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CreateNpc.cs
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CreateNpc.cs
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// Project: Daggerfall Unity
// Copyright: Copyright (C) 2009-2023 Daggerfall Workshop
// Web Site: http://www.dfworkshop.net
// License: MIT License (http://www.opensource.org/licenses/mit-license.php)
// Source Code: https://github.com/Interkarma/daggerfall-unity
// Original Author: Gavin Clayton (interkarma@dfworkshop.net)
// Contributors:
//
// Notes:
//
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using System;
using FullSerializer;
namespace DaggerfallWorkshop.Game.Questing.Actions
{
/// <summary>
/// Places a Person to a random building in their home town within current region.
/// </summary>
public class CreateNpc : ActionTemplate
{
Symbol npcSymbol;
public override string Pattern
{
get { return @"create npc (?<anNPC>[a-zA-Z0-9_.-]+)"; }
}
public CreateNpc(Quest parentQuest)
: base(parentQuest)
{
}
public override IQuestAction CreateNew(string source, Quest parentQuest)
{
// Source must match pattern
Match match = Test(source);
if (!match.Success)
return null;
// Factory new action
CreateNpc action = new CreateNpc(parentQuest);
action.npcSymbol = new Symbol(match.Groups["anNPC"].Value);
return action;
}
public override void Update(Task caller)
{
base.Update(caller);
// Attempt to get Person resource
Person person = ParentQuest.GetPerson(npcSymbol);
if (person == null)
{
SetComplete();
throw new Exception(string.Format("Could not find Person resource symbol {0}", npcSymbol));
}
// Assign Person to their own home Place (if any)
bool result = person.PlaceAtHome();
if (result)
QuestMachine.LogFormat(ParentQuest, "CreateNpc automatically placed {0} [{1}] at '{2}/{3}' in building '{4}'", person.Symbol.Original, person.DisplayName, person.HomeRegionName, person.HomeTownName, person.HomeBuildingName);
else
QuestMachine.LogFormat(ParentQuest, "CreateNpc could not automatically place {0} [{1}] as they have no home Place generated", person.Symbol.Original, person.DisplayName);
SetComplete();
}
#region Serialization
[fsObject("v1")]
public struct SaveData_v1
{
public Symbol npcSymbol;
}
public override object GetSaveData()
{
SaveData_v1 data = new SaveData_v1();
data.npcSymbol = npcSymbol;
return data;
}
public override void RestoreSaveData(object dataIn)
{
if (dataIn == null)
return;
SaveData_v1 data = (SaveData_v1)dataIn;
npcSymbol = data.npcSymbol;
}
#endregion
}
}