// Warning: Any Runtime.Object content referenced within the StoryState will
        // be re-referenced rather than cloned. This is generally okay though since
        // Runtime.Objects are treated as immutable after they've been set up.
        // (e.g. we don't edit a Runtime.StringValue after it's been created an added.)
        // I wonder if there's a sensible way to enforce that..??
        internal StoryState CopyAndStartPatching()
        {
            var copy = new StoryState(story);

            copy._patch = new StatePatch(_patch);

            copy.outputStream.AddRange(_outputStream);
            copy.OutputStreamDirty();

            copy._currentChoices.AddRange(_currentChoices);

            if (hasError)
            {
                copy.currentErrors = new List <string> ();
                copy.currentErrors.AddRange(currentErrors);
            }
            if (hasWarning)
            {
                copy.currentWarnings = new List <string> ();
                copy.currentWarnings.AddRange(currentWarnings);
            }

            copy.callStack = new CallStack(callStack);

            // ref copy - exactly the same variables state!
            // we're expecting not to read it only while in patch mode
            // (though the callstack will be modified)
            copy.variablesState           = variablesState;
            copy.variablesState.callStack = copy.callStack;
            copy.variablesState.patch     = copy._patch;

            copy.evaluationStack.AddRange(evaluationStack);

            if (!divertedPointer.isNull)
            {
                copy.divertedPointer = divertedPointer;
            }

            copy.previousPointer = previousPointer;

            // visit counts and turn indicies will be read only, not modified
            // while in patch mode
            copy._visitCounts = _visitCounts;
            copy._turnIndices = _turnIndices;

            copy.currentTurnIndex = currentTurnIndex;
            copy.storySeed        = storySeed;
            copy.previousRandom   = previousRandom;

            copy.didSafeExit = didSafeExit;

            return(copy);
        }
Exemple #2
0
        // Warning: Any Runtime.Object content referenced within the StoryState will
        // be re-referenced rather than cloned. This is generally okay though since
        // Runtime.Objects are treated as immutable after they've been set up.
        // (e.g. we don't edit a Runtime.StringValue after it's been created an added.)
        // I wonder if there's a sensible way to enforce that..??
        public StoryState CopyAndStartPatching()
        {
            var copy = new StoryState(story);

            copy._patch = new StatePatch(_patch);

            // Hijack the new default flow to become a copy of our current one
            // If the patch is applied, then this new flow will replace the old one in _namedFlows
            copy._currentFlow.name      = _currentFlow.name;
            copy._currentFlow.callStack = new CallStack(_currentFlow.callStack);
            copy._currentFlow.currentChoices.AddRange(_currentFlow.currentChoices);
            copy._currentFlow.outputStream.AddRange(_currentFlow.outputStream);
            copy.OutputStreamDirty();

            // The copy of the state has its own copy of the named flows dictionary,
            // except with the current flow replaced with the copy above
            // (Assuming we're in multi-flow mode at all. If we're not then
            // the above copy is simply the default flow copy and we're done)
            if (_namedFlows != null)
            {
                copy._namedFlows = new Dictionary <string, Flow>();
                foreach (var namedFlow in _namedFlows)
                {
                    copy._namedFlows[namedFlow.Key] = namedFlow.Value;
                }
                copy._namedFlows[_currentFlow.name] = copy._currentFlow;
            }

            if (hasError)
            {
                copy.currentErrors = new List <string> ();
                copy.currentErrors.AddRange(currentErrors);
            }
            if (hasWarning)
            {
                copy.currentWarnings = new List <string> ();
                copy.currentWarnings.AddRange(currentWarnings);
            }


            // ref copy - exactly the same variables state!
            // we're expecting not to read it only while in patch mode
            // (though the callstack will be modified)
            copy.variablesState           = variablesState;
            copy.variablesState.callStack = copy.callStack;
            copy.variablesState.patch     = copy._patch;

            copy.evaluationStack.AddRange(evaluationStack);

            if (!divertedPointer.isNull)
            {
                copy.divertedPointer = divertedPointer;
            }

            copy.previousPointer = previousPointer;

            // visit counts and turn indicies will be read only, not modified
            // while in patch mode
            copy._visitCounts = _visitCounts;
            copy._turnIndices = _turnIndices;

            copy.currentTurnIndex = currentTurnIndex;
            copy.storySeed        = storySeed;
            copy.previousRandom   = previousRandom;

            copy.didSafeExit = didSafeExit;

            return(copy);
        }