Faction Test 100.6.0.0
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@@ -27,13 +27,14 @@ namespace Barotrauma
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private readonly bool applyFireEffects;
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private readonly string[] ignoreFireEffectsForTags;
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private readonly bool ignoreCover;
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private readonly bool onlyInside,onlyOutside;
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private readonly float flashDuration;
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private readonly float? flashRange;
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private readonly string decal;
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private readonly float decalSize;
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private readonly bool applyToSelf;
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public bool OnlyInside, OnlyOutside;
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private readonly float itemRepairStrength;
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public readonly HashSet<Submarine> IgnoredSubmarines = new HashSet<Submarine>();
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@@ -81,8 +82,8 @@ namespace Barotrauma
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ignoreFireEffectsForTags = element.GetAttributeStringArray("ignorefireeffectsfortags", Array.Empty<string>(), convertToLowerInvariant: true);
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ignoreCover = element.GetAttributeBool("ignorecover", false);
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onlyInside = element.GetAttributeBool("onlyinside", false);
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onlyOutside = element.GetAttributeBool("onlyoutside", false);
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OnlyInside = element.GetAttributeBool("onlyinside", false);
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OnlyOutside = element.GetAttributeBool("onlyoutside", false);
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flash = element.GetAttributeBool("flash", showEffects);
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flashDuration = element.GetAttributeFloat("flashduration", 0.05f);
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@@ -181,8 +182,7 @@ namespace Barotrauma
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{
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float distSqr = Vector2.DistanceSquared(item.WorldPosition, worldPosition);
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if (distSqr > displayRangeSqr) { continue; }
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float distFactor = 1.0f - (float)Math.Sqrt(distSqr) / displayRange;
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float distFactor = CalculateDistanceFactor(distSqr, displayRange);
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//damage repairable power-consuming items
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var powered = item.GetComponent<Powered>();
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@@ -199,6 +199,7 @@ namespace Barotrauma
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powerContainer.Charge -= powerContainer.GetCapacity() * EmpStrength * distFactor;
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}
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}
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static float CalculateDistanceFactor(float distSqr, float displayRange) => 1.0f - MathF.Sqrt(distSqr) / displayRange;
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}
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if (itemRepairStrength > 0.0f)
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@@ -292,10 +293,16 @@ namespace Barotrauma
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{
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continue;
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}
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if (c == attacker && !applyToSelf) { continue; }
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//if (c == attacker && !applyToSelf) { continue; }
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if (onlyInside && c.Submarine == null) { continue; }
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else if (onlyOutside && c.Submarine != null) { continue; }
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if (OnlyInside && c.Submarine == null)
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{
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continue;
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}
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else if (OnlyOutside && c.Submarine != null)
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{
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continue;
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}
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Vector2 explosionPos = worldPosition;
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if (c.Submarine != null) { explosionPos -= c.Submarine.Position; }
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@@ -341,15 +348,19 @@ namespace Barotrauma
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modifiedAfflictions.Clear();
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foreach (Affliction affliction in attack.Afflictions.Keys)
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{
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// Shouldn't go above 15, or the damage can be unexpectedly low -> doesn't break armor
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// Effectively this makes large explosions more effective against large creatures (because more limbs are affected), but I don't think that's necessarily a bad thing.
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float limbCountFactor = Math.Min(distFactors.Count, 15);
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float dmgMultiplier = distFactor;
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if (affliction.DivideByLimbCount)
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{
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float limbCountFactor = distFactors.Count;
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if (affliction.Prefab.LimbSpecific && affliction.Prefab.AfflictionType == "damage")
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{
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// Shouldn't go above 15, or the damage can be unexpectedly low -> doesn't break armor
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// Effectively this makes large explosions more effective against large creatures (because more limbs are affected), but I don't think that's necessarily a bad thing.
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limbCountFactor = Math.Min(distFactors.Count, 15);
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}
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dmgMultiplier /= limbCountFactor;
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}
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modifiedAfflictions.Add(affliction.CreateMultiplied(dmgMultiplier, affliction.Probability));
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modifiedAfflictions.Add(affliction.CreateMultiplied(dmgMultiplier, affliction));
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}
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c.LastDamageSource = damageSource;
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if (attacker == null)
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@@ -357,29 +368,29 @@ namespace Barotrauma
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if (damageSource is Item item)
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{
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attacker = item.GetComponent<Projectile>()?.User;
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if (attacker == null)
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{
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attacker = item.GetComponent<MeleeWeapon>()?.User;
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}
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attacker ??= item.GetComponent<MeleeWeapon>()?.User;
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}
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}
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if (attack.Afflictions.Any() || attack.Stun > 0.0f)
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{
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AbilityAttackData attackData = new AbilityAttackData(Attack, c, attacker);
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if (attackData.Afflictions != null)
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if (!attack.OnlyHumans || c.IsHuman)
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{
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modifiedAfflictions.AddRange(attackData.Afflictions);
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}
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AbilityAttackData attackData = new AbilityAttackData(Attack, c, attacker);
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if (attackData.Afflictions != null)
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{
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modifiedAfflictions.AddRange(attackData.Afflictions);
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}
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//use a position slightly from the limb's position towards the explosion
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//ensures that the attack hits the correct limb and that the direction of the hit can be determined correctly in the AddDamage methods
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Vector2 dir = worldPosition - limb.WorldPosition;
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Vector2 hitPos = limb.WorldPosition + (dir.LengthSquared() <= 0.001f ? Rand.Vector(1.0f) : Vector2.Normalize(dir)) * 0.01f;
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AttackResult attackResult = c.AddDamage(hitPos, modifiedAfflictions, attack.Stun * distFactor, false, attacker: attacker, damageMultiplier: attack.DamageMultiplier * attackData.DamageMultiplier);
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damages.Add(limb, attackResult.Damage);
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//use a position slightly from the limb's position towards the explosion
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//ensures that the attack hits the correct limb and that the direction of the hit can be determined correctly in the AddDamage methods
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Vector2 dir = worldPosition - limb.WorldPosition;
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Vector2 hitPos = limb.WorldPosition + (dir.LengthSquared() <= 0.001f ? Rand.Vector(1.0f) : Vector2.Normalize(dir)) * 0.01f;
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AttackResult attackResult = c.AddDamage(hitPos, modifiedAfflictions, attack.Stun * distFactor, false, attacker: attacker, damageMultiplier: attack.DamageMultiplier * attackData.DamageMultiplier);
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damages.Add(limb, attackResult.Damage);
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}
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}
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if (attack.StatusEffects != null && attack.StatusEffects.Any())
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{
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attack.SetUser(attacker);
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