Exemple #1
0
        private static void DumpConsoleCallableFunctions(CacheFile cache)
        {
            var gameInstanceDef = cache.GetNative("GameInstance");
            var stringType      = cache.GetNative("String");
            var candidates      = cache.Definitions
                                  .OfType <FunctionDefinition>()
                                  .Where(f =>
                                         f.Parameters.Count >= 1 &&
                                         f.Parameters[0].Type == gameInstanceDef &&
                                         f.Parameters.Skip(1).All(p => p.Type == stringType))
                                  .ToArray();

            var regex = new Regex(@"^[a-zA-Z0-9_]+$");

            var sb = new StringBuilder();

            sb.AppendLine("Script functions that are callable by yamashi's CyberEngineTweaks console.");
            sb.AppendLine("https://github.com/yamashi/CyberEngineTweaks");
            sb.AppendLine();

            foreach (var tuple in candidates
                     .Select(c => (function: c, path: c.ToPath()))
                     .Where(t => t.function.Parent == null)
                     .OrderBy(t => t.path))
            {
                var(function, path) = tuple;
                if (regex.IsMatch(function.Name) == true)
                {
                    sb.Append($"Game.{function.Name}");
                }
                else
                {
                    var name = LuaHelpers.Escape(function.Name);
                    sb.Append($"Game['{name}']");
                }
                sb.Append('(');
                for (int i = 1; i < function.Parameters.Count; i++)
                {
                    var parameter = function.Parameters[i];
                    if (i > 1)
                    {
                        sb.Append(", ");
                    }
                    sb.Append($"{parameter.Name}");
                }
                sb.AppendLine(")");
            }

            File.WriteAllText("console_callable_script_functions.txt", sb.ToString());
        }
Exemple #2
0
        private static void AddExecCommandSTS(CacheFile cache, SourceFileDefinition mySourceFile)
        {
            var gameInstanceNative = cache.GetNative("GameInstance");
            var stringNative       = cache.GetNative("String");

            var inkMenuInstanceSwitchToScenarioClass = cache.GetClass("inkMenuInstance_SwitchToScenario");

            /* Add a new definition for a native inkMenuInstance_SwitchToScenario since it doesn't exist
             * in the cache by default. It is actually defined by the game but none of the existing game
             * code uses it, so it's missing.
             */
            var inkMenuInstanceSwitchToScenario = new NativeDefinition()
            {
                Name       = "inkMenuInstance_SwitchToScenario",
                NativeType = NativeType.Complex,
            };

            cache.Definitions.Add(inkMenuInstanceSwitchToScenario);

            // Add a new ref native for the previous native.
            var inkMenuInstanceSwitchToScenarioRef = new NativeDefinition()
            {
                Name       = "ref:inkMenuInstance_SwitchToScenario",
                NativeType = NativeType.Handle,
                BaseType   = inkMenuInstanceSwitchToScenario,
            };

            cache.Definitions.Add(inkMenuInstanceSwitchToScenarioRef);

            // stuff we use in our custom function
            var stringToNameFunction = cache.GetFunction("StringToName");
            var getUISystemFunction  = cache.GetFunction("GameInstance", "GetUISystem");
            var uiSystemClass        = cache.GetClass("UISystem");
            var queueEventFunction   = uiSystemClass.GetFunction("QueueEvent");

            var myFunction = new FunctionDefinition()
            {
                Name  = "STS",
                Flags =
                    FunctionFlags.IsStatic | FunctionFlags.IsExec |
                    FunctionFlags.HasParameters | FunctionFlags.HasLocals |
                    FunctionFlags.HasCode,
                SourceFile = mySourceFile,
            };

            cache.Definitions.Add(myFunction);

            var myParameter0 = new ParameterDefinition()
            {
                Name   = "gameInstance",
                Parent = myFunction,
                Type   = gameInstanceNative,
                Flags  = ParameterFlags.None,
            };

            cache.Definitions.Add(myParameter0);
            myFunction.Parameters.Add(myParameter0);

            var myParameter1 = new ParameterDefinition()
            {
                Name   = "name",
                Parent = myFunction,
                Type   = stringNative,
                Flags  = ParameterFlags.None,
            };

            cache.Definitions.Add(myParameter1);
            myFunction.Parameters.Add(myParameter1);

            var myLocal0 = new LocalDefinition()
            {
                Name      = "event",
                Parent    = myFunction,
                Type      = inkMenuInstanceSwitchToScenarioRef,
                Unknown28 = 0,
            };

            cache.Definitions.Add(myLocal0);
            myFunction.Locals.Add(myLocal0);

            var cg = new CodeGenerator();

            // event = new inkMenuInstance_SwitchToScenario
            cg.Emit(Opcode.Assign);
            {
                cg.Emit(Opcode.LocalVar, myLocal0);
                cg.Emit(Opcode.New, inkMenuInstanceSwitchToScenarioClass);
            }

            // event.Init(StringToName(name), 0)
            var afterEventContextLabel = cg.DefineLabel();

            cg.Emit(Opcode.Context, afterEventContextLabel);
            {
                cg.Emit(Opcode.LocalVar, myLocal0);
                cg.Emit(Opcode.FinalFunc, afterEventContextLabel, 0, inkMenuInstanceSwitchToScenarioClass.Functions[0]);
                {
                    // StringToName(name)
                    var afterStringToNameLabel = cg.DefineLabel();
                    cg.Emit(Opcode.FinalFunc, afterStringToNameLabel, 0, stringToNameFunction);
                    {
                        cg.Emit(Opcode.ParamVar, myParameter1);
                        cg.Emit(Opcode.ParamEnd);
                    }
                    cg.MarkLabel(afterStringToNameLabel);
                }
                cg.Emit(Opcode.Nop);
                cg.Emit(Opcode.ParamEnd);
            }
            cg.MarkLabel(afterEventContextLabel);

            // getUISystem(gameInstance).QueueEvent(event)
            var afterUISystemContextLabel = cg.DefineLabel();

            cg.Emit(Opcode.Context, afterUISystemContextLabel);
            {
                var afterGetUISystemLabel = cg.DefineLabel();
                cg.Emit(Opcode.FinalFunc, afterGetUISystemLabel, 0, getUISystemFunction);
                {
                    cg.Emit(Opcode.ParamVar, myParameter0);
                    cg.Emit(Opcode.ParamEnd);
                }
                cg.MarkLabel(afterGetUISystemLabel);
                cg.Emit(Opcode.FinalFunc, afterUISystemContextLabel, 0, queueEventFunction);
                {
                    cg.Emit(Opcode.LocalVar, myLocal0);
                    cg.Emit(Opcode.ParamEnd);
                }
            }
            cg.MarkLabel(afterUISystemContextLabel);

            cg.Emit(Opcode.Nop);
            myFunction.Code.AddRange(cg.GetCode());
        }