Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Items/FixRequirement.cs
T
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00

72 lines
2.1 KiB
C#

using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Barotrauma
{
partial class FixRequirement
{
string name;
List<Skill> requiredSkills;
List<string> requiredItems;
public bool Fixed;
public FixRequirement(XElement element)
{
name = ToolBox.GetAttributeString(element, "name", "");
requiredSkills = new List<Skill>();
requiredItems = new List<string>();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "skill":
string skillName = ToolBox.GetAttributeString(subElement, "name", "");
int level = ToolBox.GetAttributeInt(subElement, "level", 1);
requiredSkills.Add(new Skill(skillName, level));
break;
case "item":
string itemName = ToolBox.GetAttributeString(subElement, "name", "");
requiredItems.Add(itemName);
break;
}
}
}
public bool CanBeFixed(Character character)
{
if (character == null) return false;
bool success = true;
foreach (string itemName in requiredItems)
{
Item item = character.Inventory.FindItem(itemName);
bool itemFound = (item != null);
if (!itemFound) success = false;
}
foreach (Skill skill in requiredSkills)
{
float characterSkill = character.GetSkillLevel(skill.Name);
bool sufficientSkill = characterSkill >= skill.Level;
if (!sufficientSkill) success = false;
}
return success;
}
}
}