(2e0e45e1f) Updated: Localization
This commit is contained in:
@@ -82,10 +82,8 @@ namespace Barotrauma
|
||||
public override void Update(float deltaTime)
|
||||
{
|
||||
if (DisableCrewAI || Character.IsUnconscious) return;
|
||||
|
||||
float maxDistanceToSub = 3000;
|
||||
if (Character.Submarine != null || SelectedAiTarget?.Entity?.Submarine != null &&
|
||||
Vector2.DistanceSquared(Character.WorldPosition, SelectedAiTarget.Entity.Submarine.WorldPosition) < maxDistanceToSub * maxDistanceToSub)
|
||||
|
||||
if (Character.Submarine != null || SelectedAiTarget?.Entity?.Submarine != null)
|
||||
{
|
||||
if (steeringManager != insideSteering)
|
||||
{
|
||||
@@ -485,11 +483,7 @@ namespace Barotrauma
|
||||
}
|
||||
else if (ObjectiveManager.CurrentOrder is AIObjectiveRescueAll rescueAll && rescueAll.Targets.None())
|
||||
{
|
||||
//TODO: re-enable on all languages after DialogNoRescueTargets has been translated
|
||||
if (TextManager.Language == "English")
|
||||
{
|
||||
Character.Speak(TextManager.Get("DialogNoRescueTargets"), null, 3.0f, "norescuetargets");
|
||||
}
|
||||
Character.Speak(TextManager.Get("DialogNoRescueTargets"), null, 3.0f, "norescuetargets");
|
||||
}
|
||||
else if (ObjectiveManager.CurrentOrder is AIObjectivePumpWater pumpWater && pumpWater.Targets.None())
|
||||
{
|
||||
@@ -540,8 +534,6 @@ namespace Barotrauma
|
||||
|
||||
public static bool HasItem(Character character, string tag, string containedTag, float conditionPercentage = 0)
|
||||
{
|
||||
if (character == null) { return false; }
|
||||
if (character.Inventory == null) { return false; }
|
||||
var item = character.Inventory.FindItemByTag(tag);
|
||||
return item != null &&
|
||||
item.ConditionPercentage > conditionPercentage &&
|
||||
|
||||
@@ -164,15 +164,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
var newPath = pathFinder.FindPath(pos, target, "(Character: " + character.Name + ")");
|
||||
bool useNewPath = currentPath == null || needsNewPath;
|
||||
if (!useNewPath && currentPath != null && currentPath.CurrentNode != null && newPath.Nodes.Any() && !newPath.Unreachable)
|
||||
{
|
||||
// It's possible that the current path was calculated from a start point that is no longer valid.
|
||||
// Therefore, let's accept also paths with a greater cost than the current, if the current node is much farther than the new start node.
|
||||
useNewPath = newPath.Cost < currentPath.Cost ||
|
||||
Vector2.DistanceSquared(character.WorldPosition, currentPath.CurrentNode.WorldPosition) > Math.Pow(Vector2.Distance(character.WorldPosition, newPath.Nodes.First().WorldPosition) * 2, 2);
|
||||
}
|
||||
if (useNewPath)
|
||||
if (currentPath == null || needsNewPath || !newPath.Unreachable && newPath.Cost < currentPath.Cost)
|
||||
{
|
||||
currentPath = newPath;
|
||||
}
|
||||
@@ -414,7 +406,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (door.HasIntegratedButtons)
|
||||
{
|
||||
door.Item.TryInteract(character, false, true);
|
||||
door.Item.TryInteract(character, false, true, true);
|
||||
buttonPressCooldown = ButtonPressInterval;
|
||||
break;
|
||||
}
|
||||
@@ -422,7 +414,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (Vector2.DistanceSquared(closestButton.Item.WorldPosition, character.WorldPosition) < MathUtils.Pow(closestButton.Item.InteractDistance * 2, 2))
|
||||
{
|
||||
closestButton.Item.TryInteract(character, false, true);
|
||||
closestButton.Item.TryInteract(character, false, true, false);
|
||||
buttonPressCooldown = ButtonPressInterval;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -128,7 +128,7 @@ namespace Barotrauma
|
||||
if (seekAmmunition == null || !subObjectives.Contains(seekAmmunition))
|
||||
{
|
||||
Move();
|
||||
if (WeaponComponent != null)
|
||||
if (Weapon != null)
|
||||
{
|
||||
OperateWeapon(deltaTime);
|
||||
}
|
||||
@@ -279,6 +279,24 @@ namespace Barotrauma
|
||||
Weapon.Drop(character);
|
||||
}
|
||||
}
|
||||
//if (!character.SelectedItems.Contains(Weapon))
|
||||
if (!character.HasEquippedItem(Weapon))
|
||||
{
|
||||
Weapon.TryInteract(character, forceSelectKey: true);
|
||||
var slots = Weapon.AllowedSlots.FindAll(s => s == InvSlotType.LeftHand || s == InvSlotType.RightHand || s == (InvSlotType.LeftHand | InvSlotType.RightHand));
|
||||
if (character.Inventory.TryPutItem(Weapon, character, slots))
|
||||
{
|
||||
Weapon.Equip(character);
|
||||
aimTimer = Rand.Range(0.5f, 1f);
|
||||
}
|
||||
else
|
||||
{
|
||||
Weapon = null;
|
||||
Mode = CombatMode.Retreat;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool Equip()
|
||||
@@ -320,10 +338,7 @@ namespace Barotrauma
|
||||
{
|
||||
retreatTarget = findSafety.FindBestHull(HumanAIController.VisibleHulls);
|
||||
}
|
||||
if (character.CurrentHull != retreatTarget)
|
||||
{
|
||||
TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true));
|
||||
}
|
||||
TryAddSubObjective(ref retreatObjective, () => new AIObjectiveGoTo(retreatTarget, character, objectiveManager, false, true));
|
||||
}
|
||||
|
||||
private void Engage()
|
||||
@@ -339,7 +354,8 @@ namespace Barotrauma
|
||||
constructor: () => new AIObjectiveGoTo(Enemy, character, objectiveManager, repeat: true, getDivingGearIfNeeded: true)
|
||||
{
|
||||
AllowGoingOutside = true,
|
||||
IgnoreIfTargetDead = true
|
||||
IgnoreIfTargetDead = true,
|
||||
CheckVisibility = true
|
||||
},
|
||||
onAbandon: () =>
|
||||
{
|
||||
@@ -349,7 +365,7 @@ namespace Barotrauma
|
||||
if (followTargetObjective != null && subObjectives.Contains(followTargetObjective))
|
||||
{
|
||||
followTargetObjective.CloseEnough =
|
||||
WeaponComponent is RangedWeapon ? 300 :
|
||||
WeaponComponent is RangedWeapon ? 3 :
|
||||
WeaponComponent is MeleeWeapon mw ? mw.Range :
|
||||
WeaponComponent is RepairTool rt ? rt.Range : 50;
|
||||
}
|
||||
@@ -439,7 +455,7 @@ namespace Barotrauma
|
||||
float squaredDistance = Vector2.DistanceSquared(character.Position, Enemy.Position);
|
||||
character.CursorPosition = Enemy.Position;
|
||||
float engageDistance = 500;
|
||||
if (character.CurrentHull != Enemy.CurrentHull && squaredDistance > engageDistance * engageDistance) { return; }
|
||||
if (squaredDistance > engageDistance * engageDistance) { return; }
|
||||
if (!character.CanSeeCharacter(Enemy)) { return; }
|
||||
if (Weapon.RequireAimToUse)
|
||||
{
|
||||
@@ -452,7 +468,7 @@ namespace Barotrauma
|
||||
isOperatingButtons = door.HasIntegratedButtons || door.Item.GetConnectedComponents<Controller>(true).Any();
|
||||
}
|
||||
}
|
||||
if (!isOperatingButtons)
|
||||
if (!isOperatingButtons && character.SelectedConstruction == null)
|
||||
{
|
||||
character.SetInput(InputType.Aim, false, true);
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using Barotrauma.Extensions;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -16,21 +17,17 @@ namespace Barotrauma
|
||||
|
||||
public Func<bool> customCondition;
|
||||
|
||||
public bool followControlledCharacter;
|
||||
public bool mimic;
|
||||
|
||||
/// <summary>
|
||||
/// Display units
|
||||
/// </summary>
|
||||
public float CloseEnough { get; set; } = 50;
|
||||
public bool IgnoreIfTargetDead { get; set; }
|
||||
public bool AllowGoingOutside { get; set; }
|
||||
|
||||
public ISpatialEntity Target { get; private set; }
|
||||
public bool CheckVisibility { get; set; }
|
||||
|
||||
public override float GetPriority()
|
||||
{
|
||||
if (followControlledCharacter && Character.Controlled == null) { return 0.0f; }
|
||||
if (FollowControlledCharacter && Character.Controlled == null) { return 0.0f; }
|
||||
if (Target is Entity e && e.Removed) { return 0.0f; }
|
||||
if (IgnoreIfTargetDead && Target is Character character && character.IsDead) { return 0.0f; }
|
||||
if (objectiveManager.CurrentOrder == this)
|
||||
@@ -40,19 +37,23 @@ namespace Barotrauma
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
public ISpatialEntity Target { get; private set; }
|
||||
|
||||
public bool FollowControlledCharacter;
|
||||
|
||||
public AIObjectiveGoTo(ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1)
|
||||
: base (character, objectiveManager, priorityModifier)
|
||||
{
|
||||
this.Target = target;
|
||||
this.repeat = repeat;
|
||||
waitUntilPathUnreachable = 3.0f;
|
||||
waitUntilPathUnreachable = 2.0f;
|
||||
this.getDivingGearIfNeeded = getDivingGearIfNeeded;
|
||||
CalculateCloseEnough();
|
||||
}
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
if (followControlledCharacter)
|
||||
if (FollowControlledCharacter)
|
||||
{
|
||||
if (Character.Controlled == null)
|
||||
{
|
||||
@@ -91,18 +92,11 @@ namespace Barotrauma
|
||||
{
|
||||
abandon = true;
|
||||
}
|
||||
else if (waitUntilPathUnreachable < 0)
|
||||
else if (!repeat && waitUntilPathUnreachable < 0)
|
||||
{
|
||||
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null && PathSteering.CurrentPath.Unreachable)
|
||||
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
|
||||
{
|
||||
if (repeat)
|
||||
{
|
||||
SteeringManager.Reset();
|
||||
}
|
||||
else
|
||||
{
|
||||
abandon = true;
|
||||
}
|
||||
abandon = PathSteering.CurrentPath.Unreachable;
|
||||
}
|
||||
}
|
||||
if (abandon)
|
||||
@@ -121,9 +115,9 @@ namespace Barotrauma
|
||||
Vector2 currTargetSimPos = Vector2.Zero;
|
||||
currTargetSimPos = Target.SimPosition;
|
||||
// Take the sub position into account in the sim pos
|
||||
if (SteeringManager != PathSteering && character.Submarine == null && Target.Submarine != null)
|
||||
if (character.Submarine == null && Target.Submarine != null)
|
||||
{
|
||||
currTargetSimPos += Target.Submarine.SimPosition;
|
||||
//currTargetSimPos += Target.Submarine.SimPosition;
|
||||
}
|
||||
else if (character.Submarine != null && Target.Submarine == null)
|
||||
{
|
||||
@@ -138,15 +132,10 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
character.AIController.SteeringManager.SteeringSeek(currTargetSimPos);
|
||||
if (SteeringManager != PathSteering)
|
||||
{
|
||||
SteeringManager.SteeringAvoid(deltaTime, lookAheadDistance: 5, weight: 1, heading: VectorExtensions.Forward(character.AnimController.Collider.Rotation));
|
||||
}
|
||||
if (getDivingGearIfNeeded)
|
||||
{
|
||||
Character followTarget = Target as Character;
|
||||
bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull) || mimic && HumanAIController.HasDivingMask(followTarget);
|
||||
bool needsDivingSuit = needsDivingGear && (targetHull == null || targetIsOutside || targetHull.WaterPercentage > 90) || mimic && HumanAIController.HasDivingSuit(followTarget);
|
||||
bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull);
|
||||
bool needsDivingSuit = needsDivingGear && (targetHull == null || targetIsOutside || targetHull.WaterPercentage > 90);
|
||||
bool needsEquipment = false;
|
||||
if (needsDivingSuit)
|
||||
{
|
||||
|
||||
@@ -239,8 +239,7 @@ namespace Barotrauma
|
||||
CloseEnough = 150,
|
||||
AllowGoingOutside = true,
|
||||
IgnoreIfTargetDead = true,
|
||||
followControlledCharacter = orderGiver == character,
|
||||
mimic = true
|
||||
FollowControlledCharacter = orderGiver == character
|
||||
};
|
||||
break;
|
||||
case "wait":
|
||||
@@ -259,7 +258,7 @@ namespace Barotrauma
|
||||
newObjective = new AIObjectiveRescueAll(character, this, priorityModifier);
|
||||
break;
|
||||
case "repairsystems":
|
||||
newObjective = new AIObjectiveRepairItems(character, this, priorityModifier) { RequireAdequateSkills = option == "jobspecific" };
|
||||
newObjective = new AIObjectiveRepairItems(character, this, priorityModifier) { RequireAdequateSkills = option != "all" };
|
||||
break;
|
||||
case "pumpwater":
|
||||
newObjective = new AIObjectivePumpWater(character, this, option, priorityModifier: priorityModifier);
|
||||
|
||||
@@ -68,12 +68,6 @@ namespace Barotrauma
|
||||
{
|
||||
if (character.CanInteractWith(target.Item, out _, checkLinked: false))
|
||||
{
|
||||
// Don't allow to operate an item that someone already operates, unless this objective is an order
|
||||
if (objectiveManager.CurrentOrder != this && Character.CharacterList.Any(c => c.SelectedConstruction == target.Item && c != character && HumanAIController.IsFriendly(c)))
|
||||
{
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
if (character.SelectedConstruction != target.Item)
|
||||
{
|
||||
target.Item.TryInteract(character, false, true);
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
@@ -16,22 +17,13 @@ namespace Barotrauma
|
||||
private readonly Character targetCharacter;
|
||||
|
||||
private AIObjectiveGoTo goToObjective;
|
||||
|
||||
private float treatmentTimer;
|
||||
private Hull safeHull;
|
||||
|
||||
public AIObjectiveRescue(Character character, Character targetCharacter, AIObjectiveManager objectiveManager, float priorityModifier = 1)
|
||||
: base(character, objectiveManager, priorityModifier)
|
||||
{
|
||||
if (targetCharacter == null)
|
||||
{
|
||||
string errorMsg = "Attempted to create a Rescue objective with no target!\n" + Environment.StackTrace;
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("AIObjectiveRescue:ctor:targetnull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
abandon = true;
|
||||
return;
|
||||
}
|
||||
|
||||
if (targetCharacter == character)
|
||||
if (targetCharacter != character)
|
||||
{
|
||||
// TODO: enable healing self too
|
||||
abandon = true;
|
||||
@@ -48,11 +40,6 @@ namespace Barotrauma
|
||||
|
||||
protected override void Act(float deltaTime)
|
||||
{
|
||||
if (targetCharacter == null || targetCharacter.Removed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Unconcious target is not in a safe place -> Move to a safe place first
|
||||
if (targetCharacter.IsUnconscious && HumanAIController.GetHullSafety(targetCharacter.CurrentHull, targetCharacter) < HumanAIController.HULL_SAFETY_THRESHOLD)
|
||||
{
|
||||
@@ -84,22 +71,15 @@ namespace Barotrauma
|
||||
{
|
||||
goToObjective = null;
|
||||
}
|
||||
if (safeHull == null)
|
||||
var findSafety = objectiveManager.GetObjective<AIObjectiveFindSafety>();
|
||||
if (findSafety == null)
|
||||
{
|
||||
var findSafety = objectiveManager.GetObjective<AIObjectiveFindSafety>();
|
||||
if (findSafety == null)
|
||||
{
|
||||
// Ensure that we have the find safety objective (should always be the case)
|
||||
findSafety = new AIObjectiveFindSafety(character, objectiveManager);
|
||||
objectiveManager.AddObjective(findSafety);
|
||||
}
|
||||
safeHull = findSafety.FindBestHull(HumanAIController.VisibleHulls);
|
||||
}
|
||||
if (character.CurrentHull != safeHull)
|
||||
{
|
||||
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(safeHull, character, objectiveManager));
|
||||
// Ensure that we have the find safety objective (should always be the case)
|
||||
objectiveManager.AddObjective(new AIObjectiveFindSafety(character, objectiveManager));
|
||||
}
|
||||
TryAddSubObjective(ref goToObjective, () => new AIObjectiveGoTo(findSafety.FindBestHull(HumanAIController.VisibleHulls), character, objectiveManager));
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (subObjectives.Any()) { return; }
|
||||
@@ -227,19 +207,13 @@ namespace Barotrauma
|
||||
|
||||
public override bool IsCompleted()
|
||||
{
|
||||
if (targetCharacter == null || targetCharacter.Removed)
|
||||
{
|
||||
abandon = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool isCompleted = targetCharacter.Bleeding <= 0 && targetCharacter.Vitality / targetCharacter.MaxVitality > AIObjectiveRescueAll.GetVitalityThreshold(objectiveManager);
|
||||
if (isCompleted)
|
||||
{
|
||||
character.Speak(TextManager.Get("DialogTargetHealed").Replace("[targetname]", targetCharacter.Name),
|
||||
null, 1.0f, "targethealed" + targetCharacter.Name, 60.0f);
|
||||
}
|
||||
return isCompleted || targetCharacter.IsDead;
|
||||
return isCompleted || targetCharacter.Removed || targetCharacter.IsDead;
|
||||
}
|
||||
|
||||
public override float GetPriority()
|
||||
|
||||
@@ -45,9 +45,9 @@ namespace Barotrauma
|
||||
steering += DoSteeringWander(weight);
|
||||
}
|
||||
|
||||
public void SteeringAvoid(float deltaTime, float lookAheadDistance, float weight = 1, Vector2? heading = null)
|
||||
public void SteeringAvoid(float deltaTime, float lookAheadDistance, float weight = 1)
|
||||
{
|
||||
steering += DoSteeringAvoid(deltaTime, lookAheadDistance, weight, heading);
|
||||
steering += DoSteeringAvoid(deltaTime, lookAheadDistance, weight);
|
||||
}
|
||||
|
||||
public void SteeringManual(float deltaTime, Vector2 velocity)
|
||||
@@ -129,12 +129,10 @@ namespace Barotrauma
|
||||
return newSteering;
|
||||
}
|
||||
|
||||
protected virtual Vector2 DoSteeringAvoid(float deltaTime, float lookAheadDistance, float weight, Vector2? heading = null)
|
||||
protected virtual Vector2 DoSteeringAvoid(float deltaTime, float lookAheadDistance, float weight)
|
||||
{
|
||||
if (steering == Vector2.Zero || host.Steering == Vector2.Zero)
|
||||
{
|
||||
return Vector2.Zero;
|
||||
}
|
||||
if (steering == Vector2.Zero || host.Steering == Vector2.Zero) return Vector2.Zero;
|
||||
|
||||
float maxDistance = lookAheadDistance;
|
||||
if (rayCastTimer <= 0.0f)
|
||||
{
|
||||
@@ -160,11 +158,19 @@ namespace Barotrauma
|
||||
{
|
||||
obstaclePosition.X = closestStructure.SimPosition.X;
|
||||
}
|
||||
|
||||
avoidObstaclePos = obstaclePosition;
|
||||
//avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - obstaclePosition);
|
||||
}
|
||||
/*else if (closestBody.UserData is Item)
|
||||
{
|
||||
avoidSteering = Vector2.Normalize(Submarine.LastPickedPosition - item.SimPosition);
|
||||
}*/
|
||||
else
|
||||
{
|
||||
|
||||
avoidObstaclePos = Submarine.LastPickedPosition;
|
||||
//avoidSteering = Vector2.Normalize(host.SimPosition - Submarine.LastPickedPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -179,26 +185,14 @@ namespace Barotrauma
|
||||
Vector2 diff = avoidObstaclePos.Value - host.SimPosition;
|
||||
float dist = diff.Length();
|
||||
|
||||
if (dist > maxDistance)
|
||||
{
|
||||
return Vector2.Zero;
|
||||
}
|
||||
if (heading.HasValue)
|
||||
{
|
||||
var f = heading ?? host.Steering;
|
||||
// Avoid to left or right depending on the current heading
|
||||
Vector2 relativeVector = Vector2.Normalize(diff) - Vector2.Normalize(f);
|
||||
var dir = relativeVector.X > 0 ? diff.Right() : diff.Left();
|
||||
float factor = 1.0f - Math.Min(dist / maxDistance, 1);
|
||||
return dir * factor * weight;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Doesn't work right because it effectively just slows down or reverses the movement, where as we'd like to go right or left to avoid the target.
|
||||
// There's also another issue, which also affects going right or left: the raycast doesn't hit anything if we turn too much -> avoiding doesn't work well.
|
||||
// Could probably "remember" the avoidance a bit longer so that the avoid steering is not immedieately disgarded, but kept for a while and reduced gradually?
|
||||
return -diff * (1.0f - dist / maxDistance) * weight;
|
||||
}
|
||||
if (!avoidObstaclePos.HasValue) return Vector2.Zero;
|
||||
|
||||
Vector2 diff = avoidObstaclePos.Value - host.SimPosition;
|
||||
float dist = diff.Length();
|
||||
|
||||
if (dist > maxDistance) return Vector2.Zero;
|
||||
|
||||
return -diff * (1.0f - dist / maxDistance) * weight;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -240,11 +240,6 @@ namespace Barotrauma
|
||||
errorMessages = new List<string>();
|
||||
foreach (ContentFile file in Files)
|
||||
{
|
||||
#if SERVER
|
||||
//dedicated server doesn't care if the client executable is present or not
|
||||
if (file.Type == ContentType.Executable) { continue; }
|
||||
#endif
|
||||
|
||||
if (!File.Exists(file.Path))
|
||||
{
|
||||
errorMessages.Add("File \"" + file.Path + "\" not found.");
|
||||
|
||||
@@ -204,7 +204,6 @@ namespace Barotrauma
|
||||
{
|
||||
timer = time;
|
||||
TotalTime = time;
|
||||
this.ignorePause = ignorePause;
|
||||
}
|
||||
|
||||
public bool CheckFinished(float deltaTime)
|
||||
|
||||
@@ -83,15 +83,11 @@ namespace Barotrauma
|
||||
Commonness = element.GetAttributeInt("commonness", 1);
|
||||
|
||||
SuccessMessage = TextManager.Get("MissionSuccess." + Identifier, true) ?? element.GetAttributeString("successmessage", "Mission completed successfully");
|
||||
FailureMessage = TextManager.Get("MissionFailure." + Identifier, true) ?? "";
|
||||
if (string.IsNullOrEmpty(FailureMessage) && TextManager.ContainsTag("missionfailed"))
|
||||
{
|
||||
FailureMessage = TextManager.Get("missionfailed", returnNull: true) ?? "";
|
||||
}
|
||||
if (string.IsNullOrEmpty(FailureMessage) && GameMain.Config.Language == "English")
|
||||
{
|
||||
FailureMessage = element.GetAttributeString("failuremessage", "");
|
||||
}
|
||||
FailureMessage =
|
||||
TextManager.Get("MissionFailure." + Identifier, true) ??
|
||||
element.GetAttributeString("failuremessage", null) ??
|
||||
TextManager.Get("missionfailed", returnNull: true) ??
|
||||
"";
|
||||
|
||||
SonarLabel = TextManager.Get("MissionSonarLabel." + Identifier, true) ?? element.GetAttributeString("sonarlabel", "");
|
||||
|
||||
|
||||
@@ -69,7 +69,6 @@ namespace Barotrauma.Extensions
|
||||
/// </summary>
|
||||
public static Vector2 TransformVector(this Vector2 v, Vector2 up)
|
||||
{
|
||||
up = Vector2.Normalize(up);
|
||||
return (up * v.Y) + (up.Right() * v.X);
|
||||
}
|
||||
|
||||
|
||||
@@ -750,7 +750,6 @@ namespace Barotrauma
|
||||
if (!fileFound)
|
||||
{
|
||||
ShowLanguageSelectionPrompt = true;
|
||||
ShowUserStatisticsPrompt = true;
|
||||
SaveNewPlayerConfig();
|
||||
}
|
||||
}
|
||||
@@ -821,6 +820,58 @@ namespace Barotrauma
|
||||
{
|
||||
VoiceSetting = voiceSetting;
|
||||
}
|
||||
foreach (ContentFile file in contentPackage.Files)
|
||||
{
|
||||
ToolBox.IsProperFilenameCase(file.Path);
|
||||
}
|
||||
}
|
||||
if (!SelectedContentPackages.Any())
|
||||
{
|
||||
var availablePackage = ContentPackage.List.FirstOrDefault(cp => cp.IsCompatible() && cp.CorePackage);
|
||||
if (availablePackage != null)
|
||||
{
|
||||
SelectedContentPackages.Add(availablePackage);
|
||||
}
|
||||
}
|
||||
|
||||
//save to get rid of the invalid selected packages in the config file
|
||||
if (missingPackagePaths.Count > 0 || incompatiblePackages.Count > 0) { SaveNewPlayerConfig(); }
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Save DefaultConfig
|
||||
private void SaveNewDefaultConfig()
|
||||
{
|
||||
XDocument doc = new XDocument();
|
||||
|
||||
if (doc.Root == null)
|
||||
{
|
||||
doc.Add(new XElement("config"));
|
||||
}
|
||||
|
||||
doc.Root.Add(
|
||||
new XAttribute("language", TextManager.Language),
|
||||
new XAttribute("masterserverurl", MasterServerUrl),
|
||||
new XAttribute("autocheckupdates", AutoCheckUpdates),
|
||||
new XAttribute("musicvolume", musicVolume),
|
||||
new XAttribute("soundvolume", soundVolume),
|
||||
new XAttribute("voicechatvolume", voiceChatVolume),
|
||||
new XAttribute("verboselogging", VerboseLogging),
|
||||
new XAttribute("savedebugconsolelogs", SaveDebugConsoleLogs),
|
||||
new XAttribute("enablesplashscreen", EnableSplashScreen),
|
||||
new XAttribute("usesteammatchmaking", useSteamMatchmaking),
|
||||
new XAttribute("quickstartsub", QuickStartSubmarineName),
|
||||
new XAttribute("requiresteamauthentication", requireSteamAuthentication),
|
||||
new XAttribute("aimassistamount", aimAssistAmount));
|
||||
|
||||
if (!ShowUserStatisticsPrompt)
|
||||
{
|
||||
doc.Root.Add(new XAttribute("senduserstatistics", sendUserStatistics));
|
||||
}
|
||||
|
||||
if (WasGameUpdated)
|
||||
{
|
||||
doc.Root.Add(new XAttribute("wasgameupdated", true));
|
||||
}
|
||||
|
||||
useSteamMatchmaking = doc.Root.GetAttributeBool("usesteammatchmaking", useSteamMatchmaking);
|
||||
|
||||
@@ -79,10 +79,14 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
wires = new Wire[MaxLinked];
|
||||
|
||||
IsOutput = element.Name.ToString() == "output";
|
||||
Name = element.GetAttributeString("name", IsOutput ? "output" : "input");
|
||||
if (string.IsNullOrEmpty(DisplayName))
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Missing display name in connection " + item.Name + ": " + Name);
|
||||
#endif
|
||||
DisplayName = Name;
|
||||
}
|
||||
|
||||
string displayNameTag = "", fallbackTag = "";
|
||||
//if displayname is not present, attempt to find it from the prefab
|
||||
if (element.Attribute("displayname") == null)
|
||||
{
|
||||
@@ -94,44 +98,26 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
if (connectionElement.Name.ToString() != element.Name.ToString()) { continue; }
|
||||
|
||||
string prefabConnectionName = element.GetAttributeString("name", IsOutput ? "output" : "input");
|
||||
string prefabConnectionName = element.GetAttributeString("name", (IsOutput) ? "output" : "input");
|
||||
if (prefabConnectionName == Name)
|
||||
{
|
||||
displayNameTag = connectionElement.GetAttributeString("displayname", "");
|
||||
fallbackTag = connectionElement.GetAttributeString("fallbackdisplayname", "");
|
||||
DisplayName = TextManager.GetServerMessage(connectionElement.GetAttributeString("displayname", Name));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#if DEBUG
|
||||
if (string.IsNullOrEmpty(DisplayName))
|
||||
{
|
||||
DebugConsole.ThrowError("Missing display name in connection " + item.Name + ": " + Name);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
displayNameTag = element.GetAttributeString("displayname", "");
|
||||
fallbackTag = element.GetAttributeString("fallbackdisplayname", null);
|
||||
DisplayName = TextManager.GetServerMessage(element.GetAttributeString("displayname", Name));
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(displayNameTag))
|
||||
{
|
||||
//extract the tag parts in case the tags contains variables
|
||||
string tagWithoutVariables = displayNameTag?.Split('~')?.FirstOrDefault();
|
||||
string fallbackTagWithoutVariables = fallbackTag?.Split('~')?.FirstOrDefault();
|
||||
//use displayNameTag if found, otherwise fallBack
|
||||
if (TextManager.ContainsTag(tagWithoutVariables))
|
||||
{
|
||||
DisplayName = TextManager.GetServerMessage(displayNameTag);
|
||||
}
|
||||
else if (TextManager.ContainsTag(fallbackTagWithoutVariables))
|
||||
{
|
||||
DisplayName = TextManager.GetServerMessage(fallbackTag);
|
||||
}
|
||||
}
|
||||
|
||||
if (string.IsNullOrEmpty(DisplayName))
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Missing display name in connection " + item.Name + ": " + Name);
|
||||
#endif
|
||||
DisplayName = Name;
|
||||
}
|
||||
|
||||
IsPower = Name == "power_in" || Name == "power" || Name == "power_out";
|
||||
|
||||
|
||||
@@ -1641,7 +1641,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (!ic.HasRequiredContainedItems(user == Character.Controlled)) continue;
|
||||
|
||||
bool success = Rand.Range(0.0f, 0.5f) < ic.DegreeOfSuccess(user);
|
||||
bool success = Rand.Range(0.0f, 1.0f) < ic.DegreeOfSuccess(user);
|
||||
ActionType actionType = success ? ActionType.OnUse : ActionType.OnFailure;
|
||||
|
||||
#if CLIENT
|
||||
|
||||
@@ -119,40 +119,23 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (GameMain.GameSession != null)
|
||||
if (GameMain.GameSession != null && Character.Controlled != null)
|
||||
{
|
||||
#if CLIENT
|
||||
if (Character.Controlled != null) { CheckMidRoundAchievements(Character.Controlled); }
|
||||
#else
|
||||
foreach (Client client in GameMain.Server.ConnectedClients)
|
||||
if (Character.Controlled.HasEquippedItem("clownmask") &&
|
||||
Character.Controlled.HasEquippedItem("clowncostume"))
|
||||
{
|
||||
if (client.Character != null)
|
||||
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)
|
||||
{
|
||||
CheckMidRoundAchievements(client.Character);
|
||||
UnlockAchievement(Character.Controlled, "crewaway");
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
private static void CheckMidRoundAchievements(Character c)
|
||||
{
|
||||
if (c == null || c.Removed) { return; }
|
||||
|
||||
if (c.HasEquippedItem("clownmask") &&
|
||||
c.HasEquippedItem("clowncostume"))
|
||||
{
|
||||
UnlockAchievement(c, "clowncostume");
|
||||
}
|
||||
|
||||
if (Submarine.MainSub != null && c.Submarine == null)
|
||||
{
|
||||
float dist = 500 / Physics.DisplayToRealWorldRatio;
|
||||
if (Vector2.DistanceSquared(c.WorldPosition, Submarine.MainSub.WorldPosition) >
|
||||
dist * dist)
|
||||
{
|
||||
UnlockAchievement(c, "crewaway");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -231,8 +214,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
if (character.HasEquippedItem("clownmask") &&
|
||||
character.HasEquippedItem("clowncostume") &&
|
||||
causeOfDeath.Killer != character)
|
||||
character.HasEquippedItem("clowncostume"))
|
||||
{
|
||||
UnlockAchievement(causeOfDeath.Killer, "killclown");
|
||||
}
|
||||
|
||||
@@ -3,7 +3,6 @@ using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Text.RegularExpressions;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -43,26 +42,6 @@ namespace Barotrauma
|
||||
GetTextFilesRecursive(subDir, ref list);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the name of the language in the respective language
|
||||
/// </summary>
|
||||
public static string GetTranslatedLanguageName(string language)
|
||||
{
|
||||
if (!textPacks.ContainsKey(language))
|
||||
{
|
||||
return language;
|
||||
}
|
||||
|
||||
foreach (var textPack in textPacks[language])
|
||||
{
|
||||
if (textPack.Language == language)
|
||||
{
|
||||
return textPack.TranslatedName;
|
||||
}
|
||||
}
|
||||
return language;
|
||||
}
|
||||
|
||||
public static void LoadTextPacks(IEnumerable<ContentPackage> selectedContentPackages)
|
||||
{
|
||||
@@ -101,26 +80,6 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public static bool ContainsTag(string textTag)
|
||||
{
|
||||
if (string.IsNullOrEmpty(textTag)) { return false; }
|
||||
|
||||
if (!textPacks.ContainsKey(Language))
|
||||
{
|
||||
DebugConsole.ThrowError("No text packs available for the selected language (" + Language + ")! Switching to English...");
|
||||
Language = "English";
|
||||
if (!textPacks.ContainsKey(Language))
|
||||
{
|
||||
throw new Exception("No text packs available in English!");
|
||||
}
|
||||
}
|
||||
foreach (TextPack textPack in textPacks[Language])
|
||||
{
|
||||
if (textPack.Get(textTag) != null) { return true; }
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public static string Get(string textTag, bool returnNull = false, string fallBackTag = null)
|
||||
{
|
||||
if (!textPacks.ContainsKey(Language))
|
||||
@@ -132,6 +91,8 @@ namespace Barotrauma
|
||||
throw new Exception("No text packs available in English!");
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
foreach (TextPack textPack in textPacks[Language])
|
||||
{
|
||||
@@ -155,13 +116,7 @@ namespace Barotrauma
|
||||
foreach (TextPack textPack in textPacks["English"])
|
||||
{
|
||||
string text = textPack.Get(textTag);
|
||||
if (text != null)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.NewMessage("Text \"" + textTag + "\" not found for the language \"" + Language + "\". Using the English text \"" + text + "\" instead.");
|
||||
#endif
|
||||
return text;
|
||||
}
|
||||
if (text != null) return text;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -412,6 +367,42 @@ namespace Barotrauma
|
||||
return isCJK.IsMatch(text);
|
||||
}
|
||||
|
||||
#if DEBUG
|
||||
public static void CheckForDuplicates(string lang)
|
||||
{
|
||||
if (!textPacks.ContainsKey(lang))
|
||||
{
|
||||
DebugConsole.ThrowError("No text packs available for the selected language (" + lang + ")!");
|
||||
return;
|
||||
}
|
||||
|
||||
int packIndex = 0;
|
||||
foreach (TextPack textPack in textPacks[lang])
|
||||
{
|
||||
textPack.CheckForDuplicates(packIndex);
|
||||
packIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
public static void WriteToCSV()
|
||||
{
|
||||
string lang = "English";
|
||||
|
||||
if (!textPacks.ContainsKey(lang))
|
||||
{
|
||||
DebugConsole.ThrowError("No text packs available for the selected language (" + lang + ")!");
|
||||
return;
|
||||
}
|
||||
|
||||
int packIndex = 0;
|
||||
foreach (TextPack textPack in textPacks[lang])
|
||||
{
|
||||
textPack.WriteToCSV(packIndex);
|
||||
packIndex++;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#if DEBUG
|
||||
public static void CheckForDuplicates(string lang)
|
||||
{
|
||||
|
||||
@@ -10,11 +10,6 @@ namespace Barotrauma
|
||||
{
|
||||
public readonly string Language;
|
||||
|
||||
/// <summary>
|
||||
/// The name of the language in the language this pack is written in
|
||||
/// </summary>
|
||||
public readonly string TranslatedName;
|
||||
|
||||
private Dictionary<string, List<string>> texts;
|
||||
|
||||
private readonly string filePath;
|
||||
@@ -28,7 +23,6 @@ namespace Barotrauma
|
||||
if (doc == null || doc.Root == null) return;
|
||||
|
||||
Language = doc.Root.GetAttributeString("language", "Unknown");
|
||||
TranslatedName = doc.Root.GetAttributeString("translatedname", Language);
|
||||
|
||||
foreach (XElement subElement in doc.Root.Elements())
|
||||
{
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -2,42 +2,16 @@
|
||||
v0.9.0.2
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
|
||||
- Automatically set the keybinds to AZERTY when French is selected as the display language.
|
||||
- Fixed a bug that caused frequent desync kicks when playing a multiplayer monster mission.
|
||||
- Fixed an index out of range error in DoctorTutorial if proceeding too fast to the submarine.
|
||||
- Fixes to missing translations and UI layout problems when using languages other than English.
|
||||
- More readable font and a fix to some texts appearing slightly "clipped".
|
||||
- Additions to the credits.
|
||||
- Minor tweaks to subs and shuttles.
|
||||
- Added propeller damage to the shuttle engine.
|
||||
- Increased maximum voice chat volume.
|
||||
- Directional voice chat is enabled by default.
|
||||
- Display the language names in the respective languages in the initial language selection screen.
|
||||
- Playing the splash screens or tutorial videos doesn't require libvlc and libvlccore to be installed
|
||||
on the user's system in the Linux version anymore.
|
||||
|
||||
Bugfixes:
|
||||
- Fixed a bug that caused frequent desync kicks when playing a multiplayer monster mission.
|
||||
- Fixed private servers showing up in the server list.
|
||||
- Fixed an index out of range error in DoctorTutorial if proceeding too fast to the submarine.
|
||||
- Fixed report messages not going through to some clients when there are multiple clients on the server.
|
||||
- Fixed players not seeing reports made by bots in multiplayer.
|
||||
- Fixes to missing translations and UI layout problems when using languages other than English.
|
||||
- Miscellaneous crew AI fixes and improvements.
|
||||
- Fixed find safety AI objective not working properly.
|
||||
- Fixed bots loading only half of the target items in the contain item objective.
|
||||
- Fixed directional sonar indicators not being displayed on the sonar monitor.
|
||||
- Fixed floating ice chunks occasionally spawning too close to the start of a level, causing them to clip
|
||||
through the submarin and/or the outpost.
|
||||
- Minor tweaks to subs and shuttles.
|
||||
- Fixed find safety AI objective not working properly.
|
||||
- Miscellaneous crew AI fixes and improvements.
|
||||
- Fixed incorrect reward amount in the "Chemical shipment" description.
|
||||
- Fixed inability to use the underwater scooters with LMB.
|
||||
- Fixes to UI layouts on 4K resolution.
|
||||
- Fixed unnecessary silence at the end of the "Objective Complete" music track.
|
||||
- Fixed ruin walls being almost impossible to cut from inside the ruins.
|
||||
- Fixed the "report leaks" button being highlighted inside ruins.
|
||||
- Fixes to wall colliders.
|
||||
- Fixed "Pause on focus lost" setting being always treated as if being enabled.
|
||||
- Fixed dedicated server overwriting existing crash reports.
|
||||
- Fixed save time being displayed in UNIX time in the right-hand panel in the campaign setup UI.
|
||||
- Fixed "Praise the Honkmother" and "Extravehicular activity" achievements not unlocking in multiplayer.
|
||||
- Fixed "No fun allowed" achievement being possible to unlock by committing suicide while wearing a clown costume.
|
||||
|
||||
---------------------------------------------------------------------------------------------------------
|
||||
v0.9.0.1
|
||||
|
||||
@@ -9,13 +9,13 @@
|
||||
savedebugconsolelogs="false"
|
||||
enablesplashscreen="true"
|
||||
usesteammatchmaking="true"
|
||||
quickstartsub="Humpback"
|
||||
quickstartsub = "Humpback"
|
||||
requiresteamauthentication="true">
|
||||
<graphicsmode displaymode="BorderlessWindowed" vsync="true" />
|
||||
<graphicssettings
|
||||
particlelimit="1500"
|
||||
lightmapscale="1.0"
|
||||
specularity="false"
|
||||
lightmapscale="0.5"
|
||||
specularity="true"
|
||||
chromaticaberration="true"
|
||||
losmode="Transparent"
|
||||
hudscale="1"
|
||||
|
||||
Reference in New Issue
Block a user