Exemplo n.º 1
0
        internal void Load(XmlNode skillNode, bool legacy = false)
        {
            if (skillNode == null)
            {
                return;
            }
            Timekeeper.Start("load_char_skills");

            if (!legacy)
            {
                Timekeeper.Start("load_char_skills_groups");
                List <SkillGroup> loadingSkillGroups = new List <SkillGroup>();
                foreach (XmlNode node in skillNode.SelectNodes("groups/group"))
                {
                    SkillGroup skillgroup = SkillGroup.Load(_character, node);
                    if (skillgroup != null)
                    {
                        loadingSkillGroups.Add(skillgroup);
                    }
                }
                loadingSkillGroups.Sort((i1, i2) => String.Compare(i2.DisplayName, i1.DisplayName, StringComparison.Ordinal));
                foreach (SkillGroup skillgroup in loadingSkillGroups)
                {
                    SkillGroups.Add(skillgroup);
                }
                Timekeeper.Finish("load_char_skills_groups");

                Timekeeper.Start("load_char_skills_normal");
                //Load skills. Because sorting a BindingList is complicated we use a temporery normal list
                List <Skill> loadingSkills = new List <Skill>();
                foreach (XmlNode node in skillNode.SelectNodes("skills/skill"))
                {
                    Skill skill = Skill.Load(_character, node);
                    if (skill != null)
                    {
                        loadingSkills.Add(skill);
                    }
                }
                loadingSkills.Sort(CompareSkills);


                foreach (Skill skill in loadingSkills)
                {
                    _skills.Add(skill);
                }
                Timekeeper.Finish("load_char_skills_normal");

                Timekeeper.Start("load_char_skills_kno");
                foreach (XmlNode node in skillNode.SelectNodes("knoskills/skill"))
                {
                    KnowledgeSkill skill = Skill.Load(_character, node) as KnowledgeSkill;
                    if (skill != null)
                    {
                        KnowledgeSkills.Add(skill);
                    }
                }
                Timekeeper.Finish("load_char_skills_kno");

                Timekeeper.Start("load_char_knowsoft_buffer");
                // Knowsoft Buffer.
                foreach (XmlNode objXmlSkill in skillNode.SelectNodes("skilljackknowledgeskills/skill"))
                {
                    string strName = string.Empty;
                    if (objXmlSkill.TryGetStringFieldQuickly("name", ref strName))
                    {
                        KnowsoftSkills.Add(new KnowledgeSkill(_character, strName));
                    }
                }
                Timekeeper.Finish("load_char_knowsoft_buffer");
            }
            else
            {
                List <Skill> tempSkillList = new List <Skill>();
                foreach (XmlNode node in skillNode.SelectNodes("skills/skill"))
                {
                    Skill skill = Skill.LegacyLoad(_character, node);
                    if (skill != null)
                    {
                        tempSkillList.Add(skill);
                    }
                }

                List <Skill> unsoredSkills = new List <Skill>();

                //Variable/Anon method as to not clutter anywhere else. Not sure if clever or stupid
                Predicate <Skill> oldSkillFilter = skill =>
                {
                    if (skill.Rating > 0)
                    {
                        return(true);
                    }

                    if (skill.SkillCategory == "Resonance Active" && !_character.RESEnabled)
                    {
                        return(false);
                    }

                    //This could be more fine grained, but frankly i don't care
                    if (skill.SkillCategory == "Magical Active" && !_character.MAGEnabled)
                    {
                        return(false);
                    }

                    return(true);
                };

                foreach (Skill skill in tempSkillList)
                {
                    KnowledgeSkill knoSkill = skill as KnowledgeSkill;
                    if (knoSkill != null)
                    {
                        KnowledgeSkills.Add(knoSkill);
                    }
                    else if (oldSkillFilter(skill))
                    {
                        unsoredSkills.Add(skill);
                    }
                }

                unsoredSkills.Sort(CompareSkills);

                unsoredSkills.ForEach(x => _skills.Add(x));

                UpdateUndoList(skillNode);
            }

            //This might give subtle bugs in the future,
            //but right now it needs to be run once when upgrading or it might crash.
            //As some didn't they crashed on loading skills.
            //After this have run, it won't (for the crash i'm aware)
            //TODO: Move it to the other side of the if someday?

            //remove skillgroups whose skills did not make the final cut
            for (var i = SkillGroups.Count - 1; i >= 0; i--)
            {
                if (!SkillGroups[i].GetEnumerable().Any(x => Skills.Contains(x)))
                {
                    SkillGroups.RemoveAt(i);
                    i--;
                }
            }

            //Workaround for probably breaking compability between earlier beta builds
            if (skillNode["skillptsmax"] == null)
            {
                skillNode = skillNode.OwnerDocument["character"];
            }

            int intTmp = 0;

            if (skillNode.TryGetInt32FieldQuickly("skillptsmax", ref intTmp))
            {
                SkillPointsMaximum = intTmp;
            }
            if (skillNode.TryGetInt32FieldQuickly("skillgrpsmax", ref intTmp))
            {
                SkillGroupPointsMaximum = intTmp;
            }
            skillNode.TryGetBoolFieldQuickly("uneducated", ref _blnUneducated);
            skillNode.TryGetBoolFieldQuickly("uncouth", ref _blnUncouth);
            skillNode.TryGetBoolFieldQuickly("schoolofhardknocks", ref _blnSchoolOfHardKnocks);
            skillNode.TryGetBoolFieldQuickly("collegeeducation", ref _blnCollegeEducation);
            skillNode.TryGetBoolFieldQuickly("jackofalltrades", ref _blnJackOfAllTrades);
            skillNode.TryGetBoolFieldQuickly("techschool", ref _blnTechSchool);
            skillNode.TryGetBoolFieldQuickly("linguist", ref _blnLinguist);

            Timekeeper.Finish("load_char_skills");
        }
Exemplo n.º 2
0
        internal void Load(XmlNode skillNode, bool legacy = false)
        {
            if (skillNode == null)
            {
                return;
            }
            Timekeeper.Start("load_char_skills");

            if (!legacy)
            {
                Timekeeper.Start("load_char_skills_groups");
                List <SkillGroup> loadingSkillGroups = new List <SkillGroup>();
                foreach (XmlNode node in skillNode.SelectNodes("groups/group"))
                {
                    SkillGroup skillgroup = SkillGroup.Load(_character, node);
                    if (skillgroup != null)
                    {
                        loadingSkillGroups.Add(skillgroup);
                    }
                }
                loadingSkillGroups.Sort((i1, i2) => String.Compare(i2.DisplayName, i1.DisplayName, StringComparison.Ordinal));
                foreach (SkillGroup skillgroup in loadingSkillGroups)
                {
                    SkillGroups.Add(skillgroup);
                }
                Timekeeper.Finish("load_char_skills_groups");

                Timekeeper.Start("load_char_skills_normal");
                //Load skills. Because sorting a BindingList is complicated we use a temporery normal list
                List <Skill> loadingSkills = new List <Skill>();
                foreach (XmlNode node in skillNode.SelectNodes("skills/skill"))
                {
                    Skill skill = Skill.Load(_character, node);
                    if (skill != null)
                    {
                        loadingSkills.Add(skill);
                    }
                }
                loadingSkills.Sort(CompareSkills);


                foreach (Skill skill in loadingSkills)
                {
                    _skills.Add(skill);
                    _dicSkills.Add(skill.IsExoticSkill ? skill.Name + " (" + skill.DisplaySpecialization + ")" : skill.Name, skill);
                }
                Timekeeper.Finish("load_char_skills_normal");

                Timekeeper.Start("load_char_skills_kno");
                foreach (XmlNode node in skillNode.SelectNodes("knoskills/skill"))
                {
                    if (Skill.Load(_character, node) is KnowledgeSkill skill)
                    {
                        KnowledgeSkills.Add(skill);
                    }
                }
                Timekeeper.Finish("load_char_skills_kno");

                Timekeeper.Start("load_char_knowsoft_buffer");
                // Knowsoft Buffer.
                foreach (XmlNode objXmlSkill in skillNode.SelectNodes("skilljackknowledgeskills/skill"))
                {
                    string strName = string.Empty;
                    if (objXmlSkill.TryGetStringFieldQuickly("name", ref strName))
                    {
                        KnowsoftSkills.Add(new KnowledgeSkill(_character, strName));
                    }
                }
                Timekeeper.Finish("load_char_knowsoft_buffer");
            }
            else
            {
                List <Skill> tempSkillList = new List <Skill>();
                foreach (XmlNode node in skillNode.SelectNodes("skills/skill"))
                {
                    Skill skill = Skill.LegacyLoad(_character, node);
                    if (skill != null)
                    {
                        tempSkillList.Add(skill);
                    }
                }

                if (tempSkillList.Count > 0)
                {
                    List <Skill> unsoredSkills = new List <Skill>();

                    //Variable/Anon method as to not clutter anywhere else. Not sure if clever or stupid
                    bool oldSkillFilter(Skill skill)
                    {
                        if (skill.Rating > 0)
                        {
                            return(true);
                        }

                        if (skill.SkillCategory == "Resonance Active" && !_character.RESEnabled)
                        {
                            return(false);
                        }

                        //This could be more fine grained, but frankly i don't care
                        if (skill.SkillCategory == "Magical Active" && !_character.MAGEnabled)
                        {
                            return(false);
                        }

                        return(true);
                    }

                    foreach (Skill skill in tempSkillList)
                    {
                        if (skill is KnowledgeSkill knoSkill)
                        {
                            KnowledgeSkills.Add(knoSkill);
                        }
                        else if (oldSkillFilter(skill))
                        {
                            unsoredSkills.Add(skill);
                        }
                    }

                    unsoredSkills.Sort(CompareSkills);

                    foreach (Skill objSkill in unsoredSkills)
                    {
                        _skills.Add(objSkill);
                        _dicSkills.Add(objSkill.IsExoticSkill ? objSkill.Name + " (" + objSkill.DisplaySpecialization + ")" : objSkill.Name, objSkill);
                    }

                    UpdateUndoList(skillNode);
                }
            }

            //This might give subtle bugs in the future,
            //but right now it needs to be run once when upgrading or it might crash.
            //As some didn't they crashed on loading skills.
            //After this have run, it won't (for the crash i'm aware)
            //TODO: Move it to the other side of the if someday?

            if (!_character.Created)
            {
                // zero out any skillgroups whose skills did not make the final cut
                foreach (SkillGroup objSkillGroup in SkillGroups)
                {
                    if (!objSkillGroup.SkillList.Any(x => SkillsDictionary.ContainsKey(x.Name)))
                    {
                        objSkillGroup.Base  = 0;
                        objSkillGroup.Karma = 0;
                    }
                }
            }

            //Workaround for probably breaking compability between earlier beta builds
            if (skillNode["skillptsmax"] == null)
            {
                skillNode = skillNode.OwnerDocument["character"];
            }

            int intTmp = 0;

            if (skillNode.TryGetInt32FieldQuickly("skillptsmax", ref intTmp))
            {
                SkillPointsMaximum = intTmp;
            }
            if (skillNode.TryGetInt32FieldQuickly("skillgrpsmax", ref intTmp))
            {
                SkillGroupPointsMaximum = intTmp;
            }

            Timekeeper.Finish("load_char_skills");
        }
Exemplo n.º 3
0
        internal void Load(XmlNode xmlSkillNode, bool blnLegacy = false)
        {
            if (xmlSkillNode == null)
            {
                return;
            }
            Timekeeper.Start("load_char_skills");

            if (!blnLegacy)
            {
                Timekeeper.Start("load_char_skills_groups");
                List <SkillGroup> lstLoadingSkillGroups = new List <SkillGroup>();
                using (XmlNodeList xmlGroupsList = xmlSkillNode.SelectNodes("groups/group"))
                    if (xmlGroupsList != null)
                    {
                        foreach (XmlNode xmlNode in xmlGroupsList)
                        {
                            SkillGroup objGroup = new SkillGroup(_objCharacter);
                            objGroup.Load(xmlNode);
                            lstLoadingSkillGroups.Add(objGroup);
                        }
                    }
                lstLoadingSkillGroups.Sort((i1, i2) => string.Compare(i2.DisplayName, i1.DisplayName, StringComparison.Ordinal));
                foreach (SkillGroup skillgroup in lstLoadingSkillGroups)
                {
                    SkillGroups.Add(skillgroup);
                }
                Timekeeper.Finish("load_char_skills_groups");

                Timekeeper.Start("load_char_skills_normal");
                //Load skills. Because sorting a BindingList is complicated we use a temporery normal list
                List <Skill> lstLoadingSkills = new List <Skill>();
                using (XmlNodeList xmlSkillsList = xmlSkillNode.SelectNodes("skills/skill"))
                    if (xmlSkillsList != null)
                    {
                        foreach (XmlNode xmlNode in xmlSkillsList)
                        {
                            Skill objSkill = Skill.Load(_objCharacter, xmlNode);
                            if (objSkill != null)
                            {
                                lstLoadingSkills.Add(objSkill);
                            }
                        }
                    }
                lstLoadingSkills.Sort(CompareSkills);

                foreach (Skill objSkill in lstLoadingSkills)
                {
                    string strName = objSkill.IsExoticSkill
                        ? $"{objSkill.Name} ({objSkill.DisplaySpecializationMethod(GlobalOptions.DefaultLanguage)})"
                        : objSkill.Name;
                    bool blnDoAddToDictionary = true;
                    _lstSkills.MergeInto(objSkill, CompareSkills, (objExistSkill, objNewSkill) =>
                    {
                        blnDoAddToDictionary = false;
                        if (objNewSkill.Base > objExistSkill.Base)
                        {
                            objExistSkill.Base = objNewSkill.Base;
                        }
                        if (objNewSkill.Karma > objExistSkill.Karma)
                        {
                            objExistSkill.Karma = objNewSkill.Karma;
                        }
                        objExistSkill.Specializations.MergeInto(objNewSkill.Specializations, (x, y) => x.Free == y.Free ? string.Compare(x.DisplayName(GlobalOptions.Language), y.DisplayName(GlobalOptions.Language), StringComparison.Ordinal) : (x.Free ? 1 : -1));
                    });
                    if (blnDoAddToDictionary)
                    {
                        _dicSkills.Add(strName, objSkill);
                    }
                }
                // TODO: Skill groups don't refresh their CanIncrease property correctly when the last of their skills is being added, as the total basse rating will be zero. Call this here to force a refresh.
                foreach (SkillGroup g in SkillGroups)
                {
                    g.OnPropertyChanged(nameof(SkillGroup.SkillList));
                }
                Timekeeper.Finish("load_char_skills_normal");

                Timekeeper.Start("load_char_skills_kno");
                using (XmlNodeList xmlSkillsList = xmlSkillNode.SelectNodes("knoskills/skill"))
                    if (xmlSkillsList != null)
                    {
                        foreach (XmlNode xmlNode in xmlSkillsList)
                        {
                            if (Skill.Load(_objCharacter, xmlNode) is KnowledgeSkill objSkill)
                            {
                                KnowledgeSkills.Add(objSkill);
                            }
                        }
                    }
                Timekeeper.Finish("load_char_skills_kno");

                Timekeeper.Start("load_char_knowsoft_buffer");
                // Knowsoft Buffer.
                using (XmlNodeList xmlSkillsList = xmlSkillNode.SelectNodes("skilljackknowledgeskills/skill"))
                    if (xmlSkillsList != null)
                    {
                        foreach (XmlNode xmlNode in xmlSkillsList)
                        {
                            string strName = string.Empty;
                            if (xmlNode.TryGetStringFieldQuickly("name", ref strName))
                            {
                                KnowsoftSkills.Add(new KnowledgeSkill(_objCharacter, strName));
                            }
                        }
                    }
                Timekeeper.Finish("load_char_knowsoft_buffer");
            }
            else
            {
                List <Skill> lstTempSkillList = new List <Skill>();
                using (XmlNodeList xmlSkillsList = xmlSkillNode.SelectNodes("skills/skill"))
                    if (xmlSkillsList != null)
                    {
                        foreach (XmlNode xmlNode in xmlSkillsList)
                        {
                            Skill objSkill = Skill.LegacyLoad(_objCharacter, xmlNode);
                            if (objSkill != null)
                            {
                                lstTempSkillList.Add(objSkill);
                            }
                        }
                    }

                if (lstTempSkillList.Count > 0)
                {
                    List <Skill> lstUnsortedSkills = new List <Skill>();

                    //Variable/Anon method as to not clutter anywhere else. Not sure if clever or stupid
                    bool OldSkillFilter(Skill skill)
                    {
                        if (skill.Rating > 0)
                        {
                            return(true);
                        }

                        if (skill.SkillCategory == "Resonance Active" && !_objCharacter.RESEnabled)
                        {
                            return(false);
                        }

                        //This could be more fine grained, but frankly i don't care
                        if (skill.SkillCategory == "Magical Active" && !_objCharacter.MAGEnabled)
                        {
                            return(false);
                        }

                        return(true);
                    }

                    foreach (Skill objSkill in lstTempSkillList)
                    {
                        if (objSkill is KnowledgeSkill objKnoSkill)
                        {
                            KnowledgeSkills.Add(objKnoSkill);
                        }
                        else if (OldSkillFilter(objSkill))
                        {
                            lstUnsortedSkills.Add(objSkill);
                        }
                    }

                    lstUnsortedSkills.Sort(CompareSkills);

                    foreach (Skill objSkill in lstUnsortedSkills)
                    {
                        _lstSkills.Add(objSkill);
                        _dicSkills.Add(objSkill.IsExoticSkill ? objSkill.Name + " (" + objSkill.DisplaySpecializationMethod(GlobalOptions.DefaultLanguage) + ')' : objSkill.Name, objSkill);
                    }

                    UpdateUndoList(xmlSkillNode);
                }
            }

            //This might give subtle bugs in the future,
            //but right now it needs to be run once when upgrading or it might crash.
            //As some didn't they crashed on loading skills.
            //After this have run, it won't (for the crash i'm aware)
            //TODO: Move it to the other side of the if someday?

            if (!_objCharacter.Created)
            {
                // zero out any skillgroups whose skills did not make the final cut
                foreach (SkillGroup objSkillGroup in SkillGroups)
                {
                    if (!objSkillGroup.SkillList.Any(x => SkillsDictionary.ContainsKey(x.Name)))
                    {
                        objSkillGroup.Base  = 0;
                        objSkillGroup.Karma = 0;
                    }
                }
            }

            //Workaround for probably breaking compability between earlier beta builds
            if (xmlSkillNode["skillptsmax"] == null)
            {
                xmlSkillNode = xmlSkillNode.OwnerDocument?["character"];
            }

            int intTmp = 0;

            if (xmlSkillNode.TryGetInt32FieldQuickly("skillptsmax", ref intTmp))
            {
                SkillPointsMaximum = intTmp;
            }
            if (xmlSkillNode.TryGetInt32FieldQuickly("skillgrpsmax", ref intTmp))
            {
                SkillGroupPointsMaximum = intTmp;
            }

            Timekeeper.Finish("load_char_skills");
        }
Exemplo n.º 4
0
        internal void Load(XmlNode skillNode, bool legacy = false)
        {
            Timekeeper.Start("load_char_skills");

            if (!legacy)
            {
                Timekeeper.Start("load_char_skills_groups");
                (from XmlNode node in skillNode.SelectNodes("groups/group") let @group = SkillGroup.Load(_character, node) where @group != null orderby @group.DisplayName descending select @group).ForEach(x => SkillGroups.Add(x));

                Timekeeper.Finish("load_char_skills_groups");

                Timekeeper.Start("load_char_skills_normal");
                //Load skills. Because sorting a BindingList is complicated we use a temporery normal list
                List <Skill> loadingSkills = (from XmlNode node in skillNode.SelectNodes("skills/skill") let skill = Skill.Load(_character, node) where skill != null select skill).ToList();

                loadingSkills.Sort(CompareSkills);


                foreach (Skill skill in loadingSkills)
                {
                    _skills.Add(skill);
                }
                Timekeeper.Finish("load_char_skills_normal");

                Timekeeper.Start("load_char_skills_kno");
                List <KnowledgeSkill> knoSkills = (from XmlNode node in skillNode.SelectNodes("knoskills/skill") let skill = (KnowledgeSkill)Skill.Load(_character, node) where skill != null select skill).ToList();


                foreach (KnowledgeSkill skill in knoSkills)
                {
                    KnowledgeSkills.Add(skill);
                }
                Timekeeper.Finish("load_char_skills_kno");

                Timekeeper.Start("load_char_knowsoft_buffer");
                // Knowsoft Buffer.
                XmlNodeList objXmlKnowsoftBuffer = skillNode.SelectNodes("skilljackknowledgeskills/skill");
                foreach (XmlNode objXmlSkill in objXmlKnowsoftBuffer)
                {
                    string strName = objXmlSkill["name"].InnerText;
                    KnowsoftSkills.Add(new KnowledgeSkill(_character, strName));
                }
                Timekeeper.Finish("load_char_knowsoft_buffer");
            }
            else
            {
                XmlNodeList oldskills = skillNode.SelectNodes("skills/skill");

                List <Skill> tempoerySkillList = (from XmlNode node in oldskills let skill = Skill.LegacyLoad(_character, node) where skill != null select skill).ToList();

                List <Skill> unsoredSkills = new List <Skill>();

                //Variable/Anon method as to not clutter anywhere else. Not sure if clever or stupid
                Predicate <Skill> oldSkillFilter = skill =>
                {
                    if (skill.Rating > 0)
                    {
                        return(true);
                    }

                    if (skill.SkillCategory == "Resonance Active" && !_character.RESEnabled)
                    {
                        return(false);
                    }

                    //This could be more fine grained, but frankly i don't care
                    if (skill.SkillCategory == "Magical Active" && !_character.MAGEnabled)
                    {
                        return(false);
                    }


                    return(true);
                };

                foreach (Skill skill in tempoerySkillList)
                {
                    KnowledgeSkill knoSkill = skill as KnowledgeSkill;
                    if (knoSkill != null)
                    {
                        KnowledgeSkills.Add(knoSkill);
                    }
                    else if (oldSkillFilter(skill))
                    {
                        unsoredSkills.Add(skill);
                    }
                }

                unsoredSkills.Sort(CompareSkills);

                unsoredSkills.ForEach(x => _skills.Add(x));

                UpdateUndoList(skillNode);

                //remove skillgroups whose skills did not make the final cut
                for (var i = SkillGroups.Count - 1; i >= 0; i--)
                {
                    if (SkillGroups[i].GetEnumerable().Any(x => Skills.Contains(x)))
                    {
                        continue;
                    }

                    SkillGroups.RemoveAt(i);
                }
            }

            //Workaround for probably breaking compability between earlier beta builds
            if (skillNode["skillptsmax"] == null)
            {
                skillNode = skillNode.OwnerDocument["character"];
            }

            SkillPointsMaximum      = Convert.ToInt32(skillNode["skillptsmax"].InnerText);
            SkillGroupPointsMaximum = Convert.ToInt32(skillNode["skillgrpsmax"].InnerText);
            skillNode.TryGetField("uneducated", out _blnUneducated);
            skillNode.TryGetField("uncouth", out _blnUncouth);
            skillNode.TryGetField("schoolofhardknocks", out _blnSchoolOfHardKnocks);
            skillNode.TryGetField("collegeeducation", out _blnCollegeEducation);
            skillNode.TryGetField("jackofalltrades", out _blnJackOfAllTrades);
            skillNode.TryGetField("techschool", out _blnTechSchool);
            skillNode.TryGetField("linguist", out _blnLinguist);

            Timekeeper.Finish("load_char_skills");
        }