v0.11.0.9
This commit is contained in:
@@ -160,10 +160,12 @@ namespace Barotrauma
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{
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if (Character == null || !Character.HideFace)
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{
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IsDisguised = IsDisguisedAsAnother = false;
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return Name;
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}
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else if ((GameMain.NetworkMember != null && !GameMain.NetworkMember.ServerSettings.AllowDisguises))
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{
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IsDisguised = IsDisguisedAsAnother = false;
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return Name;
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}
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@@ -263,6 +265,62 @@ namespace Barotrauma
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}
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}
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public bool IsDisguised = false;
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public bool IsDisguisedAsAnother = false;
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public void CheckDisguiseStatus(bool handleBuff, IdCard idCard = null)
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{
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if (Character == null) { return; }
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string currentlyDisplayedName = DisplayName;
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IsDisguised = currentlyDisplayedName == disguiseName;
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IsDisguisedAsAnother = !IsDisguised && currentlyDisplayedName != Name;
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if (IsDisguisedAsAnother)
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{
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if (handleBuff)
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{
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Character.CharacterHealth.ApplyAffliction(Character.AnimController.GetLimb(LimbType.Head), AfflictionPrefab.List.FirstOrDefault(a => a.Identifier.Equals("disguised", StringComparison.OrdinalIgnoreCase)).Instantiate(100f));
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}
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if (idCard != null)
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{
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#if CLIENT
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GetDisguisedSprites(idCard);
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#endif
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return;
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}
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if (Character.Inventory != null)
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{
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int cardSlotIndex = Character.Inventory.FindLimbSlot(InvSlotType.Card);
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if (cardSlotIndex >= 0)
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{
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idCard = Character.Inventory.Items[cardSlotIndex].GetComponent<IdCard>();
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if (idCard != null)
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{
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#if CLIENT
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GetDisguisedSprites(idCard);
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#endif
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return;
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}
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}
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}
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}
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#if CLIENT
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disguisedJobIcon = null;
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disguisedPortrait = null;
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#endif
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if (handleBuff)
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{
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Character.CharacterHealth.ReduceAffliction(Character.AnimController.GetLimb(LimbType.Head), "disguised", 100f);
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}
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}
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private List<WearableSprite> attachmentSprites;
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public List<WearableSprite> AttachmentSprites
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{
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@@ -582,7 +640,7 @@ namespace Barotrauma
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return id;
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}
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public IEnumerable<XElement> FilterByTypeAndHeadID(IEnumerable<XElement> elements, WearableType targetType)
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public IEnumerable<XElement> FilterByTypeAndHeadID(IEnumerable<XElement> elements, WearableType targetType, int headSpriteId)
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{
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if (elements == null) { return elements; }
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return elements.Where(e =>
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@@ -590,16 +648,16 @@ namespace Barotrauma
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if (Enum.TryParse(e.GetAttributeString("type", ""), true, out WearableType type) && type != targetType) { return false; }
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int headId = e.GetAttributeInt("headid", -1);
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// if the head id is less than 1, the id is not valid and the condition is ignored.
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return headId < 1 || headId == Head.HeadSpriteId;
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return headId < 1 || headId == headSpriteId;
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});
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}
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public IEnumerable<XElement> FilterElementsByGenderAndRace(IEnumerable<XElement> elements)
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public IEnumerable<XElement> FilterElementsByGenderAndRace(IEnumerable<XElement> elements, Gender gender, Race race)
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{
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if (elements == null) { return elements; }
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return elements.Where(w =>
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Enum.TryParse(w.GetAttributeString("gender", "None"), true, out Gender g) && g == Head.gender &&
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Enum.TryParse(w.GetAttributeString("race", "None"), true, out Race r) && r == Head.race);
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Enum.TryParse(w.GetAttributeString("gender", "None"), true, out Gender g) && g == gender &&
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Enum.TryParse(w.GetAttributeString("race", "None"), true, out Race r) && r == race);
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}
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private void LoadHeadPresets()
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@@ -639,7 +697,7 @@ namespace Barotrauma
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{
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var wearableElements = Wearables;
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if (wearableElements == null) { return; }
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var wearables = FilterElementsByGenderAndRace(wearableElements).ToList();
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var wearables = FilterElementsByGenderAndRace(wearableElements, head.gender, head.race).ToList();
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if (wearables == null)
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{
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Head.headSpriteRange = Vector2.Zero;
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@@ -739,19 +797,19 @@ namespace Barotrauma
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if (hairs == null)
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{
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float commonness = Gender == Gender.Female ? 0.05f : 0.2f;
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hairs = AddEmpty(FilterByTypeAndHeadID(FilterElementsByGenderAndRace(wearables), WearableType.Hair), WearableType.Hair, commonness);
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hairs = AddEmpty(FilterByTypeAndHeadID(FilterElementsByGenderAndRace(wearables, head.gender, head.race), WearableType.Hair, head.HeadSpriteId), WearableType.Hair, commonness);
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}
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if (beards == null)
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{
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beards = AddEmpty(FilterByTypeAndHeadID(FilterElementsByGenderAndRace(wearables), WearableType.Beard), WearableType.Beard);
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beards = AddEmpty(FilterByTypeAndHeadID(FilterElementsByGenderAndRace(wearables, head.gender, head.race), WearableType.Beard, head.HeadSpriteId), WearableType.Beard);
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}
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if (moustaches == null)
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{
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moustaches = AddEmpty(FilterByTypeAndHeadID(FilterElementsByGenderAndRace(wearables), WearableType.Moustache), WearableType.Moustache);
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moustaches = AddEmpty(FilterByTypeAndHeadID(FilterElementsByGenderAndRace(wearables, head.gender, head.race), WearableType.Moustache, head.HeadSpriteId), WearableType.Moustache);
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}
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if (faceAttachments == null)
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{
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faceAttachments = AddEmpty(FilterByTypeAndHeadID(FilterElementsByGenderAndRace(wearables), WearableType.FaceAttachment), WearableType.FaceAttachment);
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faceAttachments = AddEmpty(FilterByTypeAndHeadID(FilterElementsByGenderAndRace(wearables, head.gender, head.race), WearableType.FaceAttachment, head.HeadSpriteId), WearableType.FaceAttachment);
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}
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if (IsValidIndex(Head.HairIndex, hairs))
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@@ -790,49 +848,49 @@ namespace Barotrauma
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Head.FaceAttachment = GetRandomElement(faceAttachments);
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Head.FaceAttachmentIndex = faceAttachments.IndexOf(Head.FaceAttachment);
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}
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static List<XElement> AddEmpty(IEnumerable<XElement> elements, WearableType type, float commonness = 1)
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{
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// Let's add an empty element so that there's a chance that we don't get any actual element -> allows bald and beardless guys, for example.
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var emptyElement = new XElement("EmptyWearable", type.ToString(), new XAttribute("commonness", commonness));
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var list = new List<XElement>() { emptyElement };
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list.AddRange(elements);
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return list;
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}
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XElement GetRandomElement(IEnumerable<XElement> elements)
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{
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var filtered = elements.Where(e => IsWearableAllowed(e));
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if (filtered.Count() == 0) { return null; }
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var element = ToolBox.SelectWeightedRandom(filtered.ToList(), GetWeights(filtered).ToList(), Rand.RandSync.Unsynced);
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return element == null || element.Name == "Empty" ? null : element;
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}
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bool IsWearableAllowed(XElement element)
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{
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string spriteName = element.Element("sprite").GetAttributeString("name", string.Empty);
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return IsAllowed(Head.HairElement, spriteName) && IsAllowed(Head.BeardElement, spriteName) && IsAllowed(Head.MoustacheElement, spriteName) && IsAllowed(Head.FaceAttachment, spriteName);
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}
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bool IsAllowed(XElement element, string spriteName)
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{
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if (element != null)
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{
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var disallowed = element.GetAttributeStringArray("disallow", new string[0]);
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if (disallowed.Any(s => spriteName.Contains(s)))
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{
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return false;
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}
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}
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return true;
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}
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static bool IsValidIndex(int index, List<XElement> list) => index >= 0 && index < list.Count;
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static IEnumerable<float> GetWeights(IEnumerable<XElement> elements) => elements.Select(h => h.GetAttributeFloat("commonness", 1f));
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}
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}
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private static List<XElement> AddEmpty(IEnumerable<XElement> elements, WearableType type, float commonness = 1)
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{
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// Let's add an empty element so that there's a chance that we don't get any actual element -> allows bald and beardless guys, for example.
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var emptyElement = new XElement("EmptyWearable", type.ToString(), new XAttribute("commonness", commonness));
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var list = new List<XElement>() { emptyElement };
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list.AddRange(elements);
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return list;
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}
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private XElement GetRandomElement(IEnumerable<XElement> elements)
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{
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var filtered = elements.Where(e => IsWearableAllowed(e));
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if (filtered.Count() == 0) { return null; }
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var element = ToolBox.SelectWeightedRandom(filtered.ToList(), GetWeights(filtered).ToList(), Rand.RandSync.Unsynced);
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return element == null || element.Name == "Empty" ? null : element;
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}
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private bool IsWearableAllowed(XElement element)
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{
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string spriteName = element.Element("sprite").GetAttributeString("name", string.Empty);
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return IsAllowed(Head.HairElement, spriteName) && IsAllowed(Head.BeardElement, spriteName) && IsAllowed(Head.MoustacheElement, spriteName) && IsAllowed(Head.FaceAttachment, spriteName);
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}
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private bool IsAllowed(XElement element, string spriteName)
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{
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if (element != null)
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{
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var disallowed = element.GetAttributeStringArray("disallow", new string[0]);
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if (disallowed.Any(s => spriteName.Contains(s)))
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{
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return false;
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}
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}
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return true;
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}
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private static bool IsValidIndex(int index, List<XElement> list) => index >= 0 && index < list.Count;
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private static IEnumerable<float> GetWeights(IEnumerable<XElement> elements) => elements.Select(h => h.GetAttributeFloat("commonness", 1f));
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partial void LoadAttachmentSprites(bool omitJob);
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private int CalculateSalary()
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@@ -925,72 +983,6 @@ namespace Barotrauma
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return charElement;
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}
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public void SpawnInventoryItems(Inventory inventory, XElement itemData)
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{
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SpawnInventoryItemsRecursive(inventory, itemData);
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}
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private void SpawnInventoryItemsRecursive(Inventory inventory, XElement element)
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{
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foreach (XElement itemElement in element.Elements())
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{
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var newItem = Item.Load(itemElement, inventory.Owner.Submarine, createNetworkEvent: true);
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if (newItem == null) { continue; }
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if (!MathUtils.NearlyEqual(newItem.Condition, newItem.MaxCondition) &&
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GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
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{
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GameMain.NetworkMember.CreateEntityEvent(newItem, new object[] { NetEntityEvent.Type.Status });
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}
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int[] slotIndices = itemElement.GetAttributeIntArray("i", new int[] { 0 });
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if (!slotIndices.Any())
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{
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DebugConsole.ThrowError("Invalid inventory data in character \"" + Name + "\" - no slot indices found");
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continue;
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}
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//make sure there's no other item in the slot
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//this should not happen normally, but can occur if the character is accidentally given new job items while also loading previous items in the campaign
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for (int i = 0; i < inventory.Capacity; i++)
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{
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if (slotIndices.Contains(i) && inventory.Items[i] != null && inventory.Items[i] != newItem)
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{
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DebugConsole.ThrowError($"Error while loading character inventory data. The slot {i} was already occupied by the item \"{inventory.Items[i].Name} ({inventory.Items[i].ID})\" when loading the item \"{newItem.Name} ({newItem.ID})\"");
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inventory.Items[i].Drop(null, createNetworkEvent: false);
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}
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}
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inventory.TryPutItem(newItem, slotIndices[0], false, false, null);
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newItem.ParentInventory = inventory;
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//force the item to the correct slots
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// e.g. putting the item in a hand slot will also put it in the first available Any-slot,
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// which may not be where it actually was
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for (int i = 0; i < inventory.Capacity; i++)
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{
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if (slotIndices.Contains(i))
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{
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inventory.Items[i] = newItem;
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}
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else if (inventory.Items[i] == newItem)
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{
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inventory.Items[i] = null;
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}
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}
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int itemContainerIndex = 0;
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var itemContainers = newItem.GetComponents<ItemContainer>().ToList();
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foreach (XElement childInvElement in itemElement.Elements())
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{
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if (itemContainerIndex >= itemContainers.Count) break;
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if (!childInvElement.Name.ToString().Equals("inventory", StringComparison.OrdinalIgnoreCase)) { continue; }
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SpawnInventoryItemsRecursive(itemContainers[itemContainerIndex].Inventory, childInvElement);
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itemContainerIndex++;
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}
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}
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}
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public void ApplyHealthData(Character character, XElement healthData)
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{
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if (healthData != null) { character?.CharacterHealth.Load(healthData); }
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