using Barotrauma.Extensions; using System; using System.Collections; using System.Collections.Generic; using System.Collections.Immutable; using System.Linq; namespace Barotrauma { class OutpostGenerationParams : PrefabWithUintIdentifier, ISerializableEntity { public readonly static PrefabCollection OutpostParams = new PrefabCollection(); public virtual string Name { get; private set; } private readonly HashSet allowedLocationTypes = new HashSet(); /// /// Identifiers of the location types this outpost can appear in. If empty, can appear in all types of locations. /// public IEnumerable AllowedLocationTypes { get { return allowedLocationTypes; } } private readonly HashSet allowedGameModeIdentifiers = new HashSet(); public IEnumerable AllowedGameModeIdentifiers { get { return allowedGameModeIdentifiers; } } [Serialize(-1, IsPropertySaveable.Yes, description: "Should this type of outpost be forced to the locations at the end of the campaign map? 0 = first end level, 1 = second end level, and so on."), Editable(MinValueInt = -1, MaxValueInt = 10)] public int ForceToEndLocationIndex { get; set; } [Serialize(-1, IsPropertySaveable.Yes, description: "The closer to the current level difficulty this value is, the higher the probability of choosing these generation params are. Defaults to -1, which means we use the current difficulty."), Editable(MinValueInt = 1, MaxValueInt = 50)] public int PreferredDifficulty { get; set; } [Serialize(10, IsPropertySaveable.Yes, description: "Total number of modules in the outpost."), Editable(MinValueInt = 1, MaxValueInt = 50)] public int TotalModuleCount { get; set; } [Serialize(true, IsPropertySaveable.Yes, description: "Should the generator append generic (module flag \"none\") modules to the outpost to reach the total module count."), Editable] public bool AppendToReachTotalModuleCount { get; set; } [Serialize(200.0f, IsPropertySaveable.Yes, description: "Minimum length of the hallways between modules. If 0, the generator will place the modules directly against each other assuming it can be done without making any modules overlap."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f)] public float MinHallwayLength { get; set; } [Serialize(true, IsPropertySaveable.Yes, description: "Should hallways of the minimum hallway length be always generated between modules, even if they could be placed directly against each other with no overlaps?"), Editable] public bool AlwaysGenerateHallways { get; set; } [Serialize(false, IsPropertySaveable.Yes, description: "Should this outpost always be destructible, regardless if damaging outposts is allowed by the server?"), Editable] public bool AlwaysDestructible { get; set; } [Serialize(false, IsPropertySaveable.Yes, description: "Should this outpost always be rewireable, regardless if rewiring is allowed by the server?"), Editable] public bool AlwaysRewireable { get; set; } [Serialize(false, IsPropertySaveable.Yes, description: "Should stealing from this outpost be always allowed?"), Editable] public bool AllowStealing { get; set; } [Serialize(true, IsPropertySaveable.Yes, description: "Should the crew spawn inside the outpost (if not, they'll spawn in the submarine)."), Editable] public bool SpawnCrewInsideOutpost { get; set; } [Serialize(true, IsPropertySaveable.Yes, description: "Should doors at the edges of an outpost module that didn't get connected to another module be locked?"), Editable] public bool LockUnusedDoors { get; set; } [Serialize(true, IsPropertySaveable.Yes, description: "Should gaps at the edges of an outpost module that didn't get connected to another module be removed?"), Editable] public bool RemoveUnusedGaps { get; set; } [Serialize(false, IsPropertySaveable.Yes, description: "Should the whole outpost render behind submarines? Only set this to true if the submarine is intended to go inside the outpost."), Editable] public bool DrawBehindSubs { get; set; } [Serialize(0.0f, IsPropertySaveable.Yes, description: "Minimum amount of water in the hulls of the outpost."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f)] public float MinWaterPercentage { get; set; } [Serialize(0.0f, IsPropertySaveable.Yes, description: "Maximum amount of water in the hulls of the outpost."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f)] public float MaxWaterPercentage { get; set; } public LevelData.LevelType? LevelType { get; set; } [Serialize("", IsPropertySaveable.Yes, description: "Identifier of the outpost generation parameters that should be used if this outpost has become critically irradiated."), Editable] public string ReplaceInRadiation { get; set; } [Serialize(false, IsPropertySaveable.Yes, description: "By default, sonar only shows the outline of the sub/outpost from the outside. Enable this if you want to see each structure individually."), Editable] public bool AlwaysShowStructuresOnSonar { get; set; } public ContentPath OutpostFilePath { get; set; } [Serialize("", IsPropertySaveable.Yes, description: "If set, a fully pre-built outpost with this tag will be used instead of generating the outpost."), Editable] public Identifier OutpostTag { get; set; } public class ModuleCount : ISerializableEntity { public Identifier Identifier; [Serialize(0, IsPropertySaveable.Yes), Editable] public int Count { get; set; } [Serialize(0, IsPropertySaveable.Yes, description: "Can be used to enforce the modules to be placed in a specific order, starting from the docking module (0 = first, 1 = second, etc)."), Editable] public int Order { get; set; } [Serialize(0.0f, IsPropertySaveable.Yes, description: "Minimum difficulty of the current level for the module to appear in the outpost."), Editable] public float MinDifficulty { get; set; } [Serialize(100.0f, IsPropertySaveable.Yes, description: "Maximum difficulty of the current level for the module to appear in the outpost."), Editable] public float MaxDifficulty { get; set; } [Serialize(1.0f, IsPropertySaveable.Yes, description: "Probability for this type of module to be included in the outpost."), Editable(MinValueFloat = 0, MaxValueFloat = 1)] public float Probability { get; set; } [Serialize("", IsPropertySaveable.Yes), Editable] public Identifier RequiredFaction { get; set; } public string Name => Identifier.Value; public Dictionary SerializableProperties { get; set; } public ModuleCount(ContentXElement element) { Identifier = element.GetAttributeIdentifier("flag", element.GetAttributeIdentifier("moduletype", "")); SerializableProperties = SerializableProperty.DeserializeProperties(this, element); } public ModuleCount(Identifier id, int count) { SerializableProperties = SerializableProperty.DeserializeProperties(this, element: null); Identifier = id; Count = count; RequiredFaction = Identifier.Empty; } } private readonly List moduleCounts = new List(); public IReadOnlyList ModuleCounts { get { return moduleCounts; } } private class NpcCollection : IReadOnlyList { private class Entry { private readonly HumanPrefab humanPrefab = null; public readonly Identifier SetIdentifier = Identifier.Empty; public readonly Identifier NpcIdentifier = Identifier.Empty; public readonly Identifier FactionIdentifier = Identifier.Empty; public readonly ContentPackage ContentPackage; public Entry(HumanPrefab humanPrefab, Identifier factionIdentifier, ContentPackage contentPackage) { this.humanPrefab = humanPrefab; FactionIdentifier = factionIdentifier; ContentPackage = contentPackage; } public Entry(Identifier setIdentifier, Identifier npcIdentifier, Identifier factionIdentifier, ContentPackage contentPackage) { SetIdentifier = setIdentifier; NpcIdentifier = npcIdentifier; FactionIdentifier = factionIdentifier; ContentPackage = contentPackage; } public HumanPrefab HumanPrefab => humanPrefab ?? NPCSet.Get(SetIdentifier, NpcIdentifier, contentPackageToLogInError: ContentPackage); } private readonly List entries = new List(); public void Add(HumanPrefab humanPrefab, Identifier factionIdentifier, ContentPackage contentPackage) => entries.Add(new Entry(humanPrefab, factionIdentifier, contentPackage)); public void Add(Identifier setIdentifier, Identifier npcIdentifier, Identifier factionIdentifier, ContentPackage contentPackage) => entries.Add(new Entry(setIdentifier, npcIdentifier, factionIdentifier, contentPackage)); public IEnumerator GetEnumerator() { foreach (var entry in entries) { if (entry == null) { continue; } yield return entry.HumanPrefab; } } IEnumerator IEnumerable.GetEnumerator() => GetEnumerator(); public IEnumerable GetByFaction(IEnumerable factions) { foreach (var entry in entries) { if (entry.FactionIdentifier == Identifier.Empty || factions.Any(f => f.Identifier == entry.FactionIdentifier)) { if (entry.HumanPrefab != null) { yield return entry.HumanPrefab; } } } } public int Count => entries.Count; public HumanPrefab this[int index] => entries[index].HumanPrefab; } private readonly ImmutableArray humanPrefabCollections; public Dictionary SerializableProperties { get; private set; } private ImmutableHashSet StoreIdentifiers { get; set; } #warning TODO: this shouldn't really accept any ContentFile, issue is that RuinConfigFile and OutpostConfigFile are separate derived classes public OutpostGenerationParams(ContentXElement element, ContentFile file) : base(file, element.GetAttributeIdentifier("identifier", "")) { Name = element.GetAttributeString("name", Identifier.Value); allowedLocationTypes = element.GetAttributeIdentifierArray("allowedlocationtypes", Array.Empty()).ToHashSet(); allowedGameModeIdentifiers = element.GetAttributeIdentifierArray("allowedgamemodes", Array.Empty()).ToHashSet(); SerializableProperties = SerializableProperty.DeserializeProperties(this, element); if (element.GetAttribute("leveltype") != null) { string levelTypeStr = element.GetAttributeString("leveltype", ""); if (Enum.TryParse(levelTypeStr, out LevelData.LevelType parsedLevelType)) { LevelType = parsedLevelType; } else { DebugConsole.ThrowError($"Error in outpost generation parameters \"{Identifier}\". \"{levelTypeStr}\" is not a valid level type.", contentPackage: element.ContentPackage); } } OutpostFilePath = element.GetAttributeContentPath(nameof(OutpostFilePath)); OutpostTag = element.GetAttributeIdentifier(nameof(OutpostTag), Identifier.Empty); var humanPrefabCollections = new List(); foreach (var subElement in element.Elements()) { switch (subElement.Name.ToString().ToLowerInvariant()) { case "modulecount": var newModuleCount = new ModuleCount(subElement); if (moduleCounts.None() && newModuleCount.Probability < 1.0f) { DebugConsole.AddWarning( $"Potential error in outpost generation parameters \"{Identifier}\"." + $" The first module is set to spawn with a probability of {newModuleCount.Probability}%. The first module must always spawn, so the probability will be ignored.", contentPackage: ContentPackage); newModuleCount.Probability = 1.0f; } else if (newModuleCount.Probability <= 0.0f) { DebugConsole.AddWarning( $"Potential error in outpost generation parameters \"{Identifier}\"." + $" Probability of the module {newModuleCount.Identifier} is 0% (the module should never spawn, so there's no reason to include it in the generation parameters.", contentPackage: ContentPackage); } moduleCounts.Add(newModuleCount); break; case "npcs": var newCollection = new NpcCollection(); foreach (var npcElement in subElement.Elements()) { Identifier from = npcElement.GetAttributeIdentifier("from", Identifier.Empty); Identifier faction = npcElement.GetAttributeIdentifier("faction", Identifier.Empty); if (from != Identifier.Empty) { newCollection.Add(from, npcElement.GetAttributeIdentifier("identifier", Identifier.Empty), faction, npcElement.ContentPackage); } else { newCollection.Add(new HumanPrefab(npcElement, file, npcSetIdentifier: from), faction, npcElement.ContentPackage); } } humanPrefabCollections.Add(newCollection); break; } } this.humanPrefabCollections = humanPrefabCollections.ToImmutableArray(); } public int GetModuleCount(Identifier moduleFlag) { if (moduleFlag == Identifier.Empty || moduleFlag == "none") { return int.MaxValue; } return moduleCounts.FirstOrDefault(m => m.Identifier == moduleFlag)?.Count ?? 0; } public void SetModuleCount(Identifier moduleFlag, int count, float? probability = null, float? minDifficulty = null, float? maxDifficulty = null) { if (moduleFlag == Identifier.Empty || moduleFlag == "none") { return; } if (count <= 0) { moduleCounts.RemoveAll(m => m.Identifier == moduleFlag); } else { var moduleCount = moduleCounts.FirstOrDefault(m => m.Identifier == moduleFlag); if (moduleCount == null) { moduleCount = new ModuleCount(moduleFlag, count); if (moduleCount.Probability <= 0.0f) { DebugConsole.AddWarning( $"Potential error in outpost generation parameters \"{Identifier}\"."+ $" Probability of the module {moduleCount.Identifier} is 0 (the module should never spawn, so there's no reason to include it in the generation parameters.", contentPackage: ContentPackage); } moduleCounts.Add(moduleCount); } moduleCount.Count = count; if (probability.HasValue) { moduleCount.Probability = probability.Value; } if (minDifficulty.HasValue) { moduleCount.MinDifficulty = minDifficulty.Value; } if (maxDifficulty.HasValue) { moduleCount.MaxDifficulty = maxDifficulty.Value; } } } public void SetAllowedLocationTypes(IEnumerable allowedLocationTypes) { this.allowedLocationTypes.Clear(); foreach (Identifier locationType in allowedLocationTypes) { if (locationType == "any") { continue; } this.allowedLocationTypes.Add(locationType); } } public IReadOnlyList GetHumanPrefabs(IEnumerable factions, Submarine sub, Rand.RandSync randSync) { if (!humanPrefabCollections.Any()) { return Array.Empty(); } var collection = humanPrefabCollections.GetRandom(randSync); return collection .GetByFaction(factions) .Where(humanPrefab => !humanPrefab.RequireSpawnPointTag || WayPoint.WayPointList.Any(wp => wp.Submarine == sub && humanPrefab.GetSpawnPointTags().Any(tag => wp.Tags.Contains(tag)))) .ToImmutableList(); } public bool CanHaveCampaignInteraction(CampaignMode.InteractionType interactionType) { foreach (var collection in humanPrefabCollections) { foreach (var prefab in collection) { if (prefab != null && prefab.CampaignInteractionType == interactionType) { return true; } } } return false; } public ImmutableHashSet GetStoreIdentifiers() { if (StoreIdentifiers == null) { var storeIdentifiers = new HashSet(); foreach (var collection in humanPrefabCollections) { foreach (var prefab in collection) { if (prefab?.CampaignInteractionType == CampaignMode.InteractionType.Store) { storeIdentifiers.Add(prefab.Identifier); } } } StoreIdentifiers = storeIdentifiers.ToImmutableHashSet(); } return StoreIdentifiers; } public override void Dispose() { } } }