(61d00a474) v0.9.7.1

This commit is contained in:
Regalis
2020-03-04 13:04:10 +01:00
parent 3c50efa5c9
commit 3c09ebe02f
5086 changed files with 786063 additions and 295871 deletions
@@ -0,0 +1,227 @@
using Barotrauma.Items.Components;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
class Job
{
private readonly JobPrefab prefab;
private Dictionary<string, Skill> skills;
public string Name
{
get { return prefab.Name; }
}
public string Description
{
get { return prefab.Description; }
}
public JobPrefab Prefab
{
get { return prefab; }
}
public List<Skill> Skills
{
get { return skills.Values.ToList(); }
}
public int Variant;
public Job(JobPrefab jobPrefab, int variant = 0)
{
prefab = jobPrefab;
Variant = variant;
skills = new Dictionary<string, Skill>();
foreach (SkillPrefab skillPrefab in prefab.Skills)
{
skills.Add(skillPrefab.Identifier, new Skill(skillPrefab));
}
}
public Job(XElement element)
{
string identifier = element.GetAttributeString("identifier", "").ToLowerInvariant();
JobPrefab p = null;
if (!JobPrefab.Prefabs.ContainsKey(identifier))
{
DebugConsole.ThrowError($"Could not find the job {identifier}. Giving the character a random job.");
p = JobPrefab.Random();
}
else
{
p = JobPrefab.Prefabs[identifier];
}
prefab = p;
skills = new Dictionary<string, Skill>();
foreach (XElement subElement in element.Elements())
{
if (!subElement.Name.ToString().Equals("skill", System.StringComparison.OrdinalIgnoreCase)) { continue; }
string skillIdentifier = subElement.GetAttributeString("identifier", "");
if (string.IsNullOrEmpty(skillIdentifier)) { continue; }
skills.Add(
skillIdentifier,
new Skill(skillIdentifier, subElement.GetAttributeFloat("level", 0)));
}
}
public static Job Random(Rand.RandSync randSync = Rand.RandSync.Unsynced)
{
var prefab = JobPrefab.Random(randSync);
var variant = Rand.Range(0, prefab.Variants, randSync);
return new Job(prefab, variant);
}
public float GetSkillLevel(string skillIdentifier)
{
skills.TryGetValue(skillIdentifier, out Skill skill);
return (skill == null) ? 0.0f : skill.Level;
}
public void IncreaseSkillLevel(string skillIdentifier, float increase)
{
if (skills.TryGetValue(skillIdentifier, out Skill skill))
{
skill.Level += increase;
}
else
{
skills.Add(
skillIdentifier,
new Skill(skillIdentifier, increase));
}
}
public void GiveJobItems(Character character, WayPoint spawnPoint = null)
{
if (!prefab.ItemSets.TryGetValue(Variant, out var spawnItems)) { return; }
foreach (XElement itemElement in spawnItems.GetChildElements("Item"))
{
InitializeJobItem(character, itemElement, spawnPoint);
}
}
private void InitializeJobItem(Character character, XElement itemElement, WayPoint spawnPoint = null, Item parentItem = null)
{
ItemPrefab itemPrefab;
if (itemElement.Attribute("name") != null)
{
string itemName = itemElement.Attribute("name").Value;
DebugConsole.ThrowError("Error in Job config (" + Name + ") - use item identifiers instead of names to configure the items.");
itemPrefab = MapEntityPrefab.Find(itemName) as ItemPrefab;
if (itemPrefab == null)
{
DebugConsole.ThrowError("Tried to spawn \"" + Name + "\" with the item \"" + itemName + "\". Matching item prefab not found.");
return;
}
}
else
{
string itemIdentifier = itemElement.GetAttributeString("identifier", "");
itemPrefab = MapEntityPrefab.Find(null, itemIdentifier) as ItemPrefab;
if (itemPrefab == null)
{
DebugConsole.ThrowError("Tried to spawn \"" + Name + "\" with the item \"" + itemIdentifier + "\". Matching item prefab not found.");
return;
}
}
Item item = new Item(itemPrefab, character.Position, null);
#if SERVER
if (GameMain.Server != null && Entity.Spawner != null)
{
if (GameMain.Server.EntityEventManager.UniqueEvents.Any(ev => ev.Entity == item))
{
string errorMsg = $"Error while spawning job items. Item {item.Name} created network events before the spawn event had been created.";
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("Job.InitializeJobItem:EventsBeforeSpawning", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
GameMain.Server.EntityEventManager.UniqueEvents.RemoveAll(ev => ev.Entity == item);
GameMain.Server.EntityEventManager.Events.RemoveAll(ev => ev.Entity == item);
}
Entity.Spawner.CreateNetworkEvent(item, false);
}
#endif
if (itemElement.GetAttributeBool("equip", false))
{
List<InvSlotType> allowedSlots = new List<InvSlotType>(item.AllowedSlots);
allowedSlots.Remove(InvSlotType.Any);
character.Inventory.TryPutItem(item, null, allowedSlots);
}
else
{
character.Inventory.TryPutItem(item, null, item.AllowedSlots);
}
Wearable wearable = ((List<ItemComponent>)item.Components)?.Find(c => c is Wearable) as Wearable;
if (wearable != null)
{
if (Variant > 0 && Variant <= wearable.Variants)
{
wearable.Variant = Variant;
}
else
{
wearable.Variant = wearable.Variant; //force server event
if (wearable.Variants > 0 && Variant == 0)
{
//set variant to the same as the wearable to get the rest of the character's gear
//to use the same variant (if possible)
Variant = wearable.Variant;
}
}
}
if (item.Prefab.Identifier == "idcard" && spawnPoint != null)
{
foreach (string s in spawnPoint.IdCardTags)
{
item.AddTag(s);
}
item.AddTag("name:" + character.Name);
item.AddTag("job:" + Name);
if (!string.IsNullOrWhiteSpace(spawnPoint.IdCardDesc))
item.Description = spawnPoint.IdCardDesc;
}
foreach (WifiComponent wifiComponent in item.GetComponents<WifiComponent>())
{
wifiComponent.TeamID = character.TeamID;
}
if (parentItem != null) parentItem.Combine(item, user: null);
foreach (XElement childItemElement in itemElement.Elements())
{
InitializeJobItem(character, childItemElement, spawnPoint, item);
}
}
public XElement Save(XElement parentElement)
{
XElement jobElement = new XElement("job");
jobElement.Add(new XAttribute("name", Name));
jobElement.Add(new XAttribute("identifier", prefab.Identifier));
foreach (KeyValuePair<string, Skill> skill in skills)
{
jobElement.Add(new XElement("skill", new XAttribute("identifier", skill.Value.Identifier), new XAttribute("level", skill.Value.Level)));
}
parentElement.Add(jobElement);
return jobElement;
}
}
}
@@ -0,0 +1,292 @@
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Xml.Linq;
using Barotrauma.Extensions;
using System;
using System.Linq;
namespace Barotrauma
{
public class AutonomousObjective
{
public string identifier;
public string option;
public float priorityModifier;
public AutonomousObjective(XElement element)
{
identifier = element.GetAttributeString("identifier", null);
//backwards compatibility
if (string.IsNullOrEmpty(identifier))
{
identifier = element.GetAttributeString("aitag", null);
}
option = element.GetAttributeString("option", null);
priorityModifier = element.GetAttributeFloat("prioritymodifier", 1);
priorityModifier = MathHelper.Max(priorityModifier, 0);
}
}
partial class JobPrefab : IPrefab, IDisposable
{
public static readonly PrefabCollection<JobPrefab> Prefabs = new PrefabCollection<JobPrefab>();
private bool disposed = false;
public void Dispose()
{
if (disposed) { return; }
disposed = true;
Prefabs.Remove(this);
}
public static XElement NoJobElement;
public static JobPrefab Get(string identifier)
{
if (Prefabs == null)
{
DebugConsole.ThrowError("Issue in the code execution order: job prefabs not loaded.");
return null;
}
if (Prefabs.ContainsKey(identifier))
{
return Prefabs[identifier];
}
else
{
DebugConsole.ThrowError("Couldn't find a job prefab with the given identifier: " + identifier);
return null;
}
}
public readonly Dictionary<int, XElement> ItemSets = new Dictionary<int, XElement>();
public readonly Dictionary<int, List<string>> ItemIdentifiers = new Dictionary<int, List<string>>();
public readonly Dictionary<int, Dictionary<string, bool>> ShowItemPreview = new Dictionary<int, Dictionary<string, bool>>();
public readonly List<SkillPrefab> Skills = new List<SkillPrefab>();
public readonly List<AutonomousObjective> AutomaticOrders = new List<AutonomousObjective>();
public readonly List<string> AppropriateOrders = new List<string>();
[Serialize("1,1,1,1", false)]
public Color UIColor
{
get;
private set;
}
[Serialize("notfound", false)]
public string Identifier
{
get;
private set;
}
[Serialize("notfound", false)]
public string Name
{
get;
private set;
}
public string OriginalName { get { return Identifier; } }
public ContentPackage ContentPackage { get; private set; }
[Serialize("", false)]
public string Description
{
get;
private set;
}
[Serialize(false, false)]
public bool OnlyJobSpecificDialog
{
get;
private set;
}
//the number of these characters in the crew the player starts with in the single player campaign
[Serialize(0, false)]
public int InitialCount
{
get;
private set;
}
//if set to true, a client that has chosen this as their preferred job will get it no matter what
[Serialize(false, false)]
public bool AllowAlways
{
get;
private set;
}
//how many crew members can have the job (only one captain etc)
[Serialize(100, false)]
public int MaxNumber
{
get;
private set;
}
//how many crew members are REQUIRED to have the job
//(i.e. if one captain is required, one captain is chosen even if all the players have set captain to lowest preference)
[Serialize(0, false)]
public int MinNumber
{
get;
private set;
}
[Serialize(0.0f, false)]
public float MinKarma
{
get;
private set;
}
[Serialize(10.0f, false)]
public float Commonness
{
get;
private set;
}
//how much the vitality of the character is increased/reduced from the default value
[Serialize(0.0f, false)]
public float VitalityModifier
{
get;
private set;
}
public Sprite Icon;
public string FilePath { get; private set; }
public XElement Element { get; private set; }
public XElement ClothingElement { get; private set; }
public int Variants { get; private set; }
public JobPrefab(XElement element, string filePath)
{
FilePath = filePath;
SerializableProperty.DeserializeProperties(this, element);
Name = TextManager.Get("JobName." + Identifier);
Description = TextManager.Get("JobDescription." + Identifier);
Identifier = Identifier.ToLowerInvariant();
Element = element;
int variant = 0;
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "itemset":
ItemSets.Add(variant, subElement);
ItemIdentifiers[variant] = new List<string>();
ShowItemPreview[variant] = new Dictionary<string, bool>();
loadItemIdentifiers(subElement, variant);
variant++;
break;
case "skills":
foreach (XElement skillElement in subElement.Elements())
{
Skills.Add(new SkillPrefab(skillElement));
}
break;
case "autonomousobjectives":
subElement.Elements().ForEach(order => AutomaticOrders.Add(new AutonomousObjective(order)));
break;
case "appropriateobjectives":
case "appropriateorders":
subElement.Elements().ForEach(order => AppropriateOrders.Add(order.GetAttributeString("identifier", "").ToLowerInvariant()));
break;
case "jobicon":
Icon = new Sprite(subElement.FirstElement());
break;
}
}
void loadItemIdentifiers(XElement parentElement, int variant)
{
foreach (XElement itemElement in parentElement.GetChildElements("Item"))
{
if (itemElement.Element("name") != null)
{
DebugConsole.ThrowError("Error in job config \"" + Name + "\" - use identifiers instead of names to configure the items.");
continue;
}
string itemIdentifier = itemElement.GetAttributeString("identifier", "");
if (string.IsNullOrWhiteSpace(itemIdentifier))
{
DebugConsole.ThrowError("Error in job config \"" + Name + "\" - item with no identifier.");
}
else
{
ItemIdentifiers[variant].Add(itemIdentifier);
ShowItemPreview[variant][itemIdentifier] = itemElement.GetAttributeBool("showpreview", true);
}
loadItemIdentifiers(itemElement, variant);
}
}
Variants = variant;
Skills.Sort((x,y) => y.LevelRange.X.CompareTo(x.LevelRange.X));
ClothingElement = element.GetChildElement("PortraitClothing");
}
public static JobPrefab Random(Rand.RandSync sync = Rand.RandSync.Unsynced) => Prefabs.GetRandom(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.Name.ToString().Equals("nojob", StringComparison.OrdinalIgnoreCase)) { continue; }
if (element.IsOverride())
{
var job = new JobPrefab(element.FirstElement(), file.Path)
{
ContentPackage = file.ContentPackage
};
Prefabs.Add(job, true);
}
else
{
var job = new JobPrefab(element, file.Path)
{
ContentPackage = file.ContentPackage
};
Prefabs.Add(job, false);
}
}
NoJobElement = NoJobElement ?? mainElement.Element("NoJob");
NoJobElement = NoJobElement ?? mainElement.Element("nojob");
}
public static void RemoveByFile(string filePath)
{
Prefabs.RemoveByFile(filePath);
}
}
}
@@ -0,0 +1,54 @@
using Microsoft.Xna.Framework;
using System;
namespace Barotrauma
{
class Skill
{
private SkillPrefab prefab;
private float level;
static string[] levelNames = new string[] {
"Untrained", "Incompetent", "Novice",
"Adequate", "Competent", "Proficient",
"Professional", "Master", "Legendary" };
string identifier;
public string Identifier
{
get { return identifier; }
}
public float Level
{
get { return level; }
set { level = MathHelper.Clamp(value, 0.0f, 100.0f); }
}
public Skill(SkillPrefab prefab)
{
this.prefab = prefab;
this.identifier = prefab.Identifier;
this.level = Rand.Range(prefab.LevelRange.X, prefab.LevelRange.Y, Rand.RandSync.Server);
}
public Skill(string identifier, float level)
{
this.identifier = identifier;
this.level = level;
}
/// <summary>
/// returns the "name" of some skill level (0-10 -> untrained, etc)
/// </summary>
public static string GetLevelName(float level)
{
level = MathHelper.Clamp(level, 0.0f, 100.0f);
int scaledLevel = (int)Math.Floor((level / 100.0f) * levelNames.Length);
return levelNames[Math.Min(scaledLevel, levelNames.Length - 1)];
}
}
}
@@ -0,0 +1,28 @@
using Microsoft.Xna.Framework;
using System.Xml.Linq;
namespace Barotrauma
{
class SkillPrefab
{
public readonly string Identifier;
public Vector2 LevelRange { get; private set; }
public SkillPrefab(XElement element)
{
Identifier = element.GetAttributeString("identifier", "");
var levelString = element.GetAttributeString("level", "");
if (levelString.Contains(","))
{
LevelRange = XMLExtensions.ParseVector2(levelString, false);
}
else
{
float skillLevel = float.Parse(levelString, System.Globalization.CultureInfo.InvariantCulture);
LevelRange = new Vector2(skillLevel, skillLevel);
}
}
}
}