359 lines
11 KiB
Python
359 lines
11 KiB
Python
import functools
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import random
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import math
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from state.devstate import DevState
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from bootstrap.scd import bootstrap_scd
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from framework.conformance import Conformance, render_conformance_check_result
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from concrete_syntax.textual_od import parser, renderer
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from concrete_syntax.common import indent
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from concrete_syntax.plantuml import renderer as plantuml
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from util import prompt
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from api.od import ODAPI
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from examples.semantics.operational.simulator import Simulator, RandomDecisionMaker, InteractiveDecisionMaker, make_actions_pure, filter_valid_actions
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state = DevState()
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scd_mmm = bootstrap_scd(state) # Load meta-meta-model
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### Load (meta-)models ###
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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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woods_mm = parser.parse_od(
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state,
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m_text=woods_mm_cs,
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mm=scd_mmm)
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conf = Conformance(state, woods_mm, scd_mmm)
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print("MM ...", render_conformance_check_result(conf.check_nominal()))
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woods_rt_mm = parser.parse_od(
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state,
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m_text=woods_rt_mm_cs,
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mm=scd_mmm)
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conf = Conformance(state, woods_rt_mm, scd_mmm)
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print("RT-MM ...", render_conformance_check_result(conf.check_nominal()))
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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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woods_m = parser.parse_od(
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state,
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m_text=woods_m_cs,
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mm=woods_mm)
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conf = Conformance(state, woods_m, woods_mm)
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print("M ...", render_conformance_check_result(conf.check_nominal()))
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woods_rt_m = parser.parse_od(
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state,
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m_text=woods_rt_initial_m_cs,
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mm=woods_rt_mm)
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conf = Conformance(state, woods_rt_m, woods_rt_mm)
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print("RT-M ...", render_conformance_check_result(conf.check_nominal()))
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print()
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### Semantics ###
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# Helpers
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def state_of(od, animal):
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return od.get_source(od.get_incoming(animal, "of")[0])
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def animal_of(od, state):
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return od.get_target(od.get_outgoing(state, "of")[0])
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def get_time(od):
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_, clock = od.get_all_instances("Clock")[0]
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return clock, od.get_slot_value(clock, "time")
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# Action: Time advances, whoever is being attacked dies, bears become hungrier
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def action_advance_time(od):
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msgs = []
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clock, old_time = get_time(od)
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new_time = old_time + 1
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od.set_slot_value(clock, "time", new_time)
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for _, attacking_link in od.get_all_instances("attacking"):
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man_state = od.get_target(attacking_link)
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animal_state = od.get_source(attacking_link)
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if od.get_type_name(animal_state) == "BearState":
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od.set_slot_value(animal_state, "hunger", max(od.get_slot_value(animal_state, "hunger") - 50, 0))
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od.set_slot_value(man_state, "dead", True)
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od.delete(attacking_link)
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msgs.append(f"{od.get_name(animal_of(od, animal_state))} kills {od.get_name(animal_of(od, man_state))}.")
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for _, bear_state in od.get_all_instances("BearState"):
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if od.get_slot_value(bear_state, "dead"):
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continue # bear already dead
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old_hunger = od.get_slot_value(bear_state, "hunger")
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new_hunger = min(old_hunger + 10, 100)
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od.set_slot_value(bear_state, "hunger", new_hunger)
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bear = od.get_target(od.get_outgoing(bear_state, "of")[0])
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bear_name = od.get_name(bear)
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if new_hunger == 100:
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od.set_slot_value(bear_state, "dead", True)
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msgs.append(f"Bear {bear_name} dies of hunger.")
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else:
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msgs.append(f"Bear {bear_name}'s hunger level is now {new_hunger}.")
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return msgs
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# Action: Animal attacks Man
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# Note: We must use the names of the objects as parameters, because when cloning, the IDs of objects change!
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def action_attack(od, animal_name: str, man_name: str):
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msgs = []
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animal = od.get(animal_name)
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man = od.get(man_name)
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animal_state = state_of(od, animal)
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man_state = state_of(od, man)
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attack_link = od.create_link(None, # auto-generate link name
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"attacking", animal_state, man_state)
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_, clock = od.get_all_instances("Clock")[0]
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current_time = od.get_slot_value(clock, "time")
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od.set_slot_value(attack_link, "starttime", current_time)
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msgs.append(f"{animal_name} is now attacking {man_name}")
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return msgs
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# Get all actions that can be performed (including those that bring us to a non-conforming state)
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def get_all_actions(od):
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def _generate_actions(od):
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# can always advance time:
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yield ("advance time", action_advance_time)
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# who can attack whom?
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for _, afraid_link in od.get_all_instances("afraidOf"):
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man = od.get_source(afraid_link)
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animal = od.get_target(afraid_link)
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animal_name = od.get_name(animal)
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man_name = od.get_name(man)
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man_state = state_of(od, man)
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animal_state = state_of(od, animal)
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descr = f"{animal_name} ({od.get_type_name(animal)}) attacks {man_name} ({od.get_type_name(man)})"
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yield (descr, functools.partial(action_attack, animal_name=animal_name, man_name=man_name))
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return make_actions_pure(_generate_actions(od), od)
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# Only get those actions that bring us to a conforming state
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def get_valid_actions(od):
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return filter_valid_actions(get_all_actions(od))
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# Render our run-time state to a string
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def render_woods(od):
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txt = ""
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_, time = get_time(od)
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txt += f"T = {time}.\n"
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txt += "Bears:\n"
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def render_attacking(animal_state):
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attacking = od.get_outgoing(animal_state, "attacking")
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if len(attacking) == 1:
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whom_state = od.get_target(attacking[0])
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whom_name = od.get_name(animal_of(od, whom_state))
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return f" attacking {whom_name}"
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else:
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return ""
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def render_dead(animal_state):
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return 'dead' if od.get_slot_value(animal_state, 'dead') else 'alive'
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for _, bear_state in od.get_all_instances("BearState"):
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bear = animal_of(od, bear_state)
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hunger = od.get_slot_value(bear_state, "hunger")
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txt += f" 🐻 {od.get_name(bear)} (hunger: {hunger}, {render_dead(bear_state)}) {render_attacking(bear_state)}\n"
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txt += "Men:\n"
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for _, man_state in od.get_all_instances("ManState"):
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man = animal_of(od, man_state)
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attacked_by = od.get_incoming(man_state, "attacking")
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if len(attacked_by) == 1:
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whom_state = od.get_source(attacked_by[0])
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whom_name = od.get_name(animal_of(od, whom_state))
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being_attacked = f" being attacked by {whom_name}"
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else:
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being_attacked = ""
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txt += f" 👨 {od.get_name(man)} ({render_dead(man_state)}) {render_attacking(man_state)}{being_attacked}\n"
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return txt
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# When should simulation stop?
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def termination_condition(od):
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_, time = get_time(od)
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if time >= 10:
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return "Took too long"
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# End simulation when 2 animals are dead
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who_is_dead = []
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for _, animal_state in od.get_all_instances("AnimalState"):
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if od.get_slot_value(animal_state, "dead"):
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animal_name = od.get_name(animal_of(od, animal_state))
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who_is_dead.append(animal_name)
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if len(who_is_dead) >= 2:
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return f"{' and '.join(who_is_dead)} are dead"
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sim = Simulator(
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action_generator=get_valid_actions,
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# action_generator=get_all_actions,
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decision_maker=RandomDecisionMaker(seed=0),
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# decision_maker=InteractiveDecisionMaker(),
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termination_condition=termination_condition,
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check_conformance=False,
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verbose=True,
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renderer=render_woods,
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)
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od = ODAPI(state, woods_rt_m, woods_rt_mm)
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sim.run(od)
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