public void RunRoomSession() { MazeRoom currentroom = mazemap.GetRoomByIteration(player.X, player.Y); string ScriptName = currentroom.SessionName; //Only parse the script if the name isn't blank if (currentroom.SessionName != "") { ScriptRepresentation script = new ScriptRepresentation(); //Initialize the script script.init(ScriptName); SpeechScriptInterpreter RoomRunner = new SpeechScriptInterpreter(); if (FirstRun) { RoomRunner.init(); FirstRun = false; } else { RoomRunner.Init_Voice(Program.voicename); } RoomRunner.parse(ScriptName); //Console.WriteLine(ScriptName); } //Move the player again. Player_Move(); }
private void Button1_Click(object sender, EventArgs e) { if (Program.userpreferences.EnabledScriptFeatures.Count > 0) { //Is maze mode meant to run? if (Program.userpreferences.EnabledScriptFeatures.Contains(Program.ScriptFeatures.IncludeInMazeModePool)) { //This should be all we need to kick off maze mode now (hopefully) MapForm MazeModeMap = new MapForm(); SessionGeneratorBase genner = new SessionGeneratorBase(); genner.PopulateScriptPoolNoPrefs(); genner.Remove_NonPrefs(); //The other prefs format, I cannot remember why I set up prefs-mirroring. //Something something -script chaining logic. yeah. Not really needed now. Maybe? Program.userpreferences.ResetAndFillPrefs(); //Generate session with 5 to start. genner.GenerateGenericSession(5); MazeModeMap.Show(this.Owner); //Hide this form so it doesn't get in the way. this.Hide(); Random MazeRng = new Random(System.DateTime.Now.Second + System.DateTime.Now.Year + System.DateTime.Now.Minute); //You cannot update dictionary's values directly UGH, they are readonly. UGHHH!! ICollection <Vector2 <int, int> > keys = new List <Vector2 <int, int> >(MazeModeMap.mazemap.rooms.Keys); //Randomize the finish room too. int roomindex = MazeRng.Next(0, MazeModeMap.mazemap.rooms.Keys.Count); int countindex = 0; foreach (Vector2 <int, int> key in keys) { //If the finish is shown display it alongside the actual room. if (countindex == roomindex) { MazeModeMap.mazemap.SetFinishRoom(key.X, key.Y); MazeModeMap.RevealRoomTile(key.X, key.Y, MazeModeMap.PalletizedTiles); } //One final touch up to visually correct a backwards tile on start or something. //--Dont ask questions this fixes stuff. if (key.X == MazeModeMap.mazemap.StartRoom.X && key.Y == MazeModeMap.mazemap.StartRoom.Y) { MazeModeMap.RevealRoomTile(key.X, key.Y, MazeModeMap.PalletizedTiles); } //Just some RNG for defining if a tile has a session on it. int value = MazeRng.Next(13); if (value > 5) { MazeRoom troom_ = MazeModeMap.mazemap.rooms[key]; int index = MazeRng.Next(0, genner.Session_List.Count()); troom_.SessionName = genner.Session_List.ToArray()[index].FileName; MazeModeMap.mazemap.rooms[key] = troom_; } countindex++; } //And the game loop begins here. Maze Mode Only. MazeModeMap.Player_Move(); } if (!Program.userpreferences.EnabledScriptFeatures.Contains(Program.ScriptFeatures.IncludeInMazeModePool)) { SessionGeneratorBase genner = new SessionGeneratorBase(); genner.PopulateScriptPoolNoPrefs(); genner.Remove_NonPrefs(); //The other prefs format, I cannot remember why I set up prefs-mirroring. //Something something -script chaining logic. yeah. Not really needed now. Maybe? Program.userpreferences.ResetAndFillPrefs(); genner.GenerateGenericSession(5); //f.UpdateTileAt(5, 5, 26); //f.make_map(new Vector2<int, int>(5, 5), new Vector2<int, int>(10, 10), 25); this.Hide(); bool first_time = true; foreach (ScriptRepresentation rep in genner.Session_List) { SpeechScriptInterpreter interpreter = new SpeechScriptInterpreter(); if (first_time) { interpreter.init(); first_time = false; Console.WriteLine("Hypnosis Randomizer Online. Programming you now."); } else { interpreter.Init_Voice(Program.voicename); } //interpreter.say_default("This is a test"); interpreter.parse(rep.FileName); } } Console.WriteLine("Session finished. You may close this window."); } else { NoPreferencesSelectedError DialogePopup = new NoPreferencesSelectedError(); DialogePopup.ShowDialog(); } }
//parse the entire thing out and say the stuff. public void parse(string filename) { //Load the file lines = System.IO.File.ReadAllLines(filename); //Parse the anchors Parse_Anchors(); while (index < lines.Length) { string input = lines[index]; index++; //Parse the context if (input.StartsWith("SetRate:")) { string rate = input.Substring(8); if (Ratevalues.ContainsKey(rate)) { PromptRate pmt_rate = Ratevalues[rate]; style_.Rate = pmt_rate; } } if (input.StartsWith("SetEmp:")) { string Empsetting = input.Substring(7); if (Emphasisvalues.ContainsKey(Empsetting)) { PromptEmphasis emp_val = Emphasisvalues[Empsetting]; style_.Emphasis = emp_val; } } if (input.StartsWith("<Deepener>")) { //Make note of the deepender here. if (!random_lines.ContainsKey(index)) { random_lines.Add(index, "<Deepener>"); } //now we will run a Deepener script here. int Deepener_Count = Deepener_names.Count(); Random r = new Random(); int next_Deepener = r.Next(Deepener_Count); string Deepener_name = Deepener_names[next_Deepener]; //Some recursive magic now SpeechScriptInterpreter Deepener_interpreter = new SpeechScriptInterpreter(); Deepener_interpreter.Init_Voice(Program.voicename); //Initialize the new interpreter instance Deepener_interpreter.parse(Deepener_name); } if (input.StartsWith("<Goto:")) { string command = "Goto"; //Get the anchor object. Anchor A = FetchAnchor(input, command); //The '!' character is reserved and anchors cannot use it //It is used to denote a failed fetch. To prevent NullErrors. if (A.name != "!") { int line_index = A.line_number; //Assign indirectly the index of this trance to the Anchor index. index = line_index; } } //Change inputs by setting functions for them for more efficient parsing and //Templating of code blocks. if (input.StartsWith("<QueryMulti:")) { QueryMulti(input); } if (input.StartsWith("<QueryDeepEnough>")) { Dialouge get_state = new Dialouge(); say_default("Are you deep enough yet?"); get_state.ShowDialog(); //Find out yes or no string result = get_state.ReturnValue; if (result == "Yes") { continue; } if (result == "No") { for (int i = index; i > 0; i--) { //search backwards for the previous Deepener //Did we find a '<Deepener> tag? if (random_lines.ContainsKey(i)) { if (random_lines[i] == "<Deepener>") { //does it match? //if it does, we go backwards in the script //All the way to this point index = i - 1; break; //We want to quit the search } } } } } //Generic Query if (input.StartsWith("<QueryGeneric:")) { HandleQuery(input); } //Say the stuff, treating our rate and emphasis as part of a state machine //Which we re-apply each time something is to be spoken. if (input.StartsWith("Say:")) { string voice_string = input.Substring(4); builder.ClearContent(); builder.StartVoice(Program.voicename); builder.StartSentence(); builder.StartStyle(style_); builder.AppendText(voice_string); builder.EndStyle(); builder.EndSentence(); builder.EndVoice(); //lastly let the ball roll and see if we can hear some chatter. reader.Speak(builder); } } }
private void button1_Click(object sender, EventArgs e) { SpeechScriptInterpreter interpreter = new SpeechScriptInterpreter(); //Call Initialize on the interpreter interpreter.init(); //Call parse so we can hear it talk! Hopefully it can parse the test file. :D. interpreter.parse("BiggusScript.txt"); //Old stuff keeping as example below /* * SpeechSynthesizer reader = new SpeechSynthesizer(); * reader.SelectVoice("IVONA 2 Salli"); * PromptBuilder b = new PromptBuilder(); * * * PromptStyle s = new PromptStyle(PromptRate.ExtraFast); * s.Rate = PromptRate.Medium; * s.Volume = PromptVolume.Loud; * s.Emphasis = PromptEmphasis.Strong; * PromptRate. * * * * b.StartSentence(); * b.StartStyle(s); * b.AppendText("Hello Iridescent"); * b.EndStyle(); * b.AppendBreak(new TimeSpan(0, 0, 2)); * s.Emphasis = PromptEmphasis.Reduced; * s.Rate = PromptRate.Fast; * b.StartStyle(s); * b.AppendText("This is less emphasized"); * b.EndStyle(); * b.EndSentence(); * * * * b.AppendBreak(new TimeSpan(0, 0, (int) 1.5)); * b.StartSentence(); * b.AppendText("How", PromptEmphasis.Moderate); * b.AppendText("Are", PromptVolume.Loud); * b.AppendText("You?", PromptEmphasis.Strong); * * b.AppendText("WEEEEEEEEEEEEEEEEEEE"); * b.EndSentence(); * * * reader.Speak(b); * * * // b.StartStyle(c ); * // b.EndStyle(); * b.StartSentence(); * b.AppendText("Hey"); * b.EndSentence(); * b.AppendBreak(new TimeSpan(0, 0, (int)3)); * * * reader.Speak(b); * reader.SpeakCompleted += compl; * reader.Speak(b); * * * * * * * * List<string> vnames = new List<string>(); * foreach (InstalledVoice voice in reader.GetInstalledVoices()) * { * VoiceInfo info = voice.VoiceInfo; * //Console.WriteLine(" Voice Name: " + info.Name); * vnames.Add(info.Name); * } * Console.WriteLine("hello"); * * reader.Speak(b); * * * * for (int i=-10; i<10; i++) * { * reader.Rate = i; * reader.Speak("You will obey"); * reader.Rate = 5; * * } * * */ }
public void Player_Move() { QueryMulti Select = new QueryMulti(); int pbx = player.X; int pby = player.Y; int oldx = player.X; int oldy = player.Y; //Get Neighboor states. bool North = mazemap.getroomkeystate(pbx, pby - 1); bool East = mazemap.getroomkeystate(pbx + 1, pby); bool South = mazemap.getroomkeystate(pbx, pby + 1); bool West = mazemap.getroomkeystate(pbx - 1, pby); //Setup Buttons if (North) { Select.One.Text = "Move North"; } else { Select.One.Hide(); } if (East) { Select.Two.Text = "Move East"; } else { Select.Two.Hide(); } if (South) { Select.Three.Text = "Move South"; } else { Select.Three.Hide(); } if (West) { Select.Four.Text = "Move West"; } else { Select.Four.Hide(); } Select.ShowDialog(); switch (Select.returnvalue) { case "One": pby -= 1; break; case "Two": pbx += 1; break; case "Three": pby += 1; break; case "Four": pbx -= 1; break; } //Update player coords. player.X = pbx; player.Y = pby; //Show where the player moved RevealRoomTile(pbx, pby, PalletizedTiles); RevealRoomTile(oldx, oldy, tiles_list); //If the room exists run the session for it. //But not before checking if we're done! :D HOORAY! if (mazemap.Finishroom.X == player.X && mazemap.Finishroom.Y == player.Y) { SpeechScriptInterpreter finished = new SpeechScriptInterpreter(); finished.Init_Voice(Program.voicename); finished.say_default("You have completed the maze. Congragulations!!!!"); this.Close(); } if (mazemap.getroomkeystate(pbx, pby)) { Console.WriteLine("The room at " + pbx + ", " + pby + " was obviously found. DuUUH"); } MazeRoom currentroom = mazemap.GetRoomByIteration(pbx, pby); if (!currentroom.ran_once) { currentroom.ran_once = true; mazemap.rooms[new Vector2 <int, int>(pbx, pby)] = currentroom; RunRoomSession(); } else { Player_Move(); } }