38f1ddb...178a853: v0.8.9.1, removed content folder
This commit is contained in:
@@ -7,7 +7,6 @@ namespace Barotrauma
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{
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class Job
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{
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private readonly JobPrefab prefab;
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private Dictionary<string, Skill> skills;
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@@ -31,12 +30,7 @@ namespace Barotrauma
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{
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get { return prefab.Items; }
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}
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//public List<bool> EquipSpawnItem
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//{
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// get { return prefab.EquipItem; }
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//}
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public List<Skill> Skills
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{
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get { return skills.Values.ToList(); }
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@@ -49,61 +43,94 @@ namespace Barotrauma
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skills = new Dictionary<string, Skill>();
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foreach (SkillPrefab skillPrefab in prefab.Skills)
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{
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skills.Add(skillPrefab.Name, new Skill(skillPrefab));
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skills.Add(skillPrefab.Identifier, new Skill(skillPrefab));
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}
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}
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public Job(XElement element)
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{
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string name = element.GetAttributeString("name", "").ToLowerInvariant();
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prefab = JobPrefab.List.Find(jp => jp.Name.ToLowerInvariant() == name);
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string identifier = element.GetAttributeString("identifier", "").ToLowerInvariant();
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prefab = JobPrefab.List.Find(jp => jp.Identifier.ToLowerInvariant() == identifier);
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string name = "";
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if (prefab == null)
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{
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name = element.GetAttributeString("name", "").ToLowerInvariant();
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prefab = JobPrefab.List.Find(jp => jp.Name.ToLowerInvariant() == name);
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}
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if (prefab == null)
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{
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DebugConsole.ThrowError("Could not find the job \"" + name + "\" (identifier " + identifier + "). Giving the character a random job.");
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prefab = JobPrefab.List[Rand.Int(JobPrefab.List.Count)];
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}
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skills = new Dictionary<string, Skill>();
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "skill") continue;
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string skillName = subElement.GetAttributeString("name", "");
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if (string.IsNullOrEmpty(name)) continue;
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string skillIdentifier = subElement.GetAttributeString("identifier", "");
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if (string.IsNullOrEmpty(skillIdentifier)) continue;
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skills.Add(
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skillName,
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new Skill(skillName, subElement.GetAttributeInt("level", 0)));
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skillIdentifier,
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new Skill(skillIdentifier, subElement.GetAttributeFloat("level", 0)));
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}
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}
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public static Job Random()
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public static Job Random(Rand.RandSync randSync)
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{
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JobPrefab prefab = JobPrefab.List[Rand.Int(JobPrefab.List.Count - 1, Rand.RandSync.Server)];
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JobPrefab prefab = JobPrefab.List[Rand.Int(JobPrefab.List.Count - 1, randSync)];
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return new Job(prefab);
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}
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public int GetSkillLevel(string skillName)
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public float GetSkillLevel(string skillIdentifier)
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{
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Skill skill = null;
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skills.TryGetValue(skillName, out skill);
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skills.TryGetValue(skillIdentifier, out Skill skill);
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return (skill==null) ? 0 : skill.Level;
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return (skill == null) ? 0.0f : skill.Level;
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}
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public void GiveJobItems(Character character, WayPoint spawnPoint)
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public void IncreaseSkillLevel(string skillIdentifier, float increase)
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{
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if (skills.TryGetValue(skillIdentifier, out Skill skill))
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{
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skill.Level += increase;
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}
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}
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public void GiveJobItems(Character character, WayPoint spawnPoint = null)
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{
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if (SpawnItems == null) return;
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foreach (XElement itemElement in SpawnItems.Elements())
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{
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InitializeJobItem(character, spawnPoint, itemElement);
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InitializeJobItem(character, itemElement, spawnPoint);
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}
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}
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private void InitializeJobItem(Character character, WayPoint spawnPoint, XElement itemElement, Item parentItem = null)
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private void InitializeJobItem(Character character, XElement itemElement, WayPoint spawnPoint = null, Item parentItem = null)
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{
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string itemName = itemElement.GetAttributeString("name", "");
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ItemPrefab itemPrefab = MapEntityPrefab.Find(itemName) as ItemPrefab;
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if (itemPrefab == null)
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ItemPrefab itemPrefab;
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if (itemElement.Attribute("name") != null)
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{
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DebugConsole.ThrowError("Tried to spawn \"" + Name + "\" with the item \"" + itemName + "\". Matching item prefab not found.");
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return;
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string itemName = itemElement.Attribute("name").Value;
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DebugConsole.ThrowError("Error in Job config (" + Name + ") - use item identifiers instead of names to configure the items.");
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itemPrefab = MapEntityPrefab.Find(itemName) as ItemPrefab;
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if (itemPrefab == null)
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{
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DebugConsole.ThrowError("Tried to spawn \"" + Name + "\" with the item \"" + itemName + "\". Matching item prefab not found.");
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return;
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}
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}
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else
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{
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string itemIdentifier = itemElement.GetAttributeString("identifier", "");
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itemPrefab = MapEntityPrefab.Find(null, itemIdentifier) as ItemPrefab;
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if (itemPrefab == null)
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{
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DebugConsole.ThrowError("Tried to spawn \"" + Name + "\" with the item \"" + itemIdentifier + "\". Matching item prefab not found.");
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return;
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}
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}
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Item item = new Item(itemPrefab, character.Position, null);
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@@ -125,7 +152,7 @@ namespace Barotrauma
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character.Inventory.TryPutItem(item, null, item.AllowedSlots);
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}
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if (item.Prefab.NameMatches("ID Card") && spawnPoint != null)
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if (item.Prefab.Identifier == "idcard" && spawnPoint != null)
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{
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foreach (string s in spawnPoint.IdCardTags)
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{
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@@ -146,7 +173,7 @@ namespace Barotrauma
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foreach (XElement childItemElement in itemElement.Elements())
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{
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InitializeJobItem(character, spawnPoint, childItemElement, item);
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InitializeJobItem(character, childItemElement, spawnPoint, item);
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}
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}
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@@ -158,7 +185,7 @@ namespace Barotrauma
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foreach (KeyValuePair<string, Skill> skill in skills)
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{
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jobElement.Add(new XElement("skill", new XAttribute("name", skill.Value.Name), new XAttribute("level", skill.Value.Level)));
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jobElement.Add(new XElement("skill", new XAttribute("identifier", skill.Value.Identifier), new XAttribute("level", skill.Value.Level)));
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}
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parentElement.Add(jobElement);
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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Xml.Linq;
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namespace Barotrauma
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@@ -11,31 +12,53 @@ namespace Barotrauma
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public readonly List<string> ItemNames;
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public List<SkillPrefab> Skills;
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[Serialize("1,1,1,1", false)]
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public Color UIColor
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{
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get;
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private set;
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}
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//the number of these characters in the crew the player starts with
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public readonly int InitialCount;
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[Serialize("notfound", false)]
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public string Identifier
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{
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get;
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private set;
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}
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[Serialize("notfound", false)]
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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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[Serialize("", false)]
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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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//the number of these characters in the crew the player starts with in the single player campaign
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[Serialize(0, false)]
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public int InitialCount
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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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[Serialize(false, false)]
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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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//how many crew members can have the job (only one captain etc)
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[Serialize(100, false)]
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public int MaxNumber
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{
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get;
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@@ -44,39 +67,46 @@ namespace Barotrauma
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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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[Serialize(0, false)]
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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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[Serialize(0.0f, false)]
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public float MinKarma
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{
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get;
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private set;
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}
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[Serialize(10.0f, false)]
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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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//how much the vitality of the character is increased/reduced from the default value
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[Serialize(0.0f, false)]
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public float VitalityModifier
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{
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get;
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private set;
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}
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public XElement ClothingElement { get; private set; }
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public JobPrefab(XElement element)
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{
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Name = element.GetAttributeString("name", "name not found");
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SerializableProperty.DeserializeProperties(this, element);
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Description = element.GetAttributeString("description", "");
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string translatedName = TextManager.Get("JobName." + Identifier, true);
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if (!string.IsNullOrEmpty(translatedName)) Name = translatedName;
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MinNumber = element.GetAttributeInt("minnumber", 0);
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MaxNumber = element.GetAttributeInt("maxnumber", 10);
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MinKarma = element.GetAttributeFloat("minkarma", 0.0f);
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InitialCount = element.GetAttributeInt("initialcount", 0);
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Commonness = element.GetAttributeInt("commonness", 10);
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AllowAlways = element.GetAttributeBool("allowalways", false);
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string translatedDescription = TextManager.Get("JobDescription." + Identifier, true);
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if (!string.IsNullOrEmpty(translatedDescription)) Description = translatedDescription;
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ItemNames = new List<string>();
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@@ -90,8 +120,32 @@ namespace Barotrauma
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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 = itemElement.GetAttributeString("name", "");
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if (!string.IsNullOrWhiteSpace(itemName)) ItemNames.Add(itemName);
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if (itemElement.Element("name") != null)
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{
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DebugConsole.ThrowError("Error in job config \"" + Name + "\" - use identifiers instead of names to configure the items.");
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ItemNames.Add(itemElement.GetAttributeString("name", ""));
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continue;
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}
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string itemIdentifier = itemElement.GetAttributeString("identifier", "");
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if (string.IsNullOrWhiteSpace(itemIdentifier))
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{
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DebugConsole.ThrowError("Error in job config \"" + Name + "\" - item with no identifier.");
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ItemNames.Add("");
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}
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else
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{
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var prefab = MapEntityPrefab.Find(null, itemIdentifier) as ItemPrefab;
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if (prefab == null)
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{
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DebugConsole.ThrowError("Error in job config \"" + Name + "\" - item prefab \""+itemIdentifier+"\" not found.");
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ItemNames.Add("");
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}
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else
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{
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ItemNames.Add(prefab.Name);
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}
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}
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}
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break;
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case "skills":
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@@ -104,6 +158,12 @@ namespace Barotrauma
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}
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Skills.Sort((x,y) => y.LevelRange.X.CompareTo(x.LevelRange.X));
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ClothingElement = element.Element("PortraitClothing");
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if (ClothingElement == null)
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{
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ClothingElement = element.Element("portraitclothing");
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}
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}
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public static JobPrefab Random()
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@@ -111,7 +171,7 @@ namespace Barotrauma
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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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public static void LoadAll(IEnumerable<string> filePaths)
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{
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List = new List<JobPrefab>();
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@@ -5,48 +5,47 @@ namespace Barotrauma
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{
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class Skill
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{
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SkillPrefab prefab;
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string name;
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int level;
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private SkillPrefab prefab;
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private float level;
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static string[] levelNames = new string[] {
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"Untrained", "Incompetent", "Novice",
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"Adequate", "Competent", "Proficient",
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"Professional", "Master", "Legendary" };
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public string Name
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string identifier;
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public string Identifier
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{
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get { return name; }
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get { return identifier; }
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}
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public int Level
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public float Level
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{
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get { return level; }
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set { level = MathHelper.Clamp(value, 0, 100); }
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set { level = MathHelper.Clamp(value, 0.0f, 100.0f); }
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}
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public Skill(SkillPrefab prefab)
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{
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this.prefab = prefab;
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this.name = prefab.Name;
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this.identifier = prefab.Identifier;
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this.level = (int)Rand.Range(prefab.LevelRange.X, prefab.LevelRange.Y);
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this.level = Rand.Range(prefab.LevelRange.X, prefab.LevelRange.Y, Rand.RandSync.Server);
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}
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public Skill(string name, int level)
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public Skill(string identifier, float level)
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{
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this.name = name;
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this.identifier = identifier;
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this.level = level;
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}
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/// <summary>
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/// returns the "name" of some skill level (0-10 -> untrained, etc)
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/// </summary>
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public static string GetLevelName(int level)
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public static string GetLevelName(float level)
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{
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level = MathHelper.Clamp(level, 0, 100);
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level = MathHelper.Clamp(level, 0.0f, 100.0f);
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int scaledLevel = (int)Math.Floor((level / 100.0f) * levelNames.Length);
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return levelNames[Math.Min(scaledLevel, levelNames.Length - 1)];
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@@ -5,17 +5,12 @@ namespace Barotrauma
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{
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class SkillPrefab
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{
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private string name;
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private string description;
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private Vector2 levelRange;
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public string Name
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{
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get { return name; }
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}
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public readonly string Identifier;
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public string Description
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{
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get { return description; }
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@@ -28,7 +23,7 @@ namespace Barotrauma
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public SkillPrefab(XElement element)
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{
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name = element.GetAttributeString("name", "");
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Identifier = element.GetAttributeString("identifier", "");
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var levelString = element.GetAttributeString("level", "");
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if (levelString.Contains(","))
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@@ -41,7 +36,5 @@ namespace Barotrauma
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levelRange = new Vector2(skillLevel, skillLevel);
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}
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}
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}
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}
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Reference in New Issue
Block a user