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- ### Operational Semantics - coded in Python ###
- import functools
- from examples.semantics.operational.simulator import make_actions_pure, filter_valid_actions
- from examples.woods.common import *
- # 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))
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