nice feature: the microwave's sounds playback speed corresponds to the simulation speed, hahahaha

This commit is contained in:
Joeri Exelmans 2025-10-25 22:57:15 +02:00
parent dd82b0433c
commit 710f7be68c
5 changed files with 82 additions and 35 deletions

View file

@ -72,7 +72,7 @@ export function execAction(action: Action, rt: ActionScope): ActionScope {
}
export function entryActions(simtime: number, state: TransitionSrcTgt, actionScope: ActionScope): ActionScope {
console.log('enter', stateDescription(state), '...');
// console.log('enter', stateDescription(state), '...');
let {environment, ...rest} = actionScope;
@ -99,7 +99,7 @@ export function entryActions(simtime: number, state: TransitionSrcTgt, actionSco
}
export function exitActions(simtime: number, state: TransitionSrcTgt, {enteredStates, ...actionScope}: EnteredScope): ActionScope {
console.log('exit', stateDescription(state), '...');
// console.log('exit', stateDescription(state), '...');
for (const action of state.exitActions) {
(actionScope = execAction(action, actionScope));
@ -194,7 +194,7 @@ export function enterStates(simtime: number, state: ConcreteState, toEnter: Set<
// exit the given state and all its active descendants
export function exitCurrent(simtime: number, state: ConcreteState, rt: EnteredScope): ActionScope {
console.log('exitCurrent', stateDescription(state));
// console.log('exitCurrent', stateDescription(state));
let {enteredStates, history, ...actionScope} = rt;
if (enteredStates.has(state.uid)) {
@ -241,7 +241,7 @@ function allowedToFire(arena: OrState, alreadyFiredArenas: OrState[]) {
}
function attemptSrcState(simtime: number, sourceState: AbstractState, event: RT_Event|undefined, statechart: Statechart, {environment, mode, arenasFired, ...rest}: RT_Statechart & RaisedEvents): (RT_Statechart & RaisedEvents) | undefined {
console.log('attemptSrcState', stateDescription(sourceState), arenasFired);
// console.log('attemptSrcState', stateDescription(sourceState), arenasFired);
const outgoing = statechart.transitions.get(sourceState.uid) || [];
const labels = outgoing.flatMap(t =>
t.label
@ -295,7 +295,7 @@ function attemptSrcState(simtime: number, sourceState: AbstractState, event: RT_
for (const activeState of mode) {
const s = statechart.uid2State.get(activeState);
if (s?.kind === "pseudo") {
console.log('fire pseudo-state...');
// console.log('fire pseudo-state...');
const newConfig = attemptSrcState(simtime, s, undefined, statechart, {environment, mode, arenasFired: [], ...rest});
if (newConfig === undefined) {
throw new RuntimeError("Stuck in choice-state.", [activeState]);
@ -311,7 +311,7 @@ function attemptSrcState(simtime: number, sourceState: AbstractState, event: RT_
// A fair step is a response to one (input|internal) event, where possibly multiple transitions are made as long as their arenas do not overlap. A reasonably accurate and more intuitive explanation is that every orthogonal region is allowed to fire at most one transition.
export function fairStep(simtime: number, event: RT_Event, statechart: Statechart, activeParent: StableState, {arenasFired, ...config}: RT_Statechart & RaisedEvents): RT_Statechart & RaisedEvents {
console.log('fairStep', arenasFired);
// console.log('fairStep', arenasFired);
for (const state of activeParent.children) {
if (config.mode.has(state.uid)) {
const didFire = attemptSrcState(simtime, state, event, statechart, {...config, arenasFired});
@ -320,7 +320,7 @@ export function fairStep(simtime: number, event: RT_Event, statechart: Statechar
}
else {
// no enabled outgoing transitions, try the children:
console.log('attempt children');
// console.log('attempt children');
({arenasFired, ...config} = fairStep(simtime, event, statechart, state, {...config, arenasFired}));
}
}
@ -358,11 +358,11 @@ function resolveHistory(tgt: AbstractState, history: RT_History): Set<string> {
}
export function fire(simtime: number, t: Transition, ts: Map<string, Transition[]>, label: TransitionLabel, arena: OrState, {mode, environment, history, ...rest}: RT_Statechart & RaisedEvents): RT_Statechart & RaisedEvents {
console.log('will now fire', transitionDescription(t), 'arena', arena);
// console.log('will now fire', transitionDescription(t), 'arena', arena);
const srcPath = computePath({ancestor: arena, descendant: t.src as ConcreteState}) as ConcreteState[];
console.log(srcPath);
// console.log(srcPath);
// console.log('arena:', arena, 'srcPath:', srcPath);
// exit src and other states up to arena
@ -371,8 +371,8 @@ export function fire(simtime: number, t: Transition, ts: Map<string, Transition[
toExit.delete(arena.uid); // do not exit the arena itself
const exitedMode = mode.difference(toExit); // active states after exiting
console.log('toExit', toExit);
console.log('exitedMode', exitedMode);
// console.log('toExit', toExit);
// console.log('exitedMode', exitedMode);
// transition actions
for (const action of label.actions) {
@ -388,9 +388,9 @@ export function fire(simtime: number, t: Transition, ts: Map<string, Transition[
({enteredStates, environment, history, ...rest} = enterStates(simtime, state, toEnter, {environment, history, ...rest}));
const enteredMode = exitedMode.union(enteredStates);
console.log('new mode', enteredMode);
// console.log('new mode', enteredMode);
console.log('done firing', transitionDescription(t));
// console.log('done firing', transitionDescription(t));
return {mode: enteredMode, environment, history, ...rest};
}