This commit is contained in:
Crom (Thibaut CHARLES) 2015-04-13 22:56:36 +02:00
commit de059ef1c5
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NWScriptActions.cs Normal file

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NWScriptConstants.cs Normal file

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NWScriptSupport.cs Normal file

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PackageScript.cmd Normal file
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@echo off
echo Packaging %1 into %2...
%~dp0\NativeScriptUtil.exe -i %1 -o %2 -q

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README.md Normal file
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# Learning AI for NWN2

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nwn2_ai_onmoduleload/.gitignore vendored Normal file
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bin/
obj/

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("nwn2_ai_onmoduleload")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("nwn2_ai_onmoduleload")]
[assembly: AssemblyCopyright("Copyright © 2011")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("39b94a55-b8d7-4a59-846e-fabeeb3bc3cc")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
using System.Reflection;
using System.Reflection.Emit;
using CLRScriptFramework;
using NWScript;
using NWScript.ManagedInterfaceLayer.NWScriptManagedInterface;
using NWEffect = NWScript.NWScriptEngineStructure0;
using NWEvent = NWScript.NWScriptEngineStructure1;
using NWLocation = NWScript.NWScriptEngineStructure2;
using NWTalent = NWScript.NWScriptEngineStructure3;
using NWItemProperty = NWScript.NWScriptEngineStructure4;
namespace CLRScript
{
public partial class nwn2_ai_onmoduleload : CLRScriptBase, ICLRScriptImplementation
{
/// <summary>
/// This helper function saves the value of all 'globals' to an object
/// array for use with storing a saved state (e.g. a script situation).
/// </summary>
/// <returns>A list of global variables, to be restored by a future
/// call to LoadScriptGlobals.</returns>
public object[] SaveScriptGlobals()
{
object[] Globals = new object[GlobalFields.Count];
int i = 0;
foreach (FieldInfo Field in GlobalFields)
{
Globals[i] = Field.GetValue(this);
i += 1;
}
return Globals;
}
/// <summary>
/// This routine is the main entry point symbol for the script. It is
/// invoked when the packaged script is executed.
/// </summary>
/// <param name="ObjectSelf">Supplies the "OBJECT_SELF" object id of
/// the object that the script is being executed over. This may be the
/// invalid object id (Script.OBJECT_INVALID) if no object is
/// associated with the execute script request.</param>
/// <param name="ScriptParameters">Supplies the parameter values for
/// the script. If the type deriving from IGeneratedScriptProgram
/// declares a ScriptParameterTypes public field, then parameters may
/// be passed in via this array (in which case the parameter types
/// have already been converted and validated). Otherwise, no
/// arguments are provided.</param>
/// <param name="DefaultReturnCode">Supplies the requested default
/// return code to use if the script is a "main"-style script that
/// would not conventionally return a value.</param>
/// <returns></returns>
public Int32 ExecuteScript([In] UInt32 ObjectSelf, [In] object[] ScriptParameters, [In] Int32 DefaultReturnCode)
{
UInt32 OldOBJECT_SELF = ObjectSelf;
int ReturnCode;
try
{
OBJECT_SELF = ObjectSelf;
ReturnCode = ScriptMain(ScriptParameters, DefaultReturnCode);
}
finally
{
OBJECT_SELF = OldOBJECT_SELF;
}
return ReturnCode;
}
/// <summary>
/// This routine is invoked when a script situation created by the
/// script is resumed for execution (for example, a DelayCommand
/// continuation). Its purpose is to perform the appropriate resume
/// action for this continuation.
///
/// Note that a script situation may be resumed after the original
/// script object has been deleted, or even after the host process has
/// been exited and restarted (in the save of a saved game that has
/// been loaded).
/// </summary>
/// <param name="ScriptSituationId">Supplies the ScriptSituationId that
/// was provided to the initial StoreState request, which is intended
/// to uniquely identify the site within which the script situation was
/// created.</param>
/// <param name="Locals">Supplies an array of local variables that were
/// provided to the initial StoreState request. The locals may only
/// include standard NWScript types (Int32, UInt32, Single, and engine
/// structures).</param>
/// <param name="ObjectSelf">Supplies the "OBJECT_SELF" object id of
/// the object that the script is being executed over. This may be the
/// invalid object id (Script.OBJECT_INVALID) if no object is
/// associated with the execute script request.</param>
public void ExecuteScriptSituation([In] UInt32 ScriptSituationId, [In] object[] Locals, [In] UInt32 ObjectSelf)
{
//
// Call the helper function.
//
DispatchExecuteScriptSituation(ScriptSituationId, Locals, ObjectSelf);
}
/// <summary>
/// This routine is invoked when the script context is being cloned for
/// the creation of a script situation. Its purpose is to create a new
/// SampleManagedNWScript object and transfer any state desired to the
/// new script object.
/// </summary>
/// <returns>The cloned script object is returned.</returns>
public IGeneratedScriptProgram CloneScriptProgram()
{
return (IGeneratedScriptProgram)(new nwn2_ai_onmoduleload(this));
}
/// <summary>
/// This routine is invoked when the script context was restored from
/// the interopability script stack for a script situation. Its
/// purpose is to restore any 'global' (i.e. member variable) state
/// that was passed to the initial StoreState request. The globals may
/// only include standard NWScript types (Int32, UInt32, Single, and
/// engine structures).
/// </summary>
/// <param name="Globals">Supplies an array of global variables that
/// were provided to the initial StoreState request.</param>
public void LoadScriptGlobals([In] object[] Globals)
{
//
// Restore all [NWScriptGlobal] attributed globals from the global
// list.
//
int i = 0;
foreach (FieldInfo Field in GlobalFields)
{
Field.SetValue(this, Globals[i]);
i += 1;
}
}
}
}

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//
// This script serves as a basis for new scripts. New scripts can copy this
// source file to start out.
//
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Runtime.InteropServices;
using System.Reflection;
using System.Reflection.Emit;
using CLRScriptFramework;
using NWScript;
using NWScript.ManagedInterfaceLayer.NWScriptManagedInterface;
using NWEffect = NWScript.NWScriptEngineStructure0;
using NWEvent = NWScript.NWScriptEngineStructure1;
using NWLocation = NWScript.NWScriptEngineStructure2;
using NWTalent = NWScript.NWScriptEngineStructure3;
using NWItemProperty = NWScript.NWScriptEngineStructure4;
namespace CLRScript
{
public partial class nwn2_ai_onmoduleload : CLRScriptBase, ICLRScriptImplementation, IGeneratedScriptProgram
{
public nwn2_ai_onmoduleload([In] NWScriptJITIntrinsics Intrinsics, [In] INWScriptProgram Host)
{
InitScript(Intrinsics, Host);
}
private nwn2_ai_onmoduleload([In] nwn2_ai_onmoduleload Other)
{
InitScript(Other);
LoadScriptGlobals(Other.SaveScriptGlobals());
}
//
// Include the list of types for parameters to the main function here.
// An empty list means no parameters.
//
public static Type[] ScriptParameterTypes = { };
public Int32 ScriptMain([In] object[] ScriptParameters, [In] Int32 DefaultReturnCode)
{
int Volume;
MessageToSpeak = "Hello, world";
Volume = TALKVOLUME_TALK;
AssignCommand(OBJECT_SELF, delegate() { ActionSpeakString(MessageToSpeak, Volume); });
return DefaultReturnCode;
}
[NWScriptGlobal]
private string MessageToSpeak;
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{D2787600-DE01-4E09-9F74-1A13F1ADB4E8}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>nwn2_ai_onmoduleload</RootNamespace>
<AssemblyName>nwn2_ai_onmoduleload</AssemblyName>
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="NWNScriptJITIntrinsics, Version=1.0.0.1, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\CLRv4.0.30319\NWNScriptJITIntrinsics.dll</HintPath>
</Reference>
<Reference Include="NWScriptManagedInterface, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\CLRv4.0.30319\NWScriptManagedInterface.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="nwn2_ai_onmoduleload.cs" />
<Compile Include="..\NWScriptActions.cs" />
<Compile Include="..\NWScriptConstants.cs" />
<Compile Include="..\NWScriptSupport.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="StandardEntrypoints.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>..\..\..\PackageScript.cmd "$(TargetPath)" "$(TargetName).ncs"</PostBuildEvent>
</PropertyGroup>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>