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add check inactive variants of hasmodifier
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@@ -507,4 +507,61 @@ public class ModifierComponent(IntPtr cppPtr) : MonoBehaviour(cppPtr)
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{
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return ActiveModifiers.Exists(x => x.UniqueId == id);
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}
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/// <summary>
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/// Checks if a player has an active modifier by its type.
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/// </summary>
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/// <param name="checkInactive">Whether to check inactive modifiers (those pending to be added or removed).</param>
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/// <param name="predicate">The predicate to check the modifier.</param>
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/// <typeparam name="T">The Type of the Modifier.</typeparam>
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/// <returns>True if the Modifier is present, false otherwise.</returns>
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[HideFromIl2Cpp]
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public bool HasModifier<T>(bool checkInactive, Func<T, bool>? predicate=null) where T : BaseModifier
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{
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return ActiveModifiers.Exists(MatchExpr) || (checkInactive && (_toAdd.Exists(MatchExpr) || _toRemove.Exists(MatchExpr)));
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bool MatchExpr(BaseModifier bm) => bm is T modifier && (predicate == null || predicate(modifier));
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}
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/// <summary>
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/// Checks if a player has an active modifier by its type.
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/// </summary>
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/// <param name="type">The modifier type.</param>
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/// <param name="checkInactive">Whether to check inactive modifiers (those pending to be added or removed).</param>
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/// <param name="predicate">The predicate to check the modifier.</param>
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/// <returns>True if the Modifier is present, false otherwise.</returns>
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[HideFromIl2Cpp]
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public bool HasModifier(Type type, bool checkInactive, Func<BaseModifier, bool>? predicate=null)
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{
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return ActiveModifiers.Exists(MatchExpr) || (checkInactive && (_toAdd.Exists(MatchExpr) || _toRemove.Exists(MatchExpr)));
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bool MatchExpr(BaseModifier bm) => bm.GetType() == type && (predicate == null || predicate(bm));
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}
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/// <summary>
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/// Checks if a player has an active modifier by its type ID.
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/// </summary>
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/// <param name="id">The modifier's type ID.</param>
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/// <param name="checkInactive">Whether to check inactive modifiers (those pending to be added or removed).</param>
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/// <param name="predicate">The predicate to check the modifier.</param>
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/// <returns>True if the modifier is present, false otherwise.</returns>
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[HideFromIl2Cpp]
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public bool HasModifier(uint id, bool checkInactive, Func<BaseModifier, bool>? predicate=null)
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{
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var type = ModifierManager.GetModifierType(id) ?? throw new InvalidOperationException(
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$"Cannot get modifier with id {id} because it is not registered.");
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return HasModifier(type, checkInactive, predicate);
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}
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/// <summary>
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/// Checks if a player has an active modifier by its unique ID.
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/// </summary>
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/// <param name="id">The modifier's guid.</param>
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/// <param name="checkInactive">Whether to check inactive modifiers (those pending to be added or removed).</param>
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/// <returns>True if the modifier is present, false otherwise.</returns>
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[HideFromIl2Cpp]
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public bool HasModifier(Guid id, bool checkInactive)
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{
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return ActiveModifiers.Exists(MatchExpr) || (checkInactive && (_toAdd.Exists(MatchExpr) || _toRemove.Exists(MatchExpr)));
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bool MatchExpr(BaseModifier bm) => bm.UniqueId == id;
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}
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}
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@@ -180,6 +180,17 @@ public static class ModifierExtensions
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return player.GetModifierComponent().HasModifier(typeId, predicate);
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}
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/// <summary>
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/// Checks if the player has a specific modifier by its GUID.
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/// </summary>
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/// <param name="player">The PlayerControl instance.</param>
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/// <param name="uniqueId">The unique ID of the modifier.</param>
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/// <returns>True if the player has the modifier, false otherwise.</returns>
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public static bool HasModifier(this PlayerControl player, Guid uniqueId)
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{
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return player.GetModifierComponent().HasModifier(uniqueId);
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}
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/// <summary>
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/// Clears all modifiers from a player.
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/// </summary>
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@@ -204,17 +215,6 @@ public static class ModifierExtensions
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}
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}
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/// <summary>
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/// Checks if the player has a specific modifier by its GUID.
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/// </summary>
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/// <param name="player">The PlayerControl instance.</param>
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/// <param name="uniqueId">The unique ID of the modifier.</param>
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/// <returns>True if the player has the modifier, false otherwise.</returns>
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public static bool HasModifier(this PlayerControl player, Guid uniqueId)
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{
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return player.GetModifierComponent().HasModifier(uniqueId);
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}
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/// <summary>
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/// Tries to get a modifier by its type.
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/// </summary>
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@@ -105,6 +105,7 @@ public static class ModifierManager
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// Filter and sort modifiers by descending priority.
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var modifiers = IdToTypeModifierMap
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.Where(x=>x.Value.IsAssignableTo(typeof(GameModifier)))
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.Select(x => Activator.CreateInstance(x.Value) as GameModifier)
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.OfType<GameModifier>()
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.Where(x => x.GetAmountPerGame() > 0 && x.GetAssignmentChance() > 0)
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