195 lines
5.9 KiB
C#
195 lines
5.9 KiB
C#
using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class JobPrefab
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{
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public static List<JobPrefab> List;
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public readonly XElement Items;
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public readonly List<string> ItemNames;
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public List<SkillPrefab> Skills;
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[Serialize("1,1,1,1", false)]
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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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[Serialize("notfound", false)]
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public string Identifier
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{
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get;
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private set;
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}
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[Serialize("notfound", false)]
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public string Name
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{
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get;
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private set;
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}
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[Serialize("", false)]
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public string Description
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{
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get;
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private set;
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}
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[Serialize(false, false)]
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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, false)]
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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, false)]
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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, false)]
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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, false)]
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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, false)]
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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(10.0f, false)]
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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, false)]
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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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public XElement ClothingElement { get; private set; }
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public JobPrefab(XElement element)
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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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ItemNames = new List<string>();
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Skills = new List<SkillPrefab>();
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foreach (XElement 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 "items":
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Items = subElement;
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foreach (XElement itemElement in subElement.Elements())
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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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ItemNames.Add(itemElement.GetAttributeString("name", ""));
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continue;
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}
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string itemIdentifier = itemElement.GetAttributeString("identifier", "");
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if (string.IsNullOrWhiteSpace(itemIdentifier))
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{
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DebugConsole.ThrowError("Error in job config \"" + Name + "\" - item with no identifier.");
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ItemNames.Add("");
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}
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else
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{
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var prefab = MapEntityPrefab.Find(null, itemIdentifier) as ItemPrefab;
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if (prefab == null)
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{
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DebugConsole.ThrowError("Error in job config \"" + Name + "\" - item prefab \""+itemIdentifier+"\" not found.");
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ItemNames.Add("");
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}
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else
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{
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ItemNames.Add(prefab.Name);
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}
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}
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}
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break;
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case "skills":
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foreach (XElement 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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}
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}
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Skills.Sort((x,y) => y.LevelRange.X.CompareTo(x.LevelRange.X));
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ClothingElement = element.Element("PortraitClothing");
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if (ClothingElement == null)
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{
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ClothingElement = element.Element("portraitclothing");
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}
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}
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public static JobPrefab Random()
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{
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return List[Rand.Int(List.Count)];
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}
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public static void LoadAll(IEnumerable<string> filePaths)
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{
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List = new List<JobPrefab>();
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foreach (string filePath in filePaths)
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{
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XDocument doc = XMLExtensions.TryLoadXml(filePath);
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if (doc == null || doc.Root == null) return;
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foreach (XElement element in doc.Root.Elements())
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{
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JobPrefab job = new JobPrefab(element);
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List.Add(job);
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}
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}
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}
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}
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}
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