Fix up conditionals
Make Calyxanide only cure non-turned humans and hurt turned player husks Make husk eggs not stack infection with more injections TODO: Allow conditionals to check for non-serialized properties like SpeciesName for absolute POWER
This commit is contained in:
@@ -325,8 +325,19 @@
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<Throwable canBeCombined="true" slots="Any,RightHand,LeftHand" throwforce="4.0" aimpos="35,-10">
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<StatusEffect type="OnUse" target="Character" HuskInfectionState="-0.2" setvalue="true">
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<Conditional HuskInfectionState="lt 1.0"/>
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<RequiredItem name="Medical Syringe" type="Container"/>
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</StatusEffect>
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<StatusEffect type="OnUse" target="Character" Health="-3.0" duration="10.0">
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<!-- Injecting a still-conscious Husk will only piss it off and kill the "conscious" faster -->
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<Conditional HuskInfectionState="eq 1.0"/>
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<RequiredItem name="Medical Syringe" type="Container"/>
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</StatusEffect>
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<!-- This is impossible right now because Conditionals are not allowed to check for non-serializable properties :(
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<StatusEffect type="OnUse" target="Character" Health="-5.0" duration="10.0">
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<Conditional SpeciesName="husk"/>
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<RequiredItem name="Medical Syringe" type="Container"/>
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</StatusEffect> -->
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</Throwable>
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</Item>
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@@ -444,6 +455,8 @@
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<Throwable canBeCombined="true" slots="Any,RightHand,LeftHand" throwforce="4.0" aimpos="35,-10">
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<StatusEffect type="OnUse" target="Character" HuskInfectionState="0.01">
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<!-- HuskInfectionState must be less than 0.01 so you can't speed up the infection -->
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<Conditional HuskInfectionState="lt 0.01"/>
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<RequiredItem name="Medical Syringe" type="Container"/>
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</StatusEffect>
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</Throwable>
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@@ -24,63 +24,65 @@ namespace Barotrauma
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public bool Matches(SerializableProperty property)
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{
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Type type = Value.GetType();
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if (property.GetValue() == null)
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{
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DebugConsole.ThrowError("Couldn't compare " + Value.ToString() + " (" + type + ") to property \"" + property.Name + "- property.GetValue() returns null!!");
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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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if ((type == typeof(float) || type == typeof(int)) && (property.GetValue() is float || property.GetValue() is int))
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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(Value))
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if (property.GetValue().Equals(floatValue == null ? floatValue : Value))
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return true;
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break;
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case "!=":
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if (!property.GetValue().Equals(Value))
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if (property.GetValue().Equals(floatValue == null ? floatValue : Value))
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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() + " (" + type + ") to property \"" + property.Name + "\" (" + property.GetValue().GetType() + ")! "
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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 ((float)property.GetValue() > floatValue)
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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() + " (" + type + ") to property \"" + property.Name + "\" (" + property.GetValue().GetType() + ")! "
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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 ((float)property.GetValue() < floatValue)
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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() + " (" + type + ") to property \"" + property.Name + "\" (" + property.GetValue().GetType() + ")! "
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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 ((float)property.GetValue() >= floatValue)
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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() + " (" + type + ") to property \"" + property.Name + "\" (" + property.GetValue().GetType() + ")! "
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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 ((float)property.GetValue() <= floatValue)
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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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@@ -218,22 +220,10 @@ namespace Barotrauma
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DebugConsole.ThrowError("Error in StatusEffect " + element.Parent.Name.ToString() +
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" - sounds should be defined as child elements of the StatusEffect, not as attributes.");
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break;
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case "if":
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break;
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default:
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object attributeObject = XMLExtensions.GetAttributeObject(attribute);
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string attributeString = attributeObject.ToString();
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Type type = attributeObject.GetType();
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string op = attributeString.Substring(0, Math.Min(2, attributeString.Length));
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if (op != "!=" && op != ">=" && op != "<=" && op != "==" && (op.StartsWith(">") || op.StartsWith("<")))
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op = op.Substring(0, 1);
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if (op == "!=" || op == ">=" || op == "<=" || op == "==" || op == ">" || op == "<") //Oh shit this is a conditional!
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{
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attributeObject = attributeString.Substring(op.Length, attributeString.Length);
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propertyConditionals.Add(new PropertyConditional(attribute.Name.ToString().ToLowerInvariant(), op, attributeObject));
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}
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else
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propertyAttributes.Add(attribute);
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propertyAttributes.Add(attribute);
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break;
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}
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}
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@@ -272,6 +262,66 @@ namespace Barotrauma
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requiredItems.Add(newRequiredItem);
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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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{
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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 "!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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}
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break;
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#if CLIENT
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case "particleemitter":
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particleEmitters.Add(new ParticleEmitter(subElement));
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@@ -313,10 +363,9 @@ namespace Barotrauma
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{
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string op = pc.Operator;
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object value = pc.Value;
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SerializableProperty property;
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if (target == null || target.SerializableProperties == null || !target.SerializableProperties.TryGetValue(pc.Attribute, out property)) continue;
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//TODO: Somehow check for non-serialized properties like SpeciesName for even more robust conditional conditioning
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if (target == null || target.SerializableProperties == null || !target.SerializableProperties.TryGetValue(pc.Attribute, out SerializableProperty property)) continue;
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if (!pc.Matches(property))
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return false;
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