Release 1.10.5.0 - Autumn Update 2025
This commit is contained in:
@@ -2,6 +2,7 @@
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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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using System.Linq;
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using System.Xml.Linq;
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@@ -23,10 +24,12 @@ namespace Barotrauma
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private bool swarmSpawned;
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private readonly List<MonsterSet> monsterSets = new List<MonsterSet>();
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private readonly LocalizedString sonarLabel;
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private readonly ImmutableArray<Identifier> beaconTags;
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public BeaconMission(MissionPrefab prefab, Location[] locations, Submarine sub) : base(prefab, locations, sub)
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{
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swarmSpawned = false;
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beaconTags = prefab.ConfigElement.GetAttributeIdentifierArray("beacontags", []).ToImmutableArray();
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foreach (var monsterElement in prefab.ConfigElement.GetChildElements("monster"))
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{
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@@ -185,6 +188,29 @@ namespace Barotrauma
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{
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levelData.HasBeaconStation = true;
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levelData.IsBeaconActive = false;
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if (beaconTags.Length > 0)
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{
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var selectedBeacon = GetRandomBeaconByTags(beaconTags, levelData);
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if (selectedBeacon != null)
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{
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levelData.ForceBeaconStation = selectedBeacon;
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}
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else
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{
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DebugConsole.ThrowError($"Beacon mission \"{Prefab.Identifier}\" could not find a suitable beacon station with beacontags \"{string.Join(", ", beaconTags)}\" for level difficulty {levelData.Difficulty:F1}.",
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contentPackage: Prefab.ContentPackage);
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}
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}
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}
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private static SubmarineInfo GetRandomBeaconByTags(ImmutableArray<Identifier> tags, LevelData levelData)
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{
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return GetRandomSubmarineByTagsAndDifficulty(
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tags,
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levelData,
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s => s.IsBeacon,
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"beacon station");
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}
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}
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}
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@@ -48,7 +48,7 @@ namespace Barotrauma
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protected static bool IsClient => GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
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private readonly CheckDataAction completeCheckDataAction;
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protected readonly CheckDataAction completeCheckDataAction;
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public readonly ImmutableArray<LocalizedString> Headers;
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public readonly ImmutableArray<LocalizedString> Messages;
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@@ -110,9 +110,11 @@ namespace Barotrauma
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public bool Failed
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{
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get { return failed; }
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get { return failed || ForceFailure; }
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}
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public bool ForceFailure;
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public virtual bool AllowRespawning
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{
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get { return true; }
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@@ -541,9 +543,10 @@ namespace Barotrauma
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{
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if (GameMain.NetworkMember is not { IsClient: true })
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{
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completed =
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completed =
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!ForceFailure &&
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DetermineCompleted() &&
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(completeCheckDataAction == null ||completeCheckDataAction.GetSuccess());
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(completeCheckDataAction == null || completeCheckDataAction.GetSuccess());
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}
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if (completed)
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{
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@@ -569,6 +572,10 @@ namespace Barotrauma
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TimesAttempted++;
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EndMissionSpecific(completed);
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if (ForceFailure)
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{
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failed = true;
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}
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}
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protected abstract bool DetermineCompleted();
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@@ -829,6 +836,51 @@ namespace Barotrauma
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cargoSpawnPos.Position.X + Rand.Range(-20.0f, 20.0f, Rand.RandSync.ServerAndClient),
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cargoRoom.Rect.Y - cargoRoom.Rect.Height + itemPrefab.Size.Y / 2);
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}
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/// <summary>
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/// Gets a random submarine by tags, filtered by difficulty. Used by missions that force specific submarines (wrecks, beacons, etc.)
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/// </summary>
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/// <param name="tags">Mission tags to match against</param>
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/// <param name="seed">Random seed for selection</param>
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/// <param name="submarineSelector">Function to filter submarines by type (e.g., s => s.IsWreck)</param>
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/// <param name="submarineTypeName">Name of submarine type for error messages (e.g., "wreck", "beacon station")</param>
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/// <returns>Selected submarine, or null if none found</returns>
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protected static SubmarineInfo GetRandomSubmarineByTagsAndDifficulty(
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IEnumerable<Identifier> tags,
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LevelData levelData,
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Func<SubmarineInfo, bool> submarineSelector,
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string submarineTypeName)
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{
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var rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
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float levelDifficulty = levelData.Difficulty;
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var submarinesWithTags = SubmarineInfo.SavedSubmarines
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.Where(submarineSelector)
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.Where(s =>
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{
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return s.GetExtraSubmarineInfo is { } extraInfo && (tags.None() || tags.Any(t => extraInfo.MissionTags.Contains(t)));
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})
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.ToList();
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var matchingSubmarines = submarinesWithTags
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.Where(s =>
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{
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return s.GetExtraSubmarineInfo is { } extraInfo &&
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levelDifficulty >= extraInfo.MinLevelDifficulty &&
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levelDifficulty <= extraInfo.MaxLevelDifficulty;
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})
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.ToList();
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if (matchingSubmarines.Count == 0)
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{
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if (submarinesWithTags.Count > 0)
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{
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DebugConsole.ThrowError($"Found {submarinesWithTags.Count} {submarineTypeName}(s) with matching tags \"{string.Join(", ", tags)}\", but none are suitable for level difficulty {levelDifficulty:F1}.");
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}
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return null;
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}
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return matchingSubmarines[rand.Next(matchingSubmarines.Count)];
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}
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}
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class AbilityMissionMoneyGainMultiplier : AbilityObject, IAbilityValue, IAbilityMission
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@@ -4,6 +4,7 @@ using FarseerPhysics;
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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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using System.Linq;
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namespace Barotrauma
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@@ -240,6 +241,8 @@ namespace Barotrauma
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/// </summary>
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private readonly float requiredDeliveryAmount;
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private readonly ImmutableArray<Identifier> wreckTags;
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private LocalizedString pickedUpMessage;
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/// <summary>
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@@ -311,12 +314,13 @@ namespace Barotrauma
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: base(prefab, locations, sub)
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{
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requiredDeliveryAmount = prefab.ConfigElement.GetAttributeFloat(nameof(requiredDeliveryAmount), 0.98f);
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//LevelData may not be instantiated at this point, in that case use the name identifier of the location
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rng = new MTRandom(ToolBox.StringToInt(
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locations[0].LevelData?.Seed ?? locations[0].NameIdentifier.Value +
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locations[1].LevelData?.Seed ?? locations[1].NameIdentifier.Value));
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wreckTags = prefab.ConfigElement.GetAttributeIdentifierArray("wrecktags", []).ToImmutableArray();
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partiallyRetrievedMessage = GetMessage(nameof(partiallyRetrievedMessage));
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allRetrievedMessage = GetMessage(nameof(allRetrievedMessage));
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pickedUpMessage = GetMessage(nameof(pickedUpMessage));
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@@ -756,5 +760,31 @@ namespace Barotrauma
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target.Reset();
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}
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}
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public override void AdjustLevelData(LevelData levelData)
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{
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if (wreckTags.Length > 0)
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{
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var selectedWreck = GetRandomWreckByTags(wreckTags, levelData);
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if (selectedWreck != null)
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{
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levelData.ForceWreck = selectedWreck;
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}
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else
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{
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DebugConsole.ThrowError($"Salvage mission \"{Prefab.Identifier}\" could not find a suitable wreck with wrecktags \"{string.Join(", ", wreckTags)}\" for level difficulty {levelData.Difficulty:F1}.",
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contentPackage: Prefab.ContentPackage);
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}
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}
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}
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private static SubmarineInfo GetRandomWreckByTags(ImmutableArray<Identifier> tags, LevelData levelData)
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{
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return GetRandomSubmarineByTagsAndDifficulty(
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tags,
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levelData,
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s => s.IsWreck,
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"wreck");
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}
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}
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}
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