Unstable 0.1500.5.0 (almost forgor edition 💀)

This commit is contained in:
Markus Isberg
2021-10-01 23:56:14 +09:00
parent 3043a9a7bc
commit 08bdfc6cea
150 changed files with 5669 additions and 4403 deletions
@@ -1,190 +0,0 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma.RuinGeneration
{
/// <summary>
/// nodes of a binary tree used for generating underwater "dungeons"
/// </summary>
class BTRoom : RuinShape
{
private BTRoom[] subRooms;
public BTRoom Parent
{
get;
private set;
}
public Corridor Corridor
{
get;
set;
}
public BTRoom[] SubRooms
{
get { return subRooms; }
}
public BTRoom Adjacent
{
get;
private set;
}
public BTRoom(Rectangle rect)
{
this.rect = rect;
}
public void Split(float minDivRatio, float verticalProbability = 0.5f, int minWidth = 200, int minHeight = 200)
{
bool verticalSplit = Rand.Range(0.0f, rect.Height / (float)rect.Width, Rand.RandSync.Server) < verticalProbability;
if (rect.Width * minDivRatio < minWidth && rect.Height * minDivRatio < minHeight)
{
minDivRatio = 0.5f;
}
else if (rect.Width * minDivRatio < minWidth)
{
verticalSplit = false;
}
else if (rect.Height * minDivRatio < minHeight)
{
verticalSplit = true;
}
subRooms = new BTRoom[2];
if (verticalSplit)
{
SplitVertical(minDivRatio);
}
else
{
SplitHorizontal(minDivRatio);
}
subRooms[0].Parent = this;
subRooms[1].Parent = this;
subRooms[0].Adjacent = subRooms[1];
subRooms[1].Adjacent = subRooms[0];
}
private void SplitHorizontal(float minDivRatio)
{
float div = Rand.Range(minDivRatio, 1.0f - minDivRatio, Rand.RandSync.Server);
subRooms[0] = new BTRoom(new Rectangle(rect.X, rect.Y, rect.Width, (int)(rect.Height * div)));
subRooms[1] = new BTRoom(new Rectangle(rect.X, rect.Y + subRooms[0].rect.Height, rect.Width, rect.Height - subRooms[0].rect.Height));
}
private void SplitVertical(float minDivRatio)
{
float div = Rand.Range(minDivRatio, 1.0f - minDivRatio, Rand.RandSync.Server);
subRooms[0] = new BTRoom(new Rectangle(rect.X, rect.Y, (int)(rect.Width * div), rect.Height));
subRooms[1] = new BTRoom(new Rectangle(rect.X + subRooms[0].rect.Width, rect.Y, rect.Width - subRooms[0].rect.Width, rect.Height));
}
public override void CreateWalls()
{
Walls = new List<Line>
{
new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.Right, Rect.Y)),
new Line(new Vector2(Rect.X, Rect.Bottom), new Vector2(Rect.Right, Rect.Bottom)),
new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.X, Rect.Bottom)),
new Line(new Vector2(Rect.Right, Rect.Y), new Vector2(Rect.Right, Rect.Bottom))
};
}
public void Scale(Vector2 scale)
{
rect.Inflate((scale.X - 1.0f) * 0.5f * rect.Width, (scale.Y - 1.0f) * 0.5f * rect.Height);
}
public List<BTRoom> GetLeaves()
{
return GetLeaves(new List<BTRoom>());
}
private List<BTRoom> GetLeaves(List<BTRoom> leaves)
{
if (subRooms == null)
{
leaves.Add(this);
}
else
{
subRooms[0].GetLeaves(leaves);
subRooms[1].GetLeaves(leaves);
}
return leaves;
}
public void GenerateCorridors(int minWidth, int maxWidth, List<Corridor> corridors)
{
if (Adjacent != null && Corridor == null)
{
Corridor = new Corridor(this, Rand.Range(minWidth, maxWidth, Rand.RandSync.Server), corridors);
}
if (subRooms != null)
{
subRooms[0].GenerateCorridors(minWidth, maxWidth, corridors);
subRooms[1].GenerateCorridors(minWidth, maxWidth, corridors);
}
}
public static void CalculateDistancesFromEntrance(BTRoom entrance, List<BTRoom> rooms, List<Corridor> corridors)
{
entrance.CalculateDistanceFromEntrance(0, rooms, new List<Corridor>(corridors));
}
private void CalculateDistanceFromEntrance(int currentDist, List<BTRoom> rooms, List<Corridor> corridors)
{
DistanceFromEntrance = DistanceFromEntrance == 0 ? currentDist : Math.Min(currentDist, DistanceFromEntrance);
currentDist++;
var roomRect = Rect;
roomRect.Inflate(5, 5);
foreach (var corridor in corridors)
{
var corridorRect = corridor.Rect;
corridorRect.Inflate(5, 5);
if (!corridorRect.Intersects(roomRect)) continue;
corridor.DistanceFromEntrance = corridor.DistanceFromEntrance == 0 ?
DistanceFromEntrance + 1 :
Math.Min(corridor.DistanceFromEntrance, DistanceFromEntrance + 1);
List<BTRoom> connectedRooms = new List<BTRoom>();
foreach (var otherRoom in rooms)
{
if (otherRoom == this) continue;
if (otherRoom.DistanceFromEntrance > 0 && otherRoom.DistanceFromEntrance < currentDist) continue;
var otherRoomRect = otherRoom.Rect;
otherRoomRect.Inflate(5, 5);
if (corridorRect.Intersects(otherRoomRect)) { connectedRooms.Add(otherRoom); }
}
connectedRooms.Sort((r1, r2) =>
{
return
(Math.Abs(r1.Rect.Center.X - Rect.Center.X) + Math.Abs(r1.Rect.Center.Y - Rect.Center.Y)) -
(Math.Abs(r2.Rect.Center.X - Rect.Center.X) + Math.Abs(r2.Rect.Center.Y - Rect.Center.Y));
});
for (int i = 0; i < connectedRooms.Count; i++)
{
connectedRooms[i].CalculateDistanceFromEntrance(currentDist + 1 + i, rooms, corridors);
}
}
}
}
}
@@ -1,210 +0,0 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
namespace Barotrauma.RuinGeneration
{
class Corridor : RuinShape
{
private readonly bool isHorizontal;
public bool IsHorizontal
{
get { return isHorizontal; }
}
public BTRoom[] ConnectedRooms
{
get;
private set;
}
public Corridor(Rectangle rect)
{
this.rect = rect;
isHorizontal = rect.Width > rect.Height;
}
public Corridor(BTRoom room, int width, List<Corridor> corridors)
{
System.Diagnostics.Debug.Assert(room.Adjacent != null);
ConnectedRooms = new BTRoom[2];
ConnectedRooms[0] = room;
ConnectedRooms[1] = room.Adjacent;
Rectangle room1, room2;
room1 = room.Rect;
room2 = room.Adjacent.Rect;
isHorizontal = (room1.Right <= room2.X || room2.Right <= room1.X);
//use the leaves as starting points for the corridor
if (room.SubRooms != null)
{
var leaves1 = room.GetLeaves();
var leaves2 = room.Adjacent.GetLeaves();
var suitableLeaves = GetSuitableLeafRooms(leaves1, leaves2, width, isHorizontal);
if (suitableLeaves == null || suitableLeaves.Length < 2)
{
// No suitable leaves found due to intersections
//DebugConsole.ThrowError("Error while generating ruins. Could not find a suitable position for a corridor. The width of the corridors may be too large compared to the sizes of the rooms.");
return;
}
else
{
ConnectedRooms[0] = suitableLeaves[0];
ConnectedRooms[1] = suitableLeaves[1];
}
}
else
{
rect = CalculateRectangle(room1, room2, width, isHorizontal);
if (rect.Width <= 0 || rect.Height <= 0)
{
DebugConsole.ThrowError("Error while generating ruins. Attempted to create a corridor with a width or height of <= 0");
return;
}
}
room.Corridor = this;
room.Adjacent.Corridor = this;
for (int i = corridors.Count - 1; i >= 0; i--)
{
var corridor = corridors[i];
if (corridor.rect.Intersects(this.rect))
{
if (isHorizontal && corridor.isHorizontal)
{
if (this.rect.Width < corridor.rect.Width)
return;
else
corridors.RemoveAt(i);
}
else if (!isHorizontal && !corridor.isHorizontal)
{
if (this.rect.Height < corridor.rect.Height)
return;
else
corridors.RemoveAt(i);
}
}
}
corridors.Add(this);
}
public override void CreateWalls()
{
Walls = new List<Line>();
if (IsHorizontal)
{
Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.Right, Rect.Y)));
Walls.Add(new Line(new Vector2(Rect.X, Rect.Bottom), new Vector2(Rect.Right, Rect.Bottom)));
}
else
{
Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.X, Rect.Bottom)));
Walls.Add(new Line(new Vector2(Rect.Right, Rect.Y), new Vector2(Rect.Right, Rect.Bottom)));
}
}
/// <summary>
/// Find two rooms which have two face-two-face walls that we can place a corridor in between
/// </summary>
/// <returns></returns>
private BTRoom[] GetSuitableLeafRooms(List<BTRoom> leaves1, List<BTRoom> leaves2, int width, bool isHorizontal)
{
int iOffset = Rand.Int(leaves1.Count, Rand.RandSync.Server);
int jOffset = Rand.Int(leaves2.Count, Rand.RandSync.Server);
for (int iCount = 0; iCount < leaves1.Count; iCount++)
{
int i = (iCount + iOffset) % leaves1.Count;
for (int jCount = 0; jCount < leaves2.Count; jCount++)
{
int j = (jCount + jOffset) % leaves2.Count;
if (isHorizontal)
{
if (leaves1[i].Rect.Y > leaves2[j].Rect.Bottom - width) continue;
if (leaves1[i].Rect.Bottom < leaves2[j].Rect.Y + width) continue;
}
else
{
if (leaves1[i].Rect.X > leaves2[j].Rect.Right - width) continue;
if (leaves1[i].Rect.Right < leaves2[j].Rect.X + width) continue;
}
// Check if the given corridor rect would intersect over a third room
if (CheckForIntersection(leaves1[i], leaves2[j], leaves1, leaves2, width, isHorizontal)) continue;
return new BTRoom[] { leaves1[i], leaves2[j] };
}
}
return null;
}
private bool CheckForIntersection(BTRoom potential1, BTRoom potential2, List<BTRoom> leaves1, List<BTRoom> leaves2, int width, bool isHorizontal)
{
Rectangle potentialCorridorRectangle = CalculateRectangle(potential1.Rect, potential2.Rect, width, isHorizontal);
if (potentialCorridorRectangle.Width <= 0 || potentialCorridorRectangle.Height <= 0) return true; // Invalid rectangle
for (int i = 0; i < leaves1.Count; i++)
{
if (leaves1[i] == potential1) continue;
if (potentialCorridorRectangle.Intersects(leaves1[i].Rect)) return true;
}
for (int i = 0; i < leaves2.Count; i++)
{
if (leaves2[i] == potential2) continue;
if (potentialCorridorRectangle.Intersects(leaves2[i].Rect)) return true;
}
rect = potentialCorridorRectangle; // Save the rectangle that passes the test
return false;
}
private Rectangle CalculateRectangle(Rectangle rect1, Rectangle rect2, int width, bool isHorizontal)
{
if (isHorizontal)
{
int left = Math.Min(rect1.Right, rect2.Right);
int right = Math.Max(rect1.X, rect2.X);
int top = Math.Max(rect1.Y, rect2.Y);
//int bottom = Math.Min(room1.Bottom, room2.Bottom);
int yPos = top;//Rand.Range(top, bottom - width, Rand.RandSync.Server);
return new Rectangle(left, yPos, right - left, width);
}
else if (rect1.Y > rect2.Bottom || rect2.Y > rect1.Bottom)
{
int left = Math.Max(rect1.X, rect2.X);
int right = Math.Min(rect1.Right, rect2.Right);
int top = Math.Min(rect1.Bottom, rect2.Bottom);
int bottom = Math.Max(rect1.Y, rect2.Y);
int xPos = Rand.Range(left, right - width, Rand.RandSync.Server);
return new Rectangle(xPos, top, width, bottom - top);
}
else
{
DebugConsole.ThrowError("wat");
return new Rectangle();
}
}
}
}
@@ -18,9 +18,9 @@ namespace Barotrauma.RuinGeneration
Wall, Back, Door, Hatch, Prop
}
class RuinGenerationParams : ISerializableEntity
class RuinGenerationParams : OutpostGenerationParams
{
public static List<RuinGenerationParams> List
public static List<RuinGenerationParams> RuinParams
{
get
{
@@ -34,102 +34,14 @@ namespace Barotrauma.RuinGeneration
private static List<RuinGenerationParams> paramsList;
private string filePath;
private readonly List<RuinRoom> roomTypeList;
public string Name => "RuinGenerationParams";
private readonly string filePath;
public override string Name => "RuinGenerationParams";
[Serialize("5000,5000", false), Editable]
public Point SizeMin
{
get;
set;
}
[Serialize("8000,8000", false), Editable]
public Point SizeMax
{
get;
set;
}
[Serialize(3, false, description: "The ruin generation algorithm \"splits\" the ruin area into two, splits these areas again, repeats this for some number of times and creates a room at each of the final split areas. This is value determines the minimum number of times the split is done."), Editable(MinValueInt = 1, MaxValueInt = 10)]
public int RoomDivisionIterationsMin
private RuinGenerationParams(XElement element, string filePath) : base(element, filePath)
{
get;
set;
}
[Serialize(4, false, description: "The ruin generation algorithm \"splits\" the ruin area into two, splits these areas again, repeats this for some number of times and creates a room at each of the final split areas. This is value determines the maximum number of times the split is done."), Editable(MinValueInt = 1, MaxValueInt = 10)]
public int RoomDivisionIterationsMax
{
get;
set;
}
[Serialize(0.5f, false, description: "The probability for the split algorithm to split the area vertically. High values tend to create tall, vertical rooms, and low values wide, horizontal rooms."), Editable(MinValueFloat = 0.1f, MaxValueFloat = 0.9f)]
public float VerticalSplitProbability
{
get;
set;
}
[Serialize(400, false, description: "The splitting algorithm attempts to keep the width of the split areas larger than this. If the width of the split areas would be smaller than this after a vertical split, the algorithm would do a horizontal split."), Editable]
public int MinSplitWidth
{
get;
set;
}
[Serialize(400, false, description: "The splitting algorithm attempts to keep the height of the split areas larger than this. If the height of the split areas would be smaller than this after a vertical split, the algorithm would do a horizontal split."), Editable]
public int MinSplitHeight
{
get;
set;
}
[Serialize("0.5,0.9", false, description: "The minimum and maximum width of a room relative to the areas created by the split algorithm."), Editable]
public Vector2 RoomWidthRange
{
get;
set;
}
[Serialize("0.5,0.9", false, description: "The minimum and maximum height of a room relative to the areas created by the split algorithm."), Editable]
public Vector2 RoomHeightRange
{
get;
set;
}
[Serialize("200,256", false, description: "The minimum and maximum width of the corridors between rooms."), Editable]
public Point CorridorWidthRange
{
get;
set;
}
public Dictionary<string, SerializableProperty> SerializableProperties
{
get;
private set;
} = new Dictionary<string, SerializableProperty>();
public IEnumerable<RuinRoom> RoomTypeList
{
get { return roomTypeList; }
}
private RuinGenerationParams(XElement element)
{
roomTypeList = new List<RuinRoom>();
if (element != null)
{
foreach (XElement subElement in element.Elements())
{
roomTypeList.Add(new RuinRoom(subElement));
}
}
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
this.filePath = filePath;
}
public static RuinGenerationParams GetRandom()
@@ -139,7 +51,7 @@ namespace Barotrauma.RuinGeneration
if (paramsList.Count == 0)
{
DebugConsole.ThrowError("No ruin configuration files found in any content package.");
return new RuinGenerationParams(null);
return new RuinGenerationParams(null, null);
}
return paramsList[Rand.Int(paramsList.Count, Rand.RandSync.Server)];
@@ -151,23 +63,24 @@ namespace Barotrauma.RuinGeneration
foreach (ContentFile configFile in GameMain.Instance.GetFilesOfType(ContentType.RuinConfig))
{
XDocument doc = XMLExtensions.TryLoadXml(configFile.Path);
if (doc == null) { continue; }
var mainElement = doc.Root;
if (doc.Root.IsOverride())
if (doc?.Root == null) { continue; }
foreach (XElement subElement in doc.Root.Elements())
{
mainElement = doc.Root.FirstElement();
paramsList.Clear();
DebugConsole.NewMessage($"Overriding all ruin generation parameters using the file {configFile.Path}.", Color.Yellow);
var mainElement = subElement;
if (subElement.IsOverride())
{
mainElement = subElement.FirstElement();
paramsList.Clear();
DebugConsole.NewMessage($"Overriding all ruin generation parameters using the file {configFile.Path}.", Color.Yellow);
}
else if (paramsList.Any())
{
DebugConsole.NewMessage($"Adding additional ruin generation parameters from file '{configFile.Path}'");
}
var newParams = new RuinGenerationParams(mainElement, configFile.Path);
paramsList.Add(newParams);
}
else if (paramsList.Any())
{
DebugConsole.NewMessage($"Adding additional ruin generation parameters from file '{configFile.Path}'");
}
var newParams = new RuinGenerationParams(mainElement)
{
filePath = configFile.Path
};
paramsList.Add(newParams);
}
}
@@ -185,11 +98,11 @@ namespace Barotrauma.RuinGeneration
NewLineOnAttributes = true
};
foreach (RuinGenerationParams generationParams in List)
foreach (RuinGenerationParams generationParams in RuinParams)
{
foreach (ContentFile configFile in GameMain.Instance.GetFilesOfType(ContentType.RuinConfig))
{
if (configFile.Path != generationParams.filePath) continue;
if (configFile.Path != generationParams.filePath) { continue; }
XDocument doc = XMLExtensions.TryLoadXml(configFile.Path);
if (doc == null) { continue; }
@@ -205,298 +118,4 @@ namespace Barotrauma.RuinGeneration
}
}
}
class RuinRoom : ISerializableEntity
{
public enum RoomPlacement
{
Any,
First,
Last
}
public string Name
{
get;
private set;
}
[Serialize(1.0f, false), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
public float Commonness { get; private set; }
public Dictionary<string, SerializableProperty> SerializableProperties
{
get;
private set;
} = new Dictionary<string, SerializableProperty>();
[Serialize(RoomPlacement.Any, false), Editable]
public RoomPlacement Placement
{
get;
set;
}
[Serialize(0, false), Editable]
public int PlacementOffset
{
get;
set;
}
[Serialize(false, false), Editable]
public bool IsCorridor
{
get;
set;
}
[Serialize(1.0f, false), Editable]
public float MinWaterAmount
{
get;
set;
}
[Serialize(1.0f, false), Editable]
public float MaxWaterAmount
{
get;
set;
}
private List<RuinEntityConfig> entityList = new List<RuinEntityConfig>();
public RuinRoom(XElement element)
{
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
Name = element.GetAttributeString("name", "");
if (element != null)
{
int groupIndex = 0;
LoadEntities(element, ref groupIndex);
}
void LoadEntities(XElement element2, ref int groupIndex)
{
foreach (XElement subElement in element2.Elements())
{
if (subElement.Name.ToString().Equals("chooseone", StringComparison.OrdinalIgnoreCase))
{
groupIndex++;
LoadEntities(subElement, ref groupIndex);
}
else
{
entityList.Add(new RuinEntityConfig(subElement) { SingleGroupIndex = groupIndex });
}
}
}
}
public RuinEntityConfig GetRandomEntity(RuinEntityType type, Alignment alignment)
{
var matchingEntities = entityList.FindAll(rs =>
rs.Type == type &&
rs.Alignment.HasFlag(alignment));
if (!matchingEntities.Any()) return null;
return ToolBox.SelectWeightedRandom(
matchingEntities,
matchingEntities.Select(s => s.Commonness).ToList(),
Rand.RandSync.Server);
}
public List<RuinEntityConfig> GetPropList(RuinShape room, Rand.RandSync randSync)
{
Dictionary<int, List<RuinEntityConfig>> propGroups = new Dictionary<int, List<RuinEntityConfig>>();
foreach (RuinEntityConfig entityConfig in entityList)
{
if (entityConfig.Type != RuinEntityType.Prop) { continue; }
if (room.Rect.Width < entityConfig.MinRoomSize.X || room.Rect.Height < entityConfig.MinRoomSize.Y) { continue; }
if (room.Rect.Width > entityConfig.MaxRoomSize.X || room.Rect.Height > entityConfig.MaxRoomSize.Y) { continue; }
if (!propGroups.ContainsKey(entityConfig.SingleGroupIndex))
{
propGroups[entityConfig.SingleGroupIndex] = new List<RuinEntityConfig>();
}
propGroups[entityConfig.SingleGroupIndex].Add(entityConfig);
}
List<RuinEntityConfig> props = new List<RuinEntityConfig>();
foreach (KeyValuePair<int, List<RuinEntityConfig>> propGroup in propGroups)
{
if (propGroup.Key == 0)
{
props.AddRange(propGroup.Value);
}
else
{
props.Add(propGroup.Value[Rand.Int(propGroup.Value.Count, randSync)]);
}
}
return props;
}
}
class RuinEntityConfig : ISerializableEntity
{
public readonly MapEntityPrefab Prefab;
public enum RelativePlacement
{
SameRoom,
NextRoom,
NextCorridor,
PreviousRoom,
PreviousCorridor,
FirstRoom,
FirstCorridor,
LastRoom,
LastCorridor
}
public class EntityConnection
{
//which type of room to search for the item to connect to
//sameroom, nextroom, previousroom, firstroom and lastroom are also valid
public string RoomName
{
get;
private set;
}
public string TargetEntityIdentifier
{
get;
private set;
}
//Identifier of the item to run the wire from. Only needed in item assemblies to determine which item in the assembly to use.
public string SourceEntityIdentifier
{
get;
private set;
}
//if set, the connection is done by running a wire from
//(Pair.First = the name of the connection in this item) to (Pair.Second = the name of the connection in the target item)
public Pair<string, string> WireConnection
{
get;
private set;
}
public EntityConnection(XElement element)
{
RoomName = element.GetAttributeString("roomname", "");
TargetEntityIdentifier = element.GetAttributeString("targetentity", "");
SourceEntityIdentifier = element.GetAttributeString("sourceentity", "");
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().Equals("wire", StringComparison.OrdinalIgnoreCase))
{
WireConnection = new Pair<string, string>(
subElement.GetAttributeString("from", ""),
subElement.GetAttributeString("to", ""));
}
}
}
}
[Serialize(Alignment.Bottom, false), Editable]
public Alignment Alignment { get; private set; }
[Serialize("0,0", false, description: "Minimum offset from the anchor position, relative to the size of the room." +
" For example, a value of { -0.5,0 } with a Bottom alignment would mean the entity can be placed anywhere between the bottom-left corner of the room and bottom-center."), Editable]
public Vector2 MinOffset { get; private set; }
[Serialize("0,0", false, description: "Maximum offset from the anchor position, relative to the size of the room." +
" For example, a value of { 0.5,0 } with a Bottom alignment would mean the entity can be placed anywhere between the bottom-right corner of the room and bottom-center."), Editable]
public Vector2 MaxOffset { get; private set; }
[Serialize(RuinEntityType.Prop, false), Editable]
public RuinEntityType Type { get; private set; }
[Serialize(false, false), Editable]
public bool Expand { get; private set; }
[Serialize(RelativePlacement.SameRoom, false), Editable]
public RelativePlacement PlacementRelativeToParent { get; private set; }
[Serialize(1.0f, false), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
public float Commonness { get; private set; }
[Serialize(1, false)]
public int MinAmount { get; private set; }
[Serialize(1, false)]
public int MaxAmount { get; private set; }
[Serialize("0,0", false)]
public Point MinRoomSize { get; private set; }
[Serialize("100000,100000", false)]
public Point MaxRoomSize { get; private set; }
[Serialize("", false)]
public string TargetContainer { get; private set; }
public List<EntityConnection> EntityConnections { get; private set; } = new List<EntityConnection>();
public int SingleGroupIndex;
private readonly List<RuinEntityConfig> childEntities = new List<RuinEntityConfig>();
public IEnumerable<RuinEntityConfig> ChildEntities
{
get { return childEntities; }
}
public string Name => Prefab == null ? "null" : Prefab.Name;
public Dictionary<string, SerializableProperty> SerializableProperties
{
get;
private set;
} = new Dictionary<string, SerializableProperty>();
public RuinEntityConfig(XElement element)
{
string name = element.GetAttributeString("prefab", "");
Prefab = MapEntityPrefab.Find(name: null, identifier: name);
if (Prefab == null)
{
DebugConsole.ThrowError("Loading ruin entity config failed - map entity prefab \"" + name + "\" not found.");
return;
}
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
int gIndex = 0;
LoadChildren(element, ref gIndex);
void LoadChildren(XElement element2, ref int groupIndex)
{
foreach (XElement subElement in element2.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "connection":
case "entityconnection":
EntityConnections.Add(new EntityConnection(subElement));
break;
case "chooseone":
groupIndex++;
LoadChildren(subElement, ref groupIndex);
break;
default:
childEntities.Add(new RuinEntityConfig(subElement) { SingleGroupIndex = groupIndex });
break;
}
}
}
}
}
}
File diff suppressed because it is too large Load Diff