Build 0.18.4.0
This commit is contained in:
+6
-2
@@ -35,6 +35,7 @@ namespace Barotrauma
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if (newValue > _strength)
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{
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PendingAdditionStrength = Prefab.GrainBurst;
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Duration = Prefab.Duration;
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}
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_strength = newValue;
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}
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@@ -60,6 +61,8 @@ namespace Barotrauma
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public double AppliedAsSuccessfulTreatmentTime, AppliedAsFailedTreatmentTime;
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public float Duration;
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/// <summary>
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/// Which character gave this affliction
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/// </summary>
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@@ -75,6 +78,8 @@ namespace Barotrauma
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_strength = strength;
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Identifier = prefab.Identifier;
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Duration = prefab.Duration;
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foreach (var periodicEffect in prefab.PeriodicEffects)
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{
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PeriodicEffectTimers[periodicEffect] = Rand.Range(periodicEffect.MinInterval, periodicEffect.MaxInterval);
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@@ -315,8 +320,7 @@ namespace Barotrauma
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public bool HasFlag(AbilityFlags flagType)
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{
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if (!(GetViableEffect() is AfflictionPrefab.Effect currentEffect)) { return false; }
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return currentEffect.AfflictionAbilityFlags.Contains(flagType);
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return currentEffect.AfflictionAbilityFlags.HasFlag(flagType);
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}
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private AfflictionPrefab.Effect GetViableEffect()
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+11
-4
@@ -235,7 +235,7 @@ namespace Barotrauma
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public Identifier[] BlockTransformation { get; private set; }
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public readonly Dictionary<StatTypes, (float minValue, float maxValue)> AfflictionStatValues = new Dictionary<StatTypes, (float minValue, float maxValue)>();
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public readonly HashSet<AbilityFlags> AfflictionAbilityFlags = new HashSet<AbilityFlags>();
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public AbilityFlags AfflictionAbilityFlags;
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//statuseffects applied on the character when the affliction is active
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public readonly List<StatusEffect> StatusEffects = new List<StatusEffect>();
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@@ -265,7 +265,7 @@ namespace Barotrauma
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break;
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case "abilityflag":
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var flagType = CharacterAbilityGroup.ParseFlagType(subElement.GetAttributeString("flagtype", ""), parentDebugName);
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AfflictionAbilityFlags.Add(flagType);
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AfflictionAbilityFlags |= flagType;
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break;
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case "affliction":
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DebugConsole.AddWarning($"Error in affliction \"{parentDebugName}\" - additional afflictions caused by the affliction should be configured inside status effects.");
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@@ -354,6 +354,11 @@ namespace Barotrauma
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//how strong the affliction needs to be before bots attempt to treat it
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public readonly float TreatmentThreshold = 5.0f;
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/// <summary>
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/// The affliction is automatically removed after this time. 0 = unlimited
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/// </summary>
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public readonly float Duration;
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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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@@ -407,8 +412,10 @@ namespace Barotrauma
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!IsBuff &&
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AfflictionType != "geneticmaterialbuff" &&
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AfflictionType != "geneticmaterialdebuff");
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HealCostMultiplier = element.GetAttributeFloat(nameof(HealCostMultiplier).ToLowerInvariant(), 1f);
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BaseHealCost = element.GetAttributeInt(nameof(BaseHealCost).ToLowerInvariant(), 0);
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HealCostMultiplier = element.GetAttributeFloat(nameof(HealCostMultiplier), 1f);
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BaseHealCost = element.GetAttributeInt(nameof(BaseHealCost), 0);
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Duration = element.GetAttributeFloat(nameof(Duration), 0.0f);
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if (element.GetAttribute("nameidentifier") != null)
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{
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@@ -1,12 +1,11 @@
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using Microsoft.Xna.Framework;
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using Barotrauma.Extensions;
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.Networking;
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using Barotrauma.Extensions;
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using System.Globalization;
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using Barotrauma.Abilities;
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namespace Barotrauma
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{
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@@ -148,7 +147,7 @@ namespace Barotrauma
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{
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max += Character.Info.Job.Prefab.VitalityModifier;
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}
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max *= Character.StaticHealthMultiplier;
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max *= Character.HumanPrefabHealthMultiplier;
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max *= 1f + Character.GetStatValue(StatTypes.MaximumHealthMultiplier);
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return max * Character.HealthMultiplier;
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}
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@@ -700,6 +699,7 @@ namespace Barotrauma
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newStrength = Math.Min(existingAffliction.Prefab.MaxStrength, newStrength);
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if (existingAffliction == stunAffliction) { Character.SetStun(newStrength, true, true); }
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existingAffliction.Strength = newStrength;
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existingAffliction.Duration = existingAffliction.Prefab.Duration;
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if (newAffliction.Source != null) { existingAffliction.Source = newAffliction.Source; }
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CalculateVitality();
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if (Vitality <= MinVitality)
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@@ -759,6 +759,15 @@ namespace Barotrauma
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if (!irremovableAfflictions.Contains(affliction)) { afflictionsToRemove.Add(affliction); }
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continue;
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}
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if (affliction.Prefab.Duration > 0.0f)
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{
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affliction.Duration -= deltaTime;
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if (affliction.Duration <= 0.0f)
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{
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afflictionsToRemove.Add(affliction);
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continue;
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}
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}
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afflictionsToUpdate.Add(kvp);
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}
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foreach (KeyValuePair<Affliction, LimbHealth> kvp in afflictionsToUpdate)
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