Build 0.18.2.0
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@@ -442,6 +442,11 @@ namespace Barotrauma
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Loaded?.Remove();
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Loaded = this;
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Generating = true;
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#if CLIENT
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Debug.Assert(GenerationParams.Identifier != "coldcavernstutorial" || GameMain.GameSession?.GameMode == null || GameMain.GameSession.GameMode is TutorialMode);
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#endif
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Debug.Assert(GenerationParams.AnyBiomeAllowed || GenerationParams.AllowedBiomeIdentifiers.Contains(LevelData.Biome.Identifier));
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DebugConsole.NewMessage("Level identifier: " + GenerationParams.Identifier);
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ClearEqualityCheckValues();
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EntitiesBeforeGenerate = GetEntities().ToList();
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@@ -1711,7 +1716,8 @@ namespace Barotrauma
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else
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{
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//if the bottom of the abyss area is below crush depth, try to move it up to keep (most) of the abyss content above crush depth
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if (abyssEndY + CrushDepth < 0)
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//but only if start of the abyss is above crush depth (no point in doing this if all of it is below crush depth)
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if (abyssEndY + CrushDepth < 0 && abyssStartY > -CrushDepth)
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{
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abyssEndY += Math.Min(-(abyssEndY + (int)CrushDepth), abyssHeight / 2);
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}
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@@ -1820,7 +1826,7 @@ namespace Barotrauma
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}
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}
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var caveParams = CaveGenerationParams.GetRandom(GenerationParams, abyss: true, rand: Rand.RandSync.ServerAndClient);
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var caveParams = CaveGenerationParams.GetRandom(this, abyss: true, rand: Rand.RandSync.ServerAndClient);
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float caveScaleRelativeToIsland = 0.7f;
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GenerateCave(
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@@ -1889,7 +1895,7 @@ namespace Barotrauma
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{
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for (int i = 0; i < GenerationParams.CaveCount; i++)
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{
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var caveParams = CaveGenerationParams.GetRandom(GenerationParams, abyss: false, rand: Rand.RandSync.ServerAndClient);
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var caveParams = CaveGenerationParams.GetRandom(this, abyss: false, rand: Rand.RandSync.ServerAndClient);
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Point caveSize = new Point(
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Rand.Range(caveParams.MinWidth, caveParams.MaxWidth, Rand.RandSync.ServerAndClient),
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Rand.Range(caveParams.MinHeight, caveParams.MaxHeight, Rand.RandSync.ServerAndClient));
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@@ -2479,6 +2485,7 @@ namespace Barotrauma
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foreach (ItemPrefab itemPrefab in ItemPrefab.Prefabs.OrderBy(p => p.UintIdentifier))
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{
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if (itemPrefab.LevelCommonness.TryGetValue(levelName, out float commonness) ||
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itemPrefab.LevelCommonness.TryGetValue(LevelData.Biome.Identifier, out commonness) ||
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itemPrefab.LevelCommonness.TryGetValue(Identifier.Empty, out commonness))
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{
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if (commonness <= 0.0f) { continue; }
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@@ -3237,7 +3244,8 @@ namespace Barotrauma
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if (index < 0 || index >= bottomPositions.Count - 1) { return new Vector2(xPosition, BottomPos); }
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float t = (xPosition - bottomPositions[index].X) / (bottomPositions[index + 1].X - bottomPositions[index].X);
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Debug.Assert(t <= 1.0f);
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//t can go slightly outside the 0-1 due to rounding, safe to ignore
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Debug.Assert(t <= 1.001f && t >= -0.001f);
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t = MathHelper.Clamp(t, 0.0f, 1.0f);
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float yPos = MathHelper.Lerp(bottomPositions[index].Y, bottomPositions[index + 1].Y, t);
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