(bbd192053) Rebind Select and Use keys. Refactor GameSettings to support legacy bindings, when they are set. That is, if the new "deselect" and "shoot" keys are not defined, but the player config file is found, use the "select" and the "use" keys instead of the defaults.

This commit is contained in:
Joonas Rikkonen
2019-04-04 11:08:02 +03:00
parent 79ea41e6c9
commit 7491b06a5d
55 changed files with 594 additions and 584 deletions
@@ -31,8 +31,6 @@ namespace Barotrauma
public readonly HashSet<Character> ReactorMeltdown = new HashSet<Character>();
public readonly HashSet<Character> Casualties = new HashSet<Character>();
public bool SubWasDamaged;
}
private static RoundData roundData;
@@ -112,47 +110,7 @@ namespace Barotrauma
UnlockAchievement("subdeep", true, c => c != null && c.Submarine == sub && !c.IsDead && !c.IsUnconscious);
}
}
if (!roundData.SubWasDamaged)
{
roundData.SubWasDamaged = SubWallsDamaged(Submarine.MainSub);
}
}
if (GameMain.GameSession != null && Character.Controlled != null)
{
if (Character.Controlled.HasEquippedItem("clownmask") &&
Character.Controlled.HasEquippedItem("clowncostume"))
{
UnlockAchievement(Character.Controlled, "clowncostume");
}
if (Submarine.MainSub != null && Character.Controlled.Submarine == null)
{
float dist = 500 / Physics.DisplayToRealWorldRatio;
if (Vector2.DistanceSquared(Character.Controlled.WorldPosition, Submarine.MainSub.WorldPosition) >
dist * dist)
{
UnlockAchievement(Character.Controlled, "crewaway");
}
}
}
}
private static bool SubWallsDamaged(Submarine sub)
{
foreach (Structure structure in Structure.WallList)
{
if (structure.Submarine != sub || structure.HasBody) { continue; }
for (int i = 0; i < structure.SectionCount; i++)
{
if (structure.SectionIsLeaking(i))
{
return true;
}
}
}
return false;
}
}
public static void OnBiomeDiscovered(Biome biome)
@@ -316,21 +274,14 @@ namespace Barotrauma
//made it to the destination
if (gameSession.Submarine.AtEndPosition)
{
bool noDamageRun = !roundData.SubWasDamaged && !roundData.Casualties.Any(c => !(c.AIController is EnemyAIController));
#if SERVER
if (GameMain.Server != null)
{
//in MP all characters that were inside the sub during reactor meltdown and still alive at the end of the round get an achievement
UnlockAchievement("survivereactormeltdown", true, c => c != null && !c.IsDead && roundData.ReactorMeltdown.Contains(c));
if (noDamageRun)
{
UnlockAchievement("nodamagerun", true, c => c != null && !c.IsDead);
}
}
#endif
#if CLIENT
if (noDamageRun) { UnlockAchievement("nodamagerun"); }
if (roundData.ReactorMeltdown.Any()) //in SP getting to the destination after a meltdown is enough
{
UnlockAchievement("survivereactormeltdown");
@@ -351,11 +302,6 @@ namespace Barotrauma
UnlockAchievement(charactersInSub[0], "lonesailor");
}
}
foreach (Character character in charactersInSub)
{
if (character.Info.Job == null) { continue; }
UnlockAchievement(character, character.Info.Job.Prefab.Identifier + "round");
}
}
}