(d9829ac) v0.9.4.0
This commit is contained in:
@@ -0,0 +1,602 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using System.Xml;
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using System.Linq;
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using Barotrauma.Extensions;
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#if CLIENT
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using SoundType = Barotrauma.CharacterSound.SoundType;
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#endif
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namespace Barotrauma
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{
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/// <summary>
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/// Contains character data that should be editable in the character editor.
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/// </summary>
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class CharacterParams : EditableParams
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{
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[Serialize("", true), Editable]
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public string SpeciesName { get; private set; }
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[Serialize("", true, description: "If defined, different species of the same group are considered like the characters of the same species by the AI."), Editable]
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public string Group { get; private set; }
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[Serialize(false, true), Editable]
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public bool Humanoid { get; private set; }
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[Serialize(false, true), Editable]
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public bool Husk { get; private set; }
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[Serialize(false, true), Editable]
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public bool NeedsAir { get; set; }
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[Serialize(false, true), Editable]
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public bool CanSpeak { get; set; }
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[Serialize(100f, true, description: "How much noise the character makes when moving?"), Editable(minValue: 0f, maxValue: 1000f)]
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public float Noise { get; set; }
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[Serialize("blood", true), Editable]
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public string BloodDecal { get; private set; }
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public readonly string File;
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public readonly List<SubParam> SubParams = new List<SubParam>();
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public readonly List<SoundParams> Sounds = new List<SoundParams>();
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public readonly List<ParticleParams> BloodEmitters = new List<ParticleParams>();
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public readonly List<ParticleParams> GibEmitters = new List<ParticleParams>();
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public readonly List<InventoryParams> Inventories = new List<InventoryParams>();
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public HealthParams Health { get; private set; }
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public AIParams AI { get; private set; }
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public CharacterParams(string file)
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{
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File = file;
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Load();
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}
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protected override string GetName() => "Character Config File";
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public override XElement MainElement => doc.Root.IsOverride() ? doc.Root.FirstElement() : doc.Root;
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public bool Load()
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{
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bool success = base.Load(File);
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if (string.IsNullOrEmpty(SpeciesName) && MainElement != null)
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{
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//backwards compatibility
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SpeciesName = MainElement.GetAttributeString("name", "");
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}
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CreateSubParams();
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return success;
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}
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public bool Save(string fileNameWithoutExtension = null)
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{
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Serialize();
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return base.Save(fileNameWithoutExtension, new XmlWriterSettings
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{
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Indent = true,
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OmitXmlDeclaration = true,
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NewLineOnAttributes = false
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});
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}
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public override bool Reset(bool forceReload = false)
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{
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if (forceReload)
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{
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return Load();
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}
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Deserialize(OriginalElement, alsoChildren: true);
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SubParams.ForEach(sp => sp.Reset());
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return true;
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}
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public bool CompareGroup(string group) => !string.IsNullOrWhiteSpace(group) && !string.IsNullOrWhiteSpace(Group) && group.Equals(Group, StringComparison.OrdinalIgnoreCase);
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protected void CreateSubParams()
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{
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SubParams.Clear();
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var health = MainElement.GetChildElement("health");
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if (health != null)
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{
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Health = new HealthParams(health, this);
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SubParams.Add(Health);
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}
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// TODO: support for multiple ai elements?
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var ai = MainElement.GetChildElement("ai");
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if (ai != null)
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{
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AI = new AIParams(ai, this);
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SubParams.Add(AI);
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}
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foreach (var element in MainElement.GetChildElements("bloodemitter"))
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{
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var emitter = new ParticleParams(element, this);
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BloodEmitters.Add(emitter);
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SubParams.Add(emitter);
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}
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foreach (var element in MainElement.GetChildElements("gibemitter"))
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{
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var emitter = new ParticleParams(element, this);
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GibEmitters.Add(emitter);
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SubParams.Add(emitter);
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}
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foreach (var soundElement in MainElement.GetChildElements("sound"))
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{
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var sound = new SoundParams(soundElement, this);
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Sounds.Add(sound);
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SubParams.Add(sound);
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}
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foreach (var inventoryElement in MainElement.GetChildElements("inventory"))
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{
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var inventory = new InventoryParams(inventoryElement, this);
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Inventories.Add(inventory);
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SubParams.Add(inventory);
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}
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}
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public bool Deserialize(XElement element = null, bool alsoChildren = true, bool recursive = true)
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{
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if (base.Deserialize(element))
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{
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//backwards compatibility
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if (string.IsNullOrEmpty(SpeciesName))
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{
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SpeciesName = element.GetAttributeString("name", "[NAME NOT GIVEN]");
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}
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if (alsoChildren)
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{
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SubParams.ForEach(p => p.Deserialize(recursive));
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}
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return true;
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}
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return false;
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}
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public bool Serialize(XElement element = null, bool alsoChildren = true, bool recursive = true)
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{
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if (base.Serialize(element))
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{
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if (alsoChildren)
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{
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SubParams.ForEach(p => p.Serialize(recursive));
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}
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return true;
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}
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return false;
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}
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#if CLIENT
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public void AddToEditor(ParamsEditor editor, bool alsoChildren = true, bool recursive = true, int space = 0)
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{
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base.AddToEditor(editor);
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if (alsoChildren)
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{
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SubParams.ForEach(s => s.AddToEditor(editor, recursive));
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}
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if (space > 0)
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{
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new GUIFrame(new RectTransform(new Point(editor.EditorBox.Rect.Width, space), editor.EditorBox.Content.RectTransform), style: null, color: ParamsEditor.Color)
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{
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CanBeFocused = false
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};
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}
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}
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#endif
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public bool AddSound() => TryAddSubParam(new XElement("sound"), (e, c) => new SoundParams(e, c), out _, Sounds);
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public void AddInventory() => TryAddSubParam(new XElement("inventory", new XElement("item")), (e, c) => new InventoryParams(e, c), out _, Inventories);
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public void AddBloodEmitter() => AddEmitter("bloodemitter");
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public void AddGibEmitter() => AddEmitter("gibemitter");
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private void AddEmitter(string type)
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{
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switch (type)
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{
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case "gibemitter":
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TryAddSubParam(new XElement(type), (e, c) => new ParticleParams(e, c), out _, GibEmitters);
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break;
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case "bloodemitter":
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TryAddSubParam(new XElement(type), (e, c) => new ParticleParams(e, c), out _, BloodEmitters);
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break;
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default: throw new NotImplementedException(type);
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}
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}
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public bool RemoveSound(SoundParams soundParams) => RemoveSubParam(soundParams);
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public bool RemoveBloodEmitter(ParticleParams emitter) => RemoveSubParam(emitter, BloodEmitters);
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public bool RemoveGibEmitter(ParticleParams emitter) => RemoveSubParam(emitter, GibEmitters);
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public bool RemoveInventory(InventoryParams inventory) => RemoveSubParam(inventory, Inventories);
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protected bool RemoveSubParam<T>(T subParam, IList<T> collection = null) where T : SubParam
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{
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if (subParam == null || subParam.Element == null || subParam.Element.Parent == null) { return false; }
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if (collection != null && !collection.Contains(subParam)) { return false; }
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if (!SubParams.Contains(subParam)) { return false; }
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collection?.Remove(subParam);
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SubParams.Remove(subParam);
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subParam.Element.Remove();
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return true;
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}
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protected bool TryAddSubParam<T>(XElement element, Func<XElement, CharacterParams, T> constructor, out T subParam, IList<T> collection = null, Func<IList<T>, bool> filter = null) where T : SubParam
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{
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subParam = constructor(element, this);
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if (collection != null && filter != null)
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{
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if (filter(collection)) { return false; }
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}
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MainElement.Add(element);
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SubParams.Add(subParam);
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collection?.Add(subParam);
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return subParam != null;
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}
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#region Subparams
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public class SoundParams : SubParam
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{
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public override string Name => "Sound";
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[Serialize("", true), Editable]
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public string File { get; private set; }
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#if CLIENT
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[Serialize(SoundType.Idle, true), Editable]
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public SoundType State { get; private set; }
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#endif
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[Serialize(1000f, true), Editable(minValue: 0f, maxValue: 10000f)]
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public float Range { get; private set; }
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[Serialize(1.0f, true), Editable(minValue: 0f, maxValue: 2.0f)]
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public float Volume { get; private set; }
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[Serialize(Gender.None, true, description: "Is the sound gender specific?"), Editable()]
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public Gender Gender { get; private set; }
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public SoundParams(XElement element, CharacterParams character) : base(element, character) { }
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}
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public class ParticleParams : SubParam
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{
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private string name;
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public override string Name
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{
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get
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{
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if (name == null && Element != null)
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{
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name = Element.Name.ToString().FormatCamelCaseWithSpaces();
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}
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return name;
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}
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}
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[Serialize("", true), Editable]
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public string Particle { get; set; }
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[Serialize(0f, true), Editable(-360f, 360f, decimals: 0)]
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public float AngleMin { get; private set; }
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[Serialize(0f, true), Editable(-360f, 360f, decimals: 0)]
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public float AngleMax { get; private set; }
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[Serialize(1.0f, true), Editable(0f, 100f, decimals: 2)]
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public float ScaleMin { get; private set; }
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[Serialize(1.0f, true), Editable(0f, 100f, decimals: 2)]
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public float ScaleMax { get; private set; }
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[Serialize(0f, true), Editable(0f, 10000f, decimals: 0)]
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public float VelocityMin { get; private set; }
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[Serialize(0f, true), Editable(0f, 10000f, decimals: 0)]
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public float VelocityMax { get; private set; }
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[Serialize(0f, true), Editable(0f, 100f, decimals: 2)]
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public float EmitInterval { get; private set; }
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[Serialize(0, true), Editable(0, 1000)]
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public int ParticlesPerSecond { get; private set; }
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[Serialize(0, true), Editable(0, 1000)]
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public int ParticleAmount { get; private set; }
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[Serialize(false, true), Editable]
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public bool HighQualityCollisionDetection { get; private set; }
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[Serialize(false, true), Editable]
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public bool CopyEntityAngle { get; private set; }
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public ParticleParams(XElement element, CharacterParams character) : base(element, character) { }
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}
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public class HealthParams : SubParam
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{
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public override string Name => "Health";
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[Serialize(100f, true, description: "How much (max) health does the character have?"), Editable(minValue: 1, maxValue: 10000f)]
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public float Vitality { get; set; }
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[Serialize(true, true), Editable]
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public bool DoesBleed { get; set; }
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[Serialize(float.NegativeInfinity, true), Editable(minValue: float.NegativeInfinity, maxValue: 0)]
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public float CrushDepth { get; set; }
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// Make editable?
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[Serialize(false, true)]
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public bool UseHealthWindow { get; set; }
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[Serialize(0f, true, description: "How easily the character heals from the bleeding wounds. Default 0 (no extra healing)."), Editable(MinValueFloat = 0, MaxValueFloat = 10)]
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public float BleedingReduction { get; private set; }
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[Serialize(0f, true, description: "How easily the character heals from the burn wounds. Default 0 (no extra healing)."), Editable(MinValueFloat = 0, MaxValueFloat = 10)]
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public float BurnReduction { get; private set; }
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[Serialize(0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 10)]
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public float ConstantHealthRegeneration { get; private set; }
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[Serialize(0f, true), Editable(MinValueFloat = 0, MaxValueFloat = 10)]
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public float HealthRegenerationWhenEating { get; private set; }
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// TODO: limbhealths, sprite?
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public HealthParams(XElement element, CharacterParams character) : base(element, character) { }
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}
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public class InventoryParams : SubParam
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{
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public class InventoryItem : SubParam
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{
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public override string Name => "Item";
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[Serialize("", true, description: "Item identifier."), Editable()]
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public string Identifier { get; private set; }
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public InventoryItem(XElement element, CharacterParams character) : base(element, character) { }
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}
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public override string Name => "Inventory";
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[Serialize("Any, Any", true, description: "Which slots the inventory holds? Accepted types: None, Any, RightHand, LeftHand, Head, InnerClothes, OuterClothes, Headset, and Card."), Editable()]
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public string Slots { get; private set; }
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[Serialize(false, true), Editable]
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public bool AccessibleWhenAlive { get; private set; }
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[Serialize(1.0f, true, description: "What are the odds that this inventory is spawned on the character?"), Editable(minValue: 0f, maxValue: 1.0f)]
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public float Commonness { get; private set; }
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public List<InventoryItem> Items { get; private set; } = new List<InventoryItem>();
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public InventoryParams(XElement element, CharacterParams character) : base(element, character)
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{
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foreach (var itemElement in element.GetChildElements("item"))
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{
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var item = new InventoryItem(itemElement, character);
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SubParams.Add(item);
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Items.Add(item);
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}
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}
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public void AddItem(string identifier = null)
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{
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identifier = identifier ?? "";
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var element = new XElement("item", new XAttribute("identifier", identifier));
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Element.Add(element);
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var item = new InventoryItem(element, Character);
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SubParams.Add(item);
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Items.Add(item);
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}
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public bool RemoveItem(InventoryItem item) => RemoveSubParam(item, Items);
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}
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public class AIParams : SubParam
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{
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public override string Name => "AI";
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[Serialize(1.0f, true, description: "How strong other characters think this character is? Only affects AI."), Editable()]
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public float CombatStrength { get; private set; }
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[Serialize(1.0f, true, description: "Affects how far the character can see the targets. Used as a multiplier."), Editable(minValue: 0f, maxValue: 10f)]
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public float Sight { get; private set; }
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[Serialize(1.0f, true, description: "Affects how far the character can hear the targets. Used as a multiplier."), Editable(minValue: 0f, maxValue: 10f)]
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public float Hearing { get; private set; }
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[Serialize(100f, true, description: "How much the target priority increase when the character takes damage? Additive."), Editable(minValue: -1000f, maxValue: 1000f)]
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public float AggressionHurt { get; private set; }
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[Serialize(10f, true, description: "How much the target priority increase when the character takes damage? Additive."), Editable(minValue: 0f, maxValue: 1000f)]
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public float AggressionGreed { get; private set; }
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[Serialize(0f, true, description: "If the health drops below this threshold, the character flees. In percentages."), Editable(minValue: 0f, maxValue: 100f)]
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public float FleeHealthThreshold { get; private set; }
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[Serialize(false, true, description: "Does the character attack ONLY when provoked?"), Editable()]
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public bool AttackOnlyWhenProvoked { get; private set; }
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[Serialize(true, true, description: "When true, the character retaliates quickly when it's taking damage. Enabled by default."), Editable]
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public bool RetaliateWhenTakingDamage { get; private set; }
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[Serialize(false, true, description: "Does the character try to break inside the sub?"), Editable()]
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public bool AggressiveBoarding { get; private set; }
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// TODO: latchonto, swarming
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public IEnumerable<TargetParams> Targets => targets;
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protected readonly List<TargetParams> targets = new List<TargetParams>();
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public AIParams(XElement element, CharacterParams character) : base(element, character)
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{
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element.GetChildElements("target").ForEach(t => TryAddTarget(t, out _));
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element.GetChildElements("targetpriority").ForEach(t => TryAddTarget(t, out _));
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}
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private bool TryAddTarget(XElement targetElement, out TargetParams target)
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{
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string tag = targetElement.GetAttributeString("tag", null);
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if (!CheckTag(tag))
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||||
{
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||||
target = null;
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DebugConsole.ThrowError($"Multiple targets with the same tag ('{tag}') defined! Only the first will be used!");
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||||
return false;
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||||
}
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||||
else
|
||||
{
|
||||
target = new TargetParams(targetElement, Character);
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||||
targets.Add(target);
|
||||
SubParams.Add(target);
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||||
return true;
|
||||
}
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||||
}
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||||
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||||
public bool TryAddEmptyTarget(out TargetParams targetParams) => TryAddNewTarget("newtarget" + targets.Count, AIState.Attack, 0f, out targetParams);
|
||||
|
||||
public bool TryAddNewTarget(string tag, AIState state, float priority, out TargetParams targetParams)
|
||||
{
|
||||
var element = TargetParams.CreateNewElement(tag, state, priority);
|
||||
if (TryAddTarget(element, out targetParams))
|
||||
{
|
||||
Element.Add(element);
|
||||
}
|
||||
return targetParams != null;
|
||||
}
|
||||
|
||||
private bool CheckTag(string tag)
|
||||
{
|
||||
if (tag == null) { return false; }
|
||||
tag = tag.ToLowerInvariant();
|
||||
return targets.None(t => t.Tag == tag);
|
||||
}
|
||||
|
||||
public bool RemoveTarget(TargetParams target) => RemoveSubParam(target, targets);
|
||||
|
||||
public bool TryGetTarget(string targetTag, out TargetParams target)
|
||||
{
|
||||
target = targets.FirstOrDefault(t => t.Tag == targetTag);
|
||||
return target != null;
|
||||
}
|
||||
|
||||
public TargetParams GetTarget(string targetTag, bool throwError = true)
|
||||
{
|
||||
if (!TryGetTarget(targetTag, out TargetParams target))
|
||||
{
|
||||
if (throwError)
|
||||
{
|
||||
DebugConsole.ThrowError($"Cannot find a target with the tag {targetTag}!");
|
||||
}
|
||||
}
|
||||
return target;
|
||||
}
|
||||
}
|
||||
|
||||
public class TargetParams : SubParam
|
||||
{
|
||||
public override string Name => "Target";
|
||||
|
||||
[Serialize("", true, description: "Can be an item tag, species name or something else. Examples: decoy, provocative, light, dead, human, crawler, wall, nasonov, sonar, door, stronger, weaker, light, human, room..."), Editable()]
|
||||
public string Tag { get; private set; }
|
||||
|
||||
[Serialize(AIState.Idle, true), Editable]
|
||||
public AIState State { get; set; }
|
||||
|
||||
[Serialize(0f, true, description: "What base priority is given to the target?"), Editable(minValue: 0f, maxValue: 1000f)]
|
||||
public float Priority { get; set; }
|
||||
|
||||
public TargetParams(XElement element, CharacterParams character) : base(element, character) { }
|
||||
|
||||
public TargetParams(string tag, AIState state, float priority, CharacterParams character) : base(CreateNewElement(tag, state, priority), character) { }
|
||||
|
||||
public static XElement CreateNewElement(string tag, AIState state, float priority)
|
||||
{
|
||||
return new XElement("target",
|
||||
new XAttribute("tag", tag),
|
||||
new XAttribute("state", state),
|
||||
new XAttribute("priority", priority));
|
||||
}
|
||||
}
|
||||
|
||||
public abstract class SubParam : ISerializableEntity
|
||||
{
|
||||
public virtual string Name { get; set; }
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties { get; private set; }
|
||||
public XElement Element { get; set; }
|
||||
public List<SubParam> SubParams { get; set; } = new List<SubParam>();
|
||||
|
||||
public CharacterParams Character { get; private set; }
|
||||
|
||||
public SubParam(XElement element, CharacterParams character)
|
||||
{
|
||||
Element = element;
|
||||
Character = character;
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
}
|
||||
|
||||
public virtual bool Deserialize(bool recursive = true)
|
||||
{
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, Element);
|
||||
if (recursive)
|
||||
{
|
||||
SubParams.ForEach(sp => sp.Deserialize(true));
|
||||
}
|
||||
return SerializableProperties != null;
|
||||
}
|
||||
|
||||
public virtual bool Serialize(bool recursive = true)
|
||||
{
|
||||
SerializableProperty.SerializeProperties(this, Element, true);
|
||||
if (recursive)
|
||||
{
|
||||
SubParams.ForEach(sp => sp.Serialize(true));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual void Reset()
|
||||
{
|
||||
// Don't use recursion, because the reset method might be overriden
|
||||
Deserialize(false);
|
||||
SubParams.ForEach(sp => sp.Reset());
|
||||
}
|
||||
|
||||
protected bool RemoveSubParam<T>(T subParam, IList<T> collection = null) where T : SubParam
|
||||
{
|
||||
if (subParam == null || subParam.Element == null || subParam.Element.Parent == null) { return false; }
|
||||
if (collection != null && !collection.Contains(subParam)) { return false; }
|
||||
if (!SubParams.Contains(subParam)) { return false; }
|
||||
collection?.Remove(subParam);
|
||||
SubParams.Remove(subParam);
|
||||
subParam.Element.Remove();
|
||||
return true;
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
public SerializableEntityEditor SerializableEntityEditor { get; protected set; }
|
||||
public virtual void AddToEditor(ParamsEditor editor, bool recursive = true, int space = 0, ScalableFont titleFont = null)
|
||||
{
|
||||
SerializableEntityEditor = new SerializableEntityEditor(editor.EditorBox.Content.RectTransform, this, inGame: false, showName: true, titleFont: titleFont ?? GUI.LargeFont);
|
||||
if (recursive)
|
||||
{
|
||||
SubParams.ForEach(sp => sp.AddToEditor(editor, true, titleFont: titleFont ?? GUI.SmallFont));
|
||||
}
|
||||
if (space > 0)
|
||||
{
|
||||
new GUIFrame(new RectTransform(new Point(editor.EditorBox.Rect.Width, space), editor.EditorBox.Content.RectTransform), style: null, color: new Color(20, 20, 20, 255))
|
||||
{
|
||||
CanBeFocused = false
|
||||
};
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user