Unstable 0.1300.0.7
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@@ -419,7 +419,7 @@ namespace Barotrauma
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int zone1 = GetZoneIndex(Connections[i].Locations[0].MapPosition.X);
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int zone2 = GetZoneIndex(Connections[i].Locations[1].MapPosition.X);
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if (zone1 == zone2) { continue; }
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if (zone2 == generationParams.DifficultyZones) { continue; }
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if (zone1 == generationParams.DifficultyZones || zone2 == generationParams.DifficultyZones) { continue; }
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if (!connectionsBetweenZones.Contains(Connections[i]))
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{
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@@ -464,7 +464,10 @@ namespace Barotrauma
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foreach (Location location in Locations)
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{
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location.LevelData = new LevelData(location);
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location.LevelData = new LevelData(location)
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{
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Difficulty = MathHelper.Clamp(location.MapPosition.X / Width * 100, 0.0f, 100.0f)
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};
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if (location.Type.MissionIdentifiers.Any())
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{
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location.UnlockMissionByIdentifier(location.Type.MissionIdentifiers.GetRandom());
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@@ -20,15 +20,20 @@ namespace Barotrauma
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/// Can the item be a Daily Special or a Requested Good
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/// </summary>
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public readonly bool CanBeSpecial;
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/// <summary>
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/// The item isn't available in stores unless the level's difficulty is above this value
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/// </summary>
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public readonly int MinLevelDifficulty;
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/// <summary>
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/// Support for the old style of determining item prices
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/// when there were individual Price elements for each location type
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/// where the item was for sale.
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/// </summary>
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public PriceInfo (XElement element)
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public PriceInfo(XElement element)
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{
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Price = element.GetAttributeInt("buyprice", 0);
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MinLevelDifficulty = element.GetAttributeInt("minleveldifficulty", 0);
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CanBeBought = true;
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var minAmount = GetMinAmount(element);
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MinAvailableAmount = Math.Min(minAmount, CargoManager.MaxQuantity);
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@@ -37,13 +42,14 @@ namespace Barotrauma
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MaxAvailableAmount = Math.Max(maxAmount, MinAvailableAmount);
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}
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public PriceInfo(int price, bool canBeBought, int minAmount = 0, int maxAmount = 0, bool canBeSpecial = true)
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public PriceInfo(int price, bool canBeBought, int minAmount = 0, int maxAmount = 0, bool canBeSpecial = true, int minLevelDifficulty = 0)
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{
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Price = price;
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CanBeBought = canBeBought;
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MinAvailableAmount = Math.Min(minAmount, CargoManager.MaxQuantity);
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maxAmount = Math.Min(maxAmount, CargoManager.MaxQuantity);
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MaxAvailableAmount = Math.Max(maxAmount, minAmount);
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MinLevelDifficulty = minLevelDifficulty;
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CanBeSpecial = canBeSpecial;
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}
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@@ -54,6 +60,7 @@ namespace Barotrauma
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var soldByDefault = element.GetAttributeBool("soldbydefault", true);
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var minAmount = GetMinAmount(element);
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var maxAmount = GetMaxAmount(element);
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var minLevelDifficulty = element.GetAttributeInt("minleveldifficulty", 0);
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var canBeSpecial = element.GetAttributeBool("canbespecial", true);
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var priceInfos = new List<Tuple<string, PriceInfo>>();
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@@ -65,14 +72,16 @@ namespace Barotrauma
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new PriceInfo(price: (int)(priceMultiplier * basePrice), canBeBought: sold,
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minAmount: sold ? GetMinAmount(childElement, minAmount) : 0,
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maxAmount: sold ? GetMaxAmount(childElement, maxAmount) : 0,
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canBeSpecial: canBeSpecial)));
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canBeSpecial,
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childElement.GetAttributeInt("minleveldifficulty", minLevelDifficulty))));
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}
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var canBeBoughtAtOtherLocations = soldByDefault && element.GetAttributeBool("soldeverywhere", true);
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defaultPrice = new PriceInfo(basePrice, canBeBoughtAtOtherLocations,
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minAmount: canBeBoughtAtOtherLocations ? minAmount : 0,
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maxAmount: canBeBoughtAtOtherLocations ? maxAmount : 0,
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canBeSpecial: canBeSpecial);
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canBeSpecial,
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minLevelDifficulty);
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return priceInfos;
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}
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@@ -819,16 +819,12 @@ namespace Barotrauma
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}
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for (int i = 1; i <= particleAmount; i++)
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{
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var worldRect = section.WorldRect;
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Vector2 particlePos = new Vector2(
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Rand.Range(section.rect.X, section.rect.Right),
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Rand.Range(section.rect.Y - section.rect.Height, section.rect.Y));
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Rand.Range(worldRect.X, worldRect.Right),
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Rand.Range(worldRect.Y - worldRect.Height, worldRect.Y));
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if (Submarine != null)
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{
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particlePos += Submarine.DrawPosition;
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}
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var particle = GameMain.ParticleManager.CreateParticle("shrapnel", particlePos, Rand.Vector(Rand.Range(1.0f, 50.0f)));
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var particle = GameMain.ParticleManager.CreateParticle("shrapnel", particlePos, Rand.Vector(Rand.Range(1.0f, 50.0f)), collisionIgnoreTimer: 1f);
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if (particle == null) break;
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}
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}
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