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- 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)
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