Unstable v0.1300.0.0 (February 19th 2021)
This commit is contained in:
@@ -33,8 +33,9 @@ namespace Barotrauma
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{
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OriginalContainerID = item.OriginalContainerID;
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}
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OriginalID = item.ID;
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ModuleIndex = (ushort)item.OriginalModuleIndex;
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ModuleIndex = (ushort) item.OriginalModuleIndex;
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Identifier = item.prefab.Identifier;
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}
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@@ -42,6 +43,7 @@ namespace Barotrauma
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{
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return obj.OriginalID == OriginalID && obj.OriginalContainerID == OriginalContainerID && obj.ModuleIndex == ModuleIndex && obj.Identifier == Identifier;
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}
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public bool Matches(Item item)
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{
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if (item.OriginalContainerID != Entity.NullEntityID)
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@@ -56,13 +58,17 @@ namespace Barotrauma
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}
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public readonly List<LocationConnection> Connections = new List<LocationConnection>();
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private string baseName;
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private int nameFormatIndex;
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public bool Discovered;
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public int TypeChangeTimer;
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public readonly Dictionary<LocationTypeChange.Requirement, int> ProximityTimer = new Dictionary<LocationTypeChange.Requirement, int>();
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public (LocationTypeChange typeChange, int delay, MissionPrefab parentMission)? PendingLocationTypeChange;
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public int LocationTypeChangeCooldown;
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public readonly int ZoneIndex;
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public string BaseName { get => baseName; }
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@@ -80,14 +86,76 @@ namespace Barotrauma
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public Reputation Reputation { get; set; }
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public int[] ProximityTime { get; private set; }
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public int TurnsInRadiation { get; set; }
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#region Store
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private const float StoreMaxReputationModifier = 0.1f;
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private const float StoreSellPriceModifier = 0.8f;
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private const float MechanicalMaxDiscountPercentage = 50.0f;
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private const float DailySpecialPriceModifier = 0.9f;
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private const float RequestGoodPriceModifier = 1.5f;
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public const int StoreInitialBalance = 5000;
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public int StoreCurrentBalance { get; set; }
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/// <summary>
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/// In percentages
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/// </summary>
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private const int StorePriceModifierRange = 5;
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/// <summary>
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/// In percentages. Larger values make buying more expensive and selling less profitable, and vice versa.
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/// </summary>
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public int StorePriceModifier { get; private set; }
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public Color BalanceColor => ActiveStoreBalanceStatus.Color;
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public StoreBalanceStatus ActiveStoreBalanceStatus { get; private set; }
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private static StoreBalanceStatus DefaultBalanceStatus { get; } = new StoreBalanceStatus(1.0f, 1.0f, Color.White);
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private static List<StoreBalanceStatus> StoreBalanceStatuses { get; } = new List<StoreBalanceStatus>
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{
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new StoreBalanceStatus(0.5f, 0.75f, Color.Orange),
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new StoreBalanceStatus(0.25f, 0.2f, Color.Red),
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};
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public struct StoreBalanceStatus
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{
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public float PercentageOfInitialBalance { get; }
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public float SellPriceModifier { get; }
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public Color Color { get; }
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public StoreBalanceStatus(float percentage, float sellPriceModifier, Color color)
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{
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PercentageOfInitialBalance = percentage;
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SellPriceModifier = sellPriceModifier;
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Color = color;
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}
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}
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private int storeCurrentBalance;
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public int StoreCurrentBalance
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{
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get
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{
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return storeCurrentBalance;
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}
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set
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{
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storeCurrentBalance = value;
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ActiveStoreBalanceStatus = GetStoreBalanceStatus(value);
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}
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}
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public List<PurchasedItem> StoreStock { get; set; }
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public List<ItemPrefab> DailySpecials { get; } = new List<ItemPrefab>();
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public List<ItemPrefab> RequestedGoods { get; } = new List<ItemPrefab>();
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/// <summary>
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/// How many map progress steps it takes before the discounts should be updated.
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/// </summary>
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private const int SpecialsUpdateInterval = 3;
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private const int DailySpecialsCount = 3;
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private const int RequestedGoodsCount = 3;
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private int StepsSinceSpecialsUpdated { get; set; }
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#endregion
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private const float MechanicalMaxDiscountPercentage = 50.0f;
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private readonly List<TakenItem> takenItems = new List<TakenItem>();
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public IEnumerable<TakenItem> TakenItems
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@@ -106,12 +174,11 @@ namespace Barotrauma
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{
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get
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{
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availableMissions.RemoveAll(m => m.Completed || m.Failed);
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availableMissions.RemoveAll(m => m.Completed || (m.Failed && !m.Prefab.AllowRetry));
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return availableMissions;
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}
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}
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public Mission SelectedMission
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{
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get;
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@@ -152,6 +219,10 @@ namespace Barotrauma
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public string LastTypeChangeMessage;
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public int TimeSinceLastTypeChange;
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public bool IsGateBetweenBiomes;
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private struct LoadedMission
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{
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public MissionPrefab MissionPrefab { get; }
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@@ -175,29 +246,49 @@ namespace Barotrauma
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return $"Location ({Name ?? "null"})";
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}
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public Location(Vector2 mapPosition, int? zone, Random rand, bool requireOutpost = false, IEnumerable<Location> existingLocations = null)
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public Location(Vector2 mapPosition, int? zone, Random rand, bool requireOutpost = false, LocationType? forceLocationType = null, IEnumerable<Location> existingLocations = null)
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{
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Type = LocationType.Random(rand, zone, requireOutpost);
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Type = forceLocationType ?? LocationType.Random(rand, zone, requireOutpost);
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Name = RandomName(Type, rand, existingLocations);
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MapPosition = mapPosition;
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PortraitId = ToolBox.StringToInt(Name);
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Connections = new List<LocationConnection>();
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ProximityTime = new int[Type.CanChangeTo.Count];
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Connections = new List<LocationConnection>();
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}
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public Location(XElement element)
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{
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string locationType = element.GetAttributeString("type", "");
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Type = LocationType.List.Find(lt => lt.Identifier.Equals(locationType, StringComparison.OrdinalIgnoreCase));
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bool typeNotFound = false;
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if (Type == null)
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{
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DebugConsole.AddWarning($"Could not find location type \"{locationType}\". Using location type \"None\" instead.");
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Type = LocationType.List.Find(lt => lt.Identifier.Equals("None", StringComparison.OrdinalIgnoreCase));
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Type ??= LocationType.List.First();
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typeNotFound = true;
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}
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baseName = element.GetAttributeString("basename", "");
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Name = element.GetAttributeString("name", "");
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MapPosition = element.GetAttributeVector2("position", Vector2.Zero);
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TypeChangeTimer = element.GetAttributeInt("changetimer", 0);
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Discovered = element.GetAttributeBool("discovered", false);
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PriceMultiplier = element.GetAttributeFloat("pricemultiplier", 1.0f);
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ProximityTime = element.GetAttributeIntArray("proximitytime", new int[Type.CanChangeTo.Count]);
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if (ProximityTime.Length != Type.CanChangeTo.Count) { ProximityTime = new int[Type.CanChangeTo.Count]; }
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MechanicalPriceMultiplier = element.GetAttributeFloat("mechanicalpricemultipler", 1.0f);
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IsGateBetweenBiomes = element.GetAttributeBool("isgatebetweenbiomes", false);
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MechanicalPriceMultiplier = element.GetAttributeFloat("mechanicalpricemultipler", 1.0f);
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TurnsInRadiation = element.GetAttributeInt(nameof(TurnsInRadiation).ToLower(), 0);
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if (!typeNotFound)
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{
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for (int i = 0; i < Type.CanChangeTo.Count; i++)
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{
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for (int j = 0; j < Type.CanChangeTo[i].Requirements.Count; j++)
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{
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ProximityTimer.Add(Type.CanChangeTo[i].Requirements[j], element.GetAttributeInt("proximitytimer" + i + "-" + j, 0));
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}
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}
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LoadLocationTypeChange(element);
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}
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string[] takenItemStr = element.GetAttributeStringArray("takenitems", new string[0]);
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foreach (string takenItem in takenItemStr)
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@@ -237,16 +328,42 @@ namespace Barotrauma
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LevelData = new LevelData(element.Element("Level"));
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PortraitId = ToolBox.StringToInt(Name);
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if (element.GetChildElement("store") is XElement storeElement)
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{
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StoreCurrentBalance = storeElement.GetAttributeInt("balance", StoreInitialBalance);
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StoreStock = LoadStoreStock(storeElement);
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}
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LoadStore(element);
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LoadMissions(element);
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}
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public void LoadLocationTypeChange(XElement locationElement)
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{
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TimeSinceLastTypeChange = locationElement.GetAttributeInt("timesincelasttypechange", 0);
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LocationTypeChangeCooldown = locationElement.GetAttributeInt("locationtypechangecooldown", 0);
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foreach (XElement subElement in locationElement.Elements())
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{
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switch (subElement.Name.ToString())
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{
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case "pendinglocationtypechange":
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int timer = subElement.GetAttributeInt("timer", 0);
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if (subElement.Attribute("index") != null)
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{
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int locationTypeChangeIndex = subElement.GetAttributeInt("index", 0);
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PendingLocationTypeChange = (Type.CanChangeTo[locationTypeChangeIndex], timer, null);
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}
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else
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{
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string missionIdentifier = subElement.GetAttributeString("missionidentifier", "");
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var mission = MissionPrefab.List.Find(mp => mp.Identifier.Equals(missionIdentifier, StringComparison.OrdinalIgnoreCase));
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if (mission == null)
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{
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DebugConsole.AddWarning($"Failed to activate a location type change from the mission \"{missionIdentifier}\" in location \"{Name}\". Matching mission not found.");
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continue;
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}
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PendingLocationTypeChange = (mission.LocationTypeChangeOnCompleted, timer, mission);
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}
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break;
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}
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}
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}
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public void LoadMissions(XElement locationElement)
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{
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if (locationElement.GetChildElement("missions") is XElement missionsElement)
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@@ -266,9 +383,9 @@ namespace Barotrauma
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}
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public static Location CreateRandom(Vector2 position, int? zone, Random rand, bool requireOutpost, IEnumerable<Location> existingLocations = null)
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public static Location CreateRandom(Vector2 position, int? zone, Random rand, bool requireOutpost, LocationType? forceLocationType = null, IEnumerable<Location> existingLocations = null)
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{
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return new Location(position, zone, rand, requireOutpost, existingLocations);
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return new Location(position, zone, rand, requireOutpost, forceLocationType, existingLocations);
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}
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public void ChangeType(LocationType newType)
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@@ -278,15 +395,34 @@ namespace Barotrauma
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DebugConsole.Log("Location " + baseName + " changed it's type from " + Type + " to " + newType);
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Type = newType;
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ProximityTime = new int[Type.CanChangeTo.Count];
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Name = Type.NameFormats[nameFormatIndex % Type.NameFormats.Count].Replace("[name]", baseName);
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Name = Type.NameFormats == null ? baseName : Type.NameFormats[nameFormatIndex % Type.NameFormats.Count].Replace("[name]", baseName);
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if (Type.MissionIdentifiers.Any())
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{
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UnlockMissionByIdentifier(Type.MissionIdentifiers.GetRandom());
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}
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if (Type.MissionTags.Any())
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{
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UnlockMissionByTag(Type.MissionTags.GetRandom());
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}
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CreateStore(force: true);
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}
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public void UnlockMission(MissionPrefab missionPrefab, LocationConnection connection)
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{
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if (AvailableMissions.Any(m => m.Prefab == missionPrefab)) { return; }
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var mission = InstantiateMission(missionPrefab, ref connection);
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var mission = InstantiateMission(missionPrefab, connection);
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availableMissions.Add(mission);
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#if CLIENT
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GameMain.GameSession?.Campaign?.CampaignUI?.RefreshLocationInfo();
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#endif
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}
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public void UnlockMission(MissionPrefab missionPrefab)
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{
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if (AvailableMissions.Any(m => m.Prefab == missionPrefab)) { return; }
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var mission = InstantiateMission(missionPrefab);
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availableMissions.Add(mission);
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#if CLIENT
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GameMain.GameSession?.Campaign?.CampaignUI?.RefreshLocationInfo();
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@@ -304,8 +440,7 @@ namespace Barotrauma
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}
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else
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{
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LocationConnection connection = null;
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var mission = InstantiateMission(missionPrefab, ref connection);
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var mission = InstantiateMission(missionPrefab, out LocationConnection connection);
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//don't allow duplicate missions in the same connection
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if (AvailableMissions.Any(m => m.Prefab == missionPrefab && m.Locations.Contains(mission.Locations[0]) && m.Locations.Contains(mission.Locations[1])))
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{
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@@ -332,14 +467,13 @@ namespace Barotrauma
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var unusedMissions = matchingMissions.Where(m => !availableMissions.Any(mission => mission.Prefab == m));
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if (unusedMissions.Any())
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{
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var suitableMissions = unusedMissions.Where(m => Connections.Any(c => m.IsAllowed(this, c.OtherLocation(this))));
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var suitableMissions = unusedMissions.Where(m => Connections.Any(c => m.IsAllowed(this, c.OtherLocation(this)) || m.IsAllowed(this, this)));
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if (!suitableMissions.Any())
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{
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suitableMissions = unusedMissions;
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}
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LocationConnection connection = null;
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MissionPrefab missionPrefab = suitableMissions.GetRandom();
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var mission = InstantiateMission(missionPrefab, ref connection);
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MissionPrefab missionPrefab = ToolBox.SelectWeightedRandom(suitableMissions.ToList(), suitableMissions.Select(m => (float)m.Commonness).ToList(), Rand.RandSync.Unsynced);
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var mission = InstantiateMission(missionPrefab, out LocationConnection connection);
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//don't allow duplicate missions in the same connection
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if (AvailableMissions.Any(m => m.Prefab == missionPrefab && m.Locations.Contains(mission.Locations[0]) && m.Locations.Contains(mission.Locations[1])))
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{
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@@ -360,8 +494,14 @@ namespace Barotrauma
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return null;
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}
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private Mission InstantiateMission(MissionPrefab prefab, ref LocationConnection connection)
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private Mission InstantiateMission(MissionPrefab prefab, out LocationConnection connection)
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{
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if (prefab.IsAllowed(this, this))
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{
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connection = null;
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return InstantiateMission(prefab);
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}
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var suitableConnections = Connections.Where(c => prefab.IsAllowed(this, c.OtherLocation(this)));
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if (!suitableConnections.Any())
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{
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@@ -371,21 +511,33 @@ namespace Barotrauma
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connection = ToolBox.SelectWeightedRandom(
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suitableConnections.ToList(),
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suitableConnections.Select(c => (c.Passed ? 1.0f : 5.0f) / Math.Max(availableMissions.Count(m => m.Locations.Contains(c.OtherLocation(this))), 1.0f)).ToList(),
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Rand.RandSync.Unsynced);
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Rand.RandSync.Unsynced);
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return InstantiateMission(prefab, connection);
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}
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private Mission InstantiateMission(MissionPrefab prefab, LocationConnection connection)
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{
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Location destination = connection.OtherLocation(this);
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var mission = prefab.Instantiate(new Location[] { this, destination });
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mission.AdjustLevelData(connection.LevelData);
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return mission;
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}
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private Mission InstantiateMission(MissionPrefab prefab)
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{
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var mission = prefab.Instantiate(new Location[] { this, this });
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mission.AdjustLevelData(LevelData);
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return mission;
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}
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public void InstantiateLoadedMissions(Map map)
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{
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availableMissions.Clear();
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if (loadedMissions == null || loadedMissions.None()) { return; }
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foreach (LoadedMission loadedMission in loadedMissions)
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{
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Location destination = null;
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Location destination;
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if (loadedMission.DestinationIndex >= 0 && loadedMission.DestinationIndex < map.Locations.Count)
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{
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destination = map.Locations[loadedMission.DestinationIndex];
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@@ -410,6 +562,23 @@ namespace Barotrauma
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SelectedMissionIndex = -1;
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}
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public bool HasOutpost()
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{
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if (!Type.HasOutpost) { return false; }
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return !IsCriticallyRadiated();
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||||
}
|
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public bool IsCriticallyRadiated()
|
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{
|
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if (GameMain.GameSession is { Campaign: { Map: { } map } })
|
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{
|
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return TurnsInRadiation > map.Radiation.Params.CriticalRadiationThreshold;
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}
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||||
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return false;
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}
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||||
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public IEnumerable<Mission> GetMissionsInConnection(LocationConnection connection)
|
||||
{
|
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System.Diagnostics.Debug.Assert(Connections.Contains(connection));
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@@ -456,6 +625,61 @@ namespace Barotrauma
|
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return type.NameFormats[nameFormatIndex].Replace("[name]", baseName);
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}
|
||||
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public void LoadStore(XElement locationElement)
|
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{
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StoreStock?.Clear();
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DailySpecials.Clear();
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RequestedGoods.Clear();
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||||
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if (locationElement.GetChildElement("store") is XElement storeElement)
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{
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StoreCurrentBalance = storeElement.GetAttributeInt("balance", StoreInitialBalance);
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StorePriceModifier = storeElement.GetAttributeInt("pricemodifier", 0);
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StoreStock ??= new List<PurchasedItem>();
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foreach (XElement stockElement in storeElement.GetChildElements("stock"))
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{
|
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var id = stockElement.GetAttributeString("id", null);
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if (string.IsNullOrWhiteSpace(id)) { continue; }
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var prefab = ItemPrefab.Prefabs.Find(p => p.Identifier == id);
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if (prefab == null) { continue; }
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var qty = stockElement.GetAttributeInt("qty", 0);
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if (qty < 1) { continue; }
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StoreStock.Add(new PurchasedItem(prefab, qty));
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}
|
||||
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StepsSinceSpecialsUpdated = storeElement.GetAttributeInt("stepssincespecialsupdated", 0);
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||||
|
||||
if (storeElement.GetChildElement("dailyspecials") is XElement specialsElement)
|
||||
{
|
||||
var loadedDailySpecials = LoadStoreSpecials(specialsElement);
|
||||
DailySpecials.AddRange(loadedDailySpecials);
|
||||
}
|
||||
|
||||
if (storeElement.GetChildElement("requestedgoods") is XElement goodsElement)
|
||||
{
|
||||
var loadedRequestedGoods = LoadStoreSpecials(goodsElement);
|
||||
RequestedGoods.AddRange(loadedRequestedGoods);
|
||||
}
|
||||
|
||||
static List<ItemPrefab> LoadStoreSpecials(XElement element)
|
||||
{
|
||||
List<ItemPrefab> specials = new List<ItemPrefab>();
|
||||
foreach (var childElement in element.GetChildElements("item"))
|
||||
{
|
||||
var id = childElement.GetAttributeString("id", null);
|
||||
if (string.IsNullOrWhiteSpace(id)) { continue; }
|
||||
var prefab = ItemPrefab.Find(null, id);
|
||||
if (prefab == null) { continue; }
|
||||
specials.Add(prefab);
|
||||
}
|
||||
return specials;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsRadiated() => GameMain.GameSession is { Campaign: { Map: { Radiation: { Enabled: true } radiation } } } && radiation.Contains(this);
|
||||
|
||||
private List<PurchasedItem> CreateStoreStock()
|
||||
{
|
||||
var stock = new List<PurchasedItem>();
|
||||
@@ -463,31 +687,28 @@ namespace Barotrauma
|
||||
{
|
||||
if (prefab.CanBeBoughtAtLocation(this, out PriceInfo priceInfo))
|
||||
{
|
||||
var quantity = priceInfo.MinAvailableAmount > 0 ? priceInfo.MinAvailableAmount :
|
||||
(priceInfo.MaxAvailableAmount > 0 ? Math.Min(priceInfo.MaxAvailableAmount, 5) : 5);
|
||||
int quantity = PriceInfo.DefaultAmount;
|
||||
if (priceInfo.MaxAvailableAmount > 0)
|
||||
{
|
||||
if (priceInfo.MaxAvailableAmount > priceInfo.MinAvailableAmount)
|
||||
{
|
||||
quantity = Rand.Range(priceInfo.MinAvailableAmount, priceInfo.MaxAvailableAmount);
|
||||
}
|
||||
else
|
||||
{
|
||||
quantity = priceInfo.MaxAvailableAmount;
|
||||
}
|
||||
}
|
||||
else if (priceInfo.MinAvailableAmount > 0)
|
||||
{
|
||||
quantity = priceInfo.MinAvailableAmount;
|
||||
}
|
||||
stock.Add(new PurchasedItem(prefab, quantity));
|
||||
}
|
||||
}
|
||||
return stock;
|
||||
}
|
||||
|
||||
public static List<PurchasedItem> LoadStoreStock(XElement storeElement)
|
||||
{
|
||||
var stock = new List<PurchasedItem>();
|
||||
if (storeElement == null) { return stock; }
|
||||
foreach (XElement stockElement in storeElement.GetChildElements("stock"))
|
||||
{
|
||||
var id = stockElement.GetAttributeString("id", null);
|
||||
if (string.IsNullOrWhiteSpace(id)) { continue; }
|
||||
var prefab = ItemPrefab.Prefabs.Find(p => p.Identifier == id);
|
||||
if (prefab == null) { continue; }
|
||||
var qty = stockElement.GetAttributeInt("qty", 0);
|
||||
if (qty < 1) { continue; }
|
||||
stock.Add(new PurchasedItem(prefab, qty));
|
||||
}
|
||||
return stock;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Mark the items that have been taken from the outpost to prevent them from spawning when re-entering the outpost
|
||||
/// </summary>
|
||||
@@ -526,48 +747,70 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public int GetAdjustedItemBuyPrice(PriceInfo priceInfo)
|
||||
/// <param name="priceInfo">If null, item.GetPriceInfo() will be used to get it.</param>
|
||||
/// /// <param name="considerDailySpecials">If false, the price won't be affected by <see cref="DailySpecialPriceModifier"/></param>
|
||||
public int GetAdjustedItemBuyPrice(ItemPrefab item, PriceInfo priceInfo = null, bool considerDailySpecials = true)
|
||||
{
|
||||
// TODO: Check priceInfo.CanBeBought
|
||||
priceInfo ??= item?.GetPriceInfo(this);
|
||||
if (priceInfo == null) { return 0; }
|
||||
var price = priceInfo.Price;
|
||||
float price = priceInfo.Price;
|
||||
|
||||
// Adjust by random price modifier
|
||||
price = ((100 + StorePriceModifier) / 100.0f) * price;
|
||||
|
||||
// Adjust by daily special status
|
||||
if (considerDailySpecials && DailySpecials.Contains(item))
|
||||
{
|
||||
price = DailySpecialPriceModifier * price;
|
||||
}
|
||||
|
||||
// Adjust by current location reputation
|
||||
if (Reputation.Value > 0.0f)
|
||||
{
|
||||
price = (int)(MathHelper.Lerp(1.0f, 1.0f - StoreMaxReputationModifier, Reputation.Value / Reputation.MaxReputation) * price);
|
||||
price = MathHelper.Lerp(1.0f, 1.0f - StoreMaxReputationModifier, Reputation.Value / Reputation.MaxReputation) * price;
|
||||
}
|
||||
else
|
||||
{
|
||||
price = (int)(MathHelper.Lerp(1.0f, 1.0f + StoreMaxReputationModifier, Reputation.Value / Reputation.MinReputation) * price);
|
||||
price = MathHelper.Lerp(1.0f, 1.0f + StoreMaxReputationModifier, Reputation.Value / Reputation.MinReputation) * price;
|
||||
}
|
||||
// Item price should never go below 1 mk
|
||||
return Math.Max(price, 1);
|
||||
|
||||
// Price should never go below 1 mk
|
||||
return Math.Max((int)price, 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If item.GetPriceInfo() returns null, this will return 0
|
||||
/// </summary>
|
||||
public int GetAdjustedItemBuyPrice(ItemPrefab item) => GetAdjustedItemBuyPrice(item?.GetPriceInfo(this));
|
||||
|
||||
public int GetAdjustedItemSellPrice(PriceInfo priceInfo)
|
||||
/// <param name="priceInfo">If null, item.GetPriceInfo() will be used to get it.</param>
|
||||
/// <param name="considerRequestedGoods">If false, the price won't be affected by <see cref="RequestGoodPriceModifier"/></param>
|
||||
public int GetAdjustedItemSellPrice(ItemPrefab item, PriceInfo priceInfo = null, bool considerRequestedGoods = true)
|
||||
{
|
||||
priceInfo ??= item?.GetPriceInfo(this);
|
||||
if (priceInfo == null) { return 0; }
|
||||
var price = (int)(StoreSellPriceModifier * priceInfo.Price);
|
||||
float price = StoreSellPriceModifier * priceInfo.Price;
|
||||
|
||||
// Adjust by random price modifier
|
||||
price = ((100 - StorePriceModifier) / 100.0f) * price;
|
||||
|
||||
// Adjust by current store balance
|
||||
price = ActiveStoreBalanceStatus.SellPriceModifier * price;
|
||||
|
||||
// Adjust by requested good status
|
||||
if (considerRequestedGoods && RequestedGoods.Contains(item))
|
||||
{
|
||||
price = RequestGoodPriceModifier * price;
|
||||
}
|
||||
|
||||
// Adjust by current location reputation
|
||||
if (Reputation.Value > 0.0f)
|
||||
{
|
||||
price = (int)(MathHelper.Lerp(1.0f, 1.0f + StoreMaxReputationModifier, Reputation.Value / Reputation.MaxReputation) * price);
|
||||
price = MathHelper.Lerp(1.0f, 1.0f + StoreMaxReputationModifier, Reputation.Value / Reputation.MaxReputation) * price;
|
||||
}
|
||||
else
|
||||
{
|
||||
price = (int)(MathHelper.Lerp(1.0f, 1.0f - StoreMaxReputationModifier, Reputation.Value / Reputation.MinReputation) * price);
|
||||
price = MathHelper.Lerp(1.0f, 1.0f - StoreMaxReputationModifier, Reputation.Value / Reputation.MinReputation) * price;
|
||||
}
|
||||
// Item price should never go below 1 mk
|
||||
return Math.Max(price, 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If item.GetPriceInfo() returns null, this will return 0
|
||||
/// </summary>
|
||||
public int GetAdjustedItemSellPrice(ItemPrefab item) => GetAdjustedItemSellPrice(item?.GetPriceInfo(this));
|
||||
// Price should never go below 1 mk
|
||||
return Math.Max((int)price, 1);
|
||||
}
|
||||
|
||||
public int GetAdjustedMechanicalCost(int cost)
|
||||
{
|
||||
@@ -575,12 +818,12 @@ namespace Barotrauma
|
||||
return (int) Math.Ceiling((1.0f - discount) * cost * MechanicalPriceMultiplier);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If 'force' is true, the stock will be recreated even if it has been created previously already.
|
||||
/// This is used when (at least) when the type of the location changes.
|
||||
/// </summary>
|
||||
/// <param name="force">If true, the store will be recreated if it already exists.</param>
|
||||
public void CreateStore(bool force = false)
|
||||
{
|
||||
// In multiplayer, stores should be created by the server and loaded from save data by clients
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
|
||||
|
||||
if (!force && StoreStock != null) { return; }
|
||||
|
||||
if (StoreStock != null)
|
||||
@@ -604,10 +847,16 @@ namespace Barotrauma
|
||||
StoreCurrentBalance = StoreInitialBalance;
|
||||
StoreStock = CreateStoreStock();
|
||||
}
|
||||
|
||||
GenerateRandomPriceModifier();
|
||||
CreateStoreSpecials();
|
||||
}
|
||||
|
||||
public void UpdateStore()
|
||||
{
|
||||
// In multiplayer, stores should be updated by the server and loaded from save data by clients
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
|
||||
|
||||
if (StoreStock == null)
|
||||
{
|
||||
CreateStore();
|
||||
@@ -619,6 +868,8 @@ namespace Barotrauma
|
||||
StoreCurrentBalance = Math.Min(StoreCurrentBalance + (int)(StoreInitialBalance / 10.0f), StoreInitialBalance);
|
||||
}
|
||||
|
||||
GenerateRandomPriceModifier();
|
||||
|
||||
var stock = StoreStock;
|
||||
var stockToRemove = new List<PurchasedItem>();
|
||||
foreach (PurchasedItem item in stock)
|
||||
@@ -642,6 +893,56 @@ namespace Barotrauma
|
||||
}
|
||||
stockToRemove.ForEach(i => stock.Remove(i));
|
||||
StoreStock = stock;
|
||||
|
||||
if (++StepsSinceSpecialsUpdated >= SpecialsUpdateInterval)
|
||||
{
|
||||
CreateStoreSpecials();
|
||||
}
|
||||
}
|
||||
|
||||
private void GenerateRandomPriceModifier()
|
||||
{
|
||||
StorePriceModifier = Rand.Range(-StorePriceModifierRange, StorePriceModifierRange);
|
||||
}
|
||||
|
||||
private void CreateStoreSpecials()
|
||||
{
|
||||
DailySpecials.Clear();
|
||||
var availableStock = new Dictionary<ItemPrefab, float>();
|
||||
foreach (var stockItem in StoreStock)
|
||||
{
|
||||
if (stockItem.Quantity < 1) { continue; }
|
||||
var weight = 1.0f;
|
||||
var priceInfo = stockItem.ItemPrefab.GetPriceInfo(this);
|
||||
if (priceInfo != null)
|
||||
{
|
||||
if (!priceInfo.CanBeSpecial) { continue; }
|
||||
var baseQuantity = priceInfo.MinAvailableAmount > 0 ? priceInfo.MinAvailableAmount : PriceInfo.DefaultAmount;
|
||||
weight += (float)(stockItem.Quantity - baseQuantity) / baseQuantity;
|
||||
if (weight < 0.0f) { continue; }
|
||||
}
|
||||
availableStock.Add(stockItem.ItemPrefab, weight);
|
||||
}
|
||||
for (int i = 0; i < DailySpecialsCount; i++)
|
||||
{
|
||||
if (availableStock.None()) { break; }
|
||||
var item = ToolBox.SelectWeightedRandom(availableStock.Keys.ToList(), availableStock.Values.ToList(), Rand.RandSync.Unsynced);
|
||||
if (item == null) { break; }
|
||||
DailySpecials.Add(item);
|
||||
availableStock.Remove(item);
|
||||
}
|
||||
|
||||
RequestedGoods.Clear();
|
||||
for (int i = 0; i < RequestedGoodsCount; i++)
|
||||
{
|
||||
var item = ItemPrefab.Prefabs.GetRandom(p =>
|
||||
p.CanBeSold && !RequestedGoods.Contains(p) &&
|
||||
p.GetPriceInfo(this) is PriceInfo pi && pi.CanBeSpecial);
|
||||
if (item == null) { break; }
|
||||
RequestedGoods.Add(item);
|
||||
}
|
||||
|
||||
StepsSinceSpecialsUpdated = 0;
|
||||
}
|
||||
|
||||
public void AddToStock(List<SoldItem> items)
|
||||
@@ -686,6 +987,20 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public static StoreBalanceStatus GetStoreBalanceStatus(int balance)
|
||||
{
|
||||
StoreBalanceStatus nextStatus = DefaultBalanceStatus;
|
||||
foreach (var balanceStatus in StoreBalanceStatuses)
|
||||
{
|
||||
if (balanceStatus.PercentageOfInitialBalance < nextStatus.PercentageOfInitialBalance &&
|
||||
((float)balance / StoreInitialBalance) < balanceStatus.PercentageOfInitialBalance)
|
||||
{
|
||||
nextStatus = balanceStatus;
|
||||
}
|
||||
}
|
||||
return nextStatus;
|
||||
}
|
||||
|
||||
public XElement Save(Map map, XElement parentElement)
|
||||
{
|
||||
var locationElement = new XElement("location",
|
||||
@@ -695,17 +1010,42 @@ namespace Barotrauma
|
||||
new XAttribute("discovered", Discovered),
|
||||
new XAttribute("position", XMLExtensions.Vector2ToString(MapPosition)),
|
||||
new XAttribute("pricemultiplier", PriceMultiplier),
|
||||
new XAttribute("mechanicalpricemultipler", MechanicalPriceMultiplier));
|
||||
if (ProximityTime.Length > 0 && ProximityTime.Any(t => t > 0))
|
||||
{
|
||||
locationElement.Add(new XAttribute("proximitytime", string.Join(',', ProximityTime.Select(i => i.ToString()))));
|
||||
}
|
||||
new XAttribute("isgatebetweenbiomes", IsGateBetweenBiomes),
|
||||
new XAttribute("mechanicalpricemultipler", MechanicalPriceMultiplier),
|
||||
new XAttribute("timesincelasttypechange", TimeSinceLastTypeChange),
|
||||
new XAttribute(nameof(TurnsInRadiation).ToLower(), TurnsInRadiation));
|
||||
LevelData.Save(locationElement);
|
||||
|
||||
if (TypeChangeTimer > 0)
|
||||
for (int i = 0; i < Type.CanChangeTo.Count; i++)
|
||||
{
|
||||
locationElement.Add(new XAttribute("changetimer", TypeChangeTimer));
|
||||
for (int j = 0; j < Type.CanChangeTo[i].Requirements.Count; j++)
|
||||
{
|
||||
if (ProximityTimer.ContainsKey(Type.CanChangeTo[i].Requirements[j]))
|
||||
{
|
||||
locationElement.Add(new XAttribute("proximitytimer" + i + "-" + j, ProximityTimer[Type.CanChangeTo[i].Requirements[j]]));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (PendingLocationTypeChange.HasValue)
|
||||
{
|
||||
var changeElement = new XElement("pendinglocationtypechange", new XAttribute("timer", PendingLocationTypeChange.Value.delay));
|
||||
if (PendingLocationTypeChange.Value.parentMission != null)
|
||||
{
|
||||
changeElement.Add(new XAttribute("missionidentifier", PendingLocationTypeChange.Value.parentMission.Identifier));
|
||||
}
|
||||
else
|
||||
{
|
||||
changeElement.Add(new XAttribute("index", Type.CanChangeTo.IndexOf(PendingLocationTypeChange.Value.typeChange)));
|
||||
}
|
||||
locationElement.Add(changeElement);
|
||||
}
|
||||
|
||||
if (LocationTypeChangeCooldown > 0)
|
||||
{
|
||||
locationElement.Add(new XAttribute("locationtypechangecooldown", LocationTypeChangeCooldown));
|
||||
}
|
||||
|
||||
if (takenItems.Any())
|
||||
{
|
||||
locationElement.Add(new XAttribute(
|
||||
@@ -719,7 +1059,11 @@ namespace Barotrauma
|
||||
|
||||
if (StoreStock != null)
|
||||
{
|
||||
var storeElement = new XElement("store", new XAttribute("balance", StoreCurrentBalance));
|
||||
var storeElement = new XElement("store",
|
||||
new XAttribute("balance", StoreCurrentBalance),
|
||||
new XAttribute("pricemodifier", StorePriceModifier),
|
||||
new XAttribute("stepssincespecialsupdated", StepsSinceSpecialsUpdated));
|
||||
|
||||
foreach (PurchasedItem item in StoreStock)
|
||||
{
|
||||
if (item?.ItemPrefab == null) { continue; }
|
||||
@@ -727,6 +1071,29 @@ namespace Barotrauma
|
||||
new XAttribute("id", item.ItemPrefab.Identifier),
|
||||
new XAttribute("qty", item.Quantity)));
|
||||
}
|
||||
|
||||
if (DailySpecials.Any())
|
||||
{
|
||||
var dailySpecialElement = new XElement("dailyspecials");
|
||||
foreach (var item in DailySpecials)
|
||||
{
|
||||
dailySpecialElement.Add(new XElement("item",
|
||||
new XAttribute("id", item.Identifier)));
|
||||
}
|
||||
storeElement.Add(dailySpecialElement);
|
||||
}
|
||||
|
||||
if (RequestedGoods.Any())
|
||||
{
|
||||
var requestedGoodsElement = new XElement("requestedgoods");
|
||||
foreach (var item in RequestedGoods)
|
||||
{
|
||||
requestedGoodsElement.Add(new XElement("item",
|
||||
new XAttribute("id", item.Identifier)));
|
||||
}
|
||||
storeElement.Add(requestedGoodsElement);
|
||||
}
|
||||
|
||||
locationElement.Add(storeElement);
|
||||
}
|
||||
|
||||
@@ -735,7 +1102,7 @@ namespace Barotrauma
|
||||
var missionsElement = new XElement("missions");
|
||||
foreach (Mission mission in missions)
|
||||
{
|
||||
var location = mission.Locations.FirstOrDefault(l => l != this);
|
||||
var location = mission.Locations.All(l => l == this) ? this : mission.Locations.FirstOrDefault(l => l != this);
|
||||
var i = map.Locations.IndexOf(location);
|
||||
missionsElement.Add(new XElement("mission",
|
||||
new XAttribute("prefabid", mission.Prefab.Identifier),
|
||||
@@ -750,40 +1117,6 @@ namespace Barotrauma
|
||||
return locationElement;
|
||||
}
|
||||
|
||||
public int Distance(Location other, int maxRecursionDepth, int currRecursionDepth = 0)
|
||||
{
|
||||
if (currRecursionDepth >= maxRecursionDepth) { return -1; }
|
||||
if (other == this) { return 0; }
|
||||
int minDist = -1;
|
||||
foreach (Location connected in Connections.Select(c => c.Locations.First(l => l != this)))
|
||||
{
|
||||
int dist = connected.Distance(other, maxRecursionDepth, currRecursionDepth+1);
|
||||
if (dist >= 0)
|
||||
{
|
||||
if (minDist < 0 || dist < minDist) { minDist = dist; }
|
||||
}
|
||||
}
|
||||
return minDist;
|
||||
}
|
||||
|
||||
public void DetermineProximityTime(Location currentLocation)
|
||||
{
|
||||
int dist = Distance(currentLocation, Type.CanChangeTo.Select(cct => cct.RequiredProximityForProbabilityIncrease).Max());
|
||||
for (int i=0;i<ProximityTime.Length;i++)
|
||||
{
|
||||
if (dist <= Type.CanChangeTo[i].RequiredProximityForProbabilityIncrease)
|
||||
{
|
||||
ProximityTime[i]++;
|
||||
if (ProximityTime[i] > 5) { ProximityTime[i] = 5; }
|
||||
}
|
||||
else
|
||||
{
|
||||
ProximityTime[i]--;
|
||||
if (ProximityTime[i] < 0) { ProximityTime[i] = 0; }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
RemoveProjSpecific();
|
||||
|
||||
Reference in New Issue
Block a user