Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory - All libraries are in the Libraries directory - MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?) - NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred - Removed Content/effects.mgfx as it didn't seem to be used anywhere - Removed some references to Subsurface directory - Renamed Launcher2 to Launcher
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Xml.Linq;
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using System.Linq;
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namespace Barotrauma
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{
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partial class JobPrefab
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{
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public static List<JobPrefab> List;
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public readonly XElement Items;
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public readonly List<string> ItemNames;
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public List<SkillPrefab> Skills;
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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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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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//if set to true, a client that has chosen this as their preferred job will get it no matter what
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public bool AllowAlways
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{
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get;
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private set;
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}
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//how many crew members can have the job (only one captain etc)
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public int MaxNumber
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{
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get;
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private set;
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}
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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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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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public float Commonness
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{
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get;
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private set;
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}
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public JobPrefab(XElement element)
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{
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Name = ToolBox.GetAttributeString(element, "name", "name not found");
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Description = ToolBox.GetAttributeString(element, "description", "");
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MinNumber = ToolBox.GetAttributeInt(element, "minnumber", 0);
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MaxNumber = ToolBox.GetAttributeInt(element, "maxnumber", 10);
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Commonness = ToolBox.GetAttributeInt(element, "commonness", 10);
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AllowAlways = ToolBox.GetAttributeBool(element, "allowalways", false);
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ItemNames = new List<string>();
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Skills = new List<SkillPrefab>();
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "items":
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Items = subElement;
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foreach (XElement itemElement in subElement.Elements())
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{
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string itemName = ToolBox.GetAttributeString(itemElement, "name", "");
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if (!string.IsNullOrWhiteSpace(itemName)) ItemNames.Add(itemName);
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}
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break;
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case "skills":
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foreach (XElement skillElement in subElement.Elements())
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{
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Skills.Add(new SkillPrefab(skillElement));
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}
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break;
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}
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}
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Skills.Sort((x,y) => y.LevelRange.X.CompareTo(x.LevelRange.X));
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}
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public static JobPrefab Random()
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{
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return List[Rand.Int(List.Count)];
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}
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public static void LoadAll(List<string> filePaths)
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{
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List = new List<JobPrefab>();
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foreach (string filePath in filePaths)
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{
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XDocument doc = ToolBox.TryLoadXml(filePath);
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if (doc == null || doc.Root == null) return;
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foreach (XElement element in doc.Root.Elements())
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{
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JobPrefab job = new JobPrefab(element);
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List.Add(job);
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}
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}
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}
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}
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}
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