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Subcommands.i7x
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Subcommands by Daniel Stelzer begins here.
"Exposes the snippets referring to each noun."
An object has a snippet called the subcommand. The subcommand property translates into I6 as "parsed_snippet".
Include (-
Property parsed_snippet;
-) after "Definitions.i6t".
Include (-
[ NounDomain domain1 domain2 context dont_ask
first_word i j k l answer_words marker snip;
#Ifdef DEBUG;
if (parser_trace >= 4) {
print " [NounDomain called at word ", wn, "^";
print " ";
if (indef_mode) {
print "seeking indefinite object: ";
if (indef_type & OTHER_BIT) print "other ";
if (indef_type & MY_BIT) print "my ";
if (indef_type & THAT_BIT) print "that ";
if (indef_type & PLURAL_BIT) print "plural ";
if (indef_type & LIT_BIT) print "lit ";
if (indef_type & UNLIT_BIT) print "unlit ";
if (indef_owner ~= 0) print "owner:", (name) indef_owner;
new_line;
print " number wanted: ";
if (indef_wanted == INDEF_ALL_WANTED) print "all"; else print indef_wanted;
new_line;
print " most likely GNAs of names: ", indef_cases, "^";
}
else print "seeking definite object^";
}
#Endif; ! DEBUG
match_length = 0; number_matched = 0; match_from = wn;
SearchScope(domain1, domain2, context);
#Ifdef DEBUG;
if (parser_trace >= 4) print " [ND made ", number_matched, " matches]^";
#Endif; ! DEBUG
wn = match_from+match_length;
! === NEW ===
snip = 100*match_from + match_length;
! === END ===
! If nothing worked at all, leave with the word marker skipped past the
! first unmatched word...
if (number_matched == 0) { wn++; rfalse; }
! Suppose that there really were some words being parsed (i.e., we did
! not just infer). If so, and if there was only one match, it must be
! right and we return it...
if (match_from <= num_words) {
if (number_matched == 1) {
i=match_list-->0;
! === NEW ===
i.parsed_snippet = snip;
! === END ===
return i;
}
! ...now suppose that there was more typing to come, i.e. suppose that
! the user entered something beyond this noun. If nothing ought to follow,
! then there must be a mistake, (unless what does follow is just a full
! stop, and or comma)
if (wn <= num_words) {
i = NextWord(); wn--;
if (i ~= AND1__WD or AND2__WD or AND3__WD or comma_word
or THEN1__WD or THEN2__WD or THEN3__WD
or BUT1__WD or BUT2__WD or BUT3__WD) {
if (lookahead == ENDIT_TOKEN) rfalse;
}
}
}
! Now look for a good choice, if there's more than one choice...
number_of_classes = 0;
if (number_matched == 1) {
i = match_list-->0;
if (indef_mode == 1 && indef_type & PLURAL_BIT ~= 0) {
if (context == MULTI_TOKEN or MULTIHELD_TOKEN or
MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN or
NOUN_TOKEN or HELD_TOKEN or CREATURE_TOKEN) {
BeginActivity(DECIDING_WHETHER_ALL_INC_ACT, i);
if ((ForActivity(DECIDING_WHETHER_ALL_INC_ACT, i)) &&
(RulebookFailed())) rfalse;
EndActivity(DECIDING_WHETHER_ALL_INC_ACT, i);
}
}
}
if (number_matched > 1) {
i = true;
if (number_matched > 1)
for (j=0 : j<number_matched-1 : j++){
if (Identical(match_list-->j, match_list-->(j+1)) == false)
i = false;
! === NEW ===
(match_list-->j).parsed_snippet = snip;
! === END ===
}
! === NEW ===
(match_list-->(number_matched-1)).parsed_snippet = snip;
! === END ===
if (i) dont_infer = true;
i = Adjudicate(context);
if (i == -1) rfalse;
if (i == 1) rtrue; ! Adjudicate has made a multiple
! object, and we pass it on
}
! If i is non-zero here, one of two things is happening: either
! (a) an inference has been successfully made that object i is
! the intended one from the user's specification, or
! (b) the user finished typing some time ago, but we've decided
! on i because it's the only possible choice.
! In either case we have to keep the pattern up to date,
! note that an inference has been made and return.
! (Except, we don't note which of a pile of identical objects.)
if (i ~= 0) {
! === NEW ===
i.parsed_snippet = snip;
! === END ===
if (dont_infer) return i;
if (inferfrom == 0) inferfrom=pcount;
pattern-->pcount = i;
return i;
}
if (dont_ask){
! === NEW ===
(match_list-->0).parsed_snippet = 100*match_from + match_length;
! === END ===
return match_list-->0;
}
! If we get here, there was no obvious choice of object to make. If in
! fact we've already gone past the end of the player's typing (which
! means the match list must contain every object in scope, regardless
! of its name), then it's foolish to give an enormous list to choose
! from - instead we go and ask a more suitable question...
if (match_from > num_words) jump Incomplete;
! Now we print up the question, using the equivalence classes as worked
! out by Adjudicate() so as not to repeat ourselves on plural objects...
BeginActivity(ASKING_WHICH_DO_YOU_MEAN_ACT);
if (ForActivity(ASKING_WHICH_DO_YOU_MEAN_ACT)) jump SkipWhichQuestion;
j = 1; marker = 0;
for (i=1 : i<=number_of_classes : i++) {
while (((match_classes-->marker) ~= i) && ((match_classes-->marker) ~= -i))
marker++;
if (match_list-->marker hasnt animate) j = 0;
}
if (j) PARSER_CLARIF_INTERNAL_RM('A');
else PARSER_CLARIF_INTERNAL_RM('B');
j = number_of_classes; marker = 0;
for (i=1 : i<=number_of_classes : i++) {
while (((match_classes-->marker) ~= i) && ((match_classes-->marker) ~= -i)) marker++;
k = match_list-->marker;
if (match_classes-->marker > 0) print (the) k; else print (a) k;
if (i < j-1) print ", ";
if (i == j-1) {
#Ifdef SERIAL_COMMA;
if (j ~= 2) print ",";
#Endif; ! SERIAL_COMMA
PARSER_CLARIF_INTERNAL_RM('H');
}
}
print "?^";
.SkipWhichQuestion; EndActivity(ASKING_WHICH_DO_YOU_MEAN_ACT);
! ...and get an answer:
.WhichOne;
#Ifdef TARGET_ZCODE;
for (i=2 : i<INPUT_BUFFER_LEN : i++) buffer2->i = ' ';
#Endif; ! TARGET_ZCODE
answer_words=Keyboard(buffer2, parse2);
! Conveniently, parse2-->1 is the first word in both ZCODE and GLULX.
first_word = (parse2-->1);
! Take care of "all", because that does something too clever here to do
! later on:
if (first_word == ALL1__WD or ALL2__WD or ALL3__WD or ALL4__WD or ALL5__WD) {
if (context == MULTI_TOKEN or MULTIHELD_TOKEN or MULTIEXCEPT_TOKEN or MULTIINSIDE_TOKEN) {
l = multiple_object-->0;
for (i=0 : i<number_matched && l+i<MATCH_LIST_WORDS : i++) {
k = match_list-->i;
multiple_object-->(i+1+l) = k;
}
multiple_object-->0 = i+l;
rtrue;
}
PARSER_CLARIF_INTERNAL_RM('C');
jump WhichOne;
}
! Look for a comma, and interpret this as a fresh conversation command
! if so:
for (i=1 : i<=answer_words : i++)
if (WordFrom(i, parse2) == comma_word) {
VM_CopyBuffer(buffer, buffer2);
jump RECONSTRUCT_INPUT;
}
! If the first word of the reply can be interpreted as a verb, then
! assume that the player has ignored the question and given a new
! command altogether.
! (This is one time when it's convenient that the directions are
! not themselves verbs - thus, "north" as a reply to "Which, the north
! or south door" is not treated as a fresh command but as an answer.)
#Ifdef LanguageIsVerb;
if (first_word == 0) {
j = wn; first_word = LanguageIsVerb(buffer2, parse2, 1); wn = j;
}
#Endif; ! LanguageIsVerb
if (first_word ~= 0) {
j = first_word->#dict_par1;
if ((0 ~= j&1) && ~~LanguageVerbMayBeName(first_word)) {
VM_CopyBuffer(buffer, buffer2);
jump RECONSTRUCT_INPUT;
}
}
! Now we insert the answer into the original typed command, as
! words additionally describing the same object
! (eg, > take red button
! Which one, ...
! > music
! becomes "take music red button". The parser will thus have three
! words to work from next time, not two.)
#Ifdef TARGET_ZCODE;
k = WordAddress(match_from) - buffer; l=buffer2->1+1;
for (j=buffer + buffer->0 - 1 : j>=buffer+k+l : j-- ) j->0 = 0->(j-l);
for (i=0 : i<l : i++ ) buffer->(k+i) = buffer2->(2+i);
buffer->(k+l-1) = ' ';
buffer->1 = buffer->1 + l;
if (buffer->1 >= (buffer->0 - 1)) buffer->1 = buffer->0;
#Ifnot; ! TARGET_GLULX
k = WordAddress(match_from) - buffer;
l = (buffer2-->0) + 1;
for (j=buffer+INPUT_BUFFER_LEN-1 : j>=buffer+k+l : j-- ) j->0 = j->( -l);
for (i=0 : i<l : i++) buffer->(k+i) = buffer2->(WORDSIZE+i);
buffer->(k+l-1) = ' ';
buffer-->0 = buffer-->0 + l;
if (buffer-->0 > (INPUT_BUFFER_LEN-WORDSIZE)) buffer-->0 = (INPUT_BUFFER_LEN-WORDSIZE);
#Endif; ! TARGET_
! Having reconstructed the input, we warn the parser accordingly
! and get out.
.RECONSTRUCT_INPUT;
num_words = WordCount(); players_command = 100 + num_words;
wn = 1;
#Ifdef LanguageToInformese;
LanguageToInformese();
! Re-tokenise:
VM_Tokenise(buffer,parse);
#Endif; ! LanguageToInformese
num_words = WordCount(); players_command = 100 + num_words;
actors_location = ScopeCeiling(player);
FollowRulebook(Activity_after_rulebooks-->READING_A_COMMAND_ACT);
return REPARSE_CODE;
! Now we come to the question asked when the input has run out
! and can't easily be guessed (eg, the player typed "take" and there
! were plenty of things which might have been meant).
.Incomplete;
if (context == CREATURE_TOKEN) PARSER_CLARIF_INTERNAL_RM('D', actor);
else PARSER_CLARIF_INTERNAL_RM('E', actor);
new_line;
#Ifdef TARGET_ZCODE;
for (i=2 : i<INPUT_BUFFER_LEN : i++) buffer2->i=' ';
#Endif; ! TARGET_ZCODE
answer_words = Keyboard(buffer2, parse2);
! Look for a comma, and interpret this as a fresh conversation command
! if so:
for (i=1 : i<=answer_words : i++)
if (WordFrom(i, parse2) == comma_word) {
VM_CopyBuffer(buffer, buffer2);
return REPARSE_CODE;
}
first_word=(parse2-->1);
#Ifdef LanguageIsVerb;
if (first_word==0) {
j = wn; first_word=LanguageIsVerb(buffer2, parse2, 1); wn = j;
}
#Endif; ! LanguageIsVerb
! Once again, if the reply looks like a command, give it to the
! parser to get on with and forget about the question...
if (first_word ~= 0) {
j = first_word->#dict_par1;
if ((0 ~= j&1) && ~~LanguageVerbMayBeName(first_word)) {
VM_CopyBuffer(buffer, buffer2);
return REPARSE_CODE;
}
}
! ...but if we have a genuine answer, then:
!
! (1) we must glue in text suitable for anything that's been inferred.
if (inferfrom ~= 0) {
for (j=inferfrom : j<pcount : j++) {
if (pattern-->j == PATTERN_NULL) continue;
#Ifdef TARGET_ZCODE;
i = 2+buffer->1; (buffer->1)++; buffer->(i++) = ' ';
#Ifnot; ! TARGET_GLULX
i = WORDSIZE + buffer-->0;
(buffer-->0)++; buffer->(i++) = ' ';
#Endif; ! TARGET_
#Ifdef DEBUG;
if (parser_trace >= 5)
print "[Gluing in inference with pattern code ", pattern-->j, "]^";
#Endif; ! DEBUG
! Conveniently, parse2-->1 is the first word in both ZCODE and GLULX.
parse2-->1 = 0;
! An inferred object. Best we can do is glue in a pronoun.
! (This is imperfect, but it's very seldom needed anyway.)
if (pattern-->j >= 2 && pattern-->j < REPARSE_CODE) {
PronounNotice(pattern-->j);
for (k=1 : k<=LanguagePronouns-->0 : k=k+3)
if (pattern-->j == LanguagePronouns-->(k+2)) {
parse2-->1 = LanguagePronouns-->k;
#Ifdef DEBUG;
if (parser_trace >= 5)
print "[Using pronoun '", (address) parse2-->1, "']^";
#Endif; ! DEBUG
break;
}
}
else {
! An inferred preposition.
parse2-->1 = VM_NumberToDictionaryAddress(pattern-->j - REPARSE_CODE);
#Ifdef DEBUG;
if (parser_trace >= 5)
print "[Using preposition '", (address) parse2-->1, "']^";
#Endif; ! DEBUG
}
! parse2-->1 now holds the dictionary address of the word to glue in.
if (parse2-->1 ~= 0) {
k = buffer + i;
#Ifdef TARGET_ZCODE;
@output_stream 3 k;
print (address) parse2-->1;
@output_stream -3;
k = k-->0;
for (l=i : l<i+k : l++) buffer->l = buffer->(l+2);
i = i + k; buffer->1 = i-2;
#Ifnot; ! TARGET_GLULX
k = Glulx_PrintAnyToArray(buffer+i, INPUT_BUFFER_LEN-i, parse2-->1);
i = i + k; buffer-->0 = i - WORDSIZE;
#Endif; ! TARGET_
}
}
}
! (2) we must glue the newly-typed text onto the end.
#Ifdef TARGET_ZCODE;
i = 2+buffer->1; (buffer->1)++; buffer->(i++) = ' ';
for (j=0 : j<buffer2->1 : i++,j++) {
buffer->i = buffer2->(j+2);
(buffer->1)++;
if (buffer->1 == INPUT_BUFFER_LEN) break;
}
#Ifnot; ! TARGET_GLULX
i = WORDSIZE + buffer-->0;
(buffer-->0)++; buffer->(i++) = ' ';
for (j=0 : j<buffer2-->0 : i++,j++) {
buffer->i = buffer2->(j+WORDSIZE);
(buffer-->0)++;
if (buffer-->0 == INPUT_BUFFER_LEN) break;
}
#Endif; ! TARGET_
! (3) we fill up the buffer with spaces, which is unnecessary, but may
! help incorrectly-written interpreters to cope.
#Ifdef TARGET_ZCODE;
for (: i<INPUT_BUFFER_LEN : i++) buffer->i = ' ';
#Endif; ! TARGET_ZCODE
return REPARSE_CODE;
]; ! end of NounDomain
[ PARSER_CLARIF_INTERNAL_R; ];
-) instead of "Noun Domain" in "Parser.i6t".
Subcommands ends here.
---- DOCUMENTATION ----
This extension exposes the snippet which refers to each individual object, as its 'subcommand'.
the subcommand of (object) -> snippet
If the player types "take the wand", referring to the black rod with a rusty star on the end, then the subcommand of the rod is "wand". This can be useful in disambiguation, or in adapting a description to use the player's phrasing.
Example: ** Subcommand Laboratory - A simple demonstration of how subcommands affect the parser.
Include Subcommands by Daniel Stelzer.
Before doing anything:
if the noun is not nothing:
say "Noun subcommand: [the subcommand of the noun].";
if the second noun is not nothing:
say "Second noun subcommand: [the subcommand of the second noun].";
continue the action.
The Laboratory is a room. A red apple, a green apple, a red pear, and a green pear are in the Laboratory.
A shiny wooden box is a container in the Laboratory. It is closed and locked. The player carries a silver metal key.
Does the player mean taking the red apple when the subcommand of the red apple includes "red": it is very likely.
Does the player mean taking the green apple when the subcommand of the green apple includes "apple": it is very likely.
Test fruit with "get red / drop it / get apple / get pear".
Test box with "unlock the shiny wooden box with the silver key".