using System.Collections.Generic; using System.Xml.Linq; using System.Linq; using System; using Microsoft.Xna.Framework; namespace Barotrauma { class EventManagerSettings : PrefabWithUintIdentifier { public static readonly PrefabCollection Prefabs = new PrefabCollection(); public static IOrderedEnumerable OrderedByDifficulty { get { return Prefabs.OrderBy(p => (p.MinLevelDifficulty + p.MaxLevelDifficulty) * 0.5f) .ThenBy(p => p.UintIdentifier); } } public static EventManagerSettings GetByDifficultyPercentile(float p) { EventManagerSettings[] settings = OrderedByDifficulty.ToArray(); return settings[Math.Clamp((int)(settings.Length * p), 0, settings.Length - 1)]; } public readonly LocalizedString Name; //How much the event threshold increases per second. 0.0005f = 0.03f per minute public readonly float EventThresholdIncrease = 0.0005f; //The threshold is reset to this value after an event has been triggered. public readonly float DefaultEventThreshold = 0.2f; public readonly float EventCooldown = 360.0f; public readonly float MinLevelDifficulty = 0.0f; public readonly float MaxLevelDifficulty = 100.0f; public readonly float FreezeDurationWhenCrewAway = 60.0f * 10.0f; public override void Dispose() { } public EventManagerSettings(XElement element, EventManagerSettingsFile file) : base(file, element.NameAsIdentifier()) { Name = TextManager.Get("difficulty." + Identifier).Fallback(Identifier.Value); EventThresholdIncrease = element.GetAttributeFloat("EventThresholdIncrease", EventThresholdIncrease); DefaultEventThreshold = element.GetAttributeFloat("DefaultEventThreshold", DefaultEventThreshold); EventCooldown = element.GetAttributeFloat("EventCooldown", EventCooldown); MinLevelDifficulty = element.GetAttributeFloat("MinLevelDifficulty", MinLevelDifficulty); MaxLevelDifficulty = element.GetAttributeFloat("MaxLevelDifficulty", MaxLevelDifficulty); FreezeDurationWhenCrewAway = element.GetAttributeFloat("FreezeDurationWhenCrewAway", FreezeDurationWhenCrewAway); } } }