Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into unstable
This commit is contained in:
+7
-2
@@ -50,6 +50,9 @@ namespace Barotrauma
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[Serialize(1.0f, IsPropertySaveable.Yes, description: "The probability for the affliction to be applied."), Editable(minValue: 0f, maxValue: 1f)]
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public float Probability { get; set; } = 1.0f;
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[Serialize(true, IsPropertySaveable.Yes, description: "Explosion damage is applied per each affected limb. Should this affliction damage be divided by the count of affected limbs (1-15) or applied in full? Default: true. Only affects explosions."), Editable]
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public bool DivideByLimbCount { get; set; }
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public float DamagePerSecond;
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public float DamagePerSecondTimer;
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public float PreviousVitalityDecrease;
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@@ -96,9 +99,11 @@ namespace Barotrauma
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SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
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}
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public Affliction CreateMultiplied(float multiplier)
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public Affliction CreateMultiplied(float multiplier, float probability)
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{
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return Prefab.Instantiate(NonClampedStrength * multiplier, Source);
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var instance = Prefab.Instantiate(NonClampedStrength * multiplier, Source);
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instance.Probability = probability;
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return instance;
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}
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public override string ToString() => Prefab == null ? "Affliction (Invalid)" : $"Affliction ({Prefab.Name})";
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+2
-3
@@ -451,13 +451,12 @@ namespace Barotrauma
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public static Identifier GetHuskedSpeciesName(Identifier speciesName, AfflictionPrefabHusk prefab)
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{
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return prefab.HuskedSpeciesName.Replace(AfflictionPrefabHusk.Tag, speciesName);
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return new Identifier(speciesName.Value + prefab.HuskedSpeciesName.Value);
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}
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public static Identifier GetNonHuskedSpeciesName(Identifier huskedSpeciesName, AfflictionPrefabHusk prefab)
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{
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Identifier nonTag = prefab.HuskedSpeciesName.Remove(AfflictionPrefabHusk.Tag);
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return huskedSpeciesName.Remove(nonTag);
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return huskedSpeciesName.Remove(prefab.HuskedSpeciesName);
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}
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}
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}
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+15
-4
@@ -63,8 +63,10 @@ namespace Barotrauma
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if (HuskedSpeciesName.IsEmpty)
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{
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DebugConsole.NewMessage($"No 'huskedspeciesname' defined for the husk affliction ({Identifier}) in {element}", Color.Orange);
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HuskedSpeciesName = "[speciesname]husk".ToIdentifier();
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HuskedSpeciesName = "husk".ToIdentifier();
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}
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// Remove "[speciesname]" for backward support (we don't use it anymore)
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HuskedSpeciesName = HuskedSpeciesName.Remove("[speciesname]").ToIdentifier();
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TargetSpecies = element.GetAttributeIdentifierArray("targets", Array.Empty<Identifier>(), trim: true);
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if (TargetSpecies.Length == 0)
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{
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@@ -108,7 +110,6 @@ namespace Barotrauma
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public readonly Identifier HuskedSpeciesName;
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public readonly Identifier[] TargetSpecies;
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public static readonly Identifier Tag = "[speciesname]".ToIdentifier();
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public readonly bool TransferBuffs;
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public readonly bool SendMessages;
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@@ -404,8 +405,18 @@ namespace Barotrauma
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AfflictionType = element.GetAttributeIdentifier("type", "");
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TranslationIdentifier = element.GetAttributeIdentifier("translationoverride", Identifier);
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Name = TextManager.Get($"AfflictionName.{TranslationIdentifier}").Fallback(element.GetAttributeString("name", ""));
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Description = TextManager.Get($"AfflictionDescription.{TranslationIdentifier}").Fallback(element.GetAttributeString("description", ""));
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Name = TextManager.Get($"AfflictionName.{TranslationIdentifier}");
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string fallbackName = element.GetAttributeString("name", "");
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if (!string.IsNullOrEmpty(fallbackName))
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{
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Name = Name.Fallback(fallbackName);
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}
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Description = TextManager.Get($"AfflictionDescription.{TranslationIdentifier}");
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string fallbackDescription = element.GetAttributeString("description", "");
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if (!string.IsNullOrEmpty(fallbackDescription))
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{
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Description = Description.Fallback(fallbackDescription);
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}
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IsBuff = element.GetAttributeBool("isbuff", false);
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HealableInMedicalClinic = element.GetAttributeBool("healableinmedicalclinic",
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@@ -60,13 +60,27 @@ namespace Barotrauma
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if (vitalityMultipliers != null)
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{
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float multiplier = subElement.GetAttributeFloat("multiplier", 1.0f);
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vitalityMultipliers.ForEach(i => VitalityMultipliers.Add(i, multiplier));
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foreach (var vitalityMultiplier in vitalityMultipliers)
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{
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VitalityMultipliers.Add(vitalityMultiplier, multiplier);
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if (AfflictionPrefab.Prefabs.None(p => p.Identifier == vitalityMultiplier))
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{
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DebugConsole.AddWarning($"Potentially incorrectly defined vitality multiplier in \"{characterHealth.Character.Name}\". Could not find any afflictions with the identifier \"{vitalityMultiplier}\". Did you mean to define the afflictions by type instead?");
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}
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}
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}
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var vitalityTypeMultipliers = subElement.GetAttributeIdentifierArray("type", null) ?? subElement.GetAttributeIdentifierArray("types", null);
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if (vitalityTypeMultipliers != null)
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{
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float multiplier = subElement.GetAttributeFloat("multiplier", 1.0f);
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vitalityTypeMultipliers.ForEach(i => VitalityTypeMultipliers.Add(i, multiplier));
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foreach (var vitalityTypeMultiplier in vitalityTypeMultipliers)
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{
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VitalityTypeMultipliers.Add(vitalityTypeMultiplier, multiplier);
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if (AfflictionPrefab.Prefabs.None(p => p.AfflictionType == vitalityTypeMultiplier))
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{
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DebugConsole.AddWarning($"Potentially incorrectly defined vitality multiplier in \"{characterHealth.Character.Name}\". Could not find any afflictions of the type \"{vitalityTypeMultiplier}\". Did you mean to define the afflictions by identifier instead?");
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}
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}
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}
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if (vitalityMultipliers == null && VitalityTypeMultipliers == null)
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{
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@@ -911,19 +925,11 @@ namespace Barotrauma
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float vitalityDecrease = affliction.GetVitalityDecrease(this);
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if (limbHealth != null)
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{
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if (limbHealth.VitalityMultipliers.ContainsKey(affliction.Prefab.Identifier))
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{
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vitalityDecrease *= limbHealth.VitalityMultipliers[affliction.Prefab.Identifier];
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}
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if (limbHealth.VitalityTypeMultipliers.ContainsKey(affliction.Prefab.AfflictionType))
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{
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vitalityDecrease *= limbHealth.VitalityTypeMultipliers[affliction.Prefab.AfflictionType];
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}
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vitalityDecrease *= GetVitalityMultiplier(affliction, limbHealth);
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}
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Vitality -= vitalityDecrease;
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affliction.CalculateDamagePerSecond(vitalityDecrease);
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}
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#if CLIENT
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if (IsUnconscious)
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{
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@@ -932,6 +938,33 @@ namespace Barotrauma
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#endif
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}
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private float GetVitalityMultiplier(Affliction affliction, LimbHealth limbHealth)
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{
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float multiplier = 1.0f;
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if (limbHealth.VitalityMultipliers.TryGetValue(affliction.Prefab.Identifier, out float vitalityMultiplier))
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{
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multiplier *= vitalityMultiplier;
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}
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if (limbHealth.VitalityTypeMultipliers.TryGetValue(affliction.Prefab.AfflictionType, out float vitalityTypeMultiplier))
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{
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multiplier *= vitalityTypeMultiplier;
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}
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return multiplier;
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}
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/// <summary>
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/// How much vitality the affliction reduces, taking into account the effects of vitality modifiers on the limb the affliction is on (if limb-based)
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/// </summary>
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private float GetVitalityDecreaseWithVitalityMultipliers(Affliction affliction)
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{
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float vitalityDecrease = affliction.GetVitalityDecrease(this);
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if (afflictions.TryGetValue(affliction, out LimbHealth limbHealth) && limbHealth != null)
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{
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vitalityDecrease *= GetVitalityMultiplier(affliction, limbHealth);
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}
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return vitalityDecrease;
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}
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private void Kill()
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{
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if (Unkillable || Character.GodMode) { return; }
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@@ -1021,7 +1054,7 @@ namespace Barotrauma
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/// <param name="treatmentSuitability">A dictionary where the key is the identifier of the item and the value the suitability</param>
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/// <param name="normalize">If true, the suitability values are normalized between 0 and 1. If not, they're arbitrary values defined in the medical item XML, where negative values are unsuitable, and positive ones suitable.</param>
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/// <param name="predictFutureDuration">If above 0, the method will take into account how much currently active status effects while affect the afflictions in the next x seconds.</param>
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public void GetSuitableTreatments(Dictionary<Identifier, float> treatmentSuitability, bool normalize, Limb limb = null, bool ignoreHiddenAfflictions = false, float predictFutureDuration = 0.0f)
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public void GetSuitableTreatments(Dictionary<Identifier, float> treatmentSuitability, bool normalize, Character user, Limb limb = null, bool ignoreHiddenAfflictions = false, float predictFutureDuration = 0.0f)
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{
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//key = item identifier
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//float = suitability
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@@ -1045,7 +1078,18 @@ namespace Barotrauma
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}
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if (strength <= affliction.Prefab.TreatmentThreshold) { continue; }
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if (ignoreHiddenAfflictions && strength < affliction.Prefab.ShowIconThreshold) { continue; }
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if (ignoreHiddenAfflictions)
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{
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if (user == Character)
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{
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if (strength < affliction.Prefab.ShowIconThreshold) { continue; }
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}
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else
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{
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if (strength < affliction.Prefab.ShowIconToOthersThreshold) { continue; }
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}
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}
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foreach (KeyValuePair<Identifier, float> treatment in affliction.Prefab.TreatmentSuitability)
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{
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@@ -1129,17 +1173,17 @@ namespace Barotrauma
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activeAfflictions.Add(affliction);
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}
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}
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msg.Write((byte)activeAfflictions.Count);
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msg.WriteByte((byte)activeAfflictions.Count);
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foreach (Affliction affliction in activeAfflictions)
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{
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msg.Write(affliction.Prefab.UintIdentifier);
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msg.WriteUInt32(affliction.Prefab.UintIdentifier);
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msg.WriteRangedSingle(
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MathHelper.Clamp(affliction.Strength, 0.0f, affliction.Prefab.MaxStrength),
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0.0f, affliction.Prefab.MaxStrength, 8);
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msg.Write((byte)affliction.Prefab.PeriodicEffects.Count());
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msg.WriteByte((byte)affliction.Prefab.PeriodicEffects.Count);
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foreach (AfflictionPrefab.PeriodicEffect periodicEffect in affliction.Prefab.PeriodicEffects)
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{
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msg.WriteRangedSingle(affliction.PeriodicEffectTimers[periodicEffect], periodicEffect.MinInterval, periodicEffect.MaxInterval, 8);
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msg.WriteRangedSingle(affliction.PeriodicEffectTimers[periodicEffect], 0, periodicEffect.MaxInterval, 8);
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}
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}
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@@ -1153,15 +1197,15 @@ namespace Barotrauma
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limbAfflictions.Add((limbHealth, limbAffliction));
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}
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msg.Write((byte)limbAfflictions.Count);
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msg.WriteByte((byte)limbAfflictions.Count);
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foreach (var (limbHealth, affliction) in limbAfflictions)
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{
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msg.WriteRangedInteger(limbHealths.IndexOf(limbHealth), 0, limbHealths.Count - 1);
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msg.Write(affliction.Prefab.UintIdentifier);
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msg.WriteUInt32(affliction.Prefab.UintIdentifier);
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msg.WriteRangedSingle(
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MathHelper.Clamp(affliction.Strength, 0.0f, affliction.Prefab.MaxStrength),
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0.0f, affliction.Prefab.MaxStrength, 8);
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msg.Write((byte)affliction.Prefab.PeriodicEffects.Count());
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msg.WriteByte((byte)affliction.Prefab.PeriodicEffects.Count);
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foreach (AfflictionPrefab.PeriodicEffect periodicEffect in affliction.Prefab.PeriodicEffects)
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{
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msg.WriteRangedSingle(affliction.PeriodicEffectTimers[periodicEffect], periodicEffect.MinInterval, periodicEffect.MaxInterval, 8);
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@@ -1210,7 +1254,7 @@ namespace Barotrauma
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}
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}
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public void Load(XElement element)
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public void Load(XElement element, Func<AfflictionPrefab, bool> afflictionPredicate = null)
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{
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foreach (var subElement in element.Elements())
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{
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@@ -1243,6 +1287,7 @@ namespace Barotrauma
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DebugConsole.ThrowError($"Error while loading character health: affliction \"{id}\" not found.");
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return;
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}
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if (afflictionPredicate != null && !afflictionPredicate.Invoke(afflictionPrefab)) { return; }
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float strength = afflictionElement.GetAttributeFloat("strength", 0.0f);
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var irremovableAffliction = irremovableAfflictions.FirstOrDefault(a => a.Prefab == afflictionPrefab);
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if (irremovableAffliction != null)
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@@ -86,6 +86,28 @@ namespace Barotrauma
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{
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DebugConsole.ThrowError("Error in DamageModifier config (" + parentDebugName + ") - define afflictions using identifiers or types instead of names.");
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}
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foreach (var afflictionType in parsedAfflictionTypes)
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{
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if (!AfflictionPrefab.Prefabs.Any(p => p.AfflictionType == afflictionType))
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{
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createWarningOrError($"Potentially invalid damage modifier in \"{parentDebugName}\". Could not find any afflictions of the type \"{afflictionType}\". Did you mean to use an affliction identifier instead?");
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}
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}
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foreach (var afflictionIdentifier in parsedAfflictionIdentifiers)
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{
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if (!AfflictionPrefab.Prefabs.ContainsKey(afflictionIdentifier))
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{
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createWarningOrError($"Potentially invalid damage modifier in \"{parentDebugName}\". Could not find any afflictions with the identifier \"{afflictionIdentifier}\". Did you mean to use an affliction type instead?");
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}
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}
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static void createWarningOrError(string msg)
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{
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#if DEBUG
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DebugConsole.ThrowError(msg);
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#else
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DebugConsole.AddWarning(msg);
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#endif
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}
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}
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private void ParseAfflictionTypes()
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Reference in New Issue
Block a user