Subcommands by Daniel Stelzer

"Exposes the snippets referring to each noun."
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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".
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.