Build 1.1.4.0
This commit is contained in:
@@ -23,77 +23,106 @@ namespace Barotrauma
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get { return allowedLocationTypes; }
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}
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[Serialize(10, IsPropertySaveable.Yes), Editable(MinValueInt = 1, MaxValueInt = 50)]
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[Serialize(-1, IsPropertySaveable.Yes, description: "Should this type of outpost be forced to the locations at the end of the campaign map? 0 = first end level, 1 = second end level, and so on."), Editable(MinValueInt = -1, MaxValueInt = 10)]
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public int ForceToEndLocationIndex
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{
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get;
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set;
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}
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[Serialize(10, IsPropertySaveable.Yes, description: "Total number of modules in the outpost."), Editable(MinValueInt = 1, MaxValueInt = 50)]
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public int TotalModuleCount
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{
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get;
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set;
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}
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[Serialize(200.0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f)]
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[Serialize(true, IsPropertySaveable.Yes, description: "Should the generator append generic (module flag \"none\") modules to the outpost to reach the total module count."), Editable]
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public bool AppendToReachTotalModuleCount
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{
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get;
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set;
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}
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[Serialize(200.0f, IsPropertySaveable.Yes, description: "Minimum length of the hallways between modules. If 0, the generator will place the modules directly against each other assuming it can be done without making any modules overlap."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f)]
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public float MinHallwayLength
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{
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get;
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set;
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}
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[Serialize(false, IsPropertySaveable.Yes), Editable]
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[Serialize(false, IsPropertySaveable.Yes, description: "Should this outpost always be destructible, regardless if damaging outposts is allowed by the server?"), Editable]
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public bool AlwaysDestructible
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{
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get;
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set;
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}
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[Serialize(false, IsPropertySaveable.Yes), Editable]
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[Serialize(false, IsPropertySaveable.Yes, description: "Should this outpost always be rewireable, regardless if rewiring is allowed by the server?"), Editable]
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public bool AlwaysRewireable
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{
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get;
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set;
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}
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[Serialize(false, IsPropertySaveable.Yes), Editable]
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[Serialize(false, IsPropertySaveable.Yes, description: "Should stealing from this outpost be always allowed?"), Editable]
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public bool AllowStealing
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{
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get;
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set;
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}
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[Serialize(true, IsPropertySaveable.Yes), Editable]
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[Serialize(true, IsPropertySaveable.Yes, description: "Should the crew spawn inside the outpost (if not, they'll spawn in the submarine)."), Editable]
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public bool SpawnCrewInsideOutpost
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{
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get;
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set;
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}
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[Serialize(true, IsPropertySaveable.Yes), Editable]
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[Serialize(true, IsPropertySaveable.Yes, description: "Should doors at the edges of an outpost module that didn't get connected to another module be locked?"), Editable]
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public bool LockUnusedDoors
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{
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get;
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set;
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}
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[Serialize(true, IsPropertySaveable.Yes), Editable]
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[Serialize(true, IsPropertySaveable.Yes, description: "Should gaps at the edges of an outpost module that didn't get connected to another module be removed?"), Editable]
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public bool RemoveUnusedGaps
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{
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get;
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set;
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}
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[Serialize(0.0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f)]
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[Serialize(false, IsPropertySaveable.Yes, description: "Should the whole outpost render behind submarines? Only set this to true if the submarine is intended to go inside the outpost."), Editable]
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public bool DrawBehindSubs
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{
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get;
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set;
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}
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[Serialize(0.0f, IsPropertySaveable.Yes, description: "Minimum amount of water in the hulls of the outpost."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f)]
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public float MinWaterPercentage
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{
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get;
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set;
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}
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[Serialize(0.0f, IsPropertySaveable.Yes), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f)]
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[Serialize(0.0f, IsPropertySaveable.Yes, description: "Maximum amount of water in the hulls of the outpost."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100.0f)]
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public float MaxWaterPercentage
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{
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get;
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set;
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}
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[Serialize("", IsPropertySaveable.Yes), Editable]
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public LevelData.LevelType? LevelType
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{
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get;
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set;
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}
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[Serialize("", IsPropertySaveable.Yes, description: "Identifier of the outpost generation parameters that should be used if this outpost has become critically irradiated."), Editable]
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public string ReplaceInRadiation { get; set; }
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public ContentPath OutpostFilePath { get; set; }
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@@ -104,17 +133,21 @@ namespace Barotrauma
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public int Count;
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public int Order;
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public Identifier RequiredFaction;
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public ModuleCount(ContentXElement element)
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{
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Identifier = element.GetAttributeIdentifier("flag", element.GetAttributeIdentifier("moduletype", ""));
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Count = element.GetAttributeInt("count", 0);
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Order = element.GetAttributeInt("order", 0);
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RequiredFaction = element.GetAttributeIdentifier("requiredfaction", Identifier.Empty);
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}
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public ModuleCount(Identifier id, int count)
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{
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Identifier = id;
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Count = count;
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RequiredFaction = Identifier.Empty;
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}
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}
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@@ -132,16 +165,20 @@ namespace Barotrauma
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private readonly HumanPrefab humanPrefab = null;
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private readonly Identifier setIdentifier = Identifier.Empty;
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private readonly Identifier npcIdentifier = Identifier.Empty;
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public readonly Identifier FactionIdentifier = Identifier.Empty;
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public Entry(HumanPrefab humanPrefab)
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public Entry(HumanPrefab humanPrefab, Identifier factionIdentifier)
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{
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this.humanPrefab = humanPrefab;
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this.FactionIdentifier = factionIdentifier;
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}
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public Entry(Identifier setIdentifier, Identifier npcIdentifier)
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public Entry(Identifier setIdentifier, Identifier npcIdentifier, Identifier factionIdentifier)
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{
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this.setIdentifier = setIdentifier;
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this.npcIdentifier = npcIdentifier;
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this.FactionIdentifier = factionIdentifier;
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}
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public HumanPrefab HumanPrefab
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@@ -150,29 +187,41 @@ namespace Barotrauma
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private readonly List<Entry> entries = new List<Entry>();
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public void Add(HumanPrefab humanPrefab)
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=> entries.Add(new Entry(humanPrefab));
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public void Add(HumanPrefab humanPrefab, Identifier factionIdentifier)
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=> entries.Add(new Entry(humanPrefab, factionIdentifier));
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public void Add(Identifier setIdentifier, Identifier npcIdentifier)
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=> entries.Add(new Entry(setIdentifier, npcIdentifier));
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public void Add(Identifier setIdentifier, Identifier npcIdentifier, Identifier factionIdentifier)
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=> entries.Add(new Entry(setIdentifier, npcIdentifier, factionIdentifier));
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public IEnumerator<HumanPrefab> GetEnumerator()
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{
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foreach (var entry in entries)
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{
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if (entry == null) { continue; }
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yield return entry.HumanPrefab;
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}
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}
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
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public IEnumerable<HumanPrefab> GetByFaction(IEnumerable<FactionPrefab> factions)
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{
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foreach (var entry in entries)
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{
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if (entry.FactionIdentifier == Identifier.Empty || factions.Any(f => f.Identifier == entry.FactionIdentifier))
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{
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yield return entry.HumanPrefab;
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}
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}
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}
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public int Count => entries.Count;
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public HumanPrefab this[int index] => entries[index].HumanPrefab;
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}
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private readonly ImmutableArray<IReadOnlyList<HumanPrefab>> humanPrefabCollections;
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private readonly ImmutableArray<NpcCollection> humanPrefabCollections;
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public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; private set; }
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@@ -184,9 +233,23 @@ namespace Barotrauma
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Name = element.GetAttributeString("name", Identifier.Value);
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allowedLocationTypes = element.GetAttributeIdentifierArray("allowedlocationtypes", Array.Empty<Identifier>()).ToHashSet();
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SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
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if (element.GetAttribute("leveltype") != null)
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{
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string levelTypeStr = element.GetAttributeString("leveltype", "");
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if (Enum.TryParse(levelTypeStr, out LevelData.LevelType parsedLevelType))
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{
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LevelType = parsedLevelType;
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}
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else
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{
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DebugConsole.ThrowError($"Error in outpost generation parameters \"{Identifier}\". \"{levelTypeStr}\" is not a valid level type.");
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}
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}
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OutpostFilePath = element.GetAttributeContentPath(nameof(OutpostFilePath));
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var humanPrefabCollections = new List<IReadOnlyList<HumanPrefab>>();
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var humanPrefabCollections = new List<NpcCollection>();
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foreach (var subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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@@ -199,14 +262,14 @@ namespace Barotrauma
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foreach (var npcElement in subElement.Elements())
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{
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Identifier from = npcElement.GetAttributeIdentifier("from", Identifier.Empty);
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Identifier faction = npcElement.GetAttributeIdentifier("faction", Identifier.Empty);
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if (from != Identifier.Empty)
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{
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newCollection.Add(from, npcElement.GetAttributeIdentifier("identifier", Identifier.Empty));
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newCollection.Add(from, npcElement.GetAttributeIdentifier("identifier", Identifier.Empty), faction);
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}
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else
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{
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newCollection.Add(new HumanPrefab(npcElement, file, npcSetIdentifier: from));
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newCollection.Add(new HumanPrefab(npcElement, file, npcSetIdentifier: from), faction);
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}
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}
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humanPrefabCollections.Add(newCollection);
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@@ -254,10 +317,12 @@ namespace Barotrauma
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}
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}
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public IReadOnlyList<HumanPrefab> GetHumanPrefabs(Rand.RandSync randSync)
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public IReadOnlyList<HumanPrefab> GetHumanPrefabs(IEnumerable<FactionPrefab> factions, Rand.RandSync randSync)
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{
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if (!humanPrefabCollections.Any()) { return Array.Empty<HumanPrefab>(); }
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return humanPrefabCollections.GetRandom(randSync);
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var collection = humanPrefabCollections.GetRandom(randSync);
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return collection.GetByFaction(factions).ToImmutableList();
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}
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public bool CanHaveCampaignInteraction(CampaignMode.InteractionType interactionType)
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@@ -266,7 +331,7 @@ namespace Barotrauma
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{
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foreach (var prefab in collection)
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{
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if (prefab.CampaignInteractionType == interactionType)
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if (prefab != null && prefab.CampaignInteractionType == interactionType)
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{
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return true;
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}
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