Build 0.17.15.0
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@@ -57,8 +57,6 @@ namespace Barotrauma
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private readonly int speakerIndex;
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private readonly ImmutableHashSet<Identifier> allowedSpeakerTags;
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private readonly bool requireNextLine;
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// used primarily for team1 characters interacting with escorted personnel (TODO: not used anywhere)
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private readonly bool requireSight;
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public NPCConversation(XElement element)
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{
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@@ -75,7 +73,6 @@ namespace Barotrauma
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Responses = element.Elements().Select(s => new NPCConversation(s)).ToImmutableArray();
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requireNextLine = element.GetAttributeBool("requirenextline", false);
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requireSight = element.GetAttributeBool("requiresight", false);
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}
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private static List<Identifier> GetCurrentFlags(Character speaker)
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@@ -162,23 +159,38 @@ namespace Barotrauma
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return currentFlags;
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}
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private static List<NPCConversation> previousConversations = new List<NPCConversation>();
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private static readonly List<NPCConversation> previousConversations = new List<NPCConversation>();
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public static List<Pair<Character, string>> CreateRandom(List<Character> availableSpeakers)
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public static List<(Character speaker, string line)> CreateRandom(List<Character> availableSpeakers)
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{
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Dictionary<int, Character> assignedSpeakers = new Dictionary<int, Character>();
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List<Pair<Character, string>> lines = new List<Pair<Character, string>>();
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List<(Character speaker, string line)> lines = new List<(Character speaker, string line)>();
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var language = GameSettings.CurrentConfig.Language;
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if (language != TextManager.DefaultLanguage && !NPCConversationCollection.Collections.ContainsKey(language))
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{
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DebugConsole.AddWarning($"Could not find NPC conversations for the language \"{language}\". Using \"{TextManager.DefaultLanguage}\" instead..");
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language = TextManager.DefaultLanguage;
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}
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CreateConversation(availableSpeakers, assignedSpeakers, null, lines,
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availableConversations: NPCConversationCollection.Collections[GameSettings.CurrentConfig.Language].SelectMany(cc => cc.Conversations).ToList());
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availableConversations: NPCConversationCollection.Collections[language].SelectMany(cc => cc.Conversations).ToList());
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return lines;
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}
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public static List<Pair<Character, string>> CreateRandom(List<Character> availableSpeakers, IEnumerable<Identifier> requiredFlags)
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public static List<(Character speaker, string line)> CreateRandom(List<Character> availableSpeakers, IEnumerable<Identifier> requiredFlags)
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{
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Dictionary<int, Character> assignedSpeakers = new Dictionary<int, Character>();
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List<Pair<Character, string>> lines = new List<Pair<Character, string>>();
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var availableConversations = NPCConversationCollection.Collections[GameSettings.CurrentConfig.Language]
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List<(Character speaker, string line)> lines = new List<(Character speaker, string line)>();
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var language = GameSettings.CurrentConfig.Language;
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if (language != TextManager.DefaultLanguage && !NPCConversationCollection.Collections.ContainsKey(language))
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{
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DebugConsole.AddWarning($"Could not find NPC conversations for the language \"{language}\". Using \"{TextManager.DefaultLanguage}\" instead..");
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language = TextManager.DefaultLanguage;
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}
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var availableConversations = NPCConversationCollection.Collections[language]
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.SelectMany(cc => cc.Conversations.Where(c => requiredFlags.All(f => c.Flags.Contains(f)))).ToList();
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if (availableConversations.Count > 0)
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{
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@@ -191,7 +203,7 @@ namespace Barotrauma
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List<Character> availableSpeakers,
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Dictionary<int, Character> assignedSpeakers,
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NPCConversation baseConversation,
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IList<Pair<Character, string>> lineList,
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IList<(Character speaker, string line)> lineList,
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IList<NPCConversation> availableConversations,
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bool ignoreFlags = false)
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{
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@@ -271,7 +283,7 @@ namespace Barotrauma
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previousConversations.Insert(0, selectedConversation);
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if (previousConversations.Count > MaxPreviousConversations) previousConversations.RemoveAt(MaxPreviousConversations);
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}
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lineList.Add(new Pair<Character, string>(speaker, selectedConversation.Line));
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lineList.Add((speaker, selectedConversation.Line));
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CreateConversation(availableSpeakers, assignedSpeakers, selectedConversation, lineList, availableConversations);
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}
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