Files
LuaCsForBarotraumaEP/Subsurface/Source/Map/Levels/Ruins/RuinStructure.cs

104 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml.Linq;
namespace Barotrauma.RuinGeneration
{
[Flags]
enum RuinStructureType
{
Wall = 1, CorridorWall = 2, Prop = 4, Back = 8, Door=16, Hatch=32
}
class RuinStructure
{
const string ConfigFile = "Content/Map/RuinConfig.xml";
private static List<RuinStructure> list;
public readonly MapEntityPrefab Prefab;
public readonly Alignment Alignment;
public readonly RuinStructureType Type;
private int commonness;
private RuinStructure(XElement element)
{
string prefab = ToolBox.GetAttributeString(element, "prefab", "").ToLowerInvariant();
Prefab = MapEntityPrefab.list.Find(s => s.Name.ToLowerInvariant() == prefab);
if (Prefab == null)
{
DebugConsole.ThrowError("Loading ruin structure failed - structure prefab ''"+prefab+" not found");
return;
}
string alignmentStr = ToolBox.GetAttributeString(element,"alignment","Bottom");
if (!Enum.TryParse<Alignment>(alignmentStr, true, out Alignment))
{
DebugConsole.ThrowError("Error in ruin structure ''"+prefab+"'' - "+alignmentStr+" is not a valid alignment");
}
string typeStr = ToolBox.GetAttributeString(element,"type","");
if (!Enum.TryParse<RuinStructureType>(typeStr,true, out Type))
{
DebugConsole.ThrowError("Error in ruin structure ''" + prefab + "'' - " + typeStr + " is not a valid type");
return;
}
commonness = ToolBox.GetAttributeInt(element, "commonness", 1);
list.Add(this);
}
private static void Load()
{
list = new List<RuinStructure>();
XDocument doc = ToolBox.TryLoadXml(ConfigFile);
if (doc == null || doc.Root == null) return;
foreach (XElement element in doc.Root.Elements())
{
new RuinStructure(element);
}
}
public static RuinStructure GetRandom(RuinStructureType type, Alignment alignment)
{
if (list==null)
{
DebugConsole.Log("Loading ruin structures...");
Load();
}
var matchingStructures = list.FindAll(rs => rs.Type.HasFlag(type) && rs.Alignment.HasFlag(alignment));
if (!matchingStructures.Any()) return null;
int totalCommonness = matchingStructures.Sum(m => m.commonness);
int randomNumber = Rand.Int(totalCommonness + 1, false);
foreach (RuinStructure ruinStructure in matchingStructures)
{
if (randomNumber <= ruinStructure.commonness)
{
return ruinStructure;
}
randomNumber -= ruinStructure.commonness;
}
return null;
}
}
}