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SimpleGangWar.cs
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SimpleGangWar.cs
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using RDR2;
using RDR2.Native;
using RDR2.Math;
using System;
using System.Windows.Forms;
using System.Collections.Generic;
using System.Linq;
public class SimpleGangWar : Script {
// Settings defined on script variables serve as fallback for settings not defined (or invalid) on .ini config file
// Peds: https://github.com/Saltyq/ScriptHookRDR2DotNet/blob/master/source/scripting_v3/RDR2/Entities/Peds/PedHash.cs
// Weapons: https://github.com/Saltyq/ScriptHookRDR2DotNet/blob/2d3fbb501bc138554fd42aca9e12aba4c763f0f9/source/scripting_v3/RDR2/Weapons/Weapon.cs#L103
private static string[] pedsAlliesHashesStrings = { "G_M_M_UniAfricanAmericanGang_01", "G_M_M_UniCriminals_01", "G_M_M_UniCriminals_02", "G_M_M_UniGrays_01", "G_M_M_UniGrays_02" };
private static string[] weaponsAlliesHashesStrings = { };
private static string[] pedsEnemiesHashesStrings = { "U_M_M_ValSheriff_01", "S_M_M_Army_01", "S_M_Y_Army_01" };
private static string[] weaponsEnemiesHashesStrings = { };
private static readonly char[] StringSeparators = { ',', ';' };
private static int healthAllies = -1;
private static int healthEnemies = -1;
private static int accuracyAllies = -1;
private static int accuracyEnemies = -1;
private static CombatMovement combatMovementAllies = CombatMovement.None;
private static CombatMovement combatMovementEnemies = CombatMovement.None;
private static int maxPedsPerTeam = 10;
private static Keys hotkey = Keys.F9;
private static Keys spawnHotkey = Keys.Z;
private static bool noWantedLevel = true;
private static bool showBlipsOnPeds = true;
private static bool dropWeaponOnDead = false;
private static bool removeDeadPeds = true;
private static int spawnpointFloodLimitPeds = 5;
private static float spawnpointFloodLimitDistance = 8.0f;
private static int idleInterval = 500;
private static int battleInterval = 500;
private static int maxPedsAllies;
private static int maxPedsEnemies;
// From here, hidden variables - can be changed only here, not exposed on the .ini file
private static bool processOtherRelationshipGroups = false; // This setting may crash the game
private static float fightDistanceMultiplier = 1.5f;
private static BlipType spawnpointBlipType = BlipType.BLIP_STYLE_WAYPOINT;
private static BlipModifier spawnpointAlliesBlipColor = BlipModifier.BLIP_MODIFIER_MP_COLOR_1; // blue
private static BlipModifier spawnpointEnemiesBlipColor = BlipModifier.BLIP_MODIFIER_MP_COLOR_2; // red
private static BlipType pedAlliedBlipType = BlipType.BLIP_STYLE_FRIENDLY;
private static BlipType pedEnemyBlipType = BlipType.BLIP_STYLE_ENEMY;
// From here, internal script variables - do not change!
private List<PedHash> pedsAlliesHashes;
private List<WeaponHash> weaponsAlliesHashes;
private List<PedHash> pedsEnemiesHashes;
private List<WeaponHash> weaponsEnemiesHashes;
private int relationshipGroupAllies;
private int relationshipGroupEnemies;
private int originalWantedLevel;
private List<Ped> spawnedAllies = new List<Ped>();
private List<Ped> spawnedEnemies = new List<Ped>();
private List<Ped> deadPeds = new List<Ped>();
private List<Ped> pedsRemove = new List<Ped>();
private List<int> processedRelationshipGroups = new List<int>();
private bool spawnEnabled = true;
private Stage stage = Stage.Initial;
private Vector3 spawnpointAllies;
private Vector3 spawnpointEnemies;
private float spawnpointsDistance;
private Blip spawnpointBlipAllies;
private Blip spawnpointBlipEnemies;
private static Relationship[] allyRelationships = { Relationship.Companion, Relationship.Like, Relationship.Respect };
private static Relationship[] enemyRelationships = { Relationship.Hate, Relationship.Dislike };
private static BlipModifier blipModifierBlink = BlipModifier.BLIP_MODIFIER_FLASH_FOREVER;
private int relationshipGroupPlayer;
private static Random random;
private enum CombatMovement {
None = -1,
Stationary = 0,
Defensive = 1,
Offensive = 2,
Suicidal = 3
// TODO setting to randomize movement for each ped?
}
private enum Stage {
Initial = 0,
DefiningEnemySpawnpoint = 1,
EnemySpawnpointDefined = 2,
Running = 3,
StopKeyPressed = 4
}
private class SettingsHeader {
public static readonly string Allies = "ALLIED_TEAM";
public static readonly string Enemies = "ENEMY_TEAM";
public static readonly string General = "SETTINGS";
}
public SimpleGangWar() {
Tick += MainLoop;
KeyUp += OnKeyUp;
Interval = idleInterval;
ScriptSettings config = ScriptSettings.Load("scripts\\SimpleGangWar.ini");
string configString;
healthAllies = config.GetValue<int>(SettingsHeader.Allies, "Health", healthAllies);
healthEnemies = config.GetValue<int>(SettingsHeader.Enemies, "Health", healthEnemies);
accuracyAllies = config.GetValue<int>(SettingsHeader.Allies, "Accuracy", accuracyAllies);
accuracyEnemies = config.GetValue<int>(SettingsHeader.Enemies, "Accuracy", accuracyEnemies);
configString = config.GetValue<string>(SettingsHeader.Allies, "CombatMovement", "");
combatMovementAllies = EnumParse<CombatMovement>(configString, combatMovementAllies);
configString = config.GetValue<string>(SettingsHeader.Enemies, "CombatMovement", "");
combatMovementEnemies = EnumParse<CombatMovement>(configString, combatMovementEnemies);
configString = config.GetValue<string>(SettingsHeader.Allies, "Weapons", "");
weaponsAlliesHashesStrings = ArrayParse(configString, weaponsAlliesHashesStrings);
weaponsAlliesHashes = EnumArrayParse<WeaponHash>(weaponsAlliesHashesStrings);
configString = config.GetValue<string>(SettingsHeader.Enemies, "Weapons", "");
weaponsEnemiesHashesStrings = ArrayParse(configString, weaponsEnemiesHashesStrings);
weaponsEnemiesHashes = EnumArrayParse<WeaponHash>(weaponsEnemiesHashesStrings);
configString = config.GetValue<string>(SettingsHeader.Allies, "Models", "");
pedsAlliesHashesStrings = ArrayParse(configString, pedsAlliesHashesStrings);
pedsAlliesHashes = EnumArrayParse<PedHash>(pedsAlliesHashesStrings);
if (pedsAlliesHashes.Count == 0) {
ThrowException("No valid allied ped models defined!");
}
configString = config.GetValue<string>(SettingsHeader.Enemies, "Models", "");
pedsEnemiesHashesStrings = ArrayParse(configString, pedsEnemiesHashesStrings);
pedsEnemiesHashes = EnumArrayParse<PedHash>(pedsEnemiesHashesStrings);
if (pedsEnemiesHashes.Count == 0) {
ThrowException("No valid enemy ped models defined!");
}
configString = config.GetValue<string>(SettingsHeader.General, "Hotkey", "");
hotkey = EnumParse<Keys>(configString, hotkey);
configString = config.GetValue<string>(SettingsHeader.General, "SpawnHotkey", "");
spawnHotkey = EnumParse<Keys>(configString, spawnHotkey);
maxPedsPerTeam = config.GetValue<int>(SettingsHeader.General, "MaxPedsPerTeam", maxPedsPerTeam);
noWantedLevel = config.GetValue<bool>(SettingsHeader.General, "NoWantedLevel", noWantedLevel);
showBlipsOnPeds = config.GetValue<bool>(SettingsHeader.General, "ShowBlipsOnPeds", showBlipsOnPeds);
dropWeaponOnDead = config.GetValue<bool>(SettingsHeader.General, "DropWeaponOnDead", dropWeaponOnDead);
removeDeadPeds = config.GetValue<bool>(SettingsHeader.General, "RemoveDeadPeds", removeDeadPeds);
spawnpointFloodLimitPeds = config.GetValue<int>(SettingsHeader.General, "SpawnpointFloodLimitPeds", spawnpointFloodLimitPeds);
spawnpointFloodLimitDistance = config.GetValue<float>(SettingsHeader.General, "SpawnpointFloodLimitDistance", spawnpointFloodLimitDistance);
idleInterval = config.GetValue<int>(SettingsHeader.General, "IdleInterval", idleInterval);
battleInterval = config.GetValue<int>(SettingsHeader.General, "BattleInterval", battleInterval);
maxPedsAllies = config.GetValue<int>(SettingsHeader.Allies, "MaxPeds", maxPedsPerTeam);
maxPedsEnemies = config.GetValue<int>(SettingsHeader.Enemies, "MaxPeds", maxPedsPerTeam);
relationshipGroupAllies = World.AddRelationshipGroup("simplegangwar_allies");
relationshipGroupEnemies = World.AddRelationshipGroup("simplegangwar_enemies");
relationshipGroupPlayer = Game.Player.Character.RelationshipGroup;
SetRelationshipBetweenGroups(Relationship.Hate, relationshipGroupAllies, relationshipGroupEnemies);
SetRelationshipBetweenGroups(Relationship.Respect, relationshipGroupAllies, relationshipGroupAllies);
SetRelationshipBetweenGroups(Relationship.Respect, relationshipGroupEnemies, relationshipGroupEnemies);
SetRelationshipBetweenGroups(Relationship.Respect, relationshipGroupAllies, relationshipGroupPlayer);
SetRelationshipBetweenGroups(Relationship.Hate, relationshipGroupEnemies, relationshipGroupPlayer);
processedRelationshipGroups.Add(relationshipGroupPlayer);
processedRelationshipGroups.Add(relationshipGroupAllies);
processedRelationshipGroups.Add(relationshipGroupEnemies);
random = new Random();
PrintSubtitle("SimpleGangWar loaded");
}
/// <summary>
/// The main script loop runs at the frequency delimited by the Interval, which varies depending if the battle is running or not.
/// The loop only spawn peds and processes them as the battle is running. Any other actions that happen outside a battle are processed by Key event handlers.
/// </summary>
private void MainLoop(object sender, EventArgs e)
{
if (stage >= Stage.Running) {
try {
SpawnPeds(true);
SpawnPeds(false);
SetUnmanagedPedsInRelationshipGroups();
ProcessSpawnedPeds(true);
ProcessSpawnedPeds(false);
} catch (FormatException exception) {
RDR2.UI.Screen.ShowSubtitle("(SimpleGangWar) Error! " + exception.Message);
}
}
}
/// <summary>
/// Key event handler for key releases.
/// </summary>
private void OnKeyUp(object sender, KeyEventArgs e) {
if (e.KeyCode == hotkey) {
switch (stage) {
case Stage.Initial:
RDR2.UI.Screen.ShowSubtitle("Welcome to SimpleGangWar!\nGo to the enemy spawnpoint and press the hotkey again to define it.");
stage = Stage.DefiningEnemySpawnpoint;
break;
case Stage.DefiningEnemySpawnpoint:
DefineSpawnpoint(false);
RDR2.UI.Screen.ShowSubtitle("Enemy spawnpoint defined! Now go to the allied spawnpoint and press the hotkey again to define it.");
stage = Stage.EnemySpawnpointDefined;
break;
case Stage.EnemySpawnpointDefined:
DefineSpawnpoint(true);
SetupBattle();
RDR2.UI.Screen.ShowSubtitle("The battle begins NOW!");
stage = Stage.Running;
break;
case Stage.Running:
RDR2.UI.Screen.ShowSubtitle("Do you really want to stop the battle? Press the hotkey again to confirm.");
stage = Stage.StopKeyPressed;
break;
case Stage.StopKeyPressed:
RDR2.UI.Screen.ShowSubtitle("The battle has ended!");
stage = Stage.Initial;
Teardown();
break;
}
} else if (e.KeyCode == spawnHotkey) {
spawnEnabled = !spawnEnabled;
BlinkSpawnpoint(true);
BlinkSpawnpoint(false);
}
}
/// <summary>
/// After the spawnpoints are defined, some tweaks are required just before the battle begins.
/// </summary>
private void SetupBattle() {
Interval = battleInterval;
spawnpointsDistance = spawnpointEnemies.DistanceTo(spawnpointAllies);
if (noWantedLevel) {
originalWantedLevel = Game.MaxWantedLevel;
Game.MaxWantedLevel = 0;
}
}
/// <summary>
/// Spawn peds on the given team, until the ped limit for that team is reached.
/// </summary>
/// <param name="alliedTeam">true=ally team / false=enemy team</param>
private void SpawnPeds(bool alliedTeam) {
//if (spawnEnabled && spawnedPedsList.Count < maxPeds) {
while (spawnEnabled && CanPedsSpawn(alliedTeam, GetPedsNearSpawnpoint(alliedTeam))) {
SpawnRandomPed(alliedTeam);
}
}
/// <summary>
/// Calculate how many peds on a team are near their defined spawnpoint, within the configured flood limit distance.
/// </summary>
/// <param name="alliedTeam">true=ally team / false=enemy team</param>
private int GetPedsNearSpawnpoint(bool alliedTeam) {
List<Ped> spawnedPedsList = alliedTeam ? spawnedAllies : spawnedEnemies;
Vector3 spawnpointPosition = alliedTeam ? spawnpointAllies : spawnpointEnemies;
int pedsNearSpawnpointCount = 0;
foreach (Ped ped in World.GetAllPeds()) {
if (ped.IsAlive && spawnedPedsList.Contains(ped) && World.GetDistance(ped.Position, spawnpointPosition) <= spawnpointFloodLimitDistance) pedsNearSpawnpointCount++;
}
return pedsNearSpawnpointCount;
}
/// <summary>
/// Determine if peds on the given team should spawn or not.
/// </summary>
/// <param name="alliedTeam">true=ally team / false=enemy team</param>
/// <param name="pedsNearSpawnpointCount">count of peds near the team spawnpoing, returned by GetPedsNearSpawnpoint() method</param>
private bool CanPedsSpawn(bool alliedTeam, int pedsNearSpawnpointCount) {
List<Ped> spawnedPedsList = alliedTeam ? spawnedAllies : spawnedEnemies;
int maxPeds = alliedTeam ? maxPedsAllies : maxPedsEnemies;
// by MaxPeds in the team
if (spawnedPedsList.Count >= maxPeds) return false;
// by SpawnpointFlood limit
if (spawnpointFloodLimitPeds < 1) return true;
return pedsNearSpawnpointCount < spawnpointFloodLimitPeds;
}
/// <summary>
/// Spawns a ped on the given team, ready to fight.
/// </summary>
/// <param name="alliedTeam">true=ally team / false=enemy team</param>
/// <returns>The spawned ped</returns>
private Ped SpawnRandomPed(bool alliedTeam) {
Vector3 pedPosition = alliedTeam ? spawnpointAllies : spawnpointEnemies;
List<PedHash> pedHashes = alliedTeam ? pedsAlliesHashes : pedsEnemiesHashes;
PedHash pedHash = RandomChoice(pedHashes);
int pedHealth = alliedTeam ? healthAllies : healthEnemies;
int pedAccuracy = alliedTeam ? accuracyAllies : accuracyEnemies;
int combatMovement = (int)(alliedTeam ? combatMovementAllies : combatMovementEnemies);
Ped ped = World.CreatePed(pedHash, pedPosition);
ped.Health = alliedTeam ? healthAllies : healthEnemies;
ped.Accuracy = alliedTeam ? accuracyAllies : accuracyEnemies;
ped.RelationshipGroup = alliedTeam ? relationshipGroupAllies : relationshipGroupEnemies;
ped.DropsWeaponsOnDeath = dropWeaponOnDead;
if (pedHealth > 0) ped.Health = ped.MaxHealth = pedHealth;
if (pedAccuracy >= 0) ped.Accuracy = pedAccuracy;
if (combatMovement != (int)CombatMovement.None) Function.Call(Hash.SET_PED_COMBAT_MOVEMENT, ped, combatMovement);
if (showBlipsOnPeds) {
BlipType blipType = alliedTeam ? pedAlliedBlipType : pedEnemyBlipType;
Blip blip = ped.AddBlip(blipType);
blip.Label = alliedTeam ? "Ally team member" : "Enemy team member";
}
SetPedTask(ped);
SetPedWeapon(ped, alliedTeam);
(alliedTeam ? spawnedAllies : spawnedEnemies).Add(ped);
return ped;
}
/// <summary>
/// Processes the spawned peds of the given team, featuring:
/// - Deleting dead peds
/// - Avoiding allies from attacking the player, by resetting their task
/// </summary>
/// <param name="alliedTeam">true=ally team / false=enemy team</param>
private void ProcessSpawnedPeds(bool alliedTeam) {
Ped player = Game.Player.Character;
List<Ped> pedList = alliedTeam ? spawnedAllies : spawnedEnemies;
foreach (Ped ped in pedList) {
if (ped.IsDead) {
ped.CurrentBlip.Delete();
pedsRemove.Add(ped);
deadPeds.Add(ped);
if (removeDeadPeds) ped.MarkAsNoLongerNeeded();
} else {
// Avoid allies from attacking player
if (alliedTeam && ped.IsInCombatAgainst(player)) {
SetPedTask(ped);
}
// Give custom weapons to ped
SetPedWeapon(ped, alliedTeam);
}
}
foreach (Ped ped in pedsRemove) {
pedList.Remove(ped);
}
pedsRemove.Clear();
}
/// <summary>
/// Set the task to the given ped, to start fighting against hated targets within the spawnpoint distance.
/// This method clears the current ped task, so can be used to reset rogue peds.
/// </summary>
/// <param name="ped">ped to process</param>
private void SetPedTask(Ped ped) {
ped.Task.ClearAllImmediately();
ped.Task.FightAgainstHatedTargets(spawnpointsDistance * fightDistanceMultiplier);
ped.AlwaysKeepTask = true;
}
/// <summary>
/// Give a weapon to the given ped on the given team, if required.
/// A weapon is only given if the ped does not currently have any of the weapons on the weapons array for its team.
/// The weapon is chosen randomly from the team weapons list. If no weapons are configured, no weapon is given.
/// </summary>
/// <param name="ped">ped to process</param>
/// <param name="alliedTeam">true=ally team / false=enemy team</param>
private void SetPedWeapon(Ped ped, bool alliedTeam) {
List<WeaponHash> weaponHashes = alliedTeam ? weaponsAlliesHashes : weaponsEnemiesHashes;
if (weaponHashes.Count > 0 && !weaponHashes.Contains(ped.Weapons.Current.Hash) && !weaponHashes.Contains(ped.Weapons.BestWeapon)) {
WeaponHash weaponGive = RandomChoice(weaponHashes);
ped.Weapons.Current.Remove();
ped.GiveWeapon(weaponGive, 1000, true, false);
ped.Weapons.Current.InfiniteAmmo = true;
}
}
/// <summary>
/// Set the spawnpoint for the given team on the position where the player is at.
/// </summary>
/// <param name="alliedTeam">true=ally team / false=enemy team</param>
private void DefineSpawnpoint(bool alliedTeam) {
Vector3 position = Game.Player.Character.Position;
Blip blip = World.CreateBlip(position, spawnpointBlipType);
if (alliedTeam) {
blip.ModifierAdd(spawnpointAlliesBlipColor);
spawnpointAllies = position;
spawnpointBlipAllies = blip;
blip.Label = "Ally spawnpoint";
} else {
blip.ModifierAdd(spawnpointEnemiesBlipColor);
spawnpointEnemies = position;
spawnpointBlipEnemies = blip;
blip.Label = "Enemy spawnpoint";
}
BlinkSpawnpoint(alliedTeam);
}
/// <summary>
/// Blink or stop blinking the spawnpoint blip of the given team, depending on if the spawn is disabled (blink) or not (stop blinking).
/// </summary>
/// <param name="alliedTeam">true=ally team / false=enemy team</param>
private void BlinkSpawnpoint(bool alliedTeam) {
Blip blip = alliedTeam ? spawnpointBlipAllies : spawnpointBlipEnemies;
if (blip == null) return;
if (spawnEnabled) {
blip.ModifierRemove(blipModifierBlink);
} else {
blip.ModifierAdd(blipModifierBlink);
}
}
/// <summary>
/// Get all the relationship groups from foreign peds (those that are not part of SimpleGangWar), and set the relationship between these groups and the SimpleGangWar groups.
/// NOTE: This method may crash the game while battle runs. Currently is not supported.
/// </summary>
private void SetUnmanagedPedsInRelationshipGroups() {
if (!processOtherRelationshipGroups) return;
foreach (Ped ped in World.GetAllPeds()) {
if (ped.IsHuman && !ped.IsPlayer) {
Relationship pedRelationshipWithPlayer = ped.GetRelationshipWithPed(Game.Player.Character);
int relationshipGroup = ped.RelationshipGroup;
if (relationshipGroup != relationshipGroupAllies && relationshipGroup != relationshipGroupEnemies && relationshipGroup != relationshipGroupPlayer) {
if (allyRelationships.Contains(pedRelationshipWithPlayer)) {
SetRelationshipBetweenGroups(Relationship.Respect, relationshipGroup, relationshipGroupAllies);
SetRelationshipBetweenGroups(Relationship.Hate, relationshipGroup, relationshipGroupEnemies);
} else if (enemyRelationships.Contains(pedRelationshipWithPlayer)) {
SetRelationshipBetweenGroups(Relationship.Respect, relationshipGroup, relationshipGroupEnemies);
SetRelationshipBetweenGroups(Relationship.Hate, relationshipGroup, relationshipGroupAllies);
}
}
}
}
}
/// <summary>
/// Physically delete the peds from the given list from the game world.
/// </summary>
/// <param name="pedList">List of peds to teardown</param>
private void TeardownPeds(List<Ped> pedList) {
foreach (Ped ped in pedList) {
if (ped.Exists()) ped.Delete();
}
}
/// <summary>
/// Manage the battle teardown on user requests. This brings the game to an initial state, before battle start and spawnpoint definition.
/// </summary>
private void Teardown() {
Interval = idleInterval;
spawnpointBlipAllies.Delete();
spawnpointBlipEnemies.Delete();
TeardownPeds(spawnedAllies);
TeardownPeds(spawnedEnemies);
TeardownPeds(deadPeds);
spawnedAllies.Clear();
spawnedEnemies.Clear();
deadPeds.Clear();
pedsRemove.Clear();
processedRelationshipGroups.Clear();
if (noWantedLevel) Game.MaxWantedLevel = originalWantedLevel;
}
/// <summary>
/// Set the relationship between two given groups. The relationship is set twice, on both possible combinations.
/// </summary>
/// <param name="relationship">Relationship to set between the groups</param>
/// <param name="groupA">One group</param>
/// <param name="groupB">Other group</param>
private void SetRelationshipBetweenGroups(Relationship relationship, int groupA, int groupB) {
World.SetRelationshipBetweenGroups(relationship, groupA, groupB);
World.SetRelationshipBetweenGroups(relationship, groupB, groupA);
}
/// <summary>
/// Choose a random item from a given array, containing objects of type T
/// </summary>
/// <typeparam name="T">Type of objects in the array</typeparam>
/// <param name="array">Array to choose from</param>
/// <returns>A random item from the array</returns>
private T RandomChoice<T>(T[] array) {
return array[random.Next(0, array.Length)];
}
/// <summary>
/// Choose a random item from a given List, containing objects of type T
/// </summary>
/// <typeparam name="T">Type of objects in the List</typeparam>
/// <param name="list">List to choose from</param>
/// <returns>A random item from the List</returns>
private T RandomChoice<T>(List<T> list) {
return list[random.Next(0, list.Count)];
}
/// <summary>
/// Given a string key for an enum, return the referenced enum object.
/// </summary>
/// <typeparam name="EnumType">The whole enum object, to choose an option from</typeparam>
/// <param name="enumKey">The enum key as string</param>
/// <returns>The chosen enum option, or null if the given key does not match any item from the enum</returns>
private EnumType? EnumParse<EnumType>(string enumKey) where EnumType : struct {
EnumType returnValue;
if (!Enum.TryParse<EnumType>(enumKey, true, out returnValue)) return null;
return returnValue;
}
/// <summary>
/// Given a string key for an enum, return the referenced enum object.
/// </summary>
/// <typeparam name="EnumType">The whole enum object, to choose an option from</typeparam>
/// <param name="enumKey">The enum key as string</param>
/// <param name="defaultValue">What enum option to return if the referenced enum key does not exist in the enum</param>
/// <returns>The chosen enum option</returns>
private EnumType EnumParse<EnumType>(string enumKey, EnumType defaultValue) where EnumType : struct {
EnumType? returnValue = EnumParse<EnumType>(enumKey);
if (returnValue == null) returnValue = defaultValue;
return (EnumType)returnValue;
}
/// <summary>
/// Given an array of string keys for an enum, return the referenced enum objects on a List.
/// Elements (keys) that do not match any element from the enum are not returned.
/// </summary>
/// <typeparam name="EnumType">The whole enum object, to choose an option from</typeparam>
/// <param name="enumKeys">The enum keys as string array</param>
/// <returns>List of enum options</returns>
private List<EnumType> EnumArrayParse<EnumType>(string[] enumKeys) where EnumType : struct {
List<EnumType> parsedValues = new List<EnumType>();
foreach (string key in enumKeys) {
EnumType? returnValue = EnumParse<EnumType>(key);
if (returnValue != null) {
parsedValues.Add((EnumType)returnValue);
}
}
return parsedValues;
}
/// <summary>
/// Given a string of words to be split, split them and return a string array.
/// </summary>
/// <param name="stringInput">Input string</param>
/// <param name="defaultArray">Array to return if the input string contains no items</param>
/// <returns>A string array</returns>
private string[] ArrayParse(string stringInput, string[] defaultArray) {
string[] resultArray = stringInput.Replace(" ", string.Empty).Split(StringSeparators, StringSplitOptions.RemoveEmptyEntries);
if (resultArray.Length == 0) resultArray = defaultArray;
return resultArray;
}
/// <summary>
/// Throws a new Exception, with the given message. Also prints an in-game subtitle beforehand.
/// </summary>
/// <param name="message">Subtitle and Exception text</param>
private void ThrowException(string message) {
PrintSubtitle(message);
throw new Exception(message);
}
/// <summary>
/// Show an in-game subtitle.
/// </summary>
/// <param name="message">Subtitle text</param>
private void PrintSubtitle(string message) {
RDR2.UI.Screen.ShowSubtitle(message);
}
}