Add example of 'woods' operational semantics. Clearer error messages. Implement full OD-API. Small refactoring of Conformance class.

This commit is contained in:
Joeri Exelmans 2024-10-28 14:15:12 +01:00
parent f2dc299eab
commit cd26a401fe
7 changed files with 449 additions and 63 deletions

View file

@ -1,11 +1,14 @@
import functools
from state.devstate import DevState
from bootstrap.scd import bootstrap_scd
from framework.conformance import Conformance, render_conformance_check_result
from concrete_syntax.textual_od import parser, renderer
from concrete_syntax.common import indent
from concrete_syntax.plantuml import renderer as plantuml
from util.prompt import yes_no, pause
from util import prompt
from transformation.cloner import clone_od
from api.od import ODAPI
state = DevState()
@ -86,6 +89,40 @@ woods_rt_mm_cs = woods_mm_cs + """
}
:Inheritance (ManState -> AnimalState)
attacking:Association (AnimalState -> ManState) {
# Animal can only attack one Man at a time
target_upper_cardinality = 1;
# Man can only be attacked by one Animal at a time
source_upper_cardinality = 1;
constraint = ```
source = get_source(this)
if get_type_name(source) == "BearState":
# only BearState has 'hunger' attribute
hunger = get_value(get_slot(source, "hunger"))
else:
hunger = 100 # Man can always attack
animal_state = get_source(this)
animal_dead = get_value(get_slot(animal_state, "dead"))
man_state = get_target(this)
man_dead = get_value(get_slot(man_state, "dead"))
hunger > 50 and not animal_dead and not man_dead # whoever is dead cannot attack or get attacked
```;
}
attacking_starttime:AttributeLink (attacking -> Integer) {
name = "starttime";
optional = False;
constraint = ```
val = get_value(get_target(this))
_, clock = get_all_instances("Clock")[0]
current_time = get_slot_value(clock, "time")
val >= 0 and val <= current_time
```;
}
# Just a clock singleton for keeping the time
Clock:Class {
lower_cardinality = 1;
upper_cardinality = 1;
@ -182,11 +219,106 @@ print("RT-M valid?")
conf = Conformance(state, woods_rt_m, woods_rt_mm)
print(render_conformance_check_result(conf.check_nominal()))
# print("--------------")
# print(indent(
# renderer.render_od(state,
# m_id=woods_rt_m,
# mm_id=woods_rt_mm),
# 4))
# print("--------------")
def filter_actions(old_od):
result = {}
for name, callback in get_actions(old_od).items():
# Clone OD before transforming
cloned_rt_m = clone_od(state, old_od.m, old_od.mm)
new_od = ODAPI(state, cloned_rt_m, old_od.mm)
print(f"checking '{name}' ...", end='\r')
msgs = callback(new_od)
conf = Conformance(state, new_od.m, new_od.mm)
errors = conf.check_nominal()
# erase current line:
print(" ", end='\r')
if len(errors) == 0:
# updated RT-M is conform, we have a valid action:
yield (name, (new_od, msgs))
def state_of(od, animal):
return od.get_source(od.get_incoming(animal, "of")[0])
def animal_of(od, state):
return od.get_target(od.get_outgoing(state, "of")[0])
def advance_time(od):
msgs = []
_, clock = od.get_all_instances("Clock")[0]
old_time = od.get_slot_value(clock, "time")
new_time = old_time + 1
od.set_slot_value(clock, "time", new_time)
msgs.append(f"Time is now {new_time}")
for _, attacking_link in od.get_all_instances("attacking"):
man_state = od.get_target(attacking_link)
animal_state = od.get_source(attacking_link)
if od.get_type_name(animal_state) == "BearState":
od.set_slot_value(animal_state, "hunger", max(od.get_slot_value(animal_state, "hunger") - 50, 0))
od.set_slot_value(man_state, "dead", True)
od.delete(attacking_link)
msgs.append(f"{od.get_name(animal_of(od, animal_state))} kills {od.get_name(animal_of(od, man_state))}.")
for _, bear_state in od.get_all_instances("BearState"):
if od.get_slot_value(bear_state, "dead"):
continue # bear already dead
old_hunger = od.get_slot_value(bear_state, "hunger")
new_hunger = min(old_hunger + 5, 100)
od.set_slot_value(bear_state, "hunger", new_hunger)
bear = od.get_target(od.get_outgoing(bear_state, "of")[0])
bear_name = od.get_name(bear)
if new_hunger == 100:
od.set_slot_value(bear_state, "dead", True)
msgs.append(f"Bear {bear_name} dies of hunger.")
else:
msgs.append(f"Bear {bear_name}'s hunger level is now {new_hunger}.")
return msgs
# we must use the names of the objects as parameters, because when cloning, the IDs of objects change!
def attack(od, animal_name: str, man_name: str):
msgs = []
animal = od.get(animal_name)
man = od.get(man_name)
animal_state = state_of(od, animal)
man_state = state_of(od, man)
attack_link = od.create_link(None, # auto-generate link name
"attacking", animal_state, man_state)
_, clock = od.get_all_instances("Clock")[0]
current_time = od.get_slot_value(clock, "time")
od.set_slot_value(attack_link, "starttime", current_time)
msgs.append(f"{animal_name} is now attacking {man_name}")
return msgs
def get_actions(od):
# can always advance time:
actions = { "advance time": advance_time }
# who can attack whom?
for _, afraid_link in od.get_all_instances("afraidOf"):
man = od.get_source(afraid_link)
animal = od.get_target(afraid_link)
animal_name = od.get_name(animal)
man_name = od.get_name(man)
man_state = state_of(od, man)
animal_state = state_of(od, animal)
actions[f"{animal_name} ({od.get_type_name(animal)}) attacks {man_name} ({od.get_type_name(man)})"] =functools.partial(attack, animal_name=animal_name, man_name=man_name)
return actions
od = ODAPI(state, woods_rt_m, woods_rt_mm)
while True:
print("--------------")
print(indent(
renderer.render_od(state,
m_id=od.m,
mm_id=od.mm),
4))
print("--------------")
(od, msgs) = prompt.choose("Select action:", filter_actions(od))
print(indent('\n'.join(msgs), 4))
if od == None:
print("No enabled actions. Quit.")
break # no more enabled actions