Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventPrefab.cs
2024-06-18 16:50:02 +03:00

151 lines
6.2 KiB
C#

using System;
using System.Linq;
using System.Reflection;
namespace Barotrauma
{
class EventPrefab : Prefab
{
public static readonly PrefabCollection<EventPrefab> Prefabs = new PrefabCollection<EventPrefab>();
public readonly ContentXElement ConfigElement;
public readonly Type EventType;
/// <summary>
/// The probability for the event to do something if it gets selected. For example, the probability for a MonsterEvent to spawn the monster(s).
/// </summary>
public readonly float Probability;
/// <summary>
/// When this event occurs, should it trigger the event cooldown during which no new events are triggered?
/// </summary>
public readonly bool TriggerEventCooldown;
/// <summary>
/// The commonness of the event (i.e. how likely it is for this specific event to be chosen from the event set it's configured in).
/// Only valid if the event set is configured to choose a random event (as opposed to just executing all the events in the set).
/// </summary>
public readonly float Commonness;
/// <summary>
/// If set, the event set can only be chosen in this biome.
/// </summary>
public readonly Identifier BiomeIdentifier;
/// <summary>
/// If set, this layer must be present somewhere in the level.
/// </summary>
public readonly Identifier RequiredLayer;
/// <summary>
/// If set, the event set can only be chosen in locations that belong to this faction.
/// </summary>
public readonly Identifier Faction;
public readonly LocalizedString Name;
/// <summary>
/// If set, this event is used as an event that can unlock a path to the next biome.
/// </summary>
public readonly bool UnlockPathEvent;
/// <summary>
/// Only valid if UnlockPathEvent is set to true. The tooltip displayed on the pathway this event is blocking.
/// </summary>
public readonly string UnlockPathTooltip;
/// <summary>
/// Only valid if UnlockPathEvent is set to true. The reputation requirement displayed on the pathway this event is blocking.
/// </summary>
public readonly int UnlockPathReputation;
public static EventPrefab Create(ContentXElement element, RandomEventsFile file, Identifier fallbackIdentifier = default)
{
if (element.NameAsIdentifier() == nameof(TraitorEvent))
{
return new TraitorEventPrefab(element, file, fallbackIdentifier);
}
else
{
return new EventPrefab(element, file, fallbackIdentifier);
}
}
public EventPrefab(ContentXElement element, RandomEventsFile file, Identifier fallbackIdentifier = default)
: base(file, element.GetAttributeIdentifier("identifier", fallbackIdentifier))
{
ConfigElement = element;
try
{
EventType = Type.GetType("Barotrauma." + ConfigElement.Name, true, true);
if (EventType == null)
{
DebugConsole.ThrowError("Could not find an event class of the type \"" + ConfigElement.Name + "\".",
contentPackage: element.ContentPackage);
}
}
catch
{
DebugConsole.ThrowError("Could not find an event class of the type \"" + ConfigElement.Name + "\".",
contentPackage: element.ContentPackage);
}
Name = TextManager.Get($"eventname.{Identifier}").Fallback(Identifier.ToString());
BiomeIdentifier = ConfigElement.GetAttributeIdentifier("biome", Identifier.Empty);
Faction = ConfigElement.GetAttributeIdentifier("faction", Identifier.Empty);
Commonness = element.GetAttributeFloat("commonness", 1.0f);
Probability = Math.Clamp(element.GetAttributeFloat(1.0f, "probability", "spawnprobability"), 0, 1);
TriggerEventCooldown = element.GetAttributeBool("triggereventcooldown", EventType != typeof(ScriptedEvent));
RequiredLayer = element.GetAttributeIdentifier(nameof(RequiredLayer), Identifier.Empty);
UnlockPathEvent = element.GetAttributeBool("unlockpathevent", false);
UnlockPathTooltip = element.GetAttributeString("unlockpathtooltip", "lockedpathtooltip");
UnlockPathReputation = element.GetAttributeInt("unlockpathreputation", 0);
}
public bool TryCreateInstance<T>(int seed, out T instance) where T : Event
{
instance = CreateInstance(seed) as T;
return instance is not null;
}
public Event CreateInstance(int seed)
{
ConstructorInfo constructor = EventType.GetConstructor(new[] { GetType(), typeof(int) });
Event instance = null;
try
{
instance = constructor.Invoke(new object[] { this, seed }) as Event;
}
catch (Exception ex)
{
DebugConsole.ThrowError(ex.InnerException != null ? ex.InnerException.ToString() : ex.ToString());
}
if (instance != null && !instance.LevelMeetsRequirements()) { return null; }
return instance;
}
public override void Dispose() { }
public override string ToString()
{
return $"{nameof(EventPrefab)} ({Identifier})";
}
public static EventPrefab GetUnlockPathEvent(Identifier biomeIdentifier, Faction faction)
{
var unlockPathEvents = Prefabs.OrderBy(p => p.Identifier).Where(e => e.UnlockPathEvent);
if (faction != null && unlockPathEvents.Any(e => e.Faction == faction.Prefab.Identifier))
{
unlockPathEvents = unlockPathEvents.Where(e => e.Faction == faction.Prefab.Identifier);
}
return
unlockPathEvents.FirstOrDefault(ep => ep.BiomeIdentifier == biomeIdentifier) ??
unlockPathEvents.FirstOrDefault(ep => ep.BiomeIdentifier == Identifier.Empty);
}
}
}