Unstable 0.17.0.0
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@@ -37,7 +37,8 @@ namespace Barotrauma
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targetPos = attackWorldPos;
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}
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targetPos.Y = -targetPos.Y;
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GUI.DrawLine(spriteBatch, pos, targetPos, GUI.Style.Red * 0.5f, 0, 4);
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GUI.DrawLine(spriteBatch, pos, targetPos, GUIStyle.Red * 0.5f, 0, 4);
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if (wallTarget != null)
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{
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Vector2 wallTargetPos = wallTarget.Position;
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@@ -46,19 +47,19 @@ namespace Barotrauma
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GUI.DrawRectangle(spriteBatch, wallTargetPos - new Vector2(10.0f, 10.0f), new Vector2(20.0f, 20.0f), Color.Orange, false);
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GUI.DrawLine(spriteBatch, pos, wallTargetPos, Color.Orange * 0.5f, 0, 5);
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}
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GUI.DrawString(spriteBatch, pos - Vector2.UnitY * 60.0f, $"{SelectedAiTarget.Entity} ({GetTargetMemory(SelectedAiTarget, false)?.Priority.FormatZeroDecimal()})", GUI.Style.Red, Color.Black);
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GUI.DrawString(spriteBatch, pos - Vector2.UnitY * 40.0f, $"({targetValue.FormatZeroDecimal()})", GUI.Style.Red, Color.Black);
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GUI.DrawString(spriteBatch, pos - Vector2.UnitY * 60.0f, $"{SelectedAiTarget.Entity} ({GetTargetMemory(SelectedAiTarget, false)?.Priority.FormatZeroDecimal()})", GUIStyle.Red, Color.Black);
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GUI.DrawString(spriteBatch, pos - Vector2.UnitY * 40.0f, $"({targetValue.FormatZeroDecimal()})", GUIStyle.Red, Color.Black);
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}
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/*GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY * 80.0f, GUI.Style.Red);
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GUI.Font.DrawString(spriteBatch, "updatetargets: " + MathUtils.Round(updateTargetsTimer, 0.1f), pos - Vector2.UnitY * 100.0f, GUI.Style.Red);
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GUI.Font.DrawString(spriteBatch, "cooldown: " + MathUtils.Round(coolDownTimer, 0.1f), pos - Vector2.UnitY * 120.0f, GUI.Style.Red);*/
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/*GUIStyle.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY * 80.0f, GUIStyle.Red);
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GUIStyle.Font.DrawString(spriteBatch, "updatetargets: " + MathUtils.Round(updateTargetsTimer, 0.1f), pos - Vector2.UnitY * 100.0f, GUIStyle.Red);
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GUIStyle.Font.DrawString(spriteBatch, "cooldown: " + MathUtils.Round(coolDownTimer, 0.1f), pos - Vector2.UnitY * 120.0f, GUIStyle.Red);*/
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Color stateColor = Color.White;
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switch (State)
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{
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case AIState.Attack:
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stateColor = IsCoolDownRunning ? Color.Orange : GUI.Style.Red;
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stateColor = IsCoolDownRunning ? Color.Orange : GUIStyle.Red;
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break;
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case AIState.Escape:
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stateColor = Color.LightBlue;
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@@ -78,13 +79,13 @@ namespace Barotrauma
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{
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GUI.DrawLine(spriteBatch,
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ConvertUnits.ToDisplayUnits(new Vector2(attachJoint.WorldAnchorA.X, -attachJoint.WorldAnchorA.Y)),
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ConvertUnits.ToDisplayUnits(new Vector2(attachJoint.WorldAnchorB.X, -attachJoint.WorldAnchorB.Y)), GUI.Style.Green, 0, 4);
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ConvertUnits.ToDisplayUnits(new Vector2(attachJoint.WorldAnchorB.X, -attachJoint.WorldAnchorB.Y)), GUIStyle.Green, 0, 4);
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}
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if (LatchOntoAI.AttachPos.HasValue)
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{
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GUI.DrawLine(spriteBatch, pos,
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ConvertUnits.ToDisplayUnits(new Vector2(LatchOntoAI.AttachPos.Value.X, -LatchOntoAI.AttachPos.Value.Y)), GUI.Style.Green, 0, 3);
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ConvertUnits.ToDisplayUnits(new Vector2(LatchOntoAI.AttachPos.Value.X, -LatchOntoAI.AttachPos.Value.Y)), GUIStyle.Green, 0, 3);
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}
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}
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@@ -108,12 +109,12 @@ namespace Barotrauma
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GUI.DrawLine(spriteBatch,
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new Vector2(currentNode.DrawPosition.X, -currentNode.DrawPosition.Y),
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new Vector2(previousNode.DrawPosition.X, -previousNode.DrawPosition.Y),
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GUI.Style.Red * 0.5f, 0, 3);
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GUIStyle.Red * 0.5f, 0, 3);
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GUI.SmallFont.DrawString(spriteBatch,
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GUIStyle.SmallFont.DrawString(spriteBatch,
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currentNode.ID.ToString(),
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new Vector2(currentNode.DrawPosition.X - 10, -currentNode.DrawPosition.Y - 30),
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GUI.Style.Red);
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GUIStyle.Red);
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}
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}
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}
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@@ -124,7 +125,7 @@ namespace Barotrauma
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Vector2 hitPos = ConvertUnits.ToDisplayUnits(steeringManager.AvoidRayCastHitPosition);
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hitPos.Y = -hitPos.Y;
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GUI.DrawLine(spriteBatch, hitPos, hitPos + new Vector2(steeringManager.AvoidDir.X, -steeringManager.AvoidDir.Y) * 100, GUI.Style.Red, width: 5);
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GUI.DrawLine(spriteBatch, hitPos, hitPos + new Vector2(steeringManager.AvoidDir.X, -steeringManager.AvoidDir.Y) * 100, GUIStyle.Red, width: 5);
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//GUI.DrawLine(spriteBatch, pos, ConvertUnits.ToDisplayUnits(steeringManager.AvoidLookAheadPos.X, -steeringManager.AvoidLookAheadPos.Y), Color.Orange, width: 4);
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}
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}
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@@ -18,7 +18,7 @@ namespace Barotrauma
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if (SelectedAiTarget?.Entity != null)
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{
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//GUI.DrawLine(spriteBatch, pos, new Vector2(SelectedAiTarget.WorldPosition.X, -SelectedAiTarget.WorldPosition.Y), GUI.Style.Red);
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//GUI.DrawLine(spriteBatch, pos, new Vector2(SelectedAiTarget.WorldPosition.X, -SelectedAiTarget.WorldPosition.Y), GUIStyle.Red);
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//GUI.DrawString(spriteBatch, pos + textOffset, $"AI TARGET: {SelectedAiTarget.Entity.ToString()}", Color.White, Color.Black);
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}
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@@ -87,7 +87,7 @@ namespace Barotrauma
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new Vector2(previousNode.DrawPosition.X, -previousNode.DrawPosition.Y),
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Color.Blue * 0.5f, 0, 3);
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GUI.SmallFont.DrawString(spriteBatch,
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GUIStyle.SmallFont.DrawString(spriteBatch,
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currentNode.ID.ToString(),
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new Vector2(currentNode.DrawPosition.X - 10, -currentNode.DrawPosition.Y - 30),
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Color.Blue);
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@@ -6,16 +6,16 @@ namespace Barotrauma
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{
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public static Color ObjectiveIconColor => Color.LightGray;
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public static Sprite GetSprite(string identifier, string option, Entity targetEntity)
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public static Sprite GetSprite(Identifier identifier, Identifier option, Entity targetEntity)
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{
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if (string.IsNullOrEmpty(identifier))
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if (identifier == Identifier.Empty)
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{
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return null;
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}
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identifier = identifier.RemoveWhitespace();
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if (Order.Prefabs.TryGetValue(identifier, out Order orderPrefab))
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if (OrderPrefab.Prefabs.ContainsKey(identifier))
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{
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if (!string.IsNullOrEmpty(option) && orderPrefab.OptionSprites.TryGetValue(option, out var optionSprite))
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OrderPrefab orderPrefab = OrderPrefab.Prefabs[identifier];
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if (option != Identifier.Empty && orderPrefab.OptionSprites.TryGetValue(option, out var optionSprite))
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{
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return optionSprite;
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}
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@@ -25,7 +25,7 @@ namespace Barotrauma
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}
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return orderPrefab.SymbolSprite;
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}
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return GUI.Style.GetComponentStyle($"{identifier}objectiveicon")?.GetDefaultSprite();
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return GUIStyle.GetComponentStyle($"{identifier}objectiveicon")?.GetDefaultSprite();
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}
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public Sprite GetSprite()
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@@ -28,13 +28,13 @@ namespace Barotrauma
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{
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if (item.Prefab.BrokenSprites.None())
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{
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Color c = item.prefab.SpriteColor;
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Color c = item.Prefab.SpriteColor;
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item.SpriteColor = new Color(c.R / 255f * m, c.G / 255f * m, c.B / 255f * m, c.A / 255f);
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}
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}
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foreach (var structure in thalamusStructures)
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{
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Color c = structure.prefab.SpriteColor;
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Color c = structure.Prefab.SpriteColor;
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structure.SpriteColor = new Color(c.R / 255f * m, c.G / 255f * m, c.B / 255f * m, c.A / 255f);
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}
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yield return CoroutineStatus.Running;
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