Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/TalentTree.cs
T
2021-11-18 21:34:30 +09:00

295 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
class TalentTree : IPrefab, IDisposable
{
public enum TalentTreeStageState
{
Invalid,
Locked,
Unlocked,
Available,
Highlighted
}
public static readonly PrefabCollection<TalentTree> JobTalentTrees = new PrefabCollection<TalentTree>();
public readonly List<TalentSubTree> TalentSubTrees = new List<TalentSubTree>();
public XElement ConfigElement
{
get;
private set;
}
public string OriginalName => Identifier;
public string Identifier { get; }
public string FilePath { get; }
public ContentPackage ContentPackage { get; set; }
public TalentTree(XElement element, string filePath)
{
ConfigElement = element;
FilePath = filePath;
Identifier = element.GetAttributeString("jobidentifier", "").ToLowerInvariant();
if (string.IsNullOrEmpty(Identifier))
{
DebugConsole.ThrowError($"No job defined for talent tree in \"{filePath}\"!");
return;
}
foreach (XElement subTreeElement in element.GetChildElements("subtree"))
{
TalentSubTrees.Add(new TalentSubTree(subTreeElement));
}
// talents found and unlocked using the identifier wihin the talent tree, so no duplicates may occur
HashSet<string> duplicateSet = new HashSet<string>();
foreach (string talent in TalentSubTrees.SelectMany(s => s.TalentOptionStages.SelectMany(o => o.Talents.Select(t => t.Identifier))))
{
TalentPrefab talentPrefab = TalentPrefab.TalentPrefabs.Find(c => c.Identifier.Equals(talent, StringComparison.OrdinalIgnoreCase));
if (talentPrefab == null)
{
DebugConsole.AddWarning($"Talent tree for job {Identifier} contains non-existent talent {talent}! Talent tree not added.");
return;
}
if (!duplicateSet.Add(talent))
{
DebugConsole.ThrowError($"Talent tree for job {Identifier} contains duplicate talent {talent}! Talent tree not added.");
return;
}
}
}
public bool TalentIsInTree(string talentIdentifier)
{
return TalentSubTrees.SelectMany(s => s.TalentOptionStages.SelectMany(o => o.Talents.Select(t => t.Identifier))).Any(c => c == talentIdentifier);
}
public static void LoadFromFile(ContentFile file)
{
DebugConsole.Log("Loading talent tree: " + file.Path);
XDocument doc = XMLExtensions.TryLoadXml(file.Path);
if (doc == null) { return; }
void loadSinglePrefab(XElement element, bool isOverride)
{
JobTalentTrees.Add(new TalentTree(element, file.Path) { ContentPackage = file.ContentPackage }, isOverride);
}
void loadMultiplePrefabs(XElement element, bool isOverride)
{
foreach (var subElement in element.Elements())
{
interpretElement(subElement, isOverride);
}
}
void interpretElement(XElement subElement, bool isOverride)
{
if (subElement.IsOverride())
{
loadMultiplePrefabs(subElement, true);
}
else if (subElement.Name.LocalName.Equals("talenttrees", StringComparison.OrdinalIgnoreCase))
{
loadMultiplePrefabs(subElement, isOverride);
}
else if (subElement.Name.LocalName.Equals("talenttree", StringComparison.OrdinalIgnoreCase))
{
loadSinglePrefab(subElement, isOverride);
}
else
{
DebugConsole.ThrowError($"Invalid XML element for the {nameof(TalentTree)} prefab type: '{subElement.Name}' in {file.Path}");
}
}
interpretElement(doc.Root, false);
}
public static void LoadAll(IEnumerable<ContentFile> files)
{
DebugConsole.Log("Loading talent tree: ");
foreach (ContentFile file in files)
{
LoadFromFile(file);
}
}
public static bool IsViableTalentForCharacter(Character character, string talentIdentifier)
{
return IsViableTalentForCharacter(character, talentIdentifier, character?.Info?.UnlockedTalents ?? Enumerable.Empty<string>());
}
// i hate this function - markus
public static TalentTreeStageState GetTalentOptionStageState(Character character, string subTreeIdentifier, int index, List<string> selectedTalents)
{
if (character?.Info?.Job.Prefab is null) { return TalentTreeStageState.Invalid; }
if (!JobTalentTrees.TryGetValue(character.Info.Job.Prefab.Identifier, out TalentTree talentTree)) { return TalentTreeStageState.Invalid; }
TalentSubTree subTree = talentTree.TalentSubTrees.FirstOrDefault(tst => tst.Identifier == subTreeIdentifier);
if (subTree == null) { return TalentTreeStageState.Invalid; }
TalentOption targetTalentOption = subTree.TalentOptionStages[index];
if (targetTalentOption.Talents.Any(t => character.HasTalent(t.Identifier)))
{
return TalentTreeStageState.Unlocked;
}
if (targetTalentOption.Talents.Any(t => selectedTalents.Contains(t.Identifier)))
{
return TalentTreeStageState.Highlighted;
}
bool hasTalentInLastTier = true;
bool isLastTalentPurchased = true;
int lastindex = index - 1;
if (lastindex >= 0)
{
TalentOption lastLatentOption = subTree.TalentOptionStages[lastindex];
hasTalentInLastTier = lastLatentOption.Talents.Any(HasTalent);
isLastTalentPurchased = lastLatentOption.Talents.Any(t => character.HasTalent(t.Identifier));
}
if (!hasTalentInLastTier)
{
return TalentTreeStageState.Locked;
}
bool hasPointsForNewTalent = character.Info.GetTotalTalentPoints() - selectedTalents.Count > 0;
if (hasPointsForNewTalent)
{
return isLastTalentPurchased ? TalentTreeStageState.Highlighted : TalentTreeStageState.Available;
}
return TalentTreeStageState.Locked;
bool HasTalent(TalentPrefab t)
{
return selectedTalents.Contains(t.Identifier);
}
}
public static bool IsViableTalentForCharacter(Character character, string talentIdentifier, IEnumerable<string> selectedTalents)
{
if (character?.Info?.Job.Prefab == null) { return false; }
if (character.Info.GetTotalTalentPoints() - selectedTalents.Count() <= 0) { return false; }
if (!JobTalentTrees.TryGetValue(character.Info.Job.Prefab.Identifier, out TalentTree talentTree)) { return false; }
foreach (var subTree in talentTree.TalentSubTrees)
{
if (subTree.ForceUnlock && subTree.TalentOptionStages.Any(option => option.Talents.Any(t => t.Identifier == talentIdentifier))) { return true; }
foreach (var talentOptionStage in subTree.TalentOptionStages)
{
bool hasTalentInThisTier = talentOptionStage.Talents.Any(t => selectedTalents.Contains(t.Identifier));
if (!hasTalentInThisTier)
{
if (talentOptionStage.Talents.Any(t => t.Identifier == talentIdentifier))
{
return true;
}
else
{
break;
}
}
}
}
return false;
}
public static List<string> CheckTalentSelection(Character controlledCharacter, IEnumerable<string> selectedTalents)
{
List<string> viableTalents = new List<string>();
bool canStillUnlock = true;
// keep trying to unlock talents until none of the talents are unlockable
while (canStillUnlock && selectedTalents.Any())
{
canStillUnlock = false;
foreach (string talent in selectedTalents)
{
if (!viableTalents.Contains(talent) && IsViableTalentForCharacter(controlledCharacter, talent, viableTalents))
{
viableTalents.Add(talent);
canStillUnlock = true;
}
}
}
return viableTalents;
}
private bool disposed = false;
public void Dispose()
{
if (disposed) { return; }
disposed = true;
JobTalentTrees.Remove(this);
}
}
class TalentSubTree
{
public string Identifier { get; }
public string DisplayName { get; }
public bool ForceUnlock;
public readonly List<TalentOption> TalentOptionStages = new List<TalentOption>();
public TalentSubTree(XElement subTreeElement)
{
Identifier = subTreeElement.GetAttributeString("identifier", "");
DisplayName = TextManager.Get("talenttree." + Identifier, returnNull: true) ?? Identifier;
foreach (XElement talentOptionsElement in subTreeElement.GetChildElements("talentoptions"))
{
TalentOptionStages.Add(new TalentOption(talentOptionsElement, Identifier));
}
}
}
class TalentOption
{
public readonly List<TalentPrefab> Talents = new List<TalentPrefab>();
public TalentOption(XElement talentOptionsElement, string debugIdentifier)
{
foreach (XElement talentOptionElement in talentOptionsElement.GetChildElements("talentoption"))
{
string identifier = talentOptionElement.GetAttributeString("identifier", string.Empty);
if (!TalentPrefab.TalentPrefabs.ContainsKey(identifier))
{
DebugConsole.ThrowError($"Error in talent tree \"{debugIdentifier}\" - could not find a talent with the identifier \"{identifier}\".");
return;
}
Talents.Add(TalentPrefab.TalentPrefabs[identifier]);
}
}
}
}