Build 0.17.15.0

This commit is contained in:
Markus Isberg
2022-04-27 23:32:17 +09:00
parent 6e38444fc4
commit 15d18e6ff6
19 changed files with 91 additions and 43 deletions
@@ -57,8 +57,6 @@ namespace Barotrauma
private readonly int speakerIndex;
private readonly ImmutableHashSet<Identifier> allowedSpeakerTags;
private readonly bool requireNextLine;
// used primarily for team1 characters interacting with escorted personnel (TODO: not used anywhere)
private readonly bool requireSight;
public NPCConversation(XElement element)
{
@@ -75,7 +73,6 @@ namespace Barotrauma
Responses = element.Elements().Select(s => new NPCConversation(s)).ToImmutableArray();
requireNextLine = element.GetAttributeBool("requirenextline", false);
requireSight = element.GetAttributeBool("requiresight", false);
}
private static List<Identifier> GetCurrentFlags(Character speaker)
@@ -162,23 +159,38 @@ namespace Barotrauma
return currentFlags;
}
private static List<NPCConversation> previousConversations = new List<NPCConversation>();
private static readonly List<NPCConversation> previousConversations = new List<NPCConversation>();
public static List<Pair<Character, string>> CreateRandom(List<Character> availableSpeakers)
public static List<(Character speaker, string line)> CreateRandom(List<Character> availableSpeakers)
{
Dictionary<int, Character> assignedSpeakers = new Dictionary<int, Character>();
List<Pair<Character, string>> lines = new List<Pair<Character, string>>();
List<(Character speaker, string line)> lines = new List<(Character speaker, string line)>();
var language = GameSettings.CurrentConfig.Language;
if (language != TextManager.DefaultLanguage && !NPCConversationCollection.Collections.ContainsKey(language))
{
DebugConsole.AddWarning($"Could not find NPC conversations for the language \"{language}\". Using \"{TextManager.DefaultLanguage}\" instead..");
language = TextManager.DefaultLanguage;
}
CreateConversation(availableSpeakers, assignedSpeakers, null, lines,
availableConversations: NPCConversationCollection.Collections[GameSettings.CurrentConfig.Language].SelectMany(cc => cc.Conversations).ToList());
availableConversations: NPCConversationCollection.Collections[language].SelectMany(cc => cc.Conversations).ToList());
return lines;
}
public static List<Pair<Character, string>> CreateRandom(List<Character> availableSpeakers, IEnumerable<Identifier> requiredFlags)
public static List<(Character speaker, string line)> CreateRandom(List<Character> availableSpeakers, IEnumerable<Identifier> requiredFlags)
{
Dictionary<int, Character> assignedSpeakers = new Dictionary<int, Character>();
List<Pair<Character, string>> lines = new List<Pair<Character, string>>();
var availableConversations = NPCConversationCollection.Collections[GameSettings.CurrentConfig.Language]
List<(Character speaker, string line)> lines = new List<(Character speaker, string line)>();
var language = GameSettings.CurrentConfig.Language;
if (language != TextManager.DefaultLanguage && !NPCConversationCollection.Collections.ContainsKey(language))
{
DebugConsole.AddWarning($"Could not find NPC conversations for the language \"{language}\". Using \"{TextManager.DefaultLanguage}\" instead..");
language = TextManager.DefaultLanguage;
}
var availableConversations = NPCConversationCollection.Collections[language]
.SelectMany(cc => cc.Conversations.Where(c => requiredFlags.All(f => c.Flags.Contains(f)))).ToList();
if (availableConversations.Count > 0)
{
@@ -191,7 +203,7 @@ namespace Barotrauma
List<Character> availableSpeakers,
Dictionary<int, Character> assignedSpeakers,
NPCConversation baseConversation,
IList<Pair<Character, string>> lineList,
IList<(Character speaker, string line)> lineList,
IList<NPCConversation> availableConversations,
bool ignoreFlags = false)
{
@@ -271,7 +283,7 @@ namespace Barotrauma
previousConversations.Insert(0, selectedConversation);
if (previousConversations.Count > MaxPreviousConversations) previousConversations.RemoveAt(MaxPreviousConversations);
}
lineList.Add(new Pair<Character, string>(speaker, selectedConversation.Line));
lineList.Add((speaker, selectedConversation.Line));
CreateConversation(availableSpeakers, assignedSpeakers, selectedConversation, lineList, availableConversations);
}