resolving action links in gametraverser now; added basic html renderer

This commit is contained in:
Rudis Muiznieks 2014-08-10 11:10:21 -05:00
parent a0c9ce5d8c
commit 692d7a670a
13 changed files with 114 additions and 24 deletions

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@ -1,6 +1,9 @@
namespace Ficdown.Parser.Tests
{
using System;
using System.IO;
using System.Text;
using Render;
using TestStories;
using Xunit;
@ -12,6 +15,14 @@
var parser = new FicdownParser();
var storyText = Encoding.UTF8.GetString(Resources.TheRobotKing);
var story = parser.ParseStory(storyText);
var path = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "itest_output");
if (!Directory.Exists(path)) Directory.CreateDirectory(path);
foreach (var file in Directory.GetFiles(path))
{
File.Delete(file);
}
var rend = new HtmlRenderer();
rend.Render(story, path);
}
}
}

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@ -36,8 +36,9 @@ namespace Ficdown.Parser
{
var lines = storyText.Split(new[] {"\n", "\r\n"}, StringSplitOptions.None);
var blocks = BlockHandler.ExtractBlocks(lines);
GameTraverser.Story = BlockHandler.ParseBlocks(blocks);
return StateResolver.Resolve(GameTraverser.Enumerate());
var story = BlockHandler.ParseBlocks(blocks);
GameTraverser.Story = story;
return StateResolver.Resolve(GameTraverser.Enumerate(), story);
}
}
}

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@ -43,9 +43,9 @@
</ItemGroup>
<ItemGroup>
<Compile Include="Model\Parser\ResolvedPage.cs" />
<Compile Include="Model\Traverser\PageState.cs" />
<Compile Include="Model\Traverser\State.cs" />
<Compile Include="Model\Traverser\StateQueueItem.cs" />
<Compile Include="Model\Player\PageState.cs" />
<Compile Include="Model\Player\State.cs" />
<Compile Include="Model\Player\StateQueueItem.cs" />
<Compile Include="Parser\BlockHandler.cs" />
<Compile Include="Parser\IBlockHandler.cs" />
<Compile Include="Parser\RegexLib.cs" />
@ -66,6 +66,8 @@
<Compile Include="Model\Story\Action.cs" />
<Compile Include="Model\Story\Scene.cs" />
<Compile Include="Model\Story\Story.cs" />
<Compile Include="Render\HtmlRenderer.cs" />
<Compile Include="Render\IRenderer.cs" />
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />

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@ -1,4 +1,4 @@
namespace Ficdown.Parser.Model.Traverser
namespace Ficdown.Parser.Model.Player
{
using System;
using System.Collections.Generic;

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@ -1,4 +1,4 @@
namespace Ficdown.Parser.Model.Traverser
namespace Ficdown.Parser.Model.Player
{
using System.Collections;

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@ -1,4 +1,4 @@
namespace Ficdown.Parser.Model.Traverser
namespace Ficdown.Parser.Model.Player
{
using System.Collections.Generic;

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@ -2,10 +2,11 @@
{
using System.Collections.Generic;
using Model.Parser;
using Model.Traverser;
using Model.Player;
using Model.Story;
internal interface IStateResolver
{
IEnumerable<ResolvedPage> Resolve(IEnumerable<PageState> pages);
IEnumerable<ResolvedPage> Resolve(IEnumerable<PageState> pages, Story story);
}
}

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@ -5,13 +5,15 @@
using System.Linq;
using System.Text;
using Model.Parser;
using Model.Traverser;
using Model.Player;
using Model.Story;
internal class StateResolver : IStateResolver
{
private static readonly Random _random = new Random((int) DateTime.Now.Ticks);
private readonly IDictionary<string, string> _pageNames;
private readonly HashSet<string> _usedNames;
private Story _story;
public StateResolver()
{
@ -19,8 +21,9 @@
_usedNames = new HashSet<string>();
}
public IEnumerable<ResolvedPage> Resolve(IEnumerable<PageState> pages)
public IEnumerable<ResolvedPage> Resolve(IEnumerable<PageState> pages, Story story)
{
_story = story;
return
pages.Select(
page =>
@ -48,11 +51,22 @@
private string ResolveDescription(PageState page)
{
var resolved = page.Scene.Description;
var resolved = new StringBuilder();
resolved.AppendFormat("## {0}\n\n", page.Scene.Name);
var anchors = Utilities.ParseAnchors(resolved);
for (var i = 0; i < page.State.ActionsToShow.Count; i++)
{
if (page.State.ActionsToShow[i])
{
resolved.AppendFormat("{0}\n\n", _story.Actions.Single(a => a.Value.Id == i + 1).Value.Description);
}
}
resolved = RegexLib.EmptyListItem.Replace(anchors.Aggregate(resolved,
var text = resolved.Append(page.Scene.Description).ToString();
var anchors = Utilities.ParseAnchors(text);
text = RegexLib.EmptyListItem.Replace(anchors.Aggregate(text,
(current, anchor) =>
current.Replace(anchor.Original,
ResolveAnchor(anchor, GetStateDictionary(page),
@ -60,10 +74,10 @@
string.Empty);
var seen = page.State.ScenesSeen[page.Scene.Id - 1];
resolved = !seen
? RegexLib.BlockQuoteToken.Replace(resolved, string.Empty)
: RegexLib.BlockQuotes.Replace(resolved, string.Empty);
return resolved;
text = !seen
? RegexLib.BlockQuoteToken.Replace(text, string.Empty)
: RegexLib.BlockQuotes.Replace(text, string.Empty);
return text;
}
private IDictionary<string, bool> GetStateDictionary(PageState page)

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@ -2,8 +2,8 @@
{
using System.Collections.Generic;
using System.Linq;
using Model.Player;
using Model.Story;
using Model.Traverser;
using Parser;
internal class GameTraverser : IGameTraverser
@ -12,6 +12,7 @@
private Queue<StateQueueItem> _processingQueue;
private IDictionary<string, PageState> _processed;
private IDictionary<string, PageState> _compressed;
private IDictionary<int, Action> _actionMatrix;
private Story _story;
public Story Story
@ -20,6 +21,7 @@
set
{
_story = value;
_actionMatrix = _story.Actions.ToDictionary(a => a.Value.Id, a => a.Value);
_manager = new StateManager(_story);
_processingQueue = new Queue<StateQueueItem>();
_processed = new Dictionary<string, PageState>();
@ -65,11 +67,23 @@
return _compressed.Values;
}
private IEnumerable<Action> GetActionsForPage(PageState page)
{
var actions = new List<Action>();
for (var i = 0; i < page.State.ActionsToShow.Count; i++)
{
if (page.State.ActionsToShow[i]) actions.Add(_actionMatrix[i + 1]);
}
return actions;
}
private void ProcessState(StateQueueItem currentState)
{
var states = new HashSet<string>();
var anchors = Utilities.ParseAnchors(currentState.Page.Scene.Description);
var anchors = Utilities.ParseAnchors(currentState.Page.Scene.Description).ToList();
foreach (var action in GetActionsForPage(currentState.Page))
anchors.AddRange(Utilities.ParseAnchors(action.Description));
var conditionals =
anchors.SelectMany(
a => a.Href.Conditions != null ? a.Href.Conditions.Select(c => c.Key) : new string[] {})
@ -80,6 +94,9 @@
foreach (var affected in currentState.AffectedStates)
{
// signal to previous scenes that this scene's used conditionals are important
if(currentState.Page.Scene.Conditions != null)
foreach (var conditional in currentState.Page.Scene.Conditions)
_manager.ToggleStateOn(affected, conditional.Key);
foreach (var conditional in conditionals) _manager.ToggleStateOn(affected, conditional);
// signal to previous scenes if this scene has first-seen text

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@ -1,8 +1,8 @@
namespace Ficdown.Parser.Player
{
using System.Collections.Generic;
using Model.Player;
using Model.Story;
using Model.Traverser;
internal interface IGameTraverser
{

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@ -5,8 +5,8 @@
using System.Collections.Generic;
using System.Linq;
using Model.Parser;
using Model.Player;
using Model.Story;
using Model.Traverser;
using Parser;
internal class StateManager

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@ -0,0 +1,33 @@
namespace Ficdown.Parser.Render
{
using System.Collections.Generic;
using System.IO;
using MarkdownSharp;
using Model.Parser;
using Model.Story;
using Parser;
internal class HtmlRenderer : IRenderer
{
private readonly Markdown _md;
public HtmlRenderer()
{
_md = new Markdown();
}
public void Render(IEnumerable<ResolvedPage> pages, string outPath)
{
foreach (var page in pages)
{
var content = page.Content;
foreach (var anchor in Utilities.ParseAnchors(page.Content))
{
var newAnchor = string.Format("[{0}]({1}.html)", anchor.Text, anchor.Href.Target);
content = content.Replace(anchor.Original, newAnchor);
}
File.WriteAllText(Path.Combine(outPath, string.Format("{0}.html", page.Name)), _md.Transform(content));
}
}
}
}

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@ -0,0 +1,11 @@
namespace Ficdown.Parser.Render
{
using System.Collections.Generic;
using Model.Parser;
using Model.Story;
internal interface IRenderer
{
void Render(IEnumerable<ResolvedPage> pages, string outPath);
}
}