Faction Test 100.4.0.0
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@@ -8,19 +8,14 @@ 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 CampaignMetadata(XElement element)
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{
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Campaign = campaign;
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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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@@ -1,9 +1,17 @@
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#nullable enable
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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.Collections.Immutable;
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namespace Barotrauma
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{
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public enum FactionAffiliation
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{
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Positive,
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Neutral,
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Negative
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}
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class Faction
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{
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public Reputation Reputation { get; }
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@@ -14,6 +22,42 @@ namespace Barotrauma
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Prefab = prefab;
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Reputation = new Reputation(metadata, this, prefab.MinReputation, prefab.MaxReputation, prefab.InitialReputation);
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}
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/// <summary>
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/// Get what kind of affiliation this faction has towards the player depending on who they chose to side with via talents
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/// </summary>
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/// <returns></returns>
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public static FactionAffiliation GetPlayerAffiliationStatus(Identifier identifier, ImmutableHashSet<Character>? characterList = null)
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{
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if (GameMain.GameSession?.Campaign?.Factions is not { } factions) { return FactionAffiliation.Neutral; }
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characterList ??= GameSession.GetSessionCrewCharacters(CharacterType.Both);
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foreach (Character character in characterList)
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{
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if (character.Info is not { } info) { continue; }
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foreach (Faction faction in factions)
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{
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Identifier factionIdentifier = faction.Prefab.Identifier;
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if (info.GetSavedStatValue(StatTypes.Affiliation, factionIdentifier) > 0f)
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{
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return factionIdentifier == identifier
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? FactionAffiliation.Positive
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: FactionAffiliation.Negative;
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}
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}
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}
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return FactionAffiliation.Neutral;
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}
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public static FactionAffiliation GetPlayerAffiliationStatus(Faction faction, ImmutableHashSet<Character>? characterList = null) => GetPlayerAffiliationStatus(faction.Prefab.Identifier, characterList);
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public override string ToString()
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{
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return $"{base.ToString()} ({Prefab?.Identifier.ToString() ?? "null"})";
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}
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}
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internal class FactionPrefab : Prefab
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@@ -25,6 +69,50 @@ namespace Barotrauma
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public LocalizedString Description { get; }
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public LocalizedString ShortDescription { get; }
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public class HireableCharacter
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{
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public readonly Identifier NPCSetIdentifier;
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public readonly Identifier NPCIdentifier;
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public readonly float MinReputation;
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public HireableCharacter(ContentXElement element)
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{
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NPCSetIdentifier = element.GetAttributeIdentifier("from", element.GetAttributeIdentifier("npcsetidentifier", Identifier.Empty));
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NPCIdentifier = element.GetAttributeIdentifier("identifier", element.GetAttributeIdentifier("npcidentifier", Identifier.Empty));
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MinReputation = element.GetAttributeFloat("minreputation", 0.0f);
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}
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}
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public ImmutableArray<HireableCharacter> HireableCharacters;
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public class AutomaticMission
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{
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public readonly Identifier MissionTag;
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public readonly LevelData.LevelType LevelType;
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public readonly float MinReputation, MaxReputation;
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public readonly float MinProbability, MaxProbability;
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public AutomaticMission(ContentXElement element, string parentDebugName)
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{
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MissionTag = element.GetAttributeIdentifier("missiontag", Identifier.Empty);
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LevelType = element.GetAttributeEnum("leveltype", LevelData.LevelType.LocationConnection);
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MinReputation = element.GetAttributeFloat("minreputation", 0.0f);
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MaxReputation = element.GetAttributeFloat("maxreputation", 0.0f);
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if (MinReputation > MaxReputation)
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{
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DebugConsole.ThrowError($"Error in faction prefab \"{parentDebugName}\": MinReputation cannot be larger than MaxReputation.");
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}
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float probability = element.GetAttributeFloat("probability", 0.0f);
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MinProbability = element.GetAttributeFloat("minprobability", probability);
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MaxProbability = element.GetAttributeFloat("maxprobability", probability);
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}
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}
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public ImmutableArray<AutomaticMission> AutomaticMissions;
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public bool StartOutpost { get; }
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public int MenuOrder { get; }
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/// <summary>
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@@ -42,38 +130,73 @@ namespace Barotrauma
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/// </summary>
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public int InitialReputation { get; }
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public float ControlledOutpostPercentage { get; }
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public float SecondaryControlledOutpostPercentage { get; }
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#if CLIENT
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public Sprite? Icon { get; private set; }
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public Sprite? IconSmall { get; private set; }
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public Sprite? BackgroundPortrait { get; private set; }
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#endif
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public Color IconColor { get; }
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#endif
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public FactionPrefab(ContentXElement element, FactionsFile file) : base(file, element.GetAttributeIdentifier("identifier", string.Empty))
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{
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MenuOrder = element.GetAttributeInt("menuorder", 0);
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StartOutpost = element.GetAttributeBool("startoutpost", false);
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MinReputation = element.GetAttributeInt("minreputation", -100);
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MaxReputation = element.GetAttributeInt("maxreputation", 100);
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InitialReputation = element.GetAttributeInt("initialreputation", 0);
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ControlledOutpostPercentage = element.GetAttributeFloat("controlledoutpostpercentage", 0);
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SecondaryControlledOutpostPercentage = element.GetAttributeFloat("secondarycontrolledoutpostpercentage", 0);
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Name = element.GetAttributeString("name", null) ?? TextManager.Get($"faction.{Identifier}").Fallback("Unnamed");
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Description = element.GetAttributeString("description", null) ?? TextManager.Get($"faction.{Identifier}.description").Fallback("");
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ShortDescription = element.GetAttributeString("shortdescription", null) ?? TextManager.Get($"faction.{Identifier}.shortdescription").Fallback("");
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#if CLIENT
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List<HireableCharacter> hireableCharacters = new List<HireableCharacter>();
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List<AutomaticMission> automaticMissions = new List<AutomaticMission>();
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foreach (var subElement in element.Elements())
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{
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if (subElement.Name.ToString().Equals("icon", StringComparison.OrdinalIgnoreCase))
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var subElementId = subElement.NameAsIdentifier();
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if (subElementId == "icon")
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{
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IconColor = subElement.GetAttributeColor("color", Color.White);
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#if CLIENT
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Icon = new Sprite(subElement);
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#endif
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}
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else if (subElement.Name.ToString().Equals("portrait", StringComparison.OrdinalIgnoreCase))
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else if (subElementId == "iconsmall")
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{
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#if CLIENT
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IconSmall = new Sprite(subElement);
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#endif
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}
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else if (subElementId == "portrait")
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{
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#if CLIENT
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BackgroundPortrait = new Sprite(subElement);
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#endif
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}
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else if (subElementId == "hireable")
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{
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hireableCharacters.Add(new HireableCharacter(subElement));
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}
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else if (subElementId == "mission" || subElementId == "automaticmission")
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{
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automaticMissions.Add(new AutomaticMission(subElement, Identifier.ToString()));
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}
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}
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#endif
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HireableCharacters = hireableCharacters.ToImmutableArray();
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AutomaticMissions = automaticMissions.ToImmutableArray();
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}
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public override string ToString()
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{
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return $"{base.ToString()} ({Identifier})";
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}
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public override void Dispose()
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@@ -1,17 +1,16 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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namespace Barotrauma
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{
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class Reputation
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{
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public const float HostileThreshold = 0.2f;
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public const float ReputationLossPerNPCDamage = 0.1f;
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public const float ReputationLossPerStolenItemPrice = 0.01f;
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public const float ReputationLossPerWallDamage = 0.1f;
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public const float MinReputationLossPerStolenItem = 0.5f;
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public const float MaxReputationLossPerStolenItem = 10.0f;
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public const float ReputationLossPerNPCDamage = 0.05f;
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public const float ReputationLossPerWallDamage = 0.05f;
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public const float ReputationLossPerStolenItemPrice = 0.005f;
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public const float MinReputationLossPerStolenItem = 0.05f;
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public const float MaxReputationLossPerStolenItem = 1.0f;
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public Identifier Identifier { get; }
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public int MinReputation { get; }
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@@ -66,10 +65,21 @@ namespace Barotrauma
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float reputationGainMultiplier = 1f;
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foreach (Character character in GameSession.GetSessionCrewCharacters(CharacterType.Both))
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{
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reputationGainMultiplier += character.GetStatValue(StatTypes.ReputationGainMultiplier);
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reputationGainMultiplier *= 1f + character.GetStatValue(StatTypes.ReputationGainMultiplier);
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reputationGainMultiplier *= 1f + character.Info?.GetSavedStatValue(StatTypes.ReputationGainMultiplier, Identifier) ?? 0;
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}
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reputationChange *= reputationGainMultiplier;
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}
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else if (reputationChange < 0f)
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{
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float reputationLossMultiplier = 1f;
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foreach (Character character in GameSession.GetSessionCrewCharacters(CharacterType.Both))
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{
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reputationLossMultiplier *= 1f + character.GetStatValue(StatTypes.ReputationLossMultiplier);
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reputationLossMultiplier *= 1f + character.Info?.GetSavedStatValue(StatTypes.ReputationLossMultiplier, Identifier) ?? 0;
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}
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reputationChange *= reputationLossMultiplier;
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}
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Value += reputationChange;
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}
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