extends ProductSystemGenerator {
 | 
			
		||||
 | 
			
		||||
  generateIsolatedProductStates() {
 | 
			
		||||
    if(this.productGamesystem.innerGamesystems.length < 2) return;
 | 
			
		||||
 | 
			
		||||
    const leftInitialData = this.prepareChildsystemForGeneration(this.productGamesystem.innerGamesystems[0])
 | 
			
		||||
    const rightInitialData = this.prepareChildsystemForGeneration(this.productGamesystem.innerGamesystems[1])
 | 
			
		||||
 | 
			
		||||
    const initialGenerationResult = this.generateBinaryIsolatedProductStates(leftInitialData, rightInitialData);
 | 
			
		||||
 | 
			
		||||
    if(this.productGamesystem.innerGamesystems.length > 2) {
 | 
			
		||||
      for(let i=2; i<this.productGamesystem.innerGamesystems.length; i++) {
 | 
			
		||||
        const leftData = initialGenerationResult.productGenerationData;
 | 
			
		||||
        const rightData = this.prepareChildsystemForGeneration(this.productGamesystem.innerGamesystems[i]);
 | 
			
		||||
 | 
			
		||||
        const generationResult = this.generateBinaryIsolatedProductStates(leftData, rightData);
 | 
			
		||||
        this.assignGeneratedStatesAndTransitions(generationResult)
 | 
			
		||||
      }
 | 
			
		||||
    } else {
 | 
			
		||||
      this.assignGeneratedStatesAndTransitions(initialGenerationResult)
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
  protected assignGeneratedStatesAndTransitions(generationResult: ProductGeneratorResult) {
 | 
			
		||||
    this.productGamesystem.states = this.productGamesystem.states.concat(generationResult.states);
 | 
			
		||||
    console.log("Generation-Result: ", this.productGamesystem.states)
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  protected generateBinaryIsolatedProductStates(leftSystemData: ProductGenerationData, rightSystemData: ProductGenerationData): ProductGeneratorResult {
 | 
			
		||||
    const generatedProductStates: ProductState[] = []
 | 
			
		||||
    leftSystemData.states.forEach(leftState => {
 | 
			
		||||
      if(leftState.outgoingTransitions.length == 0 && leftState.incomingTransitions.length == 0) {
 | 
			
		||||
        rightSystemData.states.forEach(rightState => {
 | 
			
		||||
          if(rightState.outgoingTransitions.length == 0 && rightState.incomingTransitions.length == 0) {
 | 
			
		||||
            const leftConditions = this.getStateConditions(leftState, true);
 | 
			
		||||
            const rightConditions = this.getStateConditions(rightState, true);
 | 
			
		||||
 | 
			
		||||
            if(!this.contradictCombinedConditions(leftConditions, rightConditions)) {
 | 
			
		||||
              this.generateBinaryProductState(leftState, rightState, generatedProductStates);
 | 
			
		||||
            }
 | 
			
		||||
          }
 | 
			
		||||
        })
 | 
			
		||||
      }
 | 
			
		||||
    })
 | 
			
		||||
    return new ProductGeneratorResult(generatedProductStates, []);
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,48 @@
 | 
			
		||||
import {IsolatedTemplateStateGenerator} from "./IsolatedTemplateStateGenerator";
 | 
			
		||||
import {ProductGenerationData} from "./ProductGenerationData";
 | 
			
		||||
import {ProductGeneratorResult} from "./ProductGeneratorResult";
 | 
			
		||||
import {ProductState} from "../states/ProductState";
 | 
			
		||||
import {SimpleState} from "../states/SimpleState";
 | 
			
		||||
import {State} from "../states/State";
 | 
			
		||||
import {ScriptAccountCondition} from "../conditions/ScriptAccountCondition";
 | 
			
		||||
 | 
			
		||||
export class IsolatedSymmetricTemplateStateGenerator extends IsolatedTemplateStateGenerator{
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
  protected generateBinaryIsolatedProductStates(leftSystemData: ProductGenerationData, rightSystemData: ProductGenerationData): ProductGeneratorResult {
 | 
			
		||||
    console.log("Calling test")
 | 
			
		||||
 | 
			
		||||
    console.log(leftSystemData.states)
 | 
			
		||||
    console.log(rightSystemData.states)
 | 
			
		||||
 | 
			
		||||
    const generatedProductStates: ProductState[] = []
 | 
			
		||||
    leftSystemData.states.forEach(leftState => {
 | 
			
		||||
      if(leftState.outgoingTransitions.length == 0 && leftState.incomingTransitions.length == 0) {
 | 
			
		||||
        rightSystemData.states.forEach(rightState => {
 | 
			
		||||
          console.log("LeftState is isolated")
 | 
			
		||||
          if(leftState.equals(rightState)) {
 | 
			
		||||
            if(rightState.outgoingTransitions.length == 0 && rightState.incomingTransitions.length == 0) {
 | 
			
		||||
              const leftConditions = this.getStateConditions(leftState, true);
 | 
			
		||||
              const rightConditions = this.getStateConditions(rightState, true);
 | 
			
		||||
 | 
			
		||||
              if(!this.contradictCombinedConditions(leftConditions, rightConditions)) {
 | 
			
		||||
                this.generateBinaryProductState(leftState, rightState, generatedProductStates);
 | 
			
		||||
              }
 | 
			
		||||
            }
 | 
			
		||||
          }
 | 
			
		||||
 | 
			
		||||
          if(leftState.equals(rightState) && rightState.outgoingTransitions.length == 0 && rightState.incomingTransitions.length == 0) {
 | 
			
		||||
            const leftConditions = this.getStateConditions(leftState, true);
 | 
			
		||||
            const rightConditions = this.getStateConditions(rightState, true);
 | 
			
		||||
 | 
			
		||||
            if(!this.contradictCombinedConditions(leftConditions, rightConditions)) {
 | 
			
		||||
              const generatedState = this.generateBinaryProductState(leftState, rightState, generatedProductStates);
 | 
			
		||||
              console.log(generatedProductStates)
 | 
			
		||||
            }
 | 
			
		||||
          }
 | 
			
		||||
        })
 | 
			
		||||
      }
 | 
			
		||||
    })
 | 
			
		||||
    return new ProductGeneratorResult(generatedProductStates, []);
 | 
			
		||||
  }
 | 
			
		||||
}
 | 
			
		||||
@ -0,0 +1,66 @@
 | 
			
		||||
import {IsolatedProductStateGenerator} from "./IsolatedProductStateGenerator";
 | 
			
		||||
import {Transition} from "../transitions/Transition";
 | 
			
		||||
import {SimpleTemplateTransition} from "../../templates/simpleGamesystem/SimpleTemplateTransition";
 | 
			
		||||
import {State} from "../states/State";
 | 
			
		||||
import {ScriptAccountCondition} from "../conditions/ScriptAccountCondition";
 | 
			
		||||
import {SimpleTemplateState} from "../../templates/simpleGamesystem/SimpleTemplateState";
 | 
			
		||||
import {Character} from "../../characters/Character";
 | 
			
		||||
import {CharacterRelation} from "../../characters/CharacterRelation";
 | 
			
		||||
import {TemplateElement} from "../../templates/TemplateElement";
 | 
			
		||||
import {ProductTemplateSystem} from "../../templates/productGamesystem/ProductTemplateSystem";
 | 
			
		||||
import {ProductGeneratorResult} from "./ProductGeneratorResult";
 | 
			
		||||
import {state, transition} from "@angular/animations";
 | 
			
		||||
 | 
			
		||||
export class IsolatedTemplateStateGenerator extends IsolatedProductStateGenerator {
 | 
			
		||||
  templateElement: TemplateElement
 | 
			
		||||
 | 
			
		||||
  constructor(productGamesystem: ProductTemplateSystem, templateElement: TemplateElement) {
 | 
			
		||||
    super(productGamesystem);
 | 
			
		||||
    this.templateElement = templateElement;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
  protected assignGeneratedStatesAndTransitions(generationResult: ProductGeneratorResult) {
 | 
			
		||||
    const templateSystem = this.productGamesystem as ProductTemplateSystem;
 | 
			
		||||
 | 
			
		||||
    const nonIsolatedStates = templateSystem.stateMap.get(this.templateElement)!
 | 
			
		||||
    const states = nonIsolatedStates.concat(generationResult.states);
 | 
			
		||||
    templateSystem.stateMap.set(this.templateElement, states)
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  protected getTransitionConditions(transition: Transition<any>, leftSystem: boolean) {
 | 
			
		||||
    const templateElement = this.determineTemplateElement(leftSystem)!;
 | 
			
		||||
    if(transition instanceof SimpleTemplateTransition && transition.conditionMap.has(templateElement)) {
 | 
			
		||||
      return transition.conditionMap.get(templateElement)!
 | 
			
		||||
    }
 | 
			
		||||
    return transition.scriptAccountConditions;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  protected getTransitionActions(transition: Transition<any>, leftSystem: boolean) {
 | 
			
		||||
    const templateElement = this.determineTemplateElement(leftSystem)!;
 | 
			
		||||
 | 
			
		||||
    if(transition instanceof SimpleTemplateTransition && transition.actionMap.has(templateElement)) {
 | 
			
		||||
      return transition.actionMap.get(templateElement)!
 | 
			
		||||
    } else {
 | 
			
		||||
      return transition.scriptAccountActions;
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
  protected getStateConditions(state: State<any>, leftSystem: boolean): ScriptAccountCondition[] {
 | 
			
		||||
    const templateElement = this.determineTemplateElement(leftSystem)!
 | 
			
		||||
    if(state instanceof  SimpleTemplateState && state.conditionMap.has(templateElement)) {
 | 
			
		||||
      return state.conditionMap.get(templateElement)!
 | 
			
		||||
    } else {
 | 
			
		||||
      return state.conditions
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  private determineTemplateElement(leftSystem: boolean) {
 | 
			
		||||
    if(this.templateElement instanceof Character) {
 | 
			
		||||
      return this.templateElement;
 | 
			
		||||
    } else if(this.templateElement instanceof CharacterRelation) {
 | 
			
		||||
      return leftSystem ? this.templateElement.firstCharacter : this.templateElement.secondCharacter;
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
}
 | 
			
		||||
@ -9,6 +9,7 @@ import {Gamesystem} from "../Gamesystem";
 | 
			
		||||
import {ProductGenerationData} from "./ProductGenerationData";
 | 
			
		||||
import {ProductTransition} from "../transitions/ProductTransition";
 | 
			
		||||
import {SimpleTemplateTransition} from "../../templates/simpleGamesystem/SimpleTemplateTransition";
 | 
			
		||||
import {ProductTemplateSystem} from "../../templates/productGamesystem/ProductTemplateSystem";
 | 
			
		||||
 | 
			
		||||
export class ProductSystemGenerator {
 | 
			
		||||
  productGamesystem: ProductGamesystem
 | 
			
		||||
@ -59,12 +60,12 @@ export class ProductSystemGenerator {
 | 
			
		||||
            if(startingState != undefined) {
 | 
			
		||||
              const endingState_right = this.generateBinaryProductState(leftState, rightState.outgoingTransitions[j].endingState, generatedProductStates);
 | 
			
		||||
              if(endingState_right != undefined) {
 | 
			
		||||
                this.generateBinaryProductTransition(startingState, endingState_right, rightState.outgoingTransitions[j], generatedProductTransitions);
 | 
			
		||||
                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)
 | 
			
		||||
                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);
 | 
			
		||||
@ -79,7 +80,7 @@ export class ProductSystemGenerator {
 | 
			
		||||
            const endingState = this.generateBinaryProductState(leftState.outgoingTransitions[i].endingState, rightState, generatedProductStates);
 | 
			
		||||
 | 
			
		||||
            if(startingState != undefined && endingState != undefined) {
 | 
			
		||||
              this.generateBinaryProductTransition(startingState, endingState, leftState.outgoingTransitions[i], generatedProductTransitions)
 | 
			
		||||
              this.generateBinaryProductTransition(startingState, endingState, leftState.outgoingTransitions[i], generatedProductTransitions, true)
 | 
			
		||||
 | 
			
		||||
            }
 | 
			
		||||
          }
 | 
			
		||||
@ -91,7 +92,7 @@ export class ProductSystemGenerator {
 | 
			
		||||
            const endingState = this.generateBinaryProductState(leftState, rightState.outgoingTransitions[j].endingState, generatedProductStates);
 | 
			
		||||
 | 
			
		||||
            if(startingState != undefined && endingState != undefined) {
 | 
			
		||||
              this.generateBinaryProductTransition(startingState, endingState, rightState.outgoingTransitions[j], generatedProductTransitions);
 | 
			
		||||
              this.generateBinaryProductTransition(startingState, endingState, rightState.outgoingTransitions[j], generatedProductTransitions, false);
 | 
			
		||||
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
@ -106,12 +107,14 @@ export class ProductSystemGenerator {
 | 
			
		||||
  protected assignGeneratedStatesAndTransitions(generationResult: ProductGeneratorResult): void {
 | 
			
		||||
    this.productGamesystem.states = generationResult.states;
 | 
			
		||||
    this.productGamesystem.transitions = generationResult.transitions;
 | 
			
		||||
 | 
			
		||||
    console.log("General ", generationResult.transitions.length)
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  protected generateBinaryProductTransition(startingState: ProductState, endingState: ProductState, usedTransition: Transition<any>, generatedTransitions: ProductTransition[]) {
 | 
			
		||||
  protected generateBinaryProductTransition(startingState: ProductState, endingState: ProductState, usedTransition: Transition<any>, generatedTransitions: ProductTransition[], leftSystem: boolean) {
 | 
			
		||||
    const transition = new ProductTransition(startingState, endingState);
 | 
			
		||||
    transition.scriptAccountActions = [... this.getTransitionActions(usedTransition)];
 | 
			
		||||
    transition.scriptAccountConditions = [... this.getTransitionConditions(usedTransition)];
 | 
			
		||||
    transition.scriptAccountActions = [... this.getTransitionActions(usedTransition, leftSystem)];
 | 
			
		||||
    transition.scriptAccountConditions = [... this.getTransitionConditions(usedTransition, leftSystem)];
 | 
			
		||||
 | 
			
		||||
    if(generatedTransitions.find(generatedTransition => generatedTransition.startingState.equals(startingState) && generatedTransition.endingState.equals(endingState)) == undefined) {
 | 
			
		||||
      generatedTransitions.push(transition)
 | 
			
		||||
@ -119,13 +122,13 @@ export class ProductSystemGenerator {
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  protected generateBinaryProductTransitionMulti(startingState: ProductState, endingState: ProductState, leftTransition: Transition<any>, rightTransition: Transition<any>, generatedTransitions: ProductTransition[]) {
 | 
			
		||||
    const leftConditions = this.getTransitionConditions(leftTransition)
 | 
			
		||||
    const rightConditions = this.getTransitionConditions(rightTransition)
 | 
			
		||||
    const leftConditions = this.getTransitionConditions(leftTransition, true)
 | 
			
		||||
    const rightConditions = this.getTransitionConditions(rightTransition, false)
 | 
			
		||||
 | 
			
		||||
    if(!this.contradictCombinedConditions(leftConditions, rightConditions)) {
 | 
			
		||||
      const transition = new ProductTransition(startingState, endingState)
 | 
			
		||||
      transition.scriptAccountActions = this.generateCombinedActions(this.getTransitionActions(leftTransition), this.getTransitionActions(rightTransition));
 | 
			
		||||
      transition.scriptAccountConditions = this.generateCombinedConditions(this.getTransitionConditions(leftTransition), this.getTransitionConditions(rightTransition));
 | 
			
		||||
      transition.scriptAccountActions = this.generateCombinedActions(this.getTransitionActions(leftTransition, true), this.getTransitionActions(rightTransition, false));
 | 
			
		||||
      transition.scriptAccountConditions = this.generateCombinedConditions(this.getTransitionConditions(leftTransition, true), this.getTransitionConditions(rightTransition, false));
 | 
			
		||||
 | 
			
		||||
      if(generatedTransitions.find(generatedTransition => generatedTransition.startingState.equals(startingState) && generatedTransition.endingState.equals(endingState)) == undefined) {
 | 
			
		||||
        generatedTransitions.push(transition)
 | 
			
		||||
@ -134,8 +137,8 @@ export class ProductSystemGenerator {
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  protected generateBinaryProductState(leftState: State<any>, rightState: State<any>, generatedStates: ProductState[]): ProductState | undefined {
 | 
			
		||||
    const leftConditions = this.getStateConditions(leftState)
 | 
			
		||||
    const rightConditions = this.getStateConditions(rightState)
 | 
			
		||||
    const leftConditions = this.getStateConditions(leftState, true)
 | 
			
		||||
    const rightConditions = this.getStateConditions(rightState, false)
 | 
			
		||||
 | 
			
		||||
    const combinedStateConditions: ScriptAccountCondition[] = leftConditions.concat(rightConditions)
 | 
			
		||||
    for(let i=0; i<combinedStateConditions.length; i++) {
 | 
			
		||||
@ -231,15 +234,15 @@ export class ProductSystemGenerator {
 | 
			
		||||
    return false;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  protected getTransitionConditions(transition: Transition<any>) {
 | 
			
		||||
  protected getTransitionConditions(transition: Transition<any>, leftSystem: boolean) {
 | 
			
		||||
    return transition.scriptAccountConditions;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  protected getTransitionActions(transition: Transition<any>) {
 | 
			
		||||
  protected getTransitionActions(transition: Transition<any>, leftSystem: boolean) {
 | 
			
		||||
    return transition.scriptAccountActions;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  protected getStateConditions(state: State<any>) {
 | 
			
		||||
  protected getStateConditions(state: State<any>, leftSystem: boolean) {
 | 
			
		||||
    return state.conditions;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -0,0 +1,34 @@
 | 
			
		||||
import {TemplateProductSystemGenerator} from "./TemplateProductSystemGenerator";
 | 
			
		||||
import {ProductGenerationData} from "./ProductGenerationData";
 | 
			
		||||
import {ProductGeneratorResult} from "./ProductGeneratorResult";
 | 
			
		||||
import {ProductState} from "../states/ProductState";
 | 
			
		||||
import {ProductTransition} from "../transitions/ProductTransition";
 | 
			
		||||
import {ProductTemplateSystem} from "../../templates/productGamesystem/ProductTemplateSystem";
 | 
			
		||||
 | 
			
		||||
export class SymmetricProductTemplateGenerator extends TemplateProductSystemGenerator {
 | 
			
		||||
  protected generateFromBinaryChildsystems(leftSystemData: ProductGenerationData, rightSystemData: ProductGenerationData): ProductGeneratorResult {
 | 
			
		||||
    const generatedProductStates: ProductState[] = []
 | 
			
		||||
    const generatedProductTransitions: ProductTransition[] = []
 | 
			
		||||
 | 
			
		||||
    leftSystemData.states.forEach(leftState => {
 | 
			
		||||
      rightSystemData.states.forEach(rightState => {
 | 
			
		||||
        if(leftState.equals(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 && leftState.outgoingTransitions[i].endingState.equals(rightState.outgoingTransitions[j].endingState)) {
 | 
			
		||||
                const endingState_left_right = this.generateBinaryProductState(leftState.outgoingTransitions[i].endingState, rightState.outgoingTransitions[j].endingState, generatedProductStates);
 | 
			
		||||
                if(endingState_left_right != undefined) {
 | 
			
		||||
                  this.generateBinaryProductTransitionMulti(startingState, endingState_left_right, leftState.outgoingTransitions[i], rightState.outgoingTransitions[j], generatedProductTransitions);
 | 
			
		||||
                }
 | 
			
		||||
              }
 | 
			
		||||
            }
 | 
			
		||||
          }
 | 
			
		||||
        }
 | 
			
		||||
      })
 | 
			
		||||
    })
 | 
			
		||||
 | 
			
		||||
    return new ProductGeneratorResult(generatedProductStates, generatedProductTransitions);
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
@ -10,6 +10,9 @@ import {SimpleTemplateTransition} from "../../templates/simpleGamesystem/SimpleT
 | 
			
		||||
import {state, transition} from "@angular/animations";
 | 
			
		||||
import {ScriptAccountCondition} from "../conditions/ScriptAccountCondition";
 | 
			
		||||
import {SimpleTemplateState} from "../../templates/simpleGamesystem/SimpleTemplateState";
 | 
			
		||||
import {Character} from "../../characters/Character";
 | 
			
		||||
import {CharacterRelation} from "../../characters/CharacterRelation";
 | 
			
		||||
import {ProductGenerationData} from "./ProductGenerationData";
 | 
			
		||||
 | 
			
		||||
export class TemplateProductSystemGenerator extends ProductSystemGenerator {
 | 
			
		||||
 | 
			
		||||
@ -25,30 +28,44 @@ export class TemplateProductSystemGenerator extends ProductSystemGenerator {
 | 
			
		||||
    const productTemplateSystem = this.productGamesystem as ProductTemplateSystem
 | 
			
		||||
    productTemplateSystem.transitionMap.set(this.templateElement, generationResult.transitions)
 | 
			
		||||
    productTemplateSystem.stateMap.set(this.templateElement, generationResult.states)
 | 
			
		||||
 | 
			
		||||
    console.log("Symmetric", (this.productGamesystem as ProductTemplateSystem).symmetric)
 | 
			
		||||
    console.log("Template: ", generationResult.transitions.length)
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  protected getTransitionConditions(transition: Transition<any>) {
 | 
			
		||||
    if(transition instanceof SimpleTemplateTransition) {
 | 
			
		||||
      return transition.conditionMap.get(this.templateElement)!
 | 
			
		||||
    } else {
 | 
			
		||||
  protected getTransitionConditions(transition: Transition<any>, leftSystem: boolean) {
 | 
			
		||||
    const templateElement = this.determineTemplateElement(leftSystem)!;
 | 
			
		||||
    if(transition instanceof SimpleTemplateTransition && transition.conditionMap.has(templateElement)) {
 | 
			
		||||
      return transition.conditionMap.get(templateElement)!
 | 
			
		||||
    }
 | 
			
		||||
    return transition.scriptAccountConditions;
 | 
			
		||||
  }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  protected getTransitionActions(transition: Transition<any>) {
 | 
			
		||||
    if(transition instanceof SimpleTemplateTransition) {
 | 
			
		||||
      return transition.actionMap.get(this.templateElement)!
 | 
			
		||||
  protected getTransitionActions(transition: Transition<any>, leftSystem: boolean) {
 | 
			
		||||
    const templateElement = this.determineTemplateElement(leftSystem)!;
 | 
			
		||||
 | 
			
		||||
    if(transition instanceof SimpleTemplateTransition && transition.actionMap.has(templateElement)) {
 | 
			
		||||
      return transition.actionMap.get(templateElement)!
 | 
			
		||||
    } else {
 | 
			
		||||
      return transition.scriptAccountActions;
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
  protected getStateConditions(state: State<any>): ScriptAccountCondition[] {
 | 
			
		||||
    if(state instanceof  SimpleTemplateState) {
 | 
			
		||||
      return state.conditionMap.get(this.templateElement)!
 | 
			
		||||
  protected getStateConditions(state: State<any>, leftSystem: boolean): ScriptAccountCondition[] {
 | 
			
		||||
    const templateElement = this.determineTemplateElement(leftSystem)!
 | 
			
		||||
    if(state instanceof  SimpleTemplateState && state.conditionMap.has(templateElement)) {
 | 
			
		||||
      return state.conditionMap.get(templateElement)!
 | 
			
		||||
    } else {
 | 
			
		||||
      return state.conditions
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  private determineTemplateElement(leftSystem: boolean) {
 | 
			
		||||
    if(this.templateElement instanceof Character) {
 | 
			
		||||
      return this.templateElement;
 | 
			
		||||
    } else if(this.templateElement instanceof CharacterRelation) {
 | 
			
		||||
      return leftSystem ? this.templateElement.firstCharacter : this.templateElement.secondCharacter;
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -1,3 +1,4 @@
 | 
			
		||||
export enum TemplateType {
 | 
			
		||||
  CHARACTER
 | 
			
		||||
  CHARACTER,
 | 
			
		||||
  CHARACTER_RELATION
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -4,6 +4,8 @@ export class TemplateTypeUtilities {
 | 
			
		||||
  static fromString(string: string) {
 | 
			
		||||
    if(string === 'character') {
 | 
			
		||||
      return TemplateType.CHARACTER
 | 
			
		||||
    } else if(string === 'character_relation') {
 | 
			
		||||
      return TemplateType.CHARACTER_RELATION
 | 
			
		||||
    }
 | 
			
		||||
  }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -7,12 +7,20 @@ import {SimpleGamesystem} from "../../gamesystems/SimpleGamesystem";
 | 
			
		||||
import {GameModel} from "../../GameModel";
 | 
			
		||||
import {TemplateType} from "../TemplateType";
 | 
			
		||||
import {TemplateProductSystemGenerator} from "../../gamesystems/productSystemGenerator/TemplateProductSystemGenerator";
 | 
			
		||||
import {
 | 
			
		||||
  SymmetricProductTemplateGenerator
 | 
			
		||||
} from "../../gamesystems/productSystemGenerator/SymmetricProductTemplateGenerator";
 | 
			
		||||
import {IsolatedTemplateStateGenerator} from "../../gamesystems/productSystemGenerator/IsolatedTemplateStateGenerator";
 | 
			
		||||
import {
 | 
			
		||||
  IsolatedSymmetricTemplateStateGenerator
 | 
			
		||||
} from "../../gamesystems/productSystemGenerator/IsolatedSymmetricTemplateStateGenerator";
 | 
			
		||||
 | 
			
		||||
export class ProductTemplateSystem extends ProductGamesystem implements TemplateGamesystem{
 | 
			
		||||
 | 
			
		||||
  stateMap: Map<TemplateElement, ProductState[]> = new Map();
 | 
			
		||||
  transitionMap: Map<TemplateElement, ProductTransition[]> = new Map<TemplateElement, ProductTransition[]>()
 | 
			
		||||
  templateType: TemplateType
 | 
			
		||||
  symmetric: boolean = false
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
  constructor(gamesystemName: string, gamesystemDescription: string, templateType: TemplateType) {
 | 
			
		||||
@ -21,8 +29,29 @@ export class ProductTemplateSystem extends ProductGamesystem implements Template
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  addTemplateElement(templateElement: TemplateElement): void {
 | 
			
		||||
    if(this.symmetric) {
 | 
			
		||||
      const symmetricGenerator = new SymmetricProductTemplateGenerator(this, templateElement);
 | 
			
		||||
      symmetricGenerator.generateFromChildsystems()
 | 
			
		||||
 | 
			
		||||
      if(this.generateIsolatedStates) {
 | 
			
		||||
        const isolatedTemplateStateGenerator = new IsolatedSymmetricTemplateStateGenerator(this, templateElement);
 | 
			
		||||
        isolatedTemplateStateGenerator.generateIsolatedProductStates();
 | 
			
		||||
        console.log(this.states)
 | 
			
		||||
        console.log("Generate symmetric isolated states")
 | 
			
		||||
      } else {
 | 
			
		||||
        console.log("Do not generate symmetric isolated states")
 | 
			
		||||
      }
 | 
			
		||||
    } else {
 | 
			
		||||
      const productTemplateGenerator = new TemplateProductSystemGenerator(this, templateElement);
 | 
			
		||||
      productTemplateGenerator.generateFromChildsystems()
 | 
			
		||||
 | 
			
		||||
      if(this.generateIsolatedStates) {
 | 
			
		||||
        const isolatedTemplateStateGenerator = new IsolatedTemplateStateGenerator(this, templateElement);
 | 
			
		||||
        isolatedTemplateStateGenerator.generateIsolatedProductStates();
 | 
			
		||||
      }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -10,6 +10,7 @@ import {TemplateType} from "../TemplateType";
 | 
			
		||||
export class SimpleTemplateGamesystem extends SimpleGamesystem implements TemplateGamesystem {
 | 
			
		||||
 | 
			
		||||
  templateType: TemplateType
 | 
			
		||||
  symmetric: boolean = false
 | 
			
		||||
 | 
			
		||||
  constructor(gamesystemName: string, gamesystemDescription: string, templateType: TemplateType) {
 | 
			
		||||
    super(gamesystemName, gamesystemDescription);
 | 
			
		||||
 | 
			
		||||
@ -6,16 +6,21 @@ import {ScriptAccountConditionParser} from "../gamesystemParser/ScriptAccountCon
 | 
			
		||||
import {ScriptAccount} from "../../game-model/scriptAccounts/ScriptAccount";
 | 
			
		||||
import {SimpleTemplateState} from "../../game-model/templates/simpleGamesystem/SimpleTemplateState";
 | 
			
		||||
import {SimpleTemplateTransition} from "../../game-model/templates/simpleGamesystem/SimpleTemplateTransition";
 | 
			
		||||
import {CharacterRelation} from "../../game-model/characters/CharacterRelation";
 | 
			
		||||
import {load} from "@angular-devkit/build-angular/src/utils/server-rendering/esm-in-memory-loader/loader-hooks";
 | 
			
		||||
import {Gamesystem} from "../../game-model/gamesystems/Gamesystem";
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
export class CharacterParser {
 | 
			
		||||
 | 
			
		||||
  characterSpecificGamesystems: SimpleTemplateGamesystem[]
 | 
			
		||||
  characterRelationSpecificGamesystems: SimpleTemplateGamesystem[]
 | 
			
		||||
  scriptAccountConditionParser: ScriptAccountConditionParser
 | 
			
		||||
  scriptAccountActionParser: ScriptAccountActionParser
 | 
			
		||||
 | 
			
		||||
  constructor(characterSpecificGamesystems: SimpleTemplateGamesystem[], scriptAccounts: ScriptAccount[]) {
 | 
			
		||||
  constructor(characterSpecificGamesystems: SimpleTemplateGamesystem[], characterRelationSpecificGamesystems: SimpleTemplateGamesystem[], scriptAccounts: ScriptAccount[]) {
 | 
			
		||||
    this.characterSpecificGamesystems = characterSpecificGamesystems;
 | 
			
		||||
    this.characterRelationSpecificGamesystems = characterRelationSpecificGamesystems;
 | 
			
		||||
    this.scriptAccountActionParser = new ScriptAccountActionParser(scriptAccounts);
 | 
			
		||||
    this.scriptAccountConditionParser = new ScriptAccountConditionParser(scriptAccounts)
 | 
			
		||||
  }
 | 
			
		||||
@ -23,29 +28,39 @@ export class CharacterParser {
 | 
			
		||||
 | 
			
		||||
  public parseCharacters(characters: StoreComponent[]): Character[] {
 | 
			
		||||
    const loadedCharacters: Character[] = []
 | 
			
		||||
    characters.forEach(character => loadedCharacters.push(this.parseSingleCharacter(JSON.parse(character.jsonString))))
 | 
			
		||||
    characters.forEach(character => loadedCharacters.push(this.parseSingleCharacter(JSON.parse(character.jsonString), loadedCharacters)))
 | 
			
		||||
    return loadedCharacters;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  private parseSingleCharacter(characterData: any): Character {
 | 
			
		||||
  private parseSingleCharacter(characterData: any, loadedCharacters: Character[]): Character {
 | 
			
		||||
    const character = new Character(characterData.componentName, characterData.componentDescription);
 | 
			
		||||
    const templateSpecificGamesystems = this.parseCharacterSpecificGamesystems(character, characterData.characterSpecificTemplateSystems);
 | 
			
		||||
 | 
			
		||||
    loadedCharacters.forEach(loadedCharacter => {
 | 
			
		||||
      const characterRelation = new CharacterRelation(loadedCharacter, character);
 | 
			
		||||
      loadedCharacter.addCharacterRelation(characterRelation)
 | 
			
		||||
      character.addCharacterRelation(characterRelation)
 | 
			
		||||
    })
 | 
			
		||||
 | 
			
		||||
    const templateSpecificGamesystems = this.parseCharacterSpecificGamesystems(character, characterData.characterSpecificTemplateSystems, this.characterSpecificGamesystems);
 | 
			
		||||
    templateSpecificGamesystems.forEach(system => character.addCharacterSpecificSimpleTemplatesystem(system))
 | 
			
		||||
 | 
			
		||||
    const characterRelationGamesystems = this.parseCharacterSpecificGamesystems(character, characterData.characterRelationGamesystems, this.characterRelationSpecificGamesystems)
 | 
			
		||||
    characterRelationGamesystems.forEach(gamesystem => character.addAsymetricCharacterRelationGamesystem(gamesystem))
 | 
			
		||||
    return character;
 | 
			
		||||
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  private parseCharacterSpecificGamesystems(character: Character, characterSpecificGamesystems: any): SimpleTemplateGamesystem[] {
 | 
			
		||||
  private parseCharacterSpecificGamesystems(character: Character, characterSpecificGamesystems: any, templateGamesystems: SimpleTemplateGamesystem[]): SimpleTemplateGamesystem[] {
 | 
			
		||||
    const result: SimpleTemplateGamesystem[] = []
 | 
			
		||||
    for(let i=0; i<characterSpecificGamesystems.length; i++) {
 | 
			
		||||
      const characterSpecificGamesystem = characterSpecificGamesystems[i];
 | 
			
		||||
      result.push(this.parseSingleCharacterSpecificGamesystem(character, characterSpecificGamesystem)!)
 | 
			
		||||
      result.push(this.parseSingleCharacterSpecificGamesystem(character, characterSpecificGamesystem, templateGamesystems)!)
 | 
			
		||||
    }
 | 
			
		||||
    return result;
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  private parseSingleCharacterSpecificGamesystem(character: Character, characterSpecificGamesystem: any): SimpleTemplateGamesystem | undefined{
 | 
			
		||||
    const referencedGamesystem = this.findCharacterSpecificGamesystem(characterSpecificGamesystem.componentName)
 | 
			
		||||
  private parseSingleCharacterSpecificGamesystem(character: Character, characterSpecificGamesystem: any, templateGamesystems: SimpleTemplateGamesystem[]): SimpleTemplateGamesystem | undefined{
 | 
			
		||||
    const referencedGamesystem = this.findCharacterSpecificGamesystem(templateGamesystems, characterSpecificGamesystem.componentName)
 | 
			
		||||
 | 
			
		||||
    if(referencedGamesystem != undefined) {
 | 
			
		||||
      for(let i=0; i<characterSpecificGamesystem.states.length; i++) {
 | 
			
		||||
@ -73,8 +88,8 @@ export class CharacterParser {
 | 
			
		||||
 | 
			
		||||
    return referencedGamesystem;
 | 
			
		||||
  }
 | 
			
		||||
  private findCharacterSpecificGamesystem(componentName: string): SimpleTemplateGamesystem | undefined{
 | 
			
		||||
    return this.characterSpecificGamesystems.find(gamesystem => gamesystem.componentName === componentName)
 | 
			
		||||
  private findCharacterSpecificGamesystem(gamesystems: SimpleTemplateGamesystem[], componentName: string): SimpleTemplateGamesystem | undefined{
 | 
			
		||||
    return gamesystems.find(gamesystem => gamesystem.componentName === componentName)
 | 
			
		||||
  }
 | 
			
		||||
 | 
			
		||||
  private findReferencedState(gamesystem: SimpleTemplateGamesystem, stateLabel: string) {
 | 
			
		||||
 | 
			
		||||
@ -7,7 +7,7 @@ import {Gamesystem} from "../game-model/gamesystems/Gamesystem";
 | 
			
		||||
 | 
			
		||||
export class CharacterSerializer {
 | 
			
		||||
 | 
			
		||||
  private static ignoredKeys: string[] = ['unsaved', 'type', 'incomingTransitions', 'outgoingTransitions', 'initial', 'conditions', 'stateDescription', 'templateType', 'parentGamesystem', 'scriptAccountActions', 'scriptAccountConditions']
 | 
			
		||||
  private static ignoredKeys: string[] = ['unsaved', 'type', 'incomingTransitions', 'outgoingTransitions', 'initial', 'conditions', 'stateDescription', 'templateType', 'parentGamesystem', 'scriptAccountActions', 'scriptAccountConditions', 'characterRelations']
 | 
			
		||||
 | 
			
		||||
  public static serializeCharacters(characters: Character[]): StoreComponent[] {
 | 
			
		||||
    const storedCharacters: StoreComponent[] = []
 | 
			
		||||
 | 
			
		||||
@ -1,50 +1,6 @@
 | 
			
		||||
{
 | 
			
		||||
    "componentName": "Astrid Hofferson",
 | 
			
		||||
    "componentDescription": "",
 | 
			
		||||
    "characterSpecificTemplateSystems": [
 | 
			
		||||
        {
 | 
			
		||||
            "componentName": "TemplateGamesystem",
 | 
			
		||||
            "states": [
 | 
			
		||||
                {
 | 
			
		||||
                    "stateLabel": "A",
 | 
			
		||||
                    "conditionMap": [
 | 
			
		||||
                        {
 | 
			
		||||
                            "scriptAccount": "Luftfeuchtigkeit",
 | 
			
		||||
                            "minValue": 0,
 | 
			
		||||
                            "maxValue": "10"
 | 
			
		||||
                        }
 | 
			
		||||
                    ]
 | 
			
		||||
                },
 | 
			
		||||
                {
 | 
			
		||||
                    "stateLabel": "B",
 | 
			
		||||
                    "conditionMap": [
 | 
			
		||||
                        {
 | 
			
		||||
                            "scriptAccount": "New ScriptAccount",
 | 
			
		||||
                            "minValue": 0,
 | 
			
		||||
                            "maxValue": 100
 | 
			
		||||
                        }
 | 
			
		||||
                    ]
 | 
			
		||||
                }
 | 
			
		||||
            ],
 | 
			
		||||
            "transitions": [
 | 
			
		||||
                {
 | 
			
		||||
                    "startingState": "A",
 | 
			
		||||
                    "endingState": "B",
 | 
			
		||||
                    "conditionMap": [
 | 
			
		||||
                        {
 | 
			
		||||
                            "scriptAccount": "Temperature",
 | 
			
		||||
                            "minValue": 0,
 | 
			
		||||
                            "maxValue": 10
 | 
			
		||||
                        }
 | 
			
		||||
                    ],
 | 
			
		||||
                    "actionMap": [
 | 
			
		||||
                        {
 | 
			
		||||
                            "changingValue": 10,
 | 
			
		||||
                            "scriptAccount": "Luftfeuchtigkeit"
 | 
			
		||||
                        }
 | 
			
		||||
                    ]
 | 
			
		||||
                }
 | 
			
		||||
            ]
 | 
			
		||||
        }
 | 
			
		||||
    ]
 | 
			
		||||
    "characterSpecificTemplateSystems": [],
 | 
			
		||||
    "characterRelationGamesystems": []
 | 
			
		||||
}
 | 
			
		||||
@ -1,60 +1,64 @@
 | 
			
		||||
{
 | 
			
		||||
    "componentName": "Hicks Haddock",
 | 
			
		||||
    "componentDescription": "",
 | 
			
		||||
    "characterSpecificTemplateSystems": [
 | 
			
		||||
    "characterSpecificTemplateSystems": [],
 | 
			
		||||
    "characterRelationGamesystems": [
 | 
			
		||||
        {
 | 
			
		||||
            "componentName": "TemplateGamesystem",
 | 
			
		||||
            "componentName": "Characterbeziehungssystem",
 | 
			
		||||
            "states": [
 | 
			
		||||
                {
 | 
			
		||||
                    "stateLabel": "A",
 | 
			
		||||
                    "conditionMap": [
 | 
			
		||||
                        {
 | 
			
		||||
                            "scriptAccount": "Luftfeuchtigkeit",
 | 
			
		||||
                            "minValue": 0,
 | 
			
		||||
                            "maxValue": "10"
 | 
			
		||||
                        }
 | 
			
		||||
                    ]
 | 
			
		||||
                },
 | 
			
		||||
                {
 | 
			
		||||
                    "stateLabel": "B",
 | 
			
		||||
                    "conditionMap": [
 | 
			
		||||
                        {
 | 
			
		||||
                            "scriptAccount": "New ScriptAccount",
 | 
			
		||||
                            "minValue": 0,
 | 
			
		||||
                            "maxValue": 100
 | 
			
		||||
                        }
 | 
			
		||||
                    ]
 | 
			
		||||
                }
 | 
			
		||||
            ],
 | 
			
		||||
            "transitions": [
 | 
			
		||||
                {
 | 
			
		||||
                    "startingState": "A",
 | 
			
		||||
                    "endingState": "B",
 | 
			
		||||
                    "conditionMap": [],
 | 
			
		||||
                    "actionMap": []
 | 
			
		||||
                }
 | 
			
		||||
            ]
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "componentName": "Letters",
 | 
			
		||||
            "states": [
 | 
			
		||||
                {
 | 
			
		||||
                    "stateLabel": "A",
 | 
			
		||||
                    "stateLabel": "Feind",
 | 
			
		||||
                    "conditionMap": []
 | 
			
		||||
                },
 | 
			
		||||
                {
 | 
			
		||||
                    "stateLabel": "B",
 | 
			
		||||
                    "stateLabel": "Freund",
 | 
			
		||||
                    "conditionMap": []
 | 
			
		||||
                },
 | 
			
		||||
                {
 | 
			
		||||
                    "stateLabel": "Fester Freund",
 | 
			
		||||
                    "conditionMap": []
 | 
			
		||||
                },
 | 
			
		||||
                {
 | 
			
		||||
                    "stateLabel": "Eltern",
 | 
			
		||||
                    "conditionMap": []
 | 
			
		||||
                },
 | 
			
		||||
                {
 | 
			
		||||
                    "stateLabel": "Geschwister",
 | 
			
		||||
                    "conditionMap": []
 | 
			
		||||
                },
 | 
			
		||||
                {
 | 
			
		||||
                    "stateLabel": "Großeltern",
 | 
			
		||||
                    "conditionMap": []
 | 
			
		||||
                }
 | 
			
		||||
            ],
 | 
			
		||||
            "transitions": [
 | 
			
		||||
                {
 | 
			
		||||
                    "startingState": "A",
 | 
			
		||||
                    "endingState": "B",
 | 
			
		||||
                    "startingState": "Feind",
 | 
			
		||||
                    "endingState": "Freund",
 | 
			
		||||
                    "conditionMap": [],
 | 
			
		||||
                    "actionMap": []
 | 
			
		||||
                },
 | 
			
		||||
                {
 | 
			
		||||
                    "startingState": "Freund",
 | 
			
		||||
                    "endingState": "Feind",
 | 
			
		||||
                    "conditionMap": [],
 | 
			
		||||
                    "actionMap": []
 | 
			
		||||
                },
 | 
			
		||||
                {
 | 
			
		||||
                    "startingState": "Freund",
 | 
			
		||||
                    "endingState": "Fester Freund",
 | 
			
		||||
                    "conditionMap": [],
 | 
			
		||||
                    "actionMap": []
 | 
			
		||||
                },
 | 
			
		||||
                {
 | 
			
		||||
                    "startingState": "Fester Freund",
 | 
			
		||||
                    "endingState": "Feind",
 | 
			
		||||
                    "conditionMap": [],
 | 
			
		||||
                    "actionMap": []
 | 
			
		||||
                }
 | 
			
		||||
            ]
 | 
			
		||||
            ],
 | 
			
		||||
            "generateIsolatedStates": true,
 | 
			
		||||
            "symmetric": true
 | 
			
		||||
        }
 | 
			
		||||
    ]
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										71
									
								
								testModel/gamesystems/Characterbeziehungssystem.json
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										71
									
								
								testModel/gamesystems/Characterbeziehungssystem.json
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,71 @@
 | 
			
		||||
{
 | 
			
		||||
    "componentName": "Characterbeziehungssystem",
 | 
			
		||||
    "componentDescription": "",
 | 
			
		||||
    "states": [
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [],
 | 
			
		||||
            "stateLabel": "Feind",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "initial": true,
 | 
			
		||||
            "conditions": [],
 | 
			
		||||
            "stateLabel": "Freund",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [],
 | 
			
		||||
            "stateLabel": "Fester Freund",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [],
 | 
			
		||||
            "stateLabel": "Eltern",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [],
 | 
			
		||||
            "stateLabel": "Geschwister",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [],
 | 
			
		||||
            "stateLabel": "Großeltern",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        }
 | 
			
		||||
    ],
 | 
			
		||||
    "transitions": [
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [],
 | 
			
		||||
            "scriptAccountConditions": [],
 | 
			
		||||
            "startingState": "Feind",
 | 
			
		||||
            "endingState": "Freund"
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [],
 | 
			
		||||
            "scriptAccountConditions": [],
 | 
			
		||||
            "startingState": "Freund",
 | 
			
		||||
            "endingState": "Feind"
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [],
 | 
			
		||||
            "scriptAccountConditions": [],
 | 
			
		||||
            "startingState": "Freund",
 | 
			
		||||
            "endingState": "Fester Freund"
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [],
 | 
			
		||||
            "scriptAccountConditions": [],
 | 
			
		||||
            "startingState": "Fester Freund",
 | 
			
		||||
            "endingState": "Feind"
 | 
			
		||||
        }
 | 
			
		||||
    ],
 | 
			
		||||
    "generateIsolatedStates": true,
 | 
			
		||||
    "symmetric": true,
 | 
			
		||||
    "templateType": 1
 | 
			
		||||
}
 | 
			
		||||
@ -1,6 +0,0 @@
 | 
			
		||||
{
 | 
			
		||||
    "componentName": "NormalGamesystem",
 | 
			
		||||
    "componentDescription": "",
 | 
			
		||||
    "states": [],
 | 
			
		||||
    "transitions": []
 | 
			
		||||
}
 | 
			
		||||
@ -1,27 +0,0 @@
 | 
			
		||||
{
 | 
			
		||||
    "componentName": "Letters",
 | 
			
		||||
    "componentDescription": "",
 | 
			
		||||
    "states": [
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [],
 | 
			
		||||
            "stateLabel": "A",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [],
 | 
			
		||||
            "stateLabel": "B",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        }
 | 
			
		||||
    ],
 | 
			
		||||
    "transitions": [
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [],
 | 
			
		||||
            "scriptAccountConditions": [],
 | 
			
		||||
            "startingState": "A",
 | 
			
		||||
            "endingState": "B"
 | 
			
		||||
        }
 | 
			
		||||
    ],
 | 
			
		||||
    "templateType": 0
 | 
			
		||||
}
 | 
			
		||||
@ -1,26 +0,0 @@
 | 
			
		||||
{
 | 
			
		||||
    "componentName": "Numbers",
 | 
			
		||||
    "componentDescription": "",
 | 
			
		||||
    "states": [
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [],
 | 
			
		||||
            "stateLabel": "1",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [],
 | 
			
		||||
            "stateLabel": "2",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        }
 | 
			
		||||
    ],
 | 
			
		||||
    "transitions": [
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [],
 | 
			
		||||
            "scriptAccountConditions": [],
 | 
			
		||||
            "startingState": "1",
 | 
			
		||||
            "endingState": "2"
 | 
			
		||||
        }
 | 
			
		||||
    ]
 | 
			
		||||
}
 | 
			
		||||
@ -1,13 +0,0 @@
 | 
			
		||||
{
 | 
			
		||||
    "componentName": "Producttest",
 | 
			
		||||
    "componentDescription": "",
 | 
			
		||||
    "childsystems": [
 | 
			
		||||
        {
 | 
			
		||||
            "componentName": "Letters"
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "componentName": "Numbers"
 | 
			
		||||
        }
 | 
			
		||||
    ],
 | 
			
		||||
    "templateType": 0
 | 
			
		||||
}
 | 
			
		||||
@ -1,50 +0,0 @@
 | 
			
		||||
{
 | 
			
		||||
    "componentName": "TemplateGamesystem",
 | 
			
		||||
    "componentDescription": "",
 | 
			
		||||
    "states": [
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [
 | 
			
		||||
                {
 | 
			
		||||
                    "scriptAccount": "Luftfeuchtigkeit",
 | 
			
		||||
                    "minValue": 0,
 | 
			
		||||
                    "maxValue": "10"
 | 
			
		||||
                }
 | 
			
		||||
            ],
 | 
			
		||||
            "stateLabel": "A",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [
 | 
			
		||||
                {
 | 
			
		||||
                    "scriptAccount": "New ScriptAccount",
 | 
			
		||||
                    "minValue": 0,
 | 
			
		||||
                    "maxValue": 100
 | 
			
		||||
                }
 | 
			
		||||
            ],
 | 
			
		||||
            "stateLabel": "B",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        }
 | 
			
		||||
    ],
 | 
			
		||||
    "transitions": [
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [
 | 
			
		||||
                {
 | 
			
		||||
                    "changingValue": 10,
 | 
			
		||||
                    "scriptAccount": "Luftfeuchtigkeit"
 | 
			
		||||
                }
 | 
			
		||||
            ],
 | 
			
		||||
            "scriptAccountConditions": [
 | 
			
		||||
                {
 | 
			
		||||
                    "scriptAccount": "Temperature",
 | 
			
		||||
                    "minValue": 0,
 | 
			
		||||
                    "maxValue": 10
 | 
			
		||||
                }
 | 
			
		||||
            ],
 | 
			
		||||
            "startingState": "A",
 | 
			
		||||
            "endingState": "B"
 | 
			
		||||
        }
 | 
			
		||||
    ],
 | 
			
		||||
    "templateType": 0
 | 
			
		||||
}
 | 
			
		||||
@ -1,37 +0,0 @@
 | 
			
		||||
{
 | 
			
		||||
    "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"
 | 
			
		||||
        }
 | 
			
		||||
    ]
 | 
			
		||||
}
 | 
			
		||||
@ -1,80 +0,0 @@
 | 
			
		||||
{
 | 
			
		||||
    "componentName": "Season",
 | 
			
		||||
    "componentDescription": "Ein simples Gamesystem zur Modellierung verschiedener Jahreszeiten und deren Übergänge",
 | 
			
		||||
    "states": [
 | 
			
		||||
        {
 | 
			
		||||
            "initial": true,
 | 
			
		||||
            "conditions": [
 | 
			
		||||
                {
 | 
			
		||||
                    "scriptAccount": "Temperature",
 | 
			
		||||
                    "minValue": 0,
 | 
			
		||||
                    "maxValue": "10"
 | 
			
		||||
                }
 | 
			
		||||
            ],
 | 
			
		||||
            "stateLabel": "Frühling",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [
 | 
			
		||||
                {
 | 
			
		||||
                    "scriptAccount": "Temperature",
 | 
			
		||||
                    "minValue": "10",
 | 
			
		||||
                    "maxValue": "30"
 | 
			
		||||
                }
 | 
			
		||||
            ],
 | 
			
		||||
            "stateLabel": "Sommer",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [
 | 
			
		||||
                {
 | 
			
		||||
                    "scriptAccount": "Temperature",
 | 
			
		||||
                    "minValue": "10",
 | 
			
		||||
                    "maxValue": "20"
 | 
			
		||||
                }
 | 
			
		||||
            ],
 | 
			
		||||
            "stateLabel": "Herbst",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [
 | 
			
		||||
                {
 | 
			
		||||
                    "scriptAccount": "Temperature",
 | 
			
		||||
                    "minValue": "-10",
 | 
			
		||||
                    "maxValue": "10"
 | 
			
		||||
                }
 | 
			
		||||
            ],
 | 
			
		||||
            "stateLabel": "Winter",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        }
 | 
			
		||||
    ],
 | 
			
		||||
    "transitions": [
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [],
 | 
			
		||||
            "scriptAccountConditions": [],
 | 
			
		||||
            "startingState": "Frühling",
 | 
			
		||||
            "endingState": "Sommer"
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [],
 | 
			
		||||
            "scriptAccountConditions": [],
 | 
			
		||||
            "startingState": "Sommer",
 | 
			
		||||
            "endingState": "Herbst"
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [],
 | 
			
		||||
            "scriptAccountConditions": [],
 | 
			
		||||
            "startingState": "Herbst",
 | 
			
		||||
            "endingState": "Winter"
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [],
 | 
			
		||||
            "scriptAccountConditions": [],
 | 
			
		||||
            "startingState": "Winter",
 | 
			
		||||
            "endingState": "Frühling"
 | 
			
		||||
        }
 | 
			
		||||
    ]
 | 
			
		||||
}
 | 
			
		||||
@ -1,80 +0,0 @@
 | 
			
		||||
{
 | 
			
		||||
    "componentName": "Weather",
 | 
			
		||||
    "componentDescription": "A small Gamesystem about local weather events",
 | 
			
		||||
    "states": [
 | 
			
		||||
        {
 | 
			
		||||
            "initial": true,
 | 
			
		||||
            "conditions": [],
 | 
			
		||||
            "stateLabel": "Sonne",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [
 | 
			
		||||
                {
 | 
			
		||||
                    "scriptAccount": "Temperature",
 | 
			
		||||
                    "minValue": 0,
 | 
			
		||||
                    "maxValue": "30"
 | 
			
		||||
                }
 | 
			
		||||
            ],
 | 
			
		||||
            "stateLabel": "Regen",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [],
 | 
			
		||||
            "stateLabel": "Wolke",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "initial": false,
 | 
			
		||||
            "conditions": [
 | 
			
		||||
                {
 | 
			
		||||
                    "scriptAccount": "Temperature",
 | 
			
		||||
                    "minValue": "-5",
 | 
			
		||||
                    "maxValue": 0
 | 
			
		||||
                }
 | 
			
		||||
            ],
 | 
			
		||||
            "stateLabel": "Schnee",
 | 
			
		||||
            "stateDescription": ""
 | 
			
		||||
        }
 | 
			
		||||
    ],
 | 
			
		||||
    "transitions": [
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [],
 | 
			
		||||
            "scriptAccountConditions": [],
 | 
			
		||||
            "startingState": "Sonne",
 | 
			
		||||
            "endingState": "Wolke"
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [],
 | 
			
		||||
            "scriptAccountConditions": [],
 | 
			
		||||
            "startingState": "Wolke",
 | 
			
		||||
            "endingState": "Sonne"
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [],
 | 
			
		||||
            "scriptAccountConditions": [],
 | 
			
		||||
            "startingState": "Wolke",
 | 
			
		||||
            "endingState": "Regen"
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [],
 | 
			
		||||
            "scriptAccountConditions": [],
 | 
			
		||||
            "startingState": "Regen",
 | 
			
		||||
            "endingState": "Wolke"
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [],
 | 
			
		||||
            "scriptAccountConditions": [],
 | 
			
		||||
            "startingState": "Wolke",
 | 
			
		||||
            "endingState": "Schnee"
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "scriptAccountActions": [],
 | 
			
		||||
            "scriptAccountConditions": [],
 | 
			
		||||
            "startingState": "Schnee",
 | 
			
		||||
            "endingState": "Wolke"
 | 
			
		||||
        }
 | 
			
		||||
    ]
 | 
			
		||||
}
 | 
			
		||||
@ -1,12 +0,0 @@
 | 
			
		||||
{
 | 
			
		||||
    "componentName": "Weathersystem",
 | 
			
		||||
    "componentDescription": "Ein Wettersystem, dass sich aus normalem Wetter (Sonne, Regen, Wolke, Schnee, Sturm etc.) und zusätzlich den Jahreszeiten (Frühling, Sommer, Herbst, Winter, etc.) zusammensetzt.",
 | 
			
		||||
    "childsystems": [
 | 
			
		||||
        {
 | 
			
		||||
            "componentName": "Season"
 | 
			
		||||
        },
 | 
			
		||||
        {
 | 
			
		||||
            "componentName": "Weather"
 | 
			
		||||
        }
 | 
			
		||||
    ]
 | 
			
		||||
}
 | 
			
		||||
@ -1,6 +0,0 @@
 | 
			
		||||
{
 | 
			
		||||
    "componentName": "Luftfeuchtigkeit",
 | 
			
		||||
    "componentDescription": "",
 | 
			
		||||
    "minValue": 0,
 | 
			
		||||
    "maxValue": 100
 | 
			
		||||
}
 | 
			
		||||
@ -1,6 +0,0 @@
 | 
			
		||||
{
 | 
			
		||||
    "componentName": "New ScriptAccount",
 | 
			
		||||
    "componentDescription": "",
 | 
			
		||||
    "minValue": 0,
 | 
			
		||||
    "maxValue": 100
 | 
			
		||||
}
 | 
			
		||||
@ -1,6 +0,0 @@
 | 
			
		||||
{
 | 
			
		||||
    "componentName": "Temperature",
 | 
			
		||||
    "componentDescription": "",
 | 
			
		||||
    "minValue": -30,
 | 
			
		||||
    "maxValue": 50
 | 
			
		||||
}
 | 
			
		||||
		Loading…
	
		Reference in New Issue
	
	Block a user