Unstable 0.1400.0.0
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@@ -90,6 +90,7 @@ namespace Barotrauma
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public readonly Dictionary<XElement, float> ItemSets = new Dictionary<XElement, float>();
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public readonly Dictionary<XElement, float> CustomNPCSets = new Dictionary<XElement, float>();
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public HumanPrefab(XElement element, string filePath)
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{
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@@ -99,6 +100,7 @@ namespace Barotrauma
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Job = Job.ToLowerInvariant();
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Element = element;
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element.GetChildElements("itemset").ForEach(e => ItemSets.Add(e, e.GetAttributeFloat("commonness", 1)));
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element.GetChildElements("character").ForEach(e => CustomNPCSets.Add(e, e.GetAttributeFloat("commonness", 1)));
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PreferredOutpostModuleTypes = element.GetAttributeStringArray("preferredoutpostmoduletypes", new string[0], convertToLowerInvariant: true).ToList();
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}
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@@ -160,18 +162,24 @@ namespace Barotrauma
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var spawnItems = ToolBox.SelectWeightedRandom(ItemSets.Keys.ToList(), ItemSets.Values.ToList(), randSync);
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foreach (XElement itemElement in spawnItems.GetChildElements("item"))
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{
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InitializeItems(character, itemElement, submarine, createNetworkEvents: createNetworkEvents);
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InitializeItem(character, itemElement, submarine, this, createNetworkEvents: createNetworkEvents);
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}
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}
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private void InitializeItems(Character character, XElement itemElement, Submarine submarine, Item parentItem = null, bool createNetworkEvents = true)
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public CharacterInfo GetCharacterInfo()
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{
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var characterElement = ToolBox.SelectWeightedRandom(CustomNPCSets.Keys.ToList(), CustomNPCSets.Values.ToList(), Rand.RandSync.Unsynced);
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return characterElement != null ? new CharacterInfo(characterElement) : null;
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}
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public static void InitializeItem(Character character, XElement itemElement, Submarine submarine, HumanPrefab humanPrefab, Item parentItem = null, bool createNetworkEvents = true)
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{
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ItemPrefab itemPrefab;
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string itemIdentifier = itemElement.GetAttributeString("identifier", "");
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itemPrefab = MapEntityPrefab.Find(null, itemIdentifier) as ItemPrefab;
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if (itemPrefab == null)
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{
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DebugConsole.ThrowError("Tried to spawn \"" + Identifier + "\" with the item \"" + itemIdentifier + "\". Matching item prefab not found.");
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DebugConsole.ThrowError("Tried to spawn \"" + humanPrefab?.Identifier + "\" with the item \"" + itemIdentifier + "\". Matching item prefab not found.");
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return;
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}
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Item item = new Item(itemPrefab, character.Position, null);
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@@ -192,7 +200,11 @@ namespace Barotrauma
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#endif
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if (itemElement.GetAttributeBool("equip", false))
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{
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List<InvSlotType> allowedSlots = new List<InvSlotType>(item.AllowedSlots);
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//if the item is both pickable and wearable, try to wear it instead of picking it up
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List<InvSlotType> allowedSlots =
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item.GetComponents<Pickable>().Count() > 1 ?
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new List<InvSlotType>(item.GetComponent<Wearable>()?.AllowedSlots ?? item.GetComponent<Pickable>().AllowedSlots) :
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new List<InvSlotType>(item.AllowedSlots);
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allowedSlots.Remove(InvSlotType.Any);
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character.Inventory.TryPutItem(item, null, allowedSlots);
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@@ -237,7 +249,7 @@ namespace Barotrauma
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}
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foreach (XElement childItemElement in itemElement.Elements())
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{
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InitializeItems(character, childItemElement, submarine, item, createNetworkEvents);
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InitializeItem(character, childItemElement, submarine, humanPrefab, item, createNetworkEvents);
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}
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}
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}
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