public void StructCharacterGeneratorTest() { var prog = new Problem("Struct character generator"); var characterType = new Struct("Character", new [] { new Member("race", null, "human", "electroid", "insectoid"), new Member("class", null, "fighter", "magic user", "cleric", "thief"), new Member("nationality", "race=human", "landia", "placeville", "cityburgh"), new Member("religion", "class=cleric", "monotheist", "pantheist", "lovecraftian", "dawkinsian") }, (p, v) => { // Electroids are atheists p.Inconsistent(v["race"] == "electroid", v["class"] == "cleric"); // Lovecraftianism is outlawed in Landia p.Inconsistent(v["nationality"] == "landia", v["religion"] == "lovecraftian"); // Insectoids believe in strict hierarchies p.Inconsistent(v["race"] == "insectoid", v["religion"] == "pantheist"); // Lovecraftianism is the state religion of cityburgh p.Inconsistent(v["nationality"] == "cityburgh", v["class"] == "cleric", v["religion"] != "lovecraftian"); }); prog.Instantiate("character", characterType); for (int i = 0; i < 100; i++) { Console.WriteLine(prog.Solve().Model); } }
public void CompileStructCharacterGeneratorTest() { var d = new CompiledStructType(typeof(Character)); var prog = new Problem("compiled struct character generator"); prog.Instantiate("character", d); for (int i = 0; i < 100; i++) { Console.WriteLine(prog.Solve().Model); } }
public void CompileStructPartyGeneratorTest() { var d = new CompiledStructType(typeof(Character)); var prog = new Problem("compiled struct party generator"); var party = new[] { "fred", "jenny", "sally" }; // Make one for each party member var partyVars = party.Select(c => (Character)prog.Instantiate(c, d)).ToArray(); // All the classes have to be different prog.AllDifferent(partyVars.Select(c => c.Class)); for (int i = 0; i < 100; i++) { Console.WriteLine(prog.Solve().Model); } }
public void StructPartyGeneratorTest() { var prog = new Problem("Struct character generator"); var party = new[] { "fred", "jenny", "sally" }; var characterType = new Struct("Character", // Members new[] { new Member("race", null, "human", "electroid", "insectoid"), new Member("class", null, "fighter", "magic user", "cleric", "thief"), new Member("nationality", "race=human", "landia", "placeville", "cityburgh"), new Member("religion", "class=cleric", "monotheist", "pantheist", "lovecraftian", "dawkinsian") }, // Constraint (p, v) => { // Electroids are atheists p.Inconsistent(v["race"] == "electroid", v["class"] == "cleric"); // Lovecraftianism is outlawed in Landia p.Inconsistent(v["nationality"] == "landia", v["religion"] == "lovecraftian"); // Insectoids believe in strict hierarchies p.Inconsistent(v["race"] == "insectoid", v["religion"] == "pantheist"); // Lovecraftianism is the state religion of cityburgh p.Inconsistent(v["nationality"] == "cityburgh", v["class"] == "cleric", v["religion"] != "lovecraftian"); }); // Make one for each party member var castVars = party.Select(c => (StructVar)prog.Instantiate(c, characterType)).ToArray(); // All the classes have to be different prog.AllDifferent(castVars.Select(c => (FDVariable <string>)c["class"])); for (int i = 0; i < 100; i++) { Console.WriteLine(prog.Solve().Model); } }