add examples
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158
examples/woods/models.py
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158
examples/woods/models.py
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# Design meta-model
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woods_mm_cs = """
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Animal:Class {
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abstract = True;
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}
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Bear:Class
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:Inheritance (Bear -> Animal)
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Man:Class {
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lower_cardinality = 1;
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upper_cardinality = 2;
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constraint = `get_value(get_slot(this, "weight")) > 20`;
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}
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:Inheritance (Man -> Animal)
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Man_weight:AttributeLink (Man -> Integer) {
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name = "weight";
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optional = False;
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}
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afraidOf:Association (Man -> Animal) {
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source_upper_cardinality = 6;
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target_lower_cardinality = 1;
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}
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"""
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# Runtime meta-model
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woods_rt_mm_cs = woods_mm_cs + """
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AnimalState:Class {
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abstract = True;
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}
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AnimalState_dead:AttributeLink (AnimalState -> Boolean) {
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name = "dead";
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optional = False;
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}
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of:Association (AnimalState -> Animal) {
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source_lower_cardinality = 1;
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source_upper_cardinality = 1;
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target_lower_cardinality = 1;
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target_upper_cardinality = 1;
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}
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BearState:Class {
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constraint = `get_type_name(get_target(get_outgoing(this, "of")[0])) == "Bear"`;
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}
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:Inheritance (BearState -> AnimalState)
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BearState_hunger:AttributeLink (BearState -> Integer) {
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name = "hunger";
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optional = False;
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constraint = ```
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val = get_value(get_target(this))
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val >= 0 and val <= 100
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```;
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}
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ManState:Class {
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constraint = `get_type_name(get_target(get_outgoing(this, "of")[0])) == "Man"`;
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}
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:Inheritance (ManState -> AnimalState)
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attacking:Association (AnimalState -> ManState) {
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# Animal can only attack one Man at a time
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target_upper_cardinality = 1;
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# Man can only be attacked by one Animal at a time
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source_upper_cardinality = 1;
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constraint = ```
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attacker = get_source(this)
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if get_type_name(attacker) == "BearState":
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# only BearState has 'hunger' attribute
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hunger = get_value(get_slot(attacker, "hunger"))
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else:
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hunger = 100 # Man can always attack
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attacker_dead = get_value(get_slot(attacker, "dead"))
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attacked_state = get_target(this)
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attacked_dead = get_value(get_slot(attacked_state, "dead"))
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(
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hunger >= 50
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and not attacker_dead # cannot attack while dead
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and not attacked_dead # cannot attack whoever is dead
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)
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```;
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}
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attacking_starttime:AttributeLink (attacking -> Integer) {
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name = "starttime";
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optional = False;
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constraint = ```
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val = get_value(get_target(this))
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_, clock = get_all_instances("Clock")[0]
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current_time = get_slot_value(clock, "time")
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val >= 0 and val <= current_time
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```;
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}
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# Just a clock singleton for keeping the time
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Clock:Class {
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lower_cardinality = 1;
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upper_cardinality = 1;
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}
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Clock_time:AttributeLink (Clock -> Integer) {
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name = "time";
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optional = False;
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constraint = `get_value(get_target(this)) >= 0`;
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}
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"""
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# Our design model - the part that doesn't change
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woods_m_cs = """
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george:Man {
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weight = 80;
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}
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bill:Man {
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weight = 70;
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}
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teddy:Bear
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mrBrown:Bear
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# george is afraid of both bears
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:afraidOf (george -> teddy)
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:afraidOf (george -> mrBrown)
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# the men are afraid of each other
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:afraidOf (bill -> george)
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:afraidOf (george -> bill)
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"""
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# Our runtime model - the part that changes with every execution step
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woods_rt_initial_m_cs = woods_m_cs + """
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georgeState:ManState {
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dead = False;
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}
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:of (georgeState -> george)
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billState:ManState {
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dead = False;
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}
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:of (billState -> bill)
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teddyState:BearState {
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dead = False;
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hunger = 40;
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}
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:of (teddyState -> teddy)
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mrBrownState:BearState {
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dead = False;
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hunger = 80;
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}
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:of (mrBrownState -> mrBrown)
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clock:Clock {
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time = 0;
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}
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"""
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