using System; using System.Collections.Generic; using System.Collections.Immutable; using System.Linq; namespace Barotrauma { internal sealed class TalentTree : Prefab { public enum TalentTreeStageState { Invalid, Locked, Unlocked, Available, Highlighted } public static readonly PrefabCollection JobTalentTrees = new PrefabCollection(); public readonly ImmutableArray TalentSubTrees; /// /// Talent identifiers of all the talents in this tree /// public readonly ImmutableHashSet AllTalentIdentifiers; public ContentXElement ConfigElement { get; private set; } public TalentTree(ContentXElement element, TalentTreesFile file) : base(file, element.GetAttributeIdentifier("jobIdentifier", "")) { ConfigElement = element; if (Identifier.IsEmpty) { DebugConsole.ThrowError($"No job defined for talent tree in \"{file.Path}\"!"); return; } List subTrees = new List(); foreach (var subTreeElement in element.GetChildElements("subtree")) { subTrees.Add(new TalentSubTree(subTreeElement)); } TalentSubTrees = subTrees.ToImmutableArray(); AllTalentIdentifiers = TalentSubTrees.SelectMany(t => t.AllTalentIdentifiers).ToImmutableHashSet(); } public bool TalentIsInTree(Identifier talentIdentifier) { return AllTalentIdentifiers.Contains(talentIdentifier); } public static bool IsViableTalentForCharacter(Character character, Identifier talentIdentifier) { return IsViableTalentForCharacter(character, talentIdentifier, character?.Info?.UnlockedTalents ?? (IReadOnlyCollection)Array.Empty()); } public static bool TalentTreeMeetsRequirements(TalentTree tree, TalentSubTree targetTree, IReadOnlyCollection selectedTalents) { IEnumerable blockingSubTrees = tree.TalentSubTrees.Where(tst => tst.BlockedTrees.Contains(targetTree.Identifier)), requiredSubTrees = tree.TalentSubTrees.Where(tst => targetTree.RequiredTrees.Contains(tst.Identifier)); return requiredSubTrees.All(tst => tst.IsCompleted(selectedTalents)) && // check if we meet requirements !blockingSubTrees.Any(tst => tst.HasAnyTalent(selectedTalents)); // check if any other talent trees are blocking this one } // i hate this function - markus // me too - joonas public static TalentTreeStageState GetTalentOptionStageState(Character character, Identifier subTreeIdentifier, int index, IReadOnlyCollection selectedTalents) { if (character?.Info?.Job.Prefab is null) { return TalentTreeStageState.Invalid; } if (!JobTalentTrees.TryGet(character.Info.Job.Prefab.Identifier, out TalentTree talentTree)) { return TalentTreeStageState.Invalid; } TalentSubTree subTree = talentTree!.TalentSubTrees.FirstOrDefault(tst => tst.Identifier == subTreeIdentifier); if (subTree is null) { return TalentTreeStageState.Invalid; } if (!TalentTreeMeetsRequirements(talentTree, subTree, selectedTalents)) { return TalentTreeStageState.Locked; } TalentOption targetTalentOption = subTree.TalentOptionStages[index]; if (targetTalentOption.HasEnoughTalents(character.Info)) { return TalentTreeStageState.Unlocked; } if (targetTalentOption.HasSelectedTalent(selectedTalents)) { return TalentTreeStageState.Highlighted; } bool hasTalentInLastTier = true; bool isLastTalentPurchased = true; int lastindex = index - 1; if (lastindex >= 0) { TalentOption lastLatentOption = subTree.TalentOptionStages[lastindex]; hasTalentInLastTier = lastLatentOption.HasEnoughTalents(selectedTalents); isLastTalentPurchased = lastLatentOption.HasEnoughTalents(character.Info); } if (!hasTalentInLastTier) { return TalentTreeStageState.Locked; } bool hasPointsForNewTalent = character.Info.GetTotalTalentPoints() - selectedTalents.Count > 0; if (hasPointsForNewTalent) { return isLastTalentPurchased ? TalentTreeStageState.Highlighted : TalentTreeStageState.Available; } return TalentTreeStageState.Locked; } public static bool IsViableTalentForCharacter(Character character, Identifier talentIdentifier, IReadOnlyCollection selectedTalents) { if (character?.Info?.Job.Prefab == null) { return false; } if (character.Info.GetTotalTalentPoints() - selectedTalents.Count <= 0) { return false; } if (!JobTalentTrees.TryGet(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.HasEnoughTalents(selectedTalents); if (!hasTalentInThisTier) { if (talentOptionStage.TalentIdentifiers.Contains(talentIdentifier)) { return TalentTreeMeetsRequirements(talentTree, subTree, selectedTalents); } 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 (Identifier talent in selectedTalents) { if (!viableTalents.Contains(talent) && IsViableTalentForCharacter(controlledCharacter, talent, viableTalents)) { viableTalents.Add(talent); canStillUnlock = true; } } } return viableTalents; } public override void Dispose() { } } internal enum TalentTreeType { Specialization, Primary } internal sealed class TalentSubTree { public Identifier Identifier { get; } public LocalizedString DisplayName { get; } public readonly ImmutableArray TalentOptionStages; public readonly ImmutableHashSet AllTalentIdentifiers; public readonly TalentTreeType Type; public readonly ImmutableHashSet RequiredTrees; public readonly ImmutableHashSet BlockedTrees; public bool IsCompleted(IReadOnlyCollection talents) => TalentOptionStages.All(option => option.HasEnoughTalents(talents)); public bool HasAnyTalent(IReadOnlyCollection talents) => TalentOptionStages.Any(option => option.HasSelectedTalent(talents)); public TalentSubTree(ContentXElement subTreeElement) { Identifier = subTreeElement.GetAttributeIdentifier("identifier", ""); string nameIdentifier = subTreeElement.GetAttributeString("nameidentifier", string.Empty); if (string.IsNullOrWhiteSpace(nameIdentifier)) { nameIdentifier = $"talenttree.{Identifier}"; } DisplayName = TextManager.Get($"talenttree.{nameIdentifier}").Fallback(Identifier.Value); Type = subTreeElement.GetAttributeEnum("type", TalentTreeType.Specialization); RequiredTrees = subTreeElement.GetAttributeIdentifierImmutableHashSet("requires", ImmutableHashSet.Empty); BlockedTrees = subTreeElement.GetAttributeIdentifierImmutableHashSet("blocks", ImmutableHashSet.Empty); List talentOptionStages = new List(); foreach (var talentOptionsElement in subTreeElement.GetChildElements("talentoptions")) { talentOptionStages.Add(new TalentOption(talentOptionsElement, Identifier)); } TalentOptionStages = talentOptionStages.ToImmutableArray(); AllTalentIdentifiers = TalentOptionStages.SelectMany(t => t.TalentIdentifiers).ToImmutableHashSet(); } } internal readonly struct TalentOption { private readonly ImmutableHashSet talentIdentifiers; public IEnumerable TalentIdentifiers => talentIdentifiers; public readonly int MaxChosenTalents; /// /// When specified the talent option will show talent with this identifier /// and clicking on it will expand the talent option to show the talents /// public readonly Option ShowcaseTalent; public bool HasEnoughTalents(CharacterInfo character) => CountMatchingTalents(character.UnlockedTalents) >= MaxChosenTalents; public bool HasEnoughTalents(IReadOnlyCollection selectedTalents) => CountMatchingTalents(selectedTalents) >= MaxChosenTalents; // No LINQ public bool HasSelectedTalent(IReadOnlyCollection selectedTalents) { foreach (Identifier talent in selectedTalents) { if (talentIdentifiers.Contains(talent)) { return true; } } return false; } public int CountMatchingTalents(IReadOnlyCollection talents) { int i = 0; foreach (Identifier talent in talents) { if (talentIdentifiers.Contains(talent)) { i++; } } return i; } public TalentOption(ContentXElement talentOptionsElement, Identifier debugIdentifier) { MaxChosenTalents = talentOptionsElement.GetAttributeInt("maxchosentalents", 1); Identifier showcaseTalent = talentOptionsElement.GetAttributeIdentifier("showcasetalent", Identifier.Empty); ShowcaseTalent = !showcaseTalent.IsEmpty ? Option.Some(showcaseTalent) : Option.None(); var talentIdentifiers = new HashSet(); foreach (var talentOptionElement in talentOptionsElement.GetChildElements("talentoption")) { Identifier identifier = talentOptionElement.GetAttributeIdentifier("identifier", Identifier.Empty); talentIdentifiers.Add(identifier); } this.talentIdentifiers = talentIdentifiers.ToImmutableHashSet(); } } }