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//! A pure Rust dialogue system.
//!
//! Replique reads dialogues written in plain text, compiles them, and runs them
//! on a small virtual machine. It knows nothing about any engine: the VM hands
//! out events (*say this line*, *offer these choices*, *run this command*)
//! and waits for the caller to answer. [`bevy_replique`] is the Bevy plugin
//! built on top of this crate.
//!
//! [`bevy_replique`]: https://docs.rs/bevy_replique
//!
//! # The format
//!
//! ```text
//! := start
//! Alice: Hi! How are you?
//! -> Good, thanks!
//! Alice: Glad to hear it.
//! -> Not great.
//! Alice: Oh no, what happened?
//! => end
//! ---
//! ```
//!
//! | Syntax | Meaning |
//! | ------------------------------------ | ----------------------------------------------- |
//! | `:= name` | Start a node named `name` |
//! | `---` | End the current node |
//! | `Speaker: text` | A line of dialogue |
//! | `-> text` | A choice offered to the player |
//! | `>> command(arg1, arg2)` | A command to execute on the host |
//! | `=> name` | Jump to the node `name` |
//! | `[let $var = value]` | Set a variable |
//! | `[$var]` | Insert a value into the line |
//! | `[if cond]`, `[elif cond]`, `[else]` | Play a block only under a condition |
//! | `[while cond]` | Repeat a block, with `[break]` and `[continue]` |
//!
//! # Variables, conditions and loops
//!
//! Variables hold numbers, strings, booleans and dictionaries. Anything written
//! between `[` and `]` inside a line is evaluated and inserted where it stands:
//!
//! ```text
//! := shop
//! [let $gold = 12]
//! [let $player = {name: "Alice", hp: 7}]
//!
//! Merchant: Welcome [$player.name]! You have [$gold] coins.
//!
//! [if $gold >= 10]
//! Merchant: The lantern is yours.
//! [let $gold = $gold - 10]
//! [elif $gold > 0]
//! Merchant: Not quite enough, come back later.
//! [else]
//! Merchant: Come back when you can pay.
//!
//! [while $gold > 0]
//! [let $gold = $gold - 1]
//! >> ring_bell()
//!
//! Merchant: [$player.name], you are leaving with [$gold] coins.
//! ---
//! ```
//!
//! [`DialogueVm::vars`] reads back every variable a run has written.
//!
//! [`DialogueVm::vars`]: vm::DialogueVm::vars
//!
//! # Compiling
//!
//! [`RepliqueFile`] is the front door: it parses and compiles a source in one
//! step, and keeps the [`Diagnostics`] either way. A file with errors yields no
//! [`Dialogue`], so check [`RepliqueFile::has_errors`] before running anything.
//!
//! ```rust
//! use replique::RepliqueFile;
//! use replique::parser::diagnostic::Color;
//!
//! let file = RepliqueFile::from_source(":= start\nAlice: Hi!\n=> nope\n---\n");
//!
//! assert!(file.has_errors());
//! print!("{}", file.render_diagnostics(Color::Never));
//! ```
//!
//! [`Diagnostics`]: parser::diagnostic::Diagnostics
//! [`Dialogue`]: dialogue::Dialogue
//!
//! # Running
//!
//! [`DialogueVm`] is a coroutine: it walks the dialogue until it reaches
//! something only the caller can handle, then suspends and returns a
//! [`DialogueEvent`]. Answering it with [`DialogueVm::resume`] carries on.
//!
//! ```rust
//! use replique::RepliqueFile;
//! use replique::vm::{DialogueEvent, DialogueVm, ResumeEvent};
//!
//! let file = RepliqueFile::from_source(
//! ":= start\nAlice: Hi!\n-> Hello\n Alice: Hello!\n-> Bye\n Alice: Bye!\n---\n",
//! );
//! let dialogue = file.dialogue.unwrap();
//!
//! let mut vm = DialogueVm::default();
//! let mut event = vm.start(dialogue, "start").unwrap();
//!
//! loop {
//! event = match event {
//! DialogueEvent::Say { speaker, text } => {
//! println!("{}: {}", speaker.unwrap_or_default(), text);
//! vm.resume(ResumeEvent::Advance).unwrap()
//! }
//! // A real game would show these and wait for the player.
//! DialogueEvent::Choices { .. } => vm.resume(ResumeEvent::Select(0)).unwrap(),
//! DialogueEvent::Finished => break,
//! _ => vm.resume(ResumeEvent::Advance).unwrap(),
//! };
//! }
//! ```
//!
//! A run never panics on a malformed dialogue: every way it can go wrong is a
//! [`VmError`], including the step limit that catches nodes jumping to each
//! other forever.
//!
//! [`DialogueVm`]: vm::DialogueVm
//! [`DialogueVm::resume`]: vm::DialogueVm::resume
//! [`DialogueEvent`]: vm::DialogueEvent
//! [`VmError`]: vm::VmError
//!
//! # Commands and functions
//!
//! A `>> command(...)` *does* something. It surfaces as
//! [`DialogueEvent::Command`], which suspends the VM like a line does, so an
//! animation or a sound can run to completion before the dialogue moves on.
//!
//! A `[function(...)]` *answers* something, and never suspends. The VM resolves
//! it through the [`RepliqueHost`] the caller passes to
//! [`DialogueVm::start_with`] and [`DialogueVm::resume_with`]:
//!
//! ```rust
//! use replique::RepliqueFile;
//! use replique::dialogue::Value;
//! use replique::host::{HostError, RepliqueHost};
//! use replique::vm::{DialogueEvent, DialogueVm};
//!
//! struct Game {
//! gold: i64,
//! }
//!
//! impl RepliqueHost for Game {
//! fn call(&mut self, name: &str, _args: Vec<Value>) -> Result<Value, HostError> {
//! match name {
//! "gold" => Ok(Value::Int(self.gold)),
//! _ => Err(HostError::UnknownFunction(name.into())),
//! }
//! }
//! }
//!
//! let file = RepliqueFile::from_source(":= start\nAlice: You have [gold()] coins.\n---\n");
//! let dialogue = file.dialogue.unwrap();
//!
//! let mut game = Game { gold: 12 };
//! let mut vm = DialogueVm::default();
//!
//! let DialogueEvent::Say { text, .. } = vm.start_with(&mut game, dialogue, "start").unwrap()
//! else {
//! panic!("expected a line");
//! };
//! assert_eq!(text, "You have 12 coins.");
//! ```
//!
//! The [`builtins`] are available to every dialogue, whatever the host.
//!
//! [`DialogueEvent::Command`]: vm::DialogueEvent::Command
//! [`RepliqueHost`]: host::RepliqueHost
//! [`DialogueVm::start_with`]: vm::DialogueVm::start_with
//! [`DialogueVm::resume_with`]: vm::DialogueVm::resume_with
//!
//! # Modules
//!
//! - [`parser`] turns a source into an AST and [`Diagnostics`].
//! - [`dialogue`] is the compiled form the VM walks, and its [`Value`] type.
//! - [`vm`] runs it.
//! - [`host`] is how a dialogue calls into the game.
//! - [`builtins`] are the functions every dialogue can call.
//!
//! [`Value`]: dialogue::Value
use ;
use crate::;