c2e39cc...409d4d9
commit 409d4d96ead69028a164274637d23e350acb73fb Merge: 95169f539 26e89c63d Author: EdusFF <pitkanen.eetu@gmail.com> Date: Mon Mar 11 15:13:27 2019 +0200 Merge branch 'dev' of github.com:Regalis11/Barotrauma into dev commit 95169f53937f9a7e168a884171eaa21ae7f08023 Author: EdusFF <pitkanen.eetu@gmail.com> Date: Mon Mar 11 15:13:11 2019 +0200 Modified: ServerMessage structure to allow _ ; in player & submarine names commit 26e89c63dc8da771aea9f09978a630a6cff60a6f Merge: b7646d06d fb0b821bc Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 14:42:44 2019 +0200 Merge branch 'kuraiookami-logicExpantion' into dev # Conflicts: # Barotrauma/BarotraumaShared/SharedContent.projitems commit fb0b821bc97891cdeec8f2c740a12119696393ea Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 14:41:21 2019 +0200 Use invariant culture when parsing floats or converting them to strings in signal components commit f0c8afba934b41358cf5d59a22b87caf33f98a61 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 14:00:44 2019 +0200 Update new signal components to use identifiers & added names and descriptions to the text file, use invariant culture in equalscomponent, memorycomponent doesn't require the signals to be floats commit 674d9ec804fc4770b602d4b09240b08cafc8ccec Merge: 3ea33fb54 242e2429f Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 12:01:27 2019 +0200 Merge branch 'logicExpantion' of https://github.com/kuraiookami/Barotrauma into kuraiookami-logicExpantion # Conflicts: # Barotrauma/BarotraumaShared/BarotraumaShared.projitems # Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml # Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml # Barotrauma/BarotraumaShared/Source/Items/Components/Power/PowerContainer.cs # Barotrauma/BarotraumaShared/Source/Items/Components/Signal/AdderComponent.cs commit b7646d06d53fb05227276e6286d0e15da5dc9080 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 11:37:33 2019 +0200 Re-enabled multiplayer campaign commit cf7258f6410a5995c881ec6e95eb9def5cd90ad4 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 11:28:48 2019 +0200 Fixed item interfaces getting repositioned every frame when the editing HUD is open. Closes #1212 commit e8906239c779cf71de694bc65c81058e5cae16ef Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 11:12:05 2019 +0200 Fixed VoipCapture creating new "could not start voice capture" popups constantly if there's no suitable capture device. Closes #1262 commit a30f47fbe47fde4fccb0453c1773a76d730d226b Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Mar 10 19:04:59 2019 +0200 Disable audio instead of crashing if no audio device is found. Closes #1214 commit 242e2429fd2c3ed199ac26b55e2cbdc8636e73f9 Author: Darkwolf <Darkwolf0101@gmail.com> Date: Mon Jan 21 21:26:57 2019 -0600 Expansion of Barotrauma's logic system. Changed: - AdderComponent and children can clamp their output - Powercontainer signals for charge,charge% and charge rate Added: - ColorComponent: Dynamic signals for light set_color inputs - MemoryComponent: Stores and sends a signal that is edge latched - DivideComponent: Standard division - MultiplyComponent: Standard multiplication - SubtractComponent: Standard subtraction - XorComponent: Exclusive or - EqualsComponent: Equals comparison - GreaterComponent: Greater than comparison
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@@ -12,6 +12,8 @@ namespace Barotrauma
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//key = language
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private static Dictionary<string, List<TextPack>> textPacks = new Dictionary<string, List<TextPack>>();
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private static string[] serverMessageCharacters = new string[] { "~", "[", "]", "=" };
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public static string Language;
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private static HashSet<string> availableLanguages = new HashSet<string>();
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@@ -136,9 +138,11 @@ namespace Barotrauma
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return string.Format(text, args);
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}
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// Format: ServerMessage.Identifier1;ServerMessage.Indentifier2_[variable1]=value_[variable2]=value
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// Format: ServerMessage.Identifier1/ServerMessage.Indentifier2~[variable1]=value~[variable2]=value
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public static string GetServerMessage(string serverMessage)
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{
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if (serverMessage.Contains(" ")) return serverMessage; // Spaces found, do not translate
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if (!textPacks.ContainsKey(Language))
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{
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DebugConsole.ThrowError("No text packs available for the selected language (" + Language + ")! Switching to English...");
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@@ -149,11 +153,11 @@ namespace Barotrauma
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}
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}
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string[] messages = serverMessage.Split(';');
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string[] messages = serverMessage.Split('/');
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for (int i = 0; i < messages.Length; i++)
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{
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if (!messages[i].Contains("_")) // No variables, just translate
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if (!IsServerMessageWithVariables(messages[i])) // No variables, try to translate
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{
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string msg = Get(messages[i], true);
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@@ -164,13 +168,17 @@ namespace Barotrauma
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}
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else
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{
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string[] messageWithVariables = messages[i].Split('_');
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string[] messageWithVariables = messages[i].Split('~');
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string msg = Get(messageWithVariables[0], true);
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if (msg != null) // If a translation was found, otherwise use the original
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{
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messages[i] = msg;
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}
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else
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{
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continue; // No translation found, probably caused by player input -> skip variable handling
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}
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// First index is always the message identifier -> start at 1
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for (int j = 1; j < messageWithVariables.Length; j++)
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@@ -190,6 +198,16 @@ namespace Barotrauma
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return translatedServerMessage;
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}
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public static bool IsServerMessageWithVariables(string message)
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{
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for (int i = 0; i < serverMessageCharacters.Length; i++)
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{
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if (!message.Contains(serverMessageCharacters[i])) return false;
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}
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return true;
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}
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public static List<string> GetAll(string textTag)
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{
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if (!textPacks.ContainsKey(Language))
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