Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/HumanPrefab.cs
Juan Pablo Arce 3f2c843247 Unstable v0.19.3.0
2022-09-02 15:10:56 -03:00

265 lines
12 KiB
C#

using System;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
class HumanPrefab : PrefabWithUintIdentifier
{
[Serialize("any", IsPropertySaveable.No)]
public Identifier Job { get; protected set; }
[Serialize(1f, IsPropertySaveable.No)]
public float Commonness { get; protected set; }
[Serialize(1f, IsPropertySaveable.No)]
public float HealthMultiplier { get; protected set; }
[Serialize(1f, IsPropertySaveable.No)]
public float HealthMultiplierInMultiplayer { get; protected set; }
[Serialize(1f, IsPropertySaveable.No)]
public float AimSpeed { get; protected set; }
[Serialize(1f, IsPropertySaveable.No)]
public float AimAccuracy { get; protected set; }
private readonly HashSet<Identifier> moduleFlags = new HashSet<Identifier>();
[Serialize("", IsPropertySaveable.Yes, "What outpost module tags does the NPC prefer to spawn in.")]
public string ModuleFlags
{
get => string.Join(",", moduleFlags);
set
{
moduleFlags.Clear();
if (!string.IsNullOrWhiteSpace(value))
{
string[] splitFlags = value.Split(',');
foreach (var f in splitFlags)
{
moduleFlags.Add(f.ToIdentifier());
}
}
}
}
private readonly HashSet<Identifier> spawnPointTags = new HashSet<Identifier>();
[Serialize("", IsPropertySaveable.Yes, "Tag(s) of the spawnpoints the NPC prefers to spawn at.")]
public string SpawnPointTags
{
get => string.Join(",", spawnPointTags);
set
{
spawnPointTags.Clear();
if (!string.IsNullOrWhiteSpace(value))
{
string[] splitTags = value.Split(',');
foreach (var tag in splitTags)
{
spawnPointTags.Add(tag.ToIdentifier());
}
}
}
}
[Serialize(CampaignMode.InteractionType.None, IsPropertySaveable.No)]
public CampaignMode.InteractionType CampaignInteractionType { get; protected set; }
[Serialize(AIObjectiveIdle.BehaviorType.Passive, IsPropertySaveable.No)]
public AIObjectiveIdle.BehaviorType Behavior { get; protected set; }
[Serialize(float.PositiveInfinity, IsPropertySaveable.No)]
public float ReportRange { get; protected set; }
public Identifier[] PreferredOutpostModuleTypes { get; protected set; }
public XElement Element { get; protected set; }
public readonly List<(XElement element, float commonness)> ItemSets = new List<(XElement element, float commonness)>();
public readonly List<(XElement element, float commonness)> CustomCharacterInfos = new List<(XElement element, float commonness)>();
public readonly Identifier NpcSetIdentifier;
public HumanPrefab(ContentXElement element, ContentFile file, Identifier npcSetIdentifier) : base(file, element.GetAttributeIdentifier("identifier", ""))
{
SerializableProperty.DeserializeProperties(this, element);
Element = element;
element.GetChildElements("itemset").ForEach(e => ItemSets.Add((e, e.GetAttributeFloat("commonness", 1))));
element.GetChildElements("character").ForEach(e => CustomCharacterInfos.Add((e, e.GetAttributeFloat("commonness", 1))));
PreferredOutpostModuleTypes = element.GetAttributeIdentifierArray("preferredoutpostmoduletypes", Array.Empty<Identifier>());
this.NpcSetIdentifier = npcSetIdentifier;
}
public IEnumerable<Identifier> GetModuleFlags()
{
return moduleFlags;
}
public IEnumerable<Identifier> GetSpawnPointTags()
{
return spawnPointTags;
}
public JobPrefab GetJobPrefab(Rand.RandSync randSync = Rand.RandSync.Unsynced, Func<JobPrefab, bool> predicate = null)
{
return !Job.IsEmpty && Job != "any" ? JobPrefab.Get(Job) : JobPrefab.Random(randSync, predicate);
}
public void InitializeCharacter(Character npc, ISpatialEntity positionToStayIn = null)
{
var humanAI = npc.AIController as HumanAIController;
if (humanAI != null)
{
var idleObjective = humanAI.ObjectiveManager.GetObjective<AIObjectiveIdle>();
if (positionToStayIn != null && Behavior == AIObjectiveIdle.BehaviorType.StayInHull)
{
idleObjective.TargetHull = AIObjectiveGoTo.GetTargetHull(positionToStayIn);
idleObjective.Behavior = AIObjectiveIdle.BehaviorType.StayInHull;
}
else
{
idleObjective.Behavior = Behavior;
foreach (Identifier moduleType in PreferredOutpostModuleTypes)
{
idleObjective.PreferredOutpostModuleTypes.Add(moduleType);
}
}
humanAI.ReportRange = ReportRange;
humanAI.AimSpeed = AimSpeed;
humanAI.AimAccuracy = AimAccuracy;
}
if (CampaignInteractionType != CampaignMode.InteractionType.None)
{
(GameMain.GameSession.GameMode as CampaignMode)?.AssignNPCMenuInteraction(npc, CampaignInteractionType);
if (positionToStayIn != null && humanAI != null)
{
humanAI.ObjectiveManager.SetForcedOrder(new AIObjectiveGoTo(positionToStayIn, npc, humanAI.ObjectiveManager, repeat: true, getDivingGearIfNeeded: false, closeEnough: 200)
{
DebugLogWhenFails = false
});
}
}
}
public bool GiveItems(Character character, Submarine submarine, Rand.RandSync randSync = Rand.RandSync.Unsynced, bool createNetworkEvents = true)
{
if (ItemSets == null || !ItemSets.Any()) { return false; }
var spawnItems = ToolBox.SelectWeightedRandom(ItemSets, it => it.commonness, randSync).element;
if (spawnItems != null)
{
foreach (XElement itemElement in spawnItems.GetChildElements("item"))
{
int amount = itemElement.GetAttributeInt("amount", 1);
for (int i = 0; i < amount; i++)
{
InitializeItem(character, itemElement, submarine, this, createNetworkEvents: createNetworkEvents);
}
}
}
return true;
}
/// <summary>
/// Creates a character info from the human prefab. If there are custom character infos defined, those are used, otherwise a randomized info is generated.
/// </summary>
/// <param name="randSync"></param>
/// <returns></returns>
public CharacterInfo CreateCharacterInfo(Rand.RandSync randSync = Rand.RandSync.Unsynced)
{
var characterElement = ToolBox.SelectWeightedRandom(CustomCharacterInfos, info => info.commonness, randSync).element;
CharacterInfo characterInfo;
if (characterElement == null)
{
characterInfo= new CharacterInfo(CharacterPrefab.HumanSpeciesName, jobOrJobPrefab: GetJobPrefab(randSync), npcIdentifier: Identifier);
}
else
{
characterInfo = new CharacterInfo(characterElement, Identifier);
}
characterInfo.HumanPrefabIds = (NpcSetIdentifier, Identifier);
return characterInfo;
}
public static void InitializeItem(Character character, XElement itemElement, Submarine submarine, HumanPrefab humanPrefab, Item parentItem = null, bool createNetworkEvents = true)
{
ItemPrefab itemPrefab;
string itemIdentifier = itemElement.GetAttributeString("identifier", "");
itemPrefab = MapEntityPrefab.FindByIdentifier(itemIdentifier.ToIdentifier()) as ItemPrefab;
if (itemPrefab == null)
{
DebugConsole.ThrowError("Tried to spawn \"" + humanPrefab?.Identifier + "\" 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 && createNetworkEvents)
{
if (GameMain.Server.EntityEventManager.UniqueEvents.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);
}
Entity.Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(item));
}
#endif
if (itemElement.GetAttributeBool("equip", false))
{
//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);
character.Inventory.TryPutItem(item, null, allowedSlots);
}
else
{
character.Inventory.TryPutItem(item, null, item.AllowedSlots);
}
IdCard idCardComponent = item.GetComponent<IdCard>();
if (idCardComponent != null)
{
idCardComponent.Initialize(null, character);
if (submarine != null && (submarine.Info.IsWreck || submarine.Info.IsOutpost))
{
idCardComponent.SubmarineSpecificID = submarine.SubmarineSpecificIDTag;
}
var idCardTags = itemElement.GetAttributeStringArray("tags", Array.Empty<string>());
foreach (string tag in idCardTags)
{
item.AddTag(tag);
}
}
foreach (WifiComponent wifiComponent in item.GetComponents<WifiComponent>())
{
wifiComponent.TeamID = character.TeamID;
}
parentItem?.Combine(item, user: null);
foreach (XElement childItemElement in itemElement.Elements())
{
int amount = childItemElement.GetAttributeInt("amount", 1);
for (int i = 0; i < amount; i++)
{
InitializeItem(character, childItemElement, submarine, humanPrefab, item, createNetworkEvents);
}
}
}
public override void Dispose() { }
}
}