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) {
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gamesystem.innerGamesystems.forEach(innerGamesystem => this.addAsymetricCharacterRelationGamesystem(innerGamesystem, true))
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}
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}
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if(gamesystem.parentGamesystem != undefined) {
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this.addAsymetricCharacterRelationGamesystem(gamesystem.parentGamesystem, true)
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}
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} else {
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console.log("Was already added")
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console.log(this)
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}
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}
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addCharacterRelation(characterRelation: CharacterRelation) {
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this.characterRelations.push(characterRelation)
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}
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private isTemplateSystemCharacterSpecific(gamesystemName: string) {
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return this.characterSpecificTemplateSystems.find(gamesystem => gamesystem.componentName === gamesystemName) != undefined
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}
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private isTemplateSystemCharacterRelationSpecific(gamesystemName: string) {
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return this.characterRelationGamesystems.find(gamesystem =>
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gamesystem.componentName === gamesystemName) != undefined;
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}
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}
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|
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 @@
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import {TemplateElement} from "../templates/TemplateElement";
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import {Character} from "./Character";
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import {ProductTemplateSystem} from "../templates/productGamesystem/ProductTemplateSystem";
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import {Gamesystem} from "../gamesystems/Gamesystem";
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import {SimpleTemplateGamesystem} from "../templates/simpleGamesystem/SimpleTemplateGamesystem";
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import {TemplateType} from "../templates/TemplateType";
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import {ProductTemplateCreator} from "../templates/productGamesystem/ProductTemplateCreator";
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export class CharacterRelation implements TemplateElement{
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firstCharacter: Character
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secondCharacter: Character
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characterRelationGamesystems: ProductTemplateSystem[] = []
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constructor(firstCharacter: Character, secondCharacter: Character) {
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this.firstCharacter = firstCharacter;
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this.secondCharacter = secondCharacter;
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}
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addCharacterRelationSystem(gamesystem: Gamesystem<any, any>) {
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if((gamesystem instanceof SimpleTemplateGamesystem || gamesystem instanceof ProductTemplateSystem) && !this.isGamesystemCharacterRelationSpecific(gamesystem.componentName)) {
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const templateGamesystem = new ProductTemplateSystem(gamesystem.componentName, gamesystem.componentDescription, TemplateType.CHARACTER_RELATION);
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templateGamesystem.symmetric = gamesystem.symmetric
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templateGamesystem.generateIsolatedStates = gamesystem.generateIsolatedStates
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templateGamesystem.addChildGamesystem(gamesystem);
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templateGamesystem.addChildGamesystem(gamesystem);
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this.characterRelationGamesystems.push(templateGamesystem);
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templateGamesystem.addTemplateElement(this);
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} else {
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console.log("Test")
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}
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}
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private isGamesystemCharacterRelationSpecific(gamesystemName: string) {
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return this.characterRelationGamesystems.find(gamesystem => gamesystem.componentName === gamesystemName) != undefined
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}
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}
|
@ -8,6 +8,8 @@ export abstract class Gamesystem<S, T> extends ModelComponent{
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states: S[] = [];
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transitions: T[] = [];
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parentGamesystem: ProductGamesystem | undefined
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generateIsolatedStates: boolean = false
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constructor(gamesystemName: string, gamesystemDescription: string) {
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super(gamesystemName, gamesystemDescription, ModelComponentType.GAMESYTEM);
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}
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|
@ -11,6 +11,7 @@ import {ScriptAccountAction} from "./actions/ScriptAccountAction";
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import {ProductSystemGenerator} from "./productSystemGenerator/ProductSystemGenerator";
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import {TemplateType} from "../templates/TemplateType";
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import {ProductTemplateSystem} from "../templates/productGamesystem/ProductTemplateSystem";
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import {IsolatedProductStateGenerator} from "./productSystemGenerator/IsolatedProductStateGenerator";
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export class ProductGamesystem extends Gamesystem<ProductState, ProductTransition> {
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|
||||
@ -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