Пример #1
0
        /*
         * Joins N QF subfragments into one QF fragment that can be properly binded into Skyrim VM
         * @throws ConversionException
         */
        public TES5Target JoinQFFragments(IBuildTarget target, string resultingFragmentName, List <QuestStageScript> subfragmentsTrees)
        {
            int      tes4FormID = GetTES4FormID(resultingFragmentName);
            StageMap stageMap   = StageMapBuilder.Build(target, resultingFragmentName, esmAnalyzer, tes4FormID);

            /*
             * We need script fragment for objective handling for each stage, so when parsing the script fragments,
             * we"ll be marking them there, and intersecting this with stage.
             * This will give us an array of stages which don"t have script fragment, but will need it anyways
             * for objective handling.
             */
            TES5ScriptHeader resultingScriptHeader = TES5ScriptHeaderFactory.GetFromCacheOrConstructByBasicType(resultingFragmentName, TES5BasicType.T_QUEST, TES5TypeFactory.TES4_Prefix, true);
            TES5GlobalScope  resultingGlobalScope  = new TES5GlobalScope(resultingScriptHeader);

            string[] referenceAliases = ReferenceAliasBuilder.Build(target, resultingFragmentName, esmAnalyzer, tes4FormID).ToArray();
            foreach (string propertyName in referenceAliases)
            {
                resultingGlobalScope.AddProperty(TES5PropertyFactory.ConstructWithoutFormID(propertyName, TES5BasicType.T_REFERENCEALIAS, propertyName));
            }

            List <QuestStageBlock> questStageBlocks        = new List <QuestStageBlock>();
            HashSet <int>          implementedStages       = new HashSet <int>();
            HashSet <string>       propertiesNamesDeclared = new HashSet <string>();

            foreach (var subfragment in subfragmentsTrees)
            {
                TES5Target      subfragmentsTree       = subfragment.Script;
                TES5Script      subfragmentScript      = subfragmentsTree.Script;
                TES5GlobalScope subfragmentGlobalScope = subfragmentScript.GlobalScope;
                foreach (TES5Property subfragmentProperty in subfragmentGlobalScope.Properties)
                {
                    /*
                     * Move over the properties to the new global scope
                     */
                    if (propertiesNamesDeclared.Add(subfragmentProperty.Name))
                    {
                        resultingGlobalScope.AddProperty(subfragmentProperty);
                    }
                    else
                    {
                        if (subfragmentProperty.IsPlayerRef)
                        {
                            continue;
                        }
                        //WTM:  Change:  I don't think renaming these properties actually helps anything.

                        /*
                         * string propertyName = GeneratePropertyName(subfragmentScript.ScriptHeader, subfragmentProperty);
                         * subfragmentProperty.Rename(propertyName);
                         * if (!propertiesNamesDeclared.Add(subfragmentProperty.Name))
                         * {
                         *  throw new ConversionException(nameof(propertiesNamesDeclared) + " already contained property " + subfragmentProperty.Name + ".");
                         * }
                         */
                        //WTM:  Change:  I'm trying to unify properties and include extended type declarations.
                        TES5Property existingProperty = resultingGlobalScope.GetPropertyByName(subfragmentProperty.Name);
                        if (TES5InheritanceGraphAnalyzer.IsTypeOrExtendsType(existingProperty.TES5Type, subfragmentProperty.TES5Type))
                        {
                            continue;
                        }
                        if (TES5InheritanceGraphAnalyzer.IsExtending(subfragmentProperty.TES5Type, existingProperty.TES5Type))
                        {
                            existingProperty.TES5Type = subfragmentProperty.TES5Type;
                            continue;
                        }
                        if (TES5InheritanceGraphAnalyzer.IsExtending(existingProperty.TES5Type, subfragmentProperty.TES5Type.NativeType))
                        {
                            subfragmentProperty.TES5Type.NativeType = existingProperty.TES5Type.NativeType;
                            existingProperty.TES5Type = subfragmentProperty.TES5Type;
                            continue;
                        }
                        throw new ConversionException("Types were not compatible for property " + subfragmentProperty.Name + ":  " + subfragmentProperty.TES5Type.Value + " should extend " + existingProperty.TES5Type.Value + " (" + existingProperty.TES5Type.NativeType.Value + ").");
                    }
                }

                List <ITES5CodeBlock> subfragmentBlocks = subfragmentScript.BlockList.Blocks;
                if (subfragmentBlocks.Count != 1)
                {
                    throw new ConversionException("Wrong QF fragment, actual function count: " + subfragmentBlocks.Count + "..");
                }

                ITES5CodeBlock subfragmentBlock = subfragmentBlocks[0];
                if (subfragmentBlock.FunctionScope.BlockName != TES5FragmentFactory.GetFragmentName(0))
                {
                    throw new ConversionException("Wrong QF fragment funcname, actual function name: " + subfragmentBlock.FunctionScope.BlockName + ".");
                }

                string newFragmentFunctionName = TES5FragmentFactory.GetFragmentName(subfragment.Stage, subfragment.LogIndex);

                subfragmentBlock.FunctionScope.Rename(newFragmentFunctionName);
                List <int>?stageMapOfStage = stageMap.TryGetStageTargetsMap(subfragment.Stage);
                if (stageMapOfStage != null)
                {
                    var objectiveCodeChunks = objectiveHandlingFactory.GenerateObjectiveHandling(subfragmentBlock, resultingGlobalScope, stageMapOfStage);
                    foreach (var newCodeChunk in objectiveCodeChunks)
                    {
                        subfragmentBlock.AddChunk(newCodeChunk);
                    }
                }

                questStageBlocks.Add(new QuestStageBlock(subfragment.Stage, subfragment.LogIndex, subfragmentBlock));
                implementedStages.Add(subfragment.Stage);
            }

            /*
             * Diff to find stages which we still need to mark
             */
            int[] nonDoneStages = stageMap.StageIDs.Where(stageID => !implementedStages.Contains(stageID)).ToArray();
            foreach (int nonDoneStage in nonDoneStages)
            {
                TES5FunctionCodeBlock fragment = objectiveHandlingFactory.CreateEnclosedFragment(resultingGlobalScope, nonDoneStage, stageMap.GetStageTargetsMap(nonDoneStage));
                questStageBlocks.Add(new QuestStageBlock(nonDoneStage, 0, fragment));
            }

            this.mappedTargetsLogService.WriteScriptName(resultingFragmentName);
            foreach (var kvp in stageMap.MappedTargetsIndex)
            {
                var originalTargetIndex = kvp.Key;
                var mappedTargetIndexes = kvp.Value;
                this.mappedTargetsLogService.WriteLine(originalTargetIndex, mappedTargetIndexes);
            }

            TES5BlockList resultingBlockList = new TES5BlockList(questStageBlocks.OrderBy(b => b.StageID).ThenBy(b => b.LogIndex).Select(b => b.CodeBlock));
            TES5Script    resultingTree      = new TES5Script(resultingGlobalScope, resultingBlockList, true);
            string        outputPath         = target.GetTranspileToPath(resultingFragmentName);

            return(new TES5Target(resultingTree, outputPath));
        }