Add repl cli and script handling framework

This commit is contained in:
Jaculabilis 2022-12-31 12:06:03 -08:00
parent 0bf59387a2
commit 4b8cf48567
8 changed files with 320 additions and 5 deletions

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@ -0,0 +1,29 @@
using MultiversalDiplomacy.Model;
namespace MultiversalDiplomacy;
/// <summary>
/// The game controller is a stateless class that defines the basic, high-level operations that can be taken to modify
/// the game state.
/// </summary>
public static class GameController
{
public static World InitializeWorld()
{
return World.Standard;
}
public static World SubmitOrderSet(World world, string text)
{
var orderSet = new OrderSet(text);
return world.Update(orderSets: world.OrderSets.Append(orderSet));
}
public static World AdjudicateOrders(World world)
{
// TODO: Parse the order sets into orders
// TODO: Execute the correct adjudicator for the current world state
// TODO: Update the world
return world;
}
}

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@ -7,4 +7,8 @@
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="CommandLineParser" Version="2.9.1" />
</ItemGroup>
</Project>

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@ -1,12 +1,100 @@
using System;
using CommandLine;
namespace MultiversalDiplomacy
using MultiversalDiplomacy.Script;
namespace MultiversalDiplomacy;
internal class Program
{
internal class Program
{
static void Main(string[] args)
{
Console.WriteLine("stab");
var parser = Parser.Default;
var parseResult = parser.ParseArguments(args, typeof(ReplOptions));
parseResult
.WithParsed<ReplOptions>(ExecuteRepl);
}
static void ExecuteRepl(ReplOptions args)
{
// Create a writer to the output file, if specified.
StreamWriter? outputWriter = null;
if (args.OutputFile is not null)
{
string fullPath = Path.GetFullPath(args.OutputFile);
string outputPath = Directory.Exists(fullPath)
? Path.Combine(fullPath, $"{DateTime.UtcNow.ToString("yyyyMMddHHmmss")}.log")
: fullPath;
Console.WriteLine($"Echoing to {outputPath}");
outputWriter = File.AppendText(outputPath);
}
// Define an enumerator for live repl commands.
static IEnumerable<string?> GetReplInputs()
{
// Read user input until it stops (i.e. is null).
string? input = null;
do
{
input = Console.ReadLine();
yield return input;
}
while (input is not null);
// The last null is returned because an EOF means we should quit the repl.
}
// Define an enumerator for input file commands, if specified.
static IEnumerable<string?> GetFileInputs(string inputFile)
{
// Read all lines from the input file.
var fullPath = Path.GetFullPath(inputFile);
var fileName = Path.GetFileName(fullPath);
foreach (string line in File.ReadLines(fullPath))
{
var trimmed = line.Trim();
Console.WriteLine($"{fileName}> {trimmed.TrimEnd()}");
yield return trimmed;
}
// Don't return a null, since this will be followed by GetReplInputs.
}
// Set up the input enumerator.
IEnumerable<string?> inputs;
if (args.InputFile is not null)
{
Console.WriteLine($"Reading from {args.InputFile}");
inputs = GetFileInputs(args.InputFile).Concat(GetReplInputs());
}
else
{
inputs = GetReplInputs();
}
IScriptHandler? handler = new ReplScriptHandler();
Console.Write(handler.Prompt);
foreach (string? nextInput in inputs)
{
// Handle quitting directly.
if (nextInput is null || nextInput == "quit" || nextInput == "exit")
{
break;
}
string input = nextInput.Trim();
outputWriter?.WriteLine(input);
outputWriter?.Flush();
// Delegate all other command parsing to the handler.
handler = handler.HandleInput(input);
// Quit if the handler ends processing, otherwise prompt for the next command.
if (handler is null)
{
break;
}
Console.Write(handler.Prompt);
}
Console.WriteLine("exiting");
}
}

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using CommandLine;
namespace MultiversalDiplomacy;
[Verb("repl", HelpText = "Begin an interactive 5dplomacy session.")]
public class ReplOptions
{
[Option('i', "input", HelpText = "Begin the repl session by executing the commands in this file")]
public string? InputFile { get; set; }
[Option('o', "output", HelpText = "Echo the repl session to this file. Specify a directory to autogenerate a filename")]
public string? OutputFile { get; set; }
}

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using MultiversalDiplomacy.Model;
namespace MultiversalDiplomacy.Script;
/// <summary>
/// A script handler for interacting with a loaded game.
/// </summary>
public class GameScriptHandler : IScriptHandler
{
public GameScriptHandler(World world)
{
World = world;
}
public string Prompt => "5dp> ";
public World World { get; set; }
public IScriptHandler? HandleInput(string input)
{
var args = input.Split(' ', StringSplitOptions.RemoveEmptyEntries);
if (args.Length == 0)
{
return this;
}
var command = args[0];
switch (command)
{
case "help":
case "?":
Console.WriteLine("commands:");
Console.WriteLine(" list: list things in a game category");
Console.WriteLine(" orders: submit order sets");
break;
case "list" when args.Length == 1:
Console.WriteLine("usage:");
Console.WriteLine(" list ordersets: unadjudicated order sets");
Console.WriteLine(" list powers: the powers in the game");
break;
case "list" when args[1] == "ordersets":
foreach (OrderSet orderSet in World.OrderSets.Where(os => !os.Adjudicated))
{
var lines = orderSet.Text.Split('\n');
var firstLine = lines[0].Trim();
Console.WriteLine($" {firstLine} ({lines.Length - 1} orders)");
}
break;
case "list" when args[1] == "powers":
Console.WriteLine("Powers:");
foreach (Power power in World.Powers)
{
Console.WriteLine($" {power.Name}");
}
break;
case "orders" when args.Length == 1:
Console.WriteLine("usage: orders [power]");
break;
case "orders":
var handler = new OrderSetScriptHandler(this, World, input);
return handler;
default:
Console.WriteLine("Unrecognized command");
break;
}
return this;
}
}

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namespace MultiversalDiplomacy.Script;
/// <summary>
/// A handler that interprets and executes 5dp script commands. Script handlers may create additional script handlers
/// and delegate handling to them, allowing a sort of recursive parsing of script commands.
/// </summary>
public interface IScriptHandler
{
/// <summary>
/// When used interactively, the prompt that should be displayed.
/// </summary>
public string Prompt { get; }
/// <summary>
/// Process a line of input.
/// </summary>
/// <returns>
/// The handler that should handle the next line of input, or null if script handling should end.
/// </returns>
public IScriptHandler? HandleInput(string input);
}

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using MultiversalDiplomacy.Model;
namespace MultiversalDiplomacy.Script;
/// <summary>
/// A script handler for defining order sets.
/// </summary>
public class OrderSetScriptHandler : IScriptHandler
{
public OrderSetScriptHandler(GameScriptHandler parent, World world, string orderCommand)
{
this.parent = parent;
this.world = world;
this.orderSet = new() { orderCommand };
}
public string Prompt => "...> ";
private GameScriptHandler parent { get; }
private World world { get; }
private List<string> orderSet { get; }
public IScriptHandler? HandleInput(string input)
{
if (string.IsNullOrEmpty(input))
{
parent.World = GameController.SubmitOrderSet(world, string.Join('\n', orderSet));
Console.WriteLine("Submitted order set");
return parent;
}
else
{
orderSet.Add(input);
return this;
}
}
}

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namespace MultiversalDiplomacy.Script;
/// <summary>
/// A script handler for the interactive repl.
/// </summary>
public class ReplScriptHandler : IScriptHandler
{
public string Prompt => "5dp> ";
public IScriptHandler? HandleInput(string input)
{
var args = input.Split(' ', StringSplitOptions.RemoveEmptyEntries);
if (args.Length == 0)
{
return this;
}
var command = args[0];
switch (command)
{
case "help":
case "?":
Console.WriteLine("commands:");
Console.WriteLine(" help, ?: print this message");
Console.WriteLine(" stab: stab");
Console.WriteLine(" new: start a new game");
break;
case "stab":
Console.WriteLine("stab");
break;
case "new":
var world = GameController.InitializeWorld();
var handler = new GameScriptHandler(world);
Console.WriteLine("Started a new game");
return handler;
default:
Console.WriteLine("Unrecognized command");
break;
}
return this;
}
}