Faction Test 100.13.0.0
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@@ -167,7 +167,7 @@ namespace Barotrauma
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}
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int startLocationindex = element.GetAttributeInt("startlocation", -1);
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if (startLocationindex > 0 && startLocationindex < Locations.Count)
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if (startLocationindex >= 0 && startLocationindex < Locations.Count)
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{
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StartLocation = Locations[startLocationindex];
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}
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@@ -188,10 +188,9 @@ namespace Barotrauma
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{
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//backwards compatibility
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int endLocationIndex = element.GetAttributeInt("endlocation", -1);
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if (endLocationIndex > 0 && endLocationIndex < Locations.Count)
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if (endLocationIndex >= 0 && endLocationIndex < Locations.Count)
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{
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endLocations.Add(Locations[endLocationIndex]);
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Locations[endLocationIndex].LevelData.ReassignGenerationParams(Seed);
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}
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else
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{
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@@ -203,7 +202,7 @@ namespace Barotrauma
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int[] endLocationindices = element.GetAttributeIntArray("endlocations", Array.Empty<int>());
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foreach (int endLocationIndex in endLocationindices)
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{
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if (endLocationIndex > 0 && endLocationIndex < Locations.Count)
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if (endLocationIndex >= 0 && endLocationIndex < Locations.Count)
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{
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endLocations.Add(Locations[endLocationIndex]);
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}
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@@ -245,7 +244,7 @@ namespace Barotrauma
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{
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Biome = endLocations.First().Biome
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};
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newEndLocation.LevelData = new LevelData(newEndLocation, difficulty: 100.0f);
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newEndLocation.LevelData = new LevelData(newEndLocation, this, difficulty: 100.0f);
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Locations.Add(newEndLocation);
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endLocations.Add(newEndLocation);
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}
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@@ -339,7 +338,7 @@ namespace Barotrauma
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{
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if (StartLocation != null)
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{
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StartLocation.LevelData = new LevelData(StartLocation, 0);
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StartLocation.LevelData = new LevelData(StartLocation, this, 0);
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}
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//ensure all paths from the starting location have 0 difficulty to make the 1st campaign round very easy
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@@ -701,7 +700,7 @@ namespace Barotrauma
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foreach (Location location in Locations)
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{
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location.LevelData = new LevelData(location, CalculateDifficulty(location.MapPosition.X, location.Biome));
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location.LevelData = new LevelData(location, this, CalculateDifficulty(location.MapPosition.X, location.Biome));
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if (location.Type.HasOutpost && campaign != null && location.Type.OutpostTeam == CharacterTeamType.FriendlyNPC)
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{
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location.Faction ??= campaign.GetRandomFaction(Rand.RandSync.ServerAndClient);
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@@ -902,6 +901,7 @@ namespace Barotrauma
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{
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for (int i = 0; i < endLocations.Count; i++)
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{
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endLocations[i].LevelData.ReassignGenerationParams(Seed);
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var outpostParams = OutpostGenerationParams.OutpostParams.FirstOrDefault(p => p.ForceToEndLocationIndex == i);
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if (outpostParams != null)
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{
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