149 lines
5.5 KiB
C#
149 lines
5.5 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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[NetworkSerialize]
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internal readonly record struct TalentStatIdentifier(ItemTalentStats Stat, Identifier TalentIdentifier, Option<UInt32> UniqueCharacterId, bool Save) : INetSerializableStruct
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{
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/// <summary>
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/// Stackable identifiers feature a unique ID to allow multiple stats applied by the same talent from different characters to coexist.
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/// </summary>
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public static TalentStatIdentifier CreateStackable(ItemTalentStats stat, Identifier talentIdentifier, UInt32 characterId)
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=> new(stat, talentIdentifier, Option<UInt32>.Some(characterId), Save: false);
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/// <summary>
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/// Unstackable identifiers do not have a unique ID causing them to be identical to other stats applied by the same talent from different characters and thus only one of them will be applied.
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/// <see cref="ItemStatManager.ApplyStat"/> will always use the highest value for unstackable stats.
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/// </summary>
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public static TalentStatIdentifier CreateUnstackable(ItemTalentStats stat, Identifier talentIdentifier, bool Save)
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=> new(stat, talentIdentifier, Option.None, Save);
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public XElement Serialize()
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=> new XElement("Stat",
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new XAttribute("type", Stat),
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new XAttribute("talent", TalentIdentifier));
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public static Option<TalentStatIdentifier> TryLoadFromXML(XElement element)
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{
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var stat = element.GetAttributeEnum("type", ItemTalentStats.None);
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var talentIdentifier = element.GetAttributeIdentifier("talent", Identifier.Empty);
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if (stat == ItemTalentStats.None || talentIdentifier == Identifier.Empty)
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{
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var error = $"Failed to load talent stat identifier from XML {element}";
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DebugConsole.ThrowError(error);
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GameAnalyticsManager.AddErrorEventOnce("ItemStatManager.TryLoadFromXML:Invalid", GameAnalyticsManager.ErrorSeverity.Error, error);
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return Option.None;
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}
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return Option.Some(CreateUnstackable(stat, talentIdentifier, true));
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}
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}
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internal sealed class ItemStatManager
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{
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private readonly Dictionary<TalentStatIdentifier, float> talentStats = new();
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private readonly Item item;
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public ItemStatManager(Item item) => this.item = item;
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public void ApplyStat(ItemTalentStats stat, bool stackable, bool save, float value, CharacterTalent talent)
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{
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if (talent.Character?.ID is not { } characterId ||
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talent.Prefab?.Identifier is not { } talentIdentifier) { return; }
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var identifier = stackable
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? TalentStatIdentifier.CreateStackable(stat, talentIdentifier, characterId)
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: TalentStatIdentifier.CreateUnstackable(stat, talentIdentifier, save);
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if (!stackable)
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{
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if (talentStats.TryGetValue(identifier, out float existingValue))
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{
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// Always use the highest value for non-stackable stats
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if (existingValue > value) { return; }
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}
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}
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talentStats[identifier] = value;
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#if SERVER
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if (GameMain.NetworkMember is { IsServer: true } server)
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{
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server.CreateEntityEvent(item, new Item.SetItemStatEventData(talentStats));
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}
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#endif
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}
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public void Save(XElement parent)
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{
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var element = new XElement("itemstats");
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foreach (var (key, value) in talentStats)
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{
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if (!key.Save) { continue; }
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var statElement = key.Serialize();
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statElement.Add(new XAttribute("value", value));
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element.Add(statElement);
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}
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parent.Add(element);
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}
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public void Load(XElement element)
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{
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foreach (XElement statElement in element.Elements())
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{
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if (!TalentStatIdentifier.TryLoadFromXML(statElement).TryUnwrap(out var identifier)) { continue; }
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var value = statElement.GetAttributeFloat("value", 0f);
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ApplyStatDirect(identifier, value);
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}
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}
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/// <summary>
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/// Used for setting the value value from network packet; bypassing all validity checks.
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/// </summary>
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public void ApplyStatDirect(TalentStatIdentifier identifier, float value)
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=> talentStats[identifier] = value;
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/// <summary>
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/// Adjusts the value by multiplying it with the value of the talent stat
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/// </summary>
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public float GetAdjustedValueMultiplicative(ItemTalentStats stat, float originalValue)
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{
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float total = originalValue;
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foreach (var (key, value) in talentStats)
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{
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if (key.Stat != stat) { continue; }
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total *= value;
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}
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return total;
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}
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/// <summary>
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/// Adjusts the value by adding the value of the talent stat instead of multiplying it
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/// </summary>
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public float GetAdjustedValueAdditive(ItemTalentStats stat, float originalValue)
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{
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float total = originalValue;
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foreach (var (key, value) in talentStats)
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{
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if (key.Stat != stat) { continue; }
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total += value;
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}
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return total;
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}
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}
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} |