issue-5-gamesystems #6
@ -14,7 +14,7 @@ import { BrowserAnimationsModule } from '@angular/platform-browser/animations';
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import {MatIcon} from "@angular/material/icon";
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import {MatToolbar} from "@angular/material/toolbar";
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import {MatButton, MatIconButton, MatMiniFabButton} from "@angular/material/button";
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import {MatError, MatFormField, MatLabel} from "@angular/material/form-field";
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import {MatError, MatFormField, MatHint, MatLabel} from "@angular/material/form-field";
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import {MatInput} from "@angular/material/input";
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import {MatDrawer, MatDrawerContainer} from "@angular/material/sidenav";
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import {MatMenu, MatMenuItem, MatMenuTrigger} from "@angular/material/menu";
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@ -50,6 +50,7 @@ import {MatCheckbox} from "@angular/material/checkbox";
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import {
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  SimpleTransitionEditorComponent
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} from "./editor/gamesystem-editor/transition-editor/simple-transition-editor/simple-transition-editor.component";
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import {MatOption, MatSelect} from "@angular/material/select";
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// AoT requires an exported function for factories
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const httpLoaderFactory = (http: HttpClient): TranslateHttpLoader =>  new TranslateHttpLoader(http, './assets/i18n/', '.json');
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@ -117,7 +118,10 @@ const httpLoaderFactory = (http: HttpClient): TranslateHttpLoader =>  new Transl
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    MatRow,
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    MatHeaderRowDef,
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    MatRowDef,
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    MatCheckbox
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    MatCheckbox,
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    MatSelect,
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    MatOption,
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    MatHint
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  ],
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  providers: [],
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  bootstrap: [AppComponent]
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@ -1,12 +1,32 @@
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<table mat-table [dataSource]="dataSource" class="mat-elevation-z8" multiTemplateDataRows>
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  <ng-container matColumnDef="starting-state">
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    <th mat-header-cell *matHeaderCellDef>Starting State</th>
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    <td mat-cell *matCellDef="let transition">{{transition.startingState.stateLabel}}</td>
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    <td mat-cell *matCellDef="let transition">
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      <span *ngIf="editedTransition !== transition">{{transition.startingState.stateLabel}}</span>
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      <mat-form-field appearance="fill" class="long-form" *ngIf="editedTransition == transition">
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        <mat-select [(ngModel)]="editedTransition!.startingState" (ngModelChange)="validateEditedTransition()">
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          <mat-option *ngFor="let state of gamesystem!.states" [value]="state"
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                          (onSelectionChange)="validateEditedTransition()">{{state.stateLabel}}</mat-option>
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        </mat-select>
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        <mat-hint class="mat-error" *ngIf="transitionError"><mat-icon class="warning-icon">warning</mat-icon> Starting and Ending State cannot be the same!</mat-hint>
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        <mat-hint class="mat-error" *ngIf="!transitionError && transitionStartingStateError"><mat-icon class="warning-icon">warning</mat-icon>  Select a valid Starting State!</mat-hint>
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      </mat-form-field>
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    </td>
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  </ng-container>
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  <ng-container matColumnDef="ending-state">
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    <th mat-header-cell *matHeaderCellDef>Ending State</th>
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    <td mat-cell *matCellDef="let transition">{{transition.endingState.stateLabel}}</td>
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    <td mat-cell *matCellDef="let transition">
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      <span *ngIf="editedTransition !== transition">{{transition.endingState.stateLabel}}</span>
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      <mat-form-field appearance="fill" class="long-form" *ngIf="editedTransition == transition">
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        <mat-select [(ngModel)]="editedTransition!.endingState" (ngModelChange)="validateEditedTransition()">
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          <mat-option *ngFor="let state of gamesystem!.states" [value]="state"
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                        (onSelectionChange)="validateEditedTransition()">{{state.stateLabel}}</mat-option>
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        </mat-select>
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        <mat-hint class="mat-error" *ngIf="transitionError"><mat-icon class="warning-icon">warning</mat-icon> Starting and Ending State cannot be the same!</mat-hint>
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        <mat-hint class="mat-error" *ngIf="!transitionError && transitionEndingStateError"> <mat-icon class="warning-icon">warning</mat-icon> Select a valid Ending State!</mat-hint>
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      </mat-form-field>
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    </td>
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  </ng-container>
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  <ng-container matColumnDef="expandedDetail">
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@ -21,7 +41,10 @@
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  <ng-container matColumnDef="edit">
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    <th mat-header-cell *matHeaderCellDef></th>
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    <td mat-cell *matCellDef="let transition">
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      <button mat-icon-button color="primary"><mat-icon>edit</mat-icon></button>
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      <button mat-icon-button color="primary" *ngIf="editedTransition !== transition" [disabled]="editedTransition != undefined"><mat-icon>edit</mat-icon></button>
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      <button mat-icon-button color="primary" *ngIf="editedTransition === transition"
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        [disabled]="transitionError || transitionStartingStateError || transitionEndingStateError" (click)="finishEditing()"
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      ><mat-icon>done</mat-icon></button>
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    </td>
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  </ng-container>
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@ -33,7 +56,9 @@
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  </ng-container>
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  <ng-container matColumnDef="expand">
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    <th mat-header-cell *matHeaderCellDef aria-label="row actions"> </th>
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    <th mat-header-cell *matHeaderCellDef aria-label="row actions">
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      <button mat-icon-button (click)="addTransition()" [disabled]="editedTransition != undefined"><mat-icon>add</mat-icon></button>
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    </th>
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    <td mat-cell *matCellDef="let element">
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      <button mat-icon-button aria-label="expand row" (click)="(expandedElement = expandedElement === element ? null : element); $event.stopPropagation()">
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        @if (expandedElement === element) {
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@ -49,3 +49,15 @@ tr.example-element-row:not(.example-expanded-row):active {
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.example-element-description-attribution {
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  opacity: 0.5;
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}
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.long-form {
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  width: 100%;
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}
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.warning-icon {
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  margin-right: 5px;
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}
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.mat-error {
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  color: red;
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}
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@ -12,6 +12,7 @@ import {
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} from "@angular/material/table";
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import {SimpleTransition} from "../../../../game-model/gamesystems/SimpleTransition";
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import {animate, state, style, transition, trigger} from "@angular/animations";
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import {SimpleState} from "../../../../game-model/gamesystems/SimpleState";
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@Component({
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  selector: 'app-simple-transition-editor',
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@ -32,7 +33,47 @@ export class SimpleTransitionEditorComponent implements OnInit {
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  dataSource = new MatTableDataSource<SimpleTransition>();
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  columnsToDisplayWithExpand = [...this.displayedColumns, 'expand'];
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  expandedElement: SimpleTransition | null = null;
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  editedTransition: SimpleTransition | undefined
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  editedTransitionIndex = -1;
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  defaultStartingState: SimpleState = new SimpleState("None", "");
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  defaultEndingState: SimpleState = new SimpleState("None", "");
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  transitionError: boolean = false;
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  transitionStartingStateError = true;
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  transitionEndingStateError = true;
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  ngOnInit() {
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    this.dataSource.data = this.gamesystem!.transitions;
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  }
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  addTransition() {
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    this.editedTransition = new SimpleTransition(this.defaultStartingState, this.defaultEndingState);
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    const updatedData = this.dataSource.data;
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    updatedData.push(this.editedTransition);
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    this.dataSource.data = updatedData;
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    this.editedTransitionIndex = this.dataSource.data.length;
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  }
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  validateEditedTransition() {
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    this.transitionError = false;
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    this.transitionStartingStateError = false;
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    this.transitionEndingStateError = false;
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    if(this.editedTransition!.startingState === this.editedTransition!.endingState) {
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      this.transitionError = true;
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    } else if(this.editedTransition!.startingState == this.defaultStartingState) {
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      this.transitionStartingStateError = true;
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    } else if(this.editedTransition!.endingState == this.defaultEndingState) {
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      this.transitionEndingStateError = true;
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    }
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  }
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  finishEditing() {
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    this.validateEditedTransition();
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    if(this.transitionError || this.transitionStartingStateError || this.transitionEndingStateError) {
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      return;
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    }
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    this.gamesystem?.createTransition(this.editedTransition!.startingState, this.editedTransition!.endingState);
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    this.dataSource.data = this.gamesystem!.transitions;
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    this.editedTransition = undefined;
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  }
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}
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