Unstable 0.17.0.0
This commit is contained in:
@@ -9,87 +9,87 @@ namespace Barotrauma
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{
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private readonly JobPrefab prefab;
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private readonly Dictionary<string, Skill> skills;
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private readonly Dictionary<Identifier, Skill> skills;
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public string Name
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{
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get { return prefab.Name; }
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}
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public LocalizedString Name => prefab.Name;
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public string Description
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{
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get { return prefab.Description; }
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}
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public LocalizedString Description => prefab.Description;
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public JobPrefab Prefab
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{
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get { return prefab; }
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}
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public List<Skill> Skills
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{
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get { return skills.Values.ToList(); }
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}
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public JobPrefab Prefab => prefab;
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public List<Skill> Skills => skills.Values.ToList();
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public int Variant;
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public Skill PrimarySkill { get; }
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public Job(JobPrefab jobPrefab, Rand.RandSync randSync = Rand.RandSync.Unsynced, int variant = 0)
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public Job(JobPrefab jobPrefab) : this(jobPrefab, randSync: Rand.RandSync.Unsynced, variant: 0) { }
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public Job(JobPrefab jobPrefab, Rand.RandSync randSync, int variant, params Skill[] s)
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{
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prefab = jobPrefab;
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Variant = variant;
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skills = new Dictionary<string, Skill>();
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skills = new Dictionary<Identifier, Skill>();
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foreach (var skill in s) { skills.Add(skill.Identifier, skill); }
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foreach (SkillPrefab skillPrefab in prefab.Skills)
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{
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var skill = new Skill(skillPrefab, randSync);
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skills.Add(skillPrefab.Identifier, skill);
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Skill skill;
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if (skills.ContainsKey(skillPrefab.Identifier))
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{
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skill = skills[skillPrefab.Identifier];
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skills[skillPrefab.Identifier] = new Skill(skill.Identifier, skill.Level);
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}
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else
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{
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skill = new Skill(skillPrefab, randSync);
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skills.Add(skillPrefab.Identifier, skill);
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}
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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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Identifier identifier = element.GetAttributeIdentifier("identifier", "");
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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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p = JobPrefab.Random();
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p = JobPrefab.Random(Rand.RandSync.Unsynced);
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}
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else
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{
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p = JobPrefab.Prefabs[identifier];
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}
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prefab = p;
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skills = new Dictionary<string, Skill>();
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foreach (XElement subElement in element.Elements())
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skills = new Dictionary<Identifier, Skill>();
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foreach (var subElement in element.Elements())
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{
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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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if (subElement.NameAsIdentifier() != "skill") { continue; }
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Identifier skillIdentifier = subElement.GetAttributeIdentifier("identifier", "");
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if (skillIdentifier.IsEmpty) { continue; }
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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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public static Job Random(Rand.RandSync randSync = Rand.RandSync.Unsynced)
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public static Job Random(Rand.RandSync randSync)
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{
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var prefab = JobPrefab.Random(randSync);
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var variant = Rand.Range(0, prefab.Variants, randSync);
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return new Job(prefab, randSync, variant);
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}
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public float GetSkillLevel(string skillIdentifier)
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public float GetSkillLevel(Identifier skillIdentifier)
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{
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if (string.IsNullOrWhiteSpace(skillIdentifier)) { return 0.0f; }
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if (skillIdentifier.IsEmpty) { return 0.0f; }
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skills.TryGetValue(skillIdentifier, out Skill skill);
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return (skill == null) ? 0.0f : skill.Level;
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return skill?.Level ?? 0.0f;
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}
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public void IncreaseSkillLevel(string skillIdentifier, float increase, bool increasePastMax)
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public void IncreaseSkillLevel(Identifier skillIdentifier, float increase, bool increasePastMax)
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{
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if (skills.TryGetValue(skillIdentifier, out Skill skill))
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{
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@@ -130,7 +130,7 @@ namespace Barotrauma
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else
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{
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string itemIdentifier = itemElement.GetAttributeString("identifier", "");
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itemPrefab = MapEntityPrefab.Find(null, itemIdentifier) as ItemPrefab;
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itemPrefab = MapEntityPrefab.FindByIdentifier(itemIdentifier.ToIdentifier()) as ItemPrefab;
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if (itemPrefab == null)
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{
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DebugConsole.ThrowError("Tried to spawn \"" + Name + "\" with the item \"" + itemIdentifier + "\". Matching item prefab not found.");
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@@ -192,27 +192,16 @@ namespace Barotrauma
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if (item.Prefab.Identifier == "idcard")
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{
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if (spawnPoint != null)
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{
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foreach (string s in spawnPoint.IdCardTags)
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{
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item.AddTag(s);
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if (!string.IsNullOrWhiteSpace(spawnPoint.IdCardDesc)) { item.Description = spawnPoint.IdCardDesc; }
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}
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}
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item.AddTag("name:" + character.Name);
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item.AddTag("job:" + Name);
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IdCard idCardComponent = item.GetComponent<IdCard>();
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idCardComponent?.Initialize(character.Info);
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idCardComponent?.Initialize(spawnPoint, character);
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}
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foreach (WifiComponent wifiComponent in item.GetComponents<WifiComponent>())
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{
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wifiComponent.TeamID = character.TeamID;
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}
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if (parentItem != null) parentItem.Combine(item, user: null);
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if (parentItem != null) { parentItem.Combine(item, user: null); }
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foreach (XElement childItemElement in itemElement.Elements())
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{
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@@ -227,7 +216,7 @@ namespace Barotrauma
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jobElement.Add(new XAttribute("name", Name));
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jobElement.Add(new XAttribute("identifier", prefab.Identifier));
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foreach (KeyValuePair<string, Skill> skill in skills)
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foreach (KeyValuePair<Identifier, Skill> skill in skills)
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{
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jobElement.Add(new XElement("skill", new XAttribute("identifier", skill.Value.Identifier), new XAttribute("level", skill.Value.Level)));
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}
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@@ -2,6 +2,7 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using System.Xml.Linq;
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@@ -9,54 +10,78 @@ namespace Barotrauma
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{
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public class AutonomousObjective
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{
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public string identifier;
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public string option;
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public readonly float priorityModifier;
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public readonly bool ignoreAtOutpost;
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public readonly Identifier Identifier;
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public readonly Identifier Option;
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public readonly float PriorityModifier;
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public readonly bool IgnoreAtOutpost;
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public AutonomousObjective(XElement element)
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{
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identifier = element.GetAttributeString("identifier", null);
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Identifier = element.GetAttributeIdentifier("identifier", Identifier.Empty);
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//backwards compatibility
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if (string.IsNullOrEmpty(identifier))
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if (Identifier == Identifier.Empty)
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{
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identifier = element.GetAttributeString("aitag", null);
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Identifier = element.GetAttributeIdentifier("aitag", Identifier.Empty);
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}
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option = element.GetAttributeString("option", null);
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priorityModifier = element.GetAttributeFloat("prioritymodifier", 1);
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priorityModifier = MathHelper.Max(priorityModifier, 0);
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ignoreAtOutpost = element.GetAttributeBool("ignoreatoutpost", false);
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Option = element.GetAttributeIdentifier("option", Identifier.Empty);
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PriorityModifier = element.GetAttributeFloat("prioritymodifier", 1);
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PriorityModifier = MathHelper.Max(PriorityModifier, 0);
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IgnoreAtOutpost = element.GetAttributeBool("ignoreatoutpost", false);
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}
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}
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partial class JobPrefab : IPrefab, IDisposable
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class ItemRepairPriority : Prefab
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{
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public static readonly PrefabCollection<ItemRepairPriority> Prefabs = new PrefabCollection<ItemRepairPriority>();
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public readonly float Priority;
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public ItemRepairPriority(XElement element, JobsFile file) : base(file, element.GetAttributeIdentifier("tag", Identifier.Empty))
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{
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Priority = element.GetAttributeFloat("priority", -1f);
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if (Priority < 0)
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{
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DebugConsole.AddWarning($"The 'priority' attribute is missing from the the item repair priorities definition in {element} of {file.Path}.");
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}
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}
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public override void Dispose() { }
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}
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class JobVariant
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{
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public JobPrefab Prefab;
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public int Variant;
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public JobVariant(JobPrefab prefab, int variant)
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{
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Prefab = prefab;
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Variant = variant;
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}
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}
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partial class JobPrefab : PrefabWithUintIdentifier
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{
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public static readonly PrefabCollection<JobPrefab> Prefabs = new PrefabCollection<JobPrefab>();
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private bool disposed = false;
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public void Dispose()
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public override void Dispose()
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{
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if (disposed) { return; }
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disposed = true;
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Prefabs.Remove(this);
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}
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private static readonly Dictionary<string, float> _itemRepairPriorities = new Dictionary<string, float>();
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private static readonly Dictionary<Identifier, float> _itemRepairPriorities = new Dictionary<Identifier, float>();
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/// <summary>
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/// Tag -> priority.
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/// </summary>
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public static IReadOnlyDictionary<string, float> ItemRepairPriorities => _itemRepairPriorities;
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public static IReadOnlyDictionary<Identifier, float> ItemRepairPriorities => _itemRepairPriorities;
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public static XElement NoJobElement;
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public static ContentXElement NoJobElement;
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public static JobPrefab Get(string identifier)
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{
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if (Prefabs == null)
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{
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DebugConsole.ThrowError("Issue in the code execution order: job prefabs not loaded.");
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return null;
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}
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if (Prefabs.ContainsKey(identifier))
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{
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return Prefabs[identifier];
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@@ -70,62 +95,41 @@ namespace Barotrauma
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public class PreviewItem
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{
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public readonly string ItemIdentifier;
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public readonly Identifier ItemIdentifier;
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public readonly bool ShowPreview;
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public PreviewItem(string itemIdentifier, bool showPreview)
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public PreviewItem(Identifier itemIdentifier, bool showPreview)
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{
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ItemIdentifier = itemIdentifier;
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ShowPreview = showPreview;
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}
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}
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public readonly Dictionary<int, XElement> ItemSets = new Dictionary<int, XElement>();
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public readonly Dictionary<int, List<PreviewItem>> PreviewItems = new Dictionary<int, List<PreviewItem>>();
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public readonly Dictionary<int, ContentXElement> ItemSets = new Dictionary<int, ContentXElement>();
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public readonly ImmutableDictionary<int, ImmutableArray<PreviewItem>> PreviewItems;
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public readonly List<SkillPrefab> Skills = new List<SkillPrefab>();
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public readonly List<AutonomousObjective> AutonomousObjectives = new List<AutonomousObjective>();
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public readonly List<string> AppropriateOrders = new List<string>();
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public readonly List<Identifier> AppropriateOrders = new List<Identifier>();
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[Serialize("1,1,1,1", false)]
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[Serialize("1,1,1,1", IsPropertySaveable.No)]
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public Color UIColor
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{
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get;
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private set;
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}
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[Serialize("notfound", false)]
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public string Identifier
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{
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get;
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private set;
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}
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public readonly LocalizedString Name;
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[Serialize("notfound", false)]
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public string Name
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{
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get;
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private set;
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}
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[Serialize(AIObjectiveIdle.BehaviorType.Passive, false)]
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[Serialize(AIObjectiveIdle.BehaviorType.Passive, IsPropertySaveable.No)]
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public AIObjectiveIdle.BehaviorType IdleBehavior
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{
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get;
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private set;
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}
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public string OriginalName { get { return Identifier; } }
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public readonly LocalizedString Description;
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public ContentPackage ContentPackage { get; private set; }
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[Serialize("", false)]
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public string Description
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{
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get;
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private set;
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}
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[Serialize(false, false)]
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[Serialize(false, IsPropertySaveable.No)]
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public bool OnlyJobSpecificDialog
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{
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get;
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@@ -133,7 +137,7 @@ namespace Barotrauma
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}
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//the number of these characters in the crew the player starts with in the single player campaign
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[Serialize(0, false)]
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[Serialize(0, IsPropertySaveable.No)]
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public int InitialCount
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{
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get;
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@@ -141,7 +145,7 @@ namespace Barotrauma
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}
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//if set to true, a client that has chosen this as their preferred job will get it no matter what
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[Serialize(false, false)]
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[Serialize(false, IsPropertySaveable.No)]
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public bool AllowAlways
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{
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get;
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@@ -149,7 +153,7 @@ namespace Barotrauma
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}
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//how many crew members can have the job (only one captain etc)
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[Serialize(100, false)]
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[Serialize(100, IsPropertySaveable.No)]
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public int MaxNumber
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{
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get;
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@@ -158,21 +162,21 @@ namespace Barotrauma
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//how many crew members are REQUIRED to have the job
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//(i.e. if one captain is required, one captain is chosen even if all the players have set captain to lowest preference)
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[Serialize(0, false)]
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[Serialize(0, IsPropertySaveable.No)]
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public int MinNumber
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{
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get;
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private set;
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}
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[Serialize(0.0f, false)]
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[Serialize(0.0f, IsPropertySaveable.No)]
|
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public float MinKarma
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{
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get;
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private set;
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}
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[Serialize(1.0f, false)]
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[Serialize(1.0f, IsPropertySaveable.No)]
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public float PriceMultiplier
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{
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get;
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@@ -180,7 +184,7 @@ namespace Barotrauma
|
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}
|
||||
|
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// TODO: not used
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[Serialize(10.0f, false)]
|
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[Serialize(10.0f, IsPropertySaveable.No)]
|
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public float Commonness
|
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{
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get;
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@@ -188,7 +192,7 @@ namespace Barotrauma
|
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}
|
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|
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//how much the vitality of the character is increased/reduced from the default value
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[Serialize(0.0f, false)]
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[Serialize(0.0f, IsPropertySaveable.No)]
|
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public float VitalityModifier
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{
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get;
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@@ -196,7 +200,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
//whether the job should be available to NPCs
|
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[Serialize(false, false)]
|
||||
[Serialize(false, IsPropertySaveable.No)]
|
||||
public bool HiddenJob
|
||||
{
|
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get;
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@@ -208,35 +212,33 @@ namespace Barotrauma
|
||||
|
||||
public SkillPrefab PrimarySkill => Skills?.FirstOrDefault(s => s.IsPrimarySkill);
|
||||
|
||||
public string FilePath { get; private set; }
|
||||
|
||||
public XElement Element { get; private set; }
|
||||
public XElement ClothingElement { get; private set; }
|
||||
public ContentXElement Element { get; private set; }
|
||||
public ContentXElement ClothingElement { get; private set; }
|
||||
public int Variants { get; private set; }
|
||||
|
||||
public JobPrefab(XElement element, string filePath)
|
||||
public JobPrefab(ContentXElement element, JobsFile file) : base(file, element.GetAttributeIdentifier("identifier", ""))
|
||||
{
|
||||
FilePath = filePath;
|
||||
SerializableProperty.DeserializeProperties(this, element);
|
||||
|
||||
Name = TextManager.Get("JobName." + Identifier);
|
||||
Description = TextManager.Get("JobDescription." + Identifier, returnNull: true) ?? string.Empty;
|
||||
Identifier = Identifier.ToLowerInvariant();
|
||||
Description = TextManager.Get("JobDescription." + Identifier);
|
||||
Element = element;
|
||||
|
||||
var previewItems = new Dictionary<int, List<PreviewItem>>();
|
||||
|
||||
int variant = 0;
|
||||
foreach (XElement subElement in element.Elements())
|
||||
foreach (var subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "itemset":
|
||||
ItemSets.Add(variant, subElement);
|
||||
PreviewItems[variant] = new List<PreviewItem>();
|
||||
previewItems[variant] = new List<PreviewItem>();
|
||||
loadItemIdentifiers(subElement, variant);
|
||||
variant++;
|
||||
break;
|
||||
case "skills":
|
||||
foreach (XElement skillElement in subElement.Elements())
|
||||
foreach (var skillElement in subElement.Elements())
|
||||
{
|
||||
Skills.Add(new SkillPrefab(skillElement));
|
||||
}
|
||||
@@ -246,7 +248,7 @@ namespace Barotrauma
|
||||
break;
|
||||
case "appropriateobjectives":
|
||||
case "appropriateorders":
|
||||
subElement.Elements().ForEach(order => AppropriateOrders.Add(order.GetAttributeString("identifier", "").ToLowerInvariant()));
|
||||
subElement.Elements().ForEach(order => AppropriateOrders.Add(order.GetAttributeIdentifier("identifier", "")));
|
||||
break;
|
||||
case "jobicon":
|
||||
Icon = new Sprite(subElement.FirstElement());
|
||||
@@ -267,19 +269,22 @@ namespace Barotrauma
|
||||
continue;
|
||||
}
|
||||
|
||||
string itemIdentifier = itemElement.GetAttributeString("identifier", "");
|
||||
if (string.IsNullOrWhiteSpace(itemIdentifier))
|
||||
Identifier itemIdentifier = itemElement.GetAttributeIdentifier("identifier", Identifier.Empty);
|
||||
if (itemIdentifier.IsEmpty)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in job config \"" + Name + "\" - item with no identifier.");
|
||||
}
|
||||
else
|
||||
{
|
||||
PreviewItems[variant].Add(new PreviewItem(itemIdentifier, itemElement.GetAttributeBool("showpreview", true)));
|
||||
previewItems[variant].Add(new PreviewItem(itemIdentifier, itemElement.GetAttributeBool("showpreview", true)));
|
||||
}
|
||||
loadItemIdentifiers(itemElement, variant);
|
||||
}
|
||||
}
|
||||
|
||||
PreviewItems = previewItems.Select(kvp => (kvp.Key, kvp.Value.ToImmutableArray()))
|
||||
.ToImmutableDictionary();
|
||||
|
||||
Variants = variant;
|
||||
|
||||
Skills.Sort((x,y) => y.LevelRange.Start.CompareTo(x.LevelRange.Start));
|
||||
@@ -287,77 +292,7 @@ namespace Barotrauma
|
||||
// Disabled on purpose, TODO: remove all references?
|
||||
//ClothingElement = element.GetChildElement("PortraitClothing");
|
||||
}
|
||||
|
||||
|
||||
public static JobPrefab Random(Rand.RandSync sync = Rand.RandSync.Unsynced) => Prefabs.GetRandom(p => !p.HiddenJob, sync);
|
||||
|
||||
public static void LoadAll(IEnumerable<ContentFile> files)
|
||||
{
|
||||
foreach (ContentFile file in files)
|
||||
{
|
||||
LoadFromFile(file);
|
||||
}
|
||||
}
|
||||
|
||||
public static void LoadFromFile(ContentFile file)
|
||||
{
|
||||
XDocument doc = XMLExtensions.TryLoadXml(file.Path);
|
||||
if (doc == null) { return; }
|
||||
var mainElement = doc.Root.IsOverride() ? doc.Root.FirstElement() : doc.Root;
|
||||
if (doc.Root.IsOverride())
|
||||
{
|
||||
DebugConsole.ThrowError($"Error in '{file.Path}': Cannot override all job prefabs, because many of them are required by the main game! Please try overriding jobs one by one.");
|
||||
}
|
||||
foreach (XElement element in mainElement.Elements())
|
||||
{
|
||||
if (element.IsOverride())
|
||||
{
|
||||
var job = new JobPrefab(element.FirstElement(), file.Path)
|
||||
{
|
||||
ContentPackage = file.ContentPackage
|
||||
};
|
||||
Prefabs.Add(job, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!element.Name.ToString().Equals("job", StringComparison.OrdinalIgnoreCase)) { continue; }
|
||||
var job = new JobPrefab(element, file.Path)
|
||||
{
|
||||
ContentPackage = file.ContentPackage
|
||||
};
|
||||
Prefabs.Add(job, false);
|
||||
}
|
||||
}
|
||||
NoJobElement ??= mainElement.GetChildElement("nojob");
|
||||
var itemRepairPrioritiesElement = mainElement.GetChildElement("ItemRepairPriorities");
|
||||
if (itemRepairPrioritiesElement != null)
|
||||
{
|
||||
foreach (var subElement in itemRepairPrioritiesElement.Elements())
|
||||
{
|
||||
string tag = subElement.GetAttributeString("tag", null);
|
||||
if (tag != null)
|
||||
{
|
||||
float priority = subElement.GetAttributeFloat("priority", -1f);
|
||||
if (priority >= 0)
|
||||
{
|
||||
_itemRepairPriorities.TryAdd(tag, priority);
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.AddWarning($"The 'priority' attribute is missing from the the item repair priorities definition in {subElement} of {file.Path}.");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.AddWarning($"The 'tag' attribute is missing from the the item repair priorities definition in {subElement} of {file.Path}.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void RemoveByFile(string filePath)
|
||||
{
|
||||
Prefabs.RemoveByFile(filePath);
|
||||
}
|
||||
public static JobPrefab Random(Rand.RandSync sync) => Prefabs.GetRandom(p => !p.HiddenJob, sync);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,12 +4,12 @@ namespace Barotrauma
|
||||
{
|
||||
class Skill
|
||||
{
|
||||
private float level;
|
||||
|
||||
public string Identifier { get; }
|
||||
public readonly Identifier Identifier;
|
||||
|
||||
public const float MaximumSkill = 100.0f;
|
||||
|
||||
private float level;
|
||||
|
||||
public float Level
|
||||
{
|
||||
get { return level; }
|
||||
@@ -21,18 +21,11 @@ namespace Barotrauma
|
||||
level = MathHelper.Clamp(level + value, 0.0f, increasePastMax ? SkillSettings.Current.MaximumSkillWithTalents : MaximumSkill);
|
||||
}
|
||||
|
||||
private Sprite icon;
|
||||
public Sprite Icon
|
||||
{
|
||||
get
|
||||
{
|
||||
if (icon == null)
|
||||
{
|
||||
icon = GetIcon();
|
||||
}
|
||||
return icon;
|
||||
}
|
||||
}
|
||||
private Identifier iconJobId;
|
||||
|
||||
public Sprite Icon => !iconJobId.IsEmpty && JobPrefab.Prefabs.TryGet(iconJobId, out var jobPrefab)
|
||||
? jobPrefab.Icon
|
||||
: null;
|
||||
|
||||
public readonly float PriceMultiplier = 1.0f;
|
||||
|
||||
@@ -40,39 +33,42 @@ namespace Barotrauma
|
||||
{
|
||||
Identifier = prefab.Identifier;
|
||||
level = Rand.Range(prefab.LevelRange.Start, prefab.LevelRange.End, randSync);
|
||||
icon = GetIcon();
|
||||
iconJobId = GetIconJobId();
|
||||
PriceMultiplier = prefab.PriceMultiplier;
|
||||
}
|
||||
|
||||
public Skill(string identifier, float level)
|
||||
public Skill(Identifier identifier, float level)
|
||||
{
|
||||
Identifier = identifier;
|
||||
this.level = level;
|
||||
icon = GetIcon();
|
||||
iconJobId = GetIconJobId();
|
||||
}
|
||||
|
||||
private Sprite GetIcon()
|
||||
private Identifier GetIconJobId()
|
||||
{
|
||||
string jobId = null;
|
||||
switch (Identifier.ToLowerInvariant())
|
||||
Identifier jobId = Identifier.Empty;
|
||||
if (Identifier == "electrical")
|
||||
{
|
||||
case "electrical":
|
||||
jobId = "engineer";
|
||||
break;
|
||||
case "helm":
|
||||
jobId = "captain";
|
||||
break;
|
||||
case "mechanical":
|
||||
jobId = "mechanic";
|
||||
break;
|
||||
case "medical":
|
||||
jobId = "medicaldoctor";
|
||||
break;
|
||||
case "weapons":
|
||||
jobId = "securityofficer";
|
||||
break;
|
||||
jobId = "engineer".ToIdentifier();
|
||||
}
|
||||
return jobId != null && JobPrefab.Prefabs.ContainsKey(jobId) ? JobPrefab.Prefabs[jobId].IconSmall : null;
|
||||
else if (Identifier == "helm")
|
||||
{
|
||||
jobId = "captain".ToIdentifier();
|
||||
}
|
||||
else if (Identifier == "mechanical")
|
||||
{
|
||||
jobId = "mechanic".ToIdentifier();
|
||||
}
|
||||
else if (Identifier == "medical")
|
||||
{
|
||||
jobId = "medicaldoctor".ToIdentifier();
|
||||
}
|
||||
else if (Identifier == "weapons")
|
||||
{
|
||||
jobId = "securityofficer".ToIdentifier();
|
||||
}
|
||||
|
||||
return jobId;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@ namespace Barotrauma
|
||||
{
|
||||
class SkillPrefab
|
||||
{
|
||||
public readonly string Identifier;
|
||||
public readonly Identifier Identifier;
|
||||
|
||||
public Range<float> LevelRange { get; private set; }
|
||||
|
||||
@@ -16,9 +16,9 @@ namespace Barotrauma
|
||||
|
||||
public bool IsPrimarySkill { get; }
|
||||
|
||||
public SkillPrefab(XElement element)
|
||||
public SkillPrefab(ContentXElement element)
|
||||
{
|
||||
Identifier = element.GetAttributeString("identifier", "");
|
||||
Identifier = element.GetAttributeIdentifier("identifier", "");
|
||||
PriceMultiplier = element.GetAttributeFloat("pricemultiplier", 25.0f);
|
||||
var levelString = element.GetAttributeString("level", "");
|
||||
if (levelString.Contains(","))
|
||||
|
||||
Reference in New Issue
Block a user