(77d1794a) Tester's build January 10th, 2020
This commit is contained in:
@@ -0,0 +1,999 @@
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using Barotrauma.Items.Components;
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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.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class DurationListElement
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{
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public StatusEffect Parent;
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public Entity Entity;
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public List<ISerializableEntity> Targets;
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public float Timer;
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public Character User;
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}
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partial class StatusEffect
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{
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[Flags]
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public enum TargetType
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{
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This = 1,
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Parent = 2,
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Character = 4,
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Contained = 8,
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NearbyCharacters = 16,
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NearbyItems = 32,
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UseTarget = 64,
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Hull = 128,
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Limb = 256,
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AllLimbs = 512
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}
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class ItemSpawnInfo
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{
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public enum SpawnPositionType
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{
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This,
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ThisInventory,
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ContainedInventory
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}
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public readonly ItemPrefab ItemPrefab;
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public readonly SpawnPositionType SpawnPosition;
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public readonly float Speed;
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public readonly float Rotation;
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public ItemSpawnInfo(XElement element, string parentDebugName)
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{
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if (element.Attribute("name") != null)
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{
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//backwards compatibility
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DebugConsole.ThrowError("Error in StatusEffect config (" + element.ToString() + ") - use item identifier instead of the name.");
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string itemPrefabName = element.GetAttributeString("name", "");
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ItemPrefab = ItemPrefab.Prefabs.Find(m => m.NameMatches(itemPrefabName) || m.Tags.Contains(itemPrefabName));
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if (ItemPrefab == null)
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{
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DebugConsole.ThrowError("Error in StatusEffect \""+ parentDebugName + "\" - item prefab \"" + itemPrefabName + "\" not found.");
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}
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}
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else
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{
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string itemPrefabIdentifier = element.GetAttributeString("identifier", "");
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if (string.IsNullOrEmpty(itemPrefabIdentifier)) itemPrefabIdentifier = element.GetAttributeString("identifiers", "");
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if (string.IsNullOrEmpty(itemPrefabIdentifier))
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{
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DebugConsole.ThrowError("Invalid item spawn in StatusEffect \"" + parentDebugName + "\" - identifier not found in the element \"" + element.ToString() + "\"");
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}
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ItemPrefab = ItemPrefab.Prefabs.Find(m => m.Identifier == itemPrefabIdentifier);
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if (ItemPrefab == null)
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{
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DebugConsole.ThrowError("Error in StatusEffect config - item prefab with the identifier \"" + itemPrefabIdentifier + "\" not found.");
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return;
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}
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}
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Speed = element.GetAttributeFloat("speed", 0.0f);
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Rotation = MathHelper.ToRadians(element.GetAttributeFloat("rotation", 0.0f));
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string spawnTypeStr = element.GetAttributeString("spawnposition", "This");
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if (!Enum.TryParse(spawnTypeStr, out SpawnPosition))
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{
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DebugConsole.ThrowError("Error in StatusEffect config - \"" + spawnTypeStr + "\" is not a valid spawn position.");
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}
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}
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}
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class CharacterSpawnInfo : ISerializableEntity
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{
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public string Name => $"Character Spawn Info ({SpeciesName})";
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public Dictionary<string, SerializableProperty> SerializableProperties { get; set; }
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[Serialize("", false)]
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public string SpeciesName { get; private set; }
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[Serialize(1, false)]
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public int Count { get; private set; }
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[Serialize(0f, false)]
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public float Spread { get; private set; }
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public CharacterSpawnInfo(XElement element, string parentDebugName)
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{
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SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
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if (string.IsNullOrEmpty(SpeciesName))
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{
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DebugConsole.ThrowError($"Invalid character spawn ({Name}) in StatusEffect \"{parentDebugName}\" - identifier not found in the element \"{element.ToString()}\"");
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}
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}
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}
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private readonly TargetType targetTypes;
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protected HashSet<string> targetIdentifiers;
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private readonly List<RelatedItem> requiredItems;
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public readonly string[] propertyNames;
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private readonly object[] propertyEffects;
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private readonly PropertyConditional.Comparison conditionalComparison = PropertyConditional.Comparison.Or;
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private readonly List<PropertyConditional> propertyConditionals;
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private readonly bool setValue;
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private readonly bool disableDeltaTime;
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private readonly HashSet<string> tags;
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private readonly float duration;
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private readonly float lifeTime;
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private float lifeTimer;
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public static readonly List<DurationListElement> DurationList = new List<DurationListElement>();
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public readonly bool CheckConditionalAlways; //Always do the conditional checks for the duration/delay. If false, only check conditional on apply.
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public readonly bool Stackable = true; //Can the same status effect be applied several times to the same targets?
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private readonly int useItemCount;
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private readonly bool removeItem, removeCharacter;
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public readonly ActionType type = ActionType.OnActive;
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private readonly Explosion explosion;
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private readonly List<ItemSpawnInfo> spawnItems;
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private readonly List<CharacterSpawnInfo> spawnCharacters;
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private Character user;
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public readonly float FireSize;
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public readonly LimbType targetLimb;
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public readonly float SeverLimbsProbability;
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public HashSet<string> TargetIdentifiers
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{
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get { return targetIdentifiers; }
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}
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public List<Affliction> Afflictions
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{
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get;
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private set;
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}
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private readonly List<Pair<string, float>> reduceAffliction;
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//only applicable if targeting NearbyCharacters or NearbyItems
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public float Range
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{
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get;
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private set;
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}
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public string Tags
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{
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get { return string.Join(",", tags); }
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set
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{
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tags.Clear();
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if (value == null) return;
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string[] newTags = value.Split(',');
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foreach (string tag in newTags)
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{
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string newTag = tag.Trim();
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if (!tags.Contains(newTag)) tags.Add(newTag);
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}
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}
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}
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public static StatusEffect Load(XElement element, string parentDebugName)
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{
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if (element.Attribute("delay") != null)
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{
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return new DelayedEffect(element, parentDebugName);
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}
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return new StatusEffect(element, parentDebugName);
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}
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protected StatusEffect(XElement element, string parentDebugName)
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{
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requiredItems = new List<RelatedItem>();
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spawnItems = new List<ItemSpawnInfo>();
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spawnCharacters = new List<CharacterSpawnInfo>();
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Afflictions = new List<Affliction>();
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reduceAffliction = new List<Pair<string, float>>();
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tags = new HashSet<string>(element.GetAttributeString("tags", "").Split(','));
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Range = element.GetAttributeFloat("range", 0.0f);
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string targetLimbName = element.GetAttributeString("targetlimb", null);
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if (targetLimbName != null)
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{
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Enum.TryParse(targetLimbName, out targetLimb);
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}
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IEnumerable<XAttribute> attributes = element.Attributes();
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List<XAttribute> propertyAttributes = new List<XAttribute>();
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propertyConditionals = new List<PropertyConditional>();
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foreach (XAttribute attribute in attributes)
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{
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switch (attribute.Name.ToString())
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{
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case "type":
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if (!Enum.TryParse(attribute.Value, true, out type))
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{
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DebugConsole.ThrowError("Invalid action type \"" + attribute.Value + "\" in StatusEffect (" + parentDebugName + ")");
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}
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break;
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case "targettype":
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case "target":
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string[] Flags = attribute.Value.Split(',');
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foreach (string s in Flags)
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{
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if (!Enum.TryParse(s, true, out TargetType targetType))
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{
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DebugConsole.ThrowError("Invalid target type \"" + s + "\" in StatusEffect (" + parentDebugName + ")");
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}
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else
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{
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targetTypes |= targetType;
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}
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}
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break;
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case "disabledeltatime":
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disableDeltaTime = attribute.GetAttributeBool(false);
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break;
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case "setvalue":
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setValue = attribute.GetAttributeBool(false);
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break;
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case "severlimbs":
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case "severlimbsprobability":
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SeverLimbsProbability = MathHelper.Clamp(attribute.GetAttributeFloat(0.0f), 0.0f, 1.0f);
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break;
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case "targetnames":
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case "targets":
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case "targetidentifiers":
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case "targettags":
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string[] identifiers = attribute.Value.Split(',');
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targetIdentifiers = new HashSet<string>();
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for (int i = 0; i < identifiers.Length; i++)
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{
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targetIdentifiers.Add(identifiers[i].Trim().ToLowerInvariant());
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}
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break;
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case "duration":
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duration = attribute.GetAttributeFloat(0.0f);
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break;
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case "stackable":
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Stackable = attribute.GetAttributeBool(true);
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break;
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case "lifetime":
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lifeTime = attribute.GetAttributeFloat(0);
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lifeTimer = lifeTime;
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break;
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case "checkconditionalalways":
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CheckConditionalAlways = attribute.GetAttributeBool(false);
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break;
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case "conditionalcomparison":
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case "comparison":
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if (!Enum.TryParse(attribute.Value, out conditionalComparison))
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{
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DebugConsole.ThrowError("Invalid conditional comparison type \"" + attribute.Value + "\" in StatusEffect (" + parentDebugName + ")");
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}
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break;
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case "sound":
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DebugConsole.ThrowError("Error in StatusEffect " + element.Parent.Name.ToString() +
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" - sounds should be defined as child elements of the StatusEffect, not as attributes.");
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break;
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default:
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propertyAttributes.Add(attribute);
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break;
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}
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}
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int count = propertyAttributes.Count;
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propertyNames = new string[count];
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propertyEffects = new object[count];
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int n = 0;
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foreach (XAttribute attribute in propertyAttributes)
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{
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propertyNames[n] = attribute.Name.ToString().ToLowerInvariant();
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propertyEffects[n] = XMLExtensions.GetAttributeObject(attribute);
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n++;
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}
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "explosion":
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explosion = new Explosion(subElement, parentDebugName);
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break;
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case "fire":
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FireSize = subElement.GetAttributeFloat("size", 10.0f);
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break;
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case "use":
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case "useitem":
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useItemCount++;
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break;
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case "remove":
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case "removeitem":
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removeItem = true;
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break;
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case "removecharacter":
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removeCharacter = true;
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break;
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case "requireditem":
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case "requireditems":
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RelatedItem newRequiredItem = RelatedItem.Load(subElement, returnEmpty: false, parentDebugName: parentDebugName);
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if (newRequiredItem == null)
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{
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DebugConsole.ThrowError("Error in StatusEffect config - requires an item with no identifiers.");
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continue;
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}
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requiredItems.Add(newRequiredItem);
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break;
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case "conditional":
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foreach (XAttribute attribute in subElement.Attributes())
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{
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if (PropertyConditional.IsValid(attribute))
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{
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propertyConditionals.Add(new PropertyConditional(attribute));
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}
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}
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break;
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case "affliction":
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AfflictionPrefab afflictionPrefab;
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if (subElement.Attribute("name") != null)
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{
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DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - define afflictions using identifiers instead of names.");
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string afflictionName = subElement.GetAttributeString("name", "").ToLowerInvariant();
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afflictionPrefab = AfflictionPrefab.List.FirstOrDefault(ap => ap.Name.ToLowerInvariant() == afflictionName);
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if (afflictionPrefab == null)
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{
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DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - Affliction prefab \"" + afflictionName + "\" not found.");
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continue;
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}
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}
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else
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{
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string afflictionIdentifier = subElement.GetAttributeString("identifier", "").ToLowerInvariant();
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afflictionPrefab = AfflictionPrefab.List.FirstOrDefault(ap => ap.Identifier.ToLowerInvariant() == afflictionIdentifier);
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if (afflictionPrefab == null)
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{
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DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - Affliction prefab with the identifier \"" + afflictionIdentifier + "\" not found.");
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continue;
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}
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}
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float afflictionStrength = subElement.GetAttributeFloat(1.0f, "amount", "strength");
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Afflictions.Add(afflictionPrefab.Instantiate(afflictionStrength));
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break;
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case "reduceaffliction":
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if (subElement.Attribute("name") != null)
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{
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DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - define afflictions using identifiers or types instead of names.");
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reduceAffliction.Add(new Pair<string, float>(
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subElement.GetAttributeString("name", "").ToLowerInvariant(),
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subElement.GetAttributeFloat(1.0f, "amount", "strength", "reduceamount")));
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}
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else
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{
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string name = subElement.GetAttributeString("identifier", null) ?? subElement.GetAttributeString("type", null);
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name = name.ToLowerInvariant();
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if (AfflictionPrefab.List.Any(ap => ap.Identifier == name || ap.AfflictionType == name))
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{
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reduceAffliction.Add(new Pair<string, float>(
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name,
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subElement.GetAttributeFloat(1.0f, "amount", "strength", "reduceamount")));
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}
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else
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{
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DebugConsole.ThrowError("Error in StatusEffect (" + parentDebugName + ") - Affliction prefab with the identifier or type \"" + name + "\" not found.");
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}
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}
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break;
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case "spawnitem":
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var newSpawnItem = new ItemSpawnInfo(subElement, parentDebugName);
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if (newSpawnItem.ItemPrefab != null) { spawnItems.Add(newSpawnItem); }
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break;
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case "spawncharacter":
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var newSpawnCharacter = new CharacterSpawnInfo(subElement, parentDebugName);
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if (!string.IsNullOrWhiteSpace(newSpawnCharacter.SpeciesName)) { spawnCharacters.Add(newSpawnCharacter); }
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break;
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}
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}
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InitProjSpecific(element, parentDebugName);
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}
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partial void InitProjSpecific(XElement element, string parentDebugName);
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public bool HasTargetType(TargetType targetType)
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{
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return (targetTypes & targetType) != 0;
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}
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public virtual bool HasRequiredItems(Entity entity)
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{
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if (requiredItems == null) return true;
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foreach (RelatedItem requiredItem in requiredItems)
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{
|
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if (entity == null)
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{
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return false;
|
||||
}
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else if (entity is Item item)
|
||||
{
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||||
if (!requiredItem.CheckRequirements(null, item)) return false;
|
||||
}
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||||
else if (entity is Character character)
|
||||
{
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if (!requiredItem.CheckRequirements(character, null)) return false;
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||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public void GetNearbyTargets(Vector2 worldPosition, List<ISerializableEntity> targets)
|
||||
{
|
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if (Range <= 0.0f) { return; }
|
||||
if (HasTargetType(TargetType.NearbyCharacters))
|
||||
{
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
if (!c.Enabled || c.Removed || !IsValidTarget(c)) { continue; }
|
||||
float xDiff = Math.Abs(c.WorldPosition.X - worldPosition.X);
|
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if (xDiff > Range) { continue; }
|
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float yDiff = Math.Abs(c.WorldPosition.Y - worldPosition.Y);
|
||||
if (yDiff > Range) { continue; }
|
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||||
if (xDiff * xDiff + yDiff * yDiff < Range * Range) { targets.Add(c); }
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}
|
||||
}
|
||||
if (HasTargetType(TargetType.NearbyItems))
|
||||
{
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.Removed || !IsValidTarget(item)) { continue; }
|
||||
float xDiff = Math.Abs(item.WorldPosition.X - worldPosition.X);
|
||||
if (xDiff > Range) { continue; }
|
||||
float yDiff = Math.Abs(item.WorldPosition.Y - worldPosition.Y);
|
||||
if (yDiff > Range) { continue; }
|
||||
|
||||
if (xDiff * xDiff + yDiff * yDiff < Range * Range) { targets.Add(item); }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual bool HasRequiredConditions(List<ISerializableEntity> targets)
|
||||
{
|
||||
if (!propertyConditionals.Any()) { return true; }
|
||||
if (requiredItems.Any() && requiredItems.All(ri => ri.MatchOnEmpty) && targets.Count == 0) { return true; }
|
||||
switch (conditionalComparison)
|
||||
{
|
||||
case PropertyConditional.Comparison.Or:
|
||||
foreach (ISerializableEntity target in targets)
|
||||
{
|
||||
foreach (PropertyConditional pc in propertyConditionals)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(pc.TargetItemComponentName))
|
||||
{
|
||||
if (!(target is ItemComponent ic) || ic.Name != pc.TargetItemComponentName)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (pc.Matches(target)) { return true; }
|
||||
}
|
||||
}
|
||||
return false;
|
||||
case PropertyConditional.Comparison.And:
|
||||
foreach (ISerializableEntity target in targets)
|
||||
{
|
||||
foreach (PropertyConditional pc in propertyConditionals)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(pc.TargetItemComponentName))
|
||||
{
|
||||
if (!(target is ItemComponent ic) || ic.Name != pc.TargetItemComponentName)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (!pc.Matches(target)) { return false; }
|
||||
}
|
||||
}
|
||||
return true;
|
||||
default:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
||||
protected bool IsValidTarget(ISerializableEntity entity)
|
||||
{
|
||||
if (targetIdentifiers == null) { return true; }
|
||||
|
||||
if (entity is Item item)
|
||||
{
|
||||
if (targetIdentifiers.Contains("item")) return true;
|
||||
if (item.HasTag(targetIdentifiers)) return true;
|
||||
if (targetIdentifiers.Any(id => id == item.Prefab.Identifier)) return true;
|
||||
}
|
||||
else if (entity is ItemComponent itemComponent)
|
||||
{
|
||||
if (targetIdentifiers.Contains("itemcomponent")) return true;
|
||||
if (itemComponent.Item.HasTag(targetIdentifiers)) return true;
|
||||
if (targetIdentifiers.Any(id => id == itemComponent.Item.Prefab.Identifier)) return true;
|
||||
}
|
||||
else if (entity is Structure structure)
|
||||
{
|
||||
if (targetIdentifiers.Contains("structure")) return true;
|
||||
if (targetIdentifiers.Any(id => id == structure.Prefab.Identifier)) return true;
|
||||
}
|
||||
else if (entity is Character character)
|
||||
{
|
||||
if (targetIdentifiers.Contains("character")) return true;
|
||||
if (targetIdentifiers.Any(id => id == character.SpeciesName)) return true;
|
||||
}
|
||||
|
||||
return targetIdentifiers.Any(id => id == entity.Name);
|
||||
}
|
||||
|
||||
public void SetUser(Character user)
|
||||
{
|
||||
this.user = user;
|
||||
foreach (Affliction affliction in Afflictions)
|
||||
{
|
||||
affliction.Source = user;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Apply(ActionType type, float deltaTime, Entity entity, ISerializableEntity target, Vector2? worldPosition = null)
|
||||
{
|
||||
if (this.type != type || !HasRequiredItems(entity)) return;
|
||||
|
||||
if (targetIdentifiers != null && !IsValidTarget(target)) return;
|
||||
|
||||
if (duration > 0.0f && !Stackable)
|
||||
{
|
||||
//ignore if not stackable and there's already an identical statuseffect
|
||||
DurationListElement existingEffect = DurationList.Find(d => d.Parent == this && d.Targets.FirstOrDefault() == target);
|
||||
if (existingEffect != null)
|
||||
{
|
||||
existingEffect.Timer = Math.Max(existingEffect.Timer, duration);
|
||||
existingEffect.User = user;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
List<ISerializableEntity> targets = new List<ISerializableEntity> { target };
|
||||
|
||||
if (!HasRequiredConditions(targets)) return;
|
||||
|
||||
Apply(deltaTime, entity, targets, worldPosition);
|
||||
}
|
||||
|
||||
protected readonly List<ISerializableEntity> currentTargets = new List<ISerializableEntity>();
|
||||
public virtual void Apply(ActionType type, float deltaTime, Entity entity, IEnumerable<ISerializableEntity> targets, Vector2? worldPosition = null)
|
||||
{
|
||||
if (this.type != type) return;
|
||||
|
||||
currentTargets.Clear();
|
||||
foreach (ISerializableEntity target in targets)
|
||||
{
|
||||
if (targetIdentifiers != null)
|
||||
{
|
||||
//ignore invalid targets
|
||||
if (!IsValidTarget(target)) { continue; }
|
||||
}
|
||||
currentTargets.Add(target);
|
||||
}
|
||||
|
||||
if (targetIdentifiers != null && currentTargets.Count == 0) { return; }
|
||||
|
||||
if (!HasRequiredItems(entity) || !HasRequiredConditions(currentTargets)) return;
|
||||
|
||||
if (duration > 0.0f && !Stackable)
|
||||
{
|
||||
//ignore if not stackable and there's already an identical statuseffect
|
||||
DurationListElement existingEffect = DurationList.Find(d => d.Parent == this && d.Targets.SequenceEqual(currentTargets));
|
||||
if (existingEffect != null)
|
||||
{
|
||||
existingEffect.Timer = Math.Max(existingEffect.Timer, duration);
|
||||
existingEffect.User = user;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Apply(deltaTime, entity, currentTargets, worldPosition);
|
||||
}
|
||||
|
||||
protected void Apply(float deltaTime, Entity entity, List<ISerializableEntity> targets, Vector2? worldPosition = null)
|
||||
{
|
||||
if (lifeTime > 0)
|
||||
{
|
||||
lifeTimer -= deltaTime;
|
||||
if (lifeTimer <= 0) { return; }
|
||||
}
|
||||
|
||||
Hull hull = null;
|
||||
if (entity is Character)
|
||||
{
|
||||
hull = ((Character)entity).AnimController.CurrentHull;
|
||||
}
|
||||
else if (entity is Item)
|
||||
{
|
||||
hull = ((Item)entity).CurrentHull;
|
||||
}
|
||||
|
||||
Vector2 position = worldPosition ?? entity.WorldPosition;
|
||||
if (targetLimb != LimbType.None)
|
||||
{
|
||||
if (entity is Character c)
|
||||
{
|
||||
Limb limb = c.AnimController.GetLimb(targetLimb);
|
||||
if (limb != null && !limb.Removed)
|
||||
{
|
||||
position = limb.WorldPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (ISerializableEntity serializableEntity in targets)
|
||||
{
|
||||
if (!(serializableEntity is Item item)) { continue; }
|
||||
|
||||
Character targetCharacter = targets.FirstOrDefault(t => t is Character character && !character.Removed) as Character;
|
||||
if (targetCharacter == null)
|
||||
{
|
||||
foreach (var target in targets)
|
||||
{
|
||||
if (target is Limb limb && limb.character != null && !limb.character.Removed) targetCharacter = ((Limb)target).character;
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < useItemCount; i++)
|
||||
{
|
||||
if (item.Removed) continue;
|
||||
item.Use(deltaTime, targetCharacter, targets.FirstOrDefault(t => t is Limb) as Limb);
|
||||
}
|
||||
}
|
||||
|
||||
if (removeItem)
|
||||
{
|
||||
foreach (var target in targets)
|
||||
{
|
||||
if (target is Item item) { Entity.Spawner?.AddToRemoveQueue(item); }
|
||||
}
|
||||
}
|
||||
if (removeCharacter)
|
||||
{
|
||||
foreach (var target in targets)
|
||||
{
|
||||
if (target is Character character) { Entity.Spawner?.AddToRemoveQueue(character); }
|
||||
}
|
||||
}
|
||||
|
||||
if (duration > 0.0f)
|
||||
{
|
||||
DurationListElement element = new DurationListElement
|
||||
{
|
||||
Parent = this,
|
||||
Timer = duration,
|
||||
Entity = entity,
|
||||
Targets = targets,
|
||||
User = user
|
||||
};
|
||||
|
||||
DurationList.Add(element);
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (ISerializableEntity target in targets)
|
||||
{
|
||||
if (target is Entity targetEntity)
|
||||
{
|
||||
if (targetEntity.Removed) continue;
|
||||
}
|
||||
|
||||
for (int i = 0; i < propertyNames.Length; i++)
|
||||
{
|
||||
if (target == null || target.SerializableProperties == null ||
|
||||
!target.SerializableProperties.TryGetValue(propertyNames[i], out SerializableProperty property)) continue;
|
||||
ApplyToProperty(target, property, propertyEffects[i], deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (explosion != null && entity != null)
|
||||
{
|
||||
explosion.Explode(position, damageSource: entity, attacker: user);
|
||||
}
|
||||
|
||||
foreach (ISerializableEntity target in targets)
|
||||
{
|
||||
foreach (Affliction affliction in Afflictions)
|
||||
{
|
||||
Affliction multipliedAffliction = affliction;
|
||||
if (!disableDeltaTime) multipliedAffliction = affliction.CreateMultiplied(deltaTime);
|
||||
|
||||
if (target is Character character)
|
||||
{
|
||||
if (character.Removed) { continue; }
|
||||
character.LastDamageSource = entity;
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
limb.character.DamageLimb(position, limb, new List<Affliction>() { multipliedAffliction }, stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: affliction.Source);
|
||||
limb.character.TrySeverLimbJoints(limb, SeverLimbsProbability);
|
||||
//only apply non-limb-specific afflictions to the first limb
|
||||
if (!affliction.Prefab.LimbSpecific) { break; }
|
||||
}
|
||||
}
|
||||
else if (target is Limb limb)
|
||||
{
|
||||
if (limb.character.Removed || limb.Removed) { continue; }
|
||||
limb.character.DamageLimb(position, limb, new List<Affliction>() { multipliedAffliction }, stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: affliction.Source);
|
||||
limb.character.TrySeverLimbJoints(limb, SeverLimbsProbability);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Pair<string, float> reduceAffliction in reduceAffliction)
|
||||
{
|
||||
float reduceAmount = disableDeltaTime ? reduceAffliction.Second : reduceAffliction.Second * deltaTime;
|
||||
Limb targetLimb = null;
|
||||
Character targetCharacter = null;
|
||||
if (target is Character character)
|
||||
{
|
||||
targetCharacter = character;
|
||||
}
|
||||
else if (target is Limb limb)
|
||||
{
|
||||
targetLimb = limb;
|
||||
targetCharacter = limb.character;
|
||||
}
|
||||
if (targetCharacter != null && !targetCharacter.Removed)
|
||||
{
|
||||
float prevVitality = targetCharacter.Vitality;
|
||||
targetCharacter.CharacterHealth.ReduceAffliction(targetLimb, reduceAffliction.First, reduceAmount);
|
||||
#if SERVER
|
||||
GameMain.Server.KarmaManager.OnCharacterHealthChanged(targetCharacter, user, prevVitality - targetCharacter.Vitality);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (FireSize > 0.0f && entity != null)
|
||||
{
|
||||
var fire = new FireSource(position, hull);
|
||||
fire.Size = new Vector2(FireSize, fire.Size.Y);
|
||||
}
|
||||
|
||||
bool isNotClient = GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient;
|
||||
if (isNotClient && entity != null && Entity.Spawner != null) //clients are not allowed to spawn entities
|
||||
{
|
||||
foreach (CharacterSpawnInfo characterSpawnInfo in spawnCharacters)
|
||||
{
|
||||
var characters = new List<Character>();
|
||||
for (int i = 0; i < characterSpawnInfo.Count; i++)
|
||||
{
|
||||
Entity.Spawner.AddToSpawnQueue(characterSpawnInfo.SpeciesName, position + Rand.Vector(characterSpawnInfo.Spread, Rand.RandSync.Server),
|
||||
onSpawn: newCharacter =>
|
||||
{
|
||||
characters.Add(newCharacter);
|
||||
if (characters.Count == characterSpawnInfo.Count)
|
||||
{
|
||||
SwarmBehavior.CreateSwarm(characters.Cast<AICharacter>());
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
foreach (ItemSpawnInfo itemSpawnInfo in spawnItems)
|
||||
{
|
||||
switch (itemSpawnInfo.SpawnPosition)
|
||||
{
|
||||
case ItemSpawnInfo.SpawnPositionType.This:
|
||||
Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, position);
|
||||
break;
|
||||
case ItemSpawnInfo.SpawnPositionType.ThisInventory:
|
||||
{
|
||||
if (entity is Character character)
|
||||
{
|
||||
if (character.Inventory != null && character.Inventory.Items.Any(it => it == null))
|
||||
{
|
||||
Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, character.Inventory);
|
||||
}
|
||||
}
|
||||
else if (entity is Item item)
|
||||
{
|
||||
var inventory = item?.GetComponent<ItemContainer>()?.Inventory;
|
||||
if (inventory != null && inventory.Items.Any(it => it == null))
|
||||
{
|
||||
Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, inventory);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ItemSpawnInfo.SpawnPositionType.ContainedInventory:
|
||||
{
|
||||
Inventory thisInventory = null;
|
||||
if (entity is Character character)
|
||||
{
|
||||
thisInventory = character.Inventory;
|
||||
}
|
||||
else if (entity is Item item)
|
||||
{
|
||||
thisInventory = item?.GetComponent<ItemContainer>()?.Inventory;
|
||||
}
|
||||
if (thisInventory != null)
|
||||
{
|
||||
foreach (Item item in thisInventory.Items)
|
||||
{
|
||||
if (item == null) continue;
|
||||
Inventory containedInventory = item.GetComponent<ItemContainer>()?.Inventory;
|
||||
if (containedInventory == null || !containedInventory.Items.Any(i => i == null)) continue;
|
||||
Entity.Spawner.AddToSpawnQueue(itemSpawnInfo.ItemPrefab, containedInventory);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ApplyProjSpecific(deltaTime, entity, targets, hull, position);
|
||||
}
|
||||
|
||||
partial void ApplyProjSpecific(float deltaTime, Entity entity, List<ISerializableEntity> targets, Hull currentHull, Vector2 worldPosition);
|
||||
|
||||
private void ApplyToProperty(ISerializableEntity target, SerializableProperty property, object value, float deltaTime)
|
||||
{
|
||||
if (disableDeltaTime || setValue) deltaTime = 1.0f;
|
||||
|
||||
Type type = value.GetType();
|
||||
if (type == typeof(float) ||
|
||||
(type == typeof(int) && property.GetValue(target) is float))
|
||||
{
|
||||
float floatValue = Convert.ToSingle(value) * deltaTime;
|
||||
|
||||
if (!setValue) floatValue += (float)property.GetValue(target);
|
||||
property.TrySetValue(target, floatValue);
|
||||
}
|
||||
else if (type == typeof(int) && value is int)
|
||||
{
|
||||
int intValue = (int)((int)value * deltaTime);
|
||||
if (!setValue) intValue += (int)property.GetValue(target);
|
||||
property.TrySetValue(target, intValue);
|
||||
}
|
||||
else if (type == typeof(bool) && value is bool)
|
||||
{
|
||||
property.TrySetValue(target, (bool)value);
|
||||
}
|
||||
else if (type == typeof(string))
|
||||
{
|
||||
property.TrySetValue(target, (string)value);
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.ThrowError("Couldn't apply value " + value.ToString() + " (" + type + ") to property \"" + property.Name + "\" (" + property.GetValue(target).GetType() + ")! "
|
||||
+ "Make sure the type of the value set in the config files matches the type of the property.");
|
||||
}
|
||||
}
|
||||
|
||||
public static void UpdateAll(float deltaTime)
|
||||
{
|
||||
UpdateAllProjSpecific(deltaTime);
|
||||
|
||||
DelayedEffect.Update(deltaTime);
|
||||
for (int i = DurationList.Count - 1; i >= 0; i--)
|
||||
{
|
||||
DurationListElement element = DurationList[i];
|
||||
|
||||
if (element.Parent.CheckConditionalAlways && !element.Parent.HasRequiredConditions(element.Targets))
|
||||
{
|
||||
DurationList.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
|
||||
element.Targets.RemoveAll(t =>
|
||||
(t is Entity entity && entity.Removed) ||
|
||||
(t is Limb limb && (limb.character == null || limb.character.Removed)));
|
||||
if (element.Targets.Count == 0)
|
||||
{
|
||||
DurationList.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
|
||||
foreach (ISerializableEntity target in element.Targets)
|
||||
{
|
||||
for (int n = 0; n < element.Parent.propertyNames.Length; n++)
|
||||
{
|
||||
if (target == null ||
|
||||
target.SerializableProperties == null ||
|
||||
!target.SerializableProperties.TryGetValue(element.Parent.propertyNames[n], out SerializableProperty property))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
element.Parent.ApplyToProperty(target, property, element.Parent.propertyEffects[n], CoroutineManager.UnscaledDeltaTime);
|
||||
}
|
||||
|
||||
foreach (Affliction affliction in element.Parent.Afflictions)
|
||||
{
|
||||
Affliction multipliedAffliction = affliction;
|
||||
if (!element.Parent.disableDeltaTime) { multipliedAffliction = affliction.CreateMultiplied(deltaTime); }
|
||||
|
||||
if (target is Character character)
|
||||
{
|
||||
if (character.Removed) { continue; }
|
||||
character.AddDamage(character.WorldPosition, new List<Affliction>() { multipliedAffliction }, stun: 0.0f, playSound: false, attacker: element.User);
|
||||
}
|
||||
else if (target is Limb limb)
|
||||
{
|
||||
if (limb.character.Removed || limb.Removed) { continue; }
|
||||
limb.character.DamageLimb(limb.WorldPosition, limb, new List<Affliction>() { multipliedAffliction }, stun: 0.0f, playSound: false, attackImpulse: 0.0f, attacker: element.User);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Pair<string, float> reduceAffliction in element.Parent.reduceAffliction)
|
||||
{
|
||||
Limb targetLimb = null;
|
||||
Character targetCharacter = null;
|
||||
if (target is Character character)
|
||||
{
|
||||
targetCharacter = character;
|
||||
}
|
||||
else if (target is Limb limb)
|
||||
{
|
||||
targetLimb = limb;
|
||||
targetCharacter = limb.character;
|
||||
}
|
||||
if (targetCharacter != null && !targetCharacter.Removed)
|
||||
{
|
||||
float prevVitality = targetCharacter.Vitality;
|
||||
targetCharacter.CharacterHealth.ReduceAffliction(targetLimb, reduceAffliction.First, reduceAffliction.Second * deltaTime);
|
||||
#if SERVER
|
||||
GameMain.Server.KarmaManager.OnCharacterHealthChanged(targetCharacter, element.User, prevVitality - targetCharacter.Vitality);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
element.Timer -= deltaTime;
|
||||
|
||||
if (element.Timer > 0.0f) { continue; }
|
||||
DurationList.Remove(element);
|
||||
}
|
||||
}
|
||||
|
||||
static partial void UpdateAllProjSpecific(float deltaTime);
|
||||
|
||||
public static void StopAll()
|
||||
{
|
||||
CoroutineManager.StopCoroutines("statuseffect");
|
||||
DelayedEffect.DelayList.Clear();
|
||||
DurationList.Clear();
|
||||
}
|
||||
|
||||
public void AddTag(string tag)
|
||||
{
|
||||
if (tags.Contains(tag)) { return; }
|
||||
tags.Add(tag);
|
||||
}
|
||||
|
||||
public bool HasTag(string tag)
|
||||
{
|
||||
if (tag == null) { return true; }
|
||||
|
||||
return (tags.Contains(tag) || tags.Contains(tag.ToLowerInvariant()));
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user