public ObjectBlock GetBlock(Nwn2Address address) { if (address == null) { throw new ArgumentNullException("address"); } if (session.GetModule() == null) { throw new InvalidOperationException("No module is open."); } if (address.TargetType == Nwn2Type.Module) { return(blocks.CreateModuleBlock()); } else if (address.TargetType == Nwn2Type.Area) { NWN2GameArea area = session.GetArea(address.AreaTag); if (area == null) { throw new ArgumentException("No such area in the current module.", "area"); } else { return(blocks.CreateAreaBlock(area)); } } else { NWN2ObjectType type = Nwn2ScriptSlot.GetObjectType(address.TargetType).Value; INWN2Blueprint blueprint = session.GetBlueprint(address.InstanceTag, type); if (blueprint != null) { return(blocks.CreateInstanceBlockFromBlueprint(blueprint)); } foreach (NWN2AreaViewer viewer in NWN2Toolset.NWN2ToolsetMainForm.App.GetAllAreaViewers()) { NWN2InstanceCollection instances = session.GetObjectsByAddressInArea(address, viewer.Area.Tag); if (instances.Count > 0) { INWN2Instance instance = instances[0]; return(blocks.CreateInstanceBlock(instance)); } } return(null); } }
/// <summary> /// /// </summary> /// <param name="dict"></param> /// <param name="attachment"></param> /// <returns></returns> /// <remarks>Note that this automatically opens and closes areas/conversations etc. - it is only /// for use with analysis methods, not for users.</remarks> public List <ScriptTriggerTuple> GetAllScriptsFromModule(Attachment attachment) { NWN2GameModule mod = session.GetModule(); if (mod == null) { throw new InvalidOperationException("No module is open."); } NWN2GameScriptDictionary dict = mod.Scripts; if (attachment == Attachment.Ignore) { return(GetTuples(dict)); } Dictionary <Nwn2Address, FlipScript> moduleScripts = new Dictionary <Nwn2Address, FlipScript>(); Dictionary <Nwn2Address, FlipScript> areaScripts = new Dictionary <Nwn2Address, FlipScript>(); Dictionary <Nwn2ConversationAddress, FlipScript> conversationScripts = new Dictionary <Nwn2ConversationAddress, FlipScript>(); foreach (NWN2GameScript nwn2Script in dict.Values) { try { nwn2Script.Demand(); string code, address, naturalLanguage; ScriptWriter.ParseNWScript(nwn2Script.Data, out code, out address, out naturalLanguage); ScriptType scriptType = GetScriptType(nwn2Script); FlipScript script = new FlipScript(code, scriptType, nwn2Script.Name); Nwn2ConversationAddress ca = Nwn2ConversationAddress.TryCreate(address); if (ca != null) { conversationScripts.Add(ca, script); } else { Nwn2Address a = Nwn2Address.TryCreate(address); if (a != null) { if (a.TargetType == Nwn2Type.Module) { moduleScripts.Add(a, script); } else { areaScripts.Add(a, script); } } } nwn2Script.Release(); } catch (Exception) {} } List <ScriptTriggerTuple> scripts = new List <ScriptTriggerTuple>(dict.Count); // this is what we'll return if (attachment == Attachment.AttachedToConversation || attachment == Attachment.Attached) { // Index by conversation name, so we can check all the scripts for a conversation in one go. Dictionary <string, List <Nwn2ConversationAddress> > convNameIndex = new Dictionary <string, List <Nwn2ConversationAddress> >(); foreach (Nwn2ConversationAddress address in conversationScripts.Keys) { if (!convNameIndex.ContainsKey(address.Conversation)) { convNameIndex.Add(address.Conversation, new List <Nwn2ConversationAddress>()); } convNameIndex[address.Conversation].Add(address); } foreach (string convName in convNameIndex.Keys) { NWN2GameConversation conv = mod.Conversations[convName]; if (conv == null) { continue; } conv.Demand(); foreach (Nwn2ConversationAddress address in convNameIndex[convName]) { FlipScript script = conversationScripts[address]; NWN2ConversationLine line = conv.GetLineFromGUID(address.LineID); if (line == null) { continue; } if (address.AttachedAs == ScriptType.Standard && line.Actions.Count > 0) { IResourceEntry resource = line.Actions[0].Script; if (resource != null && resource.ResRef.Value == script.Name) { scripts.Add(new ScriptTriggerTuple(script, triggerFactory.GetTriggerFromAddress(address))); } } else if (address.AttachedAs == ScriptType.Conditional && line.OwningConnector.Conditions.Count > 0) { IResourceEntry resource = line.OwningConnector.Conditions[0].Script; if (resource != null && resource.ResRef.Value == script.Name) { scripts.Add(new ScriptTriggerTuple(script, triggerFactory.GetTriggerFromAddress(address))); } } } conv.Release(); } } if (attachment == Attachment.AttachedToScriptSlot || attachment == Attachment.Attached) { // First, just check for scripts attached to the module - easy: foreach (Nwn2Address address in moduleScripts.Keys) { FlipScript script = moduleScripts[address]; IResourceEntry resource = typeof(NWN2ModuleInformation).GetProperty(address.TargetSlot).GetValue(mod.ModuleInfo, null) as IResourceEntry; if (resource != null && resource.ResRef.Value == script.Name) { scripts.Add(new ScriptTriggerTuple(script, triggerFactory.GetTriggerFromAddress(address))); } } // Next, check whether any script is attached to a Narrative Threads blueprint, and // if you find one, add it to the collection and remove it from consideration: List <Nwn2Address> processed = new List <Nwn2Address>(); foreach (Nwn2Address address in areaScripts.Keys) { if (Nwn2ScriptSlot.GetObjectType(address.TargetType) == null) { continue; // ignore area, module etc. } FlipScript script = areaScripts[address]; // First check that if a blueprint which uses this tag as resref exists, it was created by Narrative Threads: if (nt.CreatedByNarrativeThreads(address.TargetType, address.InstanceTag)) { NWN2ObjectType objectType = Nwn2ScriptSlot.GetObjectType(address.TargetType).Value; INWN2Blueprint blueprint = session.GetBlueprint(address.InstanceTag.ToLower(), objectType); if (blueprint != null) { IResourceEntry resource = blueprint.GetType().GetProperty(address.TargetSlot).GetValue(blueprint, null) as IResourceEntry; if (resource != null && resource.ResRef.Value == script.Name) { scripts.Add(new ScriptTriggerTuple(script, triggerFactory.GetTriggerFromAddress(address))); processed.Add(address); } } } } foreach (Nwn2Address p in processed) { areaScripts.Remove(p); // has been added, so don't check for it more than once } // Then, open each area in turn, and see whether a script is attached to it. If it is, add // it to the collection and remove it from consideration: foreach (NWN2GameArea area in mod.Areas.Values) { if (areaScripts.Count == 0) { break; } session.OpenArea(area); processed = new List <Nwn2Address>(); foreach (Nwn2Address address in areaScripts.Keys) { FlipScript script = areaScripts[address]; if (address.TargetType == Nwn2Type.Area) { IResourceEntry resource = typeof(NWN2GameArea).GetProperty(address.TargetSlot).GetValue(area, null) as IResourceEntry; if (resource != null && resource.ResRef.Value == script.Name) { scripts.Add(new ScriptTriggerTuple(script, triggerFactory.GetTriggerFromAddress(address))); processed.Add(address); // don't check whether to add it more than once } } else { NWN2InstanceCollection instances = session.GetObjectsByAddressInArea(address, area.Tag); if (instances != null) { // Check the script is still attached to the target object in the slot it claims to be, // in at least one instance, and if so add it to the set of scripts to be opened: foreach (INWN2Instance instance in instances) { IResourceEntry resource = instance.GetType().GetProperty(address.TargetSlot).GetValue(instance, null) as IResourceEntry; if (resource != null && resource.ResRef.Value == script.Name) { scripts.Add(new ScriptTriggerTuple(script, triggerFactory.GetTriggerFromAddress(address))); processed.Add(address); break; } } } } } foreach (Nwn2Address p in processed) { areaScripts.Remove(p); // has been added, so don't check for it more than once } session.CloseArea(area); } } return(scripts); }