Renamed project folders from Subsurface to Barotrauma
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@@ -0,0 +1,176 @@
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using System;
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using System.Linq;
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using System.Reflection;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class ScriptedEvent
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{
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protected string name;
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protected string description;
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protected int commonness;
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protected int difficulty;
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protected bool isFinished;
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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 int Commonness
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{
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get { return commonness; }
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}
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public string MusicType
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{
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get;
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set;
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}
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public virtual bool IsActive
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{
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get { return true; }
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}
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public bool IsFinished
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{
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get { return isFinished; }
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}
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public int Difficulty
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{
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get { return difficulty; }
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}
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public override string ToString()
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{
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return "ScriptedEvent ("+name+")";
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}
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public ScriptedEvent(XElement element)
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{
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name = ToolBox.GetAttributeString(element, "name", "");
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description = ToolBox.GetAttributeString(element, "description", "");
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difficulty = ToolBox.GetAttributeInt(element, "difficulty", 1);
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commonness = ToolBox.GetAttributeInt(element, "commonness", 1);
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MusicType = ToolBox.GetAttributeString(element, "musictype", "default");
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}
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public static ScriptedEvent LoadRandom(Random rand)
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{
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var configFiles = GameMain.Config.SelectedContentPackage.GetFilesOfType(ContentType.RandomEvents);
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if (!configFiles.Any())
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{
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DebugConsole.ThrowError("No config files for random events found in the selected content package");
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return null;
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}
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string configFile = configFiles[0];
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XDocument doc = ToolBox.TryLoadXml(configFile);
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if (doc == null) return null;
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int eventCount = doc.Root.Elements().Count();
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//int[] commonness = new int[eventCount];
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float[] eventProbability = new float[eventCount];
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float probabilitySum = 0.0f;
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int i = 0;
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foreach (XElement element in doc.Root.Elements())
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{
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eventProbability[i] = ToolBox.GetAttributeInt(element, "commonness", 1);
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//if the event has been previously selected, it's less likely to be selected now
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//int previousEventIndex = previousEvents.FindIndex(x => x == i);
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//if (previousEventIndex >= 0)
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//{
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// //how many shifts ago was the event last selected
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// int eventDist = eventCount - previousEventIndex;
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// float weighting = (1.0f / eventDist) * PreviouslyUsedWeight;
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// eventProbability[i] *= weighting;
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//}
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probabilitySum += eventProbability[i];
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i++;
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}
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float randomNumber = (float)rand.NextDouble() * probabilitySum;
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i = 0;
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foreach (XElement element in doc.Root.Elements())
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{
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if (randomNumber <= eventProbability[i])
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{
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Type t;
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string type = element.Name.ToString();
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try
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{
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t = Type.GetType("Barotrauma." + type, true, true);
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if (t == null)
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{
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DebugConsole.ThrowError("Error in " + configFile + "! Could not find an event class of the type \"" + type + "\".");
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continue;
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}
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}
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catch
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{
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DebugConsole.ThrowError("Error in " + configFile + "! Could not find an event class of the type \"" + type + "\".");
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continue;
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}
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ConstructorInfo constructor = t.GetConstructor(new[] { typeof(XElement) });
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object instance = null;
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try
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{
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instance = constructor.Invoke(new object[] { element });
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}
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catch (Exception ex)
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{
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DebugConsole.ThrowError(ex.InnerException!=null ? ex.InnerException.ToString() : ex.ToString());
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}
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//previousEvents.Add(i);
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return (ScriptedEvent)instance;
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}
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randomNumber -= eventProbability[i];
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i++;
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}
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return null;
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}
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public virtual void Init()
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{
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isFinished = false;
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}
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public virtual void Update(float deltaTime)
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{
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}
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public virtual void Finished()
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{
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isFinished = true;
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}
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}
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}
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