Target box now has bars for visibility and HP Hit indicator appears when target is damaged by player's weapons WIP narrative integration
176 lines
No EOL
6.9 KiB
C#
176 lines
No EOL
6.9 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Ink;
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using Ink.Runtime;
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using MessagePack;
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using Path = System.IO.Path;
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using Random = Unity.Mathematics.Random;
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public class StoryProcessor : IZoneResolver, IFactionResolver
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{
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private class AetheriaInkFileHandler : IFileHandler {
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private DirectoryInfo NarrativeRoot { get; }
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public AetheriaInkFileHandler(DirectoryInfo narrativeRoot)
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{
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NarrativeRoot = narrativeRoot;
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}
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public string ResolveInkFilename (string includeName) => Path.Combine (NarrativeRoot.FullName, includeName);
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public string LoadInkFileContents (string fullFilename) => File.ReadAllText (fullFilename);
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}
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private Dictionary<Story, SectorZone> _placedStories = new Dictionary<Story, SectorZone>();
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private Dictionary<string, Story> _processedStories = new Dictionary<string, Story>();
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private DirectoryInfo _locationsPath;
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private IFileHandler _inkFileHandler;
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public DirectoryInfo NarrativeDirectory { get; }
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private Random _random;
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public Sector Sector { get; }
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public PlayerSettings Settings { get; }
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public StoryProcessor(PlayerSettings settings, DirectoryInfo narrativeDirectory, Sector sector, ref Random random)
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{
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NarrativeDirectory = narrativeDirectory;
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Sector = sector;
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_random = random;
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Settings = settings;
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_inkFileHandler = new AetheriaInkFileHandler(narrativeDirectory);
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_locationsPath = narrativeDirectory.CreateSubdirectory("Locations");
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var locationFiles = _locationsPath.EnumerateFiles("*.ink");
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foreach(var inkFile in locationFiles) PlaceStory(GetStory(inkFile));
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}
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public SectorZone ResolveZone(string path)
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{
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// Handle special cases: "start" and "end"
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if (path.Equals("start", StringComparison.InvariantCultureIgnoreCase))
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return Sector.Entrance;
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if (path.Equals("end", StringComparison.InvariantCultureIgnoreCase))
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return Sector.Exit;
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// Handle faction home reference: format = "home.<faction>"
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if(path.StartsWith("home"))
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{
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var factionString = path.Substring(5);
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var faction = ResolveFaction(factionString);
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return !Sector.HomeZones.ContainsKey(faction) ? null : Sector.HomeZones[faction];
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}
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var locationInkFile = new FileInfo(Path.Combine(_locationsPath.FullName, $"{path}.ink"));
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if (!locationInkFile.Exists) return null;
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var story = GetStory(locationInkFile);
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PlaceStory(story);
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return _placedStories.ContainsKey(story) ? _placedStories[story] : null;
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}
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public Faction ResolveFaction(string name)
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{
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return Sector.Factions.FirstOrDefault(f => f.Name.StartsWith(name, StringComparison.InvariantCultureIgnoreCase));
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}
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Story GetStory(FileInfo inkFile)
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{
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var fileName = Path.GetFileNameWithoutExtension(inkFile.FullName);
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// If the story has already been read / compiled, return it directly
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if (_processedStories.ContainsKey(fileName)) return _processedStories[fileName];
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var compiledFileName = Path.Combine(inkFile.Directory.FullName, $"{fileName}.json");
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// Calculate a hash of the ink file
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var hash = File.ReadAllBytes(inkFile.FullName).GetHashSHA1();
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if (File.Exists(compiledFileName) && // If a compiled version of the ink file exists
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Settings.HashedStoryFiles.ContainsKey(fileName) && // And its hash has been saved
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hash == Settings.HashedStoryFiles[fileName]) // And the saved hash matches the current hash
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{
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// Load the story from the existing compiled JSON representation
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return new Story(File.ReadAllText(compiledFileName));
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}
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Settings.HashedStoryFiles[fileName] = hash;
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var compiler = new Compiler(File.ReadAllText(inkFile.FullName), new Compiler.Options
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{
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countAllVisits = true,
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fileHandler = _inkFileHandler
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});
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var story = compiler.Compile();
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File.WriteAllText(compiledFileName, story.ToJson());
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return story;
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}
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public void PlaceStory(Story story)
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{
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if (_placedStories.ContainsKey(story)) return; // Don't place already placed stories, idiot!
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_placedStories[story] = null; // Avoids potential for infinite loops when evaluating constraints
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var contentTags = GetContentTags(story);
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var constraints = new List<ZoneConstraint>();
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if(contentTags.ContainsKey("constraint"))
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foreach (var constraintString in contentTags["constraint"])
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{
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var args = constraintString.Split(' ');
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var flip = args[0] == "not";
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if (flip) args = args.Skip(1).ToArray();
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var constraintName = args[0];
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args = args.Skip(1).ToArray();
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ZoneConstraint constraint = constraintName switch
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{
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"DistanceFrom" => new DistanceConstraint(args, this) { Flip = flip },
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"FactionPresent" => new FactionPresenceConstraint(args, this) { Flip = flip },
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"FactionOwner" => new FactionOwnerConstraint(args, this) { Flip = flip },
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_ => null
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};
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if(constraint!=null) constraints.Add(constraint);
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}
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ZoneSelector selector;
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if (contentTags.ContainsKey("select"))
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{
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var selectorString = contentTags["select"].First();
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var args = selectorString.Split(' ');
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var flip = args[0] == "not";
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if (flip) args = args.Skip(1).ToArray();
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var selectorName = args[0];
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args = args.Skip(1).ToArray();
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selector = selectorName switch
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{
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"DistanceFrom" => new DistanceSelector(args, this) { Flip = flip },
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_ => new RandomSelector(ref _random)
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};
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}
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else
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selector = new RandomSelector(ref _random);
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var zoneCandidates = new List<SectorZone>();
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zoneCandidates.AddRange(Sector.Zones.Where(z=>constraints.All(c=>c.Test(z))));
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_placedStories[story] = selector.SelectZone(zoneCandidates);
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}
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// Parse all tags of the format X:Y into a dictionary with a list of every Y for each X
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public static Dictionary<string, List<string>> GetContentTags(Story story)
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{
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var contentTags = new Dictionary<string, List<string>>();
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foreach (var tag in story.globalTags)
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{
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if (tag.IndexOf(':') == -1) continue;
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var tokens = tag.Split(':');
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var leftSide = tokens[0].Trim();
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var rightSide = tokens[1].Trim();
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if (!contentTags.ContainsKey(leftSide)) contentTags[leftSide] = new List<string>();
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contentTags[leftSide].Add(rightSide);
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}
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return contentTags;
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}
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} |