(965c31410a) Unstable v0.10.4.0
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@@ -1,45 +1,43 @@
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using System.Collections.Generic;
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using System;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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class HireManager
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{
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private List<CharacterInfo> availableCharacters;
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public IEnumerable<CharacterInfo> AvailableCharacters
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{
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get { return availableCharacters; }
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}
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public List<CharacterInfo> AvailableCharacters { get; set; }
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public List<CharacterInfo> PendingHires = new List<CharacterInfo>();
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public const int MaxAvailableCharacters = 10;
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public HireManager()
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{
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availableCharacters = new List<CharacterInfo>();
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AvailableCharacters = new List<CharacterInfo>();
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}
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public void RemoveCharacter(CharacterInfo character)
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{
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availableCharacters.Remove(character);
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AvailableCharacters.Remove(character);
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}
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public void GenerateCharacters(Location location, int amount)
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{
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availableCharacters.ForEach(c => c.Remove());
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availableCharacters.Clear();
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AvailableCharacters.ForEach(c => c.Remove());
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AvailableCharacters.Clear();
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for (int i = 0; i < amount; i++)
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{
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JobPrefab job = location.Type.GetRandomHireable();
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if (job == null) { return; }
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var variant = Rand.Range(0, job.Variants, Rand.RandSync.Server);
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availableCharacters.Add(new CharacterInfo(CharacterPrefab.HumanSpeciesName, jobPrefab: job, variant: variant));
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AvailableCharacters.Add(new CharacterInfo(CharacterPrefab.HumanSpeciesName, jobPrefab: job, variant: variant));
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}
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}
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public void Remove()
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{
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availableCharacters.ForEach(c => c.Remove());
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availableCharacters.Clear();
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AvailableCharacters.ForEach(c => c.Remove());
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AvailableCharacters.Clear();
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}
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}
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}
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