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.plantuml import renderer as plantuml from api.od import ODAPI from examples.semantics.operational.simulator import Simulator, RandomDecisionMaker, InteractiveDecisionMaker, make_actions_pure, filter_valid_actions state = DevState() scd_mmm = bootstrap_scd(state) # Load meta-meta-model ### Load (meta-)models ### # Design meta-model woods_mm_cs = """ Animal:Class { abstract = True; } Bear:Class :Inheritance (Bear -> Animal) Man:Class { lower_cardinality = 1; upper_cardinality = 2; constraint = `get_value(get_slot(this, "weight")) > 20`; } :Inheritance (Man -> Animal) Man_weight:AttributeLink (Man -> Integer) { name = "weight"; optional = False; } afraidOf:Association (Man -> Animal) { source_upper_cardinality = 6; target_lower_cardinality = 1; } """ # Runtime meta-model woods_rt_mm_cs = woods_mm_cs + """ AnimalState:Class { abstract = True; } AnimalState_dead:AttributeLink (AnimalState -> Boolean) { name = "dead"; optional = False; } of:Association (AnimalState -> Animal) { source_lower_cardinality = 1; source_upper_cardinality = 1; target_lower_cardinality = 1; target_upper_cardinality = 1; } BearState:Class { constraint = `get_type_name(get_target(get_outgoing(this, "of")[0])) == "Bear"`; } :Inheritance (BearState -> AnimalState) BearState_hunger:AttributeLink (BearState -> Integer) { name = "hunger"; optional = False; constraint = ``` val = get_value(get_target(this)) val >= 0 and val <= 100 ```; } ManState:Class { constraint = `get_type_name(get_target(get_outgoing(this, "of")[0])) == "Man"`; } :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 = ``` attacker = get_source(this) if get_type_name(attacker) == "BearState": # only BearState has 'hunger' attribute hunger = get_value(get_slot(attacker, "hunger")) else: hunger = 100 # Man can always attack attacker_dead = get_value(get_slot(attacker, "dead")) attacked_state = get_target(this) attacked_dead = get_value(get_slot(attacked_state, "dead")) ( hunger >= 50 and not attacker_dead # cannot attack while dead and not attacked_dead # cannot attack whoever is dead ) ```; } 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; } Clock_time:AttributeLink (Clock -> Integer) { name = "time"; optional = False; constraint = `get_value(get_target(this)) >= 0`; } """ # Our design model - the part that doesn't change woods_m_cs = """ george:Man { weight = 80; } bill:Man { weight = 70; } teddy:Bear mrBrown:Bear # george is afraid of both bears :afraidOf (george -> teddy) :afraidOf (george -> mrBrown) # the men are afraid of each other :afraidOf (bill -> george) :afraidOf (george -> bill) """ # Our runtime model - the part that changes with every execution step woods_rt_initial_m_cs = woods_m_cs + """ georgeState:ManState { dead = False; } :of (georgeState -> george) billState:ManState { dead = False; } :of (billState -> bill) teddyState:BearState { dead = False; hunger = 40; } :of (teddyState -> teddy) mrBrownState:BearState { dead = False; hunger = 80; } :of (mrBrownState -> mrBrown) clock:Clock { time = 0; } """ def parse_and_check(m_cs: str, mm, descr: str): m = parser.parse_od( state, m_text=m_cs, mm=mm) conf = Conformance(state, m, mm) print(descr, "...", render_conformance_check_result(conf.check_nominal())) return m woods_mm = parse_and_check(woods_mm_cs, scd_mmm, "MM") woods_rt_mm = parse_and_check(woods_rt_mm_cs, scd_mmm, "RT-MM") woods_m = parse_and_check(woods_m_cs, woods_mm, "M") woods_rt_m = parse_and_check(woods_rt_initial_m_cs, woods_rt_mm, "RT-M") print() ### Semantics ### # Helpers 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 get_time(od): _, clock = od.get_all_instances("Clock")[0] return clock, od.get_slot_value(clock, "time") # Action: Time advances, whoever is being attacked dies, bears become hungrier def action_advance_time(od): msgs = [] clock, old_time = get_time(od) new_time = old_time + 1 od.set_slot_value(clock, "time", 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 + 10, 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 # Action: Animal attacks Man # Note: We must use the names of the objects as parameters, because when cloning, the IDs of objects change! def action_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 # Get all actions that can be performed (including those that bring us to a non-conforming state) def get_all_actions(od): def _generate_actions(od): # can always advance time: yield ("advance time", action_advance_time) # if A is afraid of B, then B can attack A: 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) descr = f"{animal_name} ({od.get_type_name(animal)}) attacks {man_name} ({od.get_type_name(man)})" yield (descr, functools.partial(action_attack, animal_name=animal_name, man_name=man_name)) return make_actions_pure(_generate_actions(od), od) # Only get those actions that bring us to a conforming state def get_valid_actions(od): return filter_valid_actions(get_all_actions(od)) # Render our run-time state to a string def render_woods(od): txt = "" _, time = get_time(od) txt += f"T = {time}.\n" txt += "Bears:\n" def render_attacking(animal_state): attacking = od.get_outgoing(animal_state, "attacking") if len(attacking) == 1: whom_state = od.get_target(attacking[0]) whom_name = od.get_name(animal_of(od, whom_state)) return f" attacking {whom_name}" else: return "" def render_dead(animal_state): return 'dead' if od.get_slot_value(animal_state, 'dead') else 'alive' for _, bear_state in od.get_all_instances("BearState"): bear = animal_of(od, bear_state) hunger = od.get_slot_value(bear_state, "hunger") txt += f" 🐻 {od.get_name(bear)} (hunger: {hunger}, {render_dead(bear_state)}) {render_attacking(bear_state)}\n" txt += "Men:\n" for _, man_state in od.get_all_instances("ManState"): man = animal_of(od, man_state) attacked_by = od.get_incoming(man_state, "attacking") if len(attacked_by) == 1: whom_state = od.get_source(attacked_by[0]) whom_name = od.get_name(animal_of(od, whom_state)) being_attacked = f" being attacked by {whom_name}" else: being_attacked = "" txt += f" 👨 {od.get_name(man)} ({render_dead(man_state)}) {render_attacking(man_state)}{being_attacked}\n" return txt # When should simulation stop? def termination_condition(od): _, time = get_time(od) if time >= 10: return "Took too long" # End simulation when 2 animals are dead who_is_dead = [] for _, animal_state in od.get_all_instances("AnimalState"): if od.get_slot_value(animal_state, "dead"): animal_name = od.get_name(animal_of(od, animal_state)) who_is_dead.append(animal_name) if len(who_is_dead) >= 2: return f"{' and '.join(who_is_dead)} are dead" sim = Simulator( action_generator=get_valid_actions, # action_generator=get_all_actions, decision_maker=RandomDecisionMaker(seed=0), # decision_maker=InteractiveDecisionMaker(), termination_condition=termination_condition, check_conformance=False, verbose=True, renderer=render_woods, ) od = ODAPI(state, woods_rt_m, woods_rt_mm) sim.run(od)