public static void Write() { TES4Collection collection = TES4CollectionFactory.CreateForQUSTReferenceAliasExporting(DataDirectory.GetESMDirectoryPath(), DataDirectory.TES4GameFileName); BuildTarget qfBuildTarget = BuildTargetFactory.Construct(BuildTargetFactory.QFName, new Build(DataDirectory.GetBuildPath())); string sourcePath = qfBuildTarget.GetSourcePath(); IEnumerable <TES4Record> qustRecords = collection.GetGrupRecords(TES4RecordType.QUST); foreach (TES4Record qust in qustRecords) { Write(sourcePath, qust); } }
public static void Write() { BuildTarget qfBuildTarget = BuildTargetFactory.Construct(BuildTargetFactory.QFName, new Build(DataDirectory.GetBuildPath())); string sourcePath = qfBuildTarget.GetSourcePath(); TES4Collection collection = TES4CollectionFactory.CreateForQUSTStageMapExportingFromESM(DataDirectory.GetESMDirectoryPath(), DataDirectory.TES4GameFileName); IEnumerable <TES4Record> qusts = collection.GetGrupRecords(TES4RecordType.QUST); foreach (TES4Record qust in qusts) { string fileNameNoExt = BuildTargetsWriter.GetFileNameNoExt(TES5ReferenceFactory.qf_Prefix, qust, true, null); string fileName = fileNameNoExt + ".map"; string mapFilePath = sourcePath + Path.DirectorySeparatorChar + fileName; string contentsString = StageMapFromESMBuilder.BuildString(qust); FileWriter.WriteAllTextOrThrowIfExists(mapFilePath, contentsString); } }
public void write(BuildTarget target, BuildTracker buildTracker, ProgressWriter progressWriter) { Dictionary <string, TES5Target> scripts = buildTracker.GetBuiltScripts(target.GetTargetName()); List <TES5Target> connectedQuestFragments = new List <TES5Target>(); Dictionary <string, List <QuestStageScript> > jointScripts = new Dictionary <string, List <QuestStageScript> >(); /* * Scan manually for .map files in the QF scripts folder * Reason is that in case we"ve got a quest with no fragments to anything whatsoever, we"ll have to go * through it too ( just with empty subfragments trees ), to generate the objective handlings */ string sourcePath = target.GetSourcePath(); foreach (var mapFilePath in Directory.EnumerateFiles(sourcePath, "*.map")) { string mapFileName = Path.GetFileNameWithoutExtension(mapFilePath); jointScripts.AddNewListIfNotContainsKey(mapFileName); } /* * Group the fragments together */ foreach (var script in scripts.Values) { string[] parts = script.Script.ScriptHeader.OriginalScriptName.Split('_'); if (parts.Length < 3) { //Not able to categorize, probably wrong name of the fragment. continue; } string baseName = parts[0] + "_" + parts[1] + "_" + parts[2]; jointScripts.AddNewListIfNotContainsKeyAndAddValueToList(baseName, new QuestStageScript(script, int.Parse(parts[3]), int.Parse(parts[4]))); } foreach (var kvp in jointScripts) { var resultingFragmentName = kvp.Key; var subfragmentsTrees = kvp.Value; connectedQuestFragments.Add(this.QFFragmentFactory.JoinQFFragments(target, resultingFragmentName, subfragmentsTrees)); } Write(connectedQuestFragments, progressWriter); }
public static void Write() { BuildTarget qfBuildTarget = BuildTargetFactory.Construct(BuildTargetFactory.QFName, new Build(DataDirectory.GetBuildPath())); string transpiledPath = qfBuildTarget.GetTranspiledPath(); string sourcePath = qfBuildTarget.GetSourcePath(); foreach (string pscPath in Directory.EnumerateFiles(transpiledPath, "*.psc")) { Write(sourcePath, pscPath); } TES4Collection collection = TES4CollectionFactory.CreateForQUSTStageMapExportingFromPSCFiles(DataDirectory.GetESMDirectoryPath(), DataDirectory.TES4GameFileName); IEnumerable <TES4Record> qustRecords = collection.GetGrupRecords(TES4RecordType.QUST); foreach (TES4Record qust in qustRecords) { string path = sourcePath + BuildTargetsWriter.GetFileNameNoExt(TES5ReferenceFactory.qf_Prefix, qust, true, null) + ".map2"; FileWriter.WriteAllTextIfNotExists(path, ""); } }