(965c31410a) Unstable v0.10.4.0
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@@ -33,6 +33,8 @@ namespace Barotrauma
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public int Variant;
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public Skill PrimarySkill { get; }
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public Job(JobPrefab jobPrefab, int variant = 0)
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{
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prefab = jobPrefab;
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@@ -41,14 +43,16 @@ namespace Barotrauma
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skills = new Dictionary<string, Skill>();
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foreach (SkillPrefab skillPrefab in prefab.Skills)
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{
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skills.Add(skillPrefab.Identifier, new Skill(skillPrefab));
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var skill = new Skill(skillPrefab);
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skills.Add(skillPrefab.Identifier, skill);
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if (skillPrefab.IsPrimarySkill) { PrimarySkill = skill; }
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}
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}
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public Job(XElement element)
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{
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string identifier = element.GetAttributeString("identifier", "").ToLowerInvariant();
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JobPrefab p = null;
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JobPrefab p;
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if (!JobPrefab.Prefabs.ContainsKey(identifier))
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{
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DebugConsole.ThrowError($"Could not find the job {identifier}. Giving the character a random job.");
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@@ -65,9 +69,9 @@ namespace Barotrauma
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if (!subElement.Name.ToString().Equals("skill", System.StringComparison.OrdinalIgnoreCase)) { continue; }
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string skillIdentifier = subElement.GetAttributeString("identifier", "");
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if (string.IsNullOrEmpty(skillIdentifier)) { continue; }
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skills.Add(
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skillIdentifier,
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new Skill(skillIdentifier, subElement.GetAttributeFloat("level", 0)));
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var skill = new Skill(skillIdentifier, subElement.GetAttributeFloat("level", 0));
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skills.Add(skillIdentifier, skill);
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if (skillIdentifier == prefab.PrimarySkill?.Identifier) { PrimarySkill = skill; }
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}
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}
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@@ -146,6 +146,13 @@ namespace Barotrauma
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private set;
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}
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[Serialize(1.0f, false)]
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public float PriceMultiplier
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{
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get;
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private set;
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}
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// TODO: not used
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[Serialize(10.0f, false)]
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public float Commonness
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@@ -164,6 +171,9 @@ namespace Barotrauma
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public Sprite Icon;
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public Sprite IconSmall;
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public SkillPrefab PrimarySkill => Skills?.FirstOrDefault(s => s.IsPrimarySkill);
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public string FilePath { get; private set; }
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public XElement Element { get; private set; }
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@@ -1,24 +1,12 @@
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using Microsoft.Xna.Framework;
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using System;
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namespace Barotrauma
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{
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class Skill
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{
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private SkillPrefab prefab;
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private float level;
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static string[] levelNames = new string[] {
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"Untrained", "Incompetent", "Novice",
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"Adequate", "Competent", "Proficient",
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"Professional", "Master", "Legendary" };
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string identifier;
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public string Identifier
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{
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get { return identifier; }
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}
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public string Identifier { get; }
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public float Level
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{
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@@ -26,29 +14,58 @@ namespace Barotrauma
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set { level = MathHelper.Clamp(value, 0.0f, 100.0f); }
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}
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private Sprite icon;
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public Sprite Icon
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{
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get
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{
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if (icon == null)
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{
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icon = GetIcon();
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}
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return icon;
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}
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}
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internal SkillPrefab Prefab { get; private set; }
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public Skill(SkillPrefab prefab)
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{
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this.prefab = prefab;
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this.identifier = prefab.Identifier;
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this.level = Rand.Range(prefab.LevelRange.X, prefab.LevelRange.Y, Rand.RandSync.Server);
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this.Prefab = prefab;
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Identifier = prefab.Identifier;
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level = Rand.Range(prefab.LevelRange.X, prefab.LevelRange.Y, Rand.RandSync.Server);
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icon = GetIcon();
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}
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public Skill(string identifier, float level)
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{
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this.identifier = identifier;
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Identifier = identifier;
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this.level = level;
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icon = GetIcon();
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}
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/// <summary>
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/// returns the "name" of some skill level (0-10 -> untrained, etc)
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/// </summary>
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public static string GetLevelName(float level)
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private Sprite GetIcon()
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{
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level = MathHelper.Clamp(level, 0.0f, 100.0f);
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int scaledLevel = (int)Math.Floor((level / 100.0f) * levelNames.Length);
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return levelNames[Math.Min(scaledLevel, levelNames.Length - 1)];
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string jobId = null;
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switch (Identifier.ToLowerInvariant())
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{
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case "electrical":
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jobId = "engineer";
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break;
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case "helm":
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jobId = "captain";
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break;
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case "mechanical":
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jobId = "mechanic";
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break;
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case "medical":
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jobId = "medicaldoctor";
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break;
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case "weapons":
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jobId = "securityofficer";
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break;
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}
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return jobId != null && JobPrefab.Prefabs.ContainsKey(jobId) ? JobPrefab.Prefabs[jobId].IconSmall : null;
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}
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}
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}
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@@ -9,10 +9,17 @@ namespace Barotrauma
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public Vector2 LevelRange { get; private set; }
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/// <summary>
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/// How much this skill affects characters' hiring cost
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/// </summary>
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public readonly float PriceMultiplier;
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public bool IsPrimarySkill { get; }
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public SkillPrefab(XElement element)
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{
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Identifier = element.GetAttributeString("identifier", "");
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PriceMultiplier = element.GetAttributeFloat("pricemultiplier", 25.0f);
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var levelString = element.GetAttributeString("level", "");
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if (levelString.Contains(","))
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{
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@@ -23,6 +30,8 @@ namespace Barotrauma
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float skillLevel = float.Parse(levelString, System.Globalization.CultureInfo.InvariantCulture);
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LevelRange = new Vector2(skillLevel, skillLevel);
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}
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IsPrimarySkill = element.GetAttributeBool("primary", false);
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}
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}
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}
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