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Generator.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using GPSRCmdGen.Containers;
namespace GPSRCmdGen
{
/// <summary>
/// Generates Random Sentences for the GPSR test
/// </summary>
public class Generator
{
#region Variables
/// <summary>
/// Random numbers generator
/// </summary>
private Random rnd;
/// <summary>
/// Sorted difficulty degrees from the hardes to the easiest
/// </summary>
private List<DifficultyDegree> sdd;
/// <summary>
/// Stores all known gestures
/// </summary>
private List<Gesture> allGestures;
/// <summary>
/// Stores all known locations
/// </summary>
private LocationManager allLocations;
/// <summary>
/// Stores all known names
/// </summary>
private List<PersonName> allNames;
/// <summary>
/// Stores all known objects
/// </summary>
private GPSRObjectManager allObjects;
/// <summary>
/// Stores all known questions
/// </summary>
private List<PredefindedQuestion> allQuestions;
/// <summary>
/// Stores all generation grammars
/// </summary>
private List<Grammar> allGrammars;
#endregion
#region Constructor
/// <summary>
/// Initializes a new instance of Generator
/// </summary>
public Generator ()
{
// Initialize all objects
this.rnd = new Random (DateTime.Now.Millisecond);
this.allGestures = new List<Gesture> ();
this.allLocations = LocationManager.Instance;
this.allNames = new List<PersonName> ();
this.allObjects = GPSRObjectManager.Instance;
this.allGrammars = new List<Grammar> ();
this.allQuestions = new List<PredefindedQuestion>();
GenerateSortedDifficultyDegreesArray ();
}
#endregion
#region Properties
/// <summary>
/// Gets the list that stores all known locations
/// </summary>
internal LocationManager AllLocations { get{return this.allLocations; } }
/// <summary>
/// Gets the list that stores all known gestures
/// </summary>
internal List<Gesture> AllGestures { get{return this.allGestures; } }
/// <summary>
/// Gets the list that stores all known names
/// </summary>
internal List<PersonName> AllNames{ get { return this.allNames; } }
/// <summary>
/// Stores all known objects
/// </summary>
internal GPSRObjectManager AllObjects { get { return this.allObjects; } }
/// <summary>
/// Stores all known questions
/// </summary>
internal List<PredefindedQuestion> AllQuestions { get { return this.allQuestions; } }
/// <summary>
/// Gets the random numbers generator
/// </summary>
internal Random Rnd{ get { return this.rnd; } }
/// <summary>
/// Gets the list that stores sorted difficulty degrees from the hardes to the easiest
/// </summary>
internal List<DifficultyDegree> SortedDD{ get{ return this.sdd; } }
#endregion
/// <summary>
/// Generates the list of sorted difficulty degrees from the hardes to the easiest
/// </summary>
private void GenerateSortedDifficultyDegreesArray()
{
DifficultyDegree[] dda = (DifficultyDegree[])Enum.GetValues (typeof(DifficultyDegree));
this.sdd = new List<DifficultyDegree>(
dda.Where (dd => (int)dd > -1)
.OrderByDescending(dd => (int)dd)
);
}
/// <summary>
/// Randomly generates a task with the requested difficulty degree
/// </summary>
/// <param name="tier">The maximum difficulty degree allowed to produce the task</param>
/// <returns></returns>
public Task GenerateTask (DifficultyDegree tier)
{
string taskPrototype = GetTaskPrototype (tier);
WildcardReplacer replacer = new WildcardReplacer (this, tier);
if (String.IsNullOrEmpty (taskPrototype))
return null;
return replacer.GetTask (taskPrototype);
}
/// <summary>
/// Obtains a random grammar with the highest difficulty degree possible
/// </summary>
/// <param name="tier">The maximum difficulty degree allowed</param>
/// <returns>A grammar</returns>
private Grammar GetRandomGrammar (DifficultyDegree tier)
{
int idd;
Grammar g;
foreach (DifficultyDegree dd in sdd) {
idd = (int)dd;
if ( (idd > (int)tier) || (idd < 1) )
continue;
g = GetTieredElement (dd, allGrammars);
if (g != null)
return g;
Warn("No grammars were found for {0} difficulty degree. {1}", dd, idd > 1 ? "Grammar tier reduced." : String.Empty);
}
return null;
}
/// <summary>
/// Randomly selects a grammar of the specified difficulty degree (or lower)
/// and uses it to produce a random task sentence prototype. The prototype
/// contains several tokens to be replaced by random values
/// </summary>
/// <param name="tier">The maximum difficulty degree allowed</param>
/// <returns>A task sentence prototype with unsolved constructs</returns>
private string GetTaskPrototype (DifficultyDegree tier)
{
Grammar g;
g = GetRandomGrammar (tier);
if (g == null) {
Err ("No grammars could be selected. Aborting.");
return String.Empty;
}
if (String.IsNullOrEmpty (g.Name))
Console.WriteLine ("Selected {0} difficulty degree grammar.", g.Tier);
else
Console.WriteLine ("Selected {0} ({1} difficulty degree grammar).", g.Name, g.Tier);
try {
return g.GenerateSentence (rnd);
} catch (StackOverflowException) {
Err ("Can't generate grammar. Grammar is recursive");
return null;
} catch {
Err ("Can't generate grammar. Unexpected error");
return null;
}
}
/// <summary>
/// Gets a random element from the provided list with the specified difficulty degree.
/// </summary>
/// <param name="tier">The difficulty for fetched object.</param>
/// <param name="baseList">Base list which contains all objects.</param>
/// <typeparam name="T">The type of object to fetch. Must be ITiered.</typeparam>
/// <returns>A random element from the list.</returns>
private T GetTieredElement<T>(DifficultyDegree tier, List<T> baseList) where T : ITiered{
if ((baseList == null) || (baseList.Count < 1))
return default(T); // throw new Exception ("Provided baselist is null or empty");
// Get a list with all the elements of the requested difficulty degree
List<T> tieredList = new List<T> (baseList.Where(idd => idd.Tier == tier));
if (tieredList.Count < 1)
return default(T); //throw new Exception("No elements were found for the requested difficulty degree");
// Return random object
return tieredList[rnd.Next(tieredList.Count)];
}
#region Load Methods
/// <summary>
/// Loads the set of gestures from disk. If no gestures file is found,
/// the default set is loaded from Factory
/// </summary>
public void LoadGestures ()
{
try {
this.allGestures = Loader.Load<GestureContainer> (Loader.GetPath("Gestures.xml")).Gestures;
Green("Done!");
} catch {
this.allGestures = Factory.GetDefaultGestures ();
Err ("Failed! Default Gestures loaded");
}
}
/// <summary>
/// Loads the grammars from disk. If no grammars are found, the application is
/// terminated.
/// </summary>
public void LoadGrammars ()
{
try {
this.allGrammars = Loader.LoadGrammars ();
Green("Done!");
} catch {
Err ("Failed! Application terminated");
Environment.Exit (0);
}
}
/// <summary>
/// Loads the set of locations from disk. If no locations file is found,
/// the default set is loaded from Factory
/// </summary>
public void LoadLocations ()
{
try {
this.allLocations = Loader.LoadLocations (Loader.GetPath("Locations.xml"));
Green("Done!");
} catch {
List<Room> defaultRooms = Factory.GetDefaultLocations ();
foreach (Room room in defaultRooms)
this.allLocations.Add(room);
Err ("Failed! Default Locations loaded");
}
}
/// <summary>
/// Loads the set of names from disk. If no names file is found,
/// the default set is loaded from Factory
/// </summary>
public void LoadNames ()
{
try {
this.allNames = Loader.Load<NameContainer> (Loader.GetPath("Names.xml")).Names;
Green("Done!");
} catch {
this.allNames = Factory.GetDefaultNames ();
Err ("Failed! Default Names loaded");
}
}
/// <summary>
/// Loads the set of objects and categories from disk. If no objects file is found,
/// the default set is loaded from Factory
/// </summary>
public void LoadObjects ()
{
try {
this.allObjects = Loader.LoadObjects(Loader.GetPath("Objects.xml"));
Green("Done!");
} catch {
List<Category> defaultCategories = Factory.GetDefaultObjects();
foreach (Category category in defaultCategories)
this.allObjects.Add(category);
Err ("Failed! Default Objects loaded");
}
}
/// <summary>
/// Loads the set of questions from disk. If no questions file is found,
/// the default set is loaded from Factory
/// </summary>
public void LoadQuestions()
{
try
{
this.allQuestions = Loader.Load<QuestionsContainer>(Loader.GetPath("Questions.xml")).Questions;
Green("Done!");
}
catch
{
this.allQuestions = Factory.GetDefaultQuestions();
Err("Failed! Default Objects loaded");
}
}
/// <summary>
/// Validates all default locations of categories are contained in the locations array.
/// </summary>
public void ValidateLocations()
{
foreach(Category c in this.AllObjects.Categories)
{
if (!this.AllLocations.Contains (c.DefaultLocation))
this.AllLocations.Add (c.DefaultLocation);
}
}
#endregion
#region Static Methods
/// <summary>
/// Writes the provided exception's Message to the console in RED text
/// </summary>
/// <param name="ex">Exception to be written.</param>
private static void Err(Exception ex){
Err (null, ex);
}
private static void Err(string format, params object[] args){
Err (String.Format (format, args));
}
/// <summary>
/// Writes the provided message string to the console in RED text
/// </summary>
/// <param name="message">The message to be written.</param>
private static void Err(string message){
Err(message, (Exception)null);
}
/// <summary>
/// Writes the provided message string and exception's Message to the console in RED text
/// </summary>
/// <param name="message">The message to be written.</param>
/// <param name="ex">Exception to be written.</param>
private static void Err(string message, Exception ex){
ConsoleColor pc = Console.ForegroundColor;
Console.ForegroundColor = ConsoleColor.Red;
if(!String.IsNullOrEmpty(message))
Console.WriteLine (message);
if(ex != null)
Console.WriteLine ("Exception {0}:", ex.Message);
Console.ForegroundColor = pc;
}
/// <summary>
/// Writes the provided exception's Message to the console in YELLOW text
/// </summary>
/// <param name="ex">Exception to be written.</param>
private static void Warn(Exception ex){
Err (null, ex);
}
private static void Warn(string format, params object[] args){
Err (String.Format (format, args));
}
/// <summary>
/// Writes the provided message string to the console in YELLOW text
/// </summary>
/// <param name="message">The message to be written.</param>
private static void Warn(string message){
Err(message, (Exception)null);
}
/// <summary>
/// Writes the provided message string and exception's Message to the console in YELLOW text
/// </summary>
/// <param name="message">The message to be written.</param>
/// <param name="ex">Exception to be written.</param>
private static void Warn(string message, Exception ex){
ConsoleColor pc = Console.ForegroundColor;
Console.ForegroundColor = ConsoleColor.DarkYellow;
if(!String.IsNullOrEmpty(message))
Console.WriteLine (message);
if(ex != null)
Console.WriteLine ("Exception {0}:", ex.Message);
Console.ForegroundColor = pc;
}
/// <summary>
/// Writes the provided message string to the console in GREEN text
/// </summary>
/// <param name="message">The message to be written.</param>
private static void Green(string message){
ConsoleColor pc = Console.ForegroundColor;
Console.ForegroundColor = ConsoleColor.DarkGreen;
Console.WriteLine (message);
Console.ForegroundColor = pc;
}
#endregion
}
}