(77d1794a) Tester's build January 10th, 2020
This commit is contained in:
@@ -0,0 +1,98 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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class DelayedListElement
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{
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public DelayedEffect Parent;
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public Entity Entity;
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public Vector2? WorldPosition;
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public List<ISerializableEntity> Targets;
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public float StartTimer;
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}
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class DelayedEffect : StatusEffect
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{
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public static readonly List<DelayedListElement> DelayList = new List<DelayedListElement>();
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private float delay;
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public DelayedEffect(XElement element, string parentDebugName)
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: base(element, parentDebugName)
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{
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delay = element.GetAttributeFloat("delay", 1.0f);
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}
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public override void Apply(ActionType type, float deltaTime, Entity entity, ISerializableEntity target, Vector2? worldPosition = null)
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{
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if (this.type != type || !HasRequiredItems(entity)) return;
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if (!Stackable && DelayList.Any(d => d.Parent == this && d.Targets.FirstOrDefault() == target)) return;
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if (targetIdentifiers != null && !IsValidTarget(target)) return;
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if (!HasRequiredConditions(new List<ISerializableEntity>() { target })) return;
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DelayedListElement element = new DelayedListElement
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{
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Parent = this,
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StartTimer = delay,
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Entity = entity,
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WorldPosition = worldPosition,
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Targets = new List<ISerializableEntity>() { target }
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};
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DelayList.Add(element);
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}
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public override void Apply(ActionType type, float deltaTime, Entity entity, IEnumerable<ISerializableEntity> targets, Vector2? worldPosition = null)
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{
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if (this.type != type || !HasRequiredItems(entity)) return;
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if (!Stackable && DelayList.Any(d => d.Parent == this && d.Targets.SequenceEqual(targets))) return;
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currentTargets.Clear();
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foreach (ISerializableEntity target in targets)
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{
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if (targetIdentifiers != null)
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{
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//ignore invalid targets
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if (!IsValidTarget(target)) { continue; }
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}
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currentTargets.Add(target);
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}
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if (!HasRequiredConditions(currentTargets)) return;
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DelayedListElement element = new DelayedListElement
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{
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Parent = this,
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StartTimer = delay,
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Entity = entity,
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WorldPosition = worldPosition,
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Targets = currentTargets
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};
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DelayList.Add(element);
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}
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public static void Update(float deltaTime)
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{
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for (int i = DelayList.Count - 1; i >= 0; i--)
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{
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DelayedListElement element = DelayList[i];
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if (element.Parent.CheckConditionalAlways && !element.Parent.HasRequiredConditions(element.Targets))
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{
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DelayList.Remove(element);
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continue;
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}
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element.StartTimer -= deltaTime;
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if (element.StartTimer > 0.0f) continue;
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element.Parent.Apply(1.0f, element.Entity, element.Targets, element.WorldPosition);
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DelayList.Remove(element);
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}
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}
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}
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}
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@@ -0,0 +1,399 @@
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Xml.Linq;
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using System.Linq;
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namespace Barotrauma
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{
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// TODO: This class should be refactored:
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// - Use XElement instead of XAttribute in the constructor
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// - Simplify, remove unnecessary conversions
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// - Improve the flow so that the logic is undestandable.
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// - Maybe ass some test cases for the operators?
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class PropertyConditional
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{
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public enum ConditionType
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{
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PropertyValue,
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Name,
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SpeciesName,
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HasTag,
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HasStatusTag,
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Affliction,
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EntityType
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}
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public enum Comparison
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{
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And,
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Or
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}
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public enum OperatorType
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{
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Equals,
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NotEquals,
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LessThan,
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LessThanEquals,
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GreaterThan,
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GreaterThanEquals
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}
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public readonly ConditionType Type;
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public readonly OperatorType Operator;
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public readonly string AttributeName;
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public readonly string AttributeValue;
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public readonly float? FloatValue;
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public readonly string TargetItemComponentName;
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// Only used by attacks
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public readonly bool TargetSelf;
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private readonly string[] afflictionNames = new string[] { "internaldamage", "bleeding", "burn", "oxygenlow", "bloodloss", "pressure", "stun", "husk", "afflictionhusk", "huskinfection" };
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private readonly int cancelStatusEffect;
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// Remove this after refactoring
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public static bool IsValid(XAttribute attribute)
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{
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switch (attribute.Name.ToString().ToLowerInvariant())
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{
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case "targetitemcomponent":
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case "targetself":
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return false;
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default:
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return true;
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}
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}
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// TODO: use XElement instead of XAttribute (how to do without breaking the existing content?)
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public PropertyConditional(XAttribute attribute)
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{
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AttributeName = attribute.Name.ToString().ToLowerInvariant();
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string attributeValueString = attribute.Value.ToString();
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if (string.IsNullOrWhiteSpace(attributeValueString))
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{
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DebugConsole.ThrowError($"Conditional attribute value is empty: {attribute.Parent.ToString()}");
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return;
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}
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string valueString = attributeValueString;
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string[] splitString = valueString.Split(' ');
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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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valueString = 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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string op = splitString[0];
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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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Operator = OperatorType.Equals;
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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 "!":
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case "!e":
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case "!eq":
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case "!equals":
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Operator = OperatorType.NotEquals;
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break;
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case "gt":
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case "greaterthan":
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Operator = OperatorType.GreaterThan;
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break;
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case "lt":
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case "lessthan":
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Operator = OperatorType.LessThan;
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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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Operator = OperatorType.GreaterThanEquals;
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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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Operator = OperatorType.LessThanEquals;
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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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valueString = attributeValueString; //We probably don't even have an operator
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}
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break;
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}
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TargetItemComponentName = attribute.Parent.GetAttributeString("targetitemcomponent", "");
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TargetSelf = attribute.Parent.GetAttributeBool("targetself", false);
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foreach (XElement subElement in attribute.Parent.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "cancel":
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case "canceleffect":
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case "cancelstatuseffect":
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//This only works if there's a conditional checking for status effect tags. There is no way to cancel *all* status effects atm.
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cancelStatusEffect = 1;
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if (subElement.GetAttributeBool("all", false)) cancelStatusEffect = 2;
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break;
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}
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}
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if (!Enum.TryParse(AttributeName, true, out Type))
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{
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if (afflictionNames.Any(n => n == AttributeName))
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{
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Type = ConditionType.Affliction;
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if (AttributeName == "husk" || AttributeName == "huskaffliction")
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{
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AttributeName = "huskinfection";
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}
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}
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else
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{
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Type = ConditionType.PropertyValue;
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}
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}
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AttributeValue = valueString;
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if (float.TryParse(AttributeValue, NumberStyles.Float, CultureInfo.InvariantCulture, out float value))
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{
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FloatValue = value;
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}
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}
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public bool Matches(ISerializableEntity target)
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{
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string valStr = AttributeValue.ToString();
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switch (Type)
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{
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case ConditionType.PropertyValue:
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SerializableProperty property;
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if (target?.SerializableProperties == null) { return Operator == OperatorType.NotEquals; }
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if (target.SerializableProperties.TryGetValue(AttributeName, out property))
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{
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return Matches(target, property);
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}
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return false;
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case ConditionType.Name:
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if (target == null) { return Operator == OperatorType.NotEquals; }
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return (Operator == OperatorType.Equals) == (target.Name == valStr);
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case ConditionType.HasTag:
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{
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if (target == null) { return Operator == OperatorType.NotEquals; }
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string[] readTags = valStr.Split(',');
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int matches = 0;
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foreach (string tag in readTags)
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if (target is Item item && item.HasTag(tag)) matches++;
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//If operator is == then it needs to match everything, otherwise if its != there must be zero matches.
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return Operator == OperatorType.Equals ? matches >= readTags.Length : matches <= 0;
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}
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case ConditionType.HasStatusTag:
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if (target == null) { return Operator == OperatorType.NotEquals; }
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List<DurationListElement> durations = StatusEffect.DurationList.FindAll(d => d.Targets.Contains(target));
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List<DelayedListElement> delays = DelayedEffect.DelayList.FindAll(d => d.Targets.Contains(target));
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bool success = false;
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if (durations.Count > 0 || delays.Count > 0)
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{
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string[] readTags = valStr.Split(',');
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foreach (DurationListElement duration in durations)
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{
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int matches = 0;
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foreach (string tag in readTags)
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if (duration.Parent.HasTag(tag)) matches++;
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success = Operator == OperatorType.Equals ? matches >= readTags.Length : matches <= 0;
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if (cancelStatusEffect > 0 && success)
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StatusEffect.DurationList.Remove(duration);
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if (cancelStatusEffect != 2) //cancelStatusEffect 1 = only cancel once, cancelStatusEffect 2 = cancel all of matching tags
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return success;
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}
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foreach (DelayedListElement delay in delays)
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{
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int matches = 0;
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foreach (string tag in readTags)
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if (delay.Parent.HasTag(tag)) matches++;
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success = Operator == OperatorType.Equals ? matches >= readTags.Length : matches <= 0;
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if (cancelStatusEffect > 0 && success)
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DelayedEffect.DelayList.Remove(delay);
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if (cancelStatusEffect != 2) //ditto
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return success;
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}
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}
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else if (Operator == OperatorType.NotEquals)
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{
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//no status effects, so the tags cannot be equal -> condition met
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return true;
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}
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return success;
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case ConditionType.SpeciesName:
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if (target == null) { return Operator == OperatorType.NotEquals; }
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if (!(target is Character targetCharacter)) { return false; }
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return (Operator == OperatorType.Equals) == (targetCharacter.SpeciesName == valStr);
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case ConditionType.EntityType:
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switch (valStr)
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{
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case "character":
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case "Character":
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return (Operator == OperatorType.Equals) == target is Character;
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case "limb":
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case "Limb":
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return (Operator == OperatorType.Equals) == target is Limb;
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case "item":
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case "Item":
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return (Operator == OperatorType.Equals) == target is Item;
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case "structure":
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case "Structure":
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return (Operator == OperatorType.Equals) == target is Structure;
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case "null":
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return (Operator == OperatorType.Equals) == (target == null);
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default:
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return false;
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}
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case ConditionType.Affliction:
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if (target == null) { return Operator == OperatorType.NotEquals; }
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Character targetChar = target as Character;
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if (target is Limb limb) { targetChar = limb.character; }
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if (targetChar != null)
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{
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var health = targetChar.CharacterHealth;
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if (health == null) { return false; }
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var affliction = health.GetAffliction(AttributeName);
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float afflictionStrength = affliction == null ? 0.0f : affliction.Strength;
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if (FloatValue.HasValue)
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{
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float value = FloatValue.Value;
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switch (Operator)
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{
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case OperatorType.Equals:
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return afflictionStrength == value;
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case OperatorType.GreaterThan:
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return afflictionStrength > value;
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case OperatorType.GreaterThanEquals:
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return afflictionStrength >= value;
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case OperatorType.LessThan:
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return afflictionStrength < value;
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case OperatorType.LessThanEquals:
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return afflictionStrength <= value;
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case OperatorType.NotEquals:
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return afflictionStrength != value;
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}
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}
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}
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return false;
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default:
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return false;
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}
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}
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// TODO: refactor and add tests
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private bool Matches(ISerializableEntity target, SerializableProperty property)
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{
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object propertyValue = property.GetValue(target);
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if (propertyValue == null)
|
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{
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DebugConsole.ThrowError("Couldn't compare " + AttributeValue.ToString() + " (" + AttributeValue.GetType() + ") to property \"" + property.Name + "\" - property.GetValue() returns null!");
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return false;
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}
|
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|
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Type type = propertyValue.GetType();
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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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floatProperty = (float)propertyValue;
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}
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|
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switch (Operator)
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{
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case OperatorType.Equals:
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if (type == typeof(bool))
|
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{
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return ((bool)propertyValue) == (AttributeValue == "true" || AttributeValue == "True");
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}
|
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else if (FloatValue == null)
|
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{
|
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return propertyValue.ToString().Equals(AttributeValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
return propertyValue.Equals(FloatValue);
|
||||
}
|
||||
case OperatorType.NotEquals:
|
||||
if (type == typeof(bool))
|
||||
{
|
||||
return ((bool)propertyValue) != (AttributeValue == "true" || AttributeValue == "True");
|
||||
}
|
||||
else if (FloatValue == null)
|
||||
{
|
||||
return !propertyValue.ToString().Equals(AttributeValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
return !propertyValue.Equals(FloatValue);
|
||||
}
|
||||
case OperatorType.GreaterThan:
|
||||
if (FloatValue == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Couldn't compare " + AttributeValue.ToString() + " (" + AttributeValue.GetType() + ") to property \"" + property.Name + "\" (" + type + ")! "
|
||||
+ "Make sure the type of the value set in the config files matches the type of the property.");
|
||||
}
|
||||
else if (floatProperty > FloatValue)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case OperatorType.LessThan:
|
||||
if (FloatValue == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Couldn't compare " + AttributeValue.ToString() + " (" + AttributeValue.GetType() + ") to property \"" + property.Name + "\" (" + type + ")! "
|
||||
+ "Make sure the type of the value set in the config files matches the type of the property.");
|
||||
}
|
||||
else if (floatProperty < FloatValue)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case OperatorType.GreaterThanEquals:
|
||||
if (FloatValue == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Couldn't compare " + AttributeValue.ToString() + " (" + AttributeValue.GetType() + ") to property \"" + property.Name + "\" (" + type + ")! "
|
||||
+ "Make sure the type of the value set in the config files matches the type of the property.");
|
||||
}
|
||||
else if (floatProperty >= FloatValue)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
case OperatorType.LessThanEquals:
|
||||
if (FloatValue == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Couldn't compare " + AttributeValue.ToString() + " (" + AttributeValue.GetType() + ") to property \"" + property.Name + "\" (" + type + ")! "
|
||||
+ "Make sure the type of the value set in the config files matches the type of the property.");
|
||||
}
|
||||
else if (floatProperty <= FloatValue)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,999 @@
|
||||
using Barotrauma.Items.Components;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class DurationListElement
|
||||
{
|
||||
public StatusEffect Parent;
|
||||
public Entity Entity;
|
||||
public List<ISerializableEntity> Targets;
|
||||
public float Timer;
|
||||
public Character User;
|
||||
}
|
||||
|
||||
partial class StatusEffect
|
||||
{
|
||||
[Flags]
|
||||
public enum TargetType
|
||||
{
|
||||
This = 1,
|
||||
Parent = 2,
|
||||
Character = 4,
|
||||
Contained = 8,
|
||||
NearbyCharacters = 16,
|
||||
NearbyItems = 32,
|
||||
UseTarget = 64,
|
||||
Hull = 128,
|
||||
Limb = 256,
|
||||
AllLimbs = 512
|
||||
}
|
||||
|
||||
class ItemSpawnInfo
|
||||
{
|
||||
public enum SpawnPositionType
|
||||
{
|
||||
This,
|
||||
ThisInventory,
|
||||
ContainedInventory
|
||||
}
|
||||
|
||||
public readonly ItemPrefab ItemPrefab;
|
||||
public readonly SpawnPositionType SpawnPosition;
|
||||
public readonly float Speed;
|
||||
public readonly float Rotation;
|
||||
|
||||
public ItemSpawnInfo(XElement element, string parentDebugName)
|
||||
{
|
||||
if (element.Attribute("name") != null)
|
||||
{
|
||||
//backwards compatibility
|
||||
DebugConsole.ThrowError("Error in StatusEffect config (" + element.ToString() + ") - use item identifier instead of the name.");
|
||||
string itemPrefabName = element.GetAttributeString("name", "");
|
||||
ItemPrefab = ItemPrefab.Prefabs.Find(m => m.NameMatches(itemPrefabName) || m.Tags.Contains(itemPrefabName));
|
||||
if (ItemPrefab == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in StatusEffect \""+ parentDebugName + "\" - item prefab \"" + itemPrefabName + "\" not found.");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
string itemPrefabIdentifier = element.GetAttributeString("identifier", "");
|
||||
if (string.IsNullOrEmpty(itemPrefabIdentifier)) itemPrefabIdentifier = element.GetAttributeString("identifiers", "");
|
||||
if (string.IsNullOrEmpty(itemPrefabIdentifier))
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid item spawn in StatusEffect \"" + parentDebugName + "\" - identifier not found in the element \"" + element.ToString() + "\"");
|
||||
}
|
||||
ItemPrefab = ItemPrefab.Prefabs.Find(m => m.Identifier == itemPrefabIdentifier);
|
||||
if (ItemPrefab == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in StatusEffect config - item prefab with the identifier \"" + itemPrefabIdentifier + "\" not found.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Speed = element.GetAttributeFloat("speed", 0.0f);
|
||||
Rotation = MathHelper.ToRadians(element.GetAttributeFloat("rotation", 0.0f));
|
||||
|
||||
string spawnTypeStr = element.GetAttributeString("spawnposition", "This");
|
||||
if (!Enum.TryParse(spawnTypeStr, out SpawnPosition))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in StatusEffect config - \"" + spawnTypeStr + "\" is not a valid spawn position.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class CharacterSpawnInfo : ISerializableEntity
|
||||
{
|
||||
public string Name => $"Character Spawn Info ({SpeciesName})";
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties { get; set; }
|
||||
|
||||
[Serialize("", false)]
|
||||
public string SpeciesName { get; private set; }
|
||||
[Serialize(1, false)]
|
||||
public int Count { get; private set; }
|
||||
[Serialize(0f, false)]
|
||||
public float Spread { get; private set; }
|
||||
|
||||
public CharacterSpawnInfo(XElement element, string parentDebugName)
|
||||
{
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
if (string.IsNullOrEmpty(SpeciesName))
|
||||
{
|
||||
DebugConsole.ThrowError($"Invalid character spawn ({Name}) in StatusEffect \"{parentDebugName}\" - identifier not found in the element \"{element.ToString()}\"");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private readonly TargetType targetTypes;
|
||||
protected HashSet<string> targetIdentifiers;
|
||||
|
||||
private readonly List<RelatedItem> requiredItems;
|
||||
|
||||
public readonly string[] propertyNames;
|
||||
private readonly object[] propertyEffects;
|
||||
|
||||
private readonly PropertyConditional.Comparison conditionalComparison = PropertyConditional.Comparison.Or;
|
||||
private readonly List<PropertyConditional> propertyConditionals;
|
||||
|
||||
private readonly bool setValue;
|
||||
|
||||
private readonly bool disableDeltaTime;
|
||||
|
||||
private readonly HashSet<string> tags;
|
||||
|
||||
private readonly float duration;
|
||||
private readonly float lifeTime;
|
||||
private float lifeTimer;
|
||||
|
||||
public static readonly List<DurationListElement> DurationList = new List<DurationListElement>();
|
||||
|
||||
public readonly bool CheckConditionalAlways; //Always do the conditional checks for the duration/delay. If false, only check conditional on apply.
|
||||
|
||||
public readonly bool Stackable = true; //Can the same status effect be applied several times to the same targets?
|
||||
|
||||
private readonly int useItemCount;
|
||||
|
||||
private readonly bool removeItem, removeCharacter;
|
||||
|
||||
public readonly ActionType type = ActionType.OnActive;
|
||||
|
||||
private readonly Explosion explosion;
|
||||
|
||||
private readonly List<ItemSpawnInfo> spawnItems;
|
||||
private readonly List<CharacterSpawnInfo> spawnCharacters;
|
||||
|
||||
private Character user;
|
||||
|
||||
public readonly float FireSize;
|
||||
|
||||
public readonly LimbType targetLimb;
|
||||
|
||||
public readonly float SeverLimbsProbability;
|
||||
|
||||
public HashSet<string> TargetIdentifiers
|
||||
{
|
||||
get { return targetIdentifiers; }
|
||||
}
|
||||
|
||||
public List<Affliction> Afflictions
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private readonly List<Pair<string, float>> reduceAffliction;
|
||||
|
||||
//only applicable if targeting NearbyCharacters or NearbyItems
|
||||
public float Range
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public string Tags
|
||||
{
|
||||
get { return string.Join(",", tags); }
|
||||
set
|
||||
{
|
||||
tags.Clear();
|
||||
if (value == null) return;
|
||||
|
||||
string[] newTags = value.Split(',');
|
||||
foreach (string tag in newTags)
|
||||
{
|
||||
string newTag = tag.Trim();
|
||||
if (!tags.Contains(newTag)) tags.Add(newTag);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public static StatusEffect Load(XElement element, string parentDebugName)
|
||||
{
|
||||
if (element.Attribute("delay") != null)
|
||||
{
|
||||
return new DelayedEffect(element, parentDebugName);
|
||||
}
|
||||
|
||||
return new StatusEffect(element, parentDebugName);
|
||||
}
|
||||
|
||||
protected StatusEffect(XElement element, string parentDebugName)
|
||||
{
|
||||
requiredItems = new List<RelatedItem>();
|
||||
spawnItems = new List<ItemSpawnInfo>();
|
||||
spawnCharacters = new List<CharacterSpawnInfo>();
|
||||
Afflictions = new List<Affliction>();
|
||||
reduceAffliction = new List<Pair<string, float>>();
|
||||
tags = new HashSet<string>(element.GetAttributeString("tags", "").Split(','));
|
||||
|
||||
Range = element.GetAttributeFloat("range", 0.0f);
|
||||
string targetLimbName = element.GetAttributeString("targetlimb", null);
|
||||
if (targetLimbName != null)
|
||||
{
|
||||
Enum.TryParse(targetLimbName, out targetLimb);
|
||||
}
|
||||
|
||||
IEnumerable<XAttribute> attributes = element.Attributes();
|
||||
List<XAttribute> propertyAttributes = new List<XAttribute>();
|
||||
propertyConditionals = new List<PropertyConditional>();
|
||||
|
||||
foreach (XAttribute attribute in attributes)
|
||||
{
|
||||
switch (attribute.Name.ToString())
|
||||
{
|
||||
case "type":
|
||||
if (!Enum.TryParse(attribute.Value, true, out type))
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid action type \"" + attribute.Value + "\" in StatusEffect (" + parentDebugName + ")");
|
||||
}
|
||||
break;
|
||||
case "targettype":
|
||||
case "target":
|
||||
string[] Flags = attribute.Value.Split(',');
|
||||
foreach (string s in Flags)
|
||||
{
|
||||
if (!Enum.TryParse(s, true, out TargetType targetType))
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid target type \"" + s + "\" in StatusEffect (" + parentDebugName + ")");
|
||||
}
|
||||
else
|
||||
{
|
||||
targetTypes |= targetType;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case "disabledeltatime":
|
||||
disableDeltaTime = attribute.GetAttributeBool(false);
|
||||
break;
|
||||
case "setvalue":
|
||||
setValue = attribute.GetAttributeBool(false);
|
||||
break;
|
||||
case "severlimbs":
|
||||
case "severlimbsprobability":
|
||||
SeverLimbsProbability = MathHelper.Clamp(attribute.GetAttributeFloat(0.0f), 0.0f, 1.0f);
|
||||
break;
|
||||
case "targetnames":
|
||||
case "targets":
|
||||
case "targetidentifiers":
|
||||
case "targettags":
|
||||
string[] identifiers = attribute.Value.Split(',');
|
||||
targetIdentifiers = new HashSet<string>();
|
||||
for (int i = 0; i < identifiers.Length; i++)
|
||||
{
|
||||
targetIdentifiers.Add(identifiers[i].Trim().ToLowerInvariant());
|
||||
}
|
||||
break;
|
||||
case "duration":
|
||||
duration = attribute.GetAttributeFloat(0.0f);
|
||||
break;
|
||||
case "stackable":
|
||||
Stackable = attribute.GetAttributeBool(true);
|
||||
break;
|
||||
case "lifetime":
|
||||
lifeTime = attribute.GetAttributeFloat(0);
|
||||
lifeTimer = lifeTime;
|
||||
break;
|
||||
case "checkconditionalalways":
|
||||
CheckConditionalAlways = attribute.GetAttributeBool(false);
|
||||
break;
|
||||
case "conditionalcomparison":
|
||||
case "comparison":
|
||||
if (!Enum.TryParse(attribute.Value, out conditionalComparison))
|
||||
{
|
||||
DebugConsole.ThrowError("Invalid conditional comparison type \"" + attribute.Value + "\" in StatusEffect (" + parentDebugName + ")");
|
||||
}
|
||||
break;
|
||||
case "sound":
|
||||
DebugConsole.ThrowError("Error in StatusEffect " + element.Parent.Name.ToString() +
|
||||
" - sounds should be defined as child elements of the StatusEffect, not as attributes.");
|
||||
break;
|
||||
default:
|
||||
propertyAttributes.Add(attribute);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int count = propertyAttributes.Count;
|
||||
propertyNames = new string[count];
|
||||
propertyEffects = new object[count];
|
||||
|
||||
int n = 0;
|
||||
foreach (XAttribute attribute in propertyAttributes)
|
||||
{
|
||||
propertyNames[n] = attribute.Name.ToString().ToLowerInvariant();
|
||||
propertyEffects[n] = XMLExtensions.GetAttributeObject(attribute);
|
||||
n++;
|
||||
}
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "explosion":
|
||||
explosion = new Explosion(subElement, parentDebugName);
|
||||
break;
|
||||
case "fire":
|
||||
FireSize = subElement.GetAttributeFloat("size", 10.0f);
|
||||
break;
|
||||
case "use":
|
||||
case "useitem":
|
||||
useItemCount++;
|
||||
break;
|
||||
case "remove":
|
||||
case "removeitem":
|
||||
removeItem = true;
|
||||
break;
|
||||
case "removecharacter":
|
||||
removeCharacter = true;
|
||||
break;
|
||||
case "requireditem":
|
||||
case "requireditems":
|
||||
RelatedItem newRequiredItem = RelatedItem.Load(subElement, returnEmpty: false, parentDebugName: parentDebugName);
|
||||
if (newRequiredItem == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in StatusEffect config - requires an item with no identifiers.");
|
||||
continue;
|
||||
}
|
||||
requiredItems.Add(newRequiredItem);
|
||||
break;
|
||||
case "conditional":
|
||||
foreach (XAttribute attribute in subElement.Attributes())
|
||||
{
|
||||
if (PropertyConditional.IsValid(attribute))
|
||||
{
|
||||
propertyConditionals.Add(new PropertyConditional(attribute));
|
||||
}
|
||||
}
|
||||
break;
|
||||
case "affliction":
|
||||
AfflictionPrefab afflictionPrefab;
|
||||
if (subElement.Attribute("name") != null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - define afflictions using identifiers instead of names.");
|
||||
string afflictionName = subElement.GetAttributeString("name", "").ToLowerInvariant();
|
||||
afflictionPrefab = AfflictionPrefab.List.FirstOrDefault(ap => ap.Name.ToLowerInvariant() == afflictionName);
|
||||
if (afflictionPrefab == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - Affliction prefab \"" + afflictionName + "\" not found.");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
string afflictionIdentifier = subElement.GetAttributeString("identifier", "").ToLowerInvariant();
|
||||
afflictionPrefab = AfflictionPrefab.List.FirstOrDefault(ap => ap.Identifier.ToLowerInvariant() == afflictionIdentifier);
|
||||
if (afflictionPrefab == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - Affliction prefab with the identifier \"" + afflictionIdentifier + "\" not found.");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
float afflictionStrength = subElement.GetAttributeFloat(1.0f, "amount", "strength");
|
||||
Afflictions.Add(afflictionPrefab.Instantiate(afflictionStrength));
|
||||
|
||||
break;
|
||||
case "reduceaffliction":
|
||||
if (subElement.Attribute("name") != null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - define afflictions using identifiers or types instead of names.");
|
||||
reduceAffliction.Add(new Pair<string, float>(
|
||||
subElement.GetAttributeString("name", "").ToLowerInvariant(),
|
||||
subElement.GetAttributeFloat(1.0f, "amount", "strength", "reduceamount")));
|
||||
}
|
||||
else
|
||||
{
|
||||
string name = subElement.GetAttributeString("identifier", null) ?? subElement.GetAttributeString("type", null);
|
||||
name = name.ToLowerInvariant();
|
||||
|
||||
if (AfflictionPrefab.List.Any(ap => ap.Identifier == name || ap.AfflictionType == name))
|
||||
{
|
||||
reduceAffliction.Add(new Pair<string, float>(
|
||||
name,
|
||||
subElement.GetAttributeFloat(1.0f, "amount", "strength", "reduceamount")));
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - Affliction prefab with the identifier or type \"" + name + "\" not found.");
|
||||
}
|
||||
}
|
||||
break;
|
||||
case "spawnitem":
|
||||
var newSpawnItem = new ItemSpawnInfo(subElement, parentDebugName);
|
||||
if (newSpawnItem.ItemPrefab != null) { spawnItems.Add(newSpawnItem); }
|
||||
break;
|
||||
case "spawncharacter":
|
||||
var newSpawnCharacter = new CharacterSpawnInfo(subElement, parentDebugName);
|
||||
if (!string.IsNullOrWhiteSpace(newSpawnCharacter.SpeciesName)) { spawnCharacters.Add(newSpawnCharacter); }
|
||||
break;
|
||||
}
|
||||
}
|
||||
InitProjSpecific(element, parentDebugName);
|
||||
}
|
||||
|
||||
partial void InitProjSpecific(XElement element, string parentDebugName);
|
||||
|
||||
public bool HasTargetType(TargetType targetType)
|
||||
{
|
||||
return (targetTypes & targetType) != 0;
|
||||
}
|
||||
|
||||
public virtual bool HasRequiredItems(Entity entity)
|
||||
{
|
||||
if (requiredItems == null) return true;
|
||||
foreach (RelatedItem requiredItem in requiredItems)
|
||||
{
|
||||
if (entity == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
else if (entity is Item item)
|
||||
{
|
||||
if (!requiredItem.CheckRequirements(null, item)) return false;
|
||||
}
|
||||
else if (entity is Character character)
|
||||
{
|
||||
if (!requiredItem.CheckRequirements(character, null)) return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public void GetNearbyTargets(Vector2 worldPosition, List<ISerializableEntity> targets)
|
||||
{
|
||||
if (Range <= 0.0f) { return; }
|
||||
if (HasTargetType(TargetType.NearbyCharacters))
|
||||
{
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
if (!c.Enabled || c.Removed || !IsValidTarget(c)) { continue; }
|
||||
float xDiff = Math.Abs(c.WorldPosition.X - worldPosition.X);
|
||||
if (xDiff > Range) { continue; }
|
||||
float yDiff = Math.Abs(c.WorldPosition.Y - worldPosition.Y);
|
||||
if (yDiff > Range) { continue; }
|
||||
|
||||
if (xDiff * xDiff + yDiff * yDiff < Range * Range) { targets.Add(c); }
|
||||
}
|
||||
}
|
||||
if (HasTargetType(TargetType.NearbyItems))
|
||||
{
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.Removed || !IsValidTarget(item)) { continue; }
|
||||
float xDiff = Math.Abs(item.WorldPosition.X - worldPosition.X);
|
||||
if (xDiff > Range) { continue; }
|
||||
float yDiff = Math.Abs(item.WorldPosition.Y - worldPosition.Y);
|
||||
if (yDiff > Range) { continue; }
|
||||
|
||||
if (xDiff * xDiff + yDiff * yDiff < Range * Range) { targets.Add(item); }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual bool HasRequiredConditions(List<ISerializableEntity> targets)
|
||||
{
|
||||
if (!propertyConditionals.Any()) { return true; }
|
||||
if (requiredItems.Any() && requiredItems.All(ri => ri.MatchOnEmpty) && targets.Count == 0) { return true; }
|
||||
switch (conditionalComparison)
|
||||
{
|
||||
case PropertyConditional.Comparison.Or:
|
||||
foreach (ISerializableEntity target in targets)
|
||||
{
|
||||
foreach (PropertyConditional pc in propertyConditionals)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(pc.TargetItemComponentName))
|
||||
{
|
||||
if (!(target is ItemComponent ic) || ic.Name != pc.TargetItemComponentName)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (pc.Matches(target)) { return true; }
|
||||
}
|
||||
}
|
||||
return false;
|
||||
case PropertyConditional.Comparison.And:
|
||||
foreach (ISerializableEntity target in targets)
|
||||
{
|
||||
foreach (PropertyConditional pc in propertyConditionals)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(pc.TargetItemComponentName))
|
||||
{
|
||||
if (!(target is ItemComponent ic) || ic.Name != pc.TargetItemComponentName)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (!pc.Matches(target)) { return false; }
|
||||
}
|
||||
}
|
||||
return true;
|
||||
default:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
||||
protected bool IsValidTarget(ISerializableEntity entity)
|
||||
{
|
||||
if (targetIdentifiers == null) { return true; }
|
||||
|
||||
if (entity is Item item)
|
||||
{
|
||||
if (targetIdentifiers.Contains("item")) return true;
|
||||
if (item.HasTag(targetIdentifiers)) return true;
|
||||
if (targetIdentifiers.Any(id => id == item.Prefab.Identifier)) return true;
|
||||
}
|
||||
else if (entity is ItemComponent itemComponent)
|
||||
{
|
||||
if (targetIdentifiers.Contains("itemcomponent")) return true;
|
||||
if (itemComponent.Item.HasTag(targetIdentifiers)) return true;
|
||||
if (targetIdentifiers.Any(id => id == itemComponent.Item.Prefab.Identifier)) return true;
|
||||
}
|
||||
else if (entity is Structure structure)
|
||||
{
|
||||
if (targetIdentifiers.Contains("structure")) return true;
|
||||
if (targetIdentifiers.Any(id => id == structure.Prefab.Identifier)) return true;
|
||||
}
|
||||
else if (entity is Character character)
|
||||
{
|
||||
if (targetIdentifiers.Contains("character")) return true;
|
||||
if (targetIdentifiers.Any(id => id == character.SpeciesName)) return true;
|
||||
}
|
||||
|
||||
return targetIdentifiers.Any(id => id == entity.Name);
|
||||
}
|
||||
|
||||
public void SetUser(Character user)
|
||||
{
|
||||
this.user = user;
|
||||
foreach (Affliction affliction in Afflictions)
|
||||
{
|
||||
affliction.Source = user;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Apply(ActionType type, float deltaTime, Entity entity, ISerializableEntity target, Vector2? worldPosition = null)
|
||||
{
|
||||
if (this.type != type || !HasRequiredItems(entity)) return;
|
||||
|
||||
if (targetIdentifiers != null && !IsValidTarget(target)) return;
|
||||
|
||||
if (duration > 0.0f && !Stackable)
|
||||
{
|
||||
//ignore if not stackable and there's already an identical statuseffect
|
||||
DurationListElement existingEffect = DurationList.Find(d => d.Parent == this && d.Targets.FirstOrDefault() == target);
|
||||
if (existingEffect != null)
|
||||
{
|
||||
existingEffect.Timer = Math.Max(existingEffect.Timer, duration);
|
||||
existingEffect.User = user;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
List<ISerializableEntity> targets = new List<ISerializableEntity> { target };
|
||||
|
||||
if (!HasRequiredConditions(targets)) return;
|
||||
|
||||
Apply(deltaTime, entity, targets, worldPosition);
|
||||
}
|
||||
|
||||
protected readonly List<ISerializableEntity> currentTargets = new List<ISerializableEntity>();
|
||||
public virtual void Apply(ActionType type, float deltaTime, Entity entity, IEnumerable<ISerializableEntity> targets, Vector2? worldPosition = null)
|
||||
{
|
||||
if (this.type != type) return;
|
||||
|
||||
currentTargets.Clear();
|
||||
foreach (ISerializableEntity target in targets)
|
||||
{
|
||||
if (targetIdentifiers != null)
|
||||
{
|
||||
//ignore invalid targets
|
||||
if (!IsValidTarget(target)) { continue; }
|
||||
}
|
||||
currentTargets.Add(target);
|
||||
}
|
||||
|
||||
if (targetIdentifiers != null && currentTargets.Count == 0) { return; }
|
||||
|
||||
if (!HasRequiredItems(entity) || !HasRequiredConditions(currentTargets)) return;
|
||||
|
||||
if (duration > 0.0f && !Stackable)
|
||||
{
|
||||
//ignore if not stackable and there's already an identical statuseffect
|
||||
DurationListElement existingEffect = DurationList.Find(d => d.Parent == this && d.Targets.SequenceEqual(currentTargets));
|
||||
if (existingEffect != null)
|
||||
{
|
||||
existingEffect.Timer = Math.Max(existingEffect.Timer, duration);
|
||||
existingEffect.User = user;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Apply(deltaTime, entity, currentTargets, worldPosition);
|
||||
}
|
||||
|
||||
protected void Apply(float deltaTime, Entity entity, List<ISerializableEntity> targets, Vector2? worldPosition = null)
|
||||
{
|
||||
if (lifeTime > 0)
|
||||
{
|
||||
lifeTimer -= deltaTime;
|
||||
if (lifeTimer <= 0) { return; }
|
||||
}
|
||||
|
||||
Hull hull = null;
|
||||
if (entity is Character)
|
||||
{
|
||||
hull = ((Character)entity).AnimController.CurrentHull;
|
||||
}
|
||||
else if (entity is Item)
|
||||
{
|
||||
hull = ((Item)entity).CurrentHull;
|
||||
}
|
||||
|
||||
Vector2 position = worldPosition ?? entity.WorldPosition;
|
||||
if (targetLimb != LimbType.None)
|
||||
{
|
||||
if (entity is Character c)
|
||||
{
|
||||
Limb limb = c.AnimController.GetLimb(targetLimb);
|
||||
if (limb != null && !limb.Removed)
|
||||
{
|
||||
position = limb.WorldPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (ISerializableEntity serializableEntity in targets)
|
||||
{
|
||||
if (!(serializableEntity is Item item)) { continue; }
|
||||
|
||||
Character targetCharacter = targets.FirstOrDefault(t => t is Character character && !character.Removed) as Character;
|
||||
if (targetCharacter == null)
|
||||
{
|
||||
foreach (var target in targets)
|
||||
{
|
||||
if (target is Limb limb && limb.character != null && !limb.character.Removed) targetCharacter = ((Limb)target).character;
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < useItemCount; i++)
|
||||
{
|
||||
if (item.Removed) continue;
|
||||
item.Use(deltaTime, targetCharacter, targets.FirstOrDefault(t => t is Limb) as Limb);
|
||||
}
|
||||
}
|
||||
|
||||
if (removeItem)
|
||||
{
|
||||
foreach (var target in targets)
|
||||
{
|
||||
if (target is Item item) { Entity.Spawner?.AddToRemoveQueue(item); }
|
||||
}
|
||||
}
|
||||
if (removeCharacter)
|
||||
{
|
||||
foreach (var target in targets)
|
||||
{
|
||||
if (target is Character character) { Entity.Spawner?.AddToRemoveQueue(character); }
|
||||
}
|
||||
}
|
||||
|
||||
if (duration > 0.0f)
|
||||
{
|
||||
DurationListElement element = new DurationListElement
|
||||
{
|
||||
Parent = this,
|
||||
Timer = duration,
|
||||
Entity = entity,
|
||||
Targets = targets,
|
||||
User = user
|
||||
};
|
||||
|
||||
DurationList.Add(element);
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (ISerializableEntity target in targets)
|
||||
{
|
||||
if (target is Entity targetEntity)
|
||||
{
|
||||
if (targetEntity.Removed) continue;
|
||||
}
|
||||
|
||||
for (int i = 0; i < propertyNames.Length; i++)
|
||||
{
|
||||
if (target == null || target.SerializableProperties == null ||
|
||||
!target.SerializableProperties.TryGetValue(propertyNames[i], out SerializableProperty property)) continue;
|
||||
ApplyToProperty(target, property, propertyEffects[i], deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (explosion != null && entity != null)
|
||||
{
|
||||
explosion.Explode(position, damageSource: entity, attacker: user);
|
||||
}
|
||||
|
||||
foreach (ISerializableEntity target in targets)
|
||||
{
|
||||
foreach (Affliction affliction in Afflictions)
|
||||
{
|
||||
Affliction multipliedAffliction = affliction;
|
||||
if (!disableDeltaTime) multipliedAffliction = affliction.CreateMultiplied(deltaTime);
|
||||
|
||||
if (target is Character character)
|
||||
{
|
||||
if (character.Removed) { continue; }
|
||||
character.LastDamageSource = entity;
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
limb.character.DamageLimb(position, limb, new List<Affliction>() { multipliedAffliction }, stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: affliction.Source);
|
||||
limb.character.TrySeverLimbJoints(limb, SeverLimbsProbability);
|
||||
//only apply non-limb-specific afflictions to the first limb
|
||||
if (!affliction.Prefab.LimbSpecific) { break; }
|
||||
}
|
||||
}
|
||||
else if (target is Limb limb)
|
||||
{
|
||||
if (limb.character.Removed || limb.Removed) { continue; }
|
||||
limb.character.DamageLimb(position, limb, new List<Affliction>() { multipliedAffliction }, stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: affliction.Source);
|
||||
limb.character.TrySeverLimbJoints(limb, SeverLimbsProbability);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Pair<string, float> reduceAffliction in reduceAffliction)
|
||||
{
|
||||
float reduceAmount = disableDeltaTime ? reduceAffliction.Second : reduceAffliction.Second * deltaTime;
|
||||
Limb targetLimb = null;
|
||||
Character targetCharacter = null;
|
||||
if (target is Character character)
|
||||
{
|
||||
targetCharacter = character;
|
||||
}
|
||||
else if (target is Limb limb)
|
||||
{
|
||||
targetLimb = limb;
|
||||
targetCharacter = limb.character;
|
||||
}
|
||||
if (targetCharacter != null && !targetCharacter.Removed)
|
||||
{
|
||||
float prevVitality = targetCharacter.Vitality;
|
||||
targetCharacter.CharacterHealth.ReduceAffliction(targetLimb, reduceAffliction.First, reduceAmount);
|
||||
#if SERVER
|
||||
GameMain.Server.KarmaManager.OnCharacterHealthChanged(targetCharacter, user, prevVitality - targetCharacter.Vitality);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (FireSize > 0.0f && entity != null)
|
||||
{
|
||||
var fire = new FireSource(position, hull);
|
||||
fire.Size = new Vector2(FireSize, fire.Size.Y);
|
||||
}
|
||||
|
||||
bool isNotClient = GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient;
|
||||
if (isNotClient && entity != null && Entity.Spawner != null) //clients are not allowed to spawn entities
|
||||
{
|
||||
foreach (CharacterSpawnInfo characterSpawnInfo in spawnCharacters)
|
||||
{
|
||||
var characters = new List<Character>();
|
||||
for (int i = 0; i < characterSpawnInfo.Count; i++)
|
||||
{
|
||||
Entity.Spawner.AddToSpawnQueue(characterSpawnInfo.SpeciesName, position + Rand.Vector(characterSpawnInfo.Spread, Rand.RandSync.Server),
|
||||
onSpawn: newCharacter =>
|
||||
{
|
||||
characters.Add(newCharacter);
|
||||
if (characters.Count == characterSpawnInfo.Count)
|
||||
{
|
||||
SwarmBehavior.CreateSwarm(characters.Cast<AICharacter>());
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
foreach (ItemSpawnInfo itemSpawnInfo in spawnItems)
|
||||
{
|
||||
switch (itemSpawnInfo.SpawnPosition)
|
||||
{
|
||||
case ItemSpawnInfo.SpawnPositionType.This:
|
||||
Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, position);
|
||||
break;
|
||||
case ItemSpawnInfo.SpawnPositionType.ThisInventory:
|
||||
{
|
||||
if (entity is Character character)
|
||||
{
|
||||
if (character.Inventory != null && character.Inventory.Items.Any(it => it == null))
|
||||
{
|
||||
Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, character.Inventory);
|
||||
}
|
||||
}
|
||||
else if (entity is Item item)
|
||||
{
|
||||
var inventory = item?.GetComponent<ItemContainer>()?.Inventory;
|
||||
if (inventory != null && inventory.Items.Any(it => it == null))
|
||||
{
|
||||
Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, inventory);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ItemSpawnInfo.SpawnPositionType.ContainedInventory:
|
||||
{
|
||||
Inventory thisInventory = null;
|
||||
if (entity is Character character)
|
||||
{
|
||||
thisInventory = character.Inventory;
|
||||
}
|
||||
else if (entity is Item item)
|
||||
{
|
||||
thisInventory = item?.GetComponent<ItemContainer>()?.Inventory;
|
||||
}
|
||||
if (thisInventory != null)
|
||||
{
|
||||
foreach (Item item in thisInventory.Items)
|
||||
{
|
||||
if (item == null) continue;
|
||||
Inventory containedInventory = item.GetComponent<ItemContainer>()?.Inventory;
|
||||
if (containedInventory == null || !containedInventory.Items.Any(i => i == null)) continue;
|
||||
Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, containedInventory);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ApplyProjSpecific(deltaTime, entity, targets, hull, position);
|
||||
}
|
||||
|
||||
partial void ApplyProjSpecific(float deltaTime, Entity entity, List<ISerializableEntity> targets, Hull currentHull, Vector2 worldPosition);
|
||||
|
||||
private void ApplyToProperty(ISerializableEntity target, SerializableProperty property, object value, float deltaTime)
|
||||
{
|
||||
if (disableDeltaTime || setValue) deltaTime = 1.0f;
|
||||
|
||||
Type type = value.GetType();
|
||||
if (type == typeof(float) ||
|
||||
(type == typeof(int) && property.GetValue(target) is float))
|
||||
{
|
||||
float floatValue = Convert.ToSingle(value) * deltaTime;
|
||||
|
||||
if (!setValue) floatValue += (float)property.GetValue(target);
|
||||
property.TrySetValue(target, floatValue);
|
||||
}
|
||||
else if (type == typeof(int) && value is int)
|
||||
{
|
||||
int intValue = (int)((int)value * deltaTime);
|
||||
if (!setValue) intValue += (int)property.GetValue(target);
|
||||
property.TrySetValue(target, intValue);
|
||||
}
|
||||
else if (type == typeof(bool) && value is bool)
|
||||
{
|
||||
property.TrySetValue(target, (bool)value);
|
||||
}
|
||||
else if (type == typeof(string))
|
||||
{
|
||||
property.TrySetValue(target, (string)value);
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.ThrowError("Couldn't apply value " + value.ToString() + " (" + type + ") to property \"" + property.Name + "\" (" + property.GetValue(target).GetType() + ")! "
|
||||
+ "Make sure the type of the value set in the config files matches the type of the property.");
|
||||
}
|
||||
}
|
||||
|
||||
public static void UpdateAll(float deltaTime)
|
||||
{
|
||||
UpdateAllProjSpecific(deltaTime);
|
||||
|
||||
DelayedEffect.Update(deltaTime);
|
||||
for (int i = DurationList.Count - 1; i >= 0; i--)
|
||||
{
|
||||
DurationListElement element = DurationList[i];
|
||||
|
||||
if (element.Parent.CheckConditionalAlways && !element.Parent.HasRequiredConditions(element.Targets))
|
||||
{
|
||||
DurationList.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
|
||||
element.Targets.RemoveAll(t =>
|
||||
(t is Entity entity && entity.Removed) ||
|
||||
(t is Limb limb && (limb.character == null || limb.character.Removed)));
|
||||
if (element.Targets.Count == 0)
|
||||
{
|
||||
DurationList.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
|
||||
foreach (ISerializableEntity target in element.Targets)
|
||||
{
|
||||
for (int n = 0; n < element.Parent.propertyNames.Length; n++)
|
||||
{
|
||||
if (target == null ||
|
||||
target.SerializableProperties == null ||
|
||||
!target.SerializableProperties.TryGetValue(element.Parent.propertyNames[n], out SerializableProperty property))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
element.Parent.ApplyToProperty(target, property, element.Parent.propertyEffects[n], CoroutineManager.UnscaledDeltaTime);
|
||||
}
|
||||
|
||||
foreach (Affliction affliction in element.Parent.Afflictions)
|
||||
{
|
||||
Affliction multipliedAffliction = affliction;
|
||||
if (!element.Parent.disableDeltaTime) { multipliedAffliction = affliction.CreateMultiplied(deltaTime); }
|
||||
|
||||
if (target is Character character)
|
||||
{
|
||||
if (character.Removed) { continue; }
|
||||
character.AddDamage(character.WorldPosition, new List<Affliction>() { multipliedAffliction }, stun: 0.0f, playSound: false, attacker: element.User);
|
||||
}
|
||||
else if (target is Limb limb)
|
||||
{
|
||||
if (limb.character.Removed || limb.Removed) { continue; }
|
||||
limb.character.DamageLimb(limb.WorldPosition, limb, new List<Affliction>() { multipliedAffliction }, stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: element.User);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Pair<string, float> reduceAffliction in element.Parent.reduceAffliction)
|
||||
{
|
||||
Limb targetLimb = null;
|
||||
Character targetCharacter = null;
|
||||
if (target is Character character)
|
||||
{
|
||||
targetCharacter = character;
|
||||
}
|
||||
else if (target is Limb limb)
|
||||
{
|
||||
targetLimb = limb;
|
||||
targetCharacter = limb.character;
|
||||
}
|
||||
if (targetCharacter != null && !targetCharacter.Removed)
|
||||
{
|
||||
float prevVitality = targetCharacter.Vitality;
|
||||
targetCharacter.CharacterHealth.ReduceAffliction(targetLimb, reduceAffliction.First, reduceAffliction.Second * deltaTime);
|
||||
#if SERVER
|
||||
GameMain.Server.KarmaManager.OnCharacterHealthChanged(targetCharacter, element.User, prevVitality - targetCharacter.Vitality);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
element.Timer -= deltaTime;
|
||||
|
||||
if (element.Timer > 0.0f) { continue; }
|
||||
DurationList.Remove(element);
|
||||
}
|
||||
}
|
||||
|
||||
static partial void UpdateAllProjSpecific(float deltaTime);
|
||||
|
||||
public static void StopAll()
|
||||
{
|
||||
CoroutineManager.StopCoroutines("statuseffect");
|
||||
DelayedEffect.DelayList.Clear();
|
||||
DurationList.Clear();
|
||||
}
|
||||
|
||||
public void AddTag(string tag)
|
||||
{
|
||||
if (tags.Contains(tag)) { return; }
|
||||
tags.Add(tag);
|
||||
}
|
||||
|
||||
public bool HasTag(string tag)
|
||||
{
|
||||
if (tag == null) { return true; }
|
||||
|
||||
return (tags.Contains(tag) || tags.Contains(tag.ToLowerInvariant()));
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user