ficdown/Ficdown.Parser/Engine/SceneLinker.cs

92 lines
3.5 KiB
C#

namespace Ficdown.Parser.Engine
{
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using Model.Story;
using Model.Story.Extensions;
public class SceneLinker : ISceneLinker
{
public void ExpandScenes(Story story)
{
VerifySanity(story);
var newScenes = new Dictionary<string, IList<Scene>>();
foreach(var key in story.Scenes.Keys)
{
newScenes.Add(key, new List<Scene>());
foreach (var scene in story.Scenes[key])
{
var anchors = RegexLib.Anchors.Matches(scene.Description);
// get a list of all unique condition combinations from the anchors
var uniques = new List<IList<string>>();
foreach (Match anchor in anchors)
{
string target;
IList<string> conditions, toggles;
Utilities.ParseHref(anchor.Groups["href"].Value, out target, out conditions, out toggles);
if (conditions != null)
{
// union with the conditions required to reach this scene, if any
if (scene.Conditions != null)
{
conditions = conditions.Union(scene.Conditions).ToList();
if (conditions.Count == scene.Conditions.Count)
continue; //WARN this anchor will never resolve false
}
AddUnique(uniques, conditions);
}
}
// resolve the current scene
newScenes[key].Add(ResolveScene(scene, anchors));
// resolve the uniques
foreach (var unique in uniques)
{
var uscene = scene.Clone();
uscene.Conditions = unique;
newScenes[key].Add(ResolveScene(uscene, anchors));
}
}
}
story.Scenes = newScenes;
}
private void AddUnique(IList<IList<string>> uniques, IList<string> conditions)
{
// ignore this combo if there's a contradiction
if (conditions.Where(c => !c.StartsWith("!"))
.Any(c => conditions.Contains(string.Format("!{0}", c))))
return; // WARN this anchor will never resolve true
// make sure this is actually unique
if (uniques.Any(u => u.Intersect(conditions).Count() == conditions.Count)) return;
uniques.Add(conditions);
// we need to treat this unioned with all other existing uniques as another potential unique
var existing = new List<IList<string>>(uniques);
foreach (var old in existing)
{
AddUnique(uniques, old.Union(conditions).ToList());
}
}
private Scene ResolveScene(Scene scene, MatchCollection anchors)
{
foreach (Match anchor in anchors)
{
var satisfied = Utilities.ConditionsSatisfied(anchor.Groups["conditions"].Value, scene.Conditions);
}
return scene;
}
private void VerifySanity(Story story)
{
}
}
}