v0.13.0.11

This commit is contained in:
Joonas Rikkonen
2021-04-22 17:33:08 +03:00
parent 0697d7fc64
commit 8bb31f2893
391 changed files with 17271 additions and 5949 deletions
@@ -1,5 +1,6 @@
using Barotrauma.Networking;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
@@ -31,6 +32,19 @@ namespace Barotrauma.Items.Components
}
}
/// <summary>
/// Can be used to display messages on the terminal via status effects
/// </summary>
public string ShowMessage
{
get { return messageHistory.Count == 0 ? string.Empty : messageHistory.Last(); }
set
{
if (string.IsNullOrEmpty(value)) { return; }
ShowOnDisplay(value);
}
}
private string OutputValue { get; set; }
public Terminal(Item item, XElement element)
@@ -42,29 +56,34 @@ namespace Barotrauma.Items.Components
partial void InitProjSpecific(XElement element);
partial void ShowOnDisplay(string input);
partial void ShowOnDisplay(string input, bool addToHistory = true);
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0, float signalStrength = 1)
public override void ReceiveSignal(Signal signal, Connection connection)
{
if (connection.Name != "signal_in") { return; }
if (signal.Length > MaxMessageLength)
if (signal.value.Length > MaxMessageLength)
{
signal = signal.Substring(0, MaxMessageLength);
signal.value = signal.value.Substring(0, MaxMessageLength);
}
string inputSignal = signal.Replace("\\n", "\n");
string inputSignal = signal.value.Replace("\\n", "\n");
ShowOnDisplay(inputSignal);
}
public override void OnItemLoaded()
{
bool isSubEditor = false;
#if CLIENT
isSubEditor = Screen.Selected != GameMain.SubEditorScreen || GameMain.GameSession?.GameMode is TestGameMode;
#endif
base.OnItemLoaded();
if (!string.IsNullOrEmpty(DisplayedWelcomeMessage))
{
ShowOnDisplay(DisplayedWelcomeMessage);
ShowOnDisplay(DisplayedWelcomeMessage, addToHistory: !isSubEditor);
DisplayedWelcomeMessage = "";
//remove welcome message if a game session is running so it doesn't reappear on successive rounds
if (GameMain.GameSession != null)
if (GameMain.GameSession != null && !isSubEditor)
{
welcomeMessage = null;
}