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/* Phrase.cpp
Copyright (c) 2014 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "Phrase.h"
#include "DataNode.h"
#include "text/Format.h"
#include "GameData.h"
using namespace std;
// Replace all occurrences ${phrase name} with the expanded phrase from GameData::Phrases()
std::string Phrase::ExpandPhrases(const std::string &source)
{
string result;
size_t next = 0;
while(next < source.length())
{
size_t var = source.find("${", next);
if(var == string::npos)
break;
else if(var > next)
result.append(source, next, var - next);
next = source.find('}', var);
if(next == string::npos)
break;
++next;
string phraseName = string{source, var + 2, next - var - 3};
const Phrase *phrase = GameData::Phrases().Find(phraseName);
result.append(phrase ? phrase->Get() : phraseName);
}
// Optimization for most common case: no phrase in string:
if(!next)
return source;
else if(next < source.length())
result.append(source, next, string::npos);
return result;
}
Phrase::Phrase(const DataNode &node)
{
Load(node);
}
void Phrase::Load(const DataNode &node)
{
// Set the name of this phrase, so we know it has been loaded.
name = node.Size() >= 2 ? node.Token(1) : "Unnamed Phrase";
// To avoid a possible parsing ambiguity, the interpolation delimiters
// may not be used in a Phrase's name.
if(name.find("${") != string::npos || name.find('}') != string::npos)
{
node.PrintTrace("Error: Phrase names may not contain '${' or '}':");
return;
}
sentences.emplace_back(node, this);
if(sentences.back().empty())
{
sentences.pop_back();
node.PrintTrace("Error: Unable to parse node:");
}
}
bool Phrase::IsEmpty() const
{
return sentences.empty();
}
// Get the name associated with the node this phrase was instantiated
// from, or "Unnamed Phrase" if it was anonymously defined.
const string &Phrase::Name() const
{
return name;
}
// Get a random sentence's text.
string Phrase::Get() const
{
string result;
if(sentences.empty())
return result;
for(const auto &part : sentences[Random::Int(sentences.size())])
{
if(!part.choices.empty())
{
const auto &choice = part.choices.Get();
for(const auto &element : choice)
result += element.second ? element.second->Get() : element.first;
}
else if(!part.replacements.empty())
for(const auto &pair : part.replacements)
Format::ReplaceAll(result, pair.first, pair.second);
}
return result;
}
// Inspect this phrase and all its subphrases to determine if a cyclic
// reference exists between this phrase and the other.
bool Phrase::ReferencesPhrase(const Phrase *other) const
{
if(other == this)
return true;
for(const auto &sentence : sentences)
for(const auto &part : sentence)
for(const auto &choice : part.choices)
for(const auto &element : choice)
if(element.second && element.second->ReferencesPhrase(other))
return true;
return false;
}
Phrase::Choice::Choice(const DataNode &node, bool isPhraseName)
{
// The given datanode should not have any children.
if(node.HasChildren())
node.begin()->PrintTrace("Skipping unrecognized child node:");
if(isPhraseName)
{
emplace_back(string{}, GameData::Phrases().Get(node.Token(0)));
return;
}
// This node is a text string that may contain an interpolation request.
const string &entry = node.Token(0);
if(entry.empty())
{
// A blank choice was desired.
emplace_back();
return;
}
size_t start = 0;
while(start < entry.length())
{
// Determine if there is an interpolation request in this string.
size_t left = entry.find("${", start);
if(left == string::npos)
break;
size_t right = entry.find('}', left);
if(right == string::npos)
break;
// Add the text up to the ${, and then add the contained phrase name.
++right;
size_t length = right - left;
auto text = string{entry, start, left - start};
auto phraseName = string{entry, left + 2, length - 3};
emplace_back(text, nullptr);
emplace_back(string{}, GameData::Phrases().Get(phraseName));
start = right;
}
// Add the remaining text to the sequence.
if(entry.length() - start > 0)
emplace_back(string{entry, start, entry.length() - start}, nullptr);
}
// Forwarding constructor, for use with emplace/emplace_back.
Phrase::Sentence::Sentence(const DataNode &node, const Phrase *parent)
{
Load(node, parent);
}
// Parse the children of the given node to populate the sentence's structure.
void Phrase::Sentence::Load(const DataNode &node, const Phrase *parent)
{
for(const DataNode &child : node)
{
if(!child.HasChildren())
{
child.PrintTrace("Skipping node with no children:");
continue;
}
emplace_back();
auto &part = back();
const string &key = child.Token(0);
if(key == "word")
for(const DataNode &grand : child)
part.choices.emplace_back((grand.Size() >= 2) ? max<int>(1, grand.Value(1)) : 1, grand);
else if(key == "phrase")
for(const DataNode &grand : child)
part.choices.emplace_back((grand.Size() >= 2) ? max<int>(1, grand.Value(1)) : 1, grand, true);
else if(key == "replace")
for(const DataNode &grand : child)
part.replacements.emplace_back(grand.Token(0), (grand.Size() >= 2) ? grand.Token(1) : string{});
else
child.PrintTrace("Skipping unrecognized attribute:");
// Require any newly added phrases have no recursive references. Any recursions
// will instead yield an empty string, rather than possibly infinite text.
for(auto &choice : part.choices)
for(auto &element : choice)
if(element.second && element.second->ReferencesPhrase(parent))
{
child.PrintTrace("Warning: Replaced recursive '" + element.second->Name() + "' phrase reference with \"\":");
element.second = nullptr;
}
// If no words, phrases, or replaces were given, discard this part of the phrase.
if(part.choices.empty() && part.replacements.empty())
pop_back();
}
}
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