299 lines
10 KiB
C#
299 lines
10 KiB
C#
using Barotrauma.Extensions;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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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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public class AutonomousObjective
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{
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public readonly Identifier Identifier;
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public readonly Identifier Option;
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public readonly float PriorityModifier;
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public readonly bool IgnoreAtOutpost;
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public AutonomousObjective(XElement element)
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{
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Identifier = element.GetAttributeIdentifier("identifier", Identifier.Empty);
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//backwards compatibility
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if (Identifier == Identifier.Empty)
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{
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Identifier = element.GetAttributeIdentifier("aitag", Identifier.Empty);
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}
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Option = element.GetAttributeIdentifier("option", Identifier.Empty);
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PriorityModifier = element.GetAttributeFloat("prioritymodifier", 1);
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PriorityModifier = MathHelper.Max(PriorityModifier, 0);
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IgnoreAtOutpost = element.GetAttributeBool("ignoreatoutpost", false);
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}
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}
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class ItemRepairPriority : Prefab
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{
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public static readonly PrefabCollection<ItemRepairPriority> Prefabs = new PrefabCollection<ItemRepairPriority>();
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public readonly float Priority;
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public ItemRepairPriority(XElement element, JobsFile file) : base(file, element.GetAttributeIdentifier("tag", Identifier.Empty))
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{
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Priority = element.GetAttributeFloat("priority", -1f);
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if (Priority < 0)
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{
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DebugConsole.AddWarning($"The 'priority' attribute is missing from the the item repair priorities definition in {element} of {file.Path}.");
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}
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}
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public override void Dispose() { }
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}
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class JobVariant
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{
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public JobPrefab Prefab;
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public int Variant;
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public JobVariant(JobPrefab prefab, int variant)
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{
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Prefab = prefab;
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Variant = variant;
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}
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}
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partial class JobPrefab : PrefabWithUintIdentifier
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{
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public static readonly PrefabCollection<JobPrefab> Prefabs = new PrefabCollection<JobPrefab>();
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private bool disposed = false;
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public override void Dispose()
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{
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if (disposed) { return; }
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disposed = true;
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Prefabs.Remove(this);
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}
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private static readonly Dictionary<Identifier, float> _itemRepairPriorities = new Dictionary<Identifier, float>();
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/// <summary>
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/// Tag -> priority.
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/// </summary>
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public static IReadOnlyDictionary<Identifier, float> ItemRepairPriorities => _itemRepairPriorities;
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public static ContentXElement NoJobElement;
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public static JobPrefab Get(string identifier)
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{
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if (Prefabs.ContainsKey(identifier))
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{
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return Prefabs[identifier];
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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 class PreviewItem
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{
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public readonly Identifier ItemIdentifier;
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public readonly bool ShowPreview;
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public PreviewItem(Identifier itemIdentifier, bool showPreview)
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{
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ItemIdentifier = itemIdentifier;
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ShowPreview = showPreview;
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}
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}
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public readonly Dictionary<int, ContentXElement> ItemSets = new Dictionary<int, ContentXElement>();
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public readonly ImmutableDictionary<int, ImmutableArray<PreviewItem>> PreviewItems;
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public readonly List<SkillPrefab> Skills = new List<SkillPrefab>();
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public readonly List<AutonomousObjective> AutonomousObjectives = new List<AutonomousObjective>();
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public readonly List<Identifier> AppropriateOrders = new List<Identifier>();
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[Serialize("1,1,1,1", IsPropertySaveable.No)]
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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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public readonly LocalizedString Name;
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[Serialize(AIObjectiveIdle.BehaviorType.Passive, IsPropertySaveable.No)]
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public AIObjectiveIdle.BehaviorType IdleBehavior
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{
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get;
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private set;
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}
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public readonly LocalizedString Description;
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[Serialize(false, IsPropertySaveable.No)]
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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, IsPropertySaveable.No)]
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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, IsPropertySaveable.No)]
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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, IsPropertySaveable.No)]
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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, IsPropertySaveable.No)]
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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, IsPropertySaveable.No)]
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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(1.0f, IsPropertySaveable.No)]
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public float PriceMultiplier
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{
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get;
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private set;
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}
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// TODO: not used
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[Serialize(10.0f, IsPropertySaveable.No)]
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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, IsPropertySaveable.No)]
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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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//whether the job should be available to NPCs
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[Serialize(false, IsPropertySaveable.No)]
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public bool HiddenJob
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{
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get;
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private set;
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}
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public Sprite Icon;
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public Sprite IconSmall;
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public SkillPrefab PrimarySkill => Skills?.FirstOrDefault(s => s.IsPrimarySkill);
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public ContentXElement Element { get; private set; }
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public ContentXElement ClothingElement { get; private set; }
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public int Variants { get; private set; }
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public JobPrefab(ContentXElement element, JobsFile file) : base(file, element.GetAttributeIdentifier("identifier", ""))
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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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Element = element;
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var previewItems = new Dictionary<int, List<PreviewItem>>();
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int variant = 0;
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foreach (var 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 "itemset":
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ItemSets.Add(variant, subElement);
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previewItems[variant] = new List<PreviewItem>();
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loadItemIdentifiers(subElement, variant);
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variant++;
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break;
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case "skills":
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foreach (var 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 => AutonomousObjectives.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.GetAttributeIdentifier("identifier", "")));
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break;
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case "jobicon":
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Icon = new Sprite(subElement.FirstElement());
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break;
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case "jobiconsmall":
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IconSmall = new Sprite(subElement.FirstElement());
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break;
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}
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}
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void loadItemIdentifiers(XElement parentElement, int variant)
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{
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foreach (XElement itemElement in parentElement.GetChildElements("Item"))
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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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continue;
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}
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Identifier itemIdentifier = itemElement.GetAttributeIdentifier("identifier", Identifier.Empty);
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if (itemIdentifier.IsEmpty)
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{
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DebugConsole.ThrowError("Error in job config \"" + Name + "\" - item with no identifier.");
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}
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else
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{
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previewItems[variant].Add(new PreviewItem(itemIdentifier, itemElement.GetAttributeBool("showpreview", true)));
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}
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loadItemIdentifiers(itemElement, variant);
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}
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}
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PreviewItems = previewItems.Select(kvp => (kvp.Key, kvp.Value.ToImmutableArray()))
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.ToImmutableDictionary();
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Variants = variant;
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Skills.Sort((x,y) => y.LevelRange.Start.CompareTo(x.LevelRange.Start));
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// Disabled on purpose, TODO: remove all references?
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//ClothingElement = element.GetChildElement("PortraitClothing");
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}
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public static JobPrefab Random(Rand.RandSync sync) => Prefabs.GetRandom(p => !p.HiddenJob, sync);
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}
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}
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