Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Characters/Jobs/JobPrefab.cs
T
2019-11-21 18:22:25 +01:00

344 lines
13 KiB
C#

using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Xml.Linq;
using Barotrauma.Extensions;
using System.Linq;
using System.IO;
namespace Barotrauma
{
public class AutonomousObjective
{
public string identifier;
public string option;
public float priorityModifier;
public AutonomousObjective(XElement element)
{
identifier = element.GetAttributeString("identifier", null);
//backwards compatibility
if (string.IsNullOrEmpty(identifier))
{
identifier = element.GetAttributeString("aitag", null);
}
option = element.GetAttributeString("option", null);
priorityModifier = element.GetAttributeFloat("prioritymodifier", 1);
priorityModifier = MathHelper.Max(priorityModifier, 0);
}
}
partial class JobPrefab
{
public static Dictionary<string, JobPrefab> List;
public static XElement NoJobElement;
public static JobPrefab Get(string identifier)
{
if (List == null)
{
DebugConsole.ThrowError("Issue in the code execution order: job prefabs not loaded.");
return null;
}
if (List.TryGetValue(identifier, out JobPrefab job))
{
return job;
}
else
{
DebugConsole.ThrowError("Couldn't find a job prefab with the given identifier: " + identifier);
return null;
}
}
public readonly XElement Items;
public readonly List<string> ItemNames = new List<string>();
public readonly List<SkillPrefab> Skills = new List<SkillPrefab>();
public readonly List<AutonomousObjective> AutomaticOrders = new List<AutonomousObjective>();
public readonly List<string> AppropriateOrders = new List<string>();
[Serialize("1,1,1,1", false)]
public Color UIColor
{
get;
private set;
}
[Serialize("notfound", false)]
public string Identifier
{
get;
private set;
}
[Serialize("notfound", false)]
public string Name
{
get;
private set;
}
[Serialize("", false)]
public string Description
{
get;
private set;
}
[Serialize(false, false)]
public bool OnlyJobSpecificDialog
{
get;
private set;
}
//the number of these characters in the crew the player starts with in the single player campaign
[Serialize(0, false)]
public int InitialCount
{
get;
private set;
}
//if set to true, a client that has chosen this as their preferred job will get it no matter what
[Serialize(false, false)]
public bool AllowAlways
{
get;
private set;
}
//how many crew members can have the job (only one captain etc)
[Serialize(100, false)]
public int MaxNumber
{
get;
private set;
}
//how many crew members are REQUIRED to have the job
//(i.e. if one captain is required, one captain is chosen even if all the players have set captain to lowest preference)
[Serialize(0, false)]
public int MinNumber
{
get;
private set;
}
[Serialize(0.0f, false)]
public float MinKarma
{
get;
private set;
}
[Serialize(10.0f, false)]
public float Commonness
{
get;
private set;
}
//how much the vitality of the character is increased/reduced from the default value
[Serialize(0.0f, false)]
public float VitalityModifier
{
get;
private set;
}
public XElement Element { get; private set; }
public XElement ClothingElement { get; private set; }
public XElement PreviewElement { get; private set; }
public JobPrefab(XElement element)
{
SerializableProperty.DeserializeProperties(this, element);
Name = TextManager.Get("JobName." + Identifier);
Description = TextManager.Get("JobDescription." + Identifier);
Identifier = Identifier.ToLowerInvariant();
Element = element;
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "items":
Items = subElement;
loadItemNames(subElement);
break;
case "skills":
foreach (XElement skillElement in subElement.Elements())
{
Skills.Add(new SkillPrefab(skillElement));
}
break;
case "autonomousobjectives":
subElement.Elements().ForEach(order => AutomaticOrders.Add(new AutonomousObjective(order)));
break;
case "appropriateobjectives":
case "appropriateorders":
subElement.Elements().ForEach(order => AppropriateOrders.Add(order.GetAttributeString("identifier", "").ToLowerInvariant()));
break;
}
}
void loadItemNames(XElement parentElement)
{
foreach (XElement itemElement in parentElement.Elements())
{
if (itemElement.Element("name") != null)
{
DebugConsole.ThrowError("Error in job config \"" + Name + "\" - use identifiers instead of names to configure the items.");
ItemNames.Add(itemElement.GetAttributeString("name", ""));
continue;
}
string itemIdentifier = itemElement.GetAttributeString("identifier", "");
if (string.IsNullOrWhiteSpace(itemIdentifier))
{
DebugConsole.ThrowError("Error in job config \"" + Name + "\" - item with no identifier.");
ItemNames.Add("");
}
else
{
var prefab = MapEntityPrefab.Find(null, itemIdentifier) as ItemPrefab;
if (prefab == null)
{
DebugConsole.ThrowError("Error in job config \"" + Name + "\" - item prefab \"" + itemIdentifier + "\" not found.");
ItemNames.Add("");
}
else
{
ItemNames.Add(prefab.Name);
}
}
loadItemNames(itemElement);
}
}
Skills.Sort((x,y) => y.LevelRange.X.CompareTo(x.LevelRange.X));
ClothingElement = element.Element("PortraitClothing");
if (ClothingElement == null)
{
ClothingElement = element.Element("portraitclothing");
}
PreviewElement = element.Element("PreviewSprites");
if (PreviewElement == null)
{
PreviewElement = element.Element("previewsprites");
}
}
public class OutfitPreview
{
/// <summary>
/// Pair.First = sprite, Pair.Second = draw offset
/// </summary>
public readonly List<Pair<Sprite, Vector2>> Sprites;
public OutfitPreview()
{
Sprites = new List<Pair<Sprite, Vector2>>();
}
public void AddSprite(Sprite sprite, Vector2 drawOffset)
{
Sprites.Add(new Pair<Sprite, Vector2>(sprite, drawOffset));
}
}
public List<OutfitPreview> GetJobOutfitSprites(Gender gender, out Vector2 dimensions)
{
List<OutfitPreview> outfitPreviews = new List<OutfitPreview>();
dimensions = PreviewElement.GetAttributeVector2("dims", Vector2.One);
if (PreviewElement == null) { return outfitPreviews; }
var equipIdentifiers = Element.Elements("Items").Elements().Where(e => e.GetAttributeBool("outfit", false)).Select(e => e.GetAttributeString("identifier", ""));
var children = PreviewElement.Elements().ToList();
var outfitPrefab = MapEntityPrefab.List.Find(me => me is ItemPrefab itemPrefab && equipIdentifiers.Contains(itemPrefab.Identifier)) as ItemPrefab;
if (outfitPrefab == null) { return null; }
var wearables = outfitPrefab.ConfigElement.Elements("Wearable");
if (!wearables.Any()) { return null; }
int variantCount = wearables.First().GetAttributeInt("variants", 1);
for (int i = 0; i < variantCount; i++)
{
var outfitPreview = new OutfitPreview();
for (int n = 0; n < children.Count; n++)
{
XElement spriteElement = children[n];
string spriteTexture = spriteElement.GetAttributeString("texture", "").Replace("[GENDER]", (gender == Gender.Female) ? "female" : "male");
string textureVariant = spriteTexture.Replace("[VARIANT]", (i + 1).ToString());
if (!File.Exists(textureVariant))
{
textureVariant = spriteTexture.Replace("[VARIANT]", "1");
}
var torsoSprite = new Sprite(spriteElement, path: "", file: textureVariant);
torsoSprite.size = new Vector2(torsoSprite.SourceRect.Width, torsoSprite.SourceRect.Height);
outfitPreview.AddSprite(torsoSprite, children[n].GetAttributeVector2("offset", Vector2.Zero));
}
outfitPreviews.Add(outfitPreview);
}
return outfitPreviews;
}
public static JobPrefab Random(Rand.RandSync sync = Rand.RandSync.Unsynced) => List.Values.GetRandom(sync);
public static void LoadAll(IEnumerable<string> filePaths)
{
List = new Dictionary<string, JobPrefab>();
foreach (string filePath in filePaths)
{
XDocument doc = XMLExtensions.TryLoadXml(filePath);
if (doc == null) { continue; }
var mainElement = doc.Root.IsOverride() ? doc.Root.FirstElement() : doc.Root;
if (doc.Root.IsOverride())
{
DebugConsole.ThrowError($"Error in '{filePath}': Cannot override all job prefabs, because many of them are required by the main game! Please try overriding jobs one by one.");
}
foreach (XElement element in mainElement.Elements())
{
if (element.Name.ToString().ToLowerInvariant() == "nojob") { continue; }
if (element.IsOverride())
{
var job = new JobPrefab(element.FirstElement());
if (List.TryGetValue(job.Identifier, out JobPrefab duplicate))
{
DebugConsole.NewMessage($"Overriding the job '{duplicate.Identifier}' with another defined in '{filePath}'", Color.Yellow);
List.Remove(duplicate.Identifier);
}
List.Add(job.Identifier, job);
}
else
{
if (List.TryGetValue(element.GetAttributeString("identifier", "").ToLowerInvariant(), out JobPrefab duplicate))
{
DebugConsole.ThrowError($"Error in '{filePath}': Duplicate job definition found for: '{duplicate.Identifier}'. Use the <override> XML element as the parent of job element's definition to override the existing job.");
}
else
{
var job = new JobPrefab(element);
List.Add(job.Identifier, job);
}
}
}
NoJobElement = NoJobElement ?? mainElement.Element("NoJob");
NoJobElement = NoJobElement ?? mainElement.Element("nojob");
}
}
}
}