示例#1
0
        private async Task <bool> HasAdjustmentAmountAsync(State state)
        {
            if (((Adjustment)state).AdjustmentAmount.HasValue)
            {
                var adjustmentDecision = state.Antecedent as AdjustmentDecision;
                var collateData        = adjustmentDecision.Antecedent as CollateData;

                if ((((Adjustment)state).AdjustmentAmount.Value
                     + collateData.RedressAmount.Value) > 100)
                {
                    if (Transition == null)
                    {
                        Transition = Transitions.FirstOrDefault();
                    }

                    await TaskRunner.DoAsyncStuff();

                    return(true);
                }

                var error = "The sum of the redress amount and the adjustment amount must be greater than 100.";
                state.Log.Add(new LogEntry(error));
                throw new StateException(state, error);
            }
            else
            {
                var error = String.Format("{0} requires an adjustment amount before it can be completed.", state.Name);
                state.WriteLogEntry(error);
                throw new StateException(state, error);
            }
        }
示例#2
0
        private VisualTransition FindTransition(string oldStateName, string newStateName)
        {
            if (oldStateName.IsNullOrEmpty() || newStateName.IsNullOrEmpty())
            {
                return(null);
            }

            var perfectMatch = Transitions.FirstOrDefault(vt =>
                                                          string.Equals(vt.From, oldStateName) &&
                                                          string.Equals(vt.To, newStateName));

            if (perfectMatch != null)
            {
                return(perfectMatch);
            }

            var fromMatch = Transitions.FirstOrDefault(vt =>
                                                       string.Equals(vt.From, oldStateName) &&
                                                       vt.To == null);

            if (fromMatch != null)
            {
                return(fromMatch);
            }

            var toMatch = Transitions.FirstOrDefault(vt =>
                                                     vt.From == null &&
                                                     string.Equals(vt.To, newStateName));

            return(toMatch);
        }
示例#3
0
        /// <summary>
        /// Handle an event.
        /// </summary>
        /// <param name="e">Event to handle.</param>
        /// <returns>Returns the new state of the machine.</returns>
        public IState <D> ReceiveEvent(IMachineEvent e)
        {
            var transition = Transitions.FirstOrDefault(t => t.Event.Equals(e) && (t.Guard?.Invoke(Data, e) ?? true));

            if (transition == null)
            {
                return(null);
            }
            transition.Data = Data;
            transition.Action?.Invoke(Data, e);
            return(transition.To);
        }
示例#4
0
 public StateInfo TransitionTo(object state, object trigger)
 {
     if (Transitions.FirstOrDefault(x => x.State == (int)state && x.Trigger == (int)trigger) == null)
     {
         Transitions.Add(new Transition()
         {
             State   = (int)state,
             Trigger = (int)trigger
         });
     }
     return(this);
 }
示例#5
0
        protected bool CanTriggerFirstAble(out PetrinetTransition first)
        {
            var ret = false;

            first = null;
            if (GlobalTriggerAreaForAllTransitions == null)
            {
            }
            else if (GlobalTriggerAreaForAllTransitions.bounds.Contains(Controller.transform.position))
            {
                ret = true;
            }
            else
            {
                var forward = Controller.transform.forward;
                switch (TransitionTrigger)
                {
                case Trigger.Point:
                    RaycastHit info;
                    if (GlobalTriggerAreaForAllTransitions.Raycast(new Ray(Controller.transform.position, forward), out info, 10f))
                    {
                        ret = true;
                    }
                    break;

                case Trigger.Proximity:
                    var distance = GlobalTriggerAreaForAllTransitions.bounds.Contains(Controller.transform.position) ?
                                   0f :
                                   Vector3.Distance(Controller.transform.position, GlobalTriggerAreaForAllTransitions.ClosestPointOnBounds(Controller.transform.position));
                    if (distance < TriggerDistance)
                    {
                        ret = true;
                    }
                    break;
                }
            }

            if (!ret)
            {
                return(false);
            }
            first = Transitions.FirstOrDefault(t => t.GetConditionsFulfilled().Values.Any(v => v));
            if (first == null)
            {
                ret = false;
            }
            return(ret);
        }
示例#6
0
        /// <summary>
        /// 获取当前执行的跳转路线
        /// </summary>
        /// <param name="transitionID">跳转ID</param>
        /// <returns>跳转对象</returns>
        protected Transition GetExecuteTransition(string transitionID)
        {
            Transition executeTransition = Transitions
                                           .FirstOrDefault(t => t.NID == transitionID);

            ASTNode    an = this.GetNode(executeTransition.Destination);
            Transition returnTransition = executeTransition;

            while (an.NodeType == Enums.WorkflowNodeCategory.Decision)
            {
                WorkflowDecision decision = WorkflowDecision.ConvertToReallyType(an);
                returnTransition = decision.GetTransition();
                an = this.GetNode(returnTransition.Destination);
            }
            return(returnTransition);
        }
示例#7
0
        private async Task <bool> HasRedressRateAsync(State state)
        {
            if (((CollateData)state).RedressAmount.HasValue)
            {
                if (Transition == null)
                {
                    Transition = Transitions.FirstOrDefault();
                }

                await TaskRunner.DoAsyncStuff();

                return(true);
            }

            var error = String.Format("{0} requires a redress amount before it can be completed.", state.Name);

            state.WriteLogEntry(error);
            throw new StateException(state, error);
        }
示例#8
0
        internal async Task CalculateFinalRedressAmountAsync(State context)
        {
            var states           = context.Flatten();
            var collateData      = states.OfType <CollateData>().FirstOrDefault(s => s.Name.Equals("Collate Data"));
            var responseReceived = states.OfType <ResponseReceived>().FirstOrDefault(s => s.Name.Equals("Response Received"));
            var adjustment       = states.OfType <Adjustment>().FirstOrDefault(s => s.Name.Equals("Adjustment"));

            decimal?finalRedressAmount = 0;

            if (collateData != null &&
                collateData.RedressAmount.HasValue)
            {
                finalRedressAmount = collateData.RedressAmount;
            }

            if (adjustment != null &&
                adjustment.AdjustmentAmount.HasValue)
            {
                finalRedressAmount += adjustment.AdjustmentAmount;
            }

            if (responseReceived != null &&
                responseReceived.ConsequentialLossClaim.HasValue)
            {
                finalRedressAmount += responseReceived.ConsequentialLossClaim;
            }

            FinalRedressAmount = finalRedressAmount;

            if (Transition == null)
            {
                Transition = Transitions.FirstOrDefault(s => s.Name.Equals("Payment"));
            }

            await TaskRunner.DoAsyncStuff();
        }
        public int ProcessLine(string line)
        {
            currentState = StartState;
            var tempState = currentState;

            currentInput = line;

            int i;
            var tempI           = 0;
            var currentWord     = "";
            var tempCurrentWord = "";

            for (i = 0; i < currentInput.Length; i++)
            {
                var currentChar = currentInput[i];
                if (char.IsWhiteSpace(currentChar))
                {
                    continue;
                }

                if (AcceptStates.Contains(currentState))
                {
                    tempState       = currentState;
                    tempI           = i;
                    tempCurrentWord = currentWord;
                }

                var transition = Transitions.FirstOrDefault(t => t.FromState == currentState && t.Symbol == currentChar);
                if (transition == null)
                {
                    if (AcceptStates.Contains(currentState))
                    {
                        currentState = StartState;
                        i--;
                        tempState = null;
                        Console.WriteLine(currentWord + " " + LanguageWords.FirstOrDefault(kvp => kvp.Value == currentWord).Key);
                        currentWord = "";
                        continue;
                    }

                    if (tempState == null || tempState == StartState)
                    {
                        return(i);
                    }

                    currentState = tempState;
                    currentWord  = tempCurrentWord;
                    i            = tempI - 1;
                    i--;
                    tempState = null;
                    continue;
                }

                currentState = transition.ToState;
                currentWord += currentChar;
            }

            if (!AcceptStates.Contains(currentState))
            {
                return(i);
            }

            Console.WriteLine(currentWord + " " + LanguageWords.FirstOrDefault(kvp => kvp.Value == currentWord).Key);
            return(-1);
        }
示例#10
0
        public State GetNextState(List <TuringTape> read)
        {
            var match = Transitions.FirstOrDefault(c => c.IsMatch(read));

            return(match.Apply(read));
        }
示例#11
0
 /// <summary>
 /// Returns the first element that matches the name.
 /// </summary>
 /// <param name="name"></param>
 /// <returns></returns>
 /// <author>Jannik Arndt</author>
 public Transition FindTransition(String name)
 {
     return(Transitions.FirstOrDefault(x => x.Name == name));
 }
示例#12
0
文件: DFA.cs 项目: omyworld/Piglet
        public void Minimize()
        {
            var distinct = new TriangularTable <int, State>(States.Count, f => f.StateNumber);

            distinct.Fill(-1); // Fill with empty states

            // Create a function for the distinct state pairs and performing an action on them
            Action <Action <State, State> > distinctStatePairs = action =>
            {
                for (int i = 0; i < States.Count; ++i)
                {
                    var p = States[i];
                    for (int j = i + 1; j < States.Count; ++j)
                    {
                        var q = States[j];
                        action(p, q);
                    }
                }
            };

            // Get a set of all valid input ranges that we have in the DFA
            ISet <CharRange> allValidInputs = new HashSet <CharRange>();

            foreach (var transition in Transitions)
            {
                allValidInputs.UnionWith(transition.ValidInput.Ranges);
            }

            // For every distinct pair of states, if one of them is an accepting state
            // and the other one is not set the distinct
            distinctStatePairs((p, q) =>
            {
                var pIsAcceptState = p.AcceptState;
                var bIsAcceptState = q.AcceptState;
                if (bIsAcceptState && pIsAcceptState)
                {
                    // If both are accepting states, then we might have an issue merging them.
                    // this is because we use multiple regular expressions with different endings when
                    // constructing lexers.
                    var pAcceptStates = p.NfaStates.Where(f => f.AcceptState).ToList();
                    var qAcceptStates = q.NfaStates.Where(f => f.AcceptState).ToList();

                    if (pAcceptStates.Count() == qAcceptStates.Count())
                    {
                        foreach (var pAcceptState in pAcceptStates)
                        {
                            if (!qAcceptStates.Contains(pAcceptState))
                            {
                                // Since the accepting states differ, its not cool to merge
                                // these two states.
                                distinct[p, q] = int.MaxValue;
                            }
                        }
                    }
                    else
                    {
                        // Not the same number of states, not cool to merge
                        distinct[p, q] = int.MaxValue;
                    }
                }

                if (pIsAcceptState ^ bIsAcceptState)
                {
                    distinct[p, q] = int.MaxValue;
                }
            });

            // Make a dictionary of from transitions. This is well worth the time, since
            // this gets accessed lots of times.
            var targetDict = new Dictionary <State, Dictionary <CharRange, State> >();

            foreach (var transition in Transitions)
            {
                Dictionary <CharRange, State> toDict;
                targetDict.TryGetValue(transition.From, out toDict);
                if (toDict == null)
                {
                    toDict = new Dictionary <CharRange, State>();
                    targetDict.Add(transition.From, toDict);
                }
                foreach (var range in transition.ValidInput.Ranges)
                {
                    toDict.Add(range, transition.To);
                }
            }

            // Start iterating
            bool changes;

            do
            {
                changes = false;

                distinctStatePairs((p, q) =>
                {
                    if (distinct[p, q] == -1)
                    {
                        Func <State, CharRange, State> targetState = (state, c) =>
                        {
                            Dictionary <CharRange, State> charDict;
                            if (targetDict.TryGetValue(state, out charDict))
                            {
                                State toState;
                                if (charDict.TryGetValue(c, out toState))
                                {
                                    return(toState);
                                }
                            }
                            return(null);
                        };

                        foreach (var a in allValidInputs)
                        {
                            var qa = targetState(q, a);
                            var pa = targetState(p, a);

                            if (pa == null ^ qa == null)
                            {
                                // If one of them has a transition on this character range but the other one doesn't then
                                // they are separate.
                                distinct[p, q] = a.GetHashCode();
                                changes        = true;

                                break;
                            }

                            // If both are null, then we carry on.
                            // The other one is null implictly since we have XOR checked it earlier
                            if (qa == null)
                            {
                                continue;
                            }

                            if (distinct[qa, pa] != -1)
                            {
                                distinct[p, q] = a.GetHashCode();
                                changes        = true;
                                break;
                            }
                        }
                    }
                });
            } while (changes);

            // Merge states that still have blank square
            // To make this work we have to bunch states together since the indices will be screwed up
            var mergeSets = new List <ISet <State> >();
            Func <State, ISet <State> > findMergeList = s => mergeSets.FirstOrDefault(m => m.Contains(s));

            distinctStatePairs((p, q) =>
            {
                // No need to check those that we have already determined to be distinct
                if (distinct[p, q] != -1)
                {
                    return;
                }

                // These two states are supposed to merge!
                // See if p or q is already part of a merge list!
                var pMergeSet = findMergeList(p);
                var qMergeSet = findMergeList(q);

                if (pMergeSet == null && qMergeSet == null)
                {
                    // No previous set for either
                    // Add a new merge set
                    mergeSets.Add(new HashSet <State> {
                        p, q
                    });
                }
                else if (pMergeSet != null && qMergeSet == null)
                {
                    // Add q to pMergeSet
                    pMergeSet.Add(q);
                }
                else if (pMergeSet == null)
                {
                    // Add p to qMergeSet
                    qMergeSet.Add(p);
                }
                else
                {
                    // Both previously have merge sets
                    // If its not the same set (which it shoudln't be) then add their union
                    if (pMergeSet != qMergeSet)
                    {
                        // Union everything into the pMergeSet
                        pMergeSet.UnionWith(qMergeSet);

                        // Remove the qMergeSet
                        mergeSets.Remove(qMergeSet);
                    }
                }
            });

            // Armed with the merge sets, we can now do the actual merge
            foreach (var mergeSet in mergeSets)
            {
                // The lone state that should remain is the FIRST set in the mergeset
                var stateList   = mergeSet.ToList();
                var outputState = stateList[0];

                // If this statelist contains the startstate, the new startstate will have to be
                // the new output state
                if (stateList.Contains(StartState))
                {
                    StartState = outputState;
                }

                // Iterate over all the states in the merge list except for the one we have decided
                // to merge everything into.
                for (int i = 1; i < stateList.Count; ++i)
                {
                    var toRemove = stateList[i];

                    // Find all transitions that went to this state
                    var toTransitions = Transitions.Where(f => f.To == toRemove).ToList();
                    foreach (var transition in toTransitions)
                    {
                        // There can be two cases here, either there already is a new transition to be found, in
                        // which case we can merge the valid input instead. The alternative is that there is no prior
                        // transition, in which case we repoint our transition to the output state.
                        var existingTransition = Transitions.FirstOrDefault(f => f.From == transition.From && f.To == outputState);
                        if (existingTransition != null)
                        {
                            existingTransition.ValidInput.UnionWith(transition.ValidInput);
                            Transitions.Remove(transition); // Remove the old transition
                        }
                        else
                        {
                            transition.To = outputState;
                        }
                    }

                    // Find all transitions that went from this state
                    var fromTransitions = Transitions.Where(f => f.From == toRemove).ToList();
                    foreach (var transition in fromTransitions)
                    {
                        // Same two cases as the code above
                        var existingTransition = Transitions.FirstOrDefault(f => f.From == outputState && f.To == transition.To);
                        if (existingTransition != null)
                        {
                            existingTransition.ValidInput.UnionWith(transition.ValidInput);
                            Transitions.Remove(transition); // Remove the old transition
                        }
                        else
                        {
                            transition.From = outputState;
                        }
                    }

                    // Since before removing this state, we need to merge the list of NFA states that created both of these states
                    foreach (var nfaState in toRemove.NfaStates)
                    {
                        if (!outputState.NfaStates.Contains(nfaState))
                        {
                            outputState.NfaStates.Add(nfaState);
                        }
                    }

                    // There should be no more references to this state. It can thus be removed.
                    States.Remove(toRemove);
                }
            }

            // The states now need to be renumbered
            AssignStateNumbers();
        }