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; } } [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(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; } public class ModuleCount { public Identifier Identifier; public int Count; public int Order; public Identifier RequiredFaction; public ModuleCount(ContentXElement element) { Identifier = element.GetAttributeIdentifier("flag", element.GetAttributeIdentifier("moduletype", "")); Count = element.GetAttributeInt("count", 0); Order = element.GetAttributeInt("order", 0); RequiredFaction = element.GetAttributeIdentifier("requiredfaction", Identifier.Empty); } public ModuleCount(Identifier id, int count) { 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; private readonly Identifier setIdentifier = Identifier.Empty; private readonly Identifier npcIdentifier = Identifier.Empty; public readonly Identifier FactionIdentifier = Identifier.Empty; public Entry(HumanPrefab humanPrefab, Identifier factionIdentifier) { this.humanPrefab = humanPrefab; this.FactionIdentifier = factionIdentifier; } public Entry(Identifier setIdentifier, Identifier npcIdentifier, Identifier factionIdentifier) { this.setIdentifier = setIdentifier; this.npcIdentifier = npcIdentifier; this.FactionIdentifier = factionIdentifier; } public HumanPrefab HumanPrefab => humanPrefab ?? NPCSet.Get(setIdentifier, npcIdentifier); } private readonly List entries = new List(); public void Add(HumanPrefab humanPrefab, Identifier factionIdentifier) => entries.Add(new Entry(humanPrefab, factionIdentifier)); public void Add(Identifier setIdentifier, Identifier npcIdentifier, Identifier factionIdentifier) => entries.Add(new Entry(setIdentifier, npcIdentifier, factionIdentifier)); 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)) { 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(); 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)); var humanPrefabCollections = new List(); foreach (var subElement in element.Elements()) { switch (subElement.Name.ToString().ToLowerInvariant()) { case "modulecount": moduleCounts.Add(new ModuleCount(subElement)); 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); } else { newCollection.Add(new HumanPrefab(npcElement, file, npcSetIdentifier: from), faction); } } 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) { 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) { moduleCounts.Add(new ModuleCount(moduleFlag, count)); } else { moduleCount.Count = count; } } } 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, Rand.RandSync randSync) { if (!humanPrefabCollections.Any()) { return Array.Empty(); } var collection = humanPrefabCollections.GetRandom(randSync); return collection.GetByFaction(factions).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() { } } }