Build 0.20.7.0
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@@ -25,6 +25,8 @@ namespace Barotrauma
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FriendlyNPC = 3
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}
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public readonly record struct TalentResistanceIdentifier(Identifier ResistanceIdentifier, Identifier TalentIdentifier);
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partial class Character : Entity, IDamageable, ISerializableEntity, IClientSerializable, IServerPositionSync
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{
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public readonly static List<Character> CharacterList = new List<Character>();
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@@ -347,7 +349,7 @@ namespace Barotrauma
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private readonly Dictionary<ItemPrefab, double> itemSelectedDurations = new Dictionary<ItemPrefab, double>();
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private double itemSelectedTime;
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public float InvisibleTimer;
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public float InvisibleTimer { get; set; }
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public readonly CharacterPrefab Prefab;
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@@ -1372,7 +1374,28 @@ namespace Barotrauma
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tags.RemoveWhere(t => t.StartsWith("variant"));
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tags.Add($"variant{headId.Value}".ToIdentifier());
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}
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var oldHeadInfo = Info.Head;
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Info.RecreateHead(tags.ToImmutableHashSet(), hairIndex, beardIndex, moustacheIndex, faceAttachmentIndex);
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if (hairIndex == -1)
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{
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Info.Head.HairIndex = oldHeadInfo.HairIndex;
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}
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if (beardIndex == -1)
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{
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Info.Head.BeardIndex = oldHeadInfo.BeardIndex;
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}
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if (moustacheIndex == -1)
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{
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Info.Head.MoustacheIndex = oldHeadInfo.MoustacheIndex;
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}
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if (faceAttachmentIndex == -1)
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{
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Info.Head.FaceAttachmentIndex = oldHeadInfo.FaceAttachmentIndex;
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}
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Info.Head.SkinColor = oldHeadInfo.SkinColor;
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Info.Head.HairColor = oldHeadInfo.HairColor;
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Info.Head.FacialHairColor = oldHeadInfo.FacialHairColor;
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Info.CheckColors();
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#if CLIENT
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head.RecreateSprites();
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#endif
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@@ -3050,7 +3073,8 @@ namespace Barotrauma
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ApplyStatusEffects(AnimController.InWater ? ActionType.InWater : ActionType.NotInWater, deltaTime);
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ApplyStatusEffects(ActionType.OnActive, deltaTime);
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if (aiTarget != null)
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//wait 0.1 seconds so status effects that continuously set InDetectable to true can keep the character InDetectable
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if (aiTarget != null && Timing.TotalTime > aiTarget.InDetectableSetTime + 0.1f)
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{
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aiTarget.InDetectable = false;
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}
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@@ -5087,25 +5111,48 @@ namespace Barotrauma
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return abilityFlags.HasFlag(abilityFlag) || CharacterHealth.HasFlag(abilityFlag);
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}
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private readonly Dictionary<Identifier, float> abilityResistances = new Dictionary<Identifier, float>();
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private readonly Dictionary<TalentResistanceIdentifier, float> abilityResistances = new();
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public float GetAbilityResistance(AfflictionPrefab affliction)
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{
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return abilityResistances.TryGetValue(affliction.Identifier, out float value) ? value : abilityResistances.TryGetValue(affliction.AfflictionType, out float typeValue) ? typeValue : 1f;
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float resistance = 0f;
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bool hadResistance = false;
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foreach (var (key, value) in abilityResistances)
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{
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if (key.ResistanceIdentifier == affliction.AfflictionType ||
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key.ResistanceIdentifier == affliction.Identifier)
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{
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resistance += value;
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hadResistance = true;
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}
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}
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return hadResistance ? resistance : 1f;
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}
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public void ChangeAbilityResistance(Identifier resistanceId, float value)
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public void ChangeAbilityResistance(TalentResistanceIdentifier identifier, float value)
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{
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if (abilityResistances.ContainsKey(resistanceId))
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if (!MathUtils.IsValid(value))
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{
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abilityResistances[resistanceId] *= value;
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#if DEBUG
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DebugConsole.ThrowError($"Attempted to set ability resistance to an invalid value ({value})\n" + Environment.StackTrace.CleanupStackTrace());
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#endif
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return;
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}
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if (abilityResistances.ContainsKey(identifier))
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{
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abilityResistances[identifier] *= value;
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}
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else
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{
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abilityResistances.Add(resistanceId, value);
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abilityResistances.Add(identifier, value);
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}
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}
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public void RemoveAbilityResistance(TalentResistanceIdentifier identifier) => abilityResistances.Remove(identifier);
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/// <summary>
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/// Compares just the species name and the group, ignores teams. There's a more complex version found in HumanAIController.cs
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/// </summary>
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