Faction Test v1.0.1.0

This commit is contained in:
Regalis11
2023-02-16 15:01:28 +02:00
parent caa5a2f762
commit 2c5a7923b0
309 changed files with 7502 additions and 4335 deletions

View File

@@ -639,7 +639,7 @@ namespace Barotrauma
{
if (Submarine.MainSub == null) { return; }
MapEntity.SelectedList.Clear();
MapEntity.mapEntityList.ForEach(me => me.IsHighlighted = false);
MapEntity.ClearHighlightedEntities();
WikiImage.Create(Submarine.MainSub);
}));
@@ -752,7 +752,7 @@ namespace Barotrauma
state = !GameMain.LightManager.LosEnabled;
}
GameMain.LightManager.LosEnabled = state;
NewMessage("Line of sight effect " + (GameMain.LightManager.LosEnabled ? "enabled" : "disabled"), Color.White);
NewMessage("Line of sight effect " + (GameMain.LightManager.LosEnabled ? "enabled" : "disabled"), Color.Yellow);
});
AssignRelayToServer("los", false);
@@ -763,7 +763,7 @@ namespace Barotrauma
state = !GameMain.LightManager.LightingEnabled;
}
GameMain.LightManager.LightingEnabled = state;
NewMessage("Lighting " + (GameMain.LightManager.LightingEnabled ? "enabled" : "disabled"), Color.White);
NewMessage("Lighting " + (GameMain.LightManager.LightingEnabled ? "enabled" : "disabled"), Color.Yellow);
});
AssignRelayToServer("lighting|lights", false);
@@ -781,7 +781,7 @@ namespace Barotrauma
hull.OriginalAmbientLight = null;
}
}
NewMessage("Restored all hull ambient lights", Color.White);
NewMessage("Restored all hull ambient lights", Color.Yellow);
return;
}
@@ -803,11 +803,11 @@ namespace Barotrauma
if (add)
{
NewMessage($"Set ambient light color to {color}.", Color.White);
NewMessage($"Set ambient light color to {color}.", Color.Yellow);
}
else
{
NewMessage($"Increased ambient light by {color}.", Color.White);
NewMessage($"Increased ambient light by {color}.", Color.Yellow);
}
});
AssignRelayToServer("ambientlight", false);
@@ -1124,10 +1124,32 @@ namespace Barotrauma
state = !GameMain.DebugDraw;
}
GameMain.DebugDraw = state;
NewMessage("Debug draw mode " + (GameMain.DebugDraw ? "enabled" : "disabled"), Color.White);
NewMessage("Debug draw mode " + (GameMain.DebugDraw ? "enabled" : "disabled"), Color.Yellow);
});
AssignRelayToServer("debugdraw", false);
AssignOnExecute("devmode", (string[] args) =>
{
if (args.None() || !bool.TryParse(args[0], out bool state))
{
state = !GameMain.DevMode;
}
GameMain.DevMode = state;
if (GameMain.DevMode)
{
GameMain.LightManager.LightingEnabled = false;
GameMain.LightManager.LosEnabled = false;
}
else
{
GameMain.LightManager.LightingEnabled = true;
GameMain.LightManager.LosEnabled = true;
GameMain.LightManager.LosAlpha = 1f;
}
NewMessage("Dev mode " + (GameMain.DevMode ? "enabled" : "disabled"), Color.White);
});
AssignRelayToServer("devmode", false);
AssignOnExecute("debugdrawlocalization", (string[] args) =>
{
if (args.None() || !bool.TryParse(args[0], out bool state))
@@ -1135,7 +1157,7 @@ namespace Barotrauma
state = !TextManager.DebugDraw;
}
TextManager.DebugDraw = state;
NewMessage("Localization debug draw mode " + (TextManager.DebugDraw ? "enabled" : "disabled"), Color.White);
NewMessage("Localization debug draw mode " + (TextManager.DebugDraw ? "enabled" : "disabled"), Color.Yellow);
});
AssignRelayToServer("debugdraw", false);
@@ -1148,19 +1170,19 @@ namespace Barotrauma
var config = GameSettings.CurrentConfig;
config.Audio.DisableVoiceChatFilters = state;
GameSettings.SetCurrentConfig(config);
NewMessage("Voice chat filters " + (GameSettings.CurrentConfig.Audio.DisableVoiceChatFilters ? "disabled" : "enabled"), Color.White);
NewMessage("Voice chat filters " + (GameSettings.CurrentConfig.Audio.DisableVoiceChatFilters ? "disabled" : "enabled"), Color.Yellow);
});
AssignRelayToServer("togglevoicechatfilters", false);
commands.Add(new Command("fpscounter", "fpscounter: Toggle the FPS counter.", (string[] args) =>
{
GameMain.ShowFPS = !GameMain.ShowFPS;
NewMessage("FPS counter " + (GameMain.DebugDraw ? "enabled" : "disabled"), Color.White);
NewMessage("FPS counter " + (GameMain.DebugDraw ? "enabled" : "disabled"), Color.Yellow);
}));
commands.Add(new Command("showperf", "showperf: Toggle performance statistics on/off.", (string[] args) =>
{
GameMain.ShowPerf = !GameMain.ShowPerf;
NewMessage("Performance statistics " + (GameMain.ShowPerf ? "enabled" : "disabled"), Color.White);
NewMessage("Performance statistics " + (GameMain.ShowPerf ? "enabled" : "disabled"), Color.Yellow);
}));
AssignOnClientExecute("netstats", (string[] args) =>
@@ -1172,55 +1194,55 @@ namespace Barotrauma
commands.Add(new Command("hudlayoutdebugdraw|debugdrawhudlayout", "hudlayoutdebugdraw: Toggle the debug drawing mode of HUD layout areas on/off.", (string[] args) =>
{
HUDLayoutSettings.DebugDraw = !HUDLayoutSettings.DebugDraw;
NewMessage("HUD layout debug draw mode " + (HUDLayoutSettings.DebugDraw ? "enabled" : "disabled"), Color.White);
NewMessage("HUD layout debug draw mode " + (HUDLayoutSettings.DebugDraw ? "enabled" : "disabled"), Color.Yellow);
}));
commands.Add(new Command("interactdebugdraw|debugdrawinteract", "interactdebugdraw: Toggle the debug drawing mode of item interaction ranges on/off.", (string[] args) =>
{
Character.DebugDrawInteract = !Character.DebugDrawInteract;
NewMessage("Interact debug draw mode " + (Character.DebugDrawInteract ? "enabled" : "disabled"), Color.White);
NewMessage("Interact debug draw mode " + (Character.DebugDrawInteract ? "enabled" : "disabled"), Color.Yellow);
}, isCheat: true));
AssignOnExecute("togglehud|hud", (string[] args) =>
{
GUI.DisableHUD = !GUI.DisableHUD;
GameMain.Instance.IsMouseVisible = !GameMain.Instance.IsMouseVisible;
NewMessage(GUI.DisableHUD ? "Disabled HUD" : "Enabled HUD", Color.White);
NewMessage(GUI.DisableHUD ? "Disabled HUD" : "Enabled HUD", Color.Yellow);
});
AssignRelayToServer("togglehud|hud", false);
AssignOnExecute("toggleupperhud", (string[] args) =>
{
GUI.DisableUpperHUD = !GUI.DisableUpperHUD;
NewMessage(GUI.DisableUpperHUD ? "Disabled upper HUD" : "Enabled upper HUD", Color.White);
NewMessage(GUI.DisableUpperHUD ? "Disabled upper HUD" : "Enabled upper HUD", Color.Yellow);
});
AssignRelayToServer("toggleupperhud", false);
AssignOnExecute("toggleitemhighlights", (string[] args) =>
{
GUI.DisableItemHighlights = !GUI.DisableItemHighlights;
NewMessage(GUI.DisableItemHighlights ? "Disabled item highlights" : "Enabled item highlights", Color.White);
NewMessage(GUI.DisableItemHighlights ? "Disabled item highlights" : "Enabled item highlights", Color.Yellow);
});
AssignRelayToServer("toggleitemhighlights", false);
AssignOnExecute("togglecharacternames", (string[] args) =>
{
GUI.DisableCharacterNames = !GUI.DisableCharacterNames;
NewMessage(GUI.DisableCharacterNames ? "Disabled character names" : "Enabled character names", Color.White);
NewMessage(GUI.DisableCharacterNames ? "Disabled character names" : "Enabled character names", Color.Yellow);
});
AssignRelayToServer("togglecharacternames", false);
AssignOnExecute("followsub", (string[] args) =>
{
Camera.FollowSub = !Camera.FollowSub;
NewMessage(Camera.FollowSub ? "Set the camera to follow the closest submarine" : "Disabled submarine following.", Color.White);
NewMessage(Camera.FollowSub ? "Set the camera to follow the closest submarine" : "Disabled submarine following.", Color.Yellow);
});
AssignRelayToServer("followsub", false);
AssignOnExecute("toggleaitargets|aitargets", (string[] args) =>
{
AITarget.ShowAITargets = !AITarget.ShowAITargets;
NewMessage(AITarget.ShowAITargets ? "Enabled AI target drawing" : "Disabled AI target drawing", Color.White);
NewMessage(AITarget.ShowAITargets ? "Enabled AI target drawing" : "Disabled AI target drawing", Color.Yellow);
});
AssignRelayToServer("toggleaitargets|aitargets", false);
@@ -1229,21 +1251,49 @@ namespace Barotrauma
HumanAIController.debugai = !HumanAIController.debugai;
if (HumanAIController.debugai)
{
GameMain.DevMode = true;
GameMain.DebugDraw = true;
GameMain.LightManager.LightingEnabled = false;
GameMain.LightManager.LosEnabled = false;
}
else
{
GameMain.DevMode = false;
GameMain.DebugDraw = false;
GameMain.LightManager.LightingEnabled = true;
GameMain.LightManager.LosEnabled = true;
GameMain.LightManager.LosAlpha = 1f;
}
NewMessage(HumanAIController.debugai ? "AI debug info visible" : "AI debug info hidden", Color.White);
NewMessage(HumanAIController.debugai ? "AI debug info visible" : "AI debug info hidden", Color.Yellow);
});
AssignRelayToServer("debugai", false);
AssignOnExecute("showmonsters", (string[] args) =>
{
CreatureMetrics.UnlockAll = true;
CreatureMetrics.Save();
NewMessage("All monsters are now visible in the character editor.", Color.Yellow);
if (Screen.Selected == GameMain.CharacterEditorScreen)
{
GameMain.CharacterEditorScreen.Deselect();
GameMain.CharacterEditorScreen.Select();
}
});
AssignRelayToServer("showmonsters", false);
AssignOnExecute("hidemonsters", (string[] args) =>
{
CreatureMetrics.UnlockAll = false;
CreatureMetrics.Save();
NewMessage("All monsters that haven't yet been encountered in the game are now hidden in the character editor.", Color.Yellow);
if (Screen.Selected == GameMain.CharacterEditorScreen)
{
GameMain.CharacterEditorScreen.Deselect();
GameMain.CharacterEditorScreen.Select();
}
});
AssignRelayToServer("hidemonsters", false);
AssignRelayToServer("water|editwater", false);
AssignRelayToServer("fire|editfire", false);