An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using System.Collections.Generic;
using System.Text;
using System.Text.RegularExpressions;
namespace Fungus
{
/// <summary>
/// Handles replacing vary text segments. Keeps history of previous replacements to allow for ordered
/// sequence of variation. Inspired by https://github.com/inkle/ink/blob/master/Documentation/WritingWithInk.md#6-variable-text
///
/// [] mark the bounds of the vary section
/// | divide elements within the variation
///
/// Default behaviour is to show one element after another and hold the final element. Such that [a|b|c] will show
/// a the first time it is parsed, b the second and every subsequent time it will show c.
///
/// Empty sections are allowed, such that [a||c], on second showing it will have 0 characters.
///
/// Supports nested sections, that are only evaluated if their parent element is chosen.
///
/// This behaviour can be modified with certain characters at the start of the [], eg. [&a|b|c];
/// - & does not hold the final element it wraps back around to the begining in a looping fashion
/// - ! does not hold the final element, it instead returns empty for the varying section
/// - ~ chooses a random element every time it is encountered
/// </summary>
public static class TextVariationHandler
{
public class Section
{
public VaryType type = VaryType.Sequence;
public enum VaryType
{
Sequence,
Cycle,
Once,
Random
}
public string entire = string.Empty;
public List<string> elements = new List<string>();
public string Select(ref int index)
{
switch (type)
{
case VaryType.Sequence:
index = UnityEngine.Mathf.Min(index, elements.Count - 1);
break;
case VaryType.Cycle:
index = index % elements.Count;
break;
case VaryType.Once:
//clamp to 1 more than options
index = UnityEngine.Mathf.Min(index, elements.Count);
break;
case VaryType.Random:
index = UnityEngine.Random.Range(0, elements.Count);
break;
default:
break;
}
if (index >= 0 && index < elements.Count)
return elements[index];
return string.Empty;
}
}
static Dictionary<int, int> hashedSections = new Dictionary<int, int>();
/// <summary>
/// Simple parser to extract depth matched [].
///
/// Such that a string of "[Hail and well met|Hello|[Good |]Morning] Traveler" will return
/// "[Hail and well met|Hello|[Good |]Morning]"
/// and string of "Hail and well met|Hello|[Good |]Morning"
/// will return [Good |]
/// </summary>
/// <param name="input"></param>
/// <param name="varyingSections"></param>
/// <returns></returns>
static public bool TokenizeVarySections(string input, List<Section> varyingSections)
{
varyingSections.Clear();
int currentDepth = 0;
int curStartIndex = 0;
int curPipeIndex = 0;
Section curSection = null;
for (int i = 0; i < input.Length; i++)
{
switch (input[i])
{
case '[':
if (currentDepth == 0)
{
curSection = new Section();
varyingSections.Add(curSection);
//determine type and skip control char
var typedIndicatingChar = input[i + 1];
switch (typedIndicatingChar)
{
case '~':
curSection.type = Section.VaryType.Random;
break;
case '&':
curSection.type = Section.VaryType.Cycle;
break;
case '!':
curSection.type = Section.VaryType.Once;
break;
default:
break;
}
//mark start
curStartIndex = i;
curPipeIndex = i + 1;
}
currentDepth++;
break;
case ']':
if (currentDepth == 1)
{
//extract, including the ]
curSection.entire = input.Substring(curStartIndex, i - curStartIndex + 1);
//close an element if we started one
if (curStartIndex != curPipeIndex - 1)
{
curSection.elements.Add(input.Substring(curPipeIndex, i - curPipeIndex));
}
//if has control var, clean first element
if(curSection.type != Section.VaryType.Sequence)
{
curSection.elements[0] = curSection.elements[0].Substring(1);
}
}
currentDepth--;
break;
case '|':
if (currentDepth == 1)
{
//split
curSection.elements.Add(input.Substring(curPipeIndex, i - curPipeIndex));
//over the | on the next one
curPipeIndex = i + 1;
}
break;
default:
break;
}
}
return varyingSections.Count > 0;
}
static public string SelectVariations(string input)
{
// Match the regular expression pattern against a text string.
List<Section> sections = new List<Section>();
bool foundSections = TokenizeVarySections(input, sections);
if (!foundSections)
return input;
StringBuilder sb = new StringBuilder();
sb.Length = 0;
sb.Append(input);
for (int i = 0; i < sections.Count; i++)
{
var curSection = sections[i];
string selected = string.Empty;
//fetched hashed value
int index = -1;
int key = input.GetHashCode() ^ curSection.entire.GetHashCode();
int foundVal = 0;
if (hashedSections.TryGetValue(key, out foundVal))
{
index = foundVal;
}
index++;
selected = curSection.Select(ref index);
//update hashed value
hashedSections[key] = index;
//handle sub vary within selected section
selected = SelectVariations(selected);
//update with selecton
sb.Replace(curSection.entire, selected);
}
return sb.ToString();
}
}
}