public Body(EBodyType bodyType) { this.BodyPartCount = 0; this.BodyType = bodyType; this.Name = BodyTypes.BodyType2String(BodyType); this._bodyParts = new BodyPart[MaxBodyPartCount]; this._bodyNodes = new BodyNode[MaxBodyPartCount]; this._rootNode = new BodyNode(-1); this.HealingAmount = 0; this.HealingAmountMultiplier = 1f; this.HealingPeriod = 0; this.TimeSinceHeal = float.MaxValue; this._eventSystem = new BodyEventSystem(this); }
public static BodyPart GetBodyPart(EBodyType bodyType, string name) => GetBodyPart(BodyTypes.BodyType2String(bodyType), name);
public static void ReadBodyPartsFromXml() { IsInitialized = true; AvailableBodyParts = new Dictionary <string, Dictionary <string, BodyPart> >(); // STEP 1: // read names only var bodyVariantsNames = _bodyPartXmlReader.GetChildren(new List <string>() { BodyPartsField }); var bodyPartNamesPerVariant = new List <List <string> >(); int countVariants = 0; foreach (var variantName in bodyVariantsNames) { bodyPartNamesPerVariant.Add(new List <string>()); var bodyPartNames = _bodyPartXmlReader.GetChildren(new List <string>() { BodyPartsField, variantName }); foreach (var bodyPartName in bodyPartNames) { //Console.WriteLine("Adding bodyPartName " + bodyPartName); bodyPartNamesPerVariant[countVariants].Add(bodyPartName); } countVariants++; } // STEP 2: // setup BodyPart Dictionary for (int i = 0; i < bodyVariantsNames.Count; i++) { var variantName = bodyVariantsNames[i]; var variantBodyType = BodyTypes.String2BodyType(variantName); // check if variant exists if (!AvailableBodyParts.ContainsKey(variantName)) { AvailableBodyParts[variantName] = new Dictionary <string, BodyPart>(); } //Console.WriteLine("variantName: " + variantName); foreach (var bodyPartName in bodyPartNamesPerVariant[i]) { // get base statistics float hp = _bodyPartXmlReader.GetFloat(new List <string>() { BodyPartsField, variantName, bodyPartName, HpField }); float size = _bodyPartXmlReader.GetFloat(new List <string>() { BodyPartsField, variantName, bodyPartName, SizeField }); // get materials var materialNames = _bodyPartXmlReader.GetChildren( new List <string>() { BodyPartsField, variantName, bodyPartName, MaterialsField }); var multipliers = new List <Damage>(); var weights = new List <float>(); foreach (var materialName in materialNames) { float materialWeight = _bodyPartXmlReader.GetFloat( new List <string>() { BodyPartsField, variantName, bodyPartName, MaterialsField, materialName }); var material = EntityMaterialFactory.GetMaterial(materialName); try { foreach (var mult in material.DamageMultipliers) { multipliers.Add(mult); weights.Add(materialWeight); } } catch (Exception e) { /* do nothing */ } } // Debug.Log("Creating bodypart: " + bodyPartName); // Debug.Log("before simplifying:"); // foreach (var mult in multipliers) // Debug.Log($"Multiplier [{mult.DamageType.ToString()}] " + mult.Amount); multipliers = DamageMultipliers.Simplify(multipliers, weights); // Debug.Log("after simplifying:"); // foreach (var mult in multipliers) // Debug.Log($"Multiplier [{mult.DamageType.ToString()}] " + mult.Amount); // read capacities stats from XML List <string> capacitiesNames; try { capacitiesNames = _bodyPartXmlReader.GetChildren( new List <string>() { CapacityStatsField, variantName, bodyPartName }); } catch (Exception e) { capacitiesNames = new List <string>(); } // build capacities var capacities = new Capacities.CapacityInfo(); foreach (var capacityName in capacitiesNames) { try { var value = _bodyPartXmlReader.GetFloat( new List <string>() { CapacityStatsField, variantName, bodyPartName, capacityName }); if (capacityName == CriticalField) { Debug.Log($"Got critical value = {value}"); } else { var capacityType = CapacityTypes.CapacityStr2Type(capacityName); capacities.SetCapacity(capacityType, value); Debug.Log($"Got capacity {capacityName} = {value}"); } } catch (Exception e) { Debug.Log($"Could not real XML for field {capacityName}"); } } // finally, build bodypart var hpSystem = new HpSystem((int)hp, multipliers); var bodyPart = new BodyPart(variantBodyType, hpSystem, bodyPartName, size, capacities); Debug.Log("Created bodypart: " + bodyPart.NameCustom); AvailableBodyParts[variantName][bodyPartName] = bodyPart; } } float defaulthHealingPeriod = _bodyPartXmlReader.GetFloat( new List <string>() { BodyStatsField, DefaultField, HealingPeriodField }); float defaultHealingAmount = _bodyPartXmlReader.GetFloat( new List <string>() { BodyStatsField, DefaultField, HealingAmountField }); // TODO: convert this to recursive function to be able to support deeper body structures // STEP 3: // build bodies and add parts for containers var bodyTypeNames = _bodyPartXmlReader.GetChildren(new List <string>() { InclusionField }); foreach (var bodyTypeName in bodyTypeNames) { var eBodyType = BodyTypes.String2BodyType(bodyTypeName); var body = new Body(eBodyType); var healingPeriod = _bodyPartXmlReader.TryGetFloat( new List <string>() { BodyStatsField, bodyTypeName, HealingPeriodField }, defaulthHealingPeriod); var healingAmount = _bodyPartXmlReader.TryGetFloat( new List <string>() { BodyStatsField, bodyTypeName, HealingAmountField }, defaultHealingAmount); body.HealingPeriod = healingPeriod; body.HealingAmount = healingAmount; var containerNames = _bodyPartXmlReader.GetChildren(new List <string>() { InclusionField, bodyTypeName }); foreach (var bodyPartName in containerNames) { var bodyPart = AvailableBodyParts[bodyTypeName][bodyPartName]; var bodyNode = body.AddBodyPart(bodyPart); var partsList = _bodyPartXmlReader.GetChildren( new List <string>() { InclusionField, bodyTypeName, bodyPartName }); foreach (var partName in partsList) { var customNames = _bodyPartXmlReader.GetStrings( new List <string>() { InclusionField, bodyTypeName, bodyPartName, partName, XmlReader.ItemField }); var bodyPartCustomName = AvailableBodyParts[bodyTypeName][partName].Clone(); if (customNames.Count == 0) { customNames.Add(bodyPartCustomName.Name); } foreach (var customName in customNames) { bodyPartCustomName.NameCustom = customName; // copy custom name body.AddBodyPart(bodyPartCustomName, ref bodyNode); } } // write back to body body.SetNode(bodyNode); } AvailableBodies[bodyTypeName] = body; } }
public static Body GetBody(EBodyType bodyType) => GetBody(BodyTypes.BodyType2String(bodyType));