File size: 5,062 Bytes
24b81cb
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
class PlayerSpawnJsonDataBase : Managed
{
	//! sets default values throughout the freshly created structure as required
	
	bool IsValid()
	{
		return true;
	}
}

class PlayerSpawnJsonData : PlayerSpawnJsonDataBase
{
	ref array<ref PlayerSpawnPreset> presets;
}

class PlayerSpawnPreset : PlayerSpawnJsonDataBase
{
	int spawnWeight; //spawn probability weight
	string name; //optional
	ref array<string> characterTypes;
	ref array<ref PlayerSpawnPresetSlotData> attachmentSlotItemSets;
	ref array<ref PlayerSpawnPresetDiscreteCargoSetData> discreteUnsortedItemSets;
	
	string GetRandomCharacterType()
	{
		if (characterTypes && characterTypes.Count() > 0)
			return characterTypes.GetRandomElement();
		
		Debug.Log("No characterTypes defined. Falling back to 'default' character type, or random, if undefined","n/a","n/a","PlayerSpawnPreset");
		return string.Empty;
	}
	
	override bool IsValid()
	{
		if (!super.IsValid())
			return false;
		
		if (spawnWeight < 1)
		{
			Debug.Log("Invalid spawn weight, skipping preset: " + name,"n/a","Validation","PlayerSpawnPreset");
			return false;
		}
		
		return true;
	}
	
	//! preset might be valid even with no attachmentSlotItemSets configured, checked separately
	bool HasAttachmentSlotSetsDefined()
	{
		return attachmentSlotItemSets && attachmentSlotItemSets.Count() > 0;
	}
	
	//! preset might be valid even with no unsorted item sets configured, checked separately
	bool HasDiscreteUnsortedItemSetsDefined()
	{
		return discreteUnsortedItemSets && discreteUnsortedItemSets.Count() > 0;
	}
}

class PlayerSpawnPresetSlotData : PlayerSpawnJsonDataBase
{
	string slotName;
	ref array<ref PlayerSpawnPresetDiscreteItemSetSlotData> discreteItemSets;
	
	//! Translates slot name to match something from both 'CfgSlots' and 'attachments[]' in entity's config
	bool TranslateAndValidateSlot(EntityAI parent, inout int slotID)
	{
		string tmp = slotName;
		if (slotName == "shoulderL")
		{
			tmp = "Shoulder";
		}
		else if (slotName == "shoulderR")
		{
			tmp = "Melee";
		}
		
		slotID = InventorySlots.GetSlotIdFromString(tmp);
		if (!InventorySlots.IsSlotIdValid(slotID))
		{
			Debug.Log("Wrong slot name used: " + slotName,"n/a","Validation","PlayerSpawnPresetSlotData");
			return false;
		}
		if (!parent)
		{
			Debug.Log("No parent entity found when trying to populate slot: " + slotName,"n/a","Validation","PlayerSpawnPresetSlotData");
			return false;
		}
		if (!parent.GetInventory().HasAttachmentSlot(slotID))
		{
			Debug.Log("Slot: " + slotName + " undefined on entity: " + parent.GetType(),"n/a","Validation","PlayerSpawnPresetSlotData");
			return false;
		}
		
		return true;
	}
	
	//! slot name validity checked separately
	override bool IsValid()
	{
		if (!super.IsValid())
			return false;
		
		if (discreteItemSets == null || discreteItemSets.Count() < 1)
		{
			Debug.Log("discreteItemSets for slot: " + slotName + " undefined","n/a","Validation","PlayerSpawnPresetSlotData");
			return false;
		}
		
		return true;
	}
}

//! base for any item set
class PlayerSpawnPresetItemSetBase : PlayerSpawnJsonDataBase
{
	bool simpleChildrenUseDefaultAttributes;
	ref PlayerSpawnAttributesData attributes;
	ref array<ref PlayerSpawnPresetComplexChildrenType> complexChildrenTypes;
	ref array<string> simpleChildrenTypes;
	
	//! overriden later
	int GetQuickbarIdx()
	{
		return -1;
	}
}

//base for DISCRETE item sets
class PlayerSpawnPresetDiscreteItemSetBase : PlayerSpawnPresetItemSetBase
{
	int spawnWeight;
	
	override bool IsValid()
	{
		if (!super.IsValid())
			return false;
		
		if (spawnWeight < 1)
		{
			Debug.Log("Invalid spawnWeight set for a discrete item set!","n/a","Validation","PlayerSpawnPresetDiscreteItemSetBase");
			return false;
		}
		return true;
	}
}

//! one item set for slot
class PlayerSpawnPresetDiscreteItemSetSlotData : PlayerSpawnPresetDiscreteItemSetBase
{
	string itemType;
	int quickBarSlot;
	
	override bool IsValid()
	{
		if (!super.IsValid())
			return false;
		
		//empty 'itemType' is valid alternative here
		
		if (!attributes)
		{
			Debug.Log("No attributes defined for a discrete item set!","n/a","Validation","PlayerSpawnPresetDiscreteItemSetSlotData");
			return false;
		}
		
		//unable to verify any of the other integers, since they always default to '0'. Needs to be configured carefully!
		
		return true;
	}
	
	override int GetQuickbarIdx()
	{
		return quickBarSlot;
	}
}

//! one set for cargo
class PlayerSpawnPresetDiscreteCargoSetData : PlayerSpawnPresetDiscreteItemSetBase
{
	string name;
}

//! used for specific hierarchical child spawning
class PlayerSpawnPresetComplexChildrenType : PlayerSpawnPresetItemSetBase
{
	string itemType;
	int quickBarSlot;
	
	override bool IsValid()
	{
		if (!super.IsValid())
			return false;
		
		return itemType != string.Empty; //needs item type to function
	}
	
	override int GetQuickbarIdx()
	{
		return quickBarSlot;
	}
}

class PlayerSpawnAttributesData : PlayerSpawnJsonDataBase
{
	float healthMin;
	float healthMax;
	float quantityMin;
	float quantityMax;
	//ref array<string> magazineAmmoOrdered;
}