Class: TranscriptReader

Inherits:
Object
  • Object
show all
Defined in:
lib/IFMapper/TranscriptReader.rb

Overview

Class used to parse an Infocom-style transcript and automatically generate a map. This can be used to automatically map a game as you play it.

This code is based on Perl code by Dave Chapeskie, used in IFM, albeit it has been enhanced to handle multi-line commands, room stub exits and oneway exits, objects parsing and the ability to parse transcripts as they are being spit out.

Constant Summary collapse

TRANSCRIPT =
/^(?:Start of a transcript of|Here begins a transcript of interaction with (.*)|Here begins a transcript of interaction with)/
LOOK =

PROMPT = /^>s*/

/^l(ook)?/i
UNDO =
/^undo$/i
RESTART =
/^restart$/i
RESTORE =
/^restore$/i
IGNORE =
/transcript/i
OTHERS =
/^(read|inventory$|i$)/i
UNSCRIPT =
/^unscript$/i
BLANK =
/^\s*$/
TAKE =
/^(take|get)\s+(a\s+|the\s+)?(.*)/i
DROP =
/^(drop|leave)\s+()/i
STARTUP =
/(^[A-Z]+$|Copyright|\([cC]\)\s*\d|Trademark|Release|Version|[Ss]erial [Nn]umber|Written by)/
DARKNESS =
/^dark(ness)?$|^in the dark$|^a dark place$|^It is pitch black|^It is too dark to see anything|^You stumble around in the dark/i
DEAD =
/(You die|You have died|You are dead)/i
YES =
/^y(es)/i
THEN =
/\bthen\b/i
DIRMAP =

Compass direction command -> direction mapping.

{
  "n" => 0, "north" => 0, "ne" => 1, "northeast" => 1,
  "e" => 2, "east" => 2, "southeast" => 3, "se" => 3,
  "south" => 4, "s" => 4, "southwest" => 5, "sw" => 5,
  "west" => 6, "w" => 6, "northwest" => 7, "nw" => 7
}
ODIRMAP =
{"up" => 1, "u" => 1, "down" => 2, "d" => 2,
"in" => 3, "out" => 4, 'enter' => 3, 'exit' => 4 }
DIR_REX =
'(' + DIRMAP.keys.join('|') + '|' + ODIRMAP.keys.join('|') + ')'
GO =
/^((walk|run|go|drive|jump)\s+)?#{DIR_REX}[.,\s]*\b/i
DIRLIST =

Direction list in order of positioning preference.

[ 0, 4, 2, 6, 1, 3, 5, 7 ]
NO_EXIT =

No exit replies

[
 /\byou\scan't\sgo\sthat\sway\b/i,
 /\byou\scan't\sgo\sin\sthat\sdirection\b/i,
 /\bdoorways\slead\s/i,
 /\bthat's\sa\swall\b/i,
 /\bno\sexit\b/i,
 /\bthere's\s+nowhere\s+to\s+go\s+in\sthat\s+direction\b/i,
 /\bthere's\s+nothing\s+in\s+that\s+direction\b/i,
 /\bblocks?\sthe\sway/i,
 /\byou\scan\sonly\sgo\s/i,
 /\byou\scan\sgo\sonly\s/i,
 /\bimpenetrable\b/i,
 /\bbars\syour\sway/i,
 /\bthere's\s.*in\s(?:your|the)\sway/i
]
CLOSED_EXIT =

Closed exit replies

[
  /door\s+is\s+closed/i,
]
PREPOSITION =

remove things like (on the bed) from short room name

"(?:in|on|under|behind|inside|along|\w+ing)"
NAME_REMOVE =
/(\s+\(#{PREPOSITION}\s+.+\)|,\s+#{PREPOSITION}\s+[^\,\.]+)/
NAME_INVALID =

not a room name if it has any of this.

/--|[:;\*\[\]\|\+\=!\.\?\000<>]/
SALUT =

Salutations and other words with periods that can appear as name of room

'(Mr|Mr?s|Miss|Jr|Sr|St|Dr|Ave|Inc)'
SALUTATIONS =
/\b#{SALUT}\./
NAME_MAXWORDS =

Maximum length of room name. Otherwise, a sentence we ignore.

20
NAME_UNCAP =

word list that may be uncapitalized in room name

/^(?:of|on|to|with|by|a|in|the|at|under|through|near)$/i
DESC_MINWORDS =

Default room description recognition parameters.

20
DESC_IGNORE =

Ignore these words when matching words in description To avoid cases, like: An open gate vs. A closed gate

/(?:an|a|open(ed)?|closed?)/i
RESTORE_OK =
/\b(Okay|Ok|completed?|Restored)\b/
THE =
'(?:the|an|a|your|some of the|some)\s+'
ARTICLE =

Regex to eliminate articles from get/take replies.

/^#{THE}/i
TAKE_OBJ =

Possible nessages indicating get/take succeeded

'([\w\d\-\'\s]+)'
TAKE_FROM =
'(?:\s+(?:up|from|out)\s+.*)$'
TAKE_ALIAS =
'(?:grab|pick\s+up|pick|pilfer|take(?:\s+up)?)'
TAKE_OK =
[ 
  /\btaken\b/i,
  /you\s+have\s+now\s+(?:got\s+)?(?:#{THE})?#{TAKE_OBJ}#{TAKE_FROM}/i,
  /you\s+have\s+now\s+(?:got\s+)?(?:#{THE})?#{TAKE_OBJ}/i,
  /you\s+#{TAKE_ALIAS}\s+(?:#{THE})?#{TAKE_OBJ}#{TAKE_FROM}/i,
  /you\s+#{TAKE_ALIAS}\s+(?:#{THE})?#{TAKE_OBJ}/i,
  /you\s+now\s+have\s+(?:got\s+)?(?:#{THE})?#{TAKE_OBJ}/i,
  /you\s+pick\s+up\s+(?:#{THE})?#{TAKE_OBJ}/i,
  /you\s+are\s+now\s+holding\s+(?:#{THE})?#{TAKE_OBJ}/i,
]
IT =
/^(it|them)$/i
IDENTIFY_BY_DESCRIPTION =
0
IDENTIFY_BY_SHORTNAME =
1
SHORTNAME_CLASSIC =
0
SHORTNAME_CAPITALIZED =
1
SHORTNAME_MOONMIST =
2
SHORTNAME_WITNESS =
3
SHORTNAME_ADRIFT =
4
SHORTNAME_ALL_CAPS =
5
DIRS =

Given a room description, parse it to try to find out all exits from room.

{
  # SWD added variants used in e.g. YAGWAD
  'north-east' => 1, 'south-east' => 3, 'south-west' => 5, 'north-west' => 7,
  # Usual directions
  'north' => 0, 'northeast' => 1, 'east' => 2, 'southeast' => 3, 
  'south' => 4, 'southwest' => 5, 'west' => 6, 'northwest' => 7,
}
DIR =

SWD: hack: the variants with dashes must come first (so that regexes matches ‘north-east’ in preference to ‘north’), so we manually prepend their names. The duplication is harmless, it just makes the regexes slightly slower in the non-match case.

'(' + DIRS.keys.join('\b|') + ')'
OR =
'(?:and|or)'
EXITS_REGEX =
[
  # paths lead west and north
  /(run|bears|lead|wander|winds|go|continues)\s+#{DIR}\s+#{OR}\s+#{DIR}\b/i, 
  # to the east or west
  /to\s+the#{DIR}\s+#{OR}\s+(to\s+the\s+)?#{DIR}\b/i,
  # You can go south
  /you\s+can\s+go#{DIR}\b/i,
  # to the east
  /to\s+the\s+#{DIR}\b/i,
  # east-west corridor
  /[\.\s+]#{DIR}[\/-]#{DIR}\s+(passage|corridor)/i, 
  # East is the postoffice
  /\b#{DIR}\s+is/i,
  # Directly north
  /\bDirectly\s+#{DIR}/i,
  # continues|lies|etc... east
  /(runs|bears|leads|heads|opens|winds|continues\s+on|continues|branches|lies|wanders|bends|curves)\s+#{DIR}\b/i,
  /(running|leading|heading|opening|branching|lying|wandering|looking|bending)\s+#{DIR}\b/i,
]
EXITS_SPECIAL =
{ 
  /four\s+directions/i => [0, 2, 4, 6],
  /four\s+compass\s+points/i => [0, 2, 4, 6],
  /all\s+directions/i  => [0, 1, 2, 3, 4, 5, 6, 7],
}
@@win =
nil
@@debug =

Change this to non-nil to print out debugging info

nil

Instance Attribute Summary collapse

Instance Method Summary collapse

Constructor Details

#initialize(map, file) ⇒ TranscriptReader

Returns a new instance of TranscriptReader.



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# File 'lib/IFMapper/TranscriptReader.rb', line 1372

def initialize(map, file)
  @shortName = 0 
  @prompt    = /^>\s*/
  @identify  = 0

  @f        = nil
  @file     = file
  @map      = map
  @objects  = {}
  @moves    = []
  @here     = nil
  @section  = -1
  @last_obj = nil
end

Instance Attribute Details

#identifyObject

Returns the value of attribute identify.



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# File 'lib/IFMapper/TranscriptReader.rb', line 146

def identify
  @identify
end

#mapObject

Returns the value of attribute map.



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# File 'lib/IFMapper/TranscriptReader.rb', line 146

def map
  @map
end

#shortNameObject

Returns the value of attribute shortName.



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# File 'lib/IFMapper/TranscriptReader.rb', line 145

def shortName
  @shortName
end

Instance Method Details

#_parse_line(line) ⇒ Object



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# File 'lib/IFMapper/TranscriptReader.rb', line 356

def _parse_line(line)
  @moves.clear

  #
  # Read all commands
  #
  loop do
    line.sub!(@prompt, '') if @prompt.to_s =~ />/
    line.chop!
    line.sub!(/\s+$/, '')
    cmd = line

    # Read reply
    reply = []
    while line = @f.gets
	break if line =~ @prompt
	line.chop!
	line.sub!(/\s+$/,'')
	reply << line
    end

    if cmd =~ UNDO
	if @moves.size < 2
 @here = nil  # out of moves, no clue where we are
	else
 @moves.pop
	end
    else
	move = { }

	# Replace all 'THEN' in command for periods
	cmd.sub!(THEN, '.')
	# and all ANDs for commas
	cmd.sub!(/\band\b/i,',')
	# and multiple periods for just one
	cmd.sub!(/\s*\.+\s*/, '.') 

	move[:cmd]   = cmd
	move[:reply] = reply
	@moves << move
    end

    break if not line

  end


  # Step 2
  @restart = false
  tele = nil
  @moves.each { |move|
    cmd = move[:cmd]
    next if cmd =~ IGNORE or cmd =~ OTHERS
    if cmd =~ UNSCRIPT
	tele = 1
	@here = nil
	next
    end

    if @restart and cmd =~ YES
	@here = nil
    else
	@restart = false
	tele = nil
    end

    if cmd =~ RESTART
	@restart = true
	tele = 1
    end

    if cmd =~ RESTORE
	if move[:reply].join() =~ RESTORE_OK
 @here = nil
 tele = 1
	else
 next
	end
    end

    name = nil
    desc = ''
    roomflag = false
    desc_gap = false
    startup = false
    rooms = []
    move[:reply].each { |r|
	tele = 1 if r =~ DEAD

	if r =~ STARTUP
 # Dealing with a startup message, such as:
 # MY GAME
 # Copyright (C) 1984 ComputerQuest
 # We skip the whole thing until the next blank line
 debug "#{r} skipped due to startup"
 startup = true
 desc = ''
 name = nil
 roomflag = false
 desc_gap = false
 @here = nil
 tele = 1
 next
	end
	next if startup and r !~ BLANK
	startup = false

	if not roomflag and r !~ BLANK and n = room_name(r)
 debug "Found room #{n}"
 roomflag = true
 desc_gap = false
 name = n
 desc = ''
 next
	end

	if not desc_gap and roomflag and r =~ BLANK and desc == ''
 desc_gap = true
 next
	end


	if roomflag and r !~ BLANK
 desc << r << "\n"
 next
	end

	if r =~ BLANK and roomflag
 if desc.count("\n") == 1 and desc =~ /\?$/
   # A "What next?" type of prompt, not a room description
   desc = ''
 end
 if desc == ''
   desc = nil
 else
   desc.gsub!(/\n/, ' ')
   desc.strip!
 end

 rooms << {
   :name => name,
   :desc => desc,
   :tele => tele
 }
 roomflag = false
 desc_gap = false
 name = nil
 desc = ''
 tele = nil
	end
    }
    
    # Oops, there was no newline between room description and prompt and
    # we missed the last room.
    # This happens for example with Magnetic Scrolls transcripts.
    if name
	rooms << {
 :name => name,
 :desc => desc,
 :tele => tele
	}
    end

    if not rooms.empty?
	move[:rooms] = rooms
	move[:look]  = true if cmd =~ LOOK
	move[:reply] = nil
    end
  }


  @moves.each { |move|
    cmd  = move[:cmd]
    if objs = cmd.scan(TAKE)
	take(move, objs)
    end
	
    if not move[:rooms]
	# Check if a moving command failed
	if cmd =~ GO
 dir = $3
 # See if a stub direction exits in that direction
 if @here and DIRMAP[dir] then
   dir = DIRMAP[dir]
   next unless @here[dir]

   if @here[dir].stub?
     # Check if reply was that there's no exit there.
     NO_EXIT.each { |re|
if move[:reply][0] =~ re
  # If so, remove it... automapper got it wrong.  Not an exit.
  @map.delete_connection(@here[dir])
  break
end
     }
   end

   # Check if there is a closed door
   if @here[dir] and @here[dir].type == Connection::FREE
     CLOSED_EXIT.each { |re|
if move[:reply][0] =~ re
  # If so, flag it
  @here[dir].type = Connection::CLOSED_DOOR
  break
end
     }
   end
 end
	end
	next
    end

    move[:rooms].each { |room|
	name = room[:name]
	debug "SECTION: #{@map.section}"
	debug "HERE IS: #{@here}"
	debug "CMD:     #{cmd}"
	debug "ENDS AT: #{name}"

	desc = room[:desc].to_s
	desc.gsub!(/(\w)\s*\n/, '\1 ')

	line = move[:line]
	
	# If we teleported, try to find room 
	if room[:tele]
 debug "\t ****TELEPORT TO #{name}****"
 @here = find_room(name, desc)
 debug "\t TO: #{@here}"
	end

	# Make sure the user has not deleted the current room from map
	# and that we are in the proper section.
	if @here
 found = false
 @map.sections.each_with_index { |sect, idx|
   if sect.rooms.include?(@here)
     found = true
     if idx != @map.section
@map.fit
@map.section = idx
     end
     break
   end
 }
 @here = nil if not found
	end

	# If it is a look command or we don't know where we are yet,
	# set current room.
	if move[:look] or not @here
 if move[:look] and name =~ DARKNESS
   @here = find_room(name, desc) if @here and not @here.darkness
 else
   @here = find_room(name, desc)
 end
 @here = new_room(move, name, desc) unless @here
 @here.selected = true
 next
	end

	cmd.sub!(GO, '')
	dir = $3

	# Swallow everything until next command (separated by .)
	cmd.sub!(/.*\./, '')

	debug "MOVED IN DIRECTION: #{dir}  CMD LEFT:#{cmd}"
	if not cmd
 debug "Oops... run out of commands."
 break
	end

	sect  = @map.section

	# Otherwise, assume we moved in some way.  Try to find the new room.
	if name =~ DARKNESS
 idx = DIRMAP[dir] || ODIRMAP[dir]
 # Moving to a dark room is special.  We verify the exit to see
 # if it was already moving to a dark room (in which case it
 # becomes "there") or if it was moving to some other room (in
 # which case we flag it as dark and make it there)
 if idx and @here[idx]
   c = @here[idx]

   if c.roomA == @here
     b = c.roomB
   else
     b = c.roomA
   end

   if not b
     there = nil
   else
     if b.name !~ DARKNESS
b.darkness = true
     end
     there = b
   end
 else
   # No connection yet, create dark room
   there = nil
 end
	else
 there = find_room(name, desc)
	end

	next if there == @here


	go  = nil
	if DIRMAP[dir]
 dir = DIRMAP[dir]
	elsif ODIRMAP[dir]
 go  = ODIRMAP[dir]
 debug "#{dir} move #{go}"
 dir = choose_dir(@here, there, go)
	else
 # special move --- teleport/death/etc.
 go  = 0
 dir = choose_dir(@here, there, go)
	end
	debug "MOVED IN DIR INDEX: #{dir}"

	@here.selected = false
	if not there
 # Unvisited -- new room
 @here = new_room(move, name, desc, dir, @here, go)
	else
 # Visited before -- new link
 if sect == @map.section # don't conn
   new_link(move, @here, there, dir, go)
 end
 @here = there
	end
    }
  }

  @moves.clear
  @map.fit
  if @map.kind_of?(FXMap)
  end
end

#add(room) ⇒ Object

Add a new room to the automapper



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# File 'lib/IFMapper/TranscriptReader.rb', line 234

def add(room)
  @rooms << room
end

#capitalize_room(line) ⇒ Object



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# File 'lib/IFMapper/TranscriptReader.rb', line 860

def capitalize_room(line)
  words = line.split(' ')
  words.each_with_index { |w, idx|
    if idx > 0 and w =~ NAME_UNCAP
	w.downcase!
    else
	w.capitalize!
    end
  }
  return words.join(' ')
end

#choose_dir(a, b, go = nil, exitB = nil) ⇒ Object

Choose a direction to represent up/down/in/out.



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# File 'lib/IFMapper/TranscriptReader.rb', line 1277

def choose_dir(a, b, go = nil, exitB = nil)
  # Don't add a new connection if we already have a normal connection
  # to the room and we are moving up/down/etc.
  if go
    rgo = go % 2 == 0? go - 1 : go + 1
    debug "#{Connection::EXIT_TEXT[go]} <=> #{Connection::EXIT_TEXT[rgo]}"
    # First, check if room already has exit moving towards other room
    a.exits.each_with_index { |e, idx|
	next if not e
	roomA = e.roomA
	roomB = e.roomB
	if roomA == a and roomB == b
 e.exitAtext = go if e.exitBtext == rgo
 return idx
	elsif roomB == a and roomA == b
 e.exitBtext = go if e.exitAtext == rgo
 return idx
	end
    }
  end

  # We prefer directions that travel less... so we need to figure
  # out where we start from...
  if b
    x = b.x
    y = b.y
  else
    x = a.x
    y = a.y
  end
  if exitB
    dx, dy = Room::DIR_TO_VECTOR[exitB]
    x += dx
    y += dy
  end

  # No such luck... Pick a direction.
  best = nil
  bestscore = nil

  DIRLIST.each { |dir|
    # We prefer straight directions to diagonal ones
    inc   = dir % 2 == 1 ? 10 : 14
    score = 1000
    # We prefer directions where both that dir and the opposite side
    # are empty.
    if (not a[dir]) or a[dir].stub?
	score += inc
	score += 4 if a[dir] #attaching to stubs is better
    end
#       rdir  = (dir + 4) % 8
#       score += 1   unless a[rdir]

    # Measure distance for that exit, we prefer shorter
    # paths
    dx, dy = Room::DIR_TO_VECTOR[dir]
    dx = (a.x + dx) - x
    dy = (a.y + dy) - y
    d = dx * dx + dy * dy
    score -= d
    next if bestscore and score <= bestscore
    bestscore = score
    best = dir
  }

  if not bestscore
    raise "No free exit for choose_dir"
  end

  return best
end

#debug(*msg) ⇒ Object



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# File 'lib/IFMapper/TranscriptReader.rb', line 129

def debug(*msg)
  if @@debug
    $stdout.puts msg
  end
end

#destroyObject



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# File 'lib/IFMapper/TranscriptReader.rb', line 1353

def destroy
  @t.kill if @t
  @f.close if @f
  GC.start
end

#find_room(name, desc) ⇒ Object



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# File 'lib/IFMapper/TranscriptReader.rb', line 700

def find_room(name, desc)
  case @identify
  when IDENTIFY_BY_DESCRIPTION
    return find_room_by_desc(name, desc)
  when IDENTIFY_BY_SHORTNAME
    return find_room_by_name(name, desc)
  end
end

#find_room_by_desc(name, desc) ⇒ Object



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# File 'lib/IFMapper/TranscriptReader.rb', line 776

def find_room_by_desc(name, desc)
  bestscore = 0
  best = nil

  @map.sections.each_with_index { |sect, idx|
    sect.rooms.each { |room|
	score = 0

	if desc and room.desc
 # We have a description...
 # Try exact description match first
 score += 100 if room.desc == desc
 
 # Try substring match
 score += 50 if room.desc.index(desc)
 
 # If we have a room where both name and desc match,
 # we get a better score than just description only.
 # This is to help, for example, Trinity, where two rooms have
 # the exact description but different name.
 score += 1 if room.name == name and score > 0

 # If still no luck, try first N words
 if score == 0
   dwords = room.desc.split(' ')
   words  = desc.split(' ')
   match  = true
   count  = 0
   0.upto(desc.size) { |i|
     # Ignore some words (like open/close, which may just mean
     # some doors changed state)
     next if words[i] =~ DESC_IGNORE

     if words[i] != dwords[i]
if count < DESC_MINWORDS
  match = false
  break
else
  next
end
     end
     count += 1
   }
   
   score += count if match and room.name == name
 end
	else
 # Just the name, not so good
 score += 1 if room.name == name
	end
	next if score <= bestscore
	bestscore = score
	best = [room, idx]
    }
  }

  return nil if not best
    
  # Make sure we are in the right section
  if best[1] != @map.section
    @map.fit
    @map.section = best[1]
  end
  if desc and (not best[0].desc or best[0].desc == '')
    best[0].desc = desc
  end
  return best[0]
end

#find_room_by_name(name, desc) ⇒ Object



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# File 'lib/IFMapper/TranscriptReader.rb', line 709

def find_room_by_name(name, desc)
  bestscore = 0
  best = nil

  @map.sections.each_with_index { |sect, idx|
    sect.rooms.each { |room|
	score = 0
	score += 1 if room.name == name

	if score == 1 and desc and room.desc
 # We have a description...
 # Try exact description match first
 score += 100 if room.desc == desc
 
 # Try substring match
 score += 50 if room.desc.index(desc)
 
 # If we have a room where both name and desc match,
 # we get a better score than just description only.
 # This is to help, for example, Trinity, where two rooms have
 # the exact description but different name.
 score += 1 if room.name == name and score > 0

 # If still no luck, try first N words
 if score == 1
   dwords = room.desc.split(' ')
   words  = desc.split(' ')
   match  = true
   count  = 0
   0.upto(desc.size) { |i|
     # Ignore some words (like open/close, which may just mean
     # some doors changed state)
     next if words[i] =~ DESC_IGNORE

     if words[i] != dwords[i]
if count < DESC_MINWORDS
  match = false
  break
else
  next
end
     end
     count += 1
   }
   
   score += count if match
 end
	end
	next if score <= bestscore
	bestscore = score
	best = [room, idx]
    }
  }

  return nil if not best
    
  # Make sure we are in the right section
  if best[1] != @map.section
    @map.fit
    @map.section = best[1]
  end
  if desc and (not best[0].desc or best[0].desc == '')
    best[0].desc = desc
  end
  return best[0]
end


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# File 'lib/IFMapper/TranscriptReader.rb', line 1144

def new_link(move, from, to, dir, go)
  odir = (dir + 4) % 8
  c = nil
  # If we have something in the from direction
  if from[dir]
    c = from[dir]
    debug "\tMOVE #{c} DIR: #{dir}"
    if c.stub?
	# Stub connection, fill it
	c.roomB     = to
	c.exitAtext = go if go
	c.type      = Connection::SPECIAL if go == 0
	# we still need to check the destination to[odir]...
	if not to[odir]
 # nothing to do
	elsif to[odir].stub?
 @map.delete_connection(to[odir])
 debug "\tREMOVE #{to[odir]}"
	else
 # this end cannot be deleted.  we need to shift odir
 debug "\tCHOOSE NEW DIR for #{odir}"
 rgo = nil
 if go and go > 0
   rgo = rgo % 2 == 0? go - 1 : go + 1
 end
 odir = choose_dir(to, from, rgo, dir)
 @map.delete_connection(to[odir]) if to[odir]
 debug "\tSHIFTED DESTINATION TO EXIT #{odir}"
	end
	to[odir] = c
    elsif c.roomB == to
	# We already went this way.  Nothing to do.
	debug "\tWE ALREADY PASSED THRU HERE"
    elsif c.roomA == to
	# We verified we can travel thru this connection in both
	# directions.  Change its status to both.
	c.dir = Connection::BOTH
	debug "\tSECTION: #{@map.section}"
	debug "\tVERIFIED EXIT BOTH WAYS"
    else
	debug "\tOTHER"
	if c.roomA == from
 b = c.roomB
 if b.name =~ DARKNESS
   debug "*** REPLACING DARK ROOM ***"
   @map.delete_connection(c)
   to.darkness = true
   @map.delete_room(b)
   c = nil
 else
   if c.exitAtext != 0
     # if it was an up/down/in/out dir, we shift it
     shift_link(from, dir)
     c = nil
   else
     # else, we really have a problem in the map
     debug "*** CANNOT AUTOMAP --- MAZE ***"
     dir = Room::DIRECTIONS[dir]
     @map.cannot_automap "Maze detected.\n'#{from}' #{dir} leads to '#{c.roomB}',\nnot to this '#{to}'."
     self.stop
     return nil
   end
 end
	else
 debug "SHIFT LINK #{from} #{dir}"
 # We have a connection that turns.  Move the link around
 shift_link(from, dir)
 c = nil
	end
    end
  end

  if not c and to[odir]
    c = to[odir]
    if c.stub?
	debug "\tREMOVE #{to[odir]} and REPLACE with #{c}"
	# Stub connection, fill it
	c.roomB   = from
	# @map.delete_connection(from[dir]) if from[dir].stub?
	from[dir] = c
	c.dir = Connection::BtoA
	c.exitBtext = go if go
	c.type  = Connection::SPECIAL if go == 0
    elsif c.roomB == from
	c.exitBtext = go if go
	c.type  = Connection::SPECIAL if go == 0
    else
	# We need to change odir to something else
	rgo = nil
	if go and go > 0
 rgo = go % 2 == 0? go - 1 : go + 1
	end
	odir = choose_dir(to, from, rgo, dir)
	@map.delete_connection(to[odir]) if to[odir] and to[odir].stub?
	c = nil
    end
  end

  if not c
    # First, check all from exits that are AtoB to see if we have one
    # that goes to the room we want.
    from.exits.each_with_index { |e, idx|
	next unless e
	if e.roomA == to and e.dir == Connection::AtoB
 c = e
 from[idx] = nil
	end
    }
    if c
	# If so, make that connection go both ways and attach it to
	# current direction.
	from[dir]   = c
	c.dir       = Connection::BOTH
	c.exitAtext = go if go
	c.type  = Connection::SPECIAL if go == 0
    end
  end

  if not c
    # No link exists -- create new one.  
    begin
	c = @map.new_connection( from, dir, to, odir )
	c.exitAtext = go if go
	c.dir = Connection::AtoB
    rescue Section::ConnectionError
    end
  end

  return c
end

#new_room(move, name, desc, dir = nil, from = nil, go = nil) ⇒ Object

Create a new room



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# File 'lib/IFMapper/TranscriptReader.rb', line 1019

def new_room( move, name, desc, dir = nil, from = nil, go = nil )
  b = nil
  dark = false

  if not from
    debug "FROM undefined.  Increase section #{name}"
    @section += 1
    @map.new_section if @section >= @map.sections.size
    r = @map.new_room(0, 0)
    r.name = name
  else

    darkexits = []
    if name =~ DARKNESS
	dark = true
    else
	dark = false
	if from[dir]
 # oops, we had a connection there. 
 c = from[dir]
 b = c.opposite(from)
 if b and b.name =~ DARKNESS
   # Was it a dark room that is now lit?  
   # if so, set dark flag and delete dark room
   @map.delete_connection(c)
   @map.delete_room_only(b)
   dark = true
   c = nil
 end
	end
    end

    x = from.x
    y = from.y
    dx, dy = Room::DIR_TO_VECTOR[dir]
    x += dx
    y += dy
    @map.shift(x, y, dx, dy) if not @map.free?(x, y)


    debug "+++ New Room #{name} from #{from}"
    r = @map.new_room(x, y)
    r.name = name
    r.darkness = dark
    if b and dark
	b.exits.each_with_index { |de, didx| 
 next unless de
 @map.sections[@map.section].connections << de
 r[didx] = de
 if de.roomA == b
   de.roomA = r
 else
   de.roomB = r
 end
	}
    end
    c = nil
    if from[dir]
	# oops, we had a connection there. 
	c = from[dir]
	b = c.roomB
	if c.stub?
 # Stub connection.  Update it.
 debug "\tUPDATE #{c}"
 odir = (dir + 4) % 8
 c.exitAtext = go if go
 c.type  = Connection::SPECIAL if go == 0
 c.roomB = r
 r[odir] = c
 debug "\tNOW IT IS #{c}"
	else
 # Probably a link that is complex
 # or oneway.  Shift it to some other location
 shift_link(from, dir)
 c = nil
	end
    end
    if c == nil
	begin
 c = @map.new_connection( from, dir, r )
 c.exitAtext = go if go
 c.type = Connection::SPECIAL if go == 0
 c.dir  = Connection::AtoB
	rescue Section::ConnectionError
	end
    end
  end

  parse_exits(r, desc)

  # Update room description
  r.desc = desc
  return r
end

#parse_exits(r, desc) ⇒ Object



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# File 'lib/IFMapper/TranscriptReader.rb', line 297

def parse_exits(r, desc)
  return if not desc
  exits = []

  # Now, start searching for stuff

  # First try the special directions...
  EXITS_SPECIAL.each { |re, dirs|
    if desc =~ re
	exits += dirs
	break
    end
  }

  # If that failed, start searching for exits
  if exits.empty?
    EXITS_REGEX.each { |re|
	matches = desc.scan(re)
	next if matches.empty?
	matches.each { |arr|
 arr.each { |m|
   next unless DIRS[m]
   exits << DIRS[m]
 }
	}
    }
  end

  exits.uniq!

  # Add a 'stub' for the new connection
  exits.each { |exit|
    next if r[exit]
    begin
	c = @map.new_connection( r, exit, nil )
	c.dir = Connection::AtoB
	debug "\tADDED STUB #{c}"
    rescue ConnectionError
    end
  }
end

#parse_line(line) ⇒ Object



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# File 'lib/IFMapper/TranscriptReader.rb', line 340

def parse_line(line)
  return unless line
  @map.mutex.synchronize do
    _parse_line(line)
  end

  if @map.kind_of?(FXMap)
    @map.clear_selection
    @here.selected = true if @here
    @map.create_pathmap
    @map.zoom = @map.zoom
    @map.center_view_on_room(@here) if @here
    @map.draw
  end
end

#properties(modal = false) ⇒ Object



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# File 'lib/IFMapper/TranscriptReader.rb', line 1360

def properties(modal = false)
  require 'IFMapper/TranscriptDialogBox'
  if not @@win
    @@win = TranscriptDialogBox.new(self)
  else
    @@win.copy_from(self)
  end
  if modal
    @@win.execute
  end
end

#remove(rooms) ⇒ Object

Remove some rooms from the automap knowledge (user removed these manually)



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# File 'lib/IFMapper/TranscriptReader.rb', line 241

def remove(rooms)
  rooms.each { |r| @rooms.delete(r) }
end

#room_name(line) ⇒ Object



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# File 'lib/IFMapper/TranscriptReader.rb', line 845

def room_name(line)
  case @shortName
  when SHORTNAME_ALL_CAPS
    return room_name_all_caps(line)
  when SHORTNAME_CAPITALIZED
    return room_name_classic(line, false)
  when SHORTNAME_MOONMIST
    return room_name_moonmist(line)
  when SHORTNAME_WITNESS
    return room_name_witness(line)
  else
    return room_name_classic(line, true)
  end
end

#room_name_alan(line) ⇒ Object



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# File 'lib/IFMapper/TranscriptReader.rb', line 872

def room_name_alan(line)
  return false if line !~ /^[^.]+\.$/
  line.sub!(/\.$/, '')
  return room_name_classic(line, true)
end

#room_name_all_caps(line) ⇒ Object

Determine if line corresponds to a room name



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# File 'lib/IFMapper/TranscriptReader.rb', line 961

def room_name_all_caps(line)
  # Check if user/game has created a room with that name already
  return line if find_room(line, nil)

  # We have a room if we match darkness
  return line if line =~ DARKNESS

  # Remove unwanted stuff line (on the bed)
  line.sub!(NAME_REMOVE, '')

  # Check if user/game has created a room with that name already
  return line if find_room(line, nil)

  # Remove periods from salutations
  line.sub!(SALUTATIONS, '\1')

  # quick check for invalid format
  return false if line =~ NAME_INVALID

  # Qucik check for word characters
  return false unless line =~ /\w/

  # Check if we start line with uncapitalized words or symbols
  return false if line =~ /^[ a-z\/\\\-\(\)']/

  # Check if line holds only capitalized words or several spaces together
  # or a quote or a 1) line.  If so, not a room.
  return false if line =~ /^[a-z\d,\.\/\-"'\s]+$/ or line =~ /\s\s/ or 
    line =~ /^".*"$/ or line =~ /^"[^"]+$/ or line =~ /^\d+\)/

  # Check word count (if too many, not a room)
  words = line.split(' ')
  return false if words.size > NAME_MAXWORDS


  # If not, check all words of 4 chars or more are capitalized
  # and that there are no 3 or more short letter words together 
  # (which means a diagram)
  num = 0
  words.each { |w|
    if w.size <= 2
	num += 1
	return false if num > 2
    else
	num = 0
    end
  }

  # Restore period to salutations
  line.sub!(/\b#{SALUT}\b/, '\1.')

  # Okay, it is a room.
  return line
end

#room_name_classic(line, all_capitals = true) ⇒ Object

Determine if line corresponds to a room name



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# File 'lib/IFMapper/TranscriptReader.rb', line 901

def room_name_classic(line, all_capitals = true)
  # Check if user/game has created a room with that name already
  return line if find_room(line, nil)

  # We have a room if we match darkness
  return line if line =~ DARKNESS

  # Remove unwanted stuff line (on the bed)
  line.sub!(NAME_REMOVE, '')

  # Check if user/game has created a room with that name already
  return line if find_room(line, nil)

  # Remove periods from salutations
  line.sub!(SALUTATIONS, '\1')

  # quick check for invalid format
  return false if line =~ NAME_INVALID

  # Qucik check for word characters
  return false unless line =~ /\w/

  # Check if we start line with uncapitalized words or symbols
  return false if line =~ /^[ a-z\/\\\-\(\)']/

  # Check if line holds only capitalized words or several spaces together
  # or a quote or a 1) line.  If so, not a room.
  return false if line =~ /^[A-Z\d,\.\/\-"'\s]+$/ or line =~ /\s\s/ or 
    line =~ /^".*"$/ or line =~ /^"[^"]+$/ or line =~ /^\d+\)/

  # Check word count (if too many, not a room)
  words = line.split(' ')
  return false if words.size > NAME_MAXWORDS

  return false if not all_capitals and words.size > 6

  # If not, check all words of 4 chars or more are capitalized
  # and that there are no 3 or more short letter words together 
  # (which means a diagram)
  num = 0
  words.each { |w|
    return false if all_capitals and w =~ /^[a-z]/ and w !~ NAME_UNCAP
    if w.size <= 2
	num += 1
	return false if num > 2
    else
	num = 0
    end
  }

  # Restore period to salutations
  line.sub!(/\b#{SALUT}\b/, '\1.')

  # Okay, it is a room.
  return line
end

#room_name_moonmist(line) ⇒ Object



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# File 'lib/IFMapper/TranscriptReader.rb', line 889

def room_name_moonmist(line)
  return false if line =~ /^\(You are not holding it.\)$/
  if line =~ /^\(You\sare\s(?:now\s)?(?:[io]n\s)?(?:#{THE})?([\w'\d\s\-_]+)\.\)$/
    return capitalize_room( $1 )
  else
    return false
  end
end

#room_name_witness(line) ⇒ Object



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# File 'lib/IFMapper/TranscriptReader.rb', line 878

def room_name_witness(line)
  if line =~ /^You\sare\s(?:now\s)?(?:[io]n\s)?(?:#{THE})?([\w'\d\s\-_]+)\.$/
    return false if $1 =~ /own feet/
    return $1
  elsif line =~ /^\(([\w\d\s_]+)\)$/
    return $1
  else
    return false
  end
end


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# File 'lib/IFMapper/TranscriptReader.rb', line 1114

def shift_link(room, dir)
  idx = dir + 1
  idx = 0 if idx > 7
  while idx != dir
    break if not room[idx]
    idx += 1
    idx = 0 if idx > 7
  end
  if idx != dir
    room[idx] = room[dir]
    room[dir] = nil
    # get position of other room
    ox, oy = Room::DIR_TO_VECTOR[dir]
    c = room[idx]
    if c.roomA == room
	b = c.roomB
    else
	b = c.roomA
    end
    x, y = [b.x, b.y]
    x -= ox
    y -= oy
    dx, dy = Room::DIR_TO_VECTOR[idx]
    @map.shift(x, y, -dx, -dy)
  else
    debug "Warning.  Cannot shift connection."
  end
end

#startObject



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# File 'lib/IFMapper/TranscriptReader.rb', line 1400

def start
  if not @f
    @f = File.open(@file, 'r')
    while line = @f.gets
	if @map.name =~ /^Empty Map/ and line =~ TRANSCRIPT
 if $1
   @map.name = $1
 else
   @map.name = @f.gets.strip
 end
 @map.name = capitalize_room(@map.name)
	end
	break if @prompt =~ line
    end
    parse_line(line)
  end

  @t = Thread.new { 
    loop do
	self.step
	Thread.pass
	sleep 3
    end
  }
  @t.run
end

#stepObject

Step one user command at a time



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# File 'lib/IFMapper/TranscriptReader.rb', line 1388

def step
  begin
    if @f.eof
      @map.status AUTOMAP_IS_WAITING_FOR_MORE_TEXT
    end
    parse_line(@f.gets)
  rescue => e
    $stderr.puts e
    $stderr.puts e.backtrace
  end
end

#stopObject



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# File 'lib/IFMapper/TranscriptReader.rb', line 1349

def stop
  @t.kill if @t
end

#take(move, objs) ⇒ Object

Handle a take action



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# File 'lib/IFMapper/TranscriptReader.rb', line 161

def take(move, objs)
  return unless @here
  if @here.objects != '' and @here.objects[-1,1] != "\n"
    @here.objects << "\n"
  end

  objs.each { |cmd, dummy, obj|
    next if not obj or not move[:reply]

    objlist = obj.split(',')
    o = objlist[0]
    if objlist.size == 1 and o != 'all'
	# ignore 'get up'
	next if cmd == 'get' and (o == 'up' or o == 'off')
	o = @last_obj if o =~ IT
	next if not o
	if move[:reply][0] =~ /^\((.*)\)$/
 nobj = $1
 words = nobj.split(/\s+/)
 if words.size < 7
   # Acclaration, like:
   # > get mask
   # (the brown mask)
   # Taken.
   o = nobj
 else
   # too big of an aclaration... probably something like
   # (putting the xxx in your bag to make room)
 end
	end
	o.sub!(ARTICLE, '')
	status = move[:reply].to_s
	TAKE_OK.each { |re|
 if status =~ re then
   obj = $1 || o
   obj = o if obj =~ /\b(it|them)\b/
   @last_obj = obj
   # Take succeeded, change object o
   if not @objects.has_key?(obj) and
not @here.objects =~ /\b#{obj}\b/
     @here.objects << obj << "\n"
     @objects[obj] = 1
   end
   break
 end
	}
    else
	# Handle multiple objects
	move[:reply].each { |reply|
 o, status = reply.split(':')
 next if not status
 next if o.split(' ').size > 6 # ignore if too many words
 o.sub!(ARTICLE, '')
 TAKE_OK.each { |re|
   if status =~ re then
     if o and not @objects.has_key?(o) and
  not @here.objects =~ /\b#{o}\b/
@here.objects << o << "\n"
@objects[o] = 1
     end
     @last_obj = o
     break
   end
 }
	}
    end
  }
  @here.objects.squeeze("\n")
end