2f107db...5202af9
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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public static class CPRSettings
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{
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public static float ReviveChancePerSkill { get; private set; }
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public static float ReviveChanceExponent { get; private set; }
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public static float ReviveChanceMin { get; private set; }
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public static float ReviveChanceMax { get; private set; }
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public static float StabilizationPerSkill { get; private set; }
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public static float StabilizationMin { get; private set; }
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public static float StabilizationMax { get; private set; }
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public static float DamageSkillThreshold { get; private set; }
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public static float DamageSkillMultiplier { get; private set; }
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public static void Load(XElement element)
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{
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ReviveChancePerSkill = Math.Max(element.GetAttributeFloat("revivechanceperskill", 0.01f), 0.0f);
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ReviveChanceExponent = Math.Max(element.GetAttributeFloat("revivechanceexponent", 2.0f), 0.0f);
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ReviveChanceMin = MathHelper.Clamp(element.GetAttributeFloat("revivechancemin", 0.05f), 0.0f, 1.0f);
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ReviveChanceMax = MathHelper.Clamp(element.GetAttributeFloat("revivechancemax", 0.9f), ReviveChanceMin, 1.0f);
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StabilizationPerSkill = Math.Max(element.GetAttributeFloat("stabilizationperskill", 0.01f), 0.0f);
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StabilizationMin = MathHelper.Max(element.GetAttributeFloat("stabilizationmin", 0.05f), 0.0f);
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StabilizationMax = MathHelper.Max(element.GetAttributeFloat("stabilizationmax", 2.0f), StabilizationMin);
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DamageSkillThreshold = MathHelper.Clamp(element.GetAttributeFloat("damageskillthreshold", 40.0f), 0.0f, 100.0f);
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DamageSkillMultiplier = MathHelper.Clamp(element.GetAttributeFloat("damageskillmultiplier", 0.1f), 0.0f, 100.0f);
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}
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}
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class AfflictionPrefab
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{
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public class Effect
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{
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//this effect is applied when the strength is within this range
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public float MinStrength, MaxStrength;
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public readonly float MinVitalityDecrease = 0.0f;
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public readonly float MaxVitalityDecrease = 0.0f;
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//how much the strength of the affliction changes per second
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public readonly float StrengthChange = 0.0f;
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public readonly bool MultiplyByMaxVitality;
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public float MinScreenBlurStrength, MaxScreenBlurStrength;
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public float MinScreenDistortStrength, MaxScreenDistortStrength;
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public float MinRadialDistortStrength, MaxRadialDistortStrength;
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public float MinChromaticAberrationStrength, MaxChromaticAberrationStrength;
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public float MinSpeedMultiplier, MaxSpeedMultiplier;
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public float MinBuffMultiplier, MaxBuffMultiplier;
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public float MinResistance, MaxResistance;
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public string ResistanceFor;
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public string DialogFlag;
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//statuseffects applied on the character when the affliction is active
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public readonly List<StatusEffect> StatusEffects = new List<StatusEffect>();
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public Effect(XElement element, string parentDebugName)
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{
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MinStrength = element.GetAttributeFloat("minstrength", 0);
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MaxStrength = element.GetAttributeFloat("maxstrength", 0);
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MultiplyByMaxVitality = element.GetAttributeBool("multiplybymaxvitality", false);
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MinVitalityDecrease = element.GetAttributeFloat("minvitalitydecrease", 0.0f);
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MaxVitalityDecrease = element.GetAttributeFloat("maxvitalitydecrease", 0.0f);
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MaxVitalityDecrease = Math.Max(MinVitalityDecrease, MaxVitalityDecrease);
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MinScreenDistortStrength = element.GetAttributeFloat("minscreendistort", 0.0f);
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MaxScreenDistortStrength = element.GetAttributeFloat("maxscreendistort", 0.0f);
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MaxScreenDistortStrength = Math.Max(MinScreenDistortStrength, MaxScreenDistortStrength);
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MinRadialDistortStrength = element.GetAttributeFloat("minradialdistort", 0.0f);
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MaxRadialDistortStrength = element.GetAttributeFloat("maxradialdistort", 0.0f);
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MaxRadialDistortStrength = Math.Max(MinRadialDistortStrength, MaxRadialDistortStrength);
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MinChromaticAberrationStrength = element.GetAttributeFloat("minchromaticaberration", 0.0f);
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MaxChromaticAberrationStrength = element.GetAttributeFloat("maxchromaticaberration", 0.0f);
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MaxChromaticAberrationStrength = Math.Max(MinChromaticAberrationStrength, MaxChromaticAberrationStrength);
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MinScreenBlurStrength = element.GetAttributeFloat("minscreenblur", 0.0f);
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MaxScreenBlurStrength = element.GetAttributeFloat("maxscreenblur", 0.0f);
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MaxScreenBlurStrength = Math.Max(MinScreenBlurStrength, MaxScreenBlurStrength);
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ResistanceFor = element.GetAttributeString("resistancefor", "");
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MinResistance = element.GetAttributeFloat("minresistance", 0.0f);
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MaxResistance = element.GetAttributeFloat("maxresistance", 0.0f);
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MaxResistance = Math.Max(MinResistance, MaxResistance);
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MinSpeedMultiplier = element.GetAttributeFloat("minspeedmultiplier", 1.0f);
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MaxSpeedMultiplier = element.GetAttributeFloat("maxspeedmultiplier", 1.0f);
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MaxSpeedMultiplier = Math.Max(MinSpeedMultiplier, MaxSpeedMultiplier);
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MinBuffMultiplier = element.GetAttributeFloat("minmultiplier", 1.0f);
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MaxBuffMultiplier = element.GetAttributeFloat("maxmultiplier", 1.0f);
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MaxBuffMultiplier = Math.Max(MinBuffMultiplier, MaxBuffMultiplier);
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DialogFlag = element.GetAttributeString("dialogflag", "");
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StrengthChange = element.GetAttributeFloat("strengthchange", 0.0f);
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "statuseffect":
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StatusEffects.Add(StatusEffect.Load(subElement, parentDebugName));
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break;
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}
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}
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}
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}
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public static AfflictionPrefab InternalDamage;
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public static AfflictionPrefab Bleeding;
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public static AfflictionPrefab Burn;
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public static AfflictionPrefab OxygenLow;
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public static AfflictionPrefab Bloodloss;
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public static AfflictionPrefab Pressure;
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public static AfflictionPrefab Stun;
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public static AfflictionPrefab Husk;
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public static List<AfflictionPrefab> List = new List<AfflictionPrefab>();
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//Arbitrary string that is used to identify the type of the affliction.
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//Afflictions with the same type stack up, and items may be configured to cure specific types of afflictions.
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public readonly string AfflictionType;
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//Does the affliction affect a specific limb or the whole character
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public readonly bool LimbSpecific;
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//If not a limb-specific affliction, which limb is the indicator shown on in the health menu
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//(e.g. mental health problems on head, lack of oxygen on torso...)
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public readonly LimbType IndicatorLimb;
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public readonly string Identifier;
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public readonly string Name, Description;
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public readonly bool IsBuff;
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public readonly string CauseOfDeathDescription, SelfCauseOfDeathDescription;
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//how high the strength has to be for the affliction to take affect
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public readonly float ActivationThreshold = 0.0f;
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//how high the strength has to be for the affliction icon to be shown in the UI
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public readonly float ShowIconThreshold = 0.0f;
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public readonly float MaxStrength = 100.0f;
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public float BurnOverlayAlpha;
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public float DamageOverlayAlpha;
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//steam achievement given when the affliction is removed from the controlled character
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public readonly string AchievementOnRemoved;
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public readonly Sprite Icon;
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public readonly Color IconColor;
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private List<Effect> effects = new List<Effect>();
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private Dictionary<string, float> treatmentSuitability = new Dictionary<string, float>();
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private readonly string typeName;
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private readonly ConstructorInfo constructor;
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public Dictionary<string, float> TreatmentSuitability
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{
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get { return treatmentSuitability; }
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}
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public static void LoadAll(IEnumerable<string> filePaths)
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{
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foreach (string filePath in filePaths)
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{
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XDocument doc = XMLExtensions.TryLoadXml(filePath);
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if (doc == null || doc.Root == null) continue;
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foreach (XElement element in doc.Root.Elements())
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{
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switch (element.Name.ToString().ToLowerInvariant())
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{
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case "internaldamage":
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List.Add(InternalDamage = new AfflictionPrefab(element, typeof(Affliction)));
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break;
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case "bleeding":
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List.Add(Bleeding = new AfflictionPrefab(element, typeof(AfflictionBleeding)));
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break;
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case "burn":
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List.Add(Burn = new AfflictionPrefab(element, typeof(Affliction)));
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break;
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case "oxygenlow":
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List.Add(OxygenLow = new AfflictionPrefab(element, typeof(Affliction)));
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break;
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case "bloodloss":
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List.Add(Bloodloss = new AfflictionPrefab(element, typeof(Affliction)));
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break;
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case "pressure":
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List.Add(Pressure = new AfflictionPrefab(element, typeof(Affliction)));
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break;
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case "stun":
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List.Add(Stun = new AfflictionPrefab(element, typeof(Affliction)));
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break;
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case "husk":
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case "afflictionhusk":
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List.Add(Husk = new AfflictionPrefab(element, typeof(AfflictionHusk)));
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break;
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case "cprsettings":
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CPRSettings.Load(element);
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break;
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default:
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List.Add(new AfflictionPrefab(element));
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break;
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}
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}
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}
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if (InternalDamage == null) DebugConsole.ThrowError("Affliction \"Internal Damage\" not defined in the affliction prefabs.");
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if (Bleeding == null) DebugConsole.ThrowError("Affliction \"Bleeding\" not defined in the affliction prefabs.");
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if (Burn == null) DebugConsole.ThrowError("Affliction \"Burn\" not defined in the affliction prefabs.");
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if (OxygenLow == null) DebugConsole.ThrowError("Affliction \"OxygenLow\" not defined in the affliction prefabs.");
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if (Bloodloss == null) DebugConsole.ThrowError("Affliction \"Bloodloss\" not defined in the affliction prefabs.");
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if (Pressure == null) DebugConsole.ThrowError("Affliction \"Pressure\" not defined in the affliction prefabs.");
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if (Stun == null) DebugConsole.ThrowError("Affliction \"Stun\" not defined in the affliction prefabs.");
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if (Husk == null) DebugConsole.ThrowError("Affliction \"Husk\" not defined in the affliction prefabs.");
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}
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public AfflictionPrefab(XElement element, Type type = null)
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{
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typeName = type == null ? element.Name.ToString() : type.Name;
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Identifier = element.GetAttributeString("identifier", "");
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AfflictionType = element.GetAttributeString("type", "");
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Name = TextManager.Get("AfflictionName." + Identifier, true) ?? element.GetAttributeString("name", "");
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Description = TextManager.Get("AfflictionDescription." + Identifier, true) ?? element.GetAttributeString("description", "");
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IsBuff = element.GetAttributeBool("isbuff", false);
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LimbSpecific = element.GetAttributeBool("limbspecific", false);
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if (!LimbSpecific)
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{
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string indicatorLimbName = element.GetAttributeString("indicatorlimb", "Torso");
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if (!Enum.TryParse(indicatorLimbName, out IndicatorLimb))
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{
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DebugConsole.ThrowError("Error in affliction prefab " + Name + " - limb type \"" + indicatorLimbName + "\" not found.");
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}
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}
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ActivationThreshold = element.GetAttributeFloat("activationthreshold", 0.0f);
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ShowIconThreshold = element.GetAttributeFloat("showiconthreshold", ActivationThreshold);
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MaxStrength = element.GetAttributeFloat("maxstrength", 100.0f);
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DamageOverlayAlpha = element.GetAttributeFloat("damageoverlayalpha", 0.0f);
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BurnOverlayAlpha = element.GetAttributeFloat("burnoverlayalpha", 0.0f);
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CauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeath." + Identifier, true) ?? element.GetAttributeString("causeofdeathdescription", "");
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SelfCauseOfDeathDescription = TextManager.Get("AfflictionCauseOfDeathSelf." + Identifier, true) ?? element.GetAttributeString("selfcauseofdeathdescription", "");
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AchievementOnRemoved = element.GetAttributeString("achievementonremoved", "");
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "icon":
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Icon = new Sprite(subElement);
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IconColor = subElement.GetAttributeColor("color", Color.White);
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break;
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case "effect":
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effects.Add(new Effect(subElement, Name));
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break;
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}
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}
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try
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{
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if (type == null)
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{
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type = Type.GetType("Barotrauma." + typeName, true, true);
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if (type == null)
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{
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DebugConsole.ThrowError("Could not find an affliction class of the type \"" + typeName + "\".");
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return;
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}
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}
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}
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catch
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{
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DebugConsole.ThrowError("Could not find an affliction class of the type \"" + typeName + "\".");
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return;
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}
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constructor = type.GetConstructor(new[] { typeof(AfflictionPrefab), typeof(float) });
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}
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public override string ToString()
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{
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return "AfflictionPrefab (" + Name + ")";
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}
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public Affliction Instantiate(float strength, Character source = null)
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{
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object instance = null;
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try
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{
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instance = constructor.Invoke(new object[] { this, strength });
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}
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catch (Exception ex)
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{
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DebugConsole.ThrowError(ex.InnerException != null ? ex.InnerException.ToString() : ex.ToString());
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}
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Affliction affliction = instance as Affliction;
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affliction.Source = source;
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return affliction;
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}
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public Effect GetActiveEffect(float currentStrength)
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{
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foreach (Effect effect in effects)
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{
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if (currentStrength > effect.MinStrength && currentStrength <= effect.MaxStrength) return effect;
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}
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//if above the strength range of all effects, use the highest strength effect
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Effect strongestEffect = null;
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float largestStrength = currentStrength;
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foreach (Effect effect in effects)
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{
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if (currentStrength > effect.MaxStrength &&
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(strongestEffect == null || effect.MaxStrength > largestStrength))
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{
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strongestEffect = effect;
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largestStrength = effect.MaxStrength;
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}
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}
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return strongestEffect;
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}
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public float GetTreatmentSuitability(Item item)
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{
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if (item == null || !treatmentSuitability.ContainsKey(item.Prefab.Identifier.ToLowerInvariant()))
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{
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return 0.0f;
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}
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return treatmentSuitability[item.Prefab.Identifier.ToLowerInvariant()];
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}
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}
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}
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Reference in New Issue
Block a user