Moved StatusEffect related classes to their own folder and PropertyConditional to its own file.
This commit is contained in:
@@ -1468,14 +1468,15 @@
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<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\CharacterInfo.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\CharacterNetworking.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\DamageModifier.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\DelayedEffect.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\StatusEffects\DelayedEffect.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\HuskInfection.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Jobs\Job.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Jobs\JobPrefab.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Jobs\Skill.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Jobs\SkillPrefab.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Limb.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\StatusEffect.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\StatusEffects\PropertyConditional.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\StatusEffects\StatusEffect.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\ContentPackage.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\CoroutineManager.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\DebugConsole.cs" />
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@@ -0,0 +1,149 @@
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using System;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class PropertyConditional
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{
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public readonly string Attribute;
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public readonly string Operator;
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public readonly object Value;
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public PropertyConditional(XAttribute attribute)
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{
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string attributeString = attribute.Value.ToString();
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string atStr = attributeString;
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string[] splitString = atStr.Split(' ');
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string op = splitString[0];
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if (splitString.Length > 0)
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{
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for (int i = 1; i < splitString.Length; i++)
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{
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atStr = splitString[i] + (i > 1 && i < splitString.Length ? " " : "");
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}
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}
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//thanks xml for not letting me use < or > in attributes :(
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switch (op)
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{
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case "e":
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case "eq":
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case "equals":
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op = "==";
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break;
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case "ne":
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case "neq":
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case "notequals":
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case "!":
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case "!e":
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case "!eq":
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case "!equals":
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op = "!=";
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break;
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case "gt":
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case "greaterthan":
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op = ">";
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break;
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case "lt":
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case "lessthan":
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op = "<";
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break;
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case "gte":
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case "gteq":
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case "greaterthanequals":
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op = ">=";
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break;
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case "lte":
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case "lteq":
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case "lessthanequals":
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op = "<=";
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break;
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default:
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if (op != "==" && op != "!=" && op != ">" && op != "<" && op != ">=" && op != "<=") //Didn't use escape strings or anything
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{
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atStr = attributeString; //We probably don't even have an operator
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op = "==";
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}
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break;
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}
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Attribute = attribute.Name.ToString().ToLowerInvariant();
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Operator = op;
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Value = atStr;
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}
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public PropertyConditional(string Attribute, string Operator, object Value)
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{
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this.Attribute = Attribute;
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this.Operator = Operator;
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this.Value = Value;
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}
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public bool Matches(SerializableProperty property)
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{
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if (property.GetValue() == null)
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{
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DebugConsole.ThrowError("Couldn't compare " + Value.ToString() + " (" + Value.GetType() + ") to property \"" + property.Name + "- property.GetValue() returns null!!");
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return false;
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}
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Type type = property.GetValue().GetType();
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float? floatValue = null;
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float? floatProperty = null;
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if (type == typeof(float) || type == typeof(int))
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{
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floatValue = Convert.ToSingle(Value);
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floatProperty = Convert.ToSingle(property.GetValue());
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}
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switch (Operator)
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{
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case "==":
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if (property.GetValue().Equals(floatValue == null ? Value : floatValue))
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return true;
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break;
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case "!=":
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if (property.GetValue().Equals(floatValue == null ? Value : floatValue))
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return true;
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break;
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case ">":
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if (floatValue == null)
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{
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DebugConsole.ThrowError("Couldn't compare " + Value.ToString() + " (" + Value.GetType() + ") to property \"" + property.Name + "\" (" + type + ")! "
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+ "Make sure the type of the value set in the config files matches the type of the property.");
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}
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else if (floatProperty > floatValue)
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return true;
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break;
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case "<":
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if (floatValue == null)
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{
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DebugConsole.ThrowError("Couldn't compare " + Value.ToString() + " (" + Value.GetType() + ") to property \"" + property.Name + "\" (" + type + ")! "
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+ "Make sure the type of the value set in the config files matches the type of the property.");
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}
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else if (floatProperty < floatValue)
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return true;
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break;
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case ">=":
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if (floatValue == null)
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{
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DebugConsole.ThrowError("Couldn't compare " + Value.ToString() + " (" + Value.GetType() + ") to property \"" + property.Name + "\" (" + type + ")! "
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+ "Make sure the type of the value set in the config files matches the type of the property.");
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}
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else if (floatProperty >= floatValue)
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return true;
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break;
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case "<=":
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if (floatValue == null)
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{
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DebugConsole.ThrowError("Couldn't compare " + Value.ToString() + " (" + Value.GetType() + ") to property \"" + property.Name + "\" (" + type + ")! "
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+ "Make sure the type of the value set in the config files matches the type of the property.");
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}
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else if (floatProperty <= floatValue)
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return true;
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break;
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}
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return false;
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}
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}
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}
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@@ -16,86 +16,7 @@ namespace Barotrauma
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public List<ISerializableEntity> Targets;
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public float StartTimer;
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}
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partial class PropertyConditional
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{
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public string Attribute;
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public string Operator;
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public object Value;
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public PropertyConditional(string Attribute, string Operator, object Value)
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{
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this.Attribute = Attribute;
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this.Operator = Operator;
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this.Value = Value;
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}
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public bool Matches(SerializableProperty property)
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{
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if (property.GetValue() == null)
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{
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DebugConsole.ThrowError("Couldn't compare " + Value.ToString() + " (" + Value.GetType() + ") to property \"" + property.Name + "- property.GetValue() returns null!!");
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return false;
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}
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Type type = property.GetValue().GetType();
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float? floatValue = null;
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float? floatProperty = null;
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if (type == typeof(float) || type == typeof(int))
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{
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floatValue = Convert.ToSingle(Value);
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floatProperty = Convert.ToSingle(property.GetValue());
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}
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switch (Operator)
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{
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case "==":
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if (property.GetValue().Equals(floatValue == null ? Value : floatValue))
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return true;
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break;
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case "!=":
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if (property.GetValue().Equals(floatValue == null ? Value : floatValue))
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return true;
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break;
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case ">":
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if (floatValue == null)
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{
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DebugConsole.ThrowError("Couldn't compare " + Value.ToString() + " (" + Value.GetType() + ") to property \"" + property.Name + "\" (" + type + ")! "
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+ "Make sure the type of the value set in the config files matches the type of the property.");
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}
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else if (floatProperty > floatValue)
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return true;
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break;
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case "<":
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if (floatValue == null)
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{
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DebugConsole.ThrowError("Couldn't compare " + Value.ToString() + " (" + Value.GetType() + ") to property \"" + property.Name + "\" (" + type + ")! "
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+ "Make sure the type of the value set in the config files matches the type of the property.");
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}
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else if (floatProperty < floatValue)
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return true;
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break;
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case ">=":
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if (floatValue == null)
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{
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DebugConsole.ThrowError("Couldn't compare " + Value.ToString() + " (" + Value.GetType() + ") to property \"" + property.Name + "\" (" + type + ")! "
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+ "Make sure the type of the value set in the config files matches the type of the property.");
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}
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else if (floatProperty >= floatValue)
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return true;
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break;
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case "<=":
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if (floatValue == null)
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{
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DebugConsole.ThrowError("Couldn't compare " + Value.ToString() + " (" + Value.GetType() + ") to property \"" + property.Name + "\" (" + type + ")! "
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+ "Make sure the type of the value set in the config files matches the type of the property.");
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}
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else if (floatProperty <= floatValue)
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return true;
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break;
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}
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return false;
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}
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}
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partial class StatusEffect
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{
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[Flags]
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@@ -295,8 +216,7 @@ namespace Barotrauma
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case "cancelstatuseffect":
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//This only works if there's a conditional checking for status effect tags. There is no way to cancel *all* status effects atm.
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cancelStatusEffect = 1;
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if (subElement.GetAttributeBool("all", false) == true)
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cancelStatusEffect = 2;
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if (subElement.GetAttributeBool("all", false)) cancelStatusEffect = 2;
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break;
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case "requireditem":
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case "requireditems":
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@@ -308,63 +228,9 @@ namespace Barotrauma
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break;
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case "conditional":
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IEnumerable<XAttribute> conditionalAttributes = subElement.Attributes();
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foreach(XAttribute attribute in conditionalAttributes)
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foreach (XAttribute attribute in conditionalAttributes)
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{
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string attributeString = XMLExtensions.GetAttributeObject(attribute).ToString();
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string atStr = attributeString;
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string[] splitString = atStr.Split(' ');
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string op = splitString[0];
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if (splitString.Length > 0)
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{
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for (int i=1; i<splitString.Length; i++)
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{
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atStr = splitString[i] + (i > 1 && i < splitString.Length ? " " : "");
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}
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}
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//thanks xml for not letting me use < or > in attributes :(
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switch (op)
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{
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case "e":
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case "eq":
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case "equals":
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op = "==";
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break;
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case "ne":
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case "neq":
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case "notequals":
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case "!":
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case "!e":
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case "!eq":
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case "!equals":
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op = "!=";
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break;
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case "gt":
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case "greaterthan":
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op = ">";
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break;
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case "lt":
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case "lessthan":
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op = "<";
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break;
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case "gte":
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case "gteq":
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case "greaterthanequals":
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op = ">=";
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break;
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case "lte":
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case "lteq":
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case "lessthanequals":
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op = "<=";
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break;
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default:
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if (op != "==" && op != "!=" && op != ">" && op != "<" && op != ">=" && op != "<=") //Didn't use escape strings or anything
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{
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atStr = attributeString; //We probably don't even have an operator
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op = "==";
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}
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break;
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}
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propertyConditionals.Add(new PropertyConditional(attribute.Name.ToString().ToLowerInvariant(), op, atStr));
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propertyConditionals.Add(new PropertyConditional(attribute));
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}
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break;
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#if CLIENT
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