Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/GameSession/Data/Factions.cs
2023-10-19 17:18:51 +03:00

206 lines
8.1 KiB
C#

#nullable enable
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Collections.Immutable;
namespace Barotrauma
{
public enum FactionAffiliation
{
Positive,
Neutral,
Negative
}
class Faction
{
public Reputation Reputation { get; }
public FactionPrefab Prefab { get; }
public Faction(CampaignMetadata? metadata, FactionPrefab prefab)
{
Prefab = prefab;
Reputation = new Reputation(metadata, this, prefab.MinReputation, prefab.MaxReputation, prefab.InitialReputation);
}
/// <summary>
/// Get what kind of affiliation this faction has towards the player depending on who they chose to side with via talents
/// </summary>
/// <returns></returns>
public static FactionAffiliation GetPlayerAffiliationStatus(Faction faction)
{
if (GameMain.GameSession?.Campaign?.Factions is not { } factions) { return FactionAffiliation.Neutral; }
bool isHighest = true;
foreach (Faction otherFaction in factions)
{
if (otherFaction == faction || otherFaction.Reputation.Value < faction.Reputation.Value) { continue; }
isHighest = false;
break;
}
return isHighest ? FactionAffiliation.Positive : FactionAffiliation.Negative;
}
public override string ToString()
{
return $"{base.ToString()} ({Prefab?.Identifier.ToString() ?? "null"})";
}
}
internal class FactionPrefab : Prefab
{
public readonly static PrefabCollection<FactionPrefab> Prefabs = new PrefabCollection<FactionPrefab>();
public LocalizedString Name { get; }
public LocalizedString Description { get; }
public LocalizedString ShortDescription { get; }
public Identifier OpposingFaction { get; }
public class HireableCharacter
{
public readonly Identifier NPCSetIdentifier;
public readonly Identifier NPCIdentifier;
public readonly float MinReputation;
public HireableCharacter(ContentXElement element)
{
NPCSetIdentifier = element.GetAttributeIdentifier("from", element.GetAttributeIdentifier("npcsetidentifier", Identifier.Empty));
NPCIdentifier = element.GetAttributeIdentifier("identifier", element.GetAttributeIdentifier("npcidentifier", Identifier.Empty));
MinReputation = element.GetAttributeFloat("minreputation", 0.0f);
}
}
public ImmutableArray<HireableCharacter> HireableCharacters;
public class AutomaticMission
{
public readonly Identifier MissionTag;
public readonly LevelData.LevelType LevelType;
public readonly float MinReputation, MaxReputation;
public readonly float MinProbability, MaxProbability;
public readonly int MaxDistanceFromFactionOutpost;
public readonly bool DisallowBetweenOtherFactionOutposts;
public AutomaticMission(ContentXElement element, string parentDebugName)
{
MissionTag = element.GetAttributeIdentifier("missiontag", Identifier.Empty);
LevelType = element.GetAttributeEnum("leveltype", LevelData.LevelType.LocationConnection);
MinReputation = element.GetAttributeFloat("minreputation", 0.0f);
MaxReputation = element.GetAttributeFloat("maxreputation", 0.0f);
if (MinReputation > MaxReputation)
{
DebugConsole.ThrowError($"Error in faction prefab \"{parentDebugName}\": MinReputation cannot be larger than MaxReputation.");
}
float probability = element.GetAttributeFloat("probability", 0.0f);
MinProbability = element.GetAttributeFloat("minprobability", probability);
MaxProbability = element.GetAttributeFloat("maxprobability", probability);
MaxDistanceFromFactionOutpost = element.GetAttributeInt(nameof(MaxDistanceFromFactionOutpost), int.MaxValue);
DisallowBetweenOtherFactionOutposts = element.GetAttributeBool(nameof(DisallowBetweenOtherFactionOutposts), false);
}
}
public ImmutableArray<AutomaticMission> AutomaticMissions;
public bool StartOutpost { get; }
public int MenuOrder { get; }
/// <summary>
/// How low the reputation can drop on this faction
/// </summary>
public int MinReputation { get; }
/// <summary>
/// Maximum reputation level you can gain on this faction
/// </summary>
public int MaxReputation { get; }
/// <summary>
/// What reputation does this faction start with
/// </summary>
public int InitialReputation { get; }
public float ControlledOutpostPercentage { get; }
public float SecondaryControlledOutpostPercentage { get; }
#if CLIENT
public Sprite? Icon { get; private set; }
public Sprite? IconSmall { get; private set; }
public Sprite? BackgroundPortrait { get; private set; }
#endif
public Color IconColor { get; }
public FactionPrefab(ContentXElement element, FactionsFile file) : base(file, element.GetAttributeIdentifier("identifier", string.Empty))
{
MenuOrder = element.GetAttributeInt("menuorder", 0);
StartOutpost = element.GetAttributeBool("startoutpost", false);
MinReputation = element.GetAttributeInt("minreputation", -100);
MaxReputation = element.GetAttributeInt("maxreputation", 100);
InitialReputation = element.GetAttributeInt("initialreputation", 0);
ControlledOutpostPercentage = element.GetAttributeFloat("controlledoutpostpercentage", 0);
SecondaryControlledOutpostPercentage = element.GetAttributeFloat("secondarycontrolledoutpostpercentage", 0);
Name = element.GetAttributeString("name", null) ?? TextManager.Get($"faction.{Identifier}").Fallback("Unnamed");
Description = element.GetAttributeString("description", null) ?? TextManager.Get($"faction.{Identifier}.description").Fallback("");
ShortDescription = element.GetAttributeString("shortdescription", null) ?? TextManager.Get($"faction.{Identifier}.shortdescription").Fallback("");
OpposingFaction = element.GetAttributeIdentifier(nameof(OpposingFaction), Identifier.Empty);
List<HireableCharacter> hireableCharacters = new List<HireableCharacter>();
List<AutomaticMission> automaticMissions = new List<AutomaticMission>();
foreach (var subElement in element.Elements())
{
var subElementId = subElement.NameAsIdentifier();
if (subElementId == "icon")
{
IconColor = subElement.GetAttributeColor("color", Color.White);
#if CLIENT
Icon = new Sprite(subElement);
#endif
}
else if (subElementId == "iconsmall")
{
#if CLIENT
IconSmall = new Sprite(subElement);
#endif
}
else if (subElementId == "portrait")
{
#if CLIENT
BackgroundPortrait = new Sprite(subElement);
#endif
}
else if (subElementId == "hireable")
{
hireableCharacters.Add(new HireableCharacter(subElement));
}
else if (subElementId == "mission" || subElementId == "automaticmission")
{
automaticMissions.Add(new AutomaticMission(subElement, Identifier.ToString()));
}
}
HireableCharacters = hireableCharacters.ToImmutableArray();
AutomaticMissions = automaticMissions.ToImmutableArray();
}
public override string ToString()
{
return $"{base.ToString()} ({Identifier})";
}
public override void Dispose()
{
#if CLIENT
Icon?.Remove();
Icon = null;
#endif
}
}
}