Build 0.20.7.0

This commit is contained in:
Markus Isberg
2022-11-18 18:13:38 +02:00
parent 8c8fd865c5
commit ecb6d40b4b
111 changed files with 1346 additions and 701 deletions
@@ -66,8 +66,8 @@ namespace Barotrauma
IEnumerable<TalentSubTree> blockingSubTrees = tree.TalentSubTrees.Where(tst => tst.BlockedTrees.Contains(targetTree.Identifier)),
requiredSubTrees = tree.TalentSubTrees.Where(tst => targetTree.RequiredTrees.Contains(tst.Identifier));
return requiredSubTrees.All(tst => tst.IsCompleted(selectedTalents)) && // check if we meet requirements
!blockingSubTrees.Any(tst => tst.HasAnyTalent(selectedTalents)); // check if any other talent trees are blocking this one
return requiredSubTrees.All(tst => tst.HasEnoughTalents(selectedTalents)) && // check if we meet requirements
!blockingSubTrees.Any(tst => tst.HasAnyTalent(selectedTalents) && !tst.HasMaxTalents(selectedTalents)); // check if any other talent trees are blocking this one
}
// i hate this function - markus
@@ -128,16 +128,26 @@ namespace Barotrauma
public static bool IsViableTalentForCharacter(Character character, Identifier talentIdentifier, IReadOnlyCollection<Identifier> selectedTalents)
{
if (character?.Info?.Job.Prefab == null) { return false; }
if (character.Info.GetTotalTalentPoints() - selectedTalents.Count <= 0) { return false; }
if (!JobTalentTrees.TryGet(character.Info.Job.Prefab.Identifier, out TalentTree talentTree)) { return false; }
foreach (var subTree in talentTree!.TalentSubTrees)
{
if (subTree.AllTalentIdentifiers.Contains(talentIdentifier) && subTree.HasMaxTalents(selectedTalents)) { return false; }
foreach (var talentOptionStage in subTree.TalentOptionStages)
{
bool hasTalentInThisTier = talentOptionStage.HasEnoughTalents(selectedTalents);
if (talentOptionStage.TalentIdentifiers.Contains(talentIdentifier))
{
return TalentTreeMeetsRequirements(talentTree, subTree, selectedTalents);
}
bool optionStageCompleted = talentOptionStage.HasEnoughTalents(selectedTalents);
if (!optionStageCompleted)
{
break;
}
/*bool hasTalentInThisTier = talentOptionStage.HasMaxTalents(selectedTalents);
if (!hasTalentInThisTier)
{
if (talentOptionStage.TalentIdentifiers.Contains(talentIdentifier))
@@ -145,7 +155,7 @@ namespace Barotrauma
return TalentTreeMeetsRequirements(talentTree, subTree, selectedTalents);
}
break;
}
}*/
}
}
@@ -196,7 +206,8 @@ namespace Barotrauma
public readonly ImmutableHashSet<Identifier> RequiredTrees;
public readonly ImmutableHashSet<Identifier> BlockedTrees;
public bool IsCompleted(IReadOnlyCollection<Identifier> talents) => TalentOptionStages.All(option => option.HasEnoughTalents(talents));
public bool HasEnoughTalents(IReadOnlyCollection<Identifier> talents) => TalentOptionStages.All(option => option.HasEnoughTalents(talents));
public bool HasMaxTalents(IReadOnlyCollection<Identifier> talents) => TalentOptionStages.All(option => option.HasMaxTalents(talents));
public bool HasAnyTalent(IReadOnlyCollection<Identifier> talents) => TalentOptionStages.Any(option => option.HasSelectedTalent(talents));
public TalentSubTree(ContentXElement subTreeElement)
@@ -228,6 +239,13 @@ namespace Barotrauma
public IEnumerable<Identifier> TalentIdentifiers => talentIdentifiers;
/// <summary>
/// How many talents need to be unlocked to consider this tree completed
/// </summary>
public readonly int RequiredTalents;
/// <summary>
/// How many talents can be unlocked in total
/// </summary>
public readonly int MaxChosenTalents;
/// <summary>
@@ -236,8 +254,9 @@ namespace Barotrauma
/// </summary>
public readonly Dictionary<Identifier, ImmutableHashSet<Identifier>> ShowCaseTalents = new Dictionary<Identifier, ImmutableHashSet<Identifier>>();
public bool HasEnoughTalents(CharacterInfo character) => CountMatchingTalents(character.UnlockedTalents) >= MaxChosenTalents;
public bool HasEnoughTalents(IReadOnlyCollection<Identifier> selectedTalents) => CountMatchingTalents(selectedTalents) >= MaxChosenTalents;
public bool HasEnoughTalents(CharacterInfo character) => CountMatchingTalents(character.UnlockedTalents) >= RequiredTalents;
public bool HasEnoughTalents(IReadOnlyCollection<Identifier> selectedTalents) => CountMatchingTalents(selectedTalents) >= RequiredTalents;
public bool HasMaxTalents(IReadOnlyCollection<Identifier> selectedTalents) => CountMatchingTalents(selectedTalents) >= MaxChosenTalents;
// No LINQ
public bool HasSelectedTalent(IReadOnlyCollection<Identifier> selectedTalents)
@@ -267,10 +286,15 @@ namespace Barotrauma
public TalentOption(ContentXElement talentOptionsElement, Identifier debugIdentifier)
{
MaxChosenTalents = talentOptionsElement.GetAttributeInt("maxchosentalents", 1);
MaxChosenTalents = talentOptionsElement.GetAttributeInt(nameof(MaxChosenTalents), 1);
RequiredTalents = talentOptionsElement.GetAttributeInt(nameof(RequiredTalents), MaxChosenTalents);
if (RequiredTalents > MaxChosenTalents)
{
DebugConsole.ThrowError($"Error in talent tree {debugIdentifier} - MaxChosenTalents is larger than RequiredTalents.");
}
HashSet<Identifier> identifiers = new HashSet<Identifier>();
foreach (ContentXElement talentOptionElement in talentOptionsElement.Elements())
{
Identifier elementName = talentOptionElement.Name.ToIdentifier();
@@ -293,6 +317,15 @@ namespace Barotrauma
}
talentIdentifiers = identifiers.ToImmutableHashSet();
if (RequiredTalents > talentIdentifiers.Count)
{
DebugConsole.ThrowError($"Error in talent tree {debugIdentifier} - completing a stage of the tree requires more talents than there are in the stage.");
}
if (MaxChosenTalents > talentIdentifiers.Count)
{
DebugConsole.ThrowError($"Error in talent tree {debugIdentifier} - maximum number of talents to choose is larger than the number of talents.");
}
}
}
}