Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Map/Levels/LevelObjects/LevelObjectPrefab.cs
2019-03-18 20:39:27 +02:00

388 lines
13 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class LevelObjectPrefab : ISerializableEntity
{
private static List<LevelObjectPrefab> list = new List<LevelObjectPrefab>();
public static List<LevelObjectPrefab> List
{
get { return list; }
}
public class ChildObject
{
public List<string> AllowedNames;
public int MinCount, MaxCount;
public ChildObject()
{
AllowedNames = new List<string>();
MinCount = 1;
MaxCount = 1;
}
public ChildObject(XElement element)
{
AllowedNames = element.GetAttributeStringArray("names", new string[0]).ToList();
MinCount = element.GetAttributeInt("mincount", 1);
MaxCount = Math.Max(element.GetAttributeInt("maxcount", 1), MinCount);
}
}
[Flags]
public enum SpawnPosType
{
None = 0,
Wall = 1,
RuinWall = 2,
SeaFloor = 4,
MainPath = 8
}
public Sprite Sprite
{
get;
private set;
}
public Sprite SpecularSprite
{
get;
private set;
}
public DeformableSprite DeformableSprite
{
get;
private set;
}
[Serialize(1.0f, false), Editable(MinValueFloat = 0.01f, MaxValueFloat = 10.0f)]
public float MinSize
{
get;
private set;
}
[Serialize(1.0f, false), Editable(MinValueFloat = 0.01f, MaxValueFloat = 10.0f)]
public float MaxSize
{
get;
private set;
}
/// <summary>
/// Which sides of a wall the object can appear on.
/// </summary>
[Serialize((Alignment.Top | Alignment.Bottom | Alignment.Left | Alignment.Right), true), Editable(ToolTip = "Which sides of a wall the object can spawn on.")]
public Alignment Alignment
{
get;
private set;
}
[Serialize(SpawnPosType.Wall, false), Editable()]
public SpawnPosType SpawnPos
{
get;
private set;
}
public XElement Config
{
get;
private set;
}
public readonly List<XElement> LevelTriggerElements;
/// <summary>
/// Overrides the commonness of the object in a specific level type.
/// Key = name of the level type, value = commonness in that level type.
/// </summary>
public Dictionary<string, float> OverrideCommonness;
public XElement PhysicsBodyElement
{
get;
private set;
}
public int PhysicsBodyTriggerIndex
{
get;
private set;
}
[Serialize("0.0,1.0", true), Editable()]
public Vector2 DepthRange
{
get;
private set;
}
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f,
ToolTip = "The tendency for the prefab to form clusters. Used as an exponent for perlin noise values that are used to determine the probability for an object to spawn at a specific position.")]
/// <summary>
/// The tendency for the prefab to form clusters. Used as an exponent for perlin noise values
/// that are used to determine the probability for an object to spawn at a specific position.
/// </summary>
public float ClusteringAmount
{
get;
private set;
}
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f,
ToolTip = "A value between 0-1 that determines the z-coordinate to sample perlin noise from when determining the probability " +
" for an object to spawn at a specific position. Using the same (or close) value for different objects means the objects tend " +
"to form clusters in the same areas.")]
/// <summary>
/// A value between 0-1 that determines the z-coordinate to sample perlin noise from when
/// determining the probability for an object to spawn at a specific position.
/// Using the same (or close) value for different objects means the objects tend to form clusters
/// in the same areas.
/// </summary>
public float ClusteringGroup
{
get;
private set;
}
[Serialize(false, true), Editable(ToolTip = "Should the object be rotated to align it with the wall surface it spawns on.")]
public bool AlignWithSurface
{
get;
private set;
}
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f,
ToolTip = "Minimum length of a graph edge the object can spawn on.")]
/// <summary>
/// Minimum length of a graph edge the object can spawn on.
/// </summary>
public float MinSurfaceWidth
{
get;
private set;
}
private Vector2 randomRotation;
[Serialize("0.0,0.0", true), Editable(ToolTip = "How much the rotation of the object can vary (min and max values in degrees).")]
public Vector2 RandomRotation
{
get { return new Vector2(MathHelper.ToDegrees(randomRotation.X), MathHelper.ToDegrees(randomRotation.Y)); }
private set
{
randomRotation = new Vector2(MathHelper.ToRadians(value.X), MathHelper.ToRadians(value.Y));
}
}
public Vector2 RandomRotationRad => randomRotation;
private float swingAmount;
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 360.0f, ToolTip = "How much the object swings (in degrees).")]
public float SwingAmount
{
get { return MathHelper.ToDegrees(swingAmount); }
private set
{
swingAmount = MathHelper.ToRadians(value);
}
}
public float SwingAmountRad => swingAmount;
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f, ToolTip = "How fast the object swings.")]
public float SwingFrequency
{
get;
private set;
}
[Serialize("0.0,0.0", true), Editable(ToolTip = "How much the scale of the object oscillates on each axis. A value of 0.5,0.5 would make the object's scale oscillate from 100% to 150%.")]
public Vector2 ScaleOscillation
{
get;
private set;
}
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f, ToolTip = "How fast the object's scale oscillates.")]
public float ScaleOscillationFrequency
{
get;
private set;
}
[Serialize(1.0f, true), Editable(ToolTip = "How likely it is for the object to spawn in a level. "+
"This is relative to the commonness of the other objects - for example, having an object with "+
"a commonness of 1 and another with a commonness of 10 would mean the latter appears in levels 10 times as frequently as the former. "+
"The commonness value can be overridden on specific level types.")]
public float Commonness
{
get;
private set;
}
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f, ToolTip = "How much the object disrupts submarine's sonar.")]
public float SonarDisruption
{
get;
private set;
}
public string Name
{
get;
set;
}
public List<ChildObject> ChildObjects
{
get;
private set;
}
public Dictionary<string, SerializableProperty> SerializableProperties
{
get; private set;
}
/// <summary>
/// A list of prefabs whose properties override this one's properties when a trigger is active.
/// E.g. if a trigger in the index 1 of the trigger list is active, the properties in index 1 in this list are used (unless it's null)
/// </summary>
public List<LevelObjectPrefab> OverrideProperties
{
get;
private set;
}
public override string ToString()
{
return "LevelObjectPrefab (" + Name + ")";
}
public static void LoadAll()
{
var files = GameMain.Instance.GetFilesOfType(ContentType.LevelObjectPrefabs);
if (files.Count() > 0)
{
foreach (var file in files)
{
LoadConfig(file);
}
}
else
{
LoadConfig("Content/LevelObjects/LevelObject/Prefabs.xml");
}
}
private static void LoadConfig(string configPath)
{
try
{
XDocument doc = XMLExtensions.TryLoadXml(configPath);
if (doc == null || doc.Root == null) return;
foreach (XElement element in doc.Root.Elements())
{
list.Add(new LevelObjectPrefab(element));
}
}
catch (Exception e)
{
DebugConsole.ThrowError(String.Format("Failed to load LevelObject prefabs from {0}", configPath), e);
}
}
public LevelObjectPrefab(XElement element)
{
ChildObjects = new List<ChildObject>();
LevelTriggerElements = new List<XElement>();
OverrideProperties = new List<LevelObjectPrefab>();
OverrideCommonness = new Dictionary<string, float>();
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
if (element != null)
{
Config = element;
Name = element.Name.ToString();
LoadElements(element, -1);
InitProjSpecific(element);
}
//use the maximum width of the sprite as the minimum surface width if no value is given
if (element != null && !element.Attributes("minsurfacewidth").Any())
{
if (Sprite != null) MinSurfaceWidth = Sprite.size.X * MaxSize;
if (DeformableSprite != null) MinSurfaceWidth = Math.Max(MinSurfaceWidth, DeformableSprite.Size.X * MaxSize);
}
}
private void LoadElements(XElement element, int parentTriggerIndex)
{
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
Sprite = new Sprite(subElement);
break;
case "specularsprite":
SpecularSprite = new Sprite(subElement);
break;
case "deformablesprite":
DeformableSprite = new DeformableSprite(subElement);
break;
case "overridecommonness":
string levelType = subElement.GetAttributeString("leveltype", "");
if (!OverrideCommonness.ContainsKey(levelType))
{
OverrideCommonness.Add(levelType, subElement.GetAttributeFloat("commonness", 1.0f));
}
break;
case "leveltrigger":
case "trigger":
OverrideProperties.Add(null);
LevelTriggerElements.Add(subElement);
LoadElements(subElement, LevelTriggerElements.Count - 1);
break;
case "childobject":
ChildObjects.Add(new ChildObject(subElement));
break;
case "overrideproperties":
var propertyOverride = new LevelObjectPrefab(subElement);
OverrideProperties[OverrideProperties.Count - 1] = propertyOverride;
if (propertyOverride.Sprite == null && propertyOverride.DeformableSprite == null)
{
propertyOverride.Sprite = Sprite;
propertyOverride.DeformableSprite = DeformableSprite;
}
break;
case "body":
case "physicsbody":
PhysicsBodyElement = subElement;
PhysicsBodyTriggerIndex = parentTriggerIndex;
break;
}
}
}
partial void InitProjSpecific(XElement element);
public float GetCommonness(string levelType)
{
if (!OverrideCommonness.TryGetValue(levelType, out float commonness))
{
return Commonness;
}
return commonness;
}
}
}