using System; using System.Collections.Generic; using System.Linq; using System.Xml.Linq; namespace Barotrauma { class TalentTree { public enum TalentTreeStageState { Invalid, Locked, Unlocked, Available, Highlighted } public static readonly Dictionary JobTalentTrees = new Dictionary(); public readonly List TalentSubTrees = new List(); public XElement ConfigElement { get; private set; } public TalentTree(XElement element, string filePath) { ConfigElement = element; string jobIdentifier = element.GetAttributeString("jobidentifier", "").ToLowerInvariant(); if (string.IsNullOrEmpty(jobIdentifier)) { DebugConsole.ThrowError($"No job defined for talent tree in \"{filePath}\"!"); return; } foreach (XElement subTreeElement in element.GetChildElements("subtree")) { TalentSubTrees.Add(new TalentSubTree(subTreeElement)); } // talents found and unlocked using the identifier wihin the talent tree, so no duplicates may occur HashSet duplicateSet = new HashSet(); foreach (string talent in TalentSubTrees.SelectMany(s => s.TalentOptionStages.SelectMany(o => o.Talents.Select(t => t.Identifier)))) { TalentPrefab talentPrefab = TalentPrefab.TalentPrefabs.Find(c => c.Identifier.Equals(talent, StringComparison.OrdinalIgnoreCase)); if (talentPrefab == null) { DebugConsole.AddWarning($"Talent tree for job {jobIdentifier} contains non-existent talent {talent}! Talent tree not added."); return; } if (!duplicateSet.Add(talent)) { DebugConsole.ThrowError($"Talent tree for job {jobIdentifier} contains duplicate talent {talent}! Talent tree not added."); return; } } if (!JobTalentTrees.TryAdd(jobIdentifier, this)) { DebugConsole.ThrowError($"Could not add talent tree for job {jobIdentifier}! A talent tree for this job is already likely defined"); } } public bool TalentIsInTree(string talentIdentifier) { return TalentSubTrees.SelectMany(s => s.TalentOptionStages.SelectMany(o => o.Talents.Select(t => t.Identifier))).Any(c => c == talentIdentifier); } public static void LoadFromFile(ContentFile file) { DebugConsole.Log("Loading talent tree: " + file.Path); XDocument doc = XMLExtensions.TryLoadXml(file.Path); if (doc == null) { return; } var rootElement = doc.Root; switch (rootElement.Name.ToString().ToLowerInvariant()) { case "talenttree": new TalentTree(rootElement, file.Path); break; case "talenttrees": foreach (var element in rootElement.Elements()) { if (element.IsOverride()) { var treeElement = element.GetChildElement("talenttree"); if (treeElement != null) { new TalentTree(rootElement, file.Path); } else { DebugConsole.ThrowError($"Cannot find a talent tree element from the children of the override element defined in {file.Path}"); } } else { new TalentTree(element, file.Path); } } break; default: DebugConsole.ThrowError($"Invalid XML root element: '{rootElement.Name}' in {file.Path}"); break; } } public static void LoadAll(IEnumerable files) { DebugConsole.Log("Loading talent tree: "); foreach (ContentFile file in files) { LoadFromFile(file); } } public static bool IsViableTalentForCharacter(Character character, string talentIdentifier) { return IsViableTalentForCharacter(character, talentIdentifier, character?.Info?.UnlockedTalents ?? Enumerable.Empty()); } // i hate this function - markus public static TalentTreeStageState GetTalentOptionStageState(Character character, string subTreeIdentifier, int index, List selectedTalents) { if (character?.Info?.Job.Prefab is null) { return TalentTreeStageState.Invalid; } if (!JobTalentTrees.TryGetValue(character.Info.Job.Prefab.Identifier, out TalentTree talentTree)) { return TalentTreeStageState.Invalid; } TalentSubTree subTree = talentTree.TalentSubTrees.FirstOrDefault(tst => tst.Identifier == subTreeIdentifier); if (subTree == null) { return TalentTreeStageState.Invalid; } TalentOption targetTalentOption = subTree.TalentOptionStages[index]; if (targetTalentOption.Talents.Any(t => character.HasTalent(t.Identifier))) { return TalentTreeStageState.Unlocked; } if (targetTalentOption.Talents.Any(t => selectedTalents.Contains(t.Identifier))) { return TalentTreeStageState.Highlighted; } bool hasTalentInLastTier = true; bool isLastTalentPurchased = true; int lastindex = index - 1; if (lastindex >= 0) { TalentOption lastLatentOption = subTree.TalentOptionStages[lastindex]; hasTalentInLastTier = lastLatentOption.Talents.Any(HasTalent); isLastTalentPurchased = lastLatentOption.Talents.Any(t => character.HasTalent(t.Identifier)); } if (!hasTalentInLastTier) { return TalentTreeStageState.Locked; } bool hasPointsForNewTalent = character.Info.GetTotalTalentPoints() - selectedTalents.Count > 0; if (hasPointsForNewTalent) { return isLastTalentPurchased ? TalentTreeStageState.Highlighted : TalentTreeStageState.Available; } return TalentTreeStageState.Locked; bool HasTalent(TalentPrefab t) { return selectedTalents.Contains(t.Identifier); } } public static bool IsViableTalentForCharacter(Character character, string talentIdentifier, IEnumerable selectedTalents) { if (character?.Info?.Job.Prefab == null) { return false; } if (character.Info.GetTotalTalentPoints() - selectedTalents.Count() <= 0) { return false; } if (!JobTalentTrees.TryGetValue(character.Info.Job.Prefab.Identifier, out TalentTree talentTree)) { return false; } foreach (var subTree in talentTree.TalentSubTrees) { foreach (var talentOptionStage in subTree.TalentOptionStages) { bool hasTalentInThisTier = talentOptionStage.Talents.Any(t => selectedTalents.Contains(t.Identifier)); if (!hasTalentInThisTier) { if (talentOptionStage.Talents.Any(t => t.Identifier == talentIdentifier)) { return true; } else { break; } } } } return false; } public static List CheckTalentSelection(Character controlledCharacter, IEnumerable selectedTalents) { List viableTalents = new List(); bool canStillUnlock = true; // keep trying to unlock talents until none of the talents are unlockable while (canStillUnlock && selectedTalents.Any()) { canStillUnlock = false; foreach (string talent in selectedTalents) { if (IsViableTalentForCharacter(controlledCharacter, talent, viableTalents)) { viableTalents.Add(talent); canStillUnlock = true; } } } return viableTalents; } } class TalentSubTree { public string Identifier { get; } public string DisplayName { get; } public readonly List TalentOptionStages = new List(); public TalentSubTree(XElement subTreeElement) { Identifier = subTreeElement.GetAttributeString("identifier", ""); DisplayName = TextManager.Get("talenttree." + Identifier, returnNull: true) ?? Identifier; foreach (XElement talentOptionsElement in subTreeElement.GetChildElements("talentoptions")) { TalentOptionStages.Add(new TalentOption(talentOptionsElement, Identifier)); } } } class TalentOption { public readonly List Talents = new List(); public TalentOption(XElement talentOptionsElement, string debugIdentifier) { foreach (XElement talentOptionElement in talentOptionsElement.GetChildElements("talentoption")) { string identifier = talentOptionElement.GetAttributeString("identifier", string.Empty); if (!TalentPrefab.TalentPrefabs.ContainsKey(identifier)) { DebugConsole.ThrowError($"Error in talent tree \"{debugIdentifier}\" - could not find a talent with the identifier \"{identifier}\"."); return; } Talents.Add(TalentPrefab.TalentPrefabs[identifier]); } } } }