112 lines
4.5 KiB
C#
112 lines
4.5 KiB
C#
using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class Quality : ItemComponent
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{
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public const int MaxQuality = 3;
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public enum StatType
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{
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Condition,
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ExplosionRadius,
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ExplosionDamage,
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RepairSpeed,
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RepairToolStructureRepairMultiplier,
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RepairToolStructureDamageMultiplier,
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RepairToolDeattachTimeMultiplier,
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FirepowerMultiplier,
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StrikingPowerMultiplier,
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StrikingSpeedMultiplier,
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FiringRateMultiplier
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}
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private readonly Dictionary<StatType, float> statValues = new Dictionary<StatType, float>();
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private int qualityLevel;
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[Editable(MinValueInt = 0, MaxValueInt = MaxQuality), Serialize(0, IsPropertySaveable.Yes)]
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public int QualityLevel
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{
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get { return qualityLevel; }
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set
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{
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if (value == qualityLevel) { return; }
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bool wasInFullCondition = item.IsFullCondition;
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qualityLevel = MathHelper.Clamp(value, 0, MaxQuality);
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item.RecalculateConditionValues();
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//set the condition to the new max condition
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if (wasInFullCondition && statValues.ContainsKey(StatType.Condition))
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{
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item.Condition = item.MaxCondition;
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}
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}
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}
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public Quality(Item item, ContentXElement element) : base(item, element)
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{
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLower())
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{
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case "stattype":
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case "statvalue":
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case "qualitystat":
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string statTypeString = subElement.GetAttributeString("stattype", "");
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if (!Enum.TryParse(statTypeString, true, out StatType statType))
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{
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DebugConsole.ThrowError("Invalid stat type type \"" + statTypeString + "\" in item (" + ((MapEntity)item).Prefab.Identifier + ")",
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contentPackage: element.ContentPackage);
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}
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float statValue = subElement.GetAttributeFloat("value", 0f);
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statValues.TryAdd(statType, statValue);
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break;
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}
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}
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}
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public float GetValue(StatType statType)
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{
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if (!statValues.ContainsKey(statType)) { return 0.0f; }
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return statValues[statType] * qualityLevel;
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}
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/// <summary>
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/// Get a random quality for an item spawning in some sub, taking into account the type of the submarine and the difficulty of the current level
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/// (high-quality items become more common as difficulty increases)
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/// </summary>
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public static int GetSpawnedItemQuality(Submarine submarine, Level level, Rand.RandSync randSync = Rand.RandSync.ServerAndClient)
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{
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if (submarine?.Info == null || level == null || submarine.Info.Type == SubmarineType.Player) { return 0; }
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float difficultyFactor = MathHelper.Clamp(level.Difficulty, 0.0f, level.LevelData.Biome.ActualMaxDifficulty / 100.0f);
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if (level.Type == LevelData.LevelType.Outpost &&
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level.StartLocation?.Type?.OutpostTeam == CharacterTeamType.FriendlyNPC)
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{
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//no high-quality spawns in friendly outposts
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difficultyFactor = 0.0f;
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}
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return ToolBox.SelectWeightedRandom(Enumerable.Range(0, MaxQuality + 1), q => GetCommonness(q, difficultyFactor), randSync);
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static float GetCommonness(int quality, float difficultyFactor)
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{
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return quality switch
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{
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0 => 1,
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1 => MathHelper.Lerp(0.0f, 1f, difficultyFactor),
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2 => MathHelper.Lerp(0.0f, 1f, Math.Max(difficultyFactor-0.15f, 0f)), //15 difficulty transition to next biome - unlock Excellent loot
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3 => MathHelper.Lerp(0.0f, 1f, Math.Max(difficultyFactor-0.35f, 0f)), //35 difficulty transition to next biome - unlock Masterwork loot
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_ => 0.0f,
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};
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}
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}
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}
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}
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