Expose some stuff to sub editor, fix alien doors openable with use key, fixed some decon recipes
Beginnings of a Conditional system
This commit is contained in:
@@ -1354,9 +1354,24 @@
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<None Include="$(MSBuildThisFileDirectory)Content\watershader_opengl.xnb">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Submarines\Nehalennia.sub" />
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<None Include="$(MSBuildThisFileDirectory)Submarines\TutorialSub.sub" />
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<None Include="$(MSBuildThisFileDirectory)Submarines\Vellamo.sub" />
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<None Include="$(MSBuildThisFileDirectory)Submarines\Aegir Mark III.sub">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Submarines\Nehalennia.sub">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Submarines\The Blind Carp.sub">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Submarines\The Nibbler.sub">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Submarines\TutorialSub.sub">
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<CopyToOutputDirectory>Never</CopyToOutputDirectory>
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</None>
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<None Include="$(MSBuildThisFileDirectory)Submarines\Vellamo.sub">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\AICharacter.cs" />
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@@ -98,9 +98,9 @@
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<Deconstruct time="20">
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<Item name="Steel Bar"/>
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<Item name="Liquid Oxygenite"/>
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<Item name="Liquid Oxygenite"/>
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<Item name="Liquid Oxygenite"/>
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<Item name="Liquid Oxygenite" mincondition="0.1"/>
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<Item name="Liquid Oxygenite" mincondition="0.5"/>
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<Item name="Liquid Oxygenite" mincondition="0.9"/>
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</Deconstruct>
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<Sprite texture="artifact.png" depth="0.7" sourcerect="119,0,9,32"/>
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@@ -127,9 +127,9 @@
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<Deconstruct time="20">
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<Item name="Steel Bar"/>
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<Item name="Sulphuric Acid"/>
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<Item name="Sulphuric Acid"/>
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<Item name="Sulphuric Acid"/>
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<Item name="Sulphuric Acid" mincondition="0.1"/>
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<Item name="Sulphuric Acid" mincondition="0.5"/>
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<Item name="Sulphuric Acid" mincondition="0.9"/>
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</Deconstruct>
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<Sprite texture="artifact.png" depth="0.7" sourcerect="119,0,9,32"/>
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@@ -201,7 +201,7 @@
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<Sprite texture="Content/Map/ruins.png" sourcerect="747,0,260,95" depth="0.8" origin="0.5,0.5"/>
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<Door canbeselected="true" horizontal="true">
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<Door canbepicked="false" canbeselected="true" horizontal="true">
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<Sprite texture="Content/Map/ruins.png" sourcerect="0,842,260,54" depth="0.6" origin="0.0,0.5"/>
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<sound file="aliendoor.ogg" type="OnUse" range="1000.0"/>
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</Door>
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@@ -223,7 +223,7 @@
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<Sprite texture="Content/Map/ruins.png" sourcerect="746,101,93,259" depth="0.8" origin="0.5,0.5"/>
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<Door canbeselected="true">
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<Door canbepicked="false" canbeselected="true">
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<Sprite texture="Content/Map/ruins.png" sourcerect="842,192,54,259" depth="0.6" origin="0.5,0.0"/>
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<sound file="aliendoor.ogg" type="OnUse" range="3000.0"/>
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</Door>
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@@ -32,6 +32,8 @@ namespace Barotrauma
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public string[] propertyNames;
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private object[] propertyEffects;
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List<Tuple<string, string, object>> propertyConditionals;
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private bool setValue;
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private bool disableDeltaTime;
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@@ -83,7 +85,8 @@ namespace Barotrauma
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IEnumerable<XAttribute> attributes = element.Attributes();
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List<XAttribute> propertyAttributes = new List<XAttribute>();
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propertyConditionals = new List<Tuple<string, string, object>>();
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foreach (XAttribute attribute in attributes)
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{
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switch (attribute.Name.ToString())
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@@ -138,7 +141,20 @@ namespace Barotrauma
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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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default:
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propertyAttributes.Add(attribute);
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object attributeObject = XMLExtensions.GetAttributeObject(attribute);
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Type type = attributeObject.GetType();
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string op = ((string)attributeObject).Substring(0, 2);
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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 = ((string)attributeObject).Substring(op.Length, ((string)attributeObject).Length);
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propertyConditionals.Add(new Tuple<string, string, object>(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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break;
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}
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}
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@@ -209,6 +225,80 @@ namespace Barotrauma
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return true;
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}
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public virtual bool HasRequiredConditions(List<ISerializableEntity> targets)
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{
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if (!propertyConditionals.Any()) return true;
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foreach (ISerializableEntity target in targets)
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{
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foreach (Tuple<string, string, object> con in propertyConditionals)
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{
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string name = con.Item1;
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string op = con.Item2;
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object value = con.Item3;
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SerializableProperty property;
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if (target == null || target.SerializableProperties == null || !target.SerializableProperties.TryGetValue(name, out property)) continue;
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Type type = value.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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{
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floatValue = Convert.ToSingle(value);
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}
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switch (op)
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{
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case "==":
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if (!(property == value))
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return false;
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break;
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case "!=":
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if (!(property != value))
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return false;
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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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+ "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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return false;
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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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+ "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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return false;
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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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+ "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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return false;
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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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+ "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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return false;
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break;
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}
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}
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}
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return true;
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}
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public virtual void Apply(ActionType type, float deltaTime, Entity entity, ISerializableEntity target)
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{
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if (this.type != type || !HasRequiredItems(entity)) return;
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@@ -207,7 +207,8 @@ namespace Barotrauma.Items.Components
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{
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if (item.Condition <= 0.0f) return true; //For repairing
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return base.HasRequiredItems(character, addMessage);
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//this is a bit pointless atm because if canBePicked is false it won't allow you to do Pick() anyway, however it's still good for future-proofing.
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return requiredItems.Any() ? base.HasRequiredItems(character, addMessage) : canBePicked;
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}
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public override bool Pick(Character picker)
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@@ -49,7 +49,7 @@ namespace Barotrauma.Items.Components
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private string msg;
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[Serialize(0.0f, false)]
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[Editable, Serialize(0.0f, false)]
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public float PickingTime
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{
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get;
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@@ -105,7 +105,7 @@ namespace Barotrauma.Items.Components
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}
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}
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[Serialize(false, false)]
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[Editable, Serialize(false, false)] //Editable for doors to do their magic
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public bool CanBePicked
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{
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get { return canBePicked; }
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@@ -171,7 +171,7 @@ namespace Barotrauma.Items.Components
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get { return name; }
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}
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[Serialize("", false)]
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[Editable, Serialize("", false)]
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public string Msg
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{
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get { return msg; }
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