public static bool RandomizeExportReplies(ExportEntry export, RandomizationOption option)
        {
            if (!CanRandomize(export))
            {
                return(false);
            }

            var conv = new ConversationExtended(export);

            conv.LoadConversation(TLKHandler.TLKLookup);


            // SHUFFLE THE NODES THE REPLIES CONNECT TO
            foreach (var node in conv.EntryList)
            {
                // Shuffles camera intimacy
                var cameraIntimacy = node.NodeProp.GetProp <IntProperty>("nCameraIntimacy");
                if (cameraIntimacy != null)
                {
                    cameraIntimacy.Value = ThreadSafeRandom.Next(5); //Not sure what the range of values can be
                }

                var replyNodeDetails = node.NodeProp.GetProp <ArrayProperty <StructProperty> >("ReplyListNew");
                if (replyNodeDetails != null)
                {
                    List <IntProperty> replyNodeIndices = new List <IntProperty>();
                    foreach (var bdrld in replyNodeDetails)
                    {
                        replyNodeIndices.Add(bdrld.GetProp <IntProperty>("nIndex"));
                    }

                    replyNodeIndices.Shuffle();

                    foreach (var bdrld in replyNodeDetails)
                    {
                        bdrld.Properties.AddOrReplaceProp(replyNodeIndices[0]);
                        replyNodeIndices.RemoveAt(0);
                    }
                }
            }

            conv.SerializeNodes(true);
            return(true);
        }
示例#2
0
        private static void RandomizeVIPShepDance()
        {
            var vipLoungeLF = MERFileSystem.GetPackageFile(@"BioD_OmgHub_500DenVIP_LOC_INT.pcc");

            if (vipLoungeLF != null && File.Exists(vipLoungeLF))
            {
                var vipLounge = MEPackageHandler.OpenMEPackage(vipLoungeLF);

                var playerDanceInterpData = vipLounge.GetUExport(547);
                var c = new MERPackageCache();

                InstallShepardDanceGesture(playerDanceInterpData, c);     // Paragon
                InstallShepardDanceGesture(vipLounge.GetUExport(559), c); // Stupid shep lol


                // Make able to dance again and again in convo
                var danceTalk = vipLounge.GetUExport(217);
                var bc        = new ConversationExtended(danceTalk);
                bc.LoadConversation(null);
                bc.StartingList.Clear();
                bc.StartingList.Add(0, 2);
                bc.SerializeNodes();

                MERFileSystem.SavePackage(vipLounge);
            }

            // make able to always talk to dancer
            var vipLoungeF = MERFileSystem.GetPackageFile(@"BioD_OmgHub_500DenVIP.pcc");

            if (vipLoungeF != null && File.Exists(vipLoungeF))
            {
                var vipLounge      = MEPackageHandler.OpenMEPackage(vipLoungeF);
                var selectableBool = vipLounge.GetUExport(8845);
                selectableBool.WriteProperty(new IntProperty(1, "bValue"));
                MERFileSystem.SavePackage(vipLounge);
            }
        }
        public static bool RandomizePackageActorsInConversation(IMEPackage package, RandomizationOption option)
        {
            var conversationStartExports = package.Exports.Where(CanRandomizeSeqActStartConvo).ToList();

            if (!conversationStartExports.Any())
            {
                return(false);
            }

            MERPackageCache localCache = new MERPackageCache();

            foreach (var convStart in conversationStartExports)
            {
                //if (convStart.UIndex < 13638)
                //    continue;
                if (!CanRandomizeConversationStart(convStart))
                {
                    continue;
                }
                var bioConvImportProp = convStart.GetProperty <ObjectProperty>("Conv");
                if (bioConvImportProp == null)
                {
                    continue; // Some conversation starts are just filler stubs and are missing data like Nor_340a/bZaeed
                }
                var           bioConvImport = bioConvImportProp.ResolveToEntry(package) as ImportEntry;
                List <string> inputTags     = new();

                // Shuffle the inputs to the conversation. We will store these and then have to update the Owner and Player tags
                // I think......
                var seqLinks = SeqTools.GetVariableLinksOfNode(convStart);

                // Dictionary of linked nodes, and var links that point to them.
                List <ExportEntry>          shufflableNodes = new List <ExportEntry>();
                List <SeqTools.VarLinkInfo> applicableLinks = new();
                ExportEntry ownerEntry      = null;
                ExportEntry playerEntry     = null;
                var         sequenceObjects = SeqTools.GetAllSequenceElements(convStart).OfType <ExportEntry>().ToList();
                foreach (var varilink in seqLinks)
                {
                    if (CanLinkBeRandomized(varilink, out _))
                    {
                        var connectedItem = varilink.LinkedNodes[0] as ExportEntry;
                        if (!shufflableNodes.Contains(connectedItem))
                        {
                            // Check to make sure node has a value
                            if (connectedItem.ClassName == "SeqVar_Object")
                            {
                                var objValue = connectedItem.GetProperty <ObjectProperty>("ObjValue");
                                if (objValue == null && !MERSeqTools.IsAssignedBioPawn(convStart, connectedItem, sequenceObjects))
                                {
                                    continue; // This is not a shufflable node, it is never assigned anything
                                }
                            }

                            shufflableNodes.Add(connectedItem);
                        }

                        if (varilink.LinkedNodes[0].ClassName == "SeqVar_Player")
                        {
                            playerEntry = varilink.LinkedNodes[0] as ExportEntry;
                        }
                        else if (varilink.LinkDesc == "Owner")
                        {
                            ownerEntry = varilink.LinkedNodes[0] as ExportEntry;
                        }

                        applicableLinks.Add(varilink);
                    }
                }

                if (shufflableNodes.Count <= 1)
                {
                    continue; // We cannot edit this one
                }
                if (shufflableNodes.Count == 2 && playerEntry != null && ownerEntry != null)
                {
                    continue; // We can't swap owner and player due to hardcoded owner and player tags
                }
                // Build shuffle map
                bool retry = true;
                Dictionary <int, int> shuffleMap = null;
                while (retry)
                {
                    shuffleMap = new Dictionary <int, int>();
                    var reAssigned = shufflableNodes.ToList();
                    reAssigned.Shuffle();

                    for (int i = 0; i < shufflableNodes.Count; i++)
                    {
                        var sourceEntry = shufflableNodes[i];
                        var remapEntry  = reAssigned.PullFirstItem();

                        int retryCount = reAssigned.Count;
                        while (retryCount > 0 && (sourceEntry == remapEntry || (ownerEntry == sourceEntry && remapEntry == ownerEntry)))
                        {
                            reAssigned.Add(remapEntry);
                            sourceEntry = reAssigned.PullFirstItem();
                            retryCount--;
                        }

                        if (sourceEntry == ownerEntry && remapEntry == playerEntry)
                        {
                            // Cannot set player to owner
                            break; // We must force a retry
                        }

                        shuffleMap[sourceEntry.UIndex] = remapEntry.UIndex;
                    }

                    if (shuffleMap.Count != shufflableNodes.Count)
                    {
                        continue; // Try again
                    }
                    // We did it
                    retry = false;
                }

                // Apply the shuffle map
                Dictionary <NameReference, ActorLookup> findActorMap = new();

                foreach (var varilink in applicableLinks)
                {
                    var repointedItem = shuffleMap[varilink.LinkedNodes[0].UIndex];
                    //if (varilink.LinkedNodes[0] == playerEntry || repointedItem == playerEntry.UIndex)
                    //{
                    // Build FindActor mapping for player
                    // it should be:
                    // Player -> [Some actor, like Pup1_1]
                    // Pup1_1 -> Player
                    // When parsing the interpdatas, change the findactor's
                    // by this methodology
                    BuildActorMap(findActorMap, varilink, repointedItem);
                    //}

                    // Actor map for updating the bioconversation

                    //Debug.WriteLine($"Shuffle actor on varilink in convo: {varilink.LinkedNodes[0].ObjectName.Instanced} => {package.GetUExport(repointedItem).ObjectName.Instanced}");
                    varilink.LinkedNodes[0] = package.GetUExport(repointedItem);
                }

                //SeqTools.PrintVarLinkInfo(seqLinks);

                // Write the updated links out.
                SeqTools.WriteVariableLinksToNode(convStart, seqLinks);



                // Update the localizations
                foreach (var loc in Localizations)
                {
                    var bioConversation = EntryImporter.ResolveImport(bioConvImport, MERFileSystem.GetGlobalCache(), localCache, loc);
                    var conv            = new ConversationExtended(bioConversation);
                    conv.LoadConversation(null, true);

                    // Step 1. Update tags via map
                    var allConvEntries = conv.ReplyList.ToList();
                    allConvEntries.AddRange(conv.EntryList);
                    foreach (var convNode in allConvEntries)
                    {
                        // Update speaker
                        if (convNode.IsReply)
                        {
                            // Player. We can't do anything (or can we?)
                        }
                        else
                        {
                            // Non-player node. We can change the tag
                            var speakerTag = convNode.SpeakerTag;

                            // Even though it is dictionary, since it is NameRef, it is considered case sensitive. We have to use case insensitive check
                            var newName = findActorMap.FirstOrDefault(x => x.Key.Instanced.Equals(speakerTag.SpeakerName, StringComparison.InvariantCultureIgnoreCase)).Value;
                            if (newName != null && newName.FindActor.Name != null)
                            {
                                var newTagIdx = conv.Speakers.FirstOrDefault(x => x.SpeakerName.Equals(newName.FindActor.Instanced, StringComparison.InvariantCultureIgnoreCase));
                                if (newTagIdx != null)
                                {
                                    convNode.SpeakerIndex = newTagIdx.SpeakerID;
                                }
                                else
                                {
                                    var newSpeaker = new SpeakerExtended(conv.Speakers.Count - 3, new NameReference(newName.FindActor.Name.ToLower(), newName.FindActor.Number));
                                    newSpeaker.FaceFX_Male   = speakerTag.FaceFX_Male;
                                    newSpeaker.FaceFX_Female = speakerTag.FaceFX_Male;

                                    conv.Speakers.Add(newSpeaker);
                                    convNode.SpeakerIndex = newSpeaker.SpeakerID;
                                    //Debugger.Break();
                                }
                            }
                            else
                            {
                                //Debugger.Break();
                            }
                        }



                        // Update interpolation data
                        if (convNode.Interpdata == null)
                        {
                            continue;
                        }
                        var interpData = convNode.Interpdata;

                        InterpData id    = new InterpData(interpData);
                        var        convo = id.InterpGroups.FirstOrDefault(x => x.GroupName == "Conversation");
                        if (convo != null)
                        {
                            foreach (var it in convo.Tracks)
                            {
                                var props     = it.Export.GetProperties();
                                var findActor = props.GetProp <NameProperty>("m_nmFindActor");
                                if (findActor != null && findActor.Value.Name != "Owner" && findActorMap.TryGetValue(findActor.Value, out var newInfo) && newInfo.FindActor.Name != null)
                                {
                                    //Debug.WriteLine($"Updating find actor info: {findActor.Value.Instanced} -> {newInfo.FindActor.Instanced}");
                                    findActor.Value = newInfo.FindActor;
                                    if (newInfo.FindMode != null)
                                    {
                                        props.AddOrReplaceProp(new EnumProperty(newInfo.FindMode.ToString(), "EActorTrackFindActorMode", MERFileSystem.Game, "m_eFindActorMode"));
                                    }
                                    else
                                    {
                                        props.RemoveNamedProperty("m_eFindActorMode");
                                    }
                                }

                                var lookAtKeys = props.GetProp <ArrayProperty <StructProperty> >("m_aLookAtKeys");
                                if (lookAtKeys != null)
                                {
                                    foreach (var lookAtS in lookAtKeys)
                                    {
                                        var lookAt = lookAtS.GetProp <NameProperty>("nmFindActor");

                                        if (lookAt.Value.Name != "Owner" && findActorMap.TryGetValue(lookAt.Value, out var newInfoLA) && newInfoLA.FindActor.Name != null)
                                        {
                                            //Debug.WriteLine($"Updating lookat find actor info: {lookAt.Value.Instanced} -> {newInfoLA.FindActor.Instanced}");
                                            if (newInfoLA.FindActor.Name == null)
                                            {
                                                Debugger.Break();
                                            }
                                            lookAt.Value = newInfoLA.FindActor;
                                            var lookatFindMode = newInfoLA.FindMode?.ToString();
                                            lookatFindMode ??= "ActorTrack_FindActorByTag"; // if it's null, set it to the default. As this is struct, the property must exist
                                            lookAtS.Properties.AddOrReplaceProp(new EnumProperty(lookatFindMode, "EActorTrackFindActorMode", MERFileSystem.Game, "eFindActorMode"));
                                        }
                                    }
                                }

                                it.Export.WriteProperties(props);

                                //if (IsAllowedFindActor(findActor))
                                //{
                                //    if (actorsToFind.All(x => x.FindActor.Instanced != findActor.Value.Instanced))
                                //    {

                                //        ActorLookup al = new ActorLookup() { FindActor = findActor.Value };
                                //        var lookupType = it.Export.GetProperty<EnumProperty>("m_eFindActorMode");
                                //        if (lookupType != null && Enum.TryParse<EActorTrackFindActorMode>(lookupType.Value.Name, out var result))
                                //        {
                                //            al.FindMode = result;
                                //        }

                                //        actorsToFind.Add(al);
                                //    }

                                //    // add track
                                //    tracksToUpdate.Add(it);
                                //}
                            }
                        }
                    }
                    conv.SerializeNodes(); // Write the updated info back
                    MERFileSystem.SavePackage(bioConversation.FileRef);
                }
            }

            //// Step 2. Build the remapping
            //if (actorsToFind.Count <= 1)
            //    return false; // Nothing to randomize

            //// Instanced name to NameReference
            //Dictionary<string, ActorLookup> actorRemap = new Dictionary<string, ActorLookup>();
            //var shuffledActors = actorsToFind.ToList();
            //var unshuffledActors = actorsToFind.Select(x => x.FindActor.Instanced).ToList();
            //shuffledActors.Shuffle();

            //Debug.WriteLine("");
            //while (shuffledActors.Count > 0)
            //{
            //    var sourceItem = unshuffledActors.PullFirstItem();
            //    var remappedItem = shuffledActors.PullFirstItem();
            //    actorRemap[sourceItem] = remappedItem;
            //    Debug.WriteLine($"Remapping actor: {sourceItem} => {remappedItem.FindActor.Instanced}");
            //}

            //// Step 3. Update all tracks with new remap
            //foreach (var track in tracksToUpdate)
            //{
            //    var props = track.Export.GetProperties();
            //    var findActor = props.GetProp<NameProperty>("m_nmFindActor");
            //    if (IsAllowedFindActor(findActor))
            //    {
            //        if (actorRemap[findActor.Value.Instanced].FindMode != null)
            //        {
            //            props.AddOrReplaceProp(new EnumProperty(actorRemap[findActor.Value.Instanced].FindMode.ToString(), "EActorTrackFindActorMode", MERFileSystem.Game, "m_eFindActorMode"));
            //        }
            //        else
            //        {
            //            props.RemoveNamedProperty("m_eFindActorNode");
            //        }
            //        findActor.Value = actorRemap[findActor.Value.Instanced].FindActor;
            //        track.Export.WriteProperties(props);
            //    }
            //}


            return(true);
        }