(da82264a0) Use ISpatialEntity as the target of "go to" objective to get rid of the reaching issues. Use display units instead of sim units. Don't calculate a standing point in "fix leak" objective, because it's handled in the AIOperate method when the bot get's near enough,

This commit is contained in:
Joonas Rikkonen
2019-05-16 06:57:32 +03:00
parent 308fe4da00
commit b97ecddf03
17 changed files with 162 additions and 283 deletions

View File

@@ -121,90 +121,7 @@ namespace Barotrauma
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
MainLimb.PullJointEnabled = true;
}
character.SelectedConstruction = character.MemState[0].SelectedItem;
}
if (character.MemState[0].Animation == AnimController.Animation.CPR)
{
character.AnimController.Anim = AnimController.Animation.CPR;
}
else if (character.AnimController.Anim == AnimController.Animation.CPR)
{
character.AnimController.Anim = AnimController.Animation.None;
}
Vector2 newVelocity = Collider.LinearVelocity;
Vector2 newPosition = Collider.SimPosition;
float newRotation = Collider.Rotation;
float newAngularVelocity = Collider.AngularVelocity;
Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity);
newVelocity = newVelocity.ClampLength(100.0f);
if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
Collider.LinearVelocity = newVelocity;
Collider.AngularVelocity = newAngularVelocity;
float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
float errorTolerance = character.AllowInput ? 0.01f : 0.2f;
if (distSqrd > errorTolerance)
{
if (distSqrd > 10.0f || !character.AllowInput)
{
Collider.TargetRotation = newRotation;
SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
}
else
{
Collider.TargetRotation = newRotation;
Collider.TargetPosition = newPosition;
Collider.MoveToTargetPosition(true);
}
}
//unconscious/dead characters can't correct their position using AnimController movement
// -> we need to correct it manually
if (!character.AllowInput)
{
float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition);
float mainLimbErrorTolerance = 0.1f;
//if the main limb is roughly at the correct position and the collider isn't moving (much at least),
//don't attempt to correct the position.
if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f)
{
MainLimb.PullJointWorldAnchorB = Collider.SimPosition;
MainLimb.PullJointEnabled = true;
}
}
}
character.MemLocalState.Clear();
}
else
{
//remove states with a timestamp (there may still timestamp-based states
//in the list if the controlled character switches from timestamp-based interpolation to ID-based)
character.MemState.RemoveAll(m => m.Timestamp > 0.0f);
for (int i = 0; i < character.MemLocalState.Count; i++)
{
if (character.Submarine == null)
{
//transform in-sub coordinates to outside coordinates
if (character.MemLocalState[i].Position.Y > lowestSubPos)
{
character.MemLocalState[i].TransformInToOutside();
}
}
else if (currentHull?.Submarine != null)
{
//transform outside coordinates to in-sub coordinates
if (character.MemLocalState[i].Position.Y < lowestSubPos)
{
character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
}
}
}
character.MemLocalState.Clear();
}

View File

@@ -742,6 +742,8 @@ namespace Barotrauma
private GUILayoutGroup subPreviewContainer;
private GUILayoutGroup subPreviewContainer;
private GUIButton loadGameButton;
public Action<Submarine, string, string> StartNewGame;

View File

@@ -142,7 +142,7 @@ namespace Barotrauma
bool run = objectiveManager.CurrentObjective.ForceRun || objectiveManager.GetCurrentPriority() > AIObjectiveManager.RunPriority;
if (ObjectiveManager.CurrentObjective is AIObjectiveGoTo goTo && goTo.Target != null)
{
run = Vector2.DistanceSquared(Character.SimPosition, goTo.Target.SimPosition) > 3 * 3;
run = Vector2.DistanceSquared(Character.WorldPosition, goTo.Target.WorldPosition) > 300 * 300;
}
if (run)
{

View File

@@ -349,8 +349,8 @@ namespace Barotrauma
{
followTargetObjective.CloseEnough =
WeaponComponent is RangedWeapon ? 3 :
WeaponComponent is MeleeWeapon mw ? ConvertUnits.ToSimUnits(mw.Range) :
WeaponComponent is RepairTool rt ? ConvertUnits.ToSimUnits(rt.Range) : 0.5f;
WeaponComponent is MeleeWeapon mw ? mw.Range :
WeaponComponent is RepairTool rt ? rt.Range : 50;
}
}

View File

@@ -118,7 +118,7 @@ namespace Barotrauma
if (move)
{
//go to the first firesource
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(fs.Position), character, objectiveManager));
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(fs, character, objectiveManager));
}
break;
}

View File

@@ -719,22 +719,36 @@ namespace Barotrauma
{
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(ConvertUnits.ToSimUnits(GetStandPosition()), character, objectiveManager) { CloseEnough = reach * 0.75f });
}
}
private Vector2 GetStandPosition()
{
Vector2 standPos = Leak.Position;
var hull = Leak.FlowTargetHull;
if (hull == null) { return standPos; }
if (Leak.IsHorizontal)
if (subObjectives.Any()) { return; }
var repairTool = weldingTool.GetComponent<RepairTool>();
if (repairTool == null)
{
standPos += Vector2.UnitX * Math.Sign(hull.Position.X - Leak.Position.X) * Leak.Rect.Width;
#if DEBUG
DebugConsole.ThrowError("AIObjectiveFixLeak failed - the item \"" + weldingTool + "\" has no RepairTool component but is tagged as a welding tool");
#endif
abandon = true;
return;
}
Vector2 gapDiff = Leak.WorldPosition - character.WorldPosition;
// TODO: use the collider size/reach?
if (!character.AnimController.InWater && Math.Abs(gapDiff.X) < 100 && gapDiff.Y < 0.0f && gapDiff.Y > -150)
{
HumanAIController.AnimController.Crouching = true;
}
// Use a greater reach, because the distance is calculated from the character to the leak, not from the item to the leak.
float reach = repairTool.Range + ((HumanoidAnimController)character.AnimController).ArmLength;
bool canOperate = gapDiff.LengthSquared() < reach * reach;
if (canOperate)
{
TryAddSubObjective(ref operateObjective, () => new AIObjectiveOperateItem(repairTool, character, objectiveManager, option: "", requireEquip: true, operateTarget: Leak));
}
else
{
standPos += Vector2.UnitY * Math.Sign(hull.Position.Y - Leak.Position.Y) * Leak.Rect.Height;
TryAddSubObjective(ref gotoObjective, () => new AIObjectiveGoTo(Leak, character, objectiveManager)
{
CloseEnough = reach
});
}
return standPos;
}
}
}

View File

@@ -20,8 +20,16 @@ namespace Barotrauma
if (leak == null) { return 0; }
float sizeFactor = MathHelper.Lerp(1, 10, MathUtils.InverseLerp(0, 200, (leak.IsHorizontal ? leak.Rect.Width : leak.Rect.Height)));
float severity = sizeFactor * leak.Open;
if (!leak.IsRoomToRoom) { severity *= 50; }
return MathHelper.Min(severity, 100);
if (!leak.IsRoomToRoom)
{
severity *= 100;
// If there is a leak in the outer walls, the severity cannot be lower than 10, no matter how small the leak
return MathHelper.Clamp(severity, 10, 100);
}
else
{
return MathHelper.Min(severity, 100);
}
}
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFixLeaks;

View File

@@ -10,7 +10,6 @@ namespace Barotrauma
public override string DebugTag => "go to";
private AIObjectiveFindDivingGear findDivingGear;
private Vector2 targetPos;
private bool repeat;
//how long until the path to the target is declared unreachable
private float waitUntilPathUnreachable;
@@ -19,9 +18,9 @@ namespace Barotrauma
public Func<bool> customCondition;
/// <summary>
/// Sim units
/// Display units
/// </summary>
public float CloseEnough { get; set; } = 0.5f;
public float CloseEnough { get; set; } = 50;
public bool IgnoreIfTargetDead { get; set; }
public bool AllowGoingOutside { get; set; }
public bool CheckVisibility { get; set; }
@@ -29,7 +28,7 @@ namespace Barotrauma
public override float GetPriority()
{
if (FollowControlledCharacter && Character.Controlled == null) { return 0.0f; }
if (Target != null && Target.Removed) { 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)
{
@@ -38,35 +37,20 @@ namespace Barotrauma
return 1.0f;
}
public Entity Target { get; private set; }
public Vector2 TargetPos => Target != null ? Target.SimPosition : targetPos;
public ISpatialEntity Target { get; private set; }
public bool FollowControlledCharacter;
public AIObjectiveGoTo(Entity target, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1)
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 = 2.0f;
this.getDivingGearIfNeeded = getDivingGearIfNeeded;
CalculateCloseEnough();
}
public AIObjectiveGoTo(Vector2 simPos, Character character, AIObjectiveManager objectiveManager, bool repeat = false, bool getDivingGearIfNeeded = true, float priorityModifier = 1)
: base(character, objectiveManager, priorityModifier)
{
this.targetPos = simPos;
this.repeat = repeat;
waitUntilPathUnreachable = 5.0f;
this.getDivingGearIfNeeded = getDivingGearIfNeeded;
CalculateCloseEnough();
}
protected override void Act(float deltaTime)
{
if (FollowControlledCharacter)
@@ -89,90 +73,69 @@ namespace Barotrauma
{
character.SelectedConstruction = null;
}
if (Target != null)
if (Target is Entity e)
{
if (Target.Removed)
if (e.Removed)
{
abandon = true;
}
else
{
character.AIController.SelectTarget(Target.AiTarget);
character.AIController.SelectTarget(e.AiTarget);
}
}
Vector2 currTargetPos = Vector2.Zero;
if (Target == null)
bool isInside = character.CurrentHull != null;
bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
var targetHull = Target is Hull h ? h : Target is Item i ? i.CurrentHull : Target is Character c ? c.CurrentHull : character.CurrentHull;
bool targetIsOutside = (Target != null && targetHull == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);
if (isInside && targetIsOutside && !AllowGoingOutside)
{
currTargetPos = targetPos;
abandon = true;
}
else if (!repeat && waitUntilPathUnreachable < 0)
{
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
{
abandon = PathSteering.CurrentPath.Unreachable;
}
}
if (abandon)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {Target.ToString()}", Color.Yellow);
#endif
if (objectiveManager.CurrentOrder != null)
{
character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f);
}
character.AIController.SteeringManager.Reset();
}
else
{
currTargetPos = Target.SimPosition;
Vector2 currTargetSimPos = Vector2.Zero;
currTargetSimPos = Target.SimPosition;
//if character is inside the sub and target isn't, transform the position
if (character.Submarine != null && Target.Submarine == null)
{
currTargetPos -= character.Submarine.SimPosition;
currTargetSimPos -= character.Submarine.SimPosition;
}
}
bool sightCheck = true;
if (CheckVisibility && Target != null)
{
sightCheck = Target is Character ch ? character.CanSeeCharacter(ch) : character.CanSeeTarget(Target);
}
if (sightCheck && Vector2.DistanceSquared(currTargetPos, character.SimPosition) < CloseEnough * CloseEnough)
{
character.AIController.SteeringManager.Reset();
character.AnimController.TargetDir = currTargetPos.X > character.SimPosition.X ? Direction.Right : Direction.Left;
}
else
{
bool isInside = character.CurrentHull != null;
bool insideSteering = SteeringManager == PathSteering && PathSteering.CurrentPath != null && !PathSteering.IsPathDirty;
var targetHull = Target is Hull h ? h : Target is Item i ? i.CurrentHull : Target is Character c ? c.CurrentHull : character.CurrentHull;
bool targetIsOutside = (Target != null && targetHull == null) || (insideSteering && PathSteering.CurrentPath.HasOutdoorsNodes);
if (isInside && targetIsOutside && !AllowGoingOutside)
character.AIController.SteeringManager.SteeringSeek(currTargetSimPos);
if (getDivingGearIfNeeded)
{
abandon = true;
}
else if (!repeat && waitUntilPathUnreachable < 0)
{
if (SteeringManager == PathSteering && PathSteering.CurrentPath != null)
bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull);
bool needsDivingSuit = needsDivingGear && (targetHull == null || targetIsOutside || targetHull.WaterPercentage > 90);
bool needsEquipment = false;
if (needsDivingSuit)
{
abandon = PathSteering.CurrentPath.Unreachable;
needsEquipment = !HumanAIController.HasDivingSuit(character);
}
}
if (abandon)
{
#if DEBUG
DebugConsole.NewMessage($"{character.Name}: Cannot reach the target: {(Target != null ? Target.ToString() : TargetPos.ToString())}", Color.Yellow);
#endif
if (objectiveManager.CurrentOrder != null)
else if (needsDivingGear)
{
character.Speak(TextManager.Get("DialogCannotReach"), identifier: "cannotreach", minDurationBetweenSimilar: 10.0f);
needsEquipment = !HumanAIController.HasDivingMask(character);
}
character.AIController.SteeringManager.Reset();
}
else
{
character.AIController.SteeringManager.SteeringSeek(currTargetPos);
if (getDivingGearIfNeeded)
if (needsEquipment)
{
bool needsDivingGear = HumanAIController.NeedsDivingGear(targetHull);
bool needsDivingSuit = needsDivingGear && (targetHull == null || targetIsOutside || targetHull.WaterPercentage > 90);
bool needsEquipment = false;
if (needsDivingSuit)
{
needsEquipment = !HumanAIController.HasDivingSuit(character);
}
else if (needsDivingGear)
{
needsEquipment = !HumanAIController.HasDivingMask(character);
}
if (needsEquipment)
{
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager));
}
TryAddSubObjective(ref findDivingGear, () => new AIObjectiveFindDivingGear(character, needsDivingSuit, objectiveManager));
}
}
}
@@ -186,7 +149,12 @@ namespace Barotrauma
// And finally check if can interact (heaviest)
if (repeat) { return false; }
if (isCompleted) { return true; }
bool closeEnough = Vector2.DistanceSquared(Target != null ? Target.SimPosition : targetPos, character.SimPosition) < CloseEnough * CloseEnough;
if (Target == null)
{
abandon = true;
return false;
}
bool closeEnough = Vector2.DistanceSquared(Target.WorldPosition, character.WorldPosition) < CloseEnough * CloseEnough;
if (closeEnough)
{
if (customCondition == null || customCondition())
@@ -197,7 +165,7 @@ namespace Barotrauma
}
else if (Target is Character targetCharacter)
{
if (character.CanInteractWith(targetCharacter, ConvertUnits.ToDisplayUnits(CloseEnough))) { isCompleted = true; }
if (character.CanInteractWith(targetCharacter, CloseEnough)) { isCompleted = true; }
}
else
{
@@ -208,6 +176,7 @@ namespace Barotrauma
if (isCompleted)
{
character.AIController.SteeringManager.Reset();
character.AnimController.TargetDir = Target.WorldPosition.X > character.WorldPosition.X ? Direction.Right : Direction.Left;
}
return isCompleted;
}
@@ -215,13 +184,12 @@ namespace Barotrauma
public override bool IsDuplicate(AIObjective otherObjective)
{
if (!(otherObjective is AIObjectiveGoTo objective)) { return false; }
if (objective.Target == Target) { return true; }
return objective.targetPos == targetPos;
return objective.Target == Target;
}
private void CalculateCloseEnough()
{
float interactionDistance = Target is Item i ? ConvertUnits.ToSimUnits(i.InteractDistance * 0.9f) : 0;
float interactionDistance = Target is Item i ? i.InteractDistance * 0.9f : 0;
CloseEnough = Math.Max(interactionDistance, CloseEnough);
}
}

View File

@@ -89,6 +89,21 @@ namespace Barotrauma
}
}
public override void Update(float deltaTime)
{
if (objectiveManager.CurrentObjective == this)
{
if (randomTimer > 0)
{
randomTimer -= deltaTime;
}
else
{
SetRandom();
}
}
}
public override bool IsCompleted() => false;
public override bool CanBeCompleted => true;

View File

@@ -260,7 +260,7 @@ namespace Barotrauma
case "follow":
newObjective = new AIObjectiveGoTo(orderGiver, character, this, repeat: true, priorityModifier: priorityModifier)
{
CloseEnough = 1.5f,
CloseEnough = 150,
AllowGoingOutside = true,
IgnoreIfTargetDead = true,
FollowControlledCharacter = orderGiver == character

View File

@@ -885,6 +885,10 @@ namespace Barotrauma
{
isCompleted = true;
}
if (component.AIOperate(deltaTime, character, this))
{
isCompleted = true;
}
}
else
{

View File

@@ -158,7 +158,7 @@ namespace Barotrauma
var objective = new AIObjectiveGoTo(Item, character, objectiveManager);
if (repairTool != null)
{
objective.CloseEnough = ConvertUnits.ToSimUnits(repairTool.Range) * 0.75f;
objective.CloseEnough = repairTool.Range * 0.75f;
}
return objective;
},

View File

@@ -1145,24 +1145,6 @@ namespace Barotrauma
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
}
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
{
//apply some smoothing to the cursor positions of remote players when playing as a client
//to make aiming look a little less choppy
Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
}
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
{
//apply some smoothing to the cursor positions of remote players when playing as a client
//to make aiming look a little less choppy
Vector2 smoothedCursorDiff = cursorPosition - SmoothedCursorPosition;
smoothedCursorDiff = NetConfig.InterpolateCursorPositionError(smoothedCursorDiff);
SmoothedCursorPosition = cursorPosition - smoothedCursorDiff;
}
if (!(this is AICharacter) || Controlled == this || IsRemotePlayer)
{
if (speedMultipliers.Count == 0) return 1f;

View File

@@ -582,6 +582,25 @@ namespace Barotrauma.Items.Components
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);
Entity.Spawner.AddToRemoveQueue(targetItem);
MoveInputQueue();
PutItemsToLinkedContainer();
}
else
{
if (outputContainer.Inventory.Items.All(i => i != null))
{
targetItem.Drop(dropper: null);
}
else
{
outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
}
}
if (targetItem.Prefab.DeconstructItems.Any())
{
inputContainer.Inventory.RemoveItem(targetItem);

View File

@@ -144,17 +144,6 @@ namespace Barotrauma.Items.Components
}
}
public Vector2 SteeringInput
{
get { return steeringInput; }
set
{
if (!MathUtils.IsValid(value)) return;
steeringInput.X = MathHelper.Clamp(value.X, -100.0f, 100.0f);
steeringInput.Y = MathHelper.Clamp(value.Y, -100.0f, 100.0f);
}
}
public SteeringPath SteeringPath
{
if (!CanBeSelected) return false;
@@ -175,6 +164,12 @@ namespace Barotrauma.Items.Components
set { posToMaintain = value; }
}
public Vector2? PosToMaintain
{
get { return posToMaintain; }
set { posToMaintain = value; }
}
struct ObstacleDebugInfo
{
public Vector2 Point1;

View File

@@ -1139,70 +1139,6 @@ namespace Barotrauma
}
}
public void UpdateTransform()
{
Submarine prevSub = Submarine;
FindHull();
if (Submarine == null && prevSub != null)
{
body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
}
else if (Submarine != null && prevSub == null)
{
body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
}
else if (Submarine != null && prevSub != null && Submarine != prevSub)
{
body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
}
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
{
body.LinearVelocity = new Vector2(
MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
}
}
public void UpdateTransform()
{
Submarine prevSub = Submarine;
FindHull();
if (Submarine == null && prevSub != null)
{
body.SetTransform(body.SimPosition + prevSub.SimPosition, body.Rotation);
}
else if (Submarine != null && prevSub == null)
{
body.SetTransform(body.SimPosition - Submarine.SimPosition, body.Rotation);
}
else if (Submarine != null && prevSub != null && Submarine != prevSub)
{
body.SetTransform(body.SimPosition + prevSub.SimPosition - Submarine.SimPosition, body.Rotation);
}
Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.SimPosition);
rect.X = (int)(displayPos.X - rect.Width / 2.0f);
rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
if (Math.Abs(body.LinearVelocity.X) > NetConfig.MaxPhysicsBodyVelocity ||
Math.Abs(body.LinearVelocity.Y) > NetConfig.MaxPhysicsBodyVelocity)
{
body.LinearVelocity = new Vector2(
MathHelper.Clamp(body.LinearVelocity.X, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity),
MathHelper.Clamp(body.LinearVelocity.Y, -NetConfig.MaxPhysicsBodyVelocity, NetConfig.MaxPhysicsBodyVelocity));
}
}
public void UpdateTransform()
{
Submarine prevSub = Submarine;

View File

@@ -630,6 +630,25 @@ namespace Barotrauma
}
}
public string DisplayName
{
get;
private set;
}
private string roomName;
[Editable, Serialize("", true, translationTextTag: "RoomName.")]
public string RoomName
{
get { return roomName; }
set
{
if (roomName == value) { return; }
roomName = value;
DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName;
}
}
public override Rectangle Rect
{
get