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added move module as arbiter

pull/1/head
sp 12 months ago
parent
commit
ff0369cfb1
  1. 27
      util/PrismModulesPrinter.cpp
  2. 1
      util/PrismModulesPrinter.h

27
util/PrismModulesPrinter.cpp

@ -494,6 +494,18 @@ namespace prism {
os << "endmodule\n\n";
}
void PrismModulesPrinter::printMoveModule() {
os << "\nmodule " << "Arbiter" << std::endl;
os << "\tclock : [0.." << agentIndexMap.size() - 1 << "] init 0;\n";
for(const auto [agentName, actions] : agentNameActionMap) {
for(const auto [actionId, actionName] : actions) {
os << "\t" << actionName << " " << moveGuard(agentName) << " -> " << moveUpdate(agentName) << ";\n";
}
}
os << "endmodule\n\n";
}
std::ostream& PrismModulesPrinter::printConfiguredActions(std::ostream &os, const AgentName &agentName) {
for (auto& config : configuration) {
if (config.type_ == ConfigType::Module && !config.overwrite_ && agentName == config.module_) {
@ -613,10 +625,6 @@ namespace prism {
return os;
}
std::string PrismModulesPrinter::moveGuard(const AgentName &agentName) const {
return isGame() ? " move=" + std::to_string(agentIndexMap.at(agentName)) + " & " : " ";
}
std::string PrismModulesPrinter::faultyBehaviourGuard(const AgentName &agentName, const ActionId &actionId) const {
if(faultyBehaviour()) {
if(actionId == NOFAULT) {
@ -637,13 +645,14 @@ namespace prism {
}
}
std::string PrismModulesPrinter::moveGuard(const AgentName &agentName) const {
return "clock=" + std::to_string(agentIndexMap.at(agentName));
}
std::string PrismModulesPrinter::moveUpdate(const AgentName &agentName) const {
size_t agentIndex = agentIndexMap.at(agentName);
return isGame() ?
(agentIndex == numberOfPlayer - 1) ?
" & (move'=0) " :
" & (move'=" + std::to_string(agentIndex + 1) + ") " :
"";
return (agentIndex == numberOfPlayer - 1) ? " & (clock'=0) " : " & (clock'=" + std::to_string(agentIndex + 1) + ") ";
}
std::string PrismModulesPrinter::updatesToString(const updates &updates) const {

1
util/PrismModulesPrinter.h

@ -94,6 +94,7 @@ namespace prism {
std::string printSlipperyTurnUpdate(const AgentName &a, const updates &u);
void printFaultyMovementModule(const AgentName &a);
void printMoveModule();
bool anyPortableObject() const;
bool faultyBehaviour() const;

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