Faction Test v1.0.1.0
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+61
-9
@@ -319,6 +319,7 @@ namespace Barotrauma
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{
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public readonly List<StatusEffect> StatusEffects = new List<StatusEffect>();
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public readonly float MinInterval, MaxInterval;
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public readonly float MinStrength, MaxStrength;
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public PeriodicEffect(ContentXElement element, string parentDebugName)
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{
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@@ -333,23 +334,38 @@ namespace Barotrauma
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}
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else
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{
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MinInterval = Math.Max(element.GetAttributeFloat("mininterval", 1.0f), 1.0f);
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MaxInterval = Math.Max(element.GetAttributeFloat("maxinterval", 1.0f), MinInterval);
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MinInterval = Math.Max(element.GetAttributeFloat(nameof(MinInterval), 1.0f), 1.0f);
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MaxInterval = Math.Max(element.GetAttributeFloat(nameof(MaxInterval), 1.0f), MinInterval);
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MinStrength = Math.Max(element.GetAttributeFloat(nameof(MinStrength), 0f), 0f);
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MaxStrength = Math.Max(element.GetAttributeFloat(nameof(MaxStrength), MinStrength), MinStrength);
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}
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}
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}
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public static readonly Identifier DamageType = "damage".ToIdentifier();
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public static readonly Identifier BurnType = "burn".ToIdentifier();
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public static readonly Identifier BleedingType = "bleeding".ToIdentifier();
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public static readonly Identifier ParalysisType = "paralysis".ToIdentifier();
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public static readonly Identifier PoisonType = "poison".ToIdentifier();
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public static readonly Identifier StunType = "stun".ToIdentifier();
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public static readonly Identifier EMPType = "emp".ToIdentifier();
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public static readonly Identifier SpaceHerpesType = "spaceherpes".ToIdentifier();
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public static readonly Identifier AlienInfectedType = "alieninfected".ToIdentifier();
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public static readonly Identifier InvertControlsType = "invertcontrols".ToIdentifier();
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public static readonly Identifier HuskInfectionType = "huskinfection".ToIdentifier();
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public static AfflictionPrefab InternalDamage => Prefabs["internaldamage"];
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public static AfflictionPrefab BiteWounds => Prefabs["bitewounds"];
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public static AfflictionPrefab ImpactDamage => Prefabs["blunttrauma"];
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public static AfflictionPrefab Bleeding => Prefabs["bleeding"];
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public static AfflictionPrefab Burn => Prefabs["burn"];
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public static AfflictionPrefab Bleeding => Prefabs[BleedingType];
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public static AfflictionPrefab Burn => Prefabs[BurnType];
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public static AfflictionPrefab OxygenLow => Prefabs["oxygenlow"];
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public static AfflictionPrefab Bloodloss => Prefabs["bloodloss"];
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public static AfflictionPrefab Pressure => Prefabs["pressure"];
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public static AfflictionPrefab Stun => Prefabs["stun"];
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public static AfflictionPrefab Stun => Prefabs[StunType];
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public static AfflictionPrefab RadiationSickness => Prefabs["radiationsickness"];
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public static readonly PrefabCollection<AfflictionPrefab> Prefabs = new PrefabCollection<AfflictionPrefab>();
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public override void Dispose() { }
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@@ -413,8 +429,8 @@ namespace Barotrauma
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//how much karma changes when a player applies this affliction to someone (per strength of the affliction)
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public float KarmaChangeOnApplied;
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public float BurnOverlayAlpha;
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public float DamageOverlayAlpha;
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public readonly float BurnOverlayAlpha;
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public readonly float DamageOverlayAlpha;
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//steam achievement given when the affliction is removed from the controlled character
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public readonly Identifier AchievementOnRemoved;
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@@ -425,6 +441,20 @@ namespace Barotrauma
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public readonly Sprite AfflictionOverlay;
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public readonly bool AfflictionOverlayAlphaIsLinear;
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public readonly bool DamageParticles;
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/// <summary>
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/// An arbitrary modifier that affects how much medical skill is increased when you apply the affliction on a target.
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/// If the affliction causes damage or is of type poison or paralysis, the skill is increased only when the target is hostile.
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/// If the affliction is of type buff, the skill is increased only when the target is friendly.
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/// </summary>
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public readonly float MedicalSkillGain;
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/// <summary>
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/// An arbitrary modifier that affects how much weapons skill is increased when you apply the affliction on a target.
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/// The skill is increased only when the target is hostile.
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/// </summary>
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public readonly float WeaponsSkillGain;
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private readonly List<Effect> effects = new List<Effect>();
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private readonly List<PeriodicEffect> periodicEffects = new List<PeriodicEffect>();
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@@ -519,8 +549,14 @@ namespace Barotrauma
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KarmaChangeOnApplied = element.GetAttributeFloat(nameof(KarmaChangeOnApplied), 0.0f);
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CauseOfDeathDescription = TextManager.Get($"AfflictionCauseOfDeath.{TranslationIdentifier}").Fallback(element.GetAttributeString("causeofdeathdescription", ""));
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SelfCauseOfDeathDescription = TextManager.Get($"AfflictionCauseOfDeathSelf.{TranslationIdentifier}").Fallback(element.GetAttributeString("selfcauseofdeathdescription", ""));
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CauseOfDeathDescription =
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TextManager.Get($"AfflictionCauseOfDeath.{TranslationIdentifier}")
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.Fallback(TextManager.Get(element.GetAttributeString("causeofdeathdescription", "")))
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.Fallback(element.GetAttributeString("causeofdeathdescription", ""));
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SelfCauseOfDeathDescription =
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TextManager.Get($"AfflictionCauseOfDeathSelf.{TranslationIdentifier}")
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.Fallback(TextManager.Get(element.GetAttributeString("selfcauseofdeathdescription", "")))
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.Fallback(element.GetAttributeString("selfcauseofdeathdescription", ""));
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IconColors = element.GetAttributeColorArray(nameof(IconColors), null);
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AfflictionOverlayAlphaIsLinear = element.GetAttributeBool(nameof(AfflictionOverlayAlphaIsLinear), false);
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@@ -530,6 +566,10 @@ namespace Barotrauma
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ResetBetweenRounds = element.GetAttributeBool("resetbetweenrounds", false);
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DamageParticles = element.GetAttributeBool(nameof(DamageParticles), true);
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WeaponsSkillGain = element.GetAttributeFloat(nameof(WeaponsSkillGain), 0.0f);
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MedicalSkillGain = element.GetAttributeFloat(nameof(MedicalSkillGain), 0.0f);
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List<Description> descriptions = new List<Description>();
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foreach (var subElement in element.Elements())
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{
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@@ -604,6 +644,18 @@ namespace Barotrauma
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break;
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}
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}
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for (int i = 0; i < effects.Count; i++)
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{
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for (int j = i + 1; j < effects.Count; j++)
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{
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var a = effects[i];
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var b = effects[j];
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if (a.MinStrength < b.MaxStrength && b.MinStrength < a.MaxStrength)
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{
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DebugConsole.AddWarning($"Affliction \"{Identifier}\" contains effects with overlapping strength ranges. Only one effect can be active at a time, meaning one of the effects won't work.");
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}
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}
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}
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}
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public void ClearEffects()
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