Unstable v0.1300.0.0 (February 19th 2021)
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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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