Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Map/Outposts/OutpostGenerationParams.cs
2025-06-17 16:38:11 +03:00

448 lines
20 KiB
C#

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<OutpostGenerationParams> OutpostParams = new PrefabCollection<OutpostGenerationParams>();
public virtual string Name { get; private set; }
private readonly HashSet<Identifier> allowedLocationTypes = new HashSet<Identifier>();
/// <summary>
/// Identifiers of the location types this outpost can appear in. If empty, can appear in all types of locations.
/// </summary>
public IEnumerable<Identifier> AllowedLocationTypes
{
get { return allowedLocationTypes; }
}
private readonly HashSet<Identifier> allowedGameModeIdentifiers = new HashSet<Identifier>();
public IEnumerable<Identifier> AllowedGameModeIdentifiers
{
get { return allowedGameModeIdentifiers; }
}
[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(true, IsPropertySaveable.Yes, description: "Should hallways of the minimum hallway length be always generated between modules, even if they could be placed directly against each other with no overlaps?"), Editable]
public bool AlwaysGenerateHallways
{
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; }
[Serialize("", IsPropertySaveable.Yes, description: "If set, a fully pre-built outpost with this tag will be used instead of generating the outpost."), Editable]
public Identifier OutpostTag { get; set; }
public class ModuleCount : ISerializableEntity
{
public Identifier Identifier;
[Serialize(0, IsPropertySaveable.Yes), Editable]
public int Count { get; set; }
[Serialize(0, IsPropertySaveable.Yes, description: "Can be used to enforce the modules to be placed in a specific order, starting from the docking module (0 = first, 1 = second, etc)."), Editable]
public int Order { get; set; }
[Serialize(0.0f, IsPropertySaveable.Yes, description: "Minimum difficulty of the current level for the module to appear in the outpost."), Editable]
public float MinDifficulty { get; set; }
[Serialize(100.0f, IsPropertySaveable.Yes, description: "Maximum difficulty of the current level for the module to appear in the outpost."), Editable]
public float MaxDifficulty { get; set; }
[Serialize(1.0f, IsPropertySaveable.Yes, description: "Probability for this type of module to be included in the outpost."), Editable(MinValueFloat = 0, MaxValueFloat = 1)]
public float Probability { get; set; }
[Serialize("", IsPropertySaveable.Yes), Editable]
public Identifier RequiredFaction { get; set; }
public string Name => Identifier.Value;
public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; set; }
public ModuleCount(ContentXElement element)
{
Identifier = element.GetAttributeIdentifier("flag", element.GetAttributeIdentifier("moduletype", ""));
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
}
public ModuleCount(Identifier id, int count)
{
SerializableProperties = SerializableProperty.DeserializeProperties(this, element: null);
Identifier = id;
Count = count;
RequiredFaction = Identifier.Empty;
}
}
private readonly List<ModuleCount> moduleCounts = new List<ModuleCount>();
public IReadOnlyList<ModuleCount> ModuleCounts
{
get { return moduleCounts; }
}
private class NpcCollection : IReadOnlyList<HumanPrefab>
{
private class Entry
{
private readonly HumanPrefab humanPrefab = null;
public readonly Identifier SetIdentifier = Identifier.Empty;
public readonly Identifier NpcIdentifier = Identifier.Empty;
public readonly Identifier FactionIdentifier = Identifier.Empty;
public readonly ContentPackage ContentPackage;
public Entry(HumanPrefab humanPrefab, Identifier factionIdentifier, ContentPackage contentPackage)
{
this.humanPrefab = humanPrefab;
FactionIdentifier = factionIdentifier;
ContentPackage = contentPackage;
}
public Entry(Identifier setIdentifier, Identifier npcIdentifier, Identifier factionIdentifier, ContentPackage contentPackage)
{
SetIdentifier = setIdentifier;
NpcIdentifier = npcIdentifier;
FactionIdentifier = factionIdentifier;
ContentPackage = contentPackage;
}
public HumanPrefab HumanPrefab
=> humanPrefab ?? NPCSet.Get(SetIdentifier, NpcIdentifier, contentPackageToLogInError: ContentPackage);
}
private readonly List<Entry> entries = new List<Entry>();
public void Add(HumanPrefab humanPrefab, Identifier factionIdentifier, ContentPackage contentPackage)
=> entries.Add(new Entry(humanPrefab, factionIdentifier, contentPackage));
public void Add(Identifier setIdentifier, Identifier npcIdentifier, Identifier factionIdentifier, ContentPackage contentPackage)
=> entries.Add(new Entry(setIdentifier, npcIdentifier, factionIdentifier, contentPackage));
public IEnumerator<HumanPrefab> GetEnumerator()
{
foreach (var entry in entries)
{
if (entry == null) { continue; }
yield return entry.HumanPrefab;
}
}
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
public IEnumerable<HumanPrefab> GetByFaction(IEnumerable<FactionPrefab> factions)
{
foreach (var entry in entries)
{
if (entry.FactionIdentifier == Identifier.Empty || factions.Any(f => f.Identifier == entry.FactionIdentifier))
{
if (entry.HumanPrefab != null)
{
yield return entry.HumanPrefab;
}
}
}
}
public int Count => entries.Count;
public HumanPrefab this[int index] => entries[index].HumanPrefab;
}
private readonly ImmutableArray<NpcCollection> humanPrefabCollections;
public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; private set; }
private ImmutableHashSet<Identifier> 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<Identifier>()).ToHashSet();
allowedGameModeIdentifiers = element.GetAttributeIdentifierArray("allowedgamemodes", Array.Empty<Identifier>()).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));
OutpostTag = element.GetAttributeIdentifier(nameof(OutpostTag), Identifier.Empty);
var humanPrefabCollections = new List<NpcCollection>();
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "modulecount":
var newModuleCount = new ModuleCount(subElement);
if (moduleCounts.None() && newModuleCount.Probability < 1.0f)
{
DebugConsole.AddWarning(
$"Potential error in outpost generation parameters \"{Identifier}\"." +
$" The first module is set to spawn with a probability of {newModuleCount.Probability}%. The first module must always spawn, so the probability will be ignored.",
contentPackage: ContentPackage);
newModuleCount.Probability = 1.0f;
}
else if (newModuleCount.Probability <= 0.0f)
{
DebugConsole.AddWarning(
$"Potential error in outpost generation parameters \"{Identifier}\"." +
$" Probability of the module {newModuleCount.Identifier} is 0% (the module should never spawn, so there's no reason to include it in the generation parameters.",
contentPackage: ContentPackage);
}
moduleCounts.Add(newModuleCount);
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, npcElement.ContentPackage);
}
else
{
newCollection.Add(new HumanPrefab(npcElement, file, npcSetIdentifier: from), faction, npcElement.ContentPackage);
}
}
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, float? probability = null, float? minDifficulty = null, float? maxDifficulty = null)
{
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)
{
moduleCount = new ModuleCount(moduleFlag, count);
if (moduleCount.Probability <= 0.0f)
{
DebugConsole.AddWarning(
$"Potential error in outpost generation parameters \"{Identifier}\"."+
$" Probability of the module {moduleCount.Identifier} is 0 (the module should never spawn, so there's no reason to include it in the generation parameters.",
contentPackage: ContentPackage);
}
moduleCounts.Add(moduleCount);
}
moduleCount.Count = count;
if (probability.HasValue) { moduleCount.Probability = probability.Value; }
if (minDifficulty.HasValue) { moduleCount.MinDifficulty = minDifficulty.Value; }
if (maxDifficulty.HasValue) { moduleCount.MaxDifficulty = maxDifficulty.Value; }
}
}
public void SetAllowedLocationTypes(IEnumerable<Identifier> allowedLocationTypes)
{
this.allowedLocationTypes.Clear();
foreach (Identifier locationType in allowedLocationTypes)
{
if (locationType == "any") { continue; }
this.allowedLocationTypes.Add(locationType);
}
}
public IReadOnlyList<HumanPrefab> GetHumanPrefabs(IEnumerable<FactionPrefab> factions, Submarine sub, Rand.RandSync randSync)
{
if (!humanPrefabCollections.Any()) { return Array.Empty<HumanPrefab>(); }
var collection = humanPrefabCollections.GetRandom(randSync);
return collection
.GetByFaction(factions)
.Where(humanPrefab => !humanPrefab.RequireSpawnPointTag || WayPoint.WayPointList.Any(wp => wp.Submarine == sub && humanPrefab.GetSpawnPointTags().Any(tag => wp.Tags.Contains(tag))))
.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<Identifier> GetStoreIdentifiers()
{
if (StoreIdentifiers == null)
{
var storeIdentifiers = new HashSet<Identifier>();
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() { }
}
}