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