Unstable 0.17.0.0
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@@ -8,15 +8,7 @@ namespace Barotrauma
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{
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class NPCPersonalityTrait
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{
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private static List<NPCPersonalityTrait> list = new List<NPCPersonalityTrait>();
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public static List<NPCPersonalityTrait> List
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{
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get { return list; }
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}
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public readonly string FilePath;
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public readonly string Name;
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public readonly Identifier Name;
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public readonly List<string> AllowedDialogTags;
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@@ -26,20 +18,32 @@ namespace Barotrauma
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get { return commonness; }
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}
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public NPCPersonalityTrait(XElement element, string filePath)
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public static IEnumerable<NPCPersonalityTrait> GetAll(LanguageIdentifier language)
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{
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FilePath = filePath;
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Name = element.GetAttributeString("name", "");
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AllowedDialogTags = new List<string>(element.GetAttributeStringArray("alloweddialogtags", new string[0]));
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commonness = element.GetAttributeFloat("commonness", 1.0f);
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return NPCConversationCollection.Collections[language]
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.SelectMany(cc => cc.PersonalityTraits.Values);
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}
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list.Add(this);
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public static NPCPersonalityTrait Get(LanguageIdentifier language, Identifier traitName)
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{
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return NPCConversationCollection.Collections[language]
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.FirstOrDefault(cc => cc.PersonalityTraits.ContainsKey(traitName))
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.PersonalityTraits[traitName];
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}
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public NPCPersonalityTrait(XElement element)
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{
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Name = element.GetAttributeIdentifier("name", "");
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AllowedDialogTags = new List<string>(element.GetAttributeStringArray("alloweddialogtags", Array.Empty<string>()));
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commonness = element.GetAttributeFloat("commonness", 1.0f);
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}
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public static NPCPersonalityTrait GetRandom(string seed)
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{
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#warning TODO: implement NPCPersonality content type and revise this for determinism
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var rand = new MTRandom(ToolBox.StringToInt(seed));
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return ToolBox.SelectWeightedRandom(list, list.Select(t => t.commonness).ToList(), rand);
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var list = GetAll(GameSettings.CurrentConfig.Language);
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return ToolBox.SelectWeightedRandom(list, t => t.commonness, rand);
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}
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}
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