(a2943d8b7) Merge branch 'dev' into human-ai
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@@ -144,18 +144,6 @@ namespace Barotrauma
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private List<XElement> fabricationRecipeElements = new List<XElement>();
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private bool canSpriteFlipX, canSpriteFlipY;
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private Dictionary<string, PriceInfo> prices;
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/// <summary>
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/// Defines areas where the item can be interacted with. If RequireBodyInsideTrigger is set to true, the character
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/// has to be within the trigger to interact. If it's set to false, having the cursor within the trigger is enough.
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/// </summary>
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public List<Rectangle> Triggers;
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private List<XElement> fabricationRecipeElements = new List<XElement>();
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public string ConfigFile
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{
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get { return configFile; }
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@@ -477,6 +465,12 @@ namespace Barotrauma
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Tags = element.GetAttributeStringArray("Tags", new string[0], convertToLowerInvariant: true).ToHashSet();
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}
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Tags = new HashSet<string>(element.GetAttributeStringArray("tags", new string[0], convertToLowerInvariant: true));
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if (Tags.None())
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{
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Tags = new HashSet<string>(element.GetAttributeStringArray("Tags", new string[0], convertToLowerInvariant: true));
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}
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if (element.Attribute("cargocontainername") != null)
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{
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DebugConsole.ThrowError("Error in item prefab \"" + name + "\" - cargo container should be configured using the item's identifier, not the name.");
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@@ -636,10 +630,25 @@ namespace Barotrauma
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string treatmentIdentifier = subElement.GetAttributeString("identifier", "").ToLowerInvariant();
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var matchingAffliction = AfflictionPrefab.List.Find(a => a.Identifier == treatmentIdentifier);
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if (matchingAffliction != null)
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List<AfflictionPrefab> matchingAfflictions = AfflictionPrefab.List.FindAll(a => a.Identifier == treatmentIdentifier || a.AfflictionType == treatmentIdentifier);
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if (matchingAfflictions.Count == 0)
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{
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matchingAffliction.TreatmentSuitability.Add(identifier, subElement.GetAttributeFloat("suitability", 0.0f));
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DebugConsole.ThrowError("Error in item prefab \"" + Name + "\" - couldn't define as a treatment, no treatments with the identifier or type \"" + treatmentIdentifier + "\" were found.");
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continue;
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}
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float suitability = subElement.GetAttributeFloat("suitability", 0.0f);
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foreach (AfflictionPrefab matchingAffliction in matchingAfflictions)
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{
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if (matchingAffliction.TreatmentSuitability.ContainsKey(identifier))
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{
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matchingAffliction.TreatmentSuitability[identifier] =
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Math.Max(matchingAffliction.TreatmentSuitability[identifier], suitability);
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}
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else
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{
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matchingAffliction.TreatmentSuitability.Add(identifier, suitability);
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}
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}
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break;
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}
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