private Script CompileDialogs(CompileMessages errors, bool rebuildAll)
{
DialogScriptConverter dialogConverter = new DialogScriptConverter();
string dialogScriptsText = dialogConverter.ConvertGameDialogScripts(_game, errors, rebuildAll);
Script dialogScripts = new Script(Script.DIALOG_SCRIPTS_FILE_NAME, dialogScriptsText, false);
Script globalScript = _game.RootScriptFolder.GetScriptByFileName(Script.GLOBAL_SCRIPT_FILE_NAME, true);
if (!System.Text.RegularExpressions.Regex.IsMatch(globalScript.Text, @"function\s+dialog_request\s*\("))
{
// A dialog_request must exist in the global script, otherwise
// the dialogs script fails to load at run-time
globalScript.Text += Environment.NewLine + "function dialog_request(int param) {" + Environment.NewLine + "}";
}
return dialogScripts;
}