Unstable v0.1300.0.0 (February 19th 2021)
This commit is contained in:
@@ -0,0 +1,262 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.IO;
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using Barotrauma.Items.Components;
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namespace Barotrauma
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{
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public class SpreadsheetExport
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{
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private const char separator = ',';
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private const string debugIdentifier = "_spreadsheet";
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public static void Export()
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{
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XDocument doc = new XDocument();
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if (doc.Root == null)
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{
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doc.Add(new XElement("Content"));
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}
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XElement root = doc.Root!;
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foreach (ItemPrefab prefab in ItemPrefab.Prefabs)
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{
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XElement itemElement = new XElement("Item",
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new XAttribute("identifier", prefab.Identifier),
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new XAttribute("name", prefab.Name),
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new XAttribute("tags", FormatArray(prefab.Tags)),
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new XAttribute("value", prefab.DefaultPrice?.Price ?? 0)
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);
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itemElement.Add(ParseRecipe(prefab));
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itemElement.Add(ParseDecon(prefab));
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itemElement.Add(ParseMedical(prefab));
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itemElement.Add(ParseWeapon(prefab));
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root.Add(itemElement);
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}
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System.Xml.XmlWriterSettings settings = new System.Xml.XmlWriterSettings
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{
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Indent = false,
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NewLineOnAttributes = false
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};
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using XmlWriter? writer = XmlWriter.Create("spreadsheetdata.xml", settings);
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doc.SaveSafe(writer);
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}
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private static XElement ParseRecipe(ItemPrefab prefab)
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{
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FabricationRecipe? recipe = prefab.FabricationRecipes.FirstOrDefault();
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List<ItemPrefab> ingredients = recipe?.RequiredItems.SelectMany(ri => ri.ItemPrefabs).Distinct().ToList() ?? new List<ItemPrefab>();
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Skill? skill = recipe?.RequiredSkills.FirstOrDefault();
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return new XElement("Recipe",
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new XAttribute("amount", recipe?.Amount ?? 0),
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new XAttribute("time", recipe?.RequiredTime ?? 0),
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new XAttribute("skillname", skill?.Identifier ?? ""),
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new XAttribute("skillamount", (int?) skill?.Level ?? 0),
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new XAttribute("ingredients", FormatArray(ingredients.Select(ip => ip.Name))),
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new XAttribute("values", FormatArray(ingredients.Select(ip => ip.DefaultPrice?.Price ?? 0)))
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);
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}
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private static XElement ParseDecon(ItemPrefab prefab)
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{
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List<ItemPrefab> deconOutput = prefab.DeconstructItems.Select(item => ItemPrefab.Find(null, item.ItemIdentifier)).Where(outputPrefab => outputPrefab != null).ToList();
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return new XElement("Deconstruct",
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new XAttribute("time", prefab.DeconstructTime),
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new XAttribute("outputs", FormatArray(deconOutput.Select(ip => ip.Name))),
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new XAttribute("values", FormatArray(deconOutput.Select(ip => ip.DefaultPrice?.Price ?? 0)))
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);
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}
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private static XElement ParseMedical(ItemPrefab prefab)
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{
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XElement? itemMeleeWeapon = prefab.ConfigElement.GetChildElement(nameof(MeleeWeapon));
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// affliction, amount, duration
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List<Tuple<string, float, float>> onSuccessAfflictions = new List<Tuple<string, float, float>>();
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List<Tuple<string, float, float>> onFailureAfflictions = new List<Tuple<string, float, float>>();
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int medicalRequiredSkill = 0;
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if (itemMeleeWeapon != null)
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{
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List<StatusEffect> statusEffects = new List<StatusEffect>();
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foreach (XElement subElement in itemMeleeWeapon.Elements())
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{
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string name = subElement.Name.ToString();
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if (name.Equals(nameof(StatusEffect), StringComparison.OrdinalIgnoreCase))
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{
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StatusEffect statusEffect = StatusEffect.Load(subElement, debugIdentifier);
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if (statusEffect == null || !statusEffect.HasTag("medical")) { continue; }
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statusEffects.Add(statusEffect);
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}
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else if (IsRequiredSkill(subElement, out Skill? skill) && skill != null)
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{
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medicalRequiredSkill = (int) skill.Level;
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}
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}
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List<StatusEffect> successEffects = statusEffects.Where(se => se.type == ActionType.OnUse).ToList();
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List<StatusEffect> failureEffects = statusEffects.Where(se => se.type == ActionType.OnFailure).ToList();
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foreach (StatusEffect statusEffect in successEffects)
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{
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float duration = statusEffect.Duration;
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onSuccessAfflictions.AddRange(statusEffect.ReduceAffliction.Select(pair => Tuple.Create(GetAfflictionName(pair.First), -pair.Second, duration)));
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onSuccessAfflictions.AddRange(statusEffect.Afflictions.Select(affliction => Tuple.Create(affliction.Prefab.Name, affliction.NonClampedStrength, duration)));
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}
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foreach (StatusEffect statusEffect in failureEffects)
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{
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float duration = statusEffect.Duration;
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onFailureAfflictions.AddRange(statusEffect.ReduceAffliction.Select(pair => Tuple.Create(GetAfflictionName(pair.First), -pair.Second, duration)));
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onFailureAfflictions.AddRange(statusEffect.Afflictions.Select(affliction => Tuple.Create(affliction.Prefab.Name, affliction.NonClampedStrength, duration)));
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}
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}
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return new XElement("Medical",
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new XAttribute("skillamount", medicalRequiredSkill),
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new XAttribute("successafflictions", FormatArray(onSuccessAfflictions.Select(tpl => tpl.Item1))),
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new XAttribute("successamounts", FormatArray(onSuccessAfflictions.Select(tpl => FormatFloat(tpl.Item2)))),
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new XAttribute("successdurations", FormatArray(onSuccessAfflictions.Select(tpl => FormatFloat(tpl.Item3)))),
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new XAttribute("failureafflictions", FormatArray(onFailureAfflictions.Select(tpl => tpl.Item1))),
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new XAttribute("failureamounts", FormatArray(onFailureAfflictions.Select(tpl => FormatFloat(tpl.Item2)))),
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new XAttribute("failuredurations", FormatArray(onFailureAfflictions.Select(tpl => FormatFloat(tpl.Item3))))
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);
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}
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private static XElement ParseWeapon(ItemPrefab prefab)
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{
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float stun = 0;
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bool isAoE = false;
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float? structDamage = null;
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int skillRequirement = 0;
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// affliction, amount
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List<Tuple<string, float>> damages = new List<Tuple<string, float>>();
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string[] validNames = { nameof(Projectile), nameof(MeleeWeapon), nameof(RepairTool), nameof(ItemComponent), nameof(RangedWeapon) };
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foreach (XElement icElement in prefab.ConfigElement.Elements())
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{
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string icName = icElement.Name.ToString();
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if (!validNames.Any(name => icName.Equals(name, StringComparison.OrdinalIgnoreCase))) { continue; }
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foreach (XElement icChildElement in icElement.Elements())
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{
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string name = icChildElement.Name.ToString();
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if (IsRequiredSkill(icChildElement, out Skill? skill) && skill != null)
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{
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skillRequirement = (int) skill.Level;
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}
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else if (name.Equals(nameof(Attack), StringComparison.OrdinalIgnoreCase))
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{
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ParseAttack(new Attack(icChildElement, debugIdentifier));
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}
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else if (name.Equals(nameof(Explosion), StringComparison.OrdinalIgnoreCase))
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{
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ParseExplosion(new[] { new Explosion(icChildElement, debugIdentifier) });
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}
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else if (name.Equals(nameof(StatusEffect), StringComparison.OrdinalIgnoreCase))
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{
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ParseStatusEffect(new[] { StatusEffect.Load(icChildElement, debugIdentifier) });
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}
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void ParseStatusEffect(IEnumerable<StatusEffect> statusEffects)
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{
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foreach (StatusEffect effect in statusEffects)
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{
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if (effect.HasTargetType(StatusEffect.TargetType.Character)) { continue; }
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ParseAfflictions(effect.Afflictions);
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ParseExplosion(effect.Explosions);
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}
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}
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void ParseExplosion(IEnumerable<Explosion> explosions)
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{
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foreach (Explosion explosion in explosions)
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{
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isAoE = true;
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ParseAttack(explosion.Attack);
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ParseStatusEffect(explosion.Attack.StatusEffects);
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}
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}
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void ParseAttack(Attack attack)
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{
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structDamage ??= attack.StructureDamage;
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ParseAfflictions(attack.Afflictions.Keys);
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ParseStatusEffect(attack.StatusEffects);
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}
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void ParseAfflictions(IEnumerable<Affliction> afflictions)
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{
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foreach (Affliction affliction in afflictions)
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{
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// Exclude stuns
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if (affliction.Prefab == AfflictionPrefab.Stun)
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{
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stun += affliction.NonClampedStrength;
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continue;
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}
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damages.Add(Tuple.Create(affliction.Prefab.Name, affliction.NonClampedStrength));
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}
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}
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}
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}
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return new XElement("Weapon",
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new XAttribute("damagenames", FormatArray(damages.Select(tpl => tpl.Item1))),
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new XAttribute("damageamounts", FormatArray(damages.Select(tpl => FormatFloat(tpl.Item2)))),
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new XAttribute("isaoe", isAoE),
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new XAttribute("structuredamage", structDamage ?? 0),
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new XAttribute("stun", FormatFloat(stun)),
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new XAttribute("skillrequirement", skillRequirement)
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);
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}
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private static string GetAfflictionName(string identifier)
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{
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return AfflictionPrefab.Prefabs.Find(prefab => prefab.Identifier.Equals(identifier, StringComparison.OrdinalIgnoreCase))?.Name ?? CultureInfo.CurrentCulture.TextInfo.ToTitleCase(identifier.ToLower());
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}
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private static string FormatFloat(float value)
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{
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return value.ToString("0.00", CultureInfo.InvariantCulture);
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}
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private static string FormatArray<T>(IEnumerable<T> array)
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{
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return string.Join(separator, array);
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}
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private static bool IsRequiredSkill(XElement element, out Skill? skill)
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{
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string name = element.Name.ToString();
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bool isSkill = name.Equals("RequiredSkill", StringComparison.OrdinalIgnoreCase) ||
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name.Equals("RequiredSkills", StringComparison.OrdinalIgnoreCase);
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if (isSkill)
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{
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string identifier = element.GetAttributeString(nameof(Skill.Identifier).ToLowerInvariant(), string.Empty);
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float level = element.GetAttributeFloat(nameof(Skill.Level).ToLowerInvariant(), 0f);
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skill = new Skill(identifier, level);
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}
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else
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{
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skill = null;
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}
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return isSkill;
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}
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}
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}
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@@ -19,6 +19,8 @@ namespace Barotrauma
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private set;
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}
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private static volatile bool cancelAll = false;
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public static void Init(GraphicsDevice graphicsDevice, bool needsBmp = false)
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{
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_graphicsDevice = graphicsDevice;
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@@ -36,6 +38,11 @@ namespace Barotrauma
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});
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}
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public static void CancelAll()
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{
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cancelAll = true;
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}
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private static byte[] CompressDxt5(byte[] data, int width, int height)
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{
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using (System.IO.MemoryStream mstream = new System.IO.MemoryStream())
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@@ -220,6 +227,7 @@ namespace Barotrauma
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Texture2D tex = null;
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CrossThread.RequestExecutionOnMainThread(() =>
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{
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if (cancelAll) { return; }
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tex = new Texture2D(_graphicsDevice, width, height, mipmap, format);
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tex.SetData(textureData);
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});
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@@ -99,6 +99,94 @@ namespace Barotrauma
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if (hue < 240) return q1 + (q2 - q1) * (240 - hue) / 60;
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return q1;
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}
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/// <summary>
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/// Convert a HSV value into a RGB value.
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/// </summary>
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/// <param name="hue">Value between 0 and 360</param>
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/// <param name="saturation">Value between 0 and 1</param>
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/// <param name="value">Value between 0 and 1</param>
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/// <see href="https://en.wikipedia.org/wiki/HSL_and_HSV#HSV_to_RGB">Reference</see>
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/// <returns></returns>
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public static Color HSVToRGB(float hue, float saturation, float value)
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{
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float c = value * saturation;
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float h = Math.Clamp(hue, 0, 360) / 60f;
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float x = c * (1 - Math.Abs(h % 2 - 1));
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float r = 0,
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g = 0,
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b = 0;
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if (0 <= h && h <= 1) { r = c; g = x; b = 0; }
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else if (1 < h && h <= 2) { r = x; g = c; b = 0; }
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else if (2 < h && h <= 3) { r = 0; g = c; b = x; }
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else if (3 < h && h <= 4) { r = 0; g = x; b = c; }
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else if (4 < h && h <= 5) { r = x; g = 0; b = c; }
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else if (5 < h && h <= 6) { r = c; g = 0; b = x; }
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float m = value - c;
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return new Color(r + m, g + m, b + m);
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}
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/// <summary>
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/// Convert a RGB value into a HSV value.
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/// </summary>
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/// <param name="color"></param>
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/// <see href="https://www.cs.rit.edu/~ncs/color/t_convert.html">Reference</see>
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/// <returns>
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/// Vector3 where X is the hue (0-360 or NaN)
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/// Y is the saturation (0-1)
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/// Z is the value (0-1)
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/// </returns>
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public static Vector3 RGBToHSV(Color color)
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{
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float r = color.R / 255f,
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g = color.G / 255f,
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b = color.B / 255f;
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float h, s;
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float min = Math.Min(r, Math.Min(g, b));
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float max = Math.Max(r, Math.Max(g, b));
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float v = max;
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float delta = max - min;
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if (max != 0)
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{
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s = delta / max;
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}
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else
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{
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s = 0;
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h = -1;
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return new Vector3(h, s, v);
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}
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if (MathUtils.NearlyEqual(r, max))
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{
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h = (g - b) / delta;
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}
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else if (MathUtils.NearlyEqual(g, max))
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{
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h = 2 + (b - r) / delta;
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}
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else
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{
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h = 4 + (r - g) / delta;
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}
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h *= 60;
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if (h < 0) { h += 360; }
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return new Vector3(h, s, v);
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}
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public static Color Add(this Color sourceColor, Color color)
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{
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@@ -235,6 +323,7 @@ namespace Barotrauma
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{
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linePos = splitSize = 0.0f;
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splitWord[k] = splitWord[k].Remove(splitWord[k].Length - 1) + "\n";
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if (splitWord[k].Length <= 1) { break; }
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j--;
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splitWord.Add(string.Empty);
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k++;
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@@ -0,0 +1,160 @@
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using Barotrauma.IO;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace Barotrauma
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{
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static class WikiImage
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{
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public static Rectangle CalculateBoundingBox(Character character)
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{
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Rectangle boundingBox = new Rectangle(character.WorldPosition.ToPoint(), Point.Zero);
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void addPointsToBBox(float extentX, float extentY, Vector2 worldPos, Vector2 origin, float rotation)
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{
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float sinRotation = (float)Math.Sin((double)rotation);
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float cosRotation = (float)Math.Cos((double)rotation);
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origin = new Vector2(
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origin.X * cosRotation + origin.Y * sinRotation,
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origin.X * sinRotation - origin.Y * cosRotation);
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var limbPos = worldPos.ToPoint();
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boundingBox.AddPoint(limbPos);
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Vector2 xExtend = new Vector2((extentX * cosRotation), (extentX * sinRotation));
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Vector2 yExtend = new Vector2((extentY * sinRotation), (-extentY * cosRotation));
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boundingBox.AddPoint(limbPos + (xExtend + yExtend - origin).ToPoint());
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boundingBox.AddPoint(limbPos + (xExtend - yExtend - origin).ToPoint());
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boundingBox.AddPoint(limbPos + (-xExtend - yExtend - origin).ToPoint());
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boundingBox.AddPoint(limbPos + (-xExtend + yExtend - origin).ToPoint());
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}
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foreach (Limb limb in character.AnimController.Limbs)
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{
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if (limb.ActiveSprite == null) { continue; }
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float extentX = (float)limb.ActiveSprite.size.X * limb.Scale * limb.TextureScale * 0.5f;
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//extentX = ConvertUnits.ToDisplayUnits(extentX);
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float extentY = (float)limb.ActiveSprite.size.Y * limb.Scale * limb.TextureScale * 0.5f;
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//extentY = ConvertUnits.ToDisplayUnits(extentY);
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Vector2 origin = (limb.ActiveSprite.Origin - (limb.ActiveSprite.SourceRect.Size.ToVector2() * 0.5f)) * limb.Scale * limb.TextureScale;
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addPointsToBBox(extentX, extentY, limb.WorldPosition, origin, limb.body.Rotation);
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}
|
||||
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||||
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if (character.Inventory != null)
|
||||
{
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foreach (var item in character.Inventory.AllItems)
|
||||
{
|
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if (item?.Sprite != null && item?.body != null)
|
||||
{
|
||||
float extentX = (float)item.Sprite.size.X * item.Scale * 0.5f;
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//extentX = ConvertUnits.ToDisplayUnits(extentX);
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float extentY = (float)item.Sprite.size.Y * item.Scale * 0.5f;
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//extentY = ConvertUnits.ToDisplayUnits(extentY);
|
||||
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Vector2 origin = (item.Sprite.Origin - (item.Sprite.SourceRect.Size.ToVector2() * 0.5f)) * item.Scale;
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||||
addPointsToBBox(extentX, extentY, item.WorldPosition, origin, item.body.Rotation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
boundingBox.X -= 25; boundingBox.Y -= 25;
|
||||
boundingBox.Width += 50; boundingBox.Height += 50;
|
||||
|
||||
return boundingBox;
|
||||
}
|
||||
|
||||
public static void Create(Character character)
|
||||
{
|
||||
Rectangle boundingBox = CalculateBoundingBox(character);
|
||||
|
||||
int texWidth = Math.Clamp((int)(boundingBox.Width * 2.5f), 512, 4096);
|
||||
float zoom = (float)texWidth / (float)boundingBox.Width;
|
||||
int texHeight = (int)(zoom * boundingBox.Height);
|
||||
|
||||
Camera cam = new Camera();
|
||||
cam.SetResolution(new Point(texWidth, texHeight));
|
||||
cam.MaxZoom = zoom;
|
||||
cam.MinZoom = zoom * 0.5f;
|
||||
cam.Zoom = zoom;
|
||||
cam.Position = boundingBox.Center.ToVector2();
|
||||
cam.UpdateTransform(false);
|
||||
|
||||
using (RenderTarget2D rt = new RenderTarget2D(
|
||||
GameMain.Instance.GraphicsDevice,
|
||||
texWidth, texHeight, false, SurfaceFormat.Color, DepthFormat.None))
|
||||
{
|
||||
using (SpriteBatch spriteBatch = new SpriteBatch(GameMain.Instance.GraphicsDevice))
|
||||
{
|
||||
Viewport prevViewport = GameMain.Instance.GraphicsDevice.Viewport;
|
||||
GameMain.Instance.GraphicsDevice.Viewport = new Viewport(0, 0, texWidth, texHeight);
|
||||
GameMain.Instance.GraphicsDevice.SetRenderTarget(rt);
|
||||
GameMain.Instance.GraphicsDevice.Clear(Color.Transparent);
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront, transformMatrix: cam.Transform);
|
||||
character.Draw(spriteBatch, cam);
|
||||
if (character.Inventory != null)
|
||||
{
|
||||
foreach (var item in character.Inventory.AllItems)
|
||||
{
|
||||
if (item != null)
|
||||
{
|
||||
item.Draw(spriteBatch, false, false);
|
||||
item.Draw(spriteBatch, false, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
spriteBatch.End();
|
||||
GameMain.Instance.GraphicsDevice.SetRenderTarget(null);
|
||||
GameMain.Instance.GraphicsDevice.Viewport = prevViewport;
|
||||
using (FileStream fs = File.Open("wikiimage.png", System.IO.FileMode.Create))
|
||||
{
|
||||
rt.SaveAsPng(fs, boundingBox.Width, boundingBox.Height);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void Create(Submarine sub)
|
||||
{
|
||||
int width = 4096; int height = 4096;
|
||||
|
||||
Rectangle subDimensions = sub.CalculateDimensions(false);
|
||||
Vector2 viewPos = subDimensions.Center.ToVector2();
|
||||
float scale = Math.Min(width / (float)subDimensions.Width, height / (float)subDimensions.Height);
|
||||
|
||||
var viewMatrix = Matrix.CreateTranslation(new Vector3(width / 2.0f, height / 2.0f, 0));
|
||||
var transform = Matrix.CreateTranslation(
|
||||
new Vector3(-viewPos.X, viewPos.Y, 0)) *
|
||||
Matrix.CreateScale(new Vector3(scale, scale, 1)) *
|
||||
viewMatrix;
|
||||
|
||||
using (RenderTarget2D rt = new RenderTarget2D(
|
||||
GameMain.Instance.GraphicsDevice,
|
||||
width, height, false, SurfaceFormat.Color, DepthFormat.None))
|
||||
using (SpriteBatch spriteBatch = new SpriteBatch(GameMain.Instance.GraphicsDevice))
|
||||
{
|
||||
Viewport prevViewport = GameMain.Instance.GraphicsDevice.Viewport;
|
||||
GameMain.Instance.GraphicsDevice.Viewport = new Viewport(0, 0, width, height);
|
||||
GameMain.Instance.GraphicsDevice.SetRenderTarget(rt);
|
||||
GameMain.Instance.GraphicsDevice.Clear(Color.Transparent);
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, null, null, null, transform);
|
||||
Submarine.Draw(spriteBatch);
|
||||
Submarine.DrawFront(spriteBatch);
|
||||
Submarine.DrawDamageable(spriteBatch, null);
|
||||
spriteBatch.End();
|
||||
|
||||
GameMain.Instance.GraphicsDevice.SetRenderTarget(null);
|
||||
GameMain.Instance.GraphicsDevice.Viewport = prevViewport;
|
||||
using (FileStream fs = File.Open("wikiimage.png", System.IO.FileMode.Create))
|
||||
{
|
||||
rt.SaveAsPng(fs, width, height);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user