Aetheria/Assets/Scripts/ServerShared/Narrative/StoryProcessor.cs
Reinier Vens 85483319fe Modular Database Upgrade
CultCache API can now be configured with multiple interchangeable backing stores. Will be using plain JSON in repository from now on.
2021-06-23 04:25:23 +01:00

258 lines
No EOL
10 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Ink;
using Ink.Parsed;
using MessagePack;
using Path = System.IO.Path;
using Random = Unity.Mathematics.Random;
using Story = Ink.Runtime.Story;
public class StoryProcessor : IZoneResolver, IFactionResolver
{
private class AetheriaInkFileHandler : IFileHandler {
private DirectoryInfo NarrativeRoot { get; }
public AetheriaInkFileHandler(DirectoryInfo narrativeRoot)
{
NarrativeRoot = narrativeRoot;
}
public string ResolveInkFilename (string includeName) => Path.Combine (NarrativeRoot.FullName, includeName);
public string LoadInkFileContents (string fullFilename) => File.ReadAllText (fullFilename);
}
private Dictionary<Story, string[]> _storyKnotPaths = new Dictionary<Story, string[]>();
private Dictionary<Story, LocationStory> _placedStories = new Dictionary<Story, LocationStory>();
private Dictionary<string, Story> _processedStories = new Dictionary<string, Story>();
private DirectoryInfo _locationsPath;
private DirectoryInfo _questsPath;
private IFileHandler _inkFileHandler;
public DirectoryInfo NarrativeDirectory { get; }
private Random _random;
public Galaxy Galaxy { get; }
public PlayerSettings Settings { get; }
private Action<string> Log { get; }
public StoryProcessor(PlayerSettings settings, DirectoryInfo narrativeDirectory, Galaxy galaxy, ref Random random, Action<string> log)
{
NarrativeDirectory = narrativeDirectory;
Galaxy = galaxy;
_random = random;
Log = log;
Settings = settings;
_inkFileHandler = new AetheriaInkFileHandler(narrativeDirectory);
_locationsPath = narrativeDirectory.CreateSubdirectory("Locations");
_questsPath = narrativeDirectory.CreateSubdirectory("Quests");
}
public void ProcessStories()
{
var locationFiles = _locationsPath.EnumerateFiles("*.ink");
foreach(var inkFile in locationFiles)
{
Log($"Processing story file at {inkFile.FullName}");
ProcessLocation(GetStory(inkFile), inkFile);
}
var questFiles = _questsPath.EnumerateFiles("*ink");
foreach(var inkFile in questFiles) ProcessQuest(GetStory(inkFile), inkFile);
}
public GalaxyZone ResolveZone(string path)
{
// Handle special cases: "start" and "end"
if (path.Equals("start", StringComparison.InvariantCultureIgnoreCase))
return Galaxy.Entrance;
if (path.Equals("end", StringComparison.InvariantCultureIgnoreCase))
return Galaxy.Exit;
// Handle faction home reference: format = "home.<faction>"
if(path.StartsWith("home"))
{
var factionString = path.Substring(5);
var faction = ResolveFaction(factionString);
return !Galaxy.HomeZones.ContainsKey(faction) ? null : Galaxy.HomeZones[faction];
}
return ResolveLocation(path)?.Zone;
}
public LocationStory ResolveLocation(string path)
{
var locationInkFile = new FileInfo(Path.Combine(_locationsPath.FullName, $"{path}.ink"));
if (!locationInkFile.Exists) return null;
var story = GetStory(locationInkFile);
ProcessLocation(story, locationInkFile);
return _placedStories.ContainsKey(story) ? _placedStories[story] : null;
}
public Faction ResolveFaction(string name)
{
return Galaxy.Factions.FirstOrDefault(f => f.Name.StartsWith(name, StringComparison.InvariantCultureIgnoreCase));
}
Story GetStory(FileInfo inkFile)
{
var fileName = Path.GetFileNameWithoutExtension(inkFile.FullName);
// If the story has already been read / compiled, return it directly
if (_processedStories.ContainsKey(fileName)) return _processedStories[fileName];
// var compiledFileName = Path.Combine(inkFile.Directory.FullName, $"{fileName}.json");
//
// // Calculate a hash of the ink file
// var hash = File.ReadAllBytes(inkFile.FullName).GetHashSHA1();
//
// if (File.Exists(compiledFileName) && // If a compiled version of the ink file exists
// Settings.HashedStoryFiles.ContainsKey(fileName) && // And its hash has been saved
// hash == Settings.HashedStoryFiles[fileName]) // And the saved hash matches the current hash
// {
// // Load the story from the existing compiled JSON representation
// return new Story(File.ReadAllText(compiledFileName));
// }
//
// Settings.HashedStoryFiles[fileName] = hash;
var compiler = new Compiler(File.ReadAllText(inkFile.FullName), new Compiler.Options
{
countAllVisits = true,
fileHandler = _inkFileHandler
});
var story = compiler.Compile();
var knots = compiler.parsedStory.FindAll<Knot>().Select(k=>k.runtimePath.ToString()).ToArray();
_storyKnotPaths[story] = knots;
//File.WriteAllText(compiledFileName, story.ToJson());
_processedStories[fileName] = story;
return story;
}
public void ProcessQuest(Story story, FileInfo inkFile)
{
var fileName = Path.GetFileNameWithoutExtension(inkFile.FullName);
var quest = new GalaxyQuest();
quest.Story = story;
foreach (var knot in _storyKnotPaths[story])
{
var tags = story.TagsForContentAtPath(knot);
if(tags==null) continue;
var contentTags = GetContentTags(tags);
if (contentTags.ContainsKey("location"))
{
var locationName = contentTags["location"].First();
var locationStory = ResolveLocation(locationName);
if (tags.Contains("required") && locationStory == null)
{
Log($"Quest \"{fileName}\" unable to find required location \"{locationName}\" for knot \"{knot}\"");
return;
}
quest.KnotLocations[knot] = locationStory;
}
}
foreach (var x in quest.KnotLocations)
{
if (!x.Value.KnotQuests.ContainsKey(x.Key)) x.Value.KnotQuests[x.Key] = new List<GalaxyQuest>();
x.Value.KnotQuests[x.Key].Add(quest);
}
}
public void ProcessLocation(Story story, FileInfo inkFile)
{
if (_placedStories.ContainsKey(story)) return; // Don't place already placed stories, idiot!
_placedStories[story] = null; // Avoids potential for infinite loops when evaluating constraints
var fileName = Path.GetFileNameWithoutExtension(inkFile.FullName);
var contentTags = GetContentTags(story.globalTags);
var constraints = new List<ZoneConstraint>();
if(contentTags.ContainsKey("constraint"))
foreach (var constraintString in contentTags["constraint"])
{
var args = constraintString.Split(' ');
var flip = args[0] == "not";
if (flip) args = args.Skip(1).ToArray();
var constraintName = args[0];
args = args.Skip(1).ToArray();
ZoneConstraint constraint = constraintName switch
{
"DistanceFrom" => new DistanceConstraint(args, this) { Flip = flip },
"FactionPresent" => new FactionPresenceConstraint(args, this) { Flip = flip },
"FactionOwner" => new FactionOwnerConstraint(args, this) { Flip = flip },
_ => null
};
if(constraint!=null) constraints.Add(constraint);
}
ZoneSelector selector;
if (contentTags.ContainsKey("select"))
{
var selectorString = contentTags["select"].First();
var args = selectorString.Split(' ');
var flip = args[0] == "not";
if (flip) args = args.Skip(1).ToArray();
var selectorName = args[0];
args = args.Skip(1).ToArray();
selector = selectorName switch
{
"DistanceFrom" => new DistanceSelector(args, this) { Flip = flip },
_ => new RandomSelector(ref _random)
};
}
else
selector = new RandomSelector(ref _random);
var zoneCandidates = new List<GalaxyZone>();
zoneCandidates.AddRange(Galaxy.Zones.Where(z=>!z.NamedZone && constraints.All(c=>c.Test(z))));
var zone = selector.SelectZone(zoneCandidates);
var location = new LocationStory
{
Zone = zone,
FileName = fileName,
Name = contentTags.ContainsKey("name") ? contentTags["name"].First() : fileName,
Faction = contentTags.ContainsKey("faction") ? ResolveFaction(contentTags["faction"].First()) : zone.Owner,
Security = contentTags.ContainsKey("security")
? (SecurityLevel) Enum.Parse(typeof(SecurityLevel), contentTags["security"].First(), true)
: SecurityLevel.Open,
Story = story,
Type = contentTags.ContainsKey("type")
? (LocationType) Enum.Parse(typeof(LocationType), contentTags["type"].First(), true)
: LocationType.Station,
Turrets = contentTags.ContainsKey("turrets") ? int.Parse(contentTags["turrets"].First()) : 0
};
zone.Locations.Add(location);
if (contentTags.ContainsKey("namezone"))
{
zone.Name = contentTags["namezone"].First();
}
_placedStories[story] = location;
}
// Parse all tags of the format X:Y into a dictionary with a list of every Y for each X
public static Dictionary<string, List<string>> GetContentTags(List<string> tags)
{
var contentTags = new Dictionary<string, List<string>>();
foreach (var tag in tags)
{
if (tag.IndexOf(':') == -1) continue;
var tokens = tag.Split(':');
var leftSide = tokens[0].Trim().ToLowerInvariant();
var rightSide = tokens[1].Trim();
if (!contentTags.ContainsKey(leftSide)) contentTags[leftSide] = new List<string>();
contentTags[leftSide].Add(rightSide);
}
return contentTags;
}
}