(61d00a474) v0.9.7.1
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using Barotrauma.Extensions;
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using System;
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using System.Linq;
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namespace Barotrauma
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{
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public class AutonomousObjective
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{
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public string identifier;
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public string option;
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public float priorityModifier;
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public AutonomousObjective(XElement element)
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{
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identifier = element.GetAttributeString("identifier", null);
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//backwards compatibility
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if (string.IsNullOrEmpty(identifier))
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{
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identifier = element.GetAttributeString("aitag", null);
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}
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option = element.GetAttributeString("option", null);
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priorityModifier = element.GetAttributeFloat("prioritymodifier", 1);
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priorityModifier = MathHelper.Max(priorityModifier, 0);
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}
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}
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partial class JobPrefab : IPrefab, IDisposable
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{
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public static readonly PrefabCollection<JobPrefab> Prefabs = new PrefabCollection<JobPrefab>();
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private bool disposed = false;
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public void Dispose()
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{
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if (disposed) { return; }
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disposed = true;
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Prefabs.Remove(this);
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}
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public static XElement NoJobElement;
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public static JobPrefab Get(string identifier)
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{
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if (Prefabs == null)
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{
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DebugConsole.ThrowError("Issue in the code execution order: job prefabs not loaded.");
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return null;
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}
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if (Prefabs.ContainsKey(identifier))
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{
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return Prefabs[identifier];
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}
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else
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{
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DebugConsole.ThrowError("Couldn't find a job prefab with the given identifier: " + identifier);
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return null;
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}
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}
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public readonly Dictionary<int, XElement> ItemSets = new Dictionary<int, XElement>();
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public readonly Dictionary<int, List<string>> ItemIdentifiers = new Dictionary<int, List<string>>();
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public readonly Dictionary<int, Dictionary<string, bool>> ShowItemPreview = new Dictionary<int, Dictionary<string, bool>>();
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public readonly List<SkillPrefab> Skills = new List<SkillPrefab>();
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public readonly List<AutonomousObjective> AutomaticOrders = new List<AutonomousObjective>();
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public readonly List<string> AppropriateOrders = new List<string>();
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[Serialize("1,1,1,1", false)]
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public Color UIColor
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{
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get;
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private set;
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}
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[Serialize("notfound", false)]
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public string Identifier
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{
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get;
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private set;
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}
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[Serialize("notfound", false)]
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public string Name
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{
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get;
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private set;
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}
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public string OriginalName { get { return Identifier; } }
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public ContentPackage ContentPackage { get; private set; }
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[Serialize("", false)]
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public string Description
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{
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get;
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private set;
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}
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[Serialize(false, false)]
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public bool OnlyJobSpecificDialog
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{
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get;
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private set;
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}
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//the number of these characters in the crew the player starts with in the single player campaign
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[Serialize(0, false)]
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public int InitialCount
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{
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get;
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private set;
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}
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//if set to true, a client that has chosen this as their preferred job will get it no matter what
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[Serialize(false, false)]
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public bool AllowAlways
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{
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get;
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private set;
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}
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//how many crew members can have the job (only one captain etc)
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[Serialize(100, false)]
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public int MaxNumber
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{
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get;
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private set;
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}
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//how many crew members are REQUIRED to have the job
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//(i.e. if one captain is required, one captain is chosen even if all the players have set captain to lowest preference)
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[Serialize(0, false)]
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public int MinNumber
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{
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get;
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private set;
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}
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[Serialize(0.0f, false)]
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public float MinKarma
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{
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get;
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private set;
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}
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[Serialize(10.0f, false)]
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public float Commonness
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{
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get;
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private set;
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}
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//how much the vitality of the character is increased/reduced from the default value
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[Serialize(0.0f, false)]
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public float VitalityModifier
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{
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get;
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private set;
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}
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public Sprite Icon;
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public string FilePath { get; private set; }
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public XElement Element { get; private set; }
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public XElement ClothingElement { get; private set; }
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public int Variants { get; private set; }
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public JobPrefab(XElement element, string filePath)
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{
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FilePath = filePath;
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SerializableProperty.DeserializeProperties(this, element);
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Name = TextManager.Get("JobName." + Identifier);
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Description = TextManager.Get("JobDescription." + Identifier);
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Identifier = Identifier.ToLowerInvariant();
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Element = element;
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int variant = 0;
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "itemset":
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ItemSets.Add(variant, subElement);
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ItemIdentifiers[variant] = new List<string>();
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ShowItemPreview[variant] = new Dictionary<string, bool>();
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loadItemIdentifiers(subElement, variant);
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variant++;
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break;
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case "skills":
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foreach (XElement skillElement in subElement.Elements())
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{
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Skills.Add(new SkillPrefab(skillElement));
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}
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break;
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case "autonomousobjectives":
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subElement.Elements().ForEach(order => AutomaticOrders.Add(new AutonomousObjective(order)));
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break;
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case "appropriateobjectives":
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case "appropriateorders":
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subElement.Elements().ForEach(order => AppropriateOrders.Add(order.GetAttributeString("identifier", "").ToLowerInvariant()));
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break;
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case "jobicon":
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Icon = new Sprite(subElement.FirstElement());
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break;
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}
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}
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void loadItemIdentifiers(XElement parentElement, int variant)
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{
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foreach (XElement itemElement in parentElement.GetChildElements("Item"))
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{
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if (itemElement.Element("name") != null)
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{
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DebugConsole.ThrowError("Error in job config \"" + Name + "\" - use identifiers instead of names to configure the items.");
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continue;
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}
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string itemIdentifier = itemElement.GetAttributeString("identifier", "");
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if (string.IsNullOrWhiteSpace(itemIdentifier))
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{
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DebugConsole.ThrowError("Error in job config \"" + Name + "\" - item with no identifier.");
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}
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else
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{
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ItemIdentifiers[variant].Add(itemIdentifier);
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ShowItemPreview[variant][itemIdentifier] = itemElement.GetAttributeBool("showpreview", true);
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}
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loadItemIdentifiers(itemElement, variant);
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}
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}
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Variants = variant;
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Skills.Sort((x,y) => y.LevelRange.X.CompareTo(x.LevelRange.X));
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ClothingElement = element.GetChildElement("PortraitClothing");
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}
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public static JobPrefab Random(Rand.RandSync sync = Rand.RandSync.Unsynced) => Prefabs.GetRandom(sync);
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public static void LoadAll(IEnumerable<ContentFile> files)
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{
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foreach (ContentFile file in files)
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{
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LoadFromFile(file);
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}
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}
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public static void LoadFromFile(ContentFile file)
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{
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XDocument doc = XMLExtensions.TryLoadXml(file.Path);
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if (doc == null) { return; }
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var mainElement = doc.Root.IsOverride() ? doc.Root.FirstElement() : doc.Root;
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if (doc.Root.IsOverride())
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{
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DebugConsole.ThrowError($"Error in '{file.Path}': Cannot override all job prefabs, because many of them are required by the main game! Please try overriding jobs one by one.");
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}
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foreach (XElement element in mainElement.Elements())
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{
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if (element.Name.ToString().Equals("nojob", StringComparison.OrdinalIgnoreCase)) { continue; }
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if (element.IsOverride())
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{
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var job = new JobPrefab(element.FirstElement(), file.Path)
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{
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ContentPackage = file.ContentPackage
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};
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Prefabs.Add(job, true);
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}
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else
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{
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var job = new JobPrefab(element, file.Path)
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{
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ContentPackage = file.ContentPackage
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};
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Prefabs.Add(job, false);
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}
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}
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NoJobElement = NoJobElement ?? mainElement.Element("NoJob");
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NoJobElement = NoJobElement ?? mainElement.Element("nojob");
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}
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public static void RemoveByFile(string filePath)
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{
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Prefabs.RemoveByFile(filePath);
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}
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}
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}
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