Merge pull request #834 from eduardosmaniotto/bugfix/duplicate-rows

fix: duplicate rows in deserialized aggregate collections
(cherry picked from commit f95498770ea1af30530a164f868f571ec30052b5)
This commit is contained in:
sven-n
2026-07-21 22:09:15 +02:00
committed by Acentech Dev
parent 0e2c94b84b
commit b854565586
3 changed files with 53 additions and 40 deletions

View File

@@ -62,41 +62,46 @@ public class AddElfSoldierBuffPlugIn : UpdatePlugInBase
return;
}
var buffEffect = context.CreateNew<MagicEffectDefinition>();
gameConfiguration.MagicEffects.Add(buffEffect);
buffEffect.Number = (short)MagicEffectNumber.ElfSoldierBuff;
buffEffect.Name = "Elf Soldier Buff";
buffEffect.InformObservers = true;
buffEffect.StopByDeath = true;
var buffEffect = gameConfiguration.MagicEffects.FirstOrDefault(e => e.Number == (short)MagicEffectNumber.ElfSoldierBuff);
if (buffEffect is null)
{
buffEffect = context.CreateNew<MagicEffectDefinition>();
gameConfiguration.MagicEffects.Add(buffEffect);
buffEffect.Number = (short)MagicEffectNumber.ElfSoldierBuff;
buffEffect.Name = "Elf Soldier Buff";
buffEffect.InformObservers = true;
buffEffect.StopByDeath = true;
// Duration: 60 minutes
buffEffect.Duration = context.CreateNew<PowerUpDefinitionValue>();
buffEffect.Duration.ConstantValue.Value = 3600;
// Duration: 60 minutes
buffEffect.Duration = context.CreateNew<PowerUpDefinitionValue>();
buffEffect.Duration.ConstantValue.Value = 3600;
// Defense boost: 50 + (Level / 5)
var defensePowerUp = context.CreateNew<PowerUpDefinition>();
defensePowerUp.TargetAttribute = Stats.DefenseFinal.GetPersistent(gameConfiguration);
defensePowerUp.Boost = context.CreateNew<PowerUpDefinitionValue>();
defensePowerUp.Boost.ConstantValue.Value = 50;
defensePowerUp.Boost.ConstantValue.AggregateType = AggregateType.AddFinal;
var defensePerLevel = context.CreateNew<AttributeRelationship>();
defensePerLevel.InputAttribute = Stats.Level.GetPersistent(gameConfiguration);
defensePerLevel.InputOperand = 1f / 5;
defensePerLevel.InputOperator = InputOperator.Multiply;
defensePowerUp.Boost.RelatedValues.Add(defensePerLevel);
buffEffect.PowerUpDefinitions.Add(defensePowerUp);
// Defense boost: 50 + (Level / 5)
var defensePowerUp = context.CreateNew<PowerUpDefinition>();
defensePowerUp.TargetAttribute = Stats.DefenseFinal.GetPersistent(gameConfiguration);
defensePowerUp.Boost = context.CreateNew<PowerUpDefinitionValue>();
defensePowerUp.Boost.ConstantValue.Value = 50;
defensePowerUp.Boost.ConstantValue.AggregateType = AggregateType.AddFinal;
var defensePerLevel = context.CreateNew<AttributeRelationship>();
defensePerLevel.InputAttribute = Stats.Level.GetPersistent(gameConfiguration);
defensePerLevel.InputOperand = 1f / 5;
defensePerLevel.InputOperator = InputOperator.Multiply;
defensePowerUp.Boost.RelatedValues.Add(defensePerLevel);
buffEffect.PowerUpDefinitions.Add(defensePowerUp);
// Damage boost: 45 + (Level / 3)
var damagePowerUp = context.CreateNew<PowerUpDefinition>();
damagePowerUp.TargetAttribute = Stats.GreaterDamageBonus.GetPersistent(gameConfiguration);
damagePowerUp.Boost = context.CreateNew<PowerUpDefinitionValue>();
damagePowerUp.Boost.ConstantValue.Value = 45;
var damagePerLevel = context.CreateNew<AttributeRelationship>();
damagePerLevel.InputAttribute = Stats.Level.GetPersistent(gameConfiguration);
damagePerLevel.InputOperand = 1f / 3;
damagePerLevel.InputOperator = InputOperator.Multiply;
damagePowerUp.Boost.RelatedValues.Add(damagePerLevel);
buffEffect.PowerUpDefinitions.Add(damagePowerUp);
// Damage boost: 45 + (Level / 3)
var damagePowerUp = context.CreateNew<PowerUpDefinition>();
damagePowerUp.TargetAttribute = Stats.GreaterDamageBonus.GetPersistent(gameConfiguration);
damagePowerUp.Boost = context.CreateNew<PowerUpDefinitionValue>();
damagePowerUp.Boost.ConstantValue.Value = 45;
damagePowerUp.Boost.ConstantValue.AggregateType = AggregateType.AddRaw;
var damagePerLevel = context.CreateNew<AttributeRelationship>();
damagePerLevel.InputAttribute = Stats.Level.GetPersistent(gameConfiguration);
damagePerLevel.InputOperand = 1f / 3;
damagePerLevel.InputOperator = InputOperator.Multiply;
damagePowerUp.Boost.RelatedValues.Add(damagePerLevel);
buffEffect.PowerUpDefinitions.Add(damagePowerUp);
}
var buff = context.CreateNew<Buff>();
buff.MagicEffectDefinition = buffEffect;

View File

@@ -151,6 +151,7 @@ internal partial class NpcInitialization : Version095d.NpcInitialization
damagePowerUp.TargetAttribute = Stats.GreaterDamageBonus.GetPersistent(this.GameConfiguration);
damagePowerUp.Boost = this.Context.CreateNew<PowerUpDefinitionValue>();
damagePowerUp.Boost.ConstantValue.Value = 45;
damagePowerUp.Boost.ConstantValue.AggregateType = AggregateType.AddRaw;
var damagePerLevel = this.Context.CreateNew<AttributeRelationship>();
damagePerLevel.InputAttribute = Stats.Level.GetPersistent(this.GameConfiguration);
damagePerLevel.InputOperand = 1f / 3;