529 lines
22 KiB
C#
529 lines
22 KiB
C#
using System;
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using System.Collections.Generic;
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using Barotrauma.IO;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class NPCConversation
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{
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const int MaxPreviousConversations = 20;
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private class ConversationCollection
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{
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public readonly string Identifier;
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public readonly Dictionary<string, List<NPCConversation>> Conversations;
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public ConversationCollection(string identifier)
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{
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Identifier = identifier;
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Conversations = new Dictionary<string, List<NPCConversation>>();
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}
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public void Add(string language, string filePath, XElement subElement)
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{
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if (!Conversations.ContainsKey(language))
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{
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Conversations.Add(language, new List<NPCConversation>());
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}
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Conversations[language].Add(new NPCConversation(subElement, filePath));
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}
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public void RemoveByFile(string filePath)
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{
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List<string> keysToRemove = new List<string>();
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foreach (var kpv in Conversations)
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{
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kpv.Value.RemoveAll(c => c.FilePath == filePath);
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if (kpv.Value.Count == 0) { keysToRemove.Add(kpv.Key); }
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}
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foreach (var key in keysToRemove)
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{
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Conversations.Remove(key);
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}
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}
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}
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private static Dictionary<string, ConversationCollection> allConversations = new Dictionary<string, ConversationCollection>();
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public readonly string FilePath;
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public readonly string Line;
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public readonly List<JobPrefab> AllowedJobs;
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public readonly List<string> Flags;
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//The line can only be selected when eventmanager intensity is between these values
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//null = no restriction
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public float? maxIntensity, minIntensity;
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public readonly List<NPCConversation> Responses;
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private readonly int speakerIndex;
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private readonly List<string> allowedSpeakerTags;
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private readonly bool requireNextLine;
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// used primarily for team1 characters interacting with escorted personnel (TODO: not used anywhere)
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private readonly bool requireSight;
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public static void LoadAll(IEnumerable<ContentFile> files)
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{
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foreach (var file in files)
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{
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if (Path.GetExtension(file.Path) == ".csv") continue; // .csv files are not supported
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LoadFromFile(file);
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}
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}
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public static void LoadFromFile(ContentFile file)
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{
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XDocument doc = XMLExtensions.TryLoadXml(file.Path);
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if (doc == null) { return; }
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string language = doc.Root.GetAttributeString("Language", "English");
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string identifier = doc.Root.GetAttributeString("identifier", null);
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if (string.IsNullOrWhiteSpace(identifier))
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{
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DebugConsole.ThrowError($"Conversations file '{file.Path}' has no identifier!");
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return;
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}
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foreach (XElement subElement in doc.Root.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "conversation":
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if (!allConversations.ContainsKey(identifier))
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{
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allConversations.Add(identifier, new ConversationCollection(identifier));
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}
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allConversations[identifier].Add(language, file.Path, subElement);
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break;
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case "personalitytrait":
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new NPCPersonalityTrait(subElement, file.Path);
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break;
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}
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}
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}
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public static void RemoveByFile(string filePath)
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{
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List<string> keysToRemove = new List<string>();
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foreach (var kpv in allConversations)
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{
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kpv.Value.RemoveByFile(filePath);
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if (!kpv.Value.Conversations.Any())
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{
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keysToRemove.Add(kpv.Key);
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}
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}
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foreach (string key in keysToRemove)
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{
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allConversations.Remove(key);
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}
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NPCPersonalityTrait.List.RemoveAll(npt => npt.FilePath == filePath);
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}
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public NPCConversation(XElement element, string filePath)
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{
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FilePath = filePath;
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Line = element.GetAttributeString("line", "");
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speakerIndex = element.GetAttributeInt("speaker", 0);
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AllowedJobs = new List<JobPrefab>();
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string allowedJobsStr = element.GetAttributeString("allowedjobs", "");
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foreach (string allowedJobIdentifier in allowedJobsStr.Split(','))
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{
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string key = allowedJobIdentifier.ToLowerInvariant();
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if (JobPrefab.Prefabs.ContainsKey(key))
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{
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AllowedJobs.Add(JobPrefab.Prefabs[key]);
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}
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}
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Flags = new List<string>(element.GetAttributeStringArray("flags", new string[0]));
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allowedSpeakerTags = new List<string>();
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string allowedSpeakerTagsStr = element.GetAttributeString("speakertags", "");
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foreach (string tag in allowedSpeakerTagsStr.Split(','))
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{
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if (string.IsNullOrEmpty(tag)) continue;
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allowedSpeakerTags.Add(tag.Trim().ToLowerInvariant());
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}
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if (element.Attribute("minintensity") != null) minIntensity = element.GetAttributeFloat("minintensity", 0.0f);
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if (element.Attribute("maxintensity") != null) maxIntensity = element.GetAttributeFloat("maxintensity", 1.0f);
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Responses = new List<NPCConversation>();
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foreach (XElement subElement in element.Elements())
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{
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Responses.Add(new NPCConversation(subElement, filePath));
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}
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requireNextLine = element.GetAttributeBool("requirenextline", false);
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requireSight = element.GetAttributeBool("requiresight", false);
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}
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private static List<string> GetCurrentFlags(Character speaker)
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{
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var currentFlags = new List<string>();
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if (Submarine.MainSub != null && Submarine.MainSub.AtDamageDepth) { currentFlags.Add("SubmarineDeep"); }
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if (GameMain.GameSession != null && Level.Loaded != null)
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{
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if (Level.Loaded.Type == LevelData.LevelType.LocationConnection)
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{
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if (Timing.TotalTime < GameMain.GameSession.RoundStartTime + 30.0f) { currentFlags.Add("Initial"); }
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}
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else if (Level.Loaded.Type == LevelData.LevelType.Outpost)
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{
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if (Timing.TotalTime < GameMain.GameSession.RoundStartTime + 120.0f &&
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speaker?.CurrentHull != null &&
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(speaker.TeamID == CharacterTeamType.FriendlyNPC || speaker.TeamID == CharacterTeamType.None) &&
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Character.CharacterList.Any(c => c.TeamID != speaker.TeamID && c.CurrentHull == speaker.CurrentHull))
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{
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currentFlags.Add("EnterOutpost");
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}
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}
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if (GameMain.GameSession.EventManager.CurrentIntensity <= 0.2f)
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{
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currentFlags.Add("Casual");
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}
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if (GameMain.GameSession.IsCurrentLocationRadiated())
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{
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currentFlags.Add("InRadiation");
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}
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}
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if (speaker != null)
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{
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if (speaker.AnimController.InWater) { currentFlags.Add("Underwater"); }
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currentFlags.Add(speaker.CurrentHull == null ? "Outside" : "Inside");
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if (Character.Controlled != null)
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{
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if (Character.Controlled.CharacterHealth.GetAffliction("psychosis") != null)
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{
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currentFlags.Add(speaker != Character.Controlled ? "Psychosis" : "PsychosisSelf");
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}
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}
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var afflictions = speaker.CharacterHealth.GetAllAfflictions();
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foreach (Affliction affliction in afflictions)
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{
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var currentEffect = affliction.GetActiveEffect();
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if (currentEffect != null && !string.IsNullOrEmpty(currentEffect.DialogFlag) && !currentFlags.Contains(currentEffect.DialogFlag))
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{
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currentFlags.Add(currentEffect.DialogFlag);
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}
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}
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if (speaker.TeamID == CharacterTeamType.FriendlyNPC && speaker.Submarine != null && speaker.Submarine.Info.IsOutpost)
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{
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currentFlags.Add("OutpostNPC");
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}
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if (speaker.CampaignInteractionType != CampaignMode.InteractionType.None)
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{
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currentFlags.Add("CampaignNPC." + speaker.CampaignInteractionType);
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}
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if (GameMain.GameSession?.GameMode is CampaignMode campaignMode &&
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(campaignMode.Map?.CurrentLocation?.Type?.Identifier.Equals("abandoned", StringComparison.OrdinalIgnoreCase) ?? false))
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{
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if (speaker.TeamID == CharacterTeamType.None)
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{
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currentFlags.Add("Bandit");
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}
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else if (speaker.TeamID == CharacterTeamType.FriendlyNPC)
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{
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currentFlags.Add("Hostage");
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}
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}
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if (speaker.IsEscorted)
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{
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currentFlags.Add("escort");
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}
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}
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return currentFlags;
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}
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private static List<NPCConversation> previousConversations = new List<NPCConversation>();
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public static List<Pair<Character, string>> CreateRandom(List<Character> availableSpeakers)
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{
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Dictionary<int, Character> assignedSpeakers = new Dictionary<int, Character>();
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List<Pair<Character, string>> lines = new List<Pair<Character, string>>();
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CreateConversation(availableSpeakers, assignedSpeakers, null, lines,
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availableConversations: allConversations.Values.SelectMany(cc => cc.Conversations.Where(kpv => kpv.Key == TextManager.Language).SelectMany(kpv => kpv.Value)).ToList());
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return lines;
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}
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public static List<Pair<Character, string>> CreateRandom(List<Character> availableSpeakers, IEnumerable<string> requiredFlags)
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{
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Dictionary<int, Character> assignedSpeakers = new Dictionary<int, Character>();
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List<Pair<Character, string>> lines = new List<Pair<Character, string>>();
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var availableConversations = allConversations.Values.SelectMany(cc => cc.Conversations.SelectMany(
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kpv => kpv.Value.Where(conversation => kpv.Key == TextManager.Language && requiredFlags.All(f => conversation.Flags.Contains(f))))).ToList();
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if (availableConversations.Count > 0)
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{
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CreateConversation(availableSpeakers, assignedSpeakers, null, lines, availableConversations: availableConversations, ignoreFlags: false);
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}
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return lines;
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}
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private static void CreateConversation(
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List<Character> availableSpeakers,
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Dictionary<int, Character> assignedSpeakers,
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NPCConversation baseConversation,
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List<Pair<Character, string>> lineList,
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List<NPCConversation> availableConversations,
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bool ignoreFlags = false)
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{
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List<NPCConversation> conversations = baseConversation == null ? availableConversations : baseConversation.Responses;
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if (conversations.Count == 0) { return; }
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int conversationIndex = Rand.Int(conversations.Count);
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NPCConversation selectedConversation = conversations[conversationIndex];
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if (string.IsNullOrEmpty(selectedConversation.Line)) { return; }
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Character speaker = null;
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//speaker already assigned for this line
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if (assignedSpeakers.ContainsKey(selectedConversation.speakerIndex))
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{
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//check if the character has all required flags to say the line
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var characterFlags = GetCurrentFlags(assignedSpeakers[selectedConversation.speakerIndex]);
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if (selectedConversation.Flags.All(flag => characterFlags.Contains(flag)))
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{
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speaker = assignedSpeakers[selectedConversation.speakerIndex];
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}
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}
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if (speaker == null)
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{
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var allowedSpeakers = new List<Character>();
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List<NPCConversation> potentialLines = new List<NPCConversation>(conversations);
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//remove lines that are not appropriate for the intensity of the current situation
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if (GameMain.GameSession?.EventManager != null)
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{
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potentialLines.RemoveAll(l =>
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(l.minIntensity.HasValue && GameMain.GameSession.EventManager.CurrentIntensity < l.minIntensity) ||
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(l.maxIntensity.HasValue && GameMain.GameSession.EventManager.CurrentIntensity > l.maxIntensity));
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}
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while (potentialLines.Count > 0)
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{
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//select a random line and attempt to find a speaker for it
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// and if no valid speaker is found, choose another random line
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selectedConversation = GetRandomConversation(potentialLines, baseConversation == null);
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if (selectedConversation == null || string.IsNullOrEmpty(selectedConversation.Line)) { return; }
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//speaker already assigned for this line
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if (assignedSpeakers.ContainsKey(selectedConversation.speakerIndex))
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{
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speaker = assignedSpeakers[selectedConversation.speakerIndex];
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break;
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}
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foreach (Character potentialSpeaker in availableSpeakers)
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{
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if (CheckSpeakerViability(potentialSpeaker, selectedConversation, assignedSpeakers.Values.ToList(), ignoreFlags))
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{
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allowedSpeakers.Add(potentialSpeaker);
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}
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}
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if (allowedSpeakers.Count == 0 || NextLineFailure(selectedConversation, availableSpeakers, allowedSpeakers, ignoreFlags))
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{
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allowedSpeakers.Clear();
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potentialLines.Remove(selectedConversation);
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}
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else
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{
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break;
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}
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}
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if (allowedSpeakers.Count == 0) { return; }
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speaker = allowedSpeakers[Rand.Int(allowedSpeakers.Count)];
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availableSpeakers.Remove(speaker);
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assignedSpeakers.Add(selectedConversation.speakerIndex, speaker);
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}
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if (baseConversation == null)
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{
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previousConversations.Insert(0, selectedConversation);
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if (previousConversations.Count > MaxPreviousConversations) previousConversations.RemoveAt(MaxPreviousConversations);
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}
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lineList.Add(new Pair<Character, string>(speaker, selectedConversation.Line));
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CreateConversation(availableSpeakers, assignedSpeakers, selectedConversation, lineList, availableConversations);
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}
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static bool NextLineFailure(NPCConversation selectedConversation, List<Character> availableSpeakers, List<Character> allowedSpeakers, bool ignoreFlags)
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{
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if (selectedConversation.requireNextLine)
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{
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foreach (NPCConversation nextConversation in selectedConversation.Responses)
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{
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foreach (Character potentialNextSpeaker in availableSpeakers)
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{
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if (CheckSpeakerViability(potentialNextSpeaker, nextConversation, allowedSpeakers, ignoreFlags))
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{
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return false;
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}
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}
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}
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return true;
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}
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return false;
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}
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static bool CheckSpeakerViability(Character potentialSpeaker, NPCConversation selectedConversation, List<Character> checkedSpeakers, bool ignoreFlags)
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{
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//check if the character has an appropriate job to say the line
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if ((potentialSpeaker.Info?.Job != null && potentialSpeaker.Info.Job.Prefab.OnlyJobSpecificDialog) || selectedConversation.AllowedJobs.Count > 0)
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{
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if (!selectedConversation.AllowedJobs.Contains(potentialSpeaker.Info?.Job.Prefab)) { return false; }
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}
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//check if the character has all required flags to say the line
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if (!ignoreFlags)
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{
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var characterFlags = GetCurrentFlags(potentialSpeaker);
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if (!selectedConversation.Flags.All(flag => characterFlags.Contains(flag))) { return false; }
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}
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//check if the character is close enough to hear the rest of the speakers
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if (checkedSpeakers.Any(s => !potentialSpeaker.CanHearCharacter(s))) { return false; }
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//check if the character is close enough to see the rest of the speakers (this should be replaced with a more performant method)
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if (checkedSpeakers.Any(s => !potentialSpeaker.CanSeeCharacter(s))) { return false; }
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//check if the character has an appropriate personality
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if (selectedConversation.allowedSpeakerTags.Count > 0)
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{
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if (potentialSpeaker.Info?.PersonalityTrait == null) { return false; }
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if (!selectedConversation.allowedSpeakerTags.Any(t => potentialSpeaker.Info.PersonalityTrait.AllowedDialogTags.Any(t2 => t2 == t))) { return false; }
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}
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else
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{
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if (potentialSpeaker.Info?.PersonalityTrait != null &&
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!potentialSpeaker.Info.PersonalityTrait.AllowedDialogTags.Contains("none"))
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{
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return false;
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}
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}
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return true;
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}
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private static NPCConversation GetRandomConversation(List<NPCConversation> conversations, bool avoidPreviouslyUsed)
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{
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if (!avoidPreviouslyUsed)
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{
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return conversations.Count == 0 ? null : conversations[Rand.Int(conversations.Count)];
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}
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List<float> probabilities = new List<float>();
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foreach (NPCConversation conversation in conversations)
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{
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probabilities.Add(GetConversationProbability(conversation));
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}
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return ToolBox.SelectWeightedRandom(conversations, probabilities, Rand.RandSync.Unsynced);
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}
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private static float GetConversationProbability(NPCConversation conversation)
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{
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int index = previousConversations.IndexOf(conversation);
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if (index < 0) return 10.0f;
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return 1.0f - 1.0f / (index + 1);
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}
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#if DEBUG
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public static void WriteToCSV()
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{
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System.Text.StringBuilder sb = new System.Text.StringBuilder();
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foreach (string key in allConversations.Keys)
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{
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foreach (string lang in allConversations[key].Conversations.Keys)
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{
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if (lang != TextManager.Language) { continue; }
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foreach (var current in allConversations[key].Conversations[lang])
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{
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WriteConversation(sb, current, 0);
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WriteSubConversations(sb, current.Responses, 1);
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WriteEmptyRow(sb);
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}
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}
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}
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File.WriteAllText("NPCConversations.csv", sb.ToString());
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}
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private static void WriteConversation(System.Text.StringBuilder sb, NPCConversation conv, int depthIndex)
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{
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sb.Append(conv.speakerIndex); // Speaker index
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sb.Append('*');
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sb.Append(depthIndex); // Depth index
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sb.Append('*');
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sb.Append(conv.Line); // Original
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sb.Append('*');
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// Translated
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sb.Append('*');
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sb.Append(string.Join(",", conv.Flags)); // Flags
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sb.Append('*');
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for (int i = 0; i < conv.AllowedJobs.Count; i++) // Jobs
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{
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sb.Append(conv.AllowedJobs[i].Identifier);
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if (i < conv.AllowedJobs.Count - 1)
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{
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sb.Append(",");
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}
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}
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sb.Append('*');
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sb.Append(string.Join(",", conv.allowedSpeakerTags)); // Traits
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sb.Append('*');
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sb.Append(conv.minIntensity); // Minimum intensity
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sb.Append('*');
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sb.Append(conv.maxIntensity); // Maximum intensity
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sb.Append('*');
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// Comments
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sb.AppendLine();
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}
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private static void WriteSubConversations(System.Text.StringBuilder sb, List<NPCConversation> responses, int depthIndex)
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{
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for (int i = 0; i < responses.Count; i++)
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{
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WriteConversation(sb, responses[i], depthIndex);
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if (responses[i].Responses != null && responses[i].Responses.Count > 0)
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{
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WriteSubConversations(sb, responses[i].Responses, depthIndex + 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void WriteEmptyRow(System.Text.StringBuilder sb)
|
|
{
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
sb.Append('*');
|
|
}
|
|
sb.AppendLine();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
}
|