Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/GameSession/Data/CampaignMetadata.cs
T
Regalis11 b5ecaf0194 Merge branch 'faction-test'
# 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
2023-03-13 18:26:50 +02:00

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);
}
}
}