Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels

This commit is contained in:
Regalis
2015-07-08 11:37:47 +03:00
parent 3af9b8183b
commit d56f7f3f77
155 changed files with 39772 additions and 261 deletions
+29 -1
View File
@@ -3,6 +3,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Subsurface
{
@@ -23,17 +24,29 @@ namespace Subsurface
get { return prefab.Description; }
}
public Job(JobPrefab jobPrefab)
{
prefab = jobPrefab;
skills = new Dictionary<string, float>();
foreach (KeyValuePair<string, Vector2> skill in prefab.skills)
foreach (KeyValuePair<string, Vector2> skill in prefab.Skills)
{
skills.Add(skill.Key, Rand.Range(skill.Value.X, skill.Value.Y, false));
}
}
public Job(XElement element)
{
string name = ToolBox.GetAttributeString(element, "name", "").ToLower();
prefab = JobPrefab.List.Find(jp => jp.Name.ToLower() == name);
foreach (XElement subElement in element.Elements())
{
skills.Add(subElement.Name.ToString(), ToolBox.GetAttributeFloat(subElement, "level", 0.0f));
}
}
public static Job Random()
{
JobPrefab prefab = JobPrefab.List[Rand.Int(JobPrefab.List.Count-1, false)];
@@ -48,5 +61,20 @@ namespace Subsurface
return skillLevel;
}
public virtual XElement Save(XElement parentElement)
{
XElement jobElement = new XElement("job");
jobElement.Add(new XAttribute("name", Name));
foreach (KeyValuePair<string, float> skill in skills)
{
jobElement.Add(new XElement(skill.Key, new XAttribute("level", skill.Value)));
}
parentElement.Add(jobElement);
return jobElement;
}
}
}
+37 -22
View File
@@ -11,11 +11,25 @@ namespace Subsurface
string name;
string description;
//how many crew members can have the job (only one captain etc)
private int maxNumber;
//how many crew members are REQUIRED to have a job
//(i.e. if one captain is required, one captain is chosen even if all the players have set captain to lowest preference)
private int minNumber;
//if set to true, a client that has chosen this as their preferred job will get it no matter what
public bool AllowAlways
{
get;
private set;
}
//names of the items the character spawns with
public List<string> itemNames;
public List<string> ItemNames;
public Dictionary<string, Vector2> skills;
public Dictionary<string, Vector2> Skills;
public string Name
{
@@ -27,19 +41,15 @@ namespace Subsurface
get { return description; }
}
//public float GetSkill(string skillName)
//{
// float skillLevel = 0.0f;
// if (skills.TryGetValue(skillName.ToLower(), out skillLevel))
// {
// return skillLevel;
// }
// else
// {
// DebugConsole.ThrowError("Skill ''"+skillName+" not found!");
// return skillLevel;
// }
//}
public int MaxNumber
{
get { return maxNumber; }
}
public int MinNumber
{
get { return minNumber; }
}
public JobPrefab(XElement element)
{
@@ -47,9 +57,14 @@ namespace Subsurface
description = ToolBox.GetAttributeString(element, "description", "");
itemNames = new List<string>();
minNumber = ToolBox.GetAttributeInt(element, "minnumber", 0);
maxNumber = ToolBox.GetAttributeInt(element, "maxnumber", 10);
skills = new Dictionary<string, Vector2>();
AllowAlways = ToolBox.GetAttributeBool(element, "allowalways", false);
ItemNames = new List<string>();
Skills = new Dictionary<string, Vector2>();
foreach (XElement subElement in element.Elements())
{
@@ -57,7 +72,7 @@ namespace Subsurface
{
case "item":
string itemName = ToolBox.GetAttributeString(subElement, "name", "");
if (!string.IsNullOrEmpty(itemName)) itemNames.Add(itemName);
if (!string.IsNullOrEmpty(itemName)) ItemNames.Add(itemName);
break;
case "skills":
LoadSkills(subElement);
@@ -70,18 +85,18 @@ namespace Subsurface
{
foreach (XElement subElement in element.Elements())
{
string skillName = subElement.Name.ToString().ToLower();
if (skills.ContainsKey(skillName)) continue;
string skillName = subElement.Name.ToString();
if (Skills.ContainsKey(skillName)) continue;
var levelAttribute = subElement.Attribute("level").ToString();
if (levelAttribute.Contains("'"))
{
skills.Add(skillName, ToolBox.ParseToVector2(levelAttribute, false));
Skills.Add(skillName, ToolBox.ParseToVector2(levelAttribute, false));
}
else
{
float skillLevel = float.Parse(levelAttribute, CultureInfo.InvariantCulture);
skills.Add(skillName, new Vector2(skillLevel, skillLevel));
Skills.Add(skillName, new Vector2(skillLevel, skillLevel));
}
}