(06129f656) Add some missing texts. Incomplete.
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@@ -398,6 +398,10 @@ namespace Barotrauma
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bool completed = (Enemy != null && (Enemy.Removed || Enemy.IsDead)) || (useCoolDown && coolDownTimer <= 0);
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if (completed)
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{
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if (objectiveManager.CurrentOrder == this && Enemy != null && Enemy.IsDead)
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{
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character.Speak(TextManager.Get("DialogTargetDown"), null, 3.0f, "targetdown", 30.0f);
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}
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if (Weapon != null)
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{
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Unequip();
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+5
-1
@@ -3,6 +3,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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@@ -20,7 +21,10 @@ namespace Barotrauma
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{
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if (Option == null) { return; }
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base.FindTargets();
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// TODO: add dialog when no targets found and the objective is an order
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if (targets.None() && objectiveManager.CurrentOrder == this)
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{
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character.Speak(TextManager.Get("DialogNoEnemies"), null, 3.0f, "noenemies", 30.0f);
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}
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}
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protected override bool Filter(Character target)
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@@ -17,7 +17,10 @@ namespace Barotrauma
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protected override void FindTargets()
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{
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base.FindTargets();
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// TODO: Add a dialog when no leaks are found and the objective is an order
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if (targets.None() && objectiveManager.CurrentOrder == this)
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{
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character.Speak(TextManager.Get("DialogNoLeaks"), null, 3.0f, "noleaks", 30.0f);
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}
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}
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protected override bool Filter(Gap gap)
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@@ -3,6 +3,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Barotrauma.Extensions;
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namespace Barotrauma
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{
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@@ -17,12 +18,14 @@ namespace Barotrauma
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public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectivePumpWater && otherObjective.Option == Option;
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//availablePumps = allPumps.Where(p => !p.Item.HasTag("ballast") && p.Item.Connections.None(c => c.IsPower && p.Item.GetConnectedComponentsRecursive<Steering>(c).None())).ToList();
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protected override void FindTargets()
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{
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if (Option == null) { return; }
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base.FindTargets();
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// TODO: add dialog when no targets found and the objective is an order
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if (targets.None() && objectiveManager.CurrentOrder == this)
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{
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character.Speak(TextManager.Get("DialogNoPumps"), null, 3.0f, "nopumps", 30.0f);
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}
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}
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protected override bool Filter(Pump pump)
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+2
-4
@@ -66,8 +66,7 @@ namespace Barotrauma
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if (!goToObjective.IsCompleted() && !goToObjective.CanBeCompleted)
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{
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abandon = true;
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// TODO: Add: "Can't repair [item]!"
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//character?.Speak(TextManager.Get("DialogCannotRepair").Replace("[itemname]", Item.Name), null, 0.0f, "cannotrepair", 10.0f);
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character?.Speak(TextManager.Get("DialogCannotRepair").Replace("[itemname]", Item.Name), null, 0.0f, "cannotrepair", 10.0f);
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}
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goToObjective = null;
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}
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@@ -122,8 +121,7 @@ namespace Barotrauma
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{
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// If the current condition is less than the previous condition, we can't complete the task, so let's abandon it. The item is probably deteriorating at a greater speed than we can repair it.
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abandon = true;
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// TODO: Add: "Can't repair [item]!"
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//character?.Speak(TextManager.Get("DialogCannotRepair").Replace("[itemname]", Item.Name), null, 0.0f, "cannotrepair", 10.0f);
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character?.Speak(TextManager.Get("DialogCannotRepair").Replace("[itemname]", Item.Name), null, 0.0f, "cannotrepair", 10.0f);
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}
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}
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repairable.CurrentFixer = abandon && repairable.CurrentFixer == character ? null : character;
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+4
-1
@@ -22,7 +22,10 @@ namespace Barotrauma
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protected override void FindTargets()
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{
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base.FindTargets();
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// TODO: display a dialog when no targets found and the objective is an order
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if (targets.None() && objectiveManager.CurrentOrder == this)
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{
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character.Speak(TextManager.Get("DialogNoRepairTargets"), null, 3.0f, "norepairtargets", 30.0f);
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}
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}
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protected override void CreateObjectives()
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