Renamed project folders from Subsurface to Barotrauma
This commit is contained in:
@@ -0,0 +1,158 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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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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public string Name
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{
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get { return prefab.Name; }
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}
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public string Description
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{
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get { return prefab.Description; }
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}
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public JobPrefab Prefab
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{
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get { return prefab; }
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}
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public XElement SpawnItems
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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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}
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public Job(JobPrefab jobPrefab)
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{
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prefab = jobPrefab;
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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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}
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}
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public Job(XElement element)
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{
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string name = ToolBox.GetAttributeString(element, "name", "").ToLowerInvariant();
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prefab = JobPrefab.List.Find(jp => jp.Name.ToLowerInvariant() == name);
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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 = ToolBox.GetAttributeString(subElement, "name", "");
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if (string.IsNullOrEmpty(name)) continue;
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skills.Add(
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skillName,
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new Skill(skillName, ToolBox.GetAttributeInt(subElement, "level", 0)));
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}
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}
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public static Job Random()
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{
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JobPrefab prefab = JobPrefab.List[Rand.Int(JobPrefab.List.Count - 1, false)];
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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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{
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Skill skill = null;
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skills.TryGetValue(skillName, out skill);
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return (skill==null) ? 0 : skill.Level;
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}
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public void GiveJobItems(Character character, WayPoint spawnPoint)
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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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}
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}
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private void InitializeJobItem(Character character, WayPoint spawnPoint, XElement itemElement, Item parentItem = null)
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{
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string itemName = ToolBox.GetAttributeString(itemElement, "name", "");
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ItemPrefab itemPrefab = ItemPrefab.list.Find(ip => ip.Name == 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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Item item = new Item(itemPrefab, character.Position, null);
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if (GameMain.Server != null && Entity.Spawner != null)
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{
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Entity.Spawner.CreateNetworkEvent(item, false);
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}
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if (ToolBox.GetAttributeBool(itemElement, "equip", false))
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{
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List<InvSlotType> allowedSlots = new List<InvSlotType>(item.AllowedSlots);
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allowedSlots.Remove(InvSlotType.Any);
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character.Inventory.TryPutItem(item, allowedSlots);
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}
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else
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{
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character.Inventory.TryPutItem(item, item.AllowedSlots);
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}
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if (item.Prefab.Name == "ID Card" && spawnPoint != null)
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{
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foreach (string s in spawnPoint.IdCardTags)
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{
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item.AddTag(s);
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}
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}
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if (parentItem != null) parentItem.Combine(item);
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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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}
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}
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public XElement Save(XElement parentElement)
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{
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XElement jobElement = new XElement("job");
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jobElement.Add(new XAttribute("name", Name));
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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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}
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parentElement.Add(jobElement);
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return jobElement;
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}
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}
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}
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@@ -0,0 +1,168 @@
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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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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 GUIFrame CreateInfoFrame()
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{
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int width = 500, height = 400;
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GUIFrame backFrame = new GUIFrame(Rectangle.Empty, Color.Black*0.5f);
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backFrame.Padding = Vector4.Zero;
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GUIFrame frame = new GUIFrame(new Rectangle(GameMain.GraphicsWidth / 2 - width / 2, GameMain.GraphicsHeight / 2 - height / 2, width, height), "", backFrame);
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frame.Padding = new Vector4(30.0f, 30.0f, 30.0f, 30.0f);
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new GUITextBlock(new Rectangle(0,0,100,20), Name, "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.LargeFont);
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var descriptionBlock = new GUITextBlock(new Rectangle(0, 40, 0, 0), Description, "", Alignment.TopLeft, Alignment.TopLeft, frame, true, GUI.SmallFont);
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new GUITextBlock(new Rectangle(0, 40 + descriptionBlock.Rect.Height + 20, 100, 20), "Skills: ", "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.LargeFont);
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int y = 40 + descriptionBlock.Rect.Height + 50;
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foreach (SkillPrefab skill in Skills)
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{
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string skillDescription = Skill.GetLevelName((int)skill.LevelRange.X);
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string skillDescription2 = Skill.GetLevelName((int)skill.LevelRange.Y);
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if (skillDescription2!= skillDescription)
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{
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skillDescription += "/"+skillDescription2;
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}
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new GUITextBlock(new Rectangle(0, y, 100, 20),
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" - " + skill.Name + ": " + skillDescription, "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.SmallFont);
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y += 20;
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}
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new GUITextBlock(new Rectangle(250, 40 + descriptionBlock.Rect.Height + 20, 0, 20), "Items: ", "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.LargeFont);
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y = 40 + descriptionBlock.Rect.Height + 50;
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foreach (string itemName in ItemNames)
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{
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new GUITextBlock(new Rectangle(250, y, 100, 20),
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" - " + itemName, "", Alignment.TopLeft, Alignment.TopLeft, frame, false, GUI.SmallFont);
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y += 20;
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}
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return backFrame;
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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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@@ -0,0 +1,55 @@
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using Microsoft.Xna.Framework;
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using System;
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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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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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{
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get { return name; }
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}
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public int 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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}
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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.level = (int)Rand.Range(prefab.LevelRange.X, prefab.LevelRange.Y);
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}
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public Skill(string name, int level)
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{
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this.name = name;
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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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{
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level = MathHelper.Clamp(level, 0, 100);
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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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}
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}
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}
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@@ -0,0 +1,47 @@
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using Microsoft.Xna.Framework;
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using System.Xml.Linq;
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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 string Description
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{
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get { return description; }
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}
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public Vector2 LevelRange
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{
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get { return levelRange; }
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}
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public SkillPrefab(XElement element)
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{
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name = ToolBox.GetAttributeString(element, "name", "");
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var levelString = ToolBox.GetAttributeString(element, "level", "");
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if (levelString.Contains(","))
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{
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levelRange = ToolBox.ParseToVector2(levelString, false);
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}
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else
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{
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float skillLevel = float.Parse(levelString, System.Globalization.CultureInfo.InvariantCulture);
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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