Release v0.15.12.0
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@@ -24,6 +24,11 @@ namespace Barotrauma
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/// The item isn't available in stores unless the level's difficulty is above this value
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/// </summary>
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public readonly int MinLevelDifficulty;
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/// <summary>
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/// The cost of item when sold by the store. Higher modifier means the item costs more to buy from the store.
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/// </summary>
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public readonly float BuyingPriceMultiplier = 1f;
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/// <summary>
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/// Support for the old style of determining item prices
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@@ -34,6 +39,7 @@ namespace Barotrauma
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{
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Price = element.GetAttributeInt("buyprice", 0);
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MinLevelDifficulty = element.GetAttributeInt("minleveldifficulty", 0);
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BuyingPriceMultiplier = element.GetAttributeFloat("buyingpricemultiplier", 1f);
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CanBeBought = true;
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var minAmount = GetMinAmount(element);
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MinAvailableAmount = Math.Min(minAmount, CargoManager.MaxQuantity);
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@@ -42,11 +48,12 @@ namespace Barotrauma
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MaxAvailableAmount = Math.Max(maxAmount, MinAvailableAmount);
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}
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public PriceInfo(int price, bool canBeBought, int minAmount = 0, int maxAmount = 0, bool canBeSpecial = true, int minLevelDifficulty = 0)
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public PriceInfo(int price, bool canBeBought, int minAmount = 0, int maxAmount = 0, bool canBeSpecial = true, int minLevelDifficulty = 0, float buyingPriceMultiplier = 1f)
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{
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Price = price;
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CanBeBought = canBeBought;
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MinAvailableAmount = Math.Min(minAmount, CargoManager.MaxQuantity);
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BuyingPriceMultiplier = buyingPriceMultiplier;
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maxAmount = Math.Min(maxAmount, CargoManager.MaxQuantity);
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MaxAvailableAmount = Math.Max(maxAmount, minAmount);
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MinLevelDifficulty = minLevelDifficulty;
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@@ -62,6 +69,7 @@ namespace Barotrauma
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var maxAmount = GetMaxAmount(element);
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var minLevelDifficulty = element.GetAttributeInt("minleveldifficulty", 0);
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var canBeSpecial = element.GetAttributeBool("canbespecial", true);
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var buyingPriceMultiplier = element.GetAttributeFloat("buyingpricemultiplier", 1f);
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var priceInfos = new List<Tuple<string, PriceInfo>>();
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foreach (XElement childElement in element.GetChildElements("price"))
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@@ -73,7 +81,7 @@ namespace Barotrauma
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minAmount: sold ? GetMinAmount(childElement, minAmount) : 0,
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maxAmount: sold ? GetMaxAmount(childElement, maxAmount) : 0,
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canBeSpecial,
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childElement.GetAttributeInt("minleveldifficulty", minLevelDifficulty))));
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childElement.GetAttributeInt("minleveldifficulty", minLevelDifficulty), childElement.GetAttributeFloat("buyingpricemultiplier", buyingPriceMultiplier))));
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}
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var canBeBoughtAtOtherLocations = soldByDefault && element.GetAttributeBool("soldeverywhere", true);
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@@ -81,7 +89,7 @@ namespace Barotrauma
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minAmount: canBeBoughtAtOtherLocations ? minAmount : 0,
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maxAmount: canBeBoughtAtOtherLocations ? maxAmount : 0,
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canBeSpecial,
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minLevelDifficulty);
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minLevelDifficulty, buyingPriceMultiplier);
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return priceInfos;
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}
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