Ecosyste.ms: Awesome

An open API service indexing awesome lists of open source software.

Awesome Lists | Featured Topics | Projects

https://github.com/broomburgo/Narratore

A library to create interactive stories
https://github.com/broomburgo/Narratore

Last synced: about 2 months ago
JSON representation

A library to create interactive stories

Awesome Lists containing this project

README

        

# Narratore

`Narratore` is a Swift library that can be used to create and run interactive stories and narrative games.

With `Narratore` you can create stories using a DSL that allows to focus on the narration, with very few lines of code. In `Narratore` __a story is a Swift Package__.

The library also makes it easy to run a story, with a callback-based handler.

Here's a taste of a minimal definition for a game with `Narratore`:

```swift
import Narratore

// ------ Define a game setting ------ //

enum MyGame: Setting {
enum Generate: Generating {
static func randomRatio() -> Double {
Double((0...1000).randomElement()!)/1000
}

static func uniqueString() -> String {
UUID().uuidString
}
}

struct Message: Messaging {
var id: String?
var text: String

init(id: ID?, text: String) {
self.id = id
self.text = text
}
}

struct Tag: Tagging {
var value: String

init(_ value: String) {
self.value = value
}
}

struct World: Codable {
var isEnjoyable = true
}
}

// ------ Write a story ------ //

extension SceneType {
typealias Game = MyGame
}

extension MyGame: Story {
static let scenes: [RawScene] = [
MyFirstScene.raw,
MySecondScene.Main.raw,
MySecondScene.Other.raw,
]
}

struct MyFirstScene: SceneType {
typealias Anchor = String

var steps: Steps {
"Welcome"

"This is your new game, built with narratore".with(tags: [.init("Let's play some sound effect!")])

check {
if $0.world.isEnjoyable {
"Enjoy!"
}
}

"Now choose".with(anchor: "We could jump right here from anywhere")

choose { _ in
"Go to second scene, main path".onSelect {
"Let's go to the second scene!"
.with(id: "We can keep track of this message")
.then {
.transitionTo(MySecondScene.Main(magicNumber: 42))
}
}

"Go to second scene, alternate path".onSelect {
"Going to the alternate path of the second scene".then {
.transitionTo(MySecondScene.Other())
}
}
}
}
}

enum MySecondScene {
struct Main: SceneType {
var magicNumber: Int

var steps: [SceneStep] {
"Welcome to the second scene"

if magicNumber == 42 {
"The magic number is \(magicNumber)"
} else {
"The magic number doesn't look right..."
}

"Hope you'll find this useful!"
}
}

struct Other: SceneType {
var steps: [SceneStep] {
"I see you chose the alternate path"

"Bad luck!"
}
}
}

// ------ Run the game ------ //

final class MyHandler: Handler {
typealias Game = MyGame

func handle(event: Event) {
if case .gameEnded = event {
print("Thanks for playing!")
}
}

func acknowledge(narration: Narration) async -> Next {
for message in narration.messages {
print(message)
_ = readLine()
}
return .advance
}

func make(choice: Choice) async -> Next> {
for (index, option) in choice.options.enumerated() {
print(index, option.message)
}

while true {
guard
let captured = readLine(),
let selected = Int(captured),
choice.options.indices.contains(selected)
else {
print("Invalid input")
continue
}

return .advance(with: choice.options[selected])
}
}

func answer(request: Player.TextRequest) async -> Next.ValidatedText> {
if let message = request.message {
print(message)
}

guard let text = readLine() else {
return .replay
}

switch request.validate(text) {
case .valid(let validatedText):
return .advance(with: validatedText)

case .invalid(let optionalMessage):
if let optionalMessage {
print(optionalMessage)
}
return .replay
}
}
}

@main
enum Main {
static func main() async {
await Runner.init(
handler: MyHandler.init(),
status: .init(
world: .init(),
scene: MyFirstScene.init()
)
).start()
}
}
```

![](example.gif)

To learn about the detail of each main component of `Narratore`, check the following docs:

- [Defining a game setting](Docs/DEFINING_A_GAME_SETTING.md)
- [Writing a story](Docs/WRITING_A_STORY.md)
- [Running the game](Docs/RUNNING_THE_GAME.md)

`Narratore` is designed to be modular and extensible. In fact, each main component can be defined and implemented in a separate Swift package. For example:

- a specific game setting could be defined in a library;
- several stories could be created for a certain game setting;
- a game handler for that setting could be created for each platform (command line, iOS, macOS, Linux...);
- the final game would mix the game handler with one or more stories.

To learn how to extend `Narratore` and define modular components, check out [Extending Narratore](Docs/EXTENDING_NARRATORE.md).

The linked docs progressively build a basic game setting, a short story, a simple command-line runner, and some extension, each of which can be found in a companion package called [SimpleGame](https://github.com/broomburgo/SimpleGame), whose purpose is to show the basics of `Narratore` in practice via the construction of an actual story that can be run from the command line.

The main purpose of the companion package is to document the features of `Narratore`; nevertheless, most of its code is generic and reusable, and can be used to create games: please refer to the companion package [README](https://github.com/broomburgo/SimpleGame) to learn how to use it in your projects.

Finally, [DSL reference](Docs/DSL_REFERENCE.md) contains a quick reference to the `Narratore` DSL, that is, the possible commands that one can use to write a story.

Thanks for checking out `Narratore`, I hope you'll have fun with it!

## Requirements

`Narratore` requires `iOS 13` and `macOS 10.15`, and has no third-party dependencies.

## Acknowledgments

`Narratore` was heavily inspired by [Ink](https://www.inklestudios.com/ink/), and its initial purpose was to be a similar story creation engine, but with the possibility of defining stories in Swift, instead of using a markup language. Nevertheless, the Ink specification was a strong inspiration for the features of `Narratore`.