Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/Jobs/JobPrefab.cs
2023-12-20 15:00:42 +02:00

283 lines
11 KiB
C#

using Barotrauma.Extensions;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
public class AutonomousObjective
{
public readonly Identifier Identifier;
public readonly Identifier Option;
public readonly float PriorityModifier;
/// <summary>
/// The order is ignored in outpost levels. Doesn't apply to outpost NPCs.
/// </summary>
public readonly bool IgnoreAtOutpost;
/// <summary>
/// The order is ignored in "normal" non-outpost levels
/// </summary>
public readonly bool IgnoreAtNonOutpost;
public AutonomousObjective(XElement element)
{
Identifier = element.GetAttributeIdentifier("identifier", Identifier.Empty);
//backwards compatibility
if (Identifier == Identifier.Empty)
{
Identifier = element.GetAttributeIdentifier("aitag", Identifier.Empty);
}
Option = element.GetAttributeIdentifier("option", Identifier.Empty);
PriorityModifier = element.GetAttributeFloat("prioritymodifier", 1);
PriorityModifier = MathHelper.Max(PriorityModifier, 0);
IgnoreAtOutpost = element.GetAttributeBool("ignoreatoutpost", false);
IgnoreAtNonOutpost = element.GetAttributeBool("ignoreatnonoutpost", false);
}
}
class ItemRepairPriority : Prefab
{
public static readonly PrefabCollection<ItemRepairPriority> Prefabs = new PrefabCollection<ItemRepairPriority>();
public readonly float Priority;
public ItemRepairPriority(XElement element, JobsFile file) : base(file, element.GetAttributeIdentifier("tag", Identifier.Empty))
{
Priority = element.GetAttributeFloat("priority", -1f);
if (Priority < 0)
{
DebugConsole.AddWarning($"The 'priority' attribute is missing from the the item repair priorities definition in {element} of {file.Path}.",
ContentPackage);
}
}
public override void Dispose() { }
}
internal class JobVariant
{
public JobPrefab Prefab;
public int Variant;
public JobVariant(JobPrefab prefab, int variant)
{
Prefab = prefab;
Variant = variant;
}
}
partial class JobPrefab : PrefabWithUintIdentifier
{
public static readonly PrefabCollection<JobPrefab> Prefabs = new PrefabCollection<JobPrefab>();
public override void Dispose() { }
private static readonly Dictionary<Identifier, float> _itemRepairPriorities = new Dictionary<Identifier, float>();
/// <summary>
/// Tag -> priority.
/// </summary>
public static IReadOnlyDictionary<Identifier, float> ItemRepairPriorities => _itemRepairPriorities;
public static JobPrefab Get(Identifier identifier)
{
if (Prefabs.ContainsKey(identifier))
{
return Prefabs[identifier];
}
else
{
DebugConsole.ThrowError("Couldn't find a job prefab with the given identifier: " + identifier);
return null;
}
}
public class PreviewItem
{
public readonly Identifier ItemIdentifier;
public readonly bool ShowPreview;
public PreviewItem(Identifier itemIdentifier, bool showPreview)
{
ItemIdentifier = itemIdentifier;
ShowPreview = showPreview;
}
}
public readonly Dictionary<int, ContentXElement> ItemSets = new Dictionary<int, ContentXElement>();
public readonly ImmutableDictionary<int, ImmutableArray<PreviewItem>> PreviewItems;
public readonly List<SkillPrefab> Skills = new List<SkillPrefab>();
public readonly List<AutonomousObjective> AutonomousObjectives = new List<AutonomousObjective>();
public readonly List<Identifier> AppropriateOrders = new List<Identifier>();
[Serialize("1,1,1,1", IsPropertySaveable.No)]
public Color UIColor
{
get;
private set;
}
public readonly LocalizedString Name;
[Serialize(AIObjectiveIdle.BehaviorType.Passive, IsPropertySaveable.No, description: "How should the character behave when idling (not doing any particular task)?")]
public AIObjectiveIdle.BehaviorType IdleBehavior
{
get;
private set;
}
public readonly LocalizedString Description;
[Serialize(false, IsPropertySaveable.No, description: "Can the character speak any random lines, or just ones specifically meant for the job?")]
public bool OnlyJobSpecificDialog
{
get;
private set;
}
[Serialize(0, IsPropertySaveable.No, description: "The number of these characters in the crew the player starts with in the single player campaign.")]
public int InitialCount
{
get;
private set;
}
[Serialize(false, IsPropertySaveable.No, description: "If set to true, a client that has chosen this as their preferred job will get it regardless of the maximum number or the amount of spawnpoints in the sub.")]
public bool AllowAlways
{
get;
private set;
}
[Serialize(100, IsPropertySaveable.No, description: "How many crew members can have the job (e.g. only one captain etc).")]
public int MaxNumber
{
get;
private set;
}
[Serialize(0, IsPropertySaveable.No, description: "How many crew members are required to have the job. I.e. if one captain is required, one captain is chosen even if all the players have set captain to lowest preference.")]
public int MinNumber
{
get;
private set;
}
[Serialize(0.0f, IsPropertySaveable.No, description: "Minimum amount of karma a player must have to get assigned this job.")]
public float MinKarma
{
get;
private set;
}
[Serialize(1.0f, IsPropertySaveable.No, description: "Multiplier on the base hiring cost when hiring the character from an outpost.")]
public float PriceMultiplier
{
get;
private set;
}
[Serialize(0.0f, IsPropertySaveable.No, description: "How much the vitality of the character is increased/reduced from the default value (e.g. 10 = 110 total vitality if the default vitality is 100.).")]
public float VitalityModifier
{
get;
private set;
}
[Serialize(false, IsPropertySaveable.No, description: "Hidden jobs are not selectable by players, but can be used by e.g. outpost NPCs.")]
public bool HiddenJob
{
get;
private set;
}
public Sprite Icon;
public Sprite IconSmall;
public SkillPrefab PrimarySkill => Skills?.FirstOrDefault(s => s.IsPrimarySkill);
public ContentXElement Element { get; private set; }
public int Variants { get; private set; }
public JobPrefab(ContentXElement element, JobsFile file) : base(file, element.GetAttributeIdentifier("identifier", ""))
{
SerializableProperty.DeserializeProperties(this, element);
Name = TextManager.Get("JobName." + Identifier);
Description = TextManager.Get("JobDescription." + Identifier);
Element = element;
var previewItems = new Dictionary<int, List<PreviewItem>>();
int variant = 0;
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "itemset":
ItemSets.Add(variant, subElement);
previewItems[variant] = new List<PreviewItem>();
loadItemIdentifiers(subElement, variant);
variant++;
break;
case "skills":
foreach (var skillElement in subElement.Elements())
{
Skills.Add(new SkillPrefab(skillElement));
}
break;
case "autonomousobjectives":
subElement.Elements().ForEach(order => AutonomousObjectives.Add(new AutonomousObjective(order)));
break;
case "appropriateobjectives":
case "appropriateorders":
subElement.Elements().ForEach(order => AppropriateOrders.Add(order.GetAttributeIdentifier("identifier", "")));
break;
case "jobicon":
Icon = new Sprite(subElement.FirstElement());
break;
case "jobiconsmall":
IconSmall = new Sprite(subElement.FirstElement());
break;
}
}
void loadItemIdentifiers(XElement parentElement, int variant)
{
foreach (XElement itemElement in parentElement.GetChildElements("Item"))
{
if (itemElement.Element("name") != null)
{
DebugConsole.ThrowErrorLocalized("Error in job config \"" + Name + "\" - use identifiers instead of names to configure the items.");
continue;
}
Identifier itemIdentifier = itemElement.GetAttributeIdentifier("identifier", Identifier.Empty);
if (itemIdentifier.IsEmpty)
{
DebugConsole.ThrowErrorLocalized("Error in job config \"" + Name + "\" - item with no identifier.");
}
else
{
previewItems[variant].Add(new PreviewItem(itemIdentifier, itemElement.GetAttributeBool("showpreview", true)));
}
loadItemIdentifiers(itemElement, variant);
}
}
PreviewItems = previewItems.Select(kvp => (kvp.Key, kvp.Value.ToImmutableArray()))
.ToImmutableDictionary();
Variants = variant;
Skills.Sort((x,y) => y.LevelRange.Start.CompareTo(x.LevelRange.Start));
}
public static JobPrefab Random(Rand.RandSync sync, Func<JobPrefab, bool> predicate = null) => Prefabs.GetRandom(p => !p.HiddenJob && (predicate == null || predicate(p)), sync);
}
}