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PeculiarPedestrians_Feet.cs
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PeculiarPedestrians_Feet.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using XRL.World.Anatomy;
namespace XRL.World.Parts.Mutation
{
[Serializable]
public class PeculiarPedestrians_Feet : BaseDefaultEquipmentMutation
{
[NonSerialized]
public List<BodyPart> RegisteredParts;
[NonSerialized]
public List<int> RegisteredPartIDs;
public string BlueprintName => Variant.Coalesce("Pedestrian_Hooks");
[NonSerialized] protected GameObjectBlueprint _Blueprint;
public GameObjectBlueprint Blueprint
{
get
{
_Blueprint ??= GameObjectFactory.Factory.GetBlueprint(BlueprintName);
return _Blueprint;
}
}
public override void SaveData(SerializationWriter Writer)
{
Writer.Write<int>(RegisteredParts?.Select(x => x.ID).ToList());
base.SaveData(Writer);
}
public override void LoadData(SerializationReader Reader)
{
RegisteredPartIDs = Reader.ReadList<int>() ?? new List<int>();
base.LoadData(Reader);
}
public override void FinalizeLoad()
{
/*
foreach (int id in RegisteredPartIDs)
{
UnityEngine.Debug.Log("BodyPart id: " + id + ", name: " + ParentObject?.Body?._Body?.GetPartByID(id)?.GetOrdinalName());
}
*/
RegisteredParts = RegisteredPartIDs.Select(x => ParentObject.Body._Body.GetPartByID(x)).ToList();
base.FinalizeLoad();
}
public PeculiarPedestrians_Feet()
{
DisplayName = "Hooks for Feet ({{r|D}})";
}
public override bool UseVariantName => false; // Does not currently respect defect status
public override bool CanLevel()
{
return false;
}
public override bool GeneratesEquipment()
{
return true;
}
public string GetDescriptor()
{
return Blueprint.GetTag("Pedestrian_Descriptor", "sharp hooks");
}
public string GetSkill()
{
return Blueprint.GetPartParameter<string>("MeleeWeapon", "Skill", "ShortBlades");
}
public bool IsEveryLimb()
{
return Blueprint.GetTag("Pedestrian_bEveryLimb", "false").EqualsNoCase("true");
}
public override void SetVariant(string Variant)
{
base.SetVariant(Variant);
DisplayName = GetVariantName().Coalesce("Hooks for Feet") + " ({{r|D}})";
_Blueprint = null;
}
public override string GetDescription()
{
return $"You have {GetDescriptor()} for feet.\n\nBladed or hooked feet cannot wear shoes; other variants can only wear modified shoes.";
}
public override string GetLevelText(int Level)
{
return "";
}
public override void OnRegenerateDefaultEquipment(Body Body)
{
if (RegisteredParts == null)
{
RegisteredParts = new List<BodyPart>();
foreach (BodyPart limb in Body.LoopPart("Feet"))
{
//UnityEngine.Debug.Log("Initialising FeetObjects for " + limb.Name);
if (limb.Type == "Feet")
{
RegisteredParts.Add(limb);
}
if (!IsEveryLimb())
{
break;
}
}
}
if (RegisteredParts.Count() < (IsEveryLimb() ? Body.GetPartCount("Feet") : 1))
{
var targetCount = IsEveryLimb() ? Body.GetPartCount("Feet") : 1;
//UnityEngine.Debug.Log("Regenerating missing feet objects for " + ParentObject.DisplayName);
foreach (BodyPart limb in Body.LoopPart("Feet"))
{
if (RegisteredParts.Count() >= targetCount)
{
break;
}
if (limb.Type == "Feet" && !RegisteredParts.Contains(limb))
{
RegisteredParts.Add(limb);
}
}
}
//UnityEngine.Debug.Log("Regenerating ID list for " + ParentObject.DisplayName);
RegisteredPartIDs = RegisteredParts.Select(x => x.ID).ToList();
//UnityEngine.Debug.Log("Checking feet objects for " + ParentObject.DisplayName);
foreach (BodyPart bodyPart in RegisteredParts)
{
//UnityEngine.Debug.Log("Checking " + GetDescriptor() + " on " + bodyPart.GetOrdinalName());
var foot = bodyPart.DefaultBehavior;
if (!GameObject.Validate(ref foot))
{
//UnityEngine.Debug.Log("Regenerating " + GetDescriptor() + " for " + bodyPart.GetOrdinalName());
foot = GameObjectFactory.Factory.CreateObject(Blueprint);
}
else // Nothing needs to be done here.
{
//UnityEngine.Debug.Log(bodyPart.GetOrdinalName() + " already has " + GetDescriptor());
continue;
}
if (bodyPart != null)
{
if (bodyPart.Equipped != null && !bodyPart.Equipped.HasTagOrStringProperty("Pedestrian_CanEquip"))
{
//UnityEngine.Debug.Log("Unequipping " + bodyPart.Equipped.DisplayName + " on " + bodyPart.GetOrdinalName());
bodyPart.ForceUnequip(Silent: true);
}
bodyPart.DefaultBehavior = foot;
}
}
base.OnRegenerateDefaultEquipment(Body);
}
public override bool Unmutate(GameObject GO)
{
foreach (BodyPart bodyPart in RegisteredParts)
{
CleanUpMutationEquipment(GO, bodyPart.DefaultBehavior);
}
return base.Unmutate(GO);
}
public override bool WantEvent(int ID, int cascade)
{
if (ID == GetExtraPhysicalFeaturesEvent.ID)
{
return true;
}
return base.WantEvent(ID, cascade);
}
public override bool HandleEvent(GetExtraPhysicalFeaturesEvent E)
{
E.Features.Add(GetDescriptor());
return base.HandleEvent(E);
}
}
}