Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/Jobs/Job.cs
2025-12-22 22:58:22 +08:00

272 lines
11 KiB
C#

using System;
using Barotrauma.Items.Components;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
class Job
{
private readonly JobPrefab prefab;
private readonly Dictionary<Identifier, Skill> skills;
public LocalizedString Name => prefab.Name;
public LocalizedString Description => prefab.Description;
public JobPrefab Prefab => prefab;
public int Variant;
public Skill PrimarySkill { get; private set; }
public Job(JobPrefab jobPrefab, bool isPvP) : this(jobPrefab, isPvP, randSync: Rand.RandSync.Unsynced, variant: 0) { }
public Job(JobPrefab jobPrefab, bool isPvP, Rand.RandSync randSync, int variant, params Skill[] s)
{
prefab = jobPrefab;
Variant = variant;
skills = new Dictionary<Identifier, Skill>();
foreach (var skill in s) { skills.Add(skill.Identifier, skill); }
foreach (SkillPrefab skillPrefab in prefab.Skills)
{
Skill skill;
if (skills.ContainsKey(skillPrefab.Identifier))
{
skill = skills[skillPrefab.Identifier];
skills[skillPrefab.Identifier] = new Skill(skill.Identifier, skill.Level);
}
else
{
skill = new Skill(skillPrefab, isPvP, randSync);
skills.Add(skillPrefab.Identifier, skill);
}
if (skillPrefab.IsPrimarySkill) { PrimarySkill = skill; }
}
}
public Job(ContentXElement element)
{
Identifier identifier = element.GetAttributeIdentifier("identifier", "");
JobPrefab p;
if (!JobPrefab.Prefabs.ContainsKey(identifier))
{
DebugConsole.ThrowError($"Could not find the job {identifier}. Giving the character a random job.",
contentPackage: element.ContentPackage);
p = JobPrefab.Random(Rand.RandSync.Unsynced);
}
else
{
p = JobPrefab.Prefabs[identifier];
}
prefab = p;
skills = new Dictionary<Identifier, Skill>();
foreach (var subElement in element.Elements())
{
if (subElement.NameAsIdentifier() != "skill") { continue; }
Identifier skillIdentifier = subElement.GetAttributeIdentifier("identifier", "");
if (skillIdentifier.IsEmpty) { continue; }
var skill = new Skill(skillIdentifier, subElement.GetAttributeFloat("level", 0));
skills.Add(skillIdentifier, skill);
if (skillIdentifier == prefab.PrimarySkill?.Identifier) { PrimarySkill = skill; }
}
}
public static Job Random(bool isPvP, Rand.RandSync randSync)
{
var prefab = JobPrefab.Random(randSync);
int variant = Rand.Range(0, prefab.Variants, randSync);
return new Job(prefab, isPvP, randSync, variant);
}
public IEnumerable<Skill> GetSkills()
{
return skills.Values;
}
public float GetSkillLevel(Identifier skillIdentifier)
{
if (skillIdentifier.IsEmpty) { return 0.0f; }
skills.TryGetValue(skillIdentifier, out Skill skill);
return skill?.Level ?? 0.0f;
}
public Skill GetSkill(Identifier skillIdentifier)
{
if (skillIdentifier.IsEmpty) { return null; }
skills.TryGetValue(skillIdentifier, out Skill skill);
return skill;
}
public void OverrideSkills(Dictionary<Identifier, float> newSkills)
{
skills.Clear();
foreach (var newSkillInfo in newSkills)
{
var newSkill = new Skill(newSkillInfo.Key, newSkillInfo.Value);
if (PrimarySkill != null && newSkill.Identifier == PrimarySkill.Identifier)
{
PrimarySkill = newSkill;
}
skills.Add(newSkillInfo.Key, newSkill);
}
}
public void IncreaseSkillLevel(Identifier skillIdentifier, float increase, bool increasePastMax)
{
if (skills.TryGetValue(skillIdentifier, out Skill skill))
{
skill.IncreaseSkill(increase, increasePastMax);
}
else
{
skills.Add(
skillIdentifier,
new Skill(skillIdentifier, increase));
}
}
/// <summary>
/// Note: Does not automatically filter items by team or by game mode. See <see cref="JobItem.GetItemIdentifier(CharacterTeamType?, JobItem.GameModeType)"/>
/// </summary>
public bool HasJobItem(Func<JobPrefab.JobItem, bool> predicate) => prefab.HasJobItem(Variant, predicate);
public void GiveJobItems(Character character, bool isPvPMode, WayPoint spawnPoint = null)
{
if (!prefab.JobItems.TryGetValue(Variant, out var spawnItems)) { return; }
foreach (JobPrefab.JobItem jobItem in spawnItems)
{
//spawn the "root items" here, InitializeJobItem goes through the children recursively
if (jobItem.ParentItem != null) { continue; }
for (int i = 0; i < jobItem.Amount; i++)
{
InitializeJobItem(character, isPvPMode, jobItem, spawnItems, spawnPoint);
}
}
if (GameMain.GameSession is { TraitorsEnabled: true } && character.IsSecurity)
{
var traitorGuidelineItem = ItemPrefab.Prefabs.Find(ip => ip.Tags.Contains(Tags.TraitorGuidelinesForSecurity));
Entity.Spawner.AddItemToSpawnQueue(traitorGuidelineItem, character.Inventory);
}
}
private void InitializeJobItem(Character character, bool isPvPMode, JobPrefab.JobItem jobItem, IEnumerable<JobPrefab.JobItem> allJobItems, WayPoint spawnPoint = null, Item parentItem = null)
{
Identifier itemIdentifier = jobItem.GetItemIdentifier(character.TeamID, isPvPMode);
if (itemIdentifier.IsEmpty) { return; }
if ((MapEntityPrefab.FindByIdentifier(itemIdentifier) ?? MapEntityPrefab.FindByName(itemIdentifier.Value)) is not ItemPrefab itemPrefab)
{
DebugConsole.ThrowErrorLocalized($"Tried to spawn \"{Name}\" with the item \"{itemIdentifier}\". Matching item prefab not found.");
return;
}
Item item = new Item(itemPrefab, character.Position, null);
#if SERVER
if (GameMain.Server != null && Entity.Spawner != null)
{
try
{
if (GameMain.Server.EntityEventManager.UniqueEvents.ToList().Any(ev => ev.Entity == item))
{
string errorMsg = $"Error while spawning job items. Item {item.Name} created network events before the spawn event had been created.";
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("Job.InitializeJobItem:EventsBeforeSpawning", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
GameMain.Server.EntityEventManager.UniqueEvents.RemoveAll(ev => ev.Entity == item);
GameMain.Server.EntityEventManager.Events.RemoveAll(ev => ev.Entity == item);
}
}
catch
{
#if SERVER
Networking.GameServer.Log("Try making UniqueEvents snapshot failed", Networking.ServerLog.MessageType.Error);
#endif
}
finally
{
Entity.Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(item));
}
}
#endif
if (jobItem.Equip)
{
//if the item is both pickable and wearable, try to wear it instead of picking it up
List<InvSlotType> allowedSlots =
item.GetComponents<Pickable>().Count() > 1 ?
new List<InvSlotType>(item.GetComponent<Wearable>()?.AllowedSlots ?? item.GetComponent<Pickable>().AllowedSlots) :
new List<InvSlotType>(item.AllowedSlots);
allowedSlots.Remove(InvSlotType.Any);
item.UnequipAutomatically = false;
character.Inventory.TryPutItem(item, null, allowedSlots);
}
else
{
character.Inventory.TryPutItem(item, null, item.AllowedSlots);
}
Wearable wearable = item.GetComponent<Wearable>();
if (wearable != null)
{
if (Variant > 0 && Variant <= wearable.Variants)
{
wearable.Variant = Variant;
}
else
{
wearable.Variant = wearable.Variant; //force server event
if (wearable.Variants > 0 && Variant == 0)
{
//set variant to the same as the wearable to get the rest of the character's gear
//to use the same variant (if possible)
Variant = wearable.Variant;
}
}
}
IdCard idCardComponent = item.GetComponent<IdCard>();
idCardComponent?.Initialize(spawnPoint, character);
foreach (WifiComponent wifiComponent in item.GetComponents<WifiComponent>())
{
wifiComponent.TeamID = character.TeamID;
}
parentItem?.Combine(item, user: null);
foreach (JobPrefab.JobItem childItem in allJobItems)
{
if (childItem.ParentItem == jobItem)
{
for (int i = 0; i < childItem.Amount; i++)
{
InitializeJobItem(character, isPvPMode, childItem, allJobItems, spawnPoint, parentItem: item);
}
}
}
}
public XElement Save(XElement parentElement)
{
XElement jobElement = new XElement("job");
jobElement.Add(new XAttribute("name", Name));
jobElement.Add(new XAttribute("identifier", prefab.Identifier));
foreach (KeyValuePair<Identifier, Skill> skill in skills)
{
jobElement.Add(new XElement("skill", new XAttribute("identifier", skill.Value.Identifier), new XAttribute("level", skill.Value.Level)));
}
parentElement.Add(jobElement);
return jobElement;
}
}
}