Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Utils/SpreadsheetExport.cs
2023-10-02 16:43:54 +03:00

261 lines
12 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.IO;
using Barotrauma.Items.Components;
namespace Barotrauma
{
public class SpreadsheetExport
{
private const char separator = ',';
private const string debugIdentifier = "_spreadsheet";
public static void Export()
{
XDocument doc = new XDocument();
if (doc.Root == null)
{
doc.Add(new XElement("Content"));
}
XElement root = doc.Root!;
foreach (ItemPrefab prefab in ItemPrefab.Prefabs)
{
XElement itemElement = new XElement("Item",
new XAttribute("identifier", prefab.Identifier),
new XAttribute("name", prefab.Name),
new XAttribute("tags", FormatArray(prefab.Tags)),
new XAttribute("value", prefab.DefaultPrice?.Price ?? 0)
);
itemElement.Add(ParseRecipe(prefab));
itemElement.Add(ParseDecon(prefab));
itemElement.Add(ParseMedical(prefab));
itemElement.Add(ParseWeapon(prefab));
root.Add(itemElement);
}
System.Xml.XmlWriterSettings settings = new System.Xml.XmlWriterSettings
{
Indent = false,
NewLineOnAttributes = false
};
using XmlWriter? writer = XmlWriter.Create("spreadsheetdata.xml", settings);
doc.SaveSafe(writer);
}
private static XElement ParseRecipe(ItemPrefab prefab)
{
FabricationRecipe? recipe = prefab.FabricationRecipes.Values.FirstOrDefault();
List<ItemPrefab> ingredients = recipe?.RequiredItems.SelectMany(ri => ri.ItemPrefabs).Distinct().ToList() ?? new List<ItemPrefab>();
Skill? skill = recipe?.RequiredSkills.FirstOrDefault();
return new XElement("Recipe",
new XAttribute("amount", recipe?.Amount ?? 0),
new XAttribute("time", recipe?.RequiredTime ?? 0),
new XAttribute("skillname", skill?.Identifier.Value ?? ""),
new XAttribute("skillamount", (int?) skill?.Level ?? 0),
new XAttribute("ingredients", FormatArray(ingredients.Select(ip => ip.Name))),
new XAttribute("values", FormatArray(ingredients.Select(ip => ip.DefaultPrice?.Price ?? 0)))
);
}
private static XElement ParseDecon(ItemPrefab prefab)
{
List<ItemPrefab> deconOutput = prefab.DeconstructItems.Select(item => ItemPrefab.Find(null, item.ItemIdentifier)).Where(outputPrefab => outputPrefab != null).ToList();
return new XElement("Deconstruct",
new XAttribute("time", prefab.DeconstructTime),
new XAttribute("outputs", FormatArray(deconOutput.Select(ip => ip.Name))),
new XAttribute("values", FormatArray(deconOutput.Select(ip => ip.DefaultPrice?.Price ?? 0)))
);
}
private static XElement ParseMedical(ItemPrefab prefab)
{
ContentXElement? itemMeleeWeapon = prefab.ConfigElement.GetChildElement(nameof(MeleeWeapon));
// affliction, amount, duration
List<(LocalizedString Name, float Amount, float Duration)> onSuccessAfflictions = new List<(LocalizedString Name, float Amount, float Duration)>();
List<(LocalizedString Name, float Amount, float Duration)> onFailureAfflictions = new List<(LocalizedString Name, float Amount, float Duration)>();
int medicalRequiredSkill = 0;
if (itemMeleeWeapon != null)
{
List<StatusEffect> statusEffects = new List<StatusEffect>();
foreach (var subElement in itemMeleeWeapon.Elements())
{
string name = subElement.Name.ToString();
if (name.Equals(nameof(StatusEffect), StringComparison.OrdinalIgnoreCase))
{
StatusEffect statusEffect = StatusEffect.Load(subElement, debugIdentifier);
if (statusEffect == null || !statusEffect.HasTag(Tags.MedicalItem)) { continue; }
statusEffects.Add(statusEffect);
}
else if (IsRequiredSkill(subElement, out Skill? skill) && skill != null)
{
medicalRequiredSkill = (int) skill.Level;
}
}
List<StatusEffect> successEffects = statusEffects.Where(se => se.type == ActionType.OnSuccess).ToList();
List<StatusEffect> failureEffects = statusEffects.Where(se => se.type == ActionType.OnFailure).ToList();
foreach (StatusEffect statusEffect in successEffects)
{
float duration = statusEffect.Duration;
onSuccessAfflictions.AddRange(statusEffect.ReduceAffliction.Select(ra => (GetAfflictionName(ra.AfflictionIdentifier), -ra.ReduceAmount, duration)));
onSuccessAfflictions.AddRange(statusEffect.Afflictions.Select(affliction => (affliction.Prefab.Name, affliction.NonClampedStrength, duration)));
}
foreach (StatusEffect statusEffect in failureEffects)
{
float duration = statusEffect.Duration;
onFailureAfflictions.AddRange(statusEffect.ReduceAffliction.Select(ra => (GetAfflictionName(ra.AfflictionIdentifier), -ra.ReduceAmount, duration)));
onFailureAfflictions.AddRange(statusEffect.Afflictions.Select(affliction => (affliction.Prefab.Name, affliction.NonClampedStrength, duration)));
}
}
return new XElement("Medical",
new XAttribute("skillamount", medicalRequiredSkill),
new XAttribute("successafflictions", FormatArray(onSuccessAfflictions.Select(tpl => tpl.Item1))),
new XAttribute("successamounts", FormatArray(onSuccessAfflictions.Select(tpl => FormatFloat(tpl.Item2)))),
new XAttribute("successdurations", FormatArray(onSuccessAfflictions.Select(tpl => FormatFloat(tpl.Item3)))),
new XAttribute("failureafflictions", FormatArray(onFailureAfflictions.Select(tpl => tpl.Item1))),
new XAttribute("failureamounts", FormatArray(onFailureAfflictions.Select(tpl => FormatFloat(tpl.Item2)))),
new XAttribute("failuredurations", FormatArray(onFailureAfflictions.Select(tpl => FormatFloat(tpl.Item3))))
);
}
private static XElement ParseWeapon(ItemPrefab prefab)
{
float stun = 0;
bool isAoE = false;
float? structDamage = null;
int skillRequirement = 0;
// affliction, amount
List<(LocalizedString Name, float Amount)> damages = new List<(LocalizedString Name, float Amount)>();
string[] validNames = { nameof(Projectile), nameof(MeleeWeapon), nameof(RepairTool), nameof(ItemComponent), nameof(RangedWeapon) };
foreach (var icElement in prefab.ConfigElement.Elements())
{
string icName = icElement.Name.ToString();
if (!validNames.Any(name => icName.Equals(name, StringComparison.OrdinalIgnoreCase))) { continue; }
foreach (var icChildElement in icElement.Elements())
{
string name = icChildElement.Name.ToString();
if (IsRequiredSkill(icChildElement, out Skill? skill) && skill != null)
{
skillRequirement = (int) skill.Level;
}
else if (name.Equals(nameof(Attack), StringComparison.OrdinalIgnoreCase))
{
ParseAttack(new Attack(icChildElement, debugIdentifier));
}
else if (name.Equals(nameof(Explosion), StringComparison.OrdinalIgnoreCase))
{
ParseExplosion(new[] { new Explosion(icChildElement, debugIdentifier) });
}
else if (name.Equals(nameof(StatusEffect), StringComparison.OrdinalIgnoreCase))
{
ParseStatusEffect(new[] { StatusEffect.Load(icChildElement, debugIdentifier) });
}
void ParseStatusEffect(IEnumerable<StatusEffect> statusEffects)
{
foreach (StatusEffect effect in statusEffects)
{
if (effect.HasTargetType(StatusEffect.TargetType.Character)) { continue; }
ParseAfflictions(effect.Afflictions);
ParseExplosion(effect.Explosions);
}
}
void ParseExplosion(IEnumerable<Explosion> explosions)
{
foreach (Explosion explosion in explosions)
{
isAoE = true;
ParseAttack(explosion.Attack);
ParseStatusEffect(explosion.Attack.StatusEffects);
}
}
void ParseAttack(Attack attack)
{
structDamage ??= attack.StructureDamage;
ParseAfflictions(attack.Afflictions.Keys);
ParseStatusEffect(attack.StatusEffects);
}
void ParseAfflictions(IEnumerable<Affliction> afflictions)
{
foreach (Affliction affliction in afflictions)
{
// Exclude stuns
if (affliction.Prefab == AfflictionPrefab.Stun)
{
stun += affliction.NonClampedStrength;
continue;
}
damages.Add((affliction.Prefab.Name, affliction.NonClampedStrength));
}
}
}
}
return new XElement("Weapon",
new XAttribute("damagenames", FormatArray(damages.Select(tpl => tpl.Item1))),
new XAttribute("damageamounts", FormatArray(damages.Select(tpl => FormatFloat(tpl.Item2)))),
new XAttribute("isaoe", isAoE),
new XAttribute("structuredamage", structDamage ?? 0),
new XAttribute("stun", FormatFloat(stun)),
new XAttribute("skillrequirement", skillRequirement)
);
}
private static LocalizedString GetAfflictionName(Identifier identifier)
{
return AfflictionPrefab.Prefabs.Find(prefab => prefab.Identifier == identifier)?.Name ?? CultureInfo.CurrentCulture.TextInfo.ToTitleCase(identifier.Value!.ToLower());
}
private static string FormatFloat(float value)
{
return value.ToString("0.00", CultureInfo.InvariantCulture);
}
private static string FormatArray<T>(IEnumerable<T> array)
{
return string.Join(separator, array);
}
private static bool IsRequiredSkill(ContentXElement element, out Skill? skill)
{
string name = element.Name.ToString();
bool isSkill = name.Equals("RequiredSkill", StringComparison.OrdinalIgnoreCase) ||
name.Equals("RequiredSkills", StringComparison.OrdinalIgnoreCase);
if (isSkill)
{
Identifier identifier = element.GetAttributeIdentifier(nameof(Skill.Identifier), Identifier.Empty);
float level = element.GetAttributeFloat(nameof(Skill.Level).ToLowerInvariant(), 0f);
skill = new Skill(identifier, level);
}
else
{
skill = null;
}
return isSkill;
}
}
}