b5ecaf0194
# Conflicts: # Barotrauma/BarotraumaClient/ClientSource/Characters/Character.cs # Barotrauma/BarotraumaClient/ClientSource/Characters/CharacterHUD.cs # Barotrauma/BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs # Barotrauma/BarotraumaClient/ClientSource/Characters/Limb.cs # Barotrauma/BarotraumaClient/ClientSource/DebugConsole.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/HUDLayoutSettings.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/MedicalClinicUI.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/Store.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/TalentMenu.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/UpgradeStore.cs # Barotrauma/BarotraumaClient/ClientSource/GameSession/GameModes/CampaignMode.cs # Barotrauma/BarotraumaClient/ClientSource/GameSession/GameModes/SinglePlayerCampaign.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Components/ItemContainer.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Components/LightComponent.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Components/Machines/Fabricator.cs # Barotrauma/BarotraumaClient/ClientSource/Items/ItemPrefab.cs # Barotrauma/BarotraumaClient/ClientSource/Map/Map/Map.cs # Barotrauma/BarotraumaClient/ClientSource/Networking/GameClient.cs # Barotrauma/BarotraumaClient/ClientSource/Networking/ServerSettings.cs # Barotrauma/BarotraumaClient/ClientSource/Particles/ParticleEmitter.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/CampaignSetupUI/CampaignSetupUI.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/CharacterEditor/CharacterEditorScreen.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/MainMenuScreen.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/NetLobbyScreen.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/SubEditorScreen.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/TestScreen.cs # Barotrauma/BarotraumaClient/LinuxClient.csproj # Barotrauma/BarotraumaClient/MacClient.csproj # Barotrauma/BarotraumaClient/WindowsClient.csproj # Barotrauma/BarotraumaServer/LinuxServer.csproj # Barotrauma/BarotraumaServer/MacServer.csproj # Barotrauma/BarotraumaServer/ServerSource/DebugConsole.cs # Barotrauma/BarotraumaServer/ServerSource/GameSession/GameModes/MultiPlayerCampaign.cs # Barotrauma/BarotraumaServer/ServerSource/GameSession/MedicalClinic.cs # Barotrauma/BarotraumaServer/ServerSource/Networking/GameServer.cs # Barotrauma/BarotraumaServer/WindowsServer.csproj # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/EnemyAIController.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/HumanAIController.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveFightIntruders.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveFindSafety.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveGoTo.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveRescueAll.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Animation/HumanoidAnimController.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Attack.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Character.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/CharacterInfo.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/Affliction.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/AfflictionPrefab.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Limb.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/Abilities/AbilityConditionals/AbilityConditionData/AbilityConditionMission.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/Abilities/AbilityConditionals/AbilityConditionDataless/AbilityConditionHasPermanentStat.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/Abilities/CustomAbilities/CharacterAbilityUnlockApprenticeshipTalentTree.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/TalentTree.cs # Barotrauma/BarotraumaShared/SharedSource/DebugConsole.cs # Barotrauma/BarotraumaShared/SharedSource/Enums.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/NPCChangeTeamAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/SpawnAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/TagAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventManager.cs # Barotrauma/BarotraumaShared/SharedSource/Events/Missions/AbandonedOutpostMission.cs # Barotrauma/BarotraumaShared/SharedSource/Events/Missions/Mission.cs # Barotrauma/BarotraumaShared/SharedSource/Extensions/IEnumerableExtensions.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/Data/Factions.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/Data/Reputation.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/GameModes/CampaignMode.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/GameSession.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/MedicalClinic.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Door.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/Holdable.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/Throwable.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/ItemComponent.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/ItemContainer.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Projectile.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Repairable.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/LightComponent.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Turret.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs # Barotrauma/BarotraumaShared/SharedSource/Items/ItemPrefab.cs # Barotrauma/BarotraumaShared/SharedSource/Items/RelatedItem.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Explosion.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Levels/Biome.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Levels/Level.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Levels/LevelData.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Map/Location.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Map/LocationType.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Map/Map.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Outposts/OutpostGenerationParams.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Outposts/OutpostGenerator.cs # Barotrauma/BarotraumaShared/SharedSource/Map/PriceInfo.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Submarine.cs # Barotrauma/BarotraumaShared/SharedSource/Map/SubmarineInfo.cs # Barotrauma/BarotraumaShared/SharedSource/Prefabs/PrefabCollection.cs # Barotrauma/BarotraumaShared/SharedSource/StatusEffects/StatusEffect.cs # Barotrauma/BarotraumaShared/SharedSource/Steam/Workshop.cs # Barotrauma/BarotraumaShared/SharedSource/SteamAchievementManager.cs # Barotrauma/BarotraumaShared/SharedSource/Upgrades/UpgradePrefab.cs # Barotrauma/BarotraumaShared/SharedSource/Utils/Option/Option.cs # Barotrauma/BarotraumaShared/SharedSource/Utils/SerializableDateTime.cs # Barotrauma/BarotraumaShared/changelog.txt # Barotrauma/BarotraumaTest/SerializableDateTimeTests.cs
140 lines
4.8 KiB
C#
140 lines
4.8 KiB
C#
#nullable enable
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Globalization;
|
|
using System.Xml.Linq;
|
|
|
|
namespace Barotrauma
|
|
{
|
|
internal partial class CampaignMetadata
|
|
{
|
|
private readonly Dictionary<Identifier, object> data = new Dictionary<Identifier, object>();
|
|
|
|
public CampaignMetadata()
|
|
{
|
|
}
|
|
|
|
public void Load(XElement element)
|
|
{
|
|
data.Clear();
|
|
foreach (var subElement in element.Elements())
|
|
{
|
|
if (string.Equals(subElement.Name.ToString(), "data", StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
Identifier identifier = subElement.GetAttributeIdentifier("key", Identifier.Empty);
|
|
string value = subElement.GetAttributeString("value", string.Empty);
|
|
string valueType = subElement.GetAttributeString("type", string.Empty);
|
|
|
|
if (identifier.IsEmpty || string.IsNullOrWhiteSpace(value) || string.IsNullOrWhiteSpace(valueType))
|
|
{
|
|
DebugConsole.ThrowError("Unable to load value because one or more of the required attributes are empty.\n" +
|
|
$"key: \"{identifier}\", value: \"{value}\", type: \"{valueType}\"");
|
|
continue;
|
|
}
|
|
|
|
Type? type = Type.GetType(valueType);
|
|
|
|
if (type == null)
|
|
{
|
|
DebugConsole.ThrowError($"Type for {identifier} not found ({valueType}).");
|
|
continue;
|
|
}
|
|
else if (type == typeof(Identifier))
|
|
{
|
|
data.Add(identifier, value.ToIdentifier());
|
|
}
|
|
else
|
|
{
|
|
data.Add(identifier, Convert.ChangeType(value, type, NumberFormatInfo.InvariantInfo));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SetValue(Identifier identifier, object value)
|
|
{
|
|
DebugConsole.Log($"Set the value \"{identifier}\" to {value}");
|
|
|
|
SteamAchievementManager.OnCampaignMetadataSet(identifier, value, unlockClients: true);
|
|
|
|
if (!data.ContainsKey(identifier))
|
|
{
|
|
data.Add(identifier, value);
|
|
SteamAchievementManager.OnCampaignMetadataSet(identifier, value);
|
|
return;
|
|
}
|
|
|
|
data[identifier] = value;
|
|
}
|
|
|
|
public float GetFloat(Identifier identifier, float? defaultValue = null)
|
|
{
|
|
return (float)GetTypeOrDefault(identifier, typeof(float), defaultValue ?? 0f);
|
|
}
|
|
|
|
public int GetInt(Identifier identifier, int? defaultValue = null)
|
|
{
|
|
return (int)GetTypeOrDefault(identifier, typeof(int), defaultValue ?? 0);
|
|
}
|
|
|
|
public bool GetBoolean(Identifier identifier, bool? defaultValue = null)
|
|
{
|
|
return (bool)GetTypeOrDefault(identifier, typeof(bool), defaultValue ?? false);
|
|
}
|
|
|
|
public string GetString(Identifier identifier, string? defaultValue = null)
|
|
{
|
|
return (string)GetTypeOrDefault(identifier, typeof(string), defaultValue ?? string.Empty);
|
|
}
|
|
|
|
public bool HasKey(Identifier identifier)
|
|
{
|
|
return data.ContainsKey(identifier);
|
|
}
|
|
|
|
private object GetTypeOrDefault(Identifier identifier, Type type, object defaultValue)
|
|
{
|
|
object? value = GetValue(identifier);
|
|
if (value != null)
|
|
{
|
|
if (value.GetType() == type)
|
|
{
|
|
return value;
|
|
}
|
|
else
|
|
{
|
|
DebugConsole.ThrowError($"Attempted to get value \"{identifier}\" as a {type} but the value is {value.GetType()}.");
|
|
}
|
|
}
|
|
return defaultValue;
|
|
}
|
|
|
|
public object? GetValue(Identifier identifier)
|
|
{
|
|
return data.ContainsKey(identifier) ? data[identifier] : null;
|
|
}
|
|
|
|
public void Save(XElement modeElement)
|
|
{
|
|
XElement element = new XElement("Metadata");
|
|
|
|
foreach (var (key, value) in data)
|
|
{
|
|
string valueStr = value.ToString() ?? throw new NullReferenceException();
|
|
if (value is float f)
|
|
{
|
|
valueStr = f.ToString("G", CultureInfo.InvariantCulture);
|
|
}
|
|
|
|
element.Add(new XElement("Data",
|
|
new XAttribute("key", key),
|
|
new XAttribute("value", valueStr),
|
|
new XAttribute("type", value.GetType())));
|
|
}
|
|
#if DEBUG
|
|
DebugConsole.Log(element.ToString());
|
|
#endif
|
|
modeElement.Add(element);
|
|
}
|
|
}
|
|
} |