-- anselme module local anselme = { --- version -- save is incremented a each update which may break save compatibility -- language is incremented a each update which may break script file compatibility -- api is incremented a each update which may break Lua API compatibility versions = { save = 1, language = 21, api = 4 }, --- version is incremented at each update version = 22, --- currently running interpreter running = nil } package.loaded[...] = anselme -- load libs local anselme_root = (...):gsub("anselme$", "") local preparse = require(anselme_root.."parser.preparser") local postparse = require(anselme_root.."parser.postparser") local expression = require(anselme_root.."parser.expression") local eval = require(anselme_root.."interpreter.expression") local run_line = require(anselme_root.."interpreter.interpreter").run_line local run = require(anselme_root.."interpreter.interpreter").run local to_lua = require(anselme_root.."interpreter.common").to_lua local merge_state = require(anselme_root.."interpreter.common").merge_state local stdfuncs = require(anselme_root.."stdlib.functions") local bootscript = require(anselme_root.."stdlib.bootscript") local copy = require(anselme_root.."common").copy local should_keep_variable = require(anselme_root.."interpreter.common").should_keep_variable -- wrappers for love.filesystem / luafilesystem local function list_directory(path) local t = {} if love then t = love.filesystem.getDirectoryItems(path) else local lfs = require("lfs") for item in lfs.dir(path) do table.insert(t, item) end end return t end local function is_directory(path) if love then return not not love.filesystem.getInfo(path, "directory") else local lfs = require("lfs") return lfs.attributes(path, "mode") == "directory" end end local function is_file(path) if love then return not not love.filesystem.getInfo(path, "file") else local lfs = require("lfs") return lfs.attributes(path, "mode") == "file" end end --- interpreter methods local interpreter_methods = { --- interpreter state -- for internal use, you shouldn't touch this state = nil, --- VM this interpreter belongs to vm = nil, --- event that stopped the interpreter end_event = nil, --- run the VM until the next event -- will merge changed variables on successful script end -- returns event, data; if event is "return" or "error", the interpreter can not be stepped further step = function(self) -- check status if self.end_event then return "error", ("interpreter can't be restarted after receiving a %s event"):format(self.end_event) end if coroutine.status(self.state.interpreter.coroutine) ~= "suspended" then return "error", ("can't step interpreter because it has already finished or is already running (coroutine status: %s)"):format(coroutine.status(self.state.interpreter.coroutine)) end -- handle interrupt if self.state.interpreter.interrupt then local expr = self.state.interpreter.interrupt if expr == true then return "return", "" -- nothing to do after interrupt else local line = self.state.interpreter.running_line local namespace = self:current_namespace() -- replace state with interrupted state local exp, err = expression(expr, self.state.interpreter.global_state, namespace or "") if not exp then return "error", ("%s; during interrupt %q at %s"):format(err, expr, line and line.source or "unknown") end local r, e = self.vm:run(exp) if not r then return "error", e end self.state = r.state end end -- run local previous = anselme.running anselme.running = self local success, event, data = coroutine.resume(self.state.interpreter.coroutine) anselme.running = previous if not success then event, data = "error", event end if event == "return" then merge_state(self.state) end if event == "return" or event == "error" then self.end_event = event end return event, data end, --- select an answer -- returns self choose = function(self, i) self.state.interpreter.choice_selected = tonumber(i) return self end, --- interrupt the vm on the next step, executing an expression is specified -- returns self interrupt = function(self, expr) self.state.interpreter.interrupt = expr or true return self end, --- search closest namespace from last run line current_namespace = function(self) local line = self.state.interpreter.running_line local namespace = "" if line then local cur_line = line namespace = cur_line.namespace while not namespace do local block = cur_line.parent_block if not block.parent_line then break end -- reached root cur_line = block.parent_line namespace = cur_line.namespace end end return namespace end, --- run an expression or block: may trigger events and must be called from within the interpreter coroutine -- no automatic merge if this change the interpreter state, merge is done once we reach end of script in a call to :step as usual -- return lua value (nil if nothing returned) run = function(self, expr, namespace) -- check status if coroutine.status(self.state.interpreter.coroutine) ~= "running" then error("run must be called from whithin the interpreter coroutine") end -- parse local err if type(expr) ~= "table" then expr, err = expression(tostring(expr), self.state.interpreter.global_state, namespace or "") end if not expr then coroutine.yield("error", err) end -- run local r, e if expr.type == "block" then r, e = run(self.state, expr) else r, e = eval(self.state, expr) end if not r then coroutine.yield("error", e) end if self.state.interpreter.current_event then -- flush final events local rf, re = run_line(self.state, { type = "flush_events" }) if re then coroutine.yield("error", re) end if rf then r = rf end end return to_lua(r) end, --- evaluate an expression or block -- can be called from outside the coroutine. Will create a new coroutine that operate on this interpreter state. -- no automatic merge if this change the interpreter state, merge is done once we reach end of script in a call to :step as usual -- the expression can't yield events -- return value in case of success (nil if nothing returned) -- return nil, err in case of error eval = function(self, expr, namespace) if self.end_event then return "error", ("interpreter can't be restarted after receiving a %s event"):format(self.end_event) end -- parse local err if type(expr) ~= "table" then expr, err = expression(tostring(expr), self.state.interpreter.global_state, namespace or "") end if not expr then return nil, err end -- run local co = coroutine.create(function() local r, e if expr.type == "block" then r, e = run(self.state, expr) else r, e = eval(self.state, expr) end if not r then return "error", e end return "return", r end) local previous = anselme.running anselme.running = self local success, event, data = coroutine.resume(co) anselme.running = previous if not success then return nil, event elseif event == "error" then self.end_event = "error" return nil, data elseif event ~= "return" then return nil, ("evaluated expression generated an %q event; at %s"):format(event, self.state.interpreter.running_line.source) else return to_lua(data) end end, } interpreter_methods.__index = interpreter_methods --- vm methods local vm_mt = { --- anselme state -- for internal use, you shouldn't touch this state = nil, --- loaded game state -- for internal use, you shouldn't touch this game = nil, --- wrapper for loading a whole set of scripts -- should be preferred to other loading functions if possible -- requires LÖVE or LuaFileSystem -- will load in path, in order: -- * config.ans, which will be executed in the "config" namespace and may contains various optional configuration options: -- * language: string, built-in language file to load -- * anselme version: number, version of the anselme language this game was made for -- * game version: any, version information of the game. Can be used to perform eventual migration of save with an old version in the main file. -- Always included in saved variables. -- * main file: string, name (without .ans extension) of a file that will be loaded into the root namespace and ran when starting the game -- * main file, if defined in config.ans -- * every other file in the path and subdirectories, using their path as namespace (i.e., contents of path/world1/john.ans will be defined in a function world1.john) -- returns self in case of success -- returns nil, err in case of error loadgame = function(self, path) if self.game then error("game already loaded") end -- load config if is_file(path.."/config.ans") then local s, e = self:loadfile(path.."/config.ans", "config") if not s then return s, e end s, e = self:eval("config") if e then return s, e end end -- get config self.game = { language = self:eval("config.language"), anselme_version = self:eval("config.anselme version"), game_version = self:eval("config.game version"), main_file = self:eval("config.main file"), main_block = nil } -- check language version if self.game.anselme_version and self.game.anselme_version ~= anselme.versions.language then return nil, ("trying to load game made for Anselme language %s, but currently using version %s"):format(self.game.anselme_version, anselme.versions.language) end -- force merging version into state local interpreter, err = self:run("config.game version") if not interpreter then return interpreter, err end interpreter:step() -- load language if self.game.language then local s, e = self:loadlanguage(self.game.language) if not s then return s, e end end -- load main file if self.game.main_file then local s, e = self:loadfile(path.."/"..self.game.main_file..".ans") if not s then return s, e end self.game.main_block = s end -- load other files for _, item in ipairs(list_directory(path)) do if item:match("[^%.]") and item ~= "config.ans" and item ~= self.game.main_file..".ans" then local p = path.."/"..item local s, e if is_directory(p) then s, e = self:loaddirectory(p, item) elseif item:match("%.ans$") then s, e = self:loadfile(p, item:gsub("%.ans$", "")) end if not s then return s, e end end end return self end, --- return a interpreter which runs the game main file -- return interpreter in case of success -- returns nil, err in case of error rungame = function(self) if not self.game then error("no game loaded") end if self.game.main_block then return self:run(self.game.main_block) else return self:run("()") end end, --- load code -- similar to Lua's code loading functions. -- name(default=""): namespace to load the code in. Will define a new function is specified; otherwise, code will be parsed but not executable from an expression. -- return parsed block in case of success -- returns nil, err in case of error loadstring = function(self, str, name, source) local s, e = preparse(self.state, str, name or "", source) if not s then return s, e end return s end, loadfile = function(self, path, name) local content if love then local e content, e = love.filesystem.read(path) if not content then return content, e end else local f, e = io.open(path, "r") if not f then return f, e end content = f:read("*a") f:close() end local s, err = self:loadstring(content, name, path) if not s then return s, err end return s end, -- load every file in a directory, using filename (without .ans extension) as its namespace -- requires LÖVE or LuaFileSystem -- return self in case of success -- returns nil, err in case of error loaddirectory = function(self, path, name) if not name then name = "" end name = name == "" and "" or name.."." for _, item in ipairs(list_directory(path)) do if item:match("[^%.]") then local p = path.."/"..item local s, e if is_directory(p) then s, e = self:loaddirectory(p, name..item) elseif item:match("%.ans$") then s, e = self:loadfile(p, name..item:gsub("%.ans$", "")) end if not s then return s, e end end end return self end, --- set aliases for built-in variables 👁️, 🔖 and 🏁 that will be defined on every new checkpoint and function -- this does not affect variables that were defined before this function was called -- nil for no alias -- return self setaliases = function(self, seen, checkpoint, reached) self.state.builtin_aliases["👁️"] = seen self.state.builtin_aliases["🔖"] = checkpoint self.state.builtin_aliases["🏁"] = reached return self end, --- load & execute a built-in language file -- the language file may optionally contain the special variables: -- * alias 👁️: string, default alias for 👁️ -- * alias 🏁: string, default alias for 🏁 -- * alias 🔖: string, default alias for 🔖 -- return self in case of success -- returns nil, err in case of error loadlanguage = function(self, lang) local namespace = "anselme.languages."..lang -- execute language file local code = require(anselme_root.."stdlib.languages."..lang) local s, e = self:loadstring(code, namespace, lang) if not s then return s, e end s, e = self:eval(namespace) if e then return s, e end -- set aliases for built-in variables local seen_alias = self:eval(namespace..".alias 👁️") local checkpoint_alias = self:eval(namespace..".alias 🔖") local reached_alias = self:eval(namespace..".alias 🏁") self:setaliases(seen_alias, checkpoint_alias, reached_alias) return self end, --- define functions from Lua -- signature: full signature of the function -- fn: function (Lua function or table, see examples in stdlib/functions.lua) -- return self loadfunction = function(self, signature, fn) if type(signature) == "table" then for k, v in pairs(signature) do local s, e = self:loadfunction(k, v) if not s then return nil, e end end else if type(fn) == "function" then fn = { value = fn } end self.state.link_next_function_definition_to_lua_function = fn local s, e = self:loadstring("$"..signature, "", "lua") if not s then return nil, e end assert(self.state.link_next_function_definition_to_lua_function == nil, "unexpected error while defining lua function") return self end return self end, --- save/load script state -- only saves variables full names and values, so make sure to not change important variables, checkpoints and functions names between a save and a load -- only save variables with usable identifiers, so will skip functions with arguments, operators, etc. -- loading should be after loading scripts (otherwise you will "variable already defined" errors) load = function(self, data) assert(anselme.versions.save == data.anselme.versions.save, ("trying to load data from an incompatible version of Anselme; save was done using save version %s but current version is %s"):format(data.anselme.versions.save, anselme.versions.save)) for k, v in pairs(data.variables) do self.state.variables[k] = v end return self end, save = function(self) local vars = {} for k, v in pairs(self.state.variables) do if should_keep_variable(self.state, k) then vars[k] = v end end return { anselme = { versions = anselme.versions, version = anselme.version }, variables = vars } end, --- perform parsing that needs to be done after loading code -- automatically ran before starting an interpreter, but you may want to execute it before if you want to check for parsing error manually -- returns self in case of success -- returns nil, err in case of error postload = function(self) if #self.state.queued_lines > 0 then local r, e = postparse(self.state) if not r then return r, e end end return self end, --- enable feature flags -- available flags: -- * "strip trailing spaces": remove trailing spaces from choice and text events (enabled by default) -- * "strip duplicate spaces": remove duplicated spaces between text elements from choice and text events (enabled by default) -- returns self enable = function(self, ...) for _, flag in ipairs{...} do self.state.feature_flags[flag] = true end return self end, --- disable features flags -- returns self disable = function(self, ...) for _, flag in ipairs{...} do self.state.feature_flags[flag] = nil end return self end, --- run code -- expr: expression to evaluate (string or parsed expression), or a block to run -- will merge state after successful execution -- namespace(default=""): namespace to evaluate the expression in -- tags(default={}): defaults tag when evaluating the expression -- return interpreter in case of success -- returns nil, err in case of error run = function(self, expr, namespace, tags) local s, e = self:postload() if not s then return s, e end -- local err if type(expr) ~= "table" then expr, err = expression(tostring(expr), self.state, namespace or "") end if not expr then return expr, err end -- interpreter state local interpreter interpreter = { state = { feature_flags = self.state.feature_flags, builtin_aliases = self.state.builtin_aliases, aliases = setmetatable({}, { __index = self.state.aliases }), functions = self.state.functions, -- no need for a cache as we can't define or modify any function from the interpreter for now variables = setmetatable({}, { __index = function(variables, k) local cache = getmetatable(variables).cache if cache[k] == nil then cache[k] = copy(self.state.variables[k], getmetatable(variables).copy_cache) end return cache[k] end, -- variables that keep current state and should be cleared at each checkpoint cache = {}, -- cache of previously read values (copies), to get repeatable reads & handle mutable types without changing global state modified_tables = {}, -- list of modified tables (copies) that should be merged with global state on next checkpoint copy_cache = {}, -- table of [original table] = copied table. Automatically filled by copy(). -- keep track of scoped variables in scoped functions [fn line] = {{scoped variables}, next scope, ...} -- (scoped variables aren't merged on checkpoint, shouldn't be cleared at checkpoints) -- (only stores scoped variables that have been reassigned at some point (i.e. every accessed one since they start as undefined)) scoped = {} }), interpreter = { -- constant global_state = self.state, coroutine = coroutine.create(function() return "return", interpreter:run(expr, namespace) end), -- status running_line = nil, -- choice event choice_selected = nil, -- skip next choices until next event change (to skip currently running choice block when resuming from a checkpoint) skip_choices_until_flush = nil, -- active event buffer stack event_buffer_stack = {}, -- current event waiting to be sent current_event = nil, -- interrupt interrupt = nil, -- tag stack tags = tags or {}, }, }, vm = self } return setmetatable(interpreter, interpreter_methods) end, --- eval code -- behave like :run, except the expression can not emit events and will return the result of the expression directly. -- merge state after sucessful execution automatically like :run -- expr: expression to evaluate (string or parsed expression), or a block to evaluate -- namespace(default=""): namespace to evaluate the expression in -- tags(default={}): defaults tag when evaluating the expression -- return value in case of success (nil if nothing returned) -- returns nil, err in case of error eval = function(self, expr, namespace, tags) local interpreter, err = self:run("()", namespace, tags) if not interpreter then return interpreter, err end local r, e = interpreter:eval(expr, namespace) if e then return r, e end assert(interpreter:step() == "return") -- trigger merge / end-of-script things return r end } vm_mt.__index = vm_mt --- anselme module return setmetatable(anselme, { __call = function() -- global state local state = { feature_flags = { ["strip trailing spaces"] = true, ["strip duplicate spaces"] = true }, builtin_aliases = { -- ["👁️"] = "seen", -- ["🔖"] = "checkpoint", -- ["🏁"] = "reached" }, aliases = { -- ["bonjour.salutation"] = "hello.greeting", ... }, functions = { -- ["script.fn"] = { -- { -- function or checkpoint table -- }, ... -- }, ... }, variables = { -- foo = { -- type = "number", -- value = 42 -- }, ... }, queued_lines = { -- { line = line, namespace = "foo" }, ... }, link_next_function_definition_to_lua_function = nil -- temporarly set to tell the preparser to link a anselme function definition with a lua function } local vm = setmetatable({ state = state }, vm_mt) -- bootscript local boot = assert(vm:loadstring(bootscript, "", "boot script")) local _, e = vm:eval(boot) if e then error(e) end -- lua-defined functions assert(vm:loadfunction(stdfuncs.lua)) -- anselme-defined functions local ansfunc = assert(vm:loadstring(stdfuncs.anselme, "", "built-in functions")) _, e = vm:eval(ansfunc) if e then return error(e) end return vm end })