starting scene expansion
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@ -1,29 +1,6 @@
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namespace Ficdown.Parser.Tests
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namespace Ficdown.Parser.Tests
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{
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{
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using System;
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using System.Collections.Generic;
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using System.Text;
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using Engine;
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using Model.Parser;
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using Model.Story;
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using ServiceStack.Text;
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using TestStories;
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using Xunit;
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public class BlockHandlerTests
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public class BlockHandlerTests
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{
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{
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[Fact]
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public void GoodTestStoryShouldParse()
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{
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var lines = Encoding.UTF8.GetString(Resources.the_robot_king).Split(new[] {'\r', '\n'});
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var handler = new BlockHandler();
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IEnumerable<Block> blocks = null;
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Story story = null;
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Assert.DoesNotThrow(() => blocks = handler.ExtractBlocks(lines));
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Assert.DoesNotThrow(() => story = handler.ParseBlocks(blocks));
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Assert.NotNull(story);
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Console.WriteLine(story.Dump());
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}
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}
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}
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}
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}
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@ -1,12 +1,21 @@
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using System;
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namespace Ficdown.Parser.Tests
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Ficdown.Parser.Tests
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{
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{
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class IntegrationTests
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using System;
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using System.Text;
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using ServiceStack.Text;
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using TestStories;
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using Xunit;
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public class IntegrationTests
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{
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{
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[Fact]
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public void CanParseValidStoryFile()
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{
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var parser = new FicdownParser();
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var storyText = Encoding.UTF8.GetString(Resources.the_robot_king);
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var story = parser.ParseStory(storyText);
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Assert.NotNull(story);
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Console.WriteLine(story.Dump());
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}
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}
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}
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}
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}
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@ -74,12 +74,7 @@
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if (!story.Scenes.ContainsKey(storyTarget))
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if (!story.Scenes.ContainsKey(storyTarget))
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throw new FormatException(string.Format("Story targets non-existent scene: {0}", storyTarget));
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throw new FormatException(string.Format("Story targets non-existent scene: {0}", storyTarget));
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story.FirstScene =
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story.FirstScene = storyTarget;
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story.Scenes[storyTarget].SingleOrDefault(
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s => s.Conditions == null || s.Conditions.All(c => c.StartsWith("!")));
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if (story.FirstScene == null)
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throw new FormatException(string.Format("Story targets scene with no unconditional definition: {0}",
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storyTarget));
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return story;
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return story;
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}
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}
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@ -1,13 +1,18 @@
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namespace Ficdown.Parser.Engine
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namespace Ficdown.Parser.Engine
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{
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{
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text.RegularExpressions;
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using System.Text.RegularExpressions;
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using Model.Story;
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using Model.Story;
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using Model.Story.Extensions;
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public class SceneLinker : ISceneLinker
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public class SceneLinker : ISceneLinker
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{
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{
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public void ExpandScenes(Story story)
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public void ExpandScenes(Story story)
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{
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{
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VerifySanity(story);
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var newScenes = new Dictionary<string, IList<Scene>>();
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var newScenes = new Dictionary<string, IList<Scene>>();
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foreach(var key in story.Scenes.Keys)
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foreach(var key in story.Scenes.Keys)
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{
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{
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@ -15,14 +20,72 @@
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foreach (var scene in story.Scenes[key])
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foreach (var scene in story.Scenes[key])
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{
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{
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var anchors = RegexLib.Anchors.Matches(scene.Description);
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var anchors = RegexLib.Anchors.Matches(scene.Description);
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// get a list of all unique condition combinations from the anchors
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var uniques = new List<IList<string>>();
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foreach (Match anchor in anchors)
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foreach (Match anchor in anchors)
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{
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{
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string target;
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string target;
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IList<string> conditions, toggles;
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IList<string> conditions, toggles;
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Utilities.ParseHref(anchor.Groups["href"].Value, out target, out conditions, out toggles);
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Utilities.ParseHref(anchor.Groups["href"].Value, out target, out conditions, out toggles);
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if (conditions != null)
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{
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// union with the conditions required to reach this scene, if any
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if (scene.Conditions != null)
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{
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conditions = conditions.Union(scene.Conditions).ToList();
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if (conditions.Count == scene.Conditions.Count)
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continue; //WARN this anchor will never resolve false
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}
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AddUnique(uniques, conditions);
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}
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}
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// resolve the current scene
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newScenes[key].Add(ResolveScene(scene, anchors));
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// resolve the uniques
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foreach (var unique in uniques)
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{
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var uscene = scene.Clone();
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uscene.Conditions = unique;
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newScenes[key].Add(ResolveScene(uscene, anchors));
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}
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}
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}
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}
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}
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}
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story.Scenes = newScenes;
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}
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private void AddUnique(IList<IList<string>> uniques, IList<string> conditions)
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{
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// ignore this combo if there's a contradiction
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if (conditions.Where(c => !c.StartsWith("!"))
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.Any(c => conditions.Contains(string.Format("!{0}", c))))
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return; // WARN this anchor will never resolve true
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// make sure this is actually unique
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if (uniques.Any(u => u.Intersect(conditions).Count() == conditions.Count)) return;
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uniques.Add(conditions);
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// we need to treat this unioned with all other existing uniques as another potential unique
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var existing = new List<IList<string>>(uniques);
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foreach (var old in existing)
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{
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AddUnique(uniques, old.Union(conditions).ToList());
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}
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}
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private Scene ResolveScene(Scene scene, MatchCollection anchors)
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{
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foreach (Match anchor in anchors)
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{
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var satisfied = Utilities.ConditionsSatisfied(anchor.Groups["conditions"].Value, scene.Conditions);
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}
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return scene;
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}
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private void VerifySanity(Story story)
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{
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}
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}
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}
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}
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}
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}
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}
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}
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else throw new FormatException(string.Format("Invalid href: {0}", href));
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else throw new FormatException(string.Format("Invalid href: {0}", href));
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}
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}
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public static bool ConditionsSatisfied(string cquery, IList<string> conditions)
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{
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return false;
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}
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}
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}
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}
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}
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@ -1,6 +1,5 @@
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namespace Ficdown.Parser
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namespace Ficdown.Parser
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{
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{
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using System.IO;
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using Engine;
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using Engine;
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using Model.Story;
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using Model.Story;
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set { _sceneLinker = value; }
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set { _sceneLinker = value; }
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}
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}
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public Story ParseStory(string storyFilePath)
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public Story ParseStory(string storyText)
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{
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{
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var lines = File.ReadAllLines(storyFilePath);
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var lines = storyText.Split('\n');
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var blocks = BlockHandler.ExtractBlocks(lines);
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var blocks = BlockHandler.ExtractBlocks(lines);
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return BlockHandler.ParseBlocks(blocks);
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var story = BlockHandler.ParseBlocks(blocks);
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SceneLinker.ExpandScenes(story);
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return story;
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}
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}
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}
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}
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}
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}
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{
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{
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Name = scene.Name,
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Name = scene.Name,
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Description = scene.Description,
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Description = scene.Description,
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Conditions = new List<string>(scene.Conditions)
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Conditions = scene.Conditions == null ? null : new List<string>(scene.Conditions)
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};
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};
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}
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}
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}
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}
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{
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{
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public string Name { get; set; }
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public string Name { get; set; }
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public string Description { get; set; }
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public string Description { get; set; }
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public Scene FirstScene { get; set; }
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public string FirstScene { get; set; }
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public IDictionary<string, IList<Action>> States { get; set; }
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public IDictionary<string, IList<Action>> States { get; set; }
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public IDictionary<string, IList<Scene>> Scenes { get; set; }
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public IDictionary<string, IList<Scene>> Scenes { get; set; }
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}
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}
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