Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/TalentTree.cs
T
2022-02-26 02:43:01 +09:00

209 lines
7.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
class TalentTree : Prefab
{
public enum TalentTreeStageState
{
Invalid,
Locked,
Unlocked,
Available,
Highlighted
}
public static readonly PrefabCollection<TalentTree> JobTalentTrees = new PrefabCollection<TalentTree>();
public readonly List<TalentSubTree> TalentSubTrees = new List<TalentSubTree>();
public ContentXElement ConfigElement
{
get;
private set;
}
public TalentTree(ContentXElement element, TalentTreesFile file) : base(file, element.GetAttributeIdentifier("jobIdentifier", ""))
{
ConfigElement = element;
if (Identifier.IsEmpty)
{
DebugConsole.ThrowError($"No job defined for talent tree in \"{file.Path}\"!");
return;
}
foreach (var subTreeElement in element.GetChildElements("subtree"))
{
TalentSubTrees.Add(new TalentSubTree(subTreeElement));
}
}
public bool TalentIsInTree(Identifier talentIdentifier)
{
return TalentSubTrees.SelectMany(s => s.TalentOptionStages.SelectMany(o => o.Talents.Select(t => t.Identifier))).Any(c => c == talentIdentifier);
}
public static bool IsViableTalentForCharacter(Character character, Identifier talentIdentifier)
{
return IsViableTalentForCharacter(character, talentIdentifier, character?.Info?.UnlockedTalents ?? (ICollection<Identifier>)Array.Empty<Identifier>());
}
// i hate this function - markus
public static TalentTreeStageState GetTalentOptionStageState(Character character, Identifier subTreeIdentifier, int index, List<Identifier> selectedTalents)
{
if (character?.Info?.Job.Prefab is null) { return TalentTreeStageState.Invalid; }
if (!JobTalentTrees.TryGet(character.Info.Job.Prefab.Identifier, out TalentTree talentTree)) { return TalentTreeStageState.Invalid; }
TalentSubTree subTree = talentTree.TalentSubTrees.FirstOrDefault(tst => tst.Identifier == subTreeIdentifier);
if (subTree == null) { return TalentTreeStageState.Invalid; }
TalentOption targetTalentOption = subTree.TalentOptionStages[index];
if (targetTalentOption.Talents.Any(t => character.HasTalent(t.Identifier)))
{
return TalentTreeStageState.Unlocked;
}
if (targetTalentOption.Talents.Any(t => selectedTalents.Contains(t.Identifier)))
{
return TalentTreeStageState.Highlighted;
}
bool hasTalentInLastTier = true;
bool isLastTalentPurchased = true;
int lastindex = index - 1;
if (lastindex >= 0)
{
TalentOption lastLatentOption = subTree.TalentOptionStages[lastindex];
hasTalentInLastTier = lastLatentOption.Talents.Any(HasTalent);
isLastTalentPurchased = lastLatentOption.Talents.Any(t => character.HasTalent(t.Identifier));
}
if (!hasTalentInLastTier)
{
return TalentTreeStageState.Locked;
}
bool hasPointsForNewTalent = character.Info.GetTotalTalentPoints() - selectedTalents.Count > 0;
if (hasPointsForNewTalent)
{
return isLastTalentPurchased ? TalentTreeStageState.Highlighted : TalentTreeStageState.Available;
}
return TalentTreeStageState.Locked;
bool HasTalent(TalentPrefab t)
{
return selectedTalents.Contains(t.Identifier);
}
}
public static bool IsViableTalentForCharacter(Character character, Identifier talentIdentifier, ICollection<Identifier> selectedTalents)
{
if (character?.Info?.Job.Prefab == null) { return false; }
if (character.Info.GetTotalTalentPoints() - selectedTalents.Count() <= 0) { return false; }
if (!JobTalentTrees.TryGet(character.Info.Job.Prefab.Identifier, out TalentTree talentTree)) { return false; }
foreach (var subTree in talentTree.TalentSubTrees)
{
if (subTree.ForceUnlock && subTree.TalentOptionStages.Any(option => option.Talents.Any(t => t.Identifier == talentIdentifier))) { return true; }
foreach (var talentOptionStage in subTree.TalentOptionStages)
{
bool hasTalentInThisTier = talentOptionStage.Talents.Any(t => selectedTalents.Contains(t.Identifier));
if (!hasTalentInThisTier)
{
if (talentOptionStage.Talents.Any(t => t.Identifier == talentIdentifier))
{
return true;
}
else
{
break;
}
}
}
}
return false;
}
public static List<Identifier> CheckTalentSelection(Character controlledCharacter, IEnumerable<Identifier> selectedTalents)
{
List<Identifier> viableTalents = new List<Identifier>();
bool canStillUnlock = true;
// keep trying to unlock talents until none of the talents are unlockable
while (canStillUnlock && selectedTalents.Any())
{
canStillUnlock = false;
foreach (Identifier talent in selectedTalents)
{
if (!viableTalents.Contains(talent) && IsViableTalentForCharacter(controlledCharacter, talent, viableTalents))
{
viableTalents.Add(talent);
canStillUnlock = true;
}
}
}
return viableTalents;
}
public override void Dispose() { }
}
class TalentSubTree
{
public Identifier Identifier { get; }
public LocalizedString DisplayName { get; }
public bool ForceUnlock;
public readonly List<TalentOption> TalentOptionStages = new List<TalentOption>();
public TalentSubTree(ContentXElement subTreeElement)
{
Identifier = subTreeElement.GetAttributeIdentifier("identifier", "");
DisplayName = TextManager.Get("talenttree." + Identifier).Fallback(Identifier.Value);
foreach (var talentOptionsElement in subTreeElement.GetChildElements("talentoptions"))
{
TalentOptionStages.Add(new TalentOption(talentOptionsElement, Identifier));
}
}
}
class TalentOption
{
private readonly ImmutableHashSet<Identifier> talentIdentifiers;
public IEnumerable<TalentPrefab> Talents
=> talentIdentifiers.Select(id => TalentPrefab.TalentPrefabs[id]);
public TalentOption(ContentXElement talentOptionsElement, Identifier debugIdentifier)
{
var talentIdentifiers = new HashSet<Identifier>();
foreach (var talentOptionElement in talentOptionsElement.GetChildElements("talentoption"))
{
Identifier identifier = talentOptionElement.GetAttributeIdentifier("identifier", Identifier.Empty);
talentIdentifiers.Add(identifier);
}
this.talentIdentifiers = talentIdentifiers.ToImmutableHashSet();
}
}
}