Unstable 0.17.0.0

This commit is contained in:
Markus Isberg
2022-02-26 02:43:01 +09:00
parent a83f375681
commit 3974067915
913 changed files with 32472 additions and 32364 deletions
@@ -5,20 +5,17 @@ using System.Xml.Linq;
namespace Barotrauma
{
class SkillSettings : ISerializableEntity
class SkillSettings : Prefab, ISerializableEntity
{
public static SkillSettings Current
{
get;
private set;
}
public readonly static PrefabSelector<SkillSettings> Prefabs = new PrefabSelector<SkillSettings>();
public static SkillSettings Current => Prefabs.ActivePrefab;
[Serialize(4.0f, true)]
[Serialize(4.0f, IsPropertySaveable.Yes)]
public float SingleRoundSkillGainMultiplier { get; set; }
private float skillIncreasePerRepair;
[Serialize(5.0f, true)]
[Serialize(5.0f, IsPropertySaveable.Yes)]
public float SkillIncreasePerRepair
{
get { return skillIncreasePerRepair * GetCurrentSkillGainMultiplier(); }
@@ -26,7 +23,7 @@ namespace Barotrauma
}
private float skillIncreasePerSabotage;
[Serialize(3.0f, true)]
[Serialize(3.0f, IsPropertySaveable.Yes)]
public float SkillIncreasePerSabotage
{
get { return skillIncreasePerSabotage * GetCurrentSkillGainMultiplier(); }
@@ -34,7 +31,7 @@ namespace Barotrauma
}
private float skillIncreasePerCprRevive;
[Serialize(0.5f, true)]
[Serialize(0.5f, IsPropertySaveable.Yes)]
public float SkillIncreasePerCprRevive
{
get { return skillIncreasePerCprRevive * GetCurrentSkillGainMultiplier(); }
@@ -42,7 +39,7 @@ namespace Barotrauma
}
private float skillIncreasePerRepairedStructureDamage;
[Serialize(0.0025f, true)]
[Serialize(0.0025f, IsPropertySaveable.Yes)]
public float SkillIncreasePerRepairedStructureDamage
{
get { return skillIncreasePerRepairedStructureDamage * GetCurrentSkillGainMultiplier(); }
@@ -50,7 +47,7 @@ namespace Barotrauma
}
private float skillIncreasePerSecondWhenSteering;
[Serialize(0.005f, true)]
[Serialize(0.005f, IsPropertySaveable.Yes)]
public float SkillIncreasePerSecondWhenSteering
{
get { return skillIncreasePerSecondWhenSteering * GetCurrentSkillGainMultiplier(); }
@@ -58,7 +55,7 @@ namespace Barotrauma
}
private float skillIncreasePerFabricatorRequiredSkill;
[Serialize(0.5f, true)]
[Serialize(0.5f, IsPropertySaveable.Yes)]
public float SkillIncreasePerFabricatorRequiredSkill
{
get { return skillIncreasePerFabricatorRequiredSkill * GetCurrentSkillGainMultiplier(); }
@@ -66,7 +63,7 @@ namespace Barotrauma
}
private float skillIncreasePerHostileDamage;
[Serialize(0.01f, true)]
[Serialize(0.01f, IsPropertySaveable.Yes)]
public float SkillIncreasePerHostileDamage
{
get { return skillIncreasePerHostileDamage * GetCurrentSkillGainMultiplier(); }
@@ -74,7 +71,7 @@ namespace Barotrauma
}
private float skillIncreasePerSecondWhenOperatingTurret;
[Serialize(0.001f, true)]
[Serialize(0.001f, IsPropertySaveable.Yes)]
public float SkillIncreasePerSecondWhenOperatingTurret
{
get { return skillIncreasePerSecondWhenOperatingTurret * GetCurrentSkillGainMultiplier(); }
@@ -82,64 +79,40 @@ namespace Barotrauma
}
private float skillIncreasePerFriendlyHealed;
[Serialize(0.001f, true)]
[Serialize(0.001f, IsPropertySaveable.Yes)]
public float SkillIncreasePerFriendlyHealed
{
get { return skillIncreasePerFriendlyHealed * GetCurrentSkillGainMultiplier(); }
set { skillIncreasePerFriendlyHealed = value; }
}
[Serialize(1.1f, true)]
[Serialize(1.1f, IsPropertySaveable.Yes)]
public float AssistantSkillIncreaseMultiplier
{
get;
set;
}
[Serialize(200.0f, true)]
[Serialize(200.0f, IsPropertySaveable.Yes)]
public float MaximumSkillWithTalents
{
get;
set;
}
private SkillSettings(XElement element)
public SkillSettings(XElement element, SkillSettingsFile file) : base(file, "SkillSettings".ToIdentifier())
{
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
}
public string Name => "SkillSettings";
public Dictionary<string, SerializableProperty> SerializableProperties
public Dictionary<Identifier, SerializableProperty> SerializableProperties
{
get;
set;
}
public static void Load(IEnumerable<ContentFile> files)
{
//reverse order to respect content package load order (last file overrides others)
foreach (ContentFile file in files.Reverse())
{
if (file.Type != ContentType.SkillSettings)
{
throw new ArgumentException();
}
XDocument doc = XMLExtensions.TryLoadXml(file.Path);
if (doc == null) { continue; }
Current = new SkillSettings(doc.Root);
break;
}
if (Current == null)
{
DebugConsole.NewMessage("No skill settings found in the selected content packages. Using default values.");
Current = new SkillSettings(null);
}
}
private float GetCurrentSkillGainMultiplier()
{
if (GameMain.GameSession?.GameMode is CampaignMode)
@@ -151,5 +124,7 @@ namespace Barotrauma
return SingleRoundSkillGainMultiplier;
}
}
public override void Dispose() { }
}
}