Faction Test 100.4.0.0

This commit is contained in:
Markus Isberg
2022-11-14 18:28:28 +02:00
parent 87426b68b2
commit c772b61fc1
412 changed files with 16984 additions and 5530 deletions
@@ -27,6 +27,32 @@ namespace Barotrauma
[Serialize(1f, IsPropertySaveable.No)]
public float AimAccuracy { get; protected set; }
[Serialize(1f, IsPropertySaveable.No)]
public float SkillMultiplier { get; protected set; }
[Serialize(0, IsPropertySaveable.No)]
public int ExperiencePoints { get; private set; }
private readonly HashSet<Identifier> tags = new HashSet<Identifier>();
[Serialize("", IsPropertySaveable.Yes)]
public string Tags
{
get => string.Join(",", tags);
set
{
tags.Clear();
if (!string.IsNullOrWhiteSpace(value))
{
string[] splitTags = value.Split(',');
foreach (var tag in splitTags)
{
tags.Add(tag.ToIdentifier());
}
}
}
}
private readonly HashSet<Identifier> moduleFlags = new HashSet<Identifier>();
[Serialize("", IsPropertySaveable.Yes, "What outpost module tags does the NPC prefer to spawn in.")]
@@ -79,6 +105,9 @@ namespace Barotrauma
public Identifier[] PreferredOutpostModuleTypes { get; protected set; }
[Serialize("", IsPropertySaveable.No)]
public Identifier Faction { get; set; }
public XElement Element { get; protected set; }
@@ -97,6 +126,11 @@ namespace Barotrauma
this.NpcSetIdentifier = npcSetIdentifier;
}
public IEnumerable<Identifier> GetTags()
{
return tags;
}
public IEnumerable<Identifier> GetModuleFlags()
{
return moduleFlags;
@@ -177,13 +211,23 @@ namespace Barotrauma
CharacterInfo characterInfo;
if (characterElement == null)
{
characterInfo= new CharacterInfo(CharacterPrefab.HumanSpeciesName, jobOrJobPrefab: GetJobPrefab(randSync), npcIdentifier: Identifier);
characterInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, jobOrJobPrefab: GetJobPrefab(randSync), npcIdentifier: Identifier);
}
else
{
characterInfo = new CharacterInfo(characterElement, Identifier);
}
if (characterInfo.Job != null && !MathUtils.NearlyEqual(SkillMultiplier, 1.0f))
{
foreach (var skill in characterInfo.Job.GetSkills())
{
float newSkill = skill.Level * SkillMultiplier;
skill.IncreaseSkill(newSkill - skill.Level, increasePastMax: false);
}
characterInfo.Salary = characterInfo.CalculateSalary();
}
characterInfo.HumanPrefabIds = (NpcSetIdentifier, Identifier);
characterInfo.GiveExperience(ExperiencePoints);
return characterInfo;
}