Merge branch 'faction-test'
# Conflicts: # Barotrauma/BarotraumaClient/ClientSource/Characters/Character.cs # Barotrauma/BarotraumaClient/ClientSource/Characters/CharacterHUD.cs # Barotrauma/BarotraumaClient/ClientSource/Characters/Health/CharacterHealth.cs # Barotrauma/BarotraumaClient/ClientSource/Characters/Limb.cs # Barotrauma/BarotraumaClient/ClientSource/DebugConsole.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/HUDLayoutSettings.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/MedicalClinicUI.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/Store.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/TalentMenu.cs # Barotrauma/BarotraumaClient/ClientSource/GUI/UpgradeStore.cs # Barotrauma/BarotraumaClient/ClientSource/GameSession/GameModes/CampaignMode.cs # Barotrauma/BarotraumaClient/ClientSource/GameSession/GameModes/SinglePlayerCampaign.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Components/ItemContainer.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Components/LightComponent.cs # Barotrauma/BarotraumaClient/ClientSource/Items/Components/Machines/Fabricator.cs # Barotrauma/BarotraumaClient/ClientSource/Items/ItemPrefab.cs # Barotrauma/BarotraumaClient/ClientSource/Map/Map/Map.cs # Barotrauma/BarotraumaClient/ClientSource/Networking/GameClient.cs # Barotrauma/BarotraumaClient/ClientSource/Networking/ServerSettings.cs # Barotrauma/BarotraumaClient/ClientSource/Particles/ParticleEmitter.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/CampaignSetupUI/CampaignSetupUI.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/CharacterEditor/CharacterEditorScreen.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/MainMenuScreen.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/NetLobbyScreen.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/SubEditorScreen.cs # Barotrauma/BarotraumaClient/ClientSource/Screens/TestScreen.cs # Barotrauma/BarotraumaClient/LinuxClient.csproj # Barotrauma/BarotraumaClient/MacClient.csproj # Barotrauma/BarotraumaClient/WindowsClient.csproj # Barotrauma/BarotraumaServer/LinuxServer.csproj # Barotrauma/BarotraumaServer/MacServer.csproj # Barotrauma/BarotraumaServer/ServerSource/DebugConsole.cs # Barotrauma/BarotraumaServer/ServerSource/GameSession/GameModes/MultiPlayerCampaign.cs # Barotrauma/BarotraumaServer/ServerSource/GameSession/MedicalClinic.cs # Barotrauma/BarotraumaServer/ServerSource/Networking/GameServer.cs # Barotrauma/BarotraumaServer/WindowsServer.csproj # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/EnemyAIController.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/HumanAIController.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveFightIntruders.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveFindSafety.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveGoTo.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Objectives/AIObjectiveRescueAll.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Animation/HumanoidAnimController.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Attack.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Character.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/CharacterInfo.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/Affliction.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/AfflictionPrefab.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Health/CharacterHealth.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Limb.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/Abilities/AbilityConditionals/AbilityConditionData/AbilityConditionMission.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/Abilities/AbilityConditionals/AbilityConditionDataless/AbilityConditionHasPermanentStat.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/Abilities/CustomAbilities/CharacterAbilityUnlockApprenticeshipTalentTree.cs # Barotrauma/BarotraumaShared/SharedSource/Characters/Talents/TalentTree.cs # Barotrauma/BarotraumaShared/SharedSource/DebugConsole.cs # Barotrauma/BarotraumaShared/SharedSource/Enums.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/NPCChangeTeamAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/SpawnAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/TagAction.cs # Barotrauma/BarotraumaShared/SharedSource/Events/EventManager.cs # Barotrauma/BarotraumaShared/SharedSource/Events/Missions/AbandonedOutpostMission.cs # Barotrauma/BarotraumaShared/SharedSource/Events/Missions/Mission.cs # Barotrauma/BarotraumaShared/SharedSource/Extensions/IEnumerableExtensions.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/Data/Factions.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/Data/Reputation.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/GameModes/CampaignMode.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/GameSession.cs # Barotrauma/BarotraumaShared/SharedSource/GameSession/MedicalClinic.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Door.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/Holdable.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Holdable/Throwable.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/ItemComponent.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/ItemContainer.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Projectile.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Repairable.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Signal/LightComponent.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Components/Turret.cs # Barotrauma/BarotraumaShared/SharedSource/Items/Item.cs # Barotrauma/BarotraumaShared/SharedSource/Items/ItemPrefab.cs # Barotrauma/BarotraumaShared/SharedSource/Items/RelatedItem.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Explosion.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Levels/Biome.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Levels/Level.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Levels/LevelData.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Map/Location.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Map/LocationType.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Map/Map.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Outposts/OutpostGenerationParams.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Outposts/OutpostGenerator.cs # Barotrauma/BarotraumaShared/SharedSource/Map/PriceInfo.cs # Barotrauma/BarotraumaShared/SharedSource/Map/Submarine.cs # Barotrauma/BarotraumaShared/SharedSource/Map/SubmarineInfo.cs # Barotrauma/BarotraumaShared/SharedSource/Prefabs/PrefabCollection.cs # Barotrauma/BarotraumaShared/SharedSource/StatusEffects/StatusEffect.cs # Barotrauma/BarotraumaShared/SharedSource/Steam/Workshop.cs # Barotrauma/BarotraumaShared/SharedSource/SteamAchievementManager.cs # Barotrauma/BarotraumaShared/SharedSource/Upgrades/UpgradePrefab.cs # Barotrauma/BarotraumaShared/SharedSource/Utils/Option/Option.cs # Barotrauma/BarotraumaShared/SharedSource/Utils/SerializableDateTime.cs # Barotrauma/BarotraumaShared/changelog.txt # Barotrauma/BarotraumaTest/SerializableDateTimeTests.cs
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@@ -8,19 +8,15 @@ namespace Barotrauma
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{
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internal partial class CampaignMetadata
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{
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public CampaignMode Campaign { get; }
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private readonly Dictionary<Identifier, object> data = new Dictionary<Identifier, object>();
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public CampaignMetadata(CampaignMode campaign)
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public CampaignMetadata()
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{
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Campaign = campaign;
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}
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public CampaignMetadata(CampaignMode campaign, XElement element)
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public void Load(XElement element)
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{
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Campaign = campaign;
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data.Clear();
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foreach (var subElement in element.Elements())
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{
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if (string.Equals(subElement.Name.ToString(), "data", StringComparison.InvariantCultureIgnoreCase))
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@@ -59,6 +55,8 @@ namespace Barotrauma
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{
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DebugConsole.Log($"Set the value \"{identifier}\" to {value}");
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SteamAchievementManager.OnCampaignMetadataSet(identifier, value, unlockClients: true);
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if (!data.ContainsKey(identifier))
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{
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data.Add(identifier, value);
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