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
@@ -27,11 +27,20 @@ namespace Barotrauma
public bool DisplayNonEmpty { get; } = false;
public Identifier StoreIdentifier { get; }
public bool RequiresUnlock { get; }
/// <summary>
/// Used when both <see cref="MinAvailableAmount"/> and <see cref="MaxAvailableAmount"/> are set to 0.
/// </summary>
public const int DefaultAmount = 5;
private readonly Dictionary<Identifier, float> minReputation = new Dictionary<Identifier, float>();
/// <summary>
/// Minimum reputation needed to buy the item (Key = faction ID, Value = min rep)
/// </summary>
public IReadOnlyDictionary<Identifier, float> MinReputation => minReputation;
/// <summary>
/// Support for the old style of determining item prices
/// when there were individual Price elements for each location type
@@ -48,11 +57,12 @@ namespace Barotrauma
int maxAmount = GetMaxAmount(element);
maxAmount = Math.Min(maxAmount, CargoManager.MaxQuantity);
MaxAvailableAmount = Math.Max(maxAmount, MinAvailableAmount);
RequiresUnlock = element.GetAttributeBool("requiresunlock", false);
}
public PriceInfo(int price, bool canBeBought,
int minAmount = 0, int maxAmount = 0, bool canBeSpecial = true, int minLevelDifficulty = 0, float buyingPriceMultiplier = 1f,
bool displayNonEmpty = false, string storeIdentifier = null)
bool displayNonEmpty = false, bool requiresUnlock = false, string storeIdentifier = null)
{
Price = price;
CanBeBought = canBeBought;
@@ -64,6 +74,20 @@ namespace Barotrauma
CanBeSpecial = canBeSpecial;
DisplayNonEmpty = displayNonEmpty;
StoreIdentifier = new Identifier(storeIdentifier);
RequiresUnlock = requiresUnlock;
}
private void LoadReputationRestrictions(XElement priceInfoElement)
{
foreach (XElement childElement in priceInfoElement.GetChildElements("reputation"))
{
Identifier factionId = childElement.GetAttributeIdentifier("faction", Identifier.Empty);
float rep = childElement.GetAttributeFloat("min", 0.0f);
if (!factionId.IsEmpty && rep > 0)
{
minReputation.Add(factionId, rep);
}
}
}
public static List<PriceInfo> CreatePriceInfos(XElement element, out PriceInfo defaultPrice)
@@ -78,6 +102,7 @@ namespace Barotrauma
float buyingPriceMultiplier = element.GetAttributeFloat("buyingpricemultiplier", 1f);
bool displayNonEmpty = element.GetAttributeBool("displaynonempty", false);
bool soldByDefault = element.GetAttributeBool("sold", element.GetAttributeBool("soldbydefault", true));
bool requiresUnlock = element.GetAttributeBool("requiresunlock", false);
foreach (XElement childElement in element.GetChildElements("price"))
{
float priceMultiplier = childElement.GetAttributeFloat("multiplier", 1.0f);
@@ -91,26 +116,30 @@ namespace Barotrauma
}
string storeIdentifier = childElement.GetAttributeString("storeidentifier", backwardsCompatibleIdentifier);
// TODO: Add some error messages if we have defined the min or max amount while the item is not sold
var priceInfo = new PriceInfo((int)(priceMultiplier * basePrice),
sold,
sold ? GetMinAmount(childElement, minAmount) : 0,
sold ? GetMaxAmount(childElement, maxAmount) : 0,
canBeSpecial,
storeMinLevelDifficulty,
storeBuyingMultiplier,
displayNonEmpty,
storeIdentifier);
var priceInfo = new PriceInfo(price: (int)(priceMultiplier * basePrice),
canBeBought: sold,
minAmount: sold ? GetMinAmount(childElement, minAmount) : 0,
maxAmount: sold ? GetMaxAmount(childElement, maxAmount) : 0,
canBeSpecial: canBeSpecial,
minLevelDifficulty: storeMinLevelDifficulty,
buyingPriceMultiplier: storeBuyingMultiplier,
displayNonEmpty: displayNonEmpty,
requiresUnlock: requiresUnlock,
storeIdentifier: storeIdentifier);
priceInfo.LoadReputationRestrictions(childElement);
priceInfos.Add(priceInfo);
}
bool soldElsewhere = soldByDefault && element.GetAttributeBool("soldelsewhere", element.GetAttributeBool("soldeverywhere", false));
defaultPrice = new PriceInfo(basePrice,
soldElsewhere,
soldElsewhere ? minAmount : 0,
soldElsewhere ? maxAmount : 0,
canBeSpecial,
minLevelDifficulty,
buyingPriceMultiplier,
displayNonEmpty);
defaultPrice = new PriceInfo(price: basePrice,
canBeBought: soldElsewhere,
minAmount: soldElsewhere ? minAmount : 0,
maxAmount: soldElsewhere ? maxAmount : 0,
canBeSpecial: canBeSpecial,
minLevelDifficulty: minLevelDifficulty,
buyingPriceMultiplier: buyingPriceMultiplier,
displayNonEmpty: displayNonEmpty,
requiresUnlock: requiresUnlock);
defaultPrice.LoadReputationRestrictions(element);
return priceInfos;
}