Aetheria/Assets/Scripts/ServerShared/Narrative/StoryProcessor.cs
Reinier Vens ecd52b20c8 UI Improvements
Target box now has bars for visibility and HP
Hit indicator appears when target is damaged by player's weapons
WIP narrative integration
2021-04-27 16:44:44 +01:00

176 lines
No EOL
6.9 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Ink;
using Ink.Runtime;
using MessagePack;
using Path = System.IO.Path;
using Random = Unity.Mathematics.Random;
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, SectorZone> _placedStories = new Dictionary<Story, SectorZone>();
private Dictionary<string, Story> _processedStories = new Dictionary<string, Story>();
private DirectoryInfo _locationsPath;
private IFileHandler _inkFileHandler;
public DirectoryInfo NarrativeDirectory { get; }
private Random _random;
public Sector Sector { get; }
public PlayerSettings Settings { get; }
public StoryProcessor(PlayerSettings settings, DirectoryInfo narrativeDirectory, Sector sector, ref Random random)
{
NarrativeDirectory = narrativeDirectory;
Sector = sector;
_random = random;
Settings = settings;
_inkFileHandler = new AetheriaInkFileHandler(narrativeDirectory);
_locationsPath = narrativeDirectory.CreateSubdirectory("Locations");
var locationFiles = _locationsPath.EnumerateFiles("*.ink");
foreach(var inkFile in locationFiles) PlaceStory(GetStory(inkFile));
}
public SectorZone ResolveZone(string path)
{
// Handle special cases: "start" and "end"
if (path.Equals("start", StringComparison.InvariantCultureIgnoreCase))
return Sector.Entrance;
if (path.Equals("end", StringComparison.InvariantCultureIgnoreCase))
return Sector.Exit;
// Handle faction home reference: format = "home.<faction>"
if(path.StartsWith("home"))
{
var factionString = path.Substring(5);
var faction = ResolveFaction(factionString);
return !Sector.HomeZones.ContainsKey(faction) ? null : Sector.HomeZones[faction];
}
var locationInkFile = new FileInfo(Path.Combine(_locationsPath.FullName, $"{path}.ink"));
if (!locationInkFile.Exists) return null;
var story = GetStory(locationInkFile);
PlaceStory(story);
return _placedStories.ContainsKey(story) ? _placedStories[story] : null;
}
public Faction ResolveFaction(string name)
{
return Sector.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();
File.WriteAllText(compiledFileName, story.ToJson());
return story;
}
public void PlaceStory(Story story)
{
if (_placedStories.ContainsKey(story)) return; // Don't place already placed stories, idiot!
_placedStories[story] = null; // Avoids potential for infinite loops when evaluating constraints
var contentTags = GetContentTags(story);
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<SectorZone>();
zoneCandidates.AddRange(Sector.Zones.Where(z=>constraints.All(c=>c.Test(z))));
_placedStories[story] = selector.SelectZone(zoneCandidates);
}
// 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(Story story)
{
var contentTags = new Dictionary<string, List<string>>();
foreach (var tag in story.globalTags)
{
if (tag.IndexOf(':') == -1) continue;
var tokens = tag.Split(':');
var leftSide = tokens[0].Trim();
var rightSide = tokens[1].Trim();
if (!contentTags.ContainsKey(leftSide)) contentTags[leftSide] = new List<string>();
contentTags[leftSide].Add(rightSide);
}
return contentTags;
}
}