using System.Runtime.CompilerServices; [assembly: InternalsVisibleTo("Ficdown.Parser.Tests")] namespace Ficdown.Parser { using System; using System.Collections.Generic; using System.Linq; using Model.Parser; using Parser; using Player; public class FicdownParser { private static Logger _logger = Logger.GetLogger(); public List Warnings { get; private set; } private IBlockHandler _blockHandler; internal IBlockHandler BlockHandler { get { return _blockHandler ?? (_blockHandler = new BlockHandler { Warnings = Warnings }); } set { _blockHandler = value; _blockHandler.Warnings = Warnings; } } private IGameTraverser _gameTraverser; internal IGameTraverser GameTraverser { get { return _gameTraverser ?? (_gameTraverser = new GameTraverser { Warnings = Warnings }); } set { _gameTraverser = value; _gameTraverser.Warnings = Warnings; } } private IStateResolver _stateResolver; internal IStateResolver StateResolver { get { return _stateResolver ?? (_stateResolver = new StateResolver { Warnings = Warnings }); } set { _stateResolver = value; _stateResolver.Warnings = Warnings; } } public FicdownParser() { Warnings = new List(); } public ResolvedStory ParseStory(string storyText) { var lines = storyText.Split(new[] {"\n", "\r\n"}, StringSplitOptions.None); _logger.Debug($"Parsed {lines.Length} lines."); var blocks = BlockHandler.ExtractBlocks(lines); _logger.Debug($"Extracted {blocks.Count()} blocks."); var story = BlockHandler.ParseBlocks(blocks); _logger.Debug("Finished initial story breakdown."); // dupe scene sanity check foreach(var key in story.Scenes.Keys) { foreach(var scene in story.Scenes[key]) { foreach(var otherScene in story.Scenes[key].Where(s => s != scene)) { if((scene.Conditions == null && otherScene.Conditions == null) || (scene.Conditions != null && otherScene.Conditions != null && scene.Conditions.Count == otherScene.Conditions.Count && !scene.Conditions.Except(otherScene.Conditions).Any())) Warnings.Add(new FicdownException(scene.Name, string.Format("Scene defined again on line {0}", otherScene.LineNumber), scene.LineNumber)); } } } GameTraverser.Story = story; var resolved = StateResolver.Resolve(GameTraverser.Enumerate(), story); resolved.Orphans = GameTraverser.OrphanedScenes.Select(o => new Orphan { Type = "Scene", Name = o.Name, LineNumber = o.LineNumber }).Union(GameTraverser.OrphanedActions.Select(o => new Orphan { Type = "Action", Name = o.Toggle, LineNumber = o.LineNumber })); return resolved; } } }