Module: Inform::StdLib
- Defined in:
- lib/story_teller/stdlib.rb,
lib/story_teller/stdlib.rb,
lib/story_teller/stdlib.rb
Overview
The StdLib module to re-define the InScope method rubocop: disable Metrics/AbcSize rubocop: disable Lint/DuplicateMethods
Constant Summary collapse
- DotPattern =
%r{\.}.freeze
- UnderscoreString =
'_'.freeze
- DefaultXMLAssociations =
%i[tagged modularized].freeze
- ParseRoutineString =
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'_parse_routine'.freeze
- SubString =
'Sub'.freeze
- DefaultVerbRoutineOptions =
{ fail_on_error: true }.freeze
- PrimaryHandlers =
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%i[before after life].freeze
- SynchronousHandlers =
PrimaryHandlers + %i[react_before].freeze
- ReactionHandlers =
SynchronousHandlers + %i[react_after].freeze
Instance Method Summary collapse
-
#_invoke(action, *args) ⇒ Object
(also: #silently_invoke)
Under invoke execute a routine but tries to prevent any output at all and does not provide other objects the opportunity to react to the action, like invoke does, above.
-
#ADirection ⇒ Object
Stubs.
- #AfterLife ⇒ Object
- #AfterPrompt ⇒ Object
- #Amusing ⇒ Object
- #area ⇒ Object
- #BeforeParsing ⇒ Object
- #BeginActivity ⇒ Object
- #ChooseObjects(_object, _code) ⇒ Object
- #consume_remaining_text ⇒ Object
- #DarkToDark ⇒ Object
- #DeathMessage ⇒ Object
- #debug(n = nil) ⇒ Object
- #DisplayStatus ⇒ Object
- #EndActivity ⇒ Object
- #Epilogue ⇒ Object
- #executable ⇒ Object
- #export(o, type = :xml) ⇒ Object
- #flush_automatically ⇒ Object
- #ForActivity ⇒ Object
- #FullScoreSub ⇒ Object
- #GamePostRoutine ⇒ Object
- #GamePreRoutine ⇒ Object
- #import_object(file) ⇒ Object
- #import_object_json(file) ⇒ Object
- #import_object_xml(file, associations = DefaultXMLAssociations) ⇒ Object
- #import_object_yaml(file) ⇒ Object (also: #import_object_yml)
-
#indirect(action, *args) ⇒ Object
rubocop: disable Metrics/AbcSize rubocop: disable Metrics/CyclomaticComplexity rubocop: disable Metrics/PerceivedComplexity.
-
#InScope(obj, scope = []) ⇒ Object
—————————————————————————- (From the Inform Designer’s Manual) §32 Scope and what you can see —————————————————————————- “In scope” roughly means “the compass directions, what you’re carrying and what you can see”.
- #inversion ⇒ Object
-
#invocation_context(action, *args) ⇒ Object
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-
#invoke(action, *args) ⇒ Object
The invoke method executes without prompting afterward but appends the output to the contextual event’s buffer which will be displayed upon completion of the contextual event.
- #location ⇒ Object
- #location=(o) ⇒ Object
- #LookRoutine ⇒ Object
- #Message(*args) ⇒ Object
- #NewRoom ⇒ Object
- #ObjectDoesNotFit ⇒ Object
-
#ParseNoun(obj) ⇒ Object
rubocop: disable Lint/SelfAssignment rubocop: disable Lint/UselessAssignment.
- #ParseNumber ⇒ Object
- #ParserError ⇒ Object
- #pcount ⇒ Object
- #preceding_text ⇒ Object
- #PrintTaskName ⇒ Object
- #PrintVerb ⇒ Object
-
#reacts_to?(obj, prop, *args) ⇒ Boolean
Hack for Ruby so we can do action-specific reaction handlers.
- #ScoreSub ⇒ Object
- #silently ⇒ Object
- #standard_interpreter ⇒ Object
- #StatusLineHeight ⇒ Object
- #TimePasses ⇒ Object
- #UnknownVerb(verb) ⇒ Object
-
#VerbRoutine(action, opts = {}) ⇒ Object
rubocop: disable Metrics/AbcSize rubocop: disable Metrics/MethodLength rubocop: disable Metrics/CyclomaticComplexity rubocop: disable Metrics/PerceivedComplexity.
- #version_number ⇒ Object
Instance Method Details
#_invoke(action, *args) ⇒ Object Also known as: silently_invoke
Under invoke execute a routine but tries to prevent any output at all and does not provide other objects the opportunity to react to the action, like invoke does, above.
This should be used to cause an action outcome during the execution of another Verb action subroutine. It should appear as if the invoked action is part of the original action. !rubocop: disable Metrics/AbcSize
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# File 'lib/story_teller/stdlib.rb', line 226 def _invoke(action, *args) raise "The action parameter may not be nil" if action.nil? # log.debug 'Invocation: ' + name(@player) + ' <<' + action + (args.empty? ? '' : ' ') + args.to_s + '>>' ctx = invocation_context(action, *args) elementally(ctx) do silently do send(VerbRoutine(action)) end end end |
#ADirection ⇒ Object
Stubs
Designers may override these.
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# File 'lib/story_teller/stdlib.rb', line 124 def ADirection(*) compass.include?(noun) end |
#AfterLife ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 456 def AfterLife(*) false end |
#AfterPrompt ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 460 def AfterPrompt(*) false end |
#Amusing ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 464 def Amusing(*) false end |
#area ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 116 def area location&.area end |
#BeforeParsing ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 468 def BeforeParsing(*) false end |
#BeginActivity ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 146 def BeginActivity(*) false end |
#ChooseObjects(_object, _code) ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 472 def ChooseObjects(_object, _code) 2 end |
#consume_remaining_text ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 91 def consume_remaining_text s = preceding_text @wn = num_words remaining_text = @input[s.length..] remaining_text ? remaining_text.strip : '' end |
#DarkToDark ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 476 def DarkToDark(*) false end |
#DeathMessage ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 480 def DeathMessage(*) false end |
#debug(n = nil) ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 28 def debug(n = nil) if n.nil? toggle_constant :DEBUG else @parser_trace = n reset_constant :DEBUG, true end end |
#DisplayStatus ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 138 def DisplayStatus false end |
#EndActivity ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 150 def EndActivity(*) false end |
#Epilogue ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 484 def Epilogue(*) false end |
#executable ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 37 def executable StoryTeller::Engine.executable end |
#export(o, type = :xml) ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 57 def export(o, type = :xml) o.send('export_' + type) if !o.nil? && o.respond_to?(('export_' + type).to_sym) end |
#flush_automatically ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 53 def flush_automatically toggle_constant :FLUSH_IO_INSTANTLY end |
#ForActivity ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 154 def ForActivity(*) false end |
#FullScoreSub ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 134 def FullScoreSub false end |
#GamePostRoutine ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 488 def GamePostRoutine(*) false end |
#GamePreRoutine ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 492 def GamePreRoutine(*) false end |
#import_object(file) ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 64 def import_object(file) type = File.extname(file) return if type.nil? send('import_object_' + type.gsub(DotPattern, UnderscoreString), file) end |
#import_object_json(file) ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 85 def import_object_json(file) return unless defined? JSON return if file.nil? JSON.parse(File.read(file)) end |
#import_object_xml(file, associations = DefaultXMLAssociations) ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 72 def import_object_xml(file, associations = DefaultXMLAssociations) return unless defined? Nokogiri return if file.nil? Inform::Object.from_xml(File.open(file), associations: associations) end |
#import_object_yaml(file) ⇒ Object Also known as: import_object_yml
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# File 'lib/story_teller/stdlib.rb', line 78 def import_object_yaml(file) return unless defined? YAML return if file.nil? YAML.safe_load_file(file) end |
#indirect(action, *args) ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 243 def indirect(action, *args) return false if action.nil? # raise "The action parameter may not be nil" if action.nil? action = action.to_sym subroutine = VerbRoutine(action, fail_on_error: false) contextualize # TODO: Test removal # Direct objects might need library built-ins # noun.inflib = actor.inflib if (!noun.nil?) && noun.object? && noun.inflib.nil? # second.inflib = actor.inflib if (!second.nil?) && second.object? && second.inflib.nil? @noun.inflib = self if !@noun.nil? && @noun.object? && @noun.inflib.nil? @second.inflib = self if !@second.nil? && @second.object? && @second.inflib.nil? return send(subroutine, *args) if respond_to? subroutine return send(action, *args) if respond_to? action false end |
#InScope(obj, scope = []) ⇒ Object
(From the Inform Designer's Manual)
§32 Scope and what you can see
"In scope" roughly means "the compass directions, what you're carrying
and what you can see". It exactly means this:
1. the compass directions;
2. the player's immediate possessions;
3. if there is light, then the contents of the player's visibility
ceiling (see §21 for definition, but roughly speaking the
outermost object containing the player which remains visible,
which is usually the player's location);
4. if there is darkness, then the contents of the library's object
thedark (by default there are no such contents, but some
designers have been known to move objects into thedark: see
'Ruins');
5. if the player is inside a container, then that container;
6. if O is in scope and is see-through (see §21), then the contents of O;
7. if O is in scope, then any object which it "adds to scope".
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# File 'lib/story_teller/stdlib.rb', line 587 def InScope(*) true end |
#inversion ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 41 def inversion print Inform::VERSION end |
#invocation_context(action, *args) ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 167 def invocation_context(action, *args) ctx = StoryTeller.context ctx.results = [ ctx.action = ctx.action_to_be = action, ctx.parameters = args.length, ctx.noun = ctx.inp1 = args.shift, ctx.second = ctx.inp2 = args.shift ] ctx.pattern = [ ctx.results[0].to_s.downcase, ctx.results[2], ctx.results[3] ] ctx.actor = player ctx.special_number1 = ctx.special_number2 = nil ctx.special_number1 = ctx.results[2] if ctx.results[2].number? ctx.special_number2 = ctx.results[3] if ctx.results[3].number? ctx.special_word = args.shift ctx.consult_words = args.shift ctx.consult_words = ctx.special_word = ctx.results[2] if ctx.results[2].is_a?(String) ctx.consult_words = ctx.special_word = ctx.results[3] if ctx.results[3].is_a?(String) ctx.match_from = ctx.wn = ctx.verb_wordnum = 0 ctx.words = [] ctx end |
#invoke(action, *args) ⇒ Object
The invoke method executes without prompting afterward but appends the output to the contextual event’s buffer which will be displayed upon completion of the contextual event.
TODO: Test: Does this mean that invoke must always be executed within an event context to have its output displayed? !rubocop: disable Metrics/AbcSize
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# File 'lib/story_teller/stdlib.rb', line 203 def invoke(action, *args) raise "The action parameter may not be nil" if action.nil? # log.debug 'Invocation: ' + name(@player) + ' <' + action + (args.empty? ? '' : ' ') + args.to_s + '>' ctx = invocation_context(action, *args) immediately(ctx) do if BeforeRoutines(action) == false send(VerbRoutine(action)) end end end |
#location ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 106 def location @player.location end |
#location=(o) ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 110 def location=(o) log.warn "Trying to set the location directly" log.warn caller[1] and abort @player.location = o end |
#LookRoutine ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 500 def LookRoutine(*) false end |
#Message(*args) ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 142 def Message(*args) println(args[:fatalerror] || args.values.first) end |
#NewRoom ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 504 def NewRoom(*) false end |
#ObjectDoesNotFit ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 508 def ObjectDoesNotFit(*) 2 end |
#ParseNoun(obj) ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 551 def ParseNoun(obj); obj = obj; return -1; end |
#ParseNumber ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 512 def ParseNumber(*) 2 end |
#ParserError ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 516 def ParserError(*) true end |
#pcount ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 102 def pcount @pattern ? @pattern.length - 1 : 0 end |
#preceding_text ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 98 def preceding_text @words[0..(@wn - 1)].join(' ') end |
#PrintTaskName ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 520 def PrintTaskName(*) true end |
#PrintVerb ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 524 def PrintVerb(*) true end |
#reacts_to?(obj, prop, *args) ⇒ Boolean
Hack for Ruby so we can do action-specific reaction handlers. With Inform, one can just implement before [; Whatever: “hi” ] on an Object and include some action-specifying cases as if the before method were a functional switch or case statement. rubocop: disable Metrics/AbcSize rubocop: disable Metrics/MethodLength rubocop: disable Metrics/CyclomaticComplexity rubocop: disable Metrics/PerceivedComplexity rubocop: disable Style/ReturnNilInPredicateMethodDefinition
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# File 'lib/story_teller/stdlib.rb', line 309 def reacts_to?(obj, prop, *args) raise "Nothing is not an object" if obj.nil? return false unless ReactionHandlers.include?(prop) # TODO: Only apply Behavior modules if object is not being controlled # by a player. obj.apply_modules if obj.respond_to?(:apply_modules) si = obj.inflib obj.inflib = self # TODO: I have prototyped a possible Inform-esque # switch-style dsl for reaction methods based on # action name. Here, the prop would be sent the # object normally, but the object reaction method # would contain a series of method invocations with # a block parameter. If any of the method missing # invocations method name parameter resembled the # action name, then the given block would get # executed on the subject, thereby simulating the # Inform-style functional switch idiom. Like this: # # def method_missing(method, *args, &block) # return yield if method == action # super # end # # def before # Touch { # publish The(self) + " shudders." # println "Your skin crawls." # true # } # Show { # publish The(self) + " is uninterested in " + the(noun) + "." # "Nothing special." # } # end # # TODO: Zarf has recommended implementing a check for code persisted as # a property of an observant object. For instance: # object: # properties: # --- # before: # --- # Touch: publish The(self) + "shudders."; println "Your skin crawls."; true # To preserve support for a game designer to implement catch-all # reactions by observant objects, just have the receiver object # read the action variable in order to determine course. For example: # # def before # case action # when :Poke then println "Keep your hands to yourself!" # if PrimaryHandlers.include?(prop) && obj.respond_to?(prop) # contextualize # obj.contextualize # TODO: Test context_action = Thread.current[:event]&.action log.debug "Inform#reacts_to?(obj=#{obj}, prop=#{prop}) action: #{context_action}" if (result = obj.send(prop, *args)) return result end end # TODO: TESTME Confirm that using the parser's @action variable # is sufficiently reliable for composing reaction handler methods. # As of 2021-07-21, there appears to be some evidence that using # the #invoke method to generate reaction callbacks here is not # usable with the @action approach. Apparently, @action is the least # reliable because it can include a leftover value from a previous # interaction, since the #invoke method does not set the value on # the library (and nor should it, since #invoke is for ad-hoc events). # The longer term and more correct fix here is likely to consolidate # all references to @action as simply action which would pull from an # event context. For now I think that I'll simply include @action at # the end of the chain, in order to ensure that some action is # available for reaction handler method reference construction. # act = obj.action || action || @action # act = @action || obj.inflib.action || action # act = obj.inflib.action || action # act = obj.inflib.action || action || @action act = Thread.current[:event]&.action || action || @action # TODO: Remove debug logging here. # log.debug "Inform#reacts_to? #{prop}" # log.debug " #{self}.@action: #{@action}" # log.debug " #{obj.inflib}.action: #{obj.inflib.action}" # log.debug " #{Thread.current[:event]}.current.thread.event.action: #{action}" # log.debug " act: #{act}" if act.nil? log.warn "Failed to reference action invoking #reacts_to?" return nil end reaction = "#{prop}_#{act}" # log.debug "obj: #{obj.identity}, reaction: #{reaction}" # log.debug "obj.respond_to?(reaction.downcase!):" # log.debug " #{obj.respond_to?(reaction.downcase!)} (#{obj.respond_to?(reaction)})" if obj.respond_to?(reaction) handler = obj.method(reaction) elsif obj.respond_to?(reaction.downcase!) handler = obj.method(reaction) else return nil # false end log.debug "Found reaction handler for #{obj}.#{reaction}: #{handler}" if SynchronousHandlers.include?(prop) # Go ahead and print any string results from designer-implemented # handlers, and return true if there are any. # contextualize result = obj.instance_exec(*args, &handler) return result unless result.is_a?(String) println result return true end # ctx = invocation_context(@action, @noun, @second, @special_word, @consult_words) ctx = invocation_context(act, noun, second, special_word, consult_words) obj.register_callback(ctx, *args, &handler) # Because of the event-oriented nature of actions in a multiplayer # system, other objects may not interfere with original actions # once they have taken place. So, false must always be returned. # However, game designers must still have the ability to direct an # object, particular an animate one, to respond to an action if # appropriate. nil # false rescue StandardError => e log.error "Error getting reaction from #{obj}", e e.backtrace.each { |t| log.error t } ensure obj.inflib = si end |
#ScoreSub ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 130 def ScoreSub false end |
#silently ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 158 def silently(*) k = @keep_silent; @keep_silent = true yield ensure @keep_silent = k end |
#standard_interpreter ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 45 def standard_interpreter 0 end |
#StatusLineHeight ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 128 def StatusLineHeight; end |
#TimePasses ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 528 def TimePasses(*) false end |
#UnknownVerb(verb) ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 532 def UnknownVerb(verb, *) verb end |
#VerbRoutine(action, opts = {}) ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 270 def VerbRoutine(action, opts = {}) raise 'The action parameter may not be nil' if action.nil? opts = DefaultVerbRoutineOptions.merge(opts) if action.respond_to?(:underscore) && respond_to?( sub_routine = (action.underscore(downcase: false) + ParseRoutineString)) sub_routine.to_sym elsif respond_to?(sub_routine = (action + SubString)) sub_routine.to_sym elsif respond_to?(sub_routine = (action.camelize + SubString)) sub_routine.to_sym elsif action.respond_to?(:snake_case) && respond_to?(sub_routine = action.snake_case) sub_routine.to_sym elsif respond_to?(sub_routine = action) sub_routine.to_sym elsif opts[:fail_on_error] raise NoVerbRoutine, 'Please define a verb subroutine for the action ' + action else log.warn "Please define a verb subroutine for the action #{action}" false end end |
#version_number ⇒ Object
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# File 'lib/story_teller/stdlib.rb', line 49 def version_number 0 end |