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
@@ -5,9 +5,9 @@ using System.Linq;
namespace Barotrauma
{
class TalentTree : Prefab
internal sealed class TalentTree : Prefab
{
public enum TalentTreeStageState
public enum TalentStages
{
Invalid,
Locked,
@@ -40,16 +40,17 @@ namespace Barotrauma
DebugConsole.ThrowError($"No job defined for talent tree in \"{file.Path}\"!");
return;
}
List<TalentSubTree> subTrees = new List<TalentSubTree>();
foreach (var subTreeElement in element.GetChildElements("subtree"))
{
subTrees.Add(new TalentSubTree(subTreeElement));
}
TalentSubTrees = subTrees.ToImmutableArray();
AllTalentIdentifiers = TalentSubTrees.SelectMany(t => t.AllTalentIdentifiers).ToImmutableHashSet();
}
public bool TalentIsInTree(Identifier talentIdentifier)
{
return AllTalentIdentifiers.Contains(talentIdentifier);
@@ -57,31 +58,44 @@ namespace Barotrauma
public static bool IsViableTalentForCharacter(Character character, Identifier talentIdentifier)
{
return IsViableTalentForCharacter(character, talentIdentifier, character?.Info?.UnlockedTalents ?? (ICollection<Identifier>)Array.Empty<Identifier>());
return IsViableTalentForCharacter(character, talentIdentifier, character?.Info?.UnlockedTalents ?? (IReadOnlyCollection<Identifier>)Array.Empty<Identifier>());
}
public static bool TalentTreeMeetsRequirements(TalentTree tree, TalentSubTree targetTree, IReadOnlyCollection<Identifier> selectedTalents)
{
IEnumerable<TalentSubTree> blockingSubTrees = tree.TalentSubTrees.Where(tst => tst.BlockedTrees.Contains(targetTree.Identifier)),
requiredSubTrees = tree.TalentSubTrees.Where(tst => targetTree.RequiredTrees.Contains(tst.Identifier));
return requiredSubTrees.All(tst => tst.IsCompleted(selectedTalents)) && // check if we meet requirements
!blockingSubTrees.Any(tst => tst.HasAnyTalent(selectedTalents)); // check if any other talent trees are blocking this one
}
// i hate this function - markus
// me too - joonas
public static TalentTreeStageState GetTalentOptionStageState(Character character, Identifier subTreeIdentifier, int index, List<Identifier> selectedTalents)
public static TalentStages GetTalentOptionStageState(Character character, Identifier subTreeIdentifier, int index, IReadOnlyCollection<Identifier> selectedTalents)
{
if (character?.Info?.Job.Prefab is null) { return TalentTreeStageState.Invalid; }
if (character?.Info?.Job.Prefab is null) { return TalentStages.Invalid; }
if (!JobTalentTrees.TryGet(character.Info.Job.Prefab.Identifier, out TalentTree talentTree)) { return TalentTreeStageState.Invalid; }
if (!JobTalentTrees.TryGet(character.Info.Job.Prefab.Identifier, out TalentTree talentTree)) { return TalentStages.Invalid; }
TalentSubTree subTree = talentTree.TalentSubTrees.FirstOrDefault(tst => tst.Identifier == subTreeIdentifier);
TalentSubTree subTree = talentTree!.TalentSubTrees.FirstOrDefault(tst => tst.Identifier == subTreeIdentifier);
if (subTree is null) { return TalentStages.Invalid; }
if (subTree == null) { return TalentTreeStageState.Invalid; }
if (!TalentTreeMeetsRequirements(talentTree, subTree, selectedTalents))
{
return TalentStages.Locked;
}
TalentOption targetTalentOption = subTree.TalentOptionStages[index];
if (targetTalentOption.TalentIdentifiers.Any(t => character.HasTalent(t)))
if (targetTalentOption.HasEnoughTalents(character.Info))
{
return TalentTreeStageState.Unlocked;
return TalentStages.Unlocked;
}
if (targetTalentOption.TalentIdentifiers.Any(t => selectedTalents.Contains(t)))
if (targetTalentOption.HasSelectedTalent(selectedTalents))
{
return TalentTreeStageState.Highlighted;
return TalentStages.Highlighted;
}
bool hasTalentInLastTier = true;
@@ -91,55 +105,51 @@ namespace Barotrauma
if (lastindex >= 0)
{
TalentOption lastLatentOption = subTree.TalentOptionStages[lastindex];
hasTalentInLastTier = lastLatentOption.TalentIdentifiers.Any(HasTalent);
isLastTalentPurchased = lastLatentOption.TalentIdentifiers.Any(t => character.HasTalent(t));
hasTalentInLastTier = lastLatentOption.HasEnoughTalents(selectedTalents);
isLastTalentPurchased = lastLatentOption.HasEnoughTalents(character.Info);
}
if (!hasTalentInLastTier)
{
return TalentTreeStageState.Locked;
return TalentStages.Locked;
}
bool hasPointsForNewTalent = character.Info.GetTotalTalentPoints() - selectedTalents.Count > 0;
if (hasPointsForNewTalent)
{
return isLastTalentPurchased ? TalentTreeStageState.Highlighted : TalentTreeStageState.Available;
return isLastTalentPurchased ? TalentStages.Highlighted : TalentStages.Available;
}
return TalentTreeStageState.Locked;
bool HasTalent(Identifier talentId)
{
return selectedTalents.Contains(talentId);
}
return TalentStages.Locked;
}
public static bool IsViableTalentForCharacter(Character character, Identifier talentIdentifier, ICollection<Identifier> selectedTalents)
public static bool IsViableTalentForCharacter(Character character, Identifier talentIdentifier, IReadOnlyCollection<Identifier> selectedTalents)
{
if (character?.Info?.Job.Prefab == null) { return false; }
if (character.Info.GetTotalTalentPoints() - selectedTalents.Count() <= 0) { return false; }
if (character.Info.GetTotalTalentPoints() - selectedTalents.Count <= 0) { return false; }
if (!JobTalentTrees.TryGet(character.Info.Job.Prefab.Identifier, out TalentTree talentTree)) { return false; }
foreach (var subTree in talentTree.TalentSubTrees)
foreach (Character c in GameSession.GetSessionCrewCharacters(CharacterType.Both))
{
if (subTree.ForceUnlock && subTree.TalentOptionStages.Any(option => option.TalentIdentifiers.Contains(talentIdentifier))) { return true; }
if (c.Info.GetSavedStatValue(StatTypes.LockedTalents, talentIdentifier) >= 1) { return false; }
}
foreach (var subTree in talentTree!.TalentSubTrees)
{
foreach (var talentOptionStage in subTree.TalentOptionStages)
{
bool hasTalentInThisTier = talentOptionStage.TalentIdentifiers.Any(t => selectedTalents.Contains(t));
bool hasTalentInThisTier = talentOptionStage.HasEnoughTalents(selectedTalents);
if (!hasTalentInThisTier)
{
if (talentOptionStage.TalentIdentifiers.Contains(talentIdentifier))
{
return true;
}
else
{
break;
return TalentTreeMeetsRequirements(talentTree, subTree, selectedTalents);
}
break;
}
}
}
@@ -164,60 +174,130 @@ namespace Barotrauma
}
}
}
return viableTalents;
}
public override void Dispose() { }
}
class TalentSubTree
internal enum TalentTreeType
{
Specialization,
Primary
}
internal sealed class TalentSubTree
{
public Identifier Identifier { get; }
public LocalizedString DisplayName { get; }
public bool ForceUnlock;
public readonly ImmutableArray<TalentOption> TalentOptionStages;
public readonly ImmutableHashSet<Identifier> AllTalentIdentifiers;
public readonly TalentTreeType Type;
public readonly ImmutableHashSet<Identifier> RequiredTrees;
public readonly ImmutableHashSet<Identifier> BlockedTrees;
public bool IsCompleted(IReadOnlyCollection<Identifier> talents) => TalentOptionStages.All(option => option.HasEnoughTalents(talents));
public bool HasAnyTalent(IReadOnlyCollection<Identifier> talents) => TalentOptionStages.Any(option => option.HasSelectedTalent(talents));
public TalentSubTree(ContentXElement subTreeElement)
{
Identifier = subTreeElement.GetAttributeIdentifier("identifier", "");
DisplayName = TextManager.Get("talenttree." + Identifier).Fallback(Identifier.Value);
string nameIdentifier = subTreeElement.GetAttributeString("nameidentifier", string.Empty);
if (string.IsNullOrWhiteSpace(nameIdentifier))
{
nameIdentifier = $"talenttree.{Identifier}";
}
DisplayName = TextManager.Get(nameIdentifier).Fallback(Identifier.Value);
Type = subTreeElement.GetAttributeEnum("type", TalentTreeType.Specialization);
RequiredTrees = subTreeElement.GetAttributeIdentifierImmutableHashSet("requires", ImmutableHashSet<Identifier>.Empty);
BlockedTrees = subTreeElement.GetAttributeIdentifierImmutableHashSet("blocks", ImmutableHashSet<Identifier>.Empty);
List<TalentOption> talentOptionStages = new List<TalentOption>();
foreach (var talentOptionsElement in subTreeElement.GetChildElements("talentoptions"))
{
talentOptionStages.Add(new TalentOption(talentOptionsElement, Identifier));
}
TalentOptionStages = talentOptionStages.ToImmutableArray();
AllTalentIdentifiers = TalentOptionStages.SelectMany(t => t.TalentIdentifiers).ToImmutableHashSet();
}
}
class TalentOption
internal readonly struct TalentOption
{
private readonly ImmutableHashSet<Identifier> talentIdentifiers;
public IEnumerable<Identifier> TalentIdentifiers => talentIdentifiers;
public bool HasTalent(Identifier talentIdentifier)
public readonly int MaxChosenTalents;
/// <summary>
/// When specified the talent option will show talent with this identifier
/// and clicking on it will expand the talent option to show the talents
/// </summary>
public readonly Dictionary<Identifier, ImmutableHashSet<Identifier>> ShowCaseTalents = new Dictionary<Identifier, ImmutableHashSet<Identifier>>();
public bool HasEnoughTalents(CharacterInfo character) => CountMatchingTalents(character.UnlockedTalents) >= MaxChosenTalents;
public bool HasEnoughTalents(IReadOnlyCollection<Identifier> selectedTalents) => CountMatchingTalents(selectedTalents) >= MaxChosenTalents;
// No LINQ
public bool HasSelectedTalent(IReadOnlyCollection<Identifier> selectedTalents)
{
return talentIdentifiers.Contains(talentIdentifier);
foreach (Identifier talent in selectedTalents)
{
if (talentIdentifiers.Contains(talent))
{
return true;
}
}
return false;
}
public int CountMatchingTalents(IReadOnlyCollection<Identifier> talents)
{
int i = 0;
foreach (Identifier talent in talents)
{
if (talentIdentifiers.Contains(talent))
{
i++;
}
}
return i;
}
public TalentOption(ContentXElement talentOptionsElement, Identifier debugIdentifier)
{
var talentIdentifiers = new HashSet<Identifier>();
foreach (var talentOptionElement in talentOptionsElement.GetChildElements("talentoption"))
MaxChosenTalents = talentOptionsElement.GetAttributeInt("maxchosentalents", 1);
HashSet<Identifier> identifiers = new HashSet<Identifier>();
foreach (ContentXElement talentOptionElement in talentOptionsElement.Elements())
{
Identifier identifier = talentOptionElement.GetAttributeIdentifier("identifier", Identifier.Empty);
talentIdentifiers.Add(identifier);
Identifier elementName = talentOptionElement.Name.ToIdentifier();
if (elementName == "talentoption")
{
identifiers.Add(talentOptionElement.GetAttributeIdentifier("identifier", Identifier.Empty));
}
else if (elementName == "showcasetalent")
{
Identifier showCaseIdentifier = talentOptionElement.GetAttributeIdentifier("identifier", Identifier.Empty);
HashSet<Identifier> showCaseTalentIdentifiers = new HashSet<Identifier>();
foreach (ContentXElement subElement in talentOptionElement.Elements())
{
Identifier identifier = subElement.GetAttributeIdentifier("identifier", Identifier.Empty);
showCaseTalentIdentifiers.Add(identifier);
identifiers.Add(identifier);
}
ShowCaseTalents.Add(showCaseIdentifier, showCaseTalentIdentifiers.ToImmutableHashSet());
}
}
this.talentIdentifiers = talentIdentifiers.ToImmutableHashSet();
talentIdentifiers = identifiers.ToImmutableHashSet();
}
}
}
}