Code cleanup vn
This commit is contained in:
parent
504f397a9a
commit
9b5fb1de0d
368
src/vn.rs
368
src/vn.rs
@ -2,148 +2,53 @@ use std::{collections::HashMap, io::prelude::*, net::TcpStream, path::Path};
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use dialogi::DialogParameter;
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use indexmap::IndexMap;
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use maud::html;
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use maud::{Markup, html};
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use pukram2html::convert_subheader;
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use vn_settings::{
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ColorSettings, ImageSettings, LayoutSettings, Names, ObjectSettings, Parameter, PlayerSettings,
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SettingsContext, TimingSettings,
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Change, ColorSettings, ImageSettings, LayoutSettings, Names, ObjectSettings, Parameter,
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PlayerSettings, SettingsContext, TimingSettings,
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};
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use crate::dialog::parse_map;
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fn render_scene(settings: &PlayerSettings, name: &str, output: &mut Vec<u8>) {
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for object in &settings.objects.objects {
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if let Some(image_set) = object.image.get(name) {
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for image in &settings.images.images[image_set] {
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let Some(image) = image.get_ref(name) else {
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continue;
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};
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let _ = write!(
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output,
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r#"<div style="position:relative; height:100%; width:100%; overflow:hidden">
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<img src={image:?} style="height:100%; width:auto; object-fit:contain; position:absolute; left:50%; transform:translateX(-50%)">
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</div>"#,
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);
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fn render_scene(settings: &PlayerSettings, name: &str) -> Markup {
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html! {
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@for object in &settings.objects.objects {
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@if let Some(image_set) = object.image.get(name) {
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@for image in &settings.images.images[image_set] {
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@if let Some(image_path) = image.get_ref(name) {
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div style="position:relative; height:100%; width:100%; overflow:hidden" {
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img src=(image_path)
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style="height:100%; width:auto; object-fit:contain;
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position:absolute; left:50%; transform:translateX(-50%)";
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}
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}
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}
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}
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}
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}
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}
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pub fn render_novel(
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mut config_map: IndexMap<Box<str>, Box<str>>,
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pk_path: &Path,
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stream: &mut TcpStream,
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start_level: usize,
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) -> std::result::Result<(), dialogi::ParsingError> {
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let mut player_settings = PlayerSettings {
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colors: ColorSettings::common(),
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timing: TimingSettings::common(),
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images: ImageSettings::common(),
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objects: ObjectSettings::common(),
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layout: LayoutSettings::common(),
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names: Names::new(),
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};
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let mut layers = HashMap::new();
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let keys: Vec<_> = config_map.keys().cloned().collect();
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for key in keys {
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let Some(("Layer", name)) = key.split_once(':') else {
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continue;
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};
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let value = config_map.shift_remove(&key).expect("Invalid layer");
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if !value.is_empty() {
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eprintln!("Layers don't accept arguments!");
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}
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layers.insert(name.into(), layers.len());
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}
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if layers.is_empty() {
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layers.insert("Background".into(), 0);
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layers.insert("Character".into(), 1);
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}
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let mut settings_context = SettingsContext {
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object_cache: HashMap::new(),
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layers,
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};
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for (key, value) in config_map {
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if let Some(parameter) = Parameter::create(&key, &mut settings_context) {
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let setter = parameter.value_setter(&value, &settings_context);
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player_settings.set_character_default(setter);
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fn navigation_controls(total_sections: usize) -> Markup {
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html! {
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div class="nav-controls" {
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button class="nav-button" onclick="prev()" { "←" }
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span id="section-counter" { "1/" (total_sections) }
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button class="nav-button" onclick="next()" { "→" }
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}
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}
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}
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let dialogs = parse_map(pk_path, &mut settings_context)?;
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let mut scenes = Vec::new();
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let mut sections = Vec::new();
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for dialog_sequence in dialogs {
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let changes = &dialog_sequence.changes;
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let mut states = HashMap::new();
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for parameter in changes.keys() {
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states.insert(parameter.clone(), 0);
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}
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for block in &dialog_sequence.blocks {
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let mut block_content = Vec::new();
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for parameter in block
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.lines
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.iter()
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.flat_map(|l| &l.actions)
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.chain(&block.final_actions)
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{
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if let Some(state) = states.get_mut(parameter) {
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let change = &dialog_sequence.changes[parameter][*state];
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player_settings.change(change);
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*state += 1;
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}
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}
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let mut scene_data = Vec::new();
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render_scene(&player_settings, &block.name, &mut scene_data);
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scenes.push(unsafe { String::from_utf8_unchecked(scene_data) });
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let section_html = if block.lines.is_empty() {
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html! {}
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} else {
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convert_subheader(
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block.lines.iter().map(|l| l.text.as_ref()),
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&mut block_content,
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start_level,
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);
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fn generate_html(scenes: Vec<String>, sections: Vec<Markup>) -> Markup {
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let total_sections = sections.len();
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html! {
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fieldset class="visual-novel-box" {
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@if !block.name.is_empty() {
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legend class="character-name" { (block.name) }
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}
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div class="dialog-content" {
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@if let Ok(content) = String::from_utf8(block_content) {
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(maud::PreEscaped(content))
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}
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}
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}
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}
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};
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sections.push(section_html);
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}
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player_settings.reset();
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}
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let html = html! {
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div id="story-container" {
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div class="textbox-container" {
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div class="scene-container" {
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@for (index, scene) in scenes.iter().enumerate() {
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div class="scene-section" data-section-index=(index)
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div class="scene-section"
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data-section-index=(index)
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style=(format!("display: {};", if index == 0 { "block" } else { "none" })) {
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div class="scene-content" {
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(maud::PreEscaped(scene))
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@ -153,8 +58,9 @@ pub fn render_novel(
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}
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div class="textbox-content" {
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@for (index, section) in sections.iter().enumerate() {
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div class="story-section" data-section-index=(index)
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@for (index, section) in sections.into_iter().enumerate() {
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div class="story-section"
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data-section-index=(index)
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style=(format!("display: {};", if index == 0 { "block" } else { "none" })) {
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(section)
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}
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@ -162,12 +68,15 @@ pub fn render_novel(
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}
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}
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div class="nav-controls" {
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button class="nav-button" onclick="prev()" { "←" }
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span id="section-counter" { "1/" (sections.len()) }
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button class="nav-button" onclick="next()" { "→" }
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(navigation_controls(total_sections))
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(global_styles())
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(interactive_script(total_sections))
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}
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}
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}
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fn global_styles() -> Markup {
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html! {
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style {
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(maud::PreEscaped(r"
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.nav-controls {
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@ -306,7 +215,7 @@ pub fn render_novel(
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left: 1vw;
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}
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.dialogue-content {
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.dialog-content {
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font-size: 1.6vw;
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line-height: 1.4;
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max-height: 20vh;
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@ -325,53 +234,194 @@ pub fn render_novel(
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}
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"))
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}
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}
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}
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fn interactive_script(total_sections: usize) -> Markup {
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html! {
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script {
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(maud::PreEscaped(r"
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(maud::PreEscaped(format!(r"
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let currentSection = 0;
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const totalSections = ".to_owned() + §ions.len().to_string() + r";
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const totalSections = {total_sections};
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function updateSection() {
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document.querySelectorAll('.story-section').forEach((el, index) => {
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function updateSection() {{
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document.querySelectorAll('.story-section').forEach((el, index) => {{
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el.style.display = index === currentSection ? 'block' : 'none';
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});
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document.querySelectorAll('.scene-section').forEach((el, index) => {
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}});
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document.querySelectorAll('.scene-section').forEach((el, index) => {{
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el.style.display = index === currentSection ? 'block' : 'none';
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});
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}});
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document.getElementById('section-counter').textContent =
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`${currentSection + 1}/${totalSections}`;
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}
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`${{currentSection + 1}}/${{totalSections}}`;
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}}
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function prev() {
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if (currentSection > 0) {
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--currentSection;
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function prev() {{
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if (currentSection > 0) currentSection--;
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updateSection();
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}
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}
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}}
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function next() {
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if (currentSection < totalSections - 1) {
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++currentSection;
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function next() {{
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if (currentSection < totalSections - 1) currentSection++;
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updateSection();
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}
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}
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}}
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document.addEventListener('keydown', (e) => {
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switch(e.keyCode) {
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case 37:
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prev();
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break;
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case 39:
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next();
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break;
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}
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});
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"))
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document.addEventListener('keydown', (e) => {{
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if(e.key === 'ArrowLeft') prev();
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if(e.key === 'ArrowRight') next();
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}});
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")))
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}
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}
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}
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pub fn render_novel(
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mut config_map: IndexMap<Box<str>, Box<str>>,
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pk_path: &Path,
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stream: &mut TcpStream,
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start_level: usize,
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) -> Result<(), dialogi::ParsingError> {
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let mut player_settings = PlayerSettings {
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colors: ColorSettings::common(),
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timing: TimingSettings::common(),
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images: ImageSettings::common(),
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objects: ObjectSettings::common(),
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layout: LayoutSettings::common(),
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names: Names::new(),
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};
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let layers = process_layers(&mut config_map);
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let mut settings_context = SettingsContext {
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object_cache: HashMap::new(),
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layers,
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};
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apply_config_settings(&mut config_map, &mut settings_context, &mut player_settings);
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let dialogs = parse_map(pk_path, &mut settings_context)?;
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let (scenes, sections) = process_dialogs(dialogs, &mut player_settings, start_level);
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let html = generate_html(scenes, sections);
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let _ = write!(stream, "{}", html.into_string());
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Ok(())
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}
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fn process_layers(config_map: &mut IndexMap<Box<str>, Box<str>>) -> HashMap<Box<str>, usize> {
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let mut layers = HashMap::new();
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let keys: Vec<_> = config_map.keys().cloned().collect();
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for key in keys {
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let Some(("Layer", name)) = key.split_once(':') else {
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continue;
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};
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let value = config_map.shift_remove(&key).expect("Invalid layer");
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if !value.is_empty() {
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eprintln!("Layers don't accept arguments!");
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}
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layers.insert(name.into(), layers.len());
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}
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if layers.is_empty() {
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layers.insert("Background".into(), 0);
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layers.insert("Character".into(), 1);
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}
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layers
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}
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fn apply_config_settings(
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config_map: &mut IndexMap<Box<str>, Box<str>>,
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context: &mut SettingsContext,
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settings: &mut PlayerSettings,
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) {
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for (key, value) in config_map.drain(..) {
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if let Some(parameter) = Parameter::create(&key, context) {
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let setter = parameter.value_setter(&value, context);
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settings.set_character_default(setter);
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}
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}
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}
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fn process_dialogs(
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dialogs: Vec<dialogi::DialogSequence<Change, Parameter>>,
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player_settings: &mut PlayerSettings,
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start_level: usize,
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) -> (Vec<String>, Vec<Markup>) {
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let mut scenes = Vec::new();
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let mut sections = Vec::new();
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for dialog_sequence in dialogs {
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let mut states = initialize_change_states(&dialog_sequence.changes);
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for block in dialog_sequence.blocks {
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apply_block_changes(
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&block,
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&dialog_sequence.changes,
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&mut states,
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player_settings,
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);
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scenes.push(render_scene(player_settings, &block.name).into_string());
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sections.push(render_dialog_block(&block, start_level));
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}
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player_settings.reset();
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}
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(scenes, sections)
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}
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fn initialize_change_states(
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changes: &HashMap<Parameter, Vec<Change>>,
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) -> HashMap<Parameter, usize> {
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changes.keys().map(|k| (k.clone(), 0)).collect()
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}
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fn apply_block_changes(
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block: &dialogi::DialogBlock<Parameter>,
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changes: &HashMap<Parameter, Vec<Change>>,
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states: &mut HashMap<Parameter, usize>,
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settings: &mut PlayerSettings,
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) {
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for parameter in block
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.lines
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.iter()
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.flat_map(|l| &l.actions)
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.chain(&block.final_actions)
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{
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if let Some(state) = states.get_mut(parameter) {
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if let Some(change) = changes[parameter].get(*state) {
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settings.change(change);
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*state += 1;
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}
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}
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}
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}
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fn render_dialog_block(block: &dialogi::DialogBlock<Parameter>, start_level: usize) -> Markup {
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if block.lines.is_empty() {
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return html! {};
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}
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let mut content = Vec::new();
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convert_subheader(
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block.lines.iter().map(|l| l.text.as_ref()),
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&mut content,
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start_level,
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);
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html! {
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fieldset class="visual-novel-box" {
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@if !block.name.is_empty() {
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legend class="character-name" { (block.name) }
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}
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div class="dialog-content" {
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@match String::from_utf8(content) {
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Ok(text) => (maud::PreEscaped(text)),
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Err(e) => (maud::PreEscaped(format!("Error: {}", e))),
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}
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}
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}
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}
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}
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Block a user