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parsing.py
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parsing.py
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import errors
import location
import trait
import menu_wrap
import phrase
import actor
import string
import re
import json
import action
from ai import AI
from logging import debug
class Parser(AI):
def __init__(self, *args, **kwargs):
AI.__init__(self, *args, **kwargs)
self.display_queue = []
self.special_phrases = []
self.routine = None
self.web_output = False
self.visited_locations = set()
self.end_game = False
self.verbose = False
self.logged_input = None
self.logged_action = None
self.last_interrupt_request = None
def display(self, display_string: str):
# self.display_queue.append(display_string)
if display_string == "SILENCE":
return
if not self.web_output:
print(display_string)
return
display_string += "\n"
out_json_lines = []
if not display_string.startswith("###[[["):
display_string = menu_wrap.begin_pretty+display_string
if display_string.endswith(menu_wrap.begin_pretty):
valid_length = len(display_string) - len(menu_wrap.begin_pretty)
display_string = display_string[0:valid_length]
sections = display_string.split("###[[[")
if len(sections) > 0 and sections[0] == "":
sections.pop(0)
for section in sections:
directive, body = section.split("]]]###")
if directive == "TEXT":
out_json_lines.append(json.dumps(body))
elif directive == "JSON":
if "\n" in body:
raise Exception(f"Supposedly valid JSON contains literal newline: {body}")
out_json_lines.append(body)
else:
raise Exception(f"Unexpected directive {directive}")
for json_line in out_json_lines:
assert "\n" not in json_line
print(json_line)
# output = display_string # .capitalize()
# output = output.replace("\n", "<br />\n")
# output = output.replace(menu_wrap.web_new_line, "\n")
# print(output, end="<br />\n")
def close(self):
self.end_game = True
return "Ending game."
def seek_clarification(self, possibility_list, name):
s = ('There are multiple things called \"{name}\"'
' here. Which one do you mean?').format(name=name)
self.display(s)
alphabet = string.ascii_lowercase
lookup = {}
for letter, thing in zip(alphabet, possibility_list):
self.display(
f"{letter}: {thing.get_name(self.actor)}"
)
lookup[letter] = thing
new_name = self.input()
try:
new_list = [lookup[new_name]]
except KeyError:
new_list = [i for i in possibility_list if i.has_name(new_name)]
if new_list:
return new_list
else:
# If the input doesn't make sense as a name, try it as a new command
self.logged_action = self.execute_string(new_name)
return []
def get_local_action(self):
if self.logged_action is None:
return self.execute_user_input()
else:
out = self.logged_action
self.logged_action = None
return out
def see_thing(self, thing):
if thing.has_trait(trait.portal) and thing.landmark:
self.actor.known_landmarks.add(thing.landmark)
def agrees_to(self, own_action):
if isinstance(own_action, action.Sell):
m = own_action.target.get_name(self.actor)
p = own_action.proposed_price
self.display("{} offers you {}. Do you accept? (Y/N)".format(m, p))
inp = self.input()
if inp in {"y", "yes"}:
return True
else:
return False
else:
return super().agrees_to(own_action)
def ask_for_interrupt(self):
decision_made = False
while not decision_made:
self.display("Interrupt your action? (Y/N)")
inp = self.input()
if inp in {"y", "yes"}:
self.routine = None
self.cancel_actions()
decision_made = True
elif inp in {"n", "no", ""}:
decision_made = True
else:
new_action = self.execute_string(inp)
if new_action.is_instant:
self.actor.attempt_action(new_action)
decision_made = False
else:
self.logged_action = new_action
self.routine = None
self.cancel_actions()
decision_made = True
def hear_announcement(self, action):
super().hear_announcement(action)
if action.actor == self.actor:
if action.moves_actor() and not action.quiet:
new_location = self.actor.location
if self.verbose or new_location not in self.visited_locations:
full_text = True
else:
full_text = False
self.visited_locations.add(new_location)
out = new_location.describe(self.actor, full_text)
self.display(out)
elif self.actor.awake:
text = action.get_success_string(viewer=self.actor)
if not action.quiet:
self.display(text)
my_action = self.get_current_action()
if my_action:
previously_dismissed = self.last_interrupt_request == my_action
else:
previously_dismissed = False
acting = self.routine or my_action
conditions = (
acting,
not previously_dismissed,
text != "SILENCE",
not self.taking_hostile_action(),
)
if all(conditions):
self_hostile = getattr(my_action, "is_hostile", False)
# we shouldn't ask to interrupt the player's attacks.
if not self_hostile and action.actor.is_hostile_to(self.actor):
self.last_interrupt_request = my_action
self.ask_for_interrupt()
def input(self):
if self.web_output:
prompt = json.dumps({"type": "output complete"})+"\n"
else:
prompt = ">"
output = input(prompt).lower()
# for ch in string.punctuation:
# output = output.replace(ch, "")
output = output.replace(" the ", " ")
return output
def match_posture_to_name(self, name):
# Maybe do this?
raise NotImplementedError
def match_things_to_names(self, names):
return [self.match_thing_to_name(name) for name in names]
def match_thing_to_name(self, name, kind="TARGET"):
if kind == "TARGET" or kind == "LANDMARK":
lst = self.actor.get_targets_from_name(name, kind)
elif isinstance(self.actor, actor.Humanoid) and kind == "POSTURE":
lst = self.actor.get_postures_from_name(name)
else:
raise Exception
while len(lst) > 1:
lst = self.seek_clarification(lst, name)
if len(lst) == 1:
return lst[0]
else:
if not self.logged_action:
if kind == "TARGET":
self.display("There is no {} here".format(name))
elif kind == "LANDMARK":
self.display("You don't know any place called "+name+".")
elif kind == "POSTURE":
self.display("You don't know a posture called "+name+".")
raise errors.NoMatchingObject
def match_landmark_to_name(self, name):
return self.match_thing_to_name(name, kind="LANDMARK")
def invalid_action_fallback(self, failed_action):
from action import NullAction
failure_string = failed_action.is_valid()[1]
self.display(failure_string)
if self.routine:
self.routine = None
return NullAction(self.actor)
def execute_user_input(self):
return self.execute_string(self.input())
def execute_string(self, input_string):
for ph in self.special_phrases:
if ph.matches(input_string):
self.display(ph.perform_action())
return action.NullAction(self.actor)
try:
action_or_routine = action.match_action_to_string(
self, input_string)
except errors.NoMatchingObject:
return action.NullAction(self.actor)
else:
if action_or_routine is None:
template = "I don't know what \"{}\" means"
self.display(template.format(input_string))
return action.NullAction(self.actor)
else:
permission, explanation = action_or_routine.is_valid()
if not permission:
self.display(explanation)
return action.NullAction(self.actor)
if action_or_routine.is_routine():
my_action = self.start_routine(action_or_routine)
if my_action is None:
reason = action_or_routine.reason_for_empty()
if reason:
self.display(reason)
else:
self.display("That doesn't make sense. Do something else.")
return self.get_action()
elif not my_action.is_valid()[0]:
self.routine = None
return self.invalid_action_fallback(my_action)
else:
return my_action
else:
return action_or_routine
if __name__ == "__main__":
import game_object
import actor
loc = location.Location()
dude = actor.Hero(loc)
sword = game_object.Item(location=loc, name="sword",
other_names=["iron sword"])
bsword = game_object.Item(
location=loc, name="sword", other_names=["bronze sword"])
p = Parser(dude)
p.execute_user_input()