using System; using System.Collections.Generic; using System.Globalization; using System.Xml.Linq; using System.Linq; namespace Barotrauma { // TODO: This class should be refactored: // - Use XElement instead of XAttribute in the constructor // - Simplify, remove unnecessary conversions // - Improve the flow so that the logic is undestandable. // - Maybe ass some test cases for the operators? class PropertyConditional { public enum ConditionType { PropertyValue, Name, SpeciesName, HasTag, HasStatusTag, Affliction } public enum Comparison { And, Or } public enum OperatorType { Equals, NotEquals, LessThan, LessThanEquals, GreaterThan, GreaterThanEquals } public readonly ConditionType Type; public readonly OperatorType Operator; public readonly string AttributeName; public readonly string AttributeValue; public readonly float? FloatValue; public readonly string TargetItemComponentName; private readonly string[] afflictionNames = new string[] { "internaldamage", "bleeding", "burn", "oxygenlow", "bloodloss", "pressure", "stun", "husk", "afflictionhusk", "huskinfection" }; private readonly int cancelStatusEffect; // TODO: use XElement instead of XAttribute public PropertyConditional(XAttribute attribute) { AttributeName = attribute.Name.ToString().ToLowerInvariant(); string attributeValueString = attribute.Value.ToString(); if (string.IsNullOrWhiteSpace(attributeValueString)) { DebugConsole.ThrowError($"Conditional attribute value is empty: {attribute.Parent.ToString()}"); return; } string valueString = attributeValueString; string[] splitString = valueString.Split(' '); if (splitString.Length > 0) { for (int i = 1; i < splitString.Length; i++) { valueString = splitString[i] + (i > 1 && i < splitString.Length ? " " : ""); } } //thanks xml for not letting me use < or > in attributes :( string op = splitString[0]; switch (op) { case "e": case "eq": case "equals": Operator = OperatorType.Equals; break; case "ne": case "neq": case "notequals": case "!": case "!e": case "!eq": case "!equals": Operator = OperatorType.NotEquals; break; case "gt": case "greaterthan": Operator = OperatorType.GreaterThan; break; case "lt": case "lessthan": Operator = OperatorType.LessThan; break; case "gte": case "gteq": case "greaterthanequals": Operator = OperatorType.GreaterThanEquals; break; case "lte": case "lteq": case "lessthanequals": Operator = OperatorType.LessThanEquals; break; default: if (op != "==" && op != "!=" && op != ">" && op != "<" && op != ">=" && op != "<=") //Didn't use escape strings or anything { valueString = attributeValueString; //We probably don't even have an operator } break; } TargetItemComponentName = attribute.Parent.GetAttributeString("targetitemcomponent", ""); foreach (XElement subElement in attribute.Parent.Elements()) { switch (subElement.Name.ToString().ToLowerInvariant()) { case "cancel": case "canceleffect": case "cancelstatuseffect": //This only works if there's a conditional checking for status effect tags. There is no way to cancel *all* status effects atm. cancelStatusEffect = 1; if (subElement.GetAttributeBool("all", false)) cancelStatusEffect = 2; break; } } if (!Enum.TryParse(AttributeName, true, out Type)) { if (afflictionNames.Any(n => n == AttributeName)) { Type = ConditionType.Affliction; if (AttributeName == "husk" || AttributeName == "huskaffliction") { AttributeName = "huskinfection"; } } else { Type = ConditionType.PropertyValue; } } AttributeValue = valueString; if (float.TryParse(AttributeValue, NumberStyles.Float, CultureInfo.InvariantCulture, out float value)) { FloatValue = value; } } public bool Matches(ISerializableEntity target) { string valStr = AttributeValue.ToString(); switch (Type) { case ConditionType.PropertyValue: SerializableProperty property; if (target.SerializableProperties.TryGetValue(AttributeName, out property)) { return Matches(target, property); } return false; case ConditionType.Name: return (Operator == OperatorType.Equals) == (target.Name == valStr); case ConditionType.HasTag: { string[] readTags = valStr.Split(','); int matches = 0; foreach (string tag in readTags) if (((Item)target).HasTag(tag)) matches++; //If operator is == then it needs to match everything, otherwise if its != there must be zero matches. return Operator == OperatorType.Equals ? matches >= readTags.Length : matches <= 0; } case ConditionType.HasStatusTag: List durations = StatusEffect.DurationList.FindAll(d => d.Targets.Contains(target)); List delays = DelayedEffect.DelayList.FindAll(d => d.Targets.Contains(target)); bool success = false; if (durations.Count > 0 || delays.Count > 0) { string[] readTags = valStr.Split(','); foreach (DurationListElement duration in durations) { int matches = 0; foreach (string tag in readTags) if (duration.Parent.HasTag(tag)) matches++; success = Operator == OperatorType.Equals ? matches >= readTags.Length : matches <= 0; if (cancelStatusEffect > 0 && success) StatusEffect.DurationList.Remove(duration); if (cancelStatusEffect != 2) //cancelStatusEffect 1 = only cancel once, cancelStatusEffect 2 = cancel all of matching tags return success; } foreach (DelayedListElement delay in delays) { int matches = 0; foreach (string tag in readTags) if (delay.Parent.HasTag(tag)) matches++; success = Operator == OperatorType.Equals ? matches >= readTags.Length : matches <= 0; if (cancelStatusEffect > 0 && success) DelayedEffect.DelayList.Remove(delay); if (cancelStatusEffect != 2) //ditto return success; } } else if (Operator == OperatorType.NotEquals) { //no status effects, so the tags cannot be equal -> condition met return true; } return success; case ConditionType.SpeciesName: Character targetCharacter = target as Character; if (targetCharacter == null) return false; return (Operator == OperatorType.Equals) == (targetCharacter.SpeciesName == valStr); case ConditionType.Affliction: if (target is Character targetChar) { var health = targetChar.CharacterHealth; if (health == null) { return false; } var affliction = health.GetAffliction(AttributeName); if (affliction == null) { return false; } if (FloatValue.HasValue) { float value = FloatValue.Value; switch (Operator) { case OperatorType.Equals: return affliction.Strength == value; case OperatorType.GreaterThan: return affliction.Strength > value; case OperatorType.GreaterThanEquals: return affliction.Strength >= value; case OperatorType.LessThan: return affliction.Strength < value; case OperatorType.LessThanEquals: return affliction.Strength <= value; case OperatorType.NotEquals: return affliction.Strength != value; } } } return false; default: return false; } } // TODO: refactor and add tests private bool Matches(ISerializableEntity target, SerializableProperty property) { object propertyValue = property.GetValue(target); if (propertyValue == null) { DebugConsole.ThrowError("Couldn't compare " + AttributeValue.ToString() + " (" + AttributeValue.GetType() + ") to property \"" + property.Name + "\" - property.GetValue() returns null!"); return false; } Type type = propertyValue.GetType(); float? floatProperty = null; if (type == typeof(float) || type == typeof(int)) { floatProperty = (float)propertyValue; } switch (Operator) { case OperatorType.Equals: if (type == typeof(bool)) { return ((bool)propertyValue) == (AttributeValue == "true"); } else if (FloatValue == null) { return propertyValue.ToString().Equals(AttributeValue); } else { return propertyValue.Equals(FloatValue); } case OperatorType.NotEquals: if (type == typeof(bool)) { return ((bool)propertyValue) != (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; } } }