38f1ddb...178a853: v0.8.9.1, removed content folder

This commit is contained in:
Joonas Rikkonen
2019-03-18 19:46:58 +02:00
parent 38f1ddb6fe
commit 6c0679c297
1054 changed files with 151673 additions and 144931 deletions
@@ -1,4 +1,5 @@
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Barotrauma
@@ -11,31 +12,53 @@ namespace Barotrauma
public readonly List<string> ItemNames;
public List<SkillPrefab> Skills;
[Serialize("1,1,1,1", false)]
public Color UIColor
{
get;
private set;
}
//the number of these characters in the crew the player starts with
public readonly int InitialCount;
[Serialize("notfound", false)]
public string Identifier
{
get;
private set;
}
[Serialize("notfound", false)]
public string Name
{
get;
private set;
}
[Serialize("", false)]
public string Description
{
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)
//how many crew members can have the job (only one captain etc)
[Serialize(100, false)]
public int MaxNumber
{
get;
@@ -44,39 +67,46 @@ namespace Barotrauma
//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 XElement ClothingElement { get; private set; }
public JobPrefab(XElement element)
{
Name = element.GetAttributeString("name", "name not found");
SerializableProperty.DeserializeProperties(this, element);
Description = element.GetAttributeString("description", "");
string translatedName = TextManager.Get("JobName." + Identifier, true);
if (!string.IsNullOrEmpty(translatedName)) Name = translatedName;
MinNumber = element.GetAttributeInt("minnumber", 0);
MaxNumber = element.GetAttributeInt("maxnumber", 10);
MinKarma = element.GetAttributeFloat("minkarma", 0.0f);
InitialCount = element.GetAttributeInt("initialcount", 0);
Commonness = element.GetAttributeInt("commonness", 10);
AllowAlways = element.GetAttributeBool("allowalways", false);
string translatedDescription = TextManager.Get("JobDescription." + Identifier, true);
if (!string.IsNullOrEmpty(translatedDescription)) Description = translatedDescription;
ItemNames = new List<string>();
@@ -90,8 +120,32 @@ namespace Barotrauma
Items = subElement;
foreach (XElement itemElement in subElement.Elements())
{
string itemName = itemElement.GetAttributeString("name", "");
if (!string.IsNullOrWhiteSpace(itemName)) ItemNames.Add(itemName);
if (itemElement.Element("name") != null)
{
DebugConsole.ThrowError("Error in job config \"" + Name + "\" - use identifiers instead of names to configure the items.");
ItemNames.Add(itemElement.GetAttributeString("name", ""));
continue;
}
string itemIdentifier = itemElement.GetAttributeString("identifier", "");
if (string.IsNullOrWhiteSpace(itemIdentifier))
{
DebugConsole.ThrowError("Error in job config \"" + Name + "\" - item with no identifier.");
ItemNames.Add("");
}
else
{
var prefab = MapEntityPrefab.Find(null, itemIdentifier) as ItemPrefab;
if (prefab == null)
{
DebugConsole.ThrowError("Error in job config \"" + Name + "\" - item prefab \""+itemIdentifier+"\" not found.");
ItemNames.Add("");
}
else
{
ItemNames.Add(prefab.Name);
}
}
}
break;
case "skills":
@@ -104,6 +158,12 @@ namespace Barotrauma
}
Skills.Sort((x,y) => y.LevelRange.X.CompareTo(x.LevelRange.X));
ClothingElement = element.Element("PortraitClothing");
if (ClothingElement == null)
{
ClothingElement = element.Element("portraitclothing");
}
}
public static JobPrefab Random()
@@ -111,7 +171,7 @@ namespace Barotrauma
return List[Rand.Int(List.Count)];
}
public static void LoadAll(List<string> filePaths)
public static void LoadAll(IEnumerable<string> filePaths)
{
List = new List<JobPrefab>();