Ejemplo n.º 1
0
        public static void LoadAll(IEnumerable <ContentFile> files)
        {
            CPRSettings.Unload();
            InternalDamage = null;
            ImpactDamage   = null;
            Bleeding       = null;
            Burn           = null;
            OxygenLow      = null;
            Bloodloss      = null;
            Pressure       = null;
            Stun           = null;
#if CLIENT
            CharacterHealth.DamageOverlay?.Remove();
            CharacterHealth.DamageOverlay     = null;
            CharacterHealth.DamageOverlayFile = string.Empty;
#endif
            var prevPrefabs = Prefabs.AllPrefabs.SelectMany(kvp => kvp.Value).ToList();
            foreach (var prefab in prevPrefabs)
            {
                prefab?.Dispose();
            }
            System.Diagnostics.Debug.Assert(Prefabs.Count() == 0, "All previous AfflictionPrefabs were not removed in AfflictionPrefab.LoadAll");

            foreach (ContentFile file in files)
            {
                LoadFromFile(file);
            }

            if (InternalDamage == null)
            {
                DebugConsole.ThrowError("Affliction \"Internal Damage\" not defined in the affliction prefabs.");
            }
            if (Bleeding == null)
            {
                DebugConsole.ThrowError("Affliction \"Bleeding\" not defined in the affliction prefabs.");
            }
            if (Burn == null)
            {
                DebugConsole.ThrowError("Affliction \"Burn\" not defined in the affliction prefabs.");
            }
            if (OxygenLow == null)
            {
                DebugConsole.ThrowError("Affliction \"OxygenLow\" not defined in the affliction prefabs.");
            }
            if (Bloodloss == null)
            {
                DebugConsole.ThrowError("Affliction \"Bloodloss\" not defined in the affliction prefabs.");
            }
            if (Pressure == null)
            {
                DebugConsole.ThrowError("Affliction \"Pressure\" not defined in the affliction prefabs.");
            }
            if (Stun == null)
            {
                DebugConsole.ThrowError("Affliction \"Stun\" not defined in the affliction prefabs.");
            }
        }
Ejemplo n.º 2
0
        public static void RemoveByFile(string filePath)
        {
            if (CPRSettings.FilePath == filePath)
            {
                CPRSettings.Unload();
            }
#if CLIENT
            if (CharacterHealth.DamageOverlayFile == filePath)
            {
                CharacterHealth.DamageOverlay?.Remove();
                CharacterHealth.DamageOverlay = null;
            }
#endif

            Prefabs.RemoveByFile(filePath);
        }
Ejemplo n.º 3
0
        public static void LoadFromFile(ContentFile file)
        {
            XDocument doc = XMLExtensions.TryLoadXml(file.Path);

            if (doc == null)
            {
                return;
            }
            var mainElement = doc.Root.IsOverride() ? doc.Root.FirstElement() : doc.Root;

            if (doc.Root.IsOverride())
            {
                DebugConsole.ThrowError("Cannot override all afflictions, because many of them are required by the main game! Please try overriding them one by one.");
            }
            foreach (XElement element in mainElement.Elements())
            {
                bool     isOverride    = element.IsOverride();
                XElement sourceElement = isOverride ? element.FirstElement() : element;
                string   elementName   = sourceElement.Name.ToString().ToLowerInvariant();
                string   identifier    = sourceElement.GetAttributeString("identifier", null);
                if (!elementName.Equals("cprsettings", StringComparison.OrdinalIgnoreCase) &&
                    !elementName.Equals("damageoverlay", StringComparison.OrdinalIgnoreCase))
                {
                    if (string.IsNullOrWhiteSpace(identifier))
                    {
                        DebugConsole.ThrowError($"No identifier defined for the affliction '{elementName}' in file '{file.Path}'");
                        continue;
                    }
                    if (Prefabs.ContainsKey(identifier))
                    {
                        if (isOverride)
                        {
                            DebugConsole.NewMessage($"Overriding an affliction or a buff with the identifier '{identifier}' using the file '{file.Path}'", Color.Yellow);
                        }
                        else
                        {
                            DebugConsole.ThrowError($"Duplicate affliction: '{identifier}' defined in {elementName} of '{file.Path}'");
                            continue;
                        }
                    }
                }
                string type = sourceElement.GetAttributeString("type", "");
                switch (sourceElement.Name.ToString().ToLowerInvariant())
                {
                case "cprsettings":
                    type = "cprsettings";
                    break;

                case "damageoverlay":
                    type = "damageoverlay";
                    break;
                }

                AfflictionPrefab prefab = null;
                switch (type)
                {
                case "damageoverlay":
#if CLIENT
                    if (CharacterHealth.DamageOverlay != null)
                    {
                        if (isOverride)
                        {
                            DebugConsole.NewMessage($"Overriding damage overlay with '{file.Path}'", Color.Yellow);
                        }
                        else
                        {
                            DebugConsole.ThrowError($"Error in '{file.Path}': damage overlay already loaded. Add <override></override> tags as the parent of the custom damage overlay sprite to allow overriding the vanilla one.");
                            break;
                        }
                    }
                    CharacterHealth.DamageOverlay?.Remove();
                    CharacterHealth.DamageOverlay     = new Sprite(element);
                    CharacterHealth.DamageOverlayFile = file.Path;
#endif
                    break;

                case "bleeding":
                    prefab = new AfflictionPrefab(sourceElement, file.Path, typeof(AfflictionBleeding));
                    break;

                case "huskinfection":
                    prefab = new AfflictionPrefabHusk(sourceElement, file.Path, typeof(AfflictionHusk));
                    break;

                case "cprsettings":
                    if (CPRSettings.IsLoaded)
                    {
                        if (isOverride)
                        {
                            DebugConsole.NewMessage($"Overriding the CPR settings with '{file.Path}'", Color.Yellow);
                        }
                        else
                        {
                            DebugConsole.ThrowError($"Error in '{file.Path}': CPR settings already loaded. Add <override></override> tags as the parent of the custom CPRSettings to allow overriding the vanilla values.");
                            break;
                        }
                    }
                    CPRSettings.Load(sourceElement, file.Path);
                    break;

                case "damage":
                case "burn":
                case "oxygenlow":
                case "bloodloss":
                case "stun":
                case "pressure":
                case "internaldamage":
                    prefab = new AfflictionPrefab(sourceElement, file.Path, typeof(Affliction))
                    {
                        ContentPackage = file.ContentPackage
                    };
                    break;

                default:
                    prefab = new AfflictionPrefab(sourceElement, file.Path)
                    {
                        ContentPackage = file.ContentPackage
                    };
                    break;
                }
                switch (identifier)
                {
                case "internaldamage":
                    InternalDamage = prefab;
                    break;

                case "bleeding":
                    Bleeding = prefab;
                    break;

                case "burn":
                    Burn = prefab;
                    break;

                case "oxygenlow":
                    OxygenLow = prefab;
                    break;

                case "bloodloss":
                    Bloodloss = prefab;
                    break;

                case "pressure":
                    Pressure = prefab;
                    break;

                case "stun":
                    Stun = prefab;
                    break;
                }
                if (prefab != null)
                {
                    Prefabs.Add(prefab, isOverride);
                }
            }

            using MD5 md5 = MD5.Create();
            foreach (AfflictionPrefab prefab in Prefabs)
            {
                prefab.UIntIdentifier = ToolBox.StringToUInt32Hash(prefab.Identifier, md5);

                //it's theoretically possible for two different values to generate the same hash, but the probability is astronomically small
                var collision = Prefabs.Find(p => p != prefab && p.UIntIdentifier == prefab.UIntIdentifier);
                if (collision != null)
                {
                    DebugConsole.ThrowError("Hashing collision when generating uint identifiers for Afflictions: " + prefab.Identifier + " has the same identifier as " + collision.Identifier + " (" + prefab.UIntIdentifier + ")");
                    collision.UIntIdentifier++;
                }
            }
        }
Ejemplo n.º 4
0
        public static void LoadAll(IEnumerable <string> filePaths)
        {
            foreach (string filePath in filePaths)
            {
                XDocument doc = XMLExtensions.TryLoadXml(filePath);
                if (doc == null || doc.Root == null)
                {
                    continue;
                }

                foreach (XElement element in doc.Root.Elements())
                {
                    switch (element.Name.ToString().ToLowerInvariant())
                    {
                    case "internaldamage":
                        List.Add(InternalDamage = new AfflictionPrefab(element, typeof(Affliction)));
                        break;

                    case "bleeding":
                        List.Add(Bleeding = new AfflictionPrefab(element, typeof(AfflictionBleeding)));
                        break;

                    case "burn":
                        List.Add(Burn = new AfflictionPrefab(element, typeof(Affliction)));
                        break;

                    case "oxygenlow":
                        List.Add(OxygenLow = new AfflictionPrefab(element, typeof(Affliction)));
                        break;

                    case "bloodloss":
                        List.Add(Bloodloss = new AfflictionPrefab(element, typeof(Affliction)));
                        break;

                    case "pressure":
                        List.Add(Pressure = new AfflictionPrefab(element, typeof(Affliction)));
                        break;

                    case "stun":
                        List.Add(Stun = new AfflictionPrefab(element, typeof(Affliction)));
                        break;

                    case "husk":
                    case "afflictionhusk":
                        List.Add(Husk = new AfflictionPrefab(element, typeof(AfflictionHusk)));
                        break;

                    case "cprsettings":
                        CPRSettings.Load(element);
                        break;

                    default:
                        List.Add(new AfflictionPrefab(element));
                        break;
                    }
                }
            }

            if (InternalDamage == null)
            {
                DebugConsole.ThrowError("Affliction \"Internal Damage\" not defined in the affliction prefabs.");
            }
            if (Bleeding == null)
            {
                DebugConsole.ThrowError("Affliction \"Bleeding\" not defined in the affliction prefabs.");
            }
            if (Burn == null)
            {
                DebugConsole.ThrowError("Affliction \"Burn\" not defined in the affliction prefabs.");
            }
            if (OxygenLow == null)
            {
                DebugConsole.ThrowError("Affliction \"OxygenLow\" not defined in the affliction prefabs.");
            }
            if (Bloodloss == null)
            {
                DebugConsole.ThrowError("Affliction \"Bloodloss\" not defined in the affliction prefabs.");
            }
            if (Pressure == null)
            {
                DebugConsole.ThrowError("Affliction \"Pressure\" not defined in the affliction prefabs.");
            }
            if (Stun == null)
            {
                DebugConsole.ThrowError("Affliction \"Stun\" not defined in the affliction prefabs.");
            }
            if (Husk == null)
            {
                DebugConsole.ThrowError("Affliction \"Husk\" not defined in the affliction prefabs.");
            }
        }
Ejemplo n.º 5
0
        public static void LoadFromFile(ContentFile file)
        {
            XDocument doc = XMLExtensions.TryLoadXml(file.Path);

            if (doc == null)
            {
                return;
            }
            var mainElement = doc.Root.IsOverride() ? doc.Root.FirstElement() : doc.Root;

            if (doc.Root.IsOverride())
            {
                DebugConsole.ThrowError("Cannot override all afflictions, because many of them are required by the main game! Please try overriding them one by one.");
            }

            List <(AfflictionPrefab prefab, XElement element)> loadedAfflictions = new List <(AfflictionPrefab prefab, XElement element)>();

            foreach (XElement element in mainElement.Elements())
            {
                bool     isOverride    = element.IsOverride();
                XElement sourceElement = isOverride ? element.FirstElement() : element;
                string   elementName   = sourceElement.Name.ToString().ToLowerInvariant();
                string   identifier    = sourceElement.GetAttributeString("identifier", null);
                if (!elementName.Equals("cprsettings", StringComparison.OrdinalIgnoreCase) &&
                    !elementName.Equals("damageoverlay", StringComparison.OrdinalIgnoreCase))
                {
                    if (string.IsNullOrWhiteSpace(identifier))
                    {
                        DebugConsole.ThrowError($"No identifier defined for the affliction '{elementName}' in file '{file.Path}'");
                        continue;
                    }
                    if (Prefabs.ContainsKey(identifier))
                    {
                        if (isOverride)
                        {
                            DebugConsole.NewMessage($"Overriding an affliction or a buff with the identifier '{identifier}' using the file '{file.Path}'", Color.Yellow);
                        }
                        else
                        {
                            DebugConsole.ThrowError($"Duplicate affliction: '{identifier}' defined in {elementName} of '{file.Path}'");
                            continue;
                        }
                    }
                }
                string type = sourceElement.GetAttributeString("type", "");
                switch (sourceElement.Name.ToString().ToLowerInvariant())
                {
                case "cprsettings":
                    type = "cprsettings";
                    break;

                case "damageoverlay":
                    type = "damageoverlay";
                    break;
                }

                AfflictionPrefab prefab = null;
                switch (type)
                {
                case "damageoverlay":
#if CLIENT
                    if (CharacterHealth.DamageOverlay != null)
                    {
                        if (isOverride)
                        {
                            DebugConsole.NewMessage($"Overriding damage overlay with '{file.Path}'", Color.Yellow);
                        }
                        else
                        {
                            DebugConsole.ThrowError($"Error in '{file.Path}': damage overlay already loaded. Add <override></override> tags as the parent of the custom damage overlay sprite to allow overriding the vanilla one.");
                            break;
                        }
                    }
                    CharacterHealth.DamageOverlay?.Remove();
                    CharacterHealth.DamageOverlay     = new Sprite(element);
                    CharacterHealth.DamageOverlayFile = file.Path;
#endif
                    break;

                case "bleeding":
                    prefab = new AfflictionPrefab(sourceElement, file.Path, typeof(AfflictionBleeding));
                    break;

                case "huskinfection":
                case "alieninfection":
                    prefab = new AfflictionPrefabHusk(sourceElement, file.Path, typeof(AfflictionHusk));
                    break;

                case "cprsettings":
                    if (CPRSettings.IsLoaded)
                    {
                        if (isOverride)
                        {
                            DebugConsole.NewMessage($"Overriding the CPR settings with '{file.Path}'", Color.Yellow);
                        }
                        else
                        {
                            DebugConsole.ThrowError($"Error in '{file.Path}': CPR settings already loaded. Add <override></override> tags as the parent of the custom CPRSettings to allow overriding the vanilla values.");
                            break;
                        }
                    }
                    CPRSettings.Load(sourceElement, file.Path);
                    break;

                case "damage":
                case "burn":
                case "oxygenlow":
                case "bloodloss":
                case "stun":
                case "pressure":
                case "internaldamage":
                    prefab = new AfflictionPrefab(sourceElement, file.Path, typeof(Affliction))
                    {
                        ContentPackage = file.ContentPackage
                    };
                    break;

                default:
                    prefab = new AfflictionPrefab(sourceElement, file.Path)
                    {
                        ContentPackage = file.ContentPackage
                    };
                    break;
                }
                switch (identifier)
                {
                case "internaldamage":
                    InternalDamage = prefab;
                    break;

                case "blunttrauma":
                    ImpactDamage = prefab;
                    break;

                case "bleeding":
                    Bleeding = prefab;
                    break;

                case "burn":
                    Burn = prefab;
                    break;

                case "oxygenlow":
                    OxygenLow = prefab;
                    break;

                case "bloodloss":
                    Bloodloss = prefab;
                    break;

                case "pressure":
                    Pressure = prefab;
                    break;

                case "stun":
                    Stun = prefab;
                    break;

                case "radiationsickness":
                    RadiationSickness = prefab;
                    break;
                }
                if (ImpactDamage == null)
                {
                    ImpactDamage = InternalDamage;
                }

                if (prefab != null)
                {
                    loadedAfflictions.Add((prefab, sourceElement));
                    Prefabs.Add(prefab, isOverride);
                    prefab.CalculatePrefabUIntIdentifier(Prefabs);
                }
            }

            //load the effects after all the afflictions in the file have been instantiated
            //otherwise afflictions can't inflict other afflictions that are defined at a later point in the file
            foreach ((AfflictionPrefab prefab, XElement element) in loadedAfflictions)
            {
                prefab.LoadEffects(element);
            }
        }
Ejemplo n.º 6
0
        public static void LoadAll(IEnumerable <string> filePaths)
        {
            foreach (string filePath in filePaths)
            {
                XDocument doc = XMLExtensions.TryLoadXml(filePath);
                if (doc == null)
                {
                    continue;
                }
                var mainElement = doc.Root.IsOverride() ? doc.Root.FirstElement() : doc.Root;
                if (doc.Root.IsOverride())
                {
                    DebugConsole.ThrowError("Cannot override all afflictions, because many of them are required by the main game! Please try overriding them one by one.");
                }
                foreach (XElement element in mainElement.Elements())
                {
                    bool     isOverride    = element.IsOverride();
                    XElement sourceElement = isOverride ? element.FirstElement() : element;
                    string   elementName   = sourceElement.Name.ToString().ToLowerInvariant();
                    string   identifier    = sourceElement.GetAttributeString("identifier", null);
                    if (!elementName.Equals("cprsettings", StringComparison.OrdinalIgnoreCase))
                    {
                        if (string.IsNullOrWhiteSpace(identifier))
                        {
                            DebugConsole.ThrowError($"No identifier defined for the affliction '{elementName}' in file '{filePath}'");
                            continue;
                        }
                        var duplicate = List.FirstOrDefault(a => a.Identifier == identifier);
                        if (duplicate != null)
                        {
                            if (isOverride)
                            {
                                DebugConsole.NewMessage($"Overriding an affliction or a buff with the identifier '{identifier}' using the file '{filePath}'", Color.Yellow);
                                List.Remove(duplicate);
                            }
                            else
                            {
                                DebugConsole.ThrowError($"Duplicate affliction: '{identifier}' defined in {elementName} of '{filePath}'");
                                continue;
                            }
                        }
                    }
                    string type = sourceElement.GetAttributeString("type", null);
                    if (sourceElement.Name.ToString().ToLowerInvariant() == "cprsettings")
                    {
                        //backwards compatibility
                        type = "cprsettings";
                    }

                    AfflictionPrefab prefab = null;
                    switch (type)
                    {
                    case "bleeding":
                        prefab = new AfflictionPrefab(sourceElement, typeof(AfflictionBleeding));
                        break;

                    case "huskinfection":
                        prefab = new AfflictionPrefabHusk(sourceElement, typeof(AfflictionHusk));
                        break;

                    case "cprsettings":
                        if (CPRSettings.IsLoaded)
                        {
                            if (isOverride)
                            {
                                DebugConsole.NewMessage($"Overriding the CPR settings with '{filePath}'", Color.Yellow);
                            }
                            else
                            {
                                DebugConsole.ThrowError($"Error in '{filePath}': CPR settings already loaded. Add <override></override> tags as the parent of the custom CPRSettings to allow overriding the vanilla values.");
                                break;
                            }
                        }
                        CPRSettings.Load(sourceElement);
                        break;

                    case "damage":
                    case "burn":
                    case "oxygenlow":
                    case "bloodloss":
                    case "stun":
                    case "pressure":
                    case "internaldamage":
                        prefab = new AfflictionPrefab(sourceElement, typeof(Affliction));
                        break;

                    default:
                        prefab = new AfflictionPrefab(sourceElement);
                        break;
                    }
                    switch (identifier)
                    {
                    case "internaldamage":
                        InternalDamage = prefab;
                        break;

                    case "bleeding":
                        Bleeding = prefab;
                        break;

                    case "burn":
                        Burn = prefab;
                        break;

                    case "oxygenlow":
                        OxygenLow = prefab;
                        break;

                    case "bloodloss":
                        Bloodloss = prefab;
                        break;

                    case "pressure":
                        Pressure = prefab;
                        break;

                    case "stun":
                        Stun = prefab;
                        break;
                    }
                    if (prefab != null)
                    {
                        List.Add(prefab);
                    }
                }
            }

            if (InternalDamage == null)
            {
                DebugConsole.ThrowError("Affliction \"Internal Damage\" not defined in the affliction prefabs.");
            }
            if (Bleeding == null)
            {
                DebugConsole.ThrowError("Affliction \"Bleeding\" not defined in the affliction prefabs.");
            }
            if (Burn == null)
            {
                DebugConsole.ThrowError("Affliction \"Burn\" not defined in the affliction prefabs.");
            }
            if (OxygenLow == null)
            {
                DebugConsole.ThrowError("Affliction \"OxygenLow\" not defined in the affliction prefabs.");
            }
            if (Bloodloss == null)
            {
                DebugConsole.ThrowError("Affliction \"Bloodloss\" not defined in the affliction prefabs.");
            }
            if (Pressure == null)
            {
                DebugConsole.ThrowError("Affliction \"Pressure\" not defined in the affliction prefabs.");
            }
            if (Stun == null)
            {
                DebugConsole.ThrowError("Affliction \"Stun\" not defined in the affliction prefabs.");
            }
        }