v0.19.0.0 (unstable)

This commit is contained in:
Regalis11
2022-07-20 18:47:07 +03:00
parent 2e2663a175
commit 6b55adcdd9
170 changed files with 2769 additions and 1634 deletions
@@ -5,9 +5,11 @@ using System.Xml.Linq;
namespace Barotrauma
{
class NPCPersonalityTrait
class NPCPersonalityTrait : PrefabWithUintIdentifier
{
public readonly Identifier Name;
public readonly static PrefabCollection<NPCPersonalityTrait> Traits = new PrefabCollection<NPCPersonalityTrait>();
public readonly LocalizedString DisplayName;
public readonly List<string> AllowedDialogTags;
@@ -17,43 +19,29 @@ namespace Barotrauma
get { return commonness; }
}
public static IEnumerable<NPCPersonalityTrait> GetAll(LanguageIdentifier language)
public NPCPersonalityTrait(XElement element, NPCPersonalityTraitsFile file)
: base(file, element.GetAttributeIdentifier("identifier", element.GetAttributeIdentifier("name", Identifier.Empty)))
{
if (language != TextManager.DefaultLanguage && !NPCConversationCollection.Collections.ContainsKey(language))
string name = element.GetAttributeString("name", null);
if (name == null)
{
DebugConsole.AddWarning($"Could not find NPC personality traits for the language \"{language}\". Using \"{TextManager.DefaultLanguage}\" instead..");
language = TextManager.DefaultLanguage;
DisplayName = TextManager.Get("personalitytrait." + Identifier)
.Fallback(Identifier.ToString());
}
return NPCConversationCollection.Collections[language]
.SelectMany(cc => cc.PersonalityTraits.Values);
}
public static NPCPersonalityTrait Get(LanguageIdentifier language, Identifier traitName)
{
if (language != TextManager.DefaultLanguage && !NPCConversationCollection.Collections.ContainsKey(language))
else
{
DebugConsole.AddWarning($"Could not find NPC personality traits for the language \"{language}\". Using \"{TextManager.DefaultLanguage}\" instead..");
language = TextManager.DefaultLanguage;
DisplayName = name;
}
return NPCConversationCollection.Collections[language]
.FirstOrDefault(cc => cc.PersonalityTraits.ContainsKey(traitName))
.PersonalityTraits[traitName];
}
public NPCPersonalityTrait(XElement element)
{
Name = element.GetAttributeIdentifier("name", "");
AllowedDialogTags = new List<string>(element.GetAttributeStringArray("alloweddialogtags", Array.Empty<string>()));
commonness = element.GetAttributeFloat("commonness", 1.0f);
}
public static NPCPersonalityTrait GetRandom(string seed)
{
#warning TODO: implement NPCPersonality content type and revise this for determinism
var rand = new MTRandom(ToolBox.StringToInt(seed));
var list = GetAll(GameSettings.CurrentConfig.Language);
return ToolBox.SelectWeightedRandom(list, t => t.commonness, rand);
return ToolBox.SelectWeightedRandom(Traits.OrderBy(t => t.UintIdentifier), t => t.commonness, rand);
}
public override void Dispose() { }
}
}