added unreachable scene/action warnings
This commit is contained in:
parent
4fc90cf8b7
commit
f6021557fc
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@ -1,6 +1,7 @@
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namespace Ficdown.Console
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namespace Ficdown.Console
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{
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{
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using System;
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using System;
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using System.Linq;
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using System.IO;
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using System.IO;
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using Microsoft.SqlServer.Server;
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using Microsoft.SqlServer.Server;
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using Parser;
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using Parser;
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@ -115,6 +116,11 @@
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var story = parser.ParseStory(storyText);
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var story = parser.ParseStory(storyText);
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story.Orphans.ToList().ForEach(o =>
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{
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Console.Error.WriteLine("Warning (line {0}): {1} {2} is unreachable", o.LineNumber, o.Type, o.Name);
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});
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IRenderer rend;
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IRenderer rend;
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switch (format)
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switch (format)
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{
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{
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@ -4,6 +4,7 @@
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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;
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Model.Parser;
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using Model.Parser;
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using Parser;
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using Parser;
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@ -38,7 +39,19 @@ namespace Ficdown.Parser
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var blocks = BlockHandler.ExtractBlocks(lines);
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var blocks = BlockHandler.ExtractBlocks(lines);
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var story = BlockHandler.ParseBlocks(blocks);
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var story = BlockHandler.ParseBlocks(blocks);
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GameTraverser.Story = story;
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GameTraverser.Story = story;
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return StateResolver.Resolve(GameTraverser.Enumerate(), story);
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var resolved = StateResolver.Resolve(GameTraverser.Enumerate(), story);
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resolved.Orphans = GameTraverser.OrphanedScenes.Select(o => new Orphan
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{
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Type = "Scene",
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Name = o.Name,
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LineNumber = o.LineNumber
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}).Union(GameTraverser.OrphanedActions.Select(o => new Orphan
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{
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Type = "Action",
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Name = o.Toggle,
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LineNumber = o.LineNumber
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}));
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return resolved;
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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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@ -84,6 +84,7 @@
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<Compile Include="Model\Parser\Line.cs" />
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<Compile Include="Model\Parser\Line.cs" />
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<Compile Include="Model\Parser\FicdownException.cs" />
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<Compile Include="Model\Parser\FicdownException.cs" />
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<Compile Include="Parser\ParserExtensions.cs" />
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<Compile Include="Parser\ParserExtensions.cs" />
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<Compile Include="Model\Parser\Orphan.cs" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="packages.config" />
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<None Include="packages.config" />
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@ -109,4 +110,4 @@
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<Target Name="AfterBuild">
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<Target Name="AfterBuild">
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</Target>
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</Target>
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-->
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-->
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</Project>
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</Project>
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@ -0,0 +1,9 @@
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namespace Ficdown.Parser.Model.Parser
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{
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public class Orphan
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{
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public string Type { get; set; }
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public string Name { get; set; }
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public int LineNumber { get; set; }
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}
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}
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@ -8,5 +8,6 @@
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public string Description { get; set; }
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public string Description { get; set; }
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public string FirstPage { get; set; }
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public string FirstPage { get; set; }
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public IEnumerable<ResolvedPage> Pages { get; set; }
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public IEnumerable<ResolvedPage> Pages { get; set; }
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public IEnumerable<Orphan> Orphans { get; set; }
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}
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}
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}
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}
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@ -6,5 +6,6 @@
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public string Toggle { get; set; }
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public string Toggle { 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 int LineNumber { get; set; }
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public int LineNumber { get; set; }
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public bool Visited { get; set; }
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}
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}
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}
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}
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@ -10,5 +10,6 @@
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public string Description { get; set; }
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public string Description { get; set; }
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public IDictionary<string, bool> Conditions { get; set; }
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public IDictionary<string, bool> Conditions { get; set; }
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public int LineNumber { get; set; }
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public int LineNumber { get; set; }
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public bool Visited { get; set; }
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}
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}
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}
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}
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@ -1,10 +1,12 @@
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namespace Ficdown.Parser.Player
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namespace Ficdown.Parser.Player
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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.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using Model.Player;
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using Model.Player;
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using Model.Story;
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using Model.Story;
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using Parser;
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using Parser;
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using Action = Model.Story.Action;
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internal class GameTraverser : IGameTraverser
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internal class GameTraverser : IGameTraverser
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{
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{
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@ -13,6 +15,7 @@
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private IDictionary<string, PageState> _processed;
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private IDictionary<string, PageState> _processed;
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private IDictionary<string, PageState> _compressed;
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private IDictionary<string, PageState> _compressed;
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private IDictionary<int, Action> _actionMatrix;
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private IDictionary<int, Action> _actionMatrix;
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private bool _wasRun = false;
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private Story _story;
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private Story _story;
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public Story Story
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public Story Story
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@ -29,8 +32,29 @@
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}
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}
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}
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}
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public IEnumerable<Scene> OrphanedScenes
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{
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get
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{
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if(!_wasRun) throw new Exception("Call Enumerate() before getting orphans");
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return _story.Scenes.SelectMany(l => l.Value, (l, s) => s).Where(s => !s.Visited);
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}
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}
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public IEnumerable<Action> OrphanedActions
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{
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get
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{
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if(!_wasRun) throw new Exception("Call Enumerate() before getting orphans");
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return _actionMatrix.Values.Where(a => !a.Visited);
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}
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}
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public IEnumerable<PageState> Enumerate()
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public IEnumerable<PageState> Enumerate()
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{
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{
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if(_wasRun) throw new Exception("Can't call Enumerate() more than once");
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_wasRun = true;
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// generate comprehensive enumeration
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// generate comprehensive enumeration
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var initial = _manager.InitialState;
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var initial = _manager.InitialState;
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@ -97,11 +121,16 @@
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private void ProcessState(StateQueueItem currentState)
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private void ProcessState(StateQueueItem currentState)
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{
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{
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currentState.Page.Scene.Visited = true;
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var states = new HashSet<string>();
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var states = new HashSet<string>();
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var anchors = Utilities.GetInstance(currentState.Page.Scene.Name, currentState.Page.Scene.LineNumber).ParseAnchors(currentState.Page.Scene.Description).ToList();
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var anchors = Utilities.GetInstance(currentState.Page.Scene.Name, currentState.Page.Scene.LineNumber).ParseAnchors(currentState.Page.Scene.Description).ToList();
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foreach (var action in GetActionsForPage(currentState.Page))
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foreach (var action in GetActionsForPage(currentState.Page))
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{
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action.Visited = true;
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anchors.AddRange(Utilities.GetInstance(action.Toggle, action.LineNumber).ParseAnchors(action.Description));
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anchors.AddRange(Utilities.GetInstance(action.Toggle, action.LineNumber).ParseAnchors(action.Description));
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}
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var conditionals =
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var conditionals =
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anchors.SelectMany(
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anchors.SelectMany(
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a => a.Href.Conditions != null ? a.Href.Conditions.Select(c => c.Key) : new string[] {})
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a => a.Href.Conditions != null ? a.Href.Conditions.Select(c => c.Key) : new string[] {})
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{
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{
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Story Story { get; set; }
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Story Story { get; set; }
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IEnumerable<PageState> Enumerate();
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IEnumerable<PageState> Enumerate();
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IEnumerable<Scene> OrphanedScenes { get; }
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IEnumerable<Action> OrphanedActions { get; }
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}
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}
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}
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}
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