v1.0.13.1 (first post-1.0 patch)
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@@ -19,6 +19,8 @@ namespace Barotrauma
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private float missionDifficulty;
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private int alternateReward;
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private Identifier factionIdentifier;
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private Submarine enemySub;
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private readonly List<Character> characters = new List<Character>();
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private readonly Dictionary<Character, List<Item>> characterItems = new Dictionary<Character, List<Item>>();
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@@ -140,8 +142,8 @@ namespace Barotrauma
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missionDifficulty = level?.Difficulty ?? 0;
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XElement submarineConfig = GetRandomDifficultyModifiedElement(submarineTypeConfig, missionDifficulty, ShipRandomnessModifier);
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alternateReward = submarineConfig.GetAttributeInt("alternatereward", Reward);
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factionIdentifier = submarineConfig.GetAttributeIdentifier("faction", Identifier.Empty);
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string rewardText = $"‖color:gui.orange‖{string.Format(System.Globalization.CultureInfo.InvariantCulture, "{0:N0}", alternateReward)}‖end‖";
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if (descriptionWithoutReward != null) { description = descriptionWithoutReward.Replace("[reward]", rewardText); }
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@@ -170,11 +172,11 @@ namespace Barotrauma
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submarineInfo = new SubmarineInfo(contentFile.Path.Value);
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}
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private float GetDifficultyModifiedValue(float preferredDifficulty, float levelDifficulty, float randomnessModifier, Random rand)
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private static float GetDifficultyModifiedValue(float preferredDifficulty, float levelDifficulty, float randomnessModifier, Random rand)
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{
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return Math.Abs(levelDifficulty - preferredDifficulty + MathHelper.Lerp(-randomnessModifier, randomnessModifier, (float)rand.NextDouble()));
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}
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private int GetDifficultyModifiedAmount(int minAmount, int maxAmount, float levelDifficulty, Random rand)
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private static int GetDifficultyModifiedAmount(int minAmount, int maxAmount, float levelDifficulty, Random rand)
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{
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return Math.Max((int)Math.Round(minAmount + (maxAmount - minAmount) * (levelDifficulty + MathHelper.Lerp(-RandomnessModifier, RandomnessModifier, (float)rand.NextDouble())) / MaxDifficulty), minAmount);
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}
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@@ -254,6 +256,7 @@ namespace Barotrauma
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}
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}
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enemySub.ImmuneToBallastFlora = true;
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enemySub.EnableFactionSpecificEntities(factionIdentifier);
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}
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private void InitPirates()
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@@ -444,7 +447,7 @@ namespace Barotrauma
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private bool CheckWinState() => !IsClient && characters.All(m => DeadOrCaptured(m));
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private bool DeadOrCaptured(Character character)
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private static bool DeadOrCaptured(Character character)
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{
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return character == null || character.Removed || character.Submarine == null || (character.LockHands && character.Submarine == Submarine.MainSub) || character.IsIncapacitated;
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}
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