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TalentTree.cs
347 lines (288 loc) · 15 KB
/
TalentTree.cs
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using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
namespace Barotrauma
{
internal sealed class TalentTree : Prefab
{
public enum TalentStages
{
Invalid,
Locked,
Unlocked,
Available,
Highlighted
}
public static readonly PrefabCollection<TalentTree> JobTalentTrees = new PrefabCollection<TalentTree>();
public readonly ImmutableArray<TalentSubTree> TalentSubTrees;
/// <summary>
/// Talent identifiers of all the talents in this tree
/// </summary>
public readonly ImmutableHashSet<Identifier> AllTalentIdentifiers;
public ContentXElement ConfigElement
{
get;
private set;
}
public TalentTree(ContentXElement element, TalentTreesFile file) : base(file, element.GetAttributeIdentifier("jobIdentifier", ""))
{
ConfigElement = element;
if (Identifier.IsEmpty)
{
DebugConsole.ThrowError($"No job defined for talent tree in \"{file.Path}\"!",
contentPackage: element.ContentPackage);
return;
}
List<TalentSubTree> subTrees = new List<TalentSubTree>();
foreach (var subTreeElement in element.GetChildElements("subtree"))
{
subTrees.Add(new TalentSubTree(subTreeElement));
}
TalentSubTrees = subTrees.ToImmutableArray();
AllTalentIdentifiers = TalentSubTrees.SelectMany(t => t.AllTalentIdentifiers).ToImmutableHashSet();
}
public bool TalentIsInTree(Identifier talentIdentifier)
{
return AllTalentIdentifiers.Contains(talentIdentifier);
}
public static bool IsViableTalentForCharacter(Character character, Identifier talentIdentifier)
{
return IsViableTalentForCharacter(character, talentIdentifier, character?.Info?.UnlockedTalents ?? (IReadOnlyCollection<Identifier>)Array.Empty<Identifier>());
}
public static bool TalentTreeMeetsRequirements(TalentTree tree, TalentSubTree targetTree, IReadOnlyCollection<Identifier> selectedTalents)
{
IEnumerable<TalentSubTree> blockingSubTrees = tree.TalentSubTrees.Where(tst => tst.BlockedTrees.Contains(targetTree.Identifier)),
requiredSubTrees = tree.TalentSubTrees.Where(tst => targetTree.RequiredTrees.Contains(tst.Identifier));
return requiredSubTrees.All(tst => tst.HasEnoughTalents(selectedTalents)) && // check if we meet requirements
!blockingSubTrees.Any(tst => tst.HasAnyTalent(selectedTalents) && !tst.HasMaxTalents(selectedTalents)); // check if any other talent trees are blocking this one
}
// i hate this function - markus
// me too - joonas
public static TalentStages GetTalentOptionStageState(Character character, Identifier subTreeIdentifier, int index, IReadOnlyCollection<Identifier> selectedTalents)
{
if (character?.Info?.Job.Prefab is null) { return TalentStages.Invalid; }
if (!JobTalentTrees.TryGet(character.Info.Job.Prefab.Identifier, out TalentTree talentTree)) { return TalentStages.Invalid; }
TalentSubTree subTree = talentTree!.TalentSubTrees.FirstOrDefault(tst => tst.Identifier == subTreeIdentifier);
if (subTree is null) { return TalentStages.Invalid; }
TalentOption targetTalentOption = subTree.TalentOptionStages[index];
if (targetTalentOption.HasEnoughTalents(character.Info))
{
return TalentStages.Unlocked;
}
if (!TalentTreeMeetsRequirements(talentTree, subTree, selectedTalents))
{
return TalentStages.Locked;
}
if (targetTalentOption.HasSelectedTalent(selectedTalents))
{
return TalentStages.Highlighted;
}
bool hasTalentInLastTier = true;
bool isLastTalentPurchased = true;
int lastindex = index - 1;
if (lastindex >= 0)
{
TalentOption lastLatentOption = subTree.TalentOptionStages[lastindex];
hasTalentInLastTier = lastLatentOption.HasEnoughTalents(selectedTalents);
isLastTalentPurchased = lastLatentOption.HasEnoughTalents(character.Info);
}
if (!hasTalentInLastTier)
{
return TalentStages.Locked;
}
bool hasPointsForNewTalent = character.Info.GetTotalTalentPoints() - selectedTalents.Count > 0;
if (hasPointsForNewTalent)
{
return isLastTalentPurchased ? TalentStages.Highlighted : TalentStages.Available;
}
return TalentStages.Locked;
}
public static bool IsViableTalentForCharacter(Character character, Identifier talentIdentifier, IReadOnlyCollection<Identifier> selectedTalents)
{
if (character?.Info?.Job.Prefab == null) { return false; }
if (character.Info.GetTotalTalentPoints() - selectedTalents.Count <= 0) { return false; }
if (!JobTalentTrees.TryGet(character.Info.Job.Prefab.Identifier, out TalentTree talentTree)) { return false; }
if (IsTalentLocked(talentIdentifier)) { return false; }
if (character.Info.GetUnlockedTalentsInTree().Contains(talentIdentifier))
{
//if the character already has the talent, it must be viable?
//needed for backwards compatibility, otherwise if we remove e.g. a tier 1 or tier 2 talent,
//all the already-unlocked higher-tier talents will be considered invalid which'll break the talent selection
return true;
}
foreach (var subTree in talentTree!.TalentSubTrees)
{
if (subTree.AllTalentIdentifiers.Contains(talentIdentifier) && subTree.HasMaxTalents(selectedTalents)) { return false; }
foreach (var talentOptionStage in subTree.TalentOptionStages)
{
if (talentOptionStage.TalentIdentifiers.Contains(talentIdentifier))
{
return !talentOptionStage.HasMaxTalents(selectedTalents) && TalentTreeMeetsRequirements(talentTree, subTree, selectedTalents);
}
//if a previous stage hasn't been completed, this talent can't be selected yet
bool optionStageCompleted = talentOptionStage.HasEnoughTalents(selectedTalents);
if (!optionStageCompleted)
{
break;
}
}
}
return false;
}
public static bool IsTalentLocked(Identifier talentIdentifier, ImmutableHashSet<Character> characterList = null)
{
characterList ??= GameSession.GetSessionCrewCharacters(CharacterType.Both);
foreach (Character c in characterList)
{
if (c.Info.GetSavedStatValue(StatTypes.LockedTalents, talentIdentifier) >= 1) { return true; }
}
return false;
}
public static List<Identifier> CheckTalentSelection(Character controlledCharacter, IEnumerable<Identifier> selectedTalents)
{
List<Identifier> viableTalents = new List<Identifier>();
bool canStillUnlock = true;
// keep trying to unlock talents until none of the talents are unlockable
while (canStillUnlock && selectedTalents.Any())
{
canStillUnlock = false;
foreach (Identifier talent in selectedTalents)
{
if (!viableTalents.Contains(talent) && IsViableTalentForCharacter(controlledCharacter, talent, viableTalents))
{
viableTalents.Add(talent);
canStillUnlock = true;
}
}
}
return viableTalents;
}
public override void Dispose() { }
}
internal enum TalentTreeType
{
Specialization,
Primary
}
internal sealed class TalentSubTree
{
public Identifier Identifier { get; }
public LocalizedString DisplayName { get; }
public readonly ImmutableArray<TalentOption> TalentOptionStages;
public readonly ImmutableHashSet<Identifier> AllTalentIdentifiers;
public readonly TalentTreeType Type;
public readonly ImmutableHashSet<Identifier> RequiredTrees;
public readonly ImmutableHashSet<Identifier> BlockedTrees;
public bool HasEnoughTalents(IReadOnlyCollection<Identifier> talents) => TalentOptionStages.All(option => option.HasEnoughTalents(talents));
public bool HasMaxTalents(IReadOnlyCollection<Identifier> talents) => TalentOptionStages.All(option => option.HasMaxTalents(talents));
public bool HasAnyTalent(IReadOnlyCollection<Identifier> talents) => TalentOptionStages.Any(option => option.HasSelectedTalent(talents));
public TalentSubTree(ContentXElement subTreeElement)
{
Identifier = subTreeElement.GetAttributeIdentifier("identifier", "");
string nameIdentifier = subTreeElement.GetAttributeString("nameidentifier", string.Empty);
if (string.IsNullOrWhiteSpace(nameIdentifier))
{
nameIdentifier = $"talenttree.{Identifier}";
}
DisplayName = TextManager.Get(nameIdentifier).Fallback(Identifier.Value);
Type = subTreeElement.GetAttributeEnum("type", TalentTreeType.Specialization);
RequiredTrees = subTreeElement.GetAttributeIdentifierImmutableHashSet("requires", ImmutableHashSet<Identifier>.Empty);
BlockedTrees = subTreeElement.GetAttributeIdentifierImmutableHashSet("blocks", ImmutableHashSet<Identifier>.Empty);
List<TalentOption> talentOptionStages = new List<TalentOption>();
foreach (var talentOptionsElement in subTreeElement.GetChildElements("talentoptions"))
{
talentOptionStages.Add(new TalentOption(talentOptionsElement, Identifier));
}
TalentOptionStages = talentOptionStages.ToImmutableArray();
AllTalentIdentifiers = TalentOptionStages.SelectMany(t => t.TalentIdentifiers).ToImmutableHashSet();
}
}
internal readonly struct TalentOption
{
private readonly ImmutableHashSet<Identifier> talentIdentifiers;
public IEnumerable<Identifier> TalentIdentifiers => talentIdentifiers;
/// <summary>
/// How many talents need to be unlocked to consider this tree completed
/// </summary>
public readonly int RequiredTalents;
/// <summary>
/// How many talents can be unlocked in total
/// </summary>
public readonly int MaxChosenTalents;
/// <summary>
/// When specified the talent option will show talent with this identifier
/// and clicking on it will expand the talent option to show the talents
/// </summary>
public readonly Dictionary<Identifier, ImmutableHashSet<Identifier>> ShowCaseTalents = new Dictionary<Identifier, ImmutableHashSet<Identifier>>();
public bool HasEnoughTalents(CharacterInfo character) => CountMatchingTalents(character.UnlockedTalents) >= RequiredTalents;
public bool HasEnoughTalents(IReadOnlyCollection<Identifier> selectedTalents) => CountMatchingTalents(selectedTalents) >= RequiredTalents;
public bool HasMaxTalents(IReadOnlyCollection<Identifier> selectedTalents) => CountMatchingTalents(selectedTalents) >= MaxChosenTalents;
// No LINQ
public bool HasSelectedTalent(IReadOnlyCollection<Identifier> selectedTalents)
{
foreach (Identifier talent in selectedTalents)
{
if (talentIdentifiers.Contains(talent))
{
return true;
}
}
return false;
}
public int CountMatchingTalents(IReadOnlyCollection<Identifier> talents)
{
int i = 0;
foreach (Identifier talent in talents)
{
if (talentIdentifiers.Contains(talent))
{
i++;
}
}
return i;
}
public TalentOption(ContentXElement talentOptionsElement, Identifier debugIdentifier)
{
MaxChosenTalents = talentOptionsElement.GetAttributeInt(nameof(MaxChosenTalents), 1);
RequiredTalents = talentOptionsElement.GetAttributeInt(nameof(RequiredTalents), MaxChosenTalents);
if (RequiredTalents > MaxChosenTalents)
{
DebugConsole.ThrowError($"Error in talent tree {debugIdentifier} - MaxChosenTalents is larger than RequiredTalents.",
contentPackage: talentOptionsElement.ContentPackage);
}
HashSet<Identifier> identifiers = new HashSet<Identifier>();
foreach (ContentXElement talentOptionElement in talentOptionsElement.Elements())
{
Identifier elementName = talentOptionElement.Name.ToIdentifier();
if (elementName == "talentoption")
{
identifiers.Add(talentOptionElement.GetAttributeIdentifier("identifier", Identifier.Empty));
}
else if (elementName == "showcasetalent")
{
Identifier showCaseIdentifier = talentOptionElement.GetAttributeIdentifier("identifier", Identifier.Empty);
HashSet<Identifier> showCaseTalentIdentifiers = new HashSet<Identifier>();
foreach (ContentXElement subElement in talentOptionElement.Elements())
{
Identifier identifier = subElement.GetAttributeIdentifier("identifier", Identifier.Empty);
showCaseTalentIdentifiers.Add(identifier);
identifiers.Add(identifier);
}
ShowCaseTalents.Add(showCaseIdentifier, showCaseTalentIdentifiers.ToImmutableHashSet());
}
}
talentIdentifiers = identifiers.ToImmutableHashSet();
if (RequiredTalents > talentIdentifiers.Count)
{
DebugConsole.ThrowError($"Error in talent tree {debugIdentifier} - completing a stage of the tree requires more talents than there are in the stage.",
contentPackage: talentOptionsElement.ContentPackage);
}
if (MaxChosenTalents > talentIdentifiers.Count)
{
DebugConsole.ThrowError($"Error in talent tree {debugIdentifier} - maximum number of talents to choose is larger than the number of talents.",
contentPackage: talentOptionsElement.ContentPackage);
}
}
}
}