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//! Scope-level code generation: actors, global scenes, local scenes.
use super::LuaCodeGenerator;
use crate::context::TranspileContext;
use crate::error::TranspileError;
use crate::string_literalizer::StringLiteralizer;
use pasta_core::registry::SceneRegistry;
use pasta_dsl::parser::{
ActorScope, AttrValue, GlobalSceneScope, LocalSceneItem, LocalSceneScope, SceneActorItem,
};
use std::collections::HashMap;
use std::io::Write;
impl<'a, W: Write> LuaCodeGenerator<'a, W> {
/// Generate actor definition block (Requirement 3a, actor-word-dictionary).
///
/// Generates:
/// ```lua
/// do
/// local ACTOR = PASTA.create_actor("アクター名")
/// ACTOR.通常 = { [=[\s[0]]=], [=[\s[100]]=] }
///
/// function ACTOR.時刻(act)
/// -- Lua関数定義
/// end
/// end
/// ```
pub fn generate_actor(&mut self, actor: &ActorScope) -> Result<(), TranspileError> {
// do block for scope separation (Requirement 1)
self.writeln("do")?;
self.indent();
// Create actor
self.writeln(&format!(
"local ACTOR = PASTA.create_actor(\"{}\")",
actor.name
))?;
// Generate word definitions (Requirement 2, actor-word-dictionary Task 3.1)
// ACTOR:create_word() registers both in word.lua (L2 prefix search) and as actor attribute (L1 exact match)
for word_def in &actor.words {
if word_def.words.is_empty() {
continue;
}
// Literalize all words in the array
let literals: Result<Vec<String>, _> = word_def
.words
.iter()
.map(|w| StringLiteralizer::literalize_with_span(w, &word_def.span))
.collect();
let literals = literals?;
// Use symmetric API: ACTOR:create_word(key):entry(...)
// This pattern matches SCENE:create_word(key):entry(...)
let entry_args = literals.join(", ");
for name in &word_def.names {
self.writeln(&format!(
"ACTOR:create_word(\"{}\"):entry({})",
name, entry_args
))?;
}
}
// Generate code blocks (Requirement 4.関数定義)
for code_block in &actor.code_blocks {
// Only expand Lua code blocks
if code_block.language.as_deref() == Some("lua") {
self.write_blank_line()?;
self.generate_code_block(code_block)?;
}
}
self.end_block()?;
Ok(())
}
/// Generate global scene block (Requirement 3b, MAJOR-3).
///
/// Generates:
/// ```lua
/// do
/// local SCENE = PASTA.create_scene("モジュール名_N")
///
/// function SCENE.__start__(ctx, ...)
/// local args = { ... }
/// local act, save, var = PASTA.create_session(SCENE, ctx)
/// -- ...
/// end
///
/// function SCENE.__シーン名_1__(ctx, ...)
/// -- ...
/// end
/// end
/// ```
///
/// # Arguments
/// * `scene` - The global scene scope
/// * `scene_counter` - Scene counter for name uniqueness
/// * `_context` - Transpile context (currently unused)
/// * `_file_attrs` - Merged file+scene attributes (MAJOR-3, currently unused for future extension)
#[allow(unused_variables)]
pub fn generate_global_scene(
&mut self,
scene: &GlobalSceneScope,
_scene_counter: usize,
_context: &TranspileContext,
_file_attrs: &HashMap<String, AttrValue>,
) -> Result<(), TranspileError> {
let sanitized_name = SceneRegistry::sanitize_name(&scene.name);
// Use base name only - counter is assigned by Lua runtime (Requirement 8.5)
let base_name = sanitized_name;
// do block for scope separation (Requirement 1)
self.writeln("do")?;
self.indent();
// Create scene with base name - Lua side assigns counter (Requirement 8.2, 8.5)
self.writeln(&format!(
"local SCENE = PASTA.create_scene(\"{}\")",
base_name
))?;
self.write_blank_line()?;
// Generate scene-level word definitions (Requirement 2.2, Task 4.3)
// These are registered under the current global scene name
for word in &scene.words {
self.generate_local_word(word)?;
}
if !scene.words.is_empty() {
self.write_blank_line()?;
}
// Generate local scenes with per-name counters
// Same-name scenes get incrementing numbers (_1, _2, ...)
let mut name_counters: std::collections::HashMap<String, usize> =
std::collections::HashMap::new();
for local_scene in &scene.local_scenes {
let counter = if let Some(ref name) = local_scene.name {
let count = name_counters.entry(name.clone()).or_insert(0);
*count += 1;
*count
} else {
0 // start scene doesn't use counter
};
self.generate_local_scene(local_scene, counter, &scene.actors)?;
}
// Generate code blocks at module level (after all local scene functions)
// First: global scene level code blocks
for code_block in &scene.code_blocks {
self.generate_code_block(code_block)?;
}
// Second: code blocks from local scenes (these are stored in local scenes but should
// appear at the global scene level, after all function definitions)
for local_scene in &scene.local_scenes {
for code_block in &local_scene.code_blocks {
self.generate_code_block(code_block)?;
}
}
self.end_block()?;
Ok(())
}
/// Generate local scene function (Requirement 3c).
///
/// Generates:
/// ```lua
/// function SCENE.__シーン名_N__(ctx, ...)
/// local args = { ... }
/// local act, save, var = PASTA.create_session(SCENE, ctx)
/// -- items...
/// end
/// ```
///
/// The `counter` parameter is the per-name counter (1, 2, 3... for same-name scenes).
/// For start scenes (name is None), counter is ignored.
///
/// Note: Code blocks associated with local scenes are NOT generated here.
/// They are generated at the global scene level by generate_global_scene.
pub fn generate_local_scene(
&mut self,
scene: &LocalSceneScope,
counter: usize,
actors: &[SceneActorItem],
) -> Result<(), TranspileError> {
let fn_name = if let Some(ref name) = scene.name {
let sanitized = SceneRegistry::sanitize_name(name);
format!("{}_{}", sanitized, counter)
} else {
"__start__".to_string()
};
self.writeln(&format!("function SCENE.{}(act, ...)", fn_name))?;
self.indent();
// Session initialization: args and init_scene come first
self.writeln("local args = { ... }")?;
self.writeln("local save, var = act:init_scene(SCENE)")?;
// Generate actor initialization block for __start__ only (counter == 0)
// Order: init_scene -> clear_spot -> set_spot(s)
if counter == 0 && !actors.is_empty() {
// clear_spot at the start of actor initialization block (Requirement 2.1)
self.writeln("act:clear_spot()")?;
// set_spot with new format: act:set_spot("name", number) (Requirement 3.1, 3.2)
for actor in actors {
self.writeln(&format!(
r#"act:set_spot("{}", {})"#,
actor.name, actor.number
))?;
}
}
self.write_blank_line()?;
// Generate local scene items
self.generate_local_scene_items(&scene.items)?;
// Code blocks are NOT generated here - they are generated at global scene level
// This ensures code blocks appear after all local scene function definitions
self.end_block()?;
Ok(())
}
/// Check if a LocalSceneItem is a "callable" item (TCO optimization target).
///
/// Currently only `CallScene` is considered callable. When new variants like
/// `FnCall` are added in the future, simply extend the `matches!` condition:
///
/// ```ignore
/// // Future extension example:
/// // matches!(item, LocalSceneItem::CallScene(_) | LocalSceneItem::FnCall(_))
/// ```
fn is_callable_item(item: &LocalSceneItem) -> bool {
matches!(item, LocalSceneItem::CallScene(_))
}
/// Generate local scene items (action lines, var sets, calls).
///
/// Tail call optimization: The last item in the list gets a `return` prefix
/// if it is a CallScene, enabling Lua TCO.
fn generate_local_scene_items(
&mut self,
items: &[LocalSceneItem],
) -> Result<(), TranspileError> {
// Calculate the index of the last callable item for TCO
// TCO only applies if the last item itself is callable
let last_index = items.len().saturating_sub(1);
let last_is_callable = items.last().is_some_and(Self::is_callable_item);
let mut last_actor: Option<String> = None;
for (index, item) in items.iter().enumerate() {
match item {
LocalSceneItem::VarSet(var_set) => {
self.generate_var_set(var_set)?;
}
LocalSceneItem::CallScene(call_scene) => {
let is_tail_call = last_is_callable && index == last_index;
self.generate_call_scene(call_scene, is_tail_call)?;
}
LocalSceneItem::ActionLine(action_line) => {
self.generate_action_line(action_line, &mut last_actor)?;
}
LocalSceneItem::ContinueAction(continue_action) => {
self.generate_continue_action(continue_action, &last_actor)?;
}
LocalSceneItem::CueCommand(cmd) => {
if cmd.command == "select" {
self.generate_choice_timeout(cmd)?;
}
// 他のキューコマンドは Lua コード生成の対象外(dola 側で処理)
}
LocalSceneItem::Choice(choice) => {
self.generate_choice(choice)?;
}
}
}
Ok(())
}
/// Generate `act:choice("target", "display")` Lua call for a choice node.
fn generate_choice(
&mut self,
choice: &pasta_dsl::parser::ChoiceNode,
) -> Result<(), TranspileError> {
let display = choice.label.as_deref().unwrap_or(&choice.target);
let target_lit = StringLiteralizer::literalize_with_span(&choice.target, &choice.span)?;
let display_lit = StringLiteralizer::literalize_with_span(display, &choice.span)?;
self.writeln(&format!("act:choice({}, {})", target_lit, display_lit))?;
Ok(())
}
/// Generate `act:choice_timeout(seconds)` or `act:choice_timeout(nil)` for `!select` cue command.
fn generate_choice_timeout(
&mut self,
cmd: &pasta_dsl::parser::CueCommandNode,
) -> Result<(), TranspileError> {
use pasta_dsl::parser::CueArgToken;
let arg = match cmd.args.first() {
Some(CueArgToken::Integer(n)) => n.to_string(),
Some(CueArgToken::Float(f)) => {
// Emit as integer if the value has no fractional part
if f.fract() == 0.0 {
(*f as i64).to_string()
} else {
f.to_string()
}
}
_ => "nil".to_string(),
};
self.writeln(&format!("act:choice_timeout({})", arg))?;
Ok(())
}
}