ficdown/Ficdown.Parser/Player/GameTraverser.cs

147 lines
6.1 KiB
C#

namespace Ficdown.Parser.Player
{
using System.Collections.Generic;
using System.Linq;
using Model.Player;
using Model.Story;
using Parser;
internal class GameTraverser : IGameTraverser
{
private StateManager _manager;
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
{
get { return _story; }
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>();
_compressed = new Dictionary<string, PageState>();
}
}
public IEnumerable<PageState> Enumerate()
{
// generate comprehensive enumeration
var initial = _manager.InitialState;
_processingQueue.Enqueue(new StateQueueItem
{
Page = initial,
AffectedStates = new List<State> {initial.AffectedState}
});
while (_processingQueue.Count > 0)
{
var state = _processingQueue.Dequeue();
if (!_processed.ContainsKey(state.Page.UniqueHash))
{
_processed.Add(state.Page.UniqueHash, state.Page);
ProcessState(state);
}
}
// make sure every page gets affected data on every page that it links to
foreach (var pageTuple in _processed)
{
foreach (var linkTuple in pageTuple.Value.Links)
{
for (var i = 0; i < _processed[linkTuple.Value].AffectedState.PlayerState.Count; i++)
{
pageTuple.Value.AffectedState.PlayerState[i] |=
_processed[linkTuple.Value].AffectedState.PlayerState[i];
}
for (var i = 0; i < _processed[linkTuple.Value].AffectedState.ScenesSeen.Count; i++)
{
pageTuple.Value.AffectedState.ScenesSeen[i] |=
_processed[linkTuple.Value].AffectedState.ScenesSeen[i];
}
}
}
// compress redundancies
foreach (var row in _processed)
{
if (!_compressed.ContainsKey(row.Value.CompressedHash))
{
var scene = row.Value;
var links = scene.Links.Keys.ToArray();
foreach (var link in links)
{
scene.Links[link] = _processed[scene.Links[link]].CompressedHash;
}
_compressed.Add(row.Value.CompressedHash, row.Value);
}
}
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).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[] {})
.Distinct()
.ToArray();
var hasFirstSeen = RegexLib.BlockQuotes.IsMatch(currentState.Page.Scene.Description);
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
if (hasFirstSeen) _manager.ToggleSeenSceneOn(affected, currentState.Page.Scene.Id);
}
foreach (var anchor in anchors.Where(a => a.Href.Target != null || a.Href.Toggles != null))
{
// don't follow links that would be hidden
if (anchor.Href.Conditions != null &&
string.IsNullOrEmpty(
Utilities.ParseConditionalText(anchor.Text)[
Utilities.ConditionsMet(StateResolver.GetStateDictionary(currentState.Page),
anchor.Href.Conditions)])) continue;
var newState = _manager.ResolveNewState(anchor, currentState.Page);
if (!currentState.Page.Links.ContainsKey(anchor.Original))
currentState.Page.Links.Add(anchor.Original, newState.UniqueHash);
if (!states.Contains(newState.UniqueHash) && !_processed.ContainsKey(newState.UniqueHash))
{
states.Add(newState.UniqueHash);
var newAffected = new List<State>(currentState.AffectedStates);
newAffected.Add(newState.AffectedState);
_processingQueue.Enqueue(new StateQueueItem {Page = newState, AffectedStates = newAffected});
}
}
}
}
}