(2e0e45e1f) Updated: Localization

This commit is contained in:
Joonas Rikkonen
2019-05-20 20:41:52 +03:00
parent 5e77ed6507
commit b71adc7589
48 changed files with 389 additions and 587 deletions
@@ -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()