template-systems #41
@ -50,7 +50,6 @@ export class ProductStateEditorComponent implements OnInit{
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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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@ -46,7 +46,6 @@ export class SimpleStateEditorComponent implements OnInit{
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this.dataSource.filterPredicate = (data: SimpleState, filter: string) => {
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return data.stateLabel.toLowerCase().includes(filter);
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}
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console.log(this.templateElement)
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}
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editState(state: SimpleState) {
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@ -29,7 +29,6 @@ export class IsolatedProductStateGenerator extends ProductSystemGenerator {
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protected assignGeneratedStatesAndTransitions(generationResult: ProductGeneratorResult) {
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this.productGamesystem.states = this.productGamesystem.states.concat(generationResult.states);
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console.log("Generation-Result: ", this.productGamesystem.states)
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}
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protected generateBinaryIsolatedProductStates(leftSystemData: ProductGenerationData, rightSystemData: ProductGenerationData): ProductGeneratorResult {
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@ -10,16 +10,11 @@ export class IsolatedSymmetricTemplateStateGenerator extends IsolatedTemplateSta
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protected generateBinaryIsolatedProductStates(leftSystemData: ProductGenerationData, rightSystemData: ProductGenerationData): ProductGeneratorResult {
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console.log("Calling test")
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console.log(leftSystemData.states)
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console.log(rightSystemData.states)
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const generatedProductStates: ProductState[] = []
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leftSystemData.states.forEach(leftState => {
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if(leftState.outgoingTransitions.length == 0 && leftState.incomingTransitions.length == 0) {
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rightSystemData.states.forEach(rightState => {
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console.log("LeftState is isolated")
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if(leftState.equals(rightState)) {
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if(rightState.outgoingTransitions.length == 0 && rightState.incomingTransitions.length == 0) {
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const leftConditions = this.getStateConditions(leftState, true);
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@ -37,7 +32,6 @@ export class IsolatedSymmetricTemplateStateGenerator extends IsolatedTemplateSta
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if(!this.contradictCombinedConditions(leftConditions, rightConditions)) {
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const generatedState = this.generateBinaryProductState(leftState, rightState, generatedProductStates);
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console.log(generatedProductStates)
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}
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}
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})
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@ -108,7 +108,6 @@ export class ProductSystemGenerator {
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this.productGamesystem.states = generationResult.states;
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this.productGamesystem.transitions = generationResult.transitions;
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console.log("General ", generationResult.transitions.length)
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}
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protected generateBinaryProductTransition(startingState: ProductState, endingState: ProductState, usedTransition: Transition<any>, generatedTransitions: ProductTransition[], leftSystem: boolean) {
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@ -28,9 +28,6 @@ export class TemplateProductSystemGenerator extends ProductSystemGenerator {
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const productTemplateSystem = this.productGamesystem as ProductTemplateSystem
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productTemplateSystem.transitionMap.set(this.templateElement, generationResult.transitions)
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productTemplateSystem.stateMap.set(this.templateElement, generationResult.states)
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console.log("Symmetric", (this.productGamesystem as ProductTemplateSystem).symmetric)
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console.log("Template: ", generationResult.transitions.length)
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}
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protected getTransitionConditions(transition: Transition<any>, leftSystem: boolean) {
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@ -36,10 +36,6 @@ export class ProductTemplateSystem extends ProductGamesystem implements Template
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if(this.generateIsolatedStates) {
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const isolatedTemplateStateGenerator = new IsolatedSymmetricTemplateStateGenerator(this, templateElement);
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isolatedTemplateStateGenerator.generateIsolatedProductStates();
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console.log(this.states)
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console.log("Generate symmetric isolated states")
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} else {
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console.log("Do not generate symmetric isolated states")
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}
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} else {
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const productTemplateGenerator = new TemplateProductSystemGenerator(this, templateElement);
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@ -70,8 +70,6 @@ export class CharacterParser {
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state.conditionMap.set(character, conditions)
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state.initialMap.set(character, stateReference.initialMap)
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console.log(state.initialMap)
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}
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for(let i=0; i<characterSpecificGamesystem.transitions.length; i++) {
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@ -84,9 +82,6 @@ export class CharacterParser {
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transition!.actionMap.set(character, actions);
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transition!.conditionMap.set(character, condititions);
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}
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} else {
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console.log(this.characterSpecificGamesystems)
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console.log("Cannot find system: ", characterSpecificGamesystem.componentName)
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}
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return referencedGamesystem;
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