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Refactoring #24

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Feb 2, 2023
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Binary file modified 1.4/Assemblies/CombatAI.dll
Binary file not shown.
21 changes: 16 additions & 5 deletions 1.4/Defs/ThingDef_Buildings/Buildings_Security.xml
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,9 @@
<ThingDef ParentName="BuildingBase">
<defName>CombatAI_TribalPoleCCTV</defName>
<label>Parrot in the cage</label>
<description>A parrot to keep sight of an area. Does not require power, need food to function. Does not function at night.</description>
<description>A parrot to keep sight of an area. Does not require power, need food to function. Does not function
at night.
</description>
<thingClass>Building</thingClass>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
Expand Down Expand Up @@ -171,7 +173,9 @@
<ThingDef ParentName="BuildingBase">
<defName>CombatAI_SpacerPoleCCTV</defName>
<label>Spacer Camera on Pole Mount</label>
<description>An advanced automated camera keep sight of an area.Higher vision range than industrial version and with nightvision optic for night time.</description>
<description>An advanced automated camera keep sight of an area.Higher vision range than industrial version and
with nightvision optic for night time.
</description>
<thingClass>Building</thingClass>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
Expand Down Expand Up @@ -256,7 +260,9 @@
<ThingDef ParentName="BuildingBase">
<defName>CombatAI_CCTVTurretIndustrial</defName>
<label>Industrial Wall Mounted CCTV</label>
<description>Wall mounted automated camera. Only provided conal field of vision, swivel around at fixed speed. Has more vision range than Pole Mount version.</description>
<description>Wall mounted automated camera. Only provided conal field of vision, swivel around at fixed speed.
Has more vision range than Pole Mount version.
</description>
<thingClass>Building</thingClass>
<graphicData>
<graphicClass>Graphic_Multi</graphicClass>
Expand Down Expand Up @@ -346,7 +352,10 @@
<ThingDef ParentName="BuildingBase">
<defName>CombatAI_CCTVTurretSpacer</defName>
<label>Spacer Wall Mounted CCTV</label>
<description>Wall mounted automated camera. Only provided conal field of vision, swivel around at fixed speed. Has more vision range than Pole Mount version. Higher vision range than industrial version and with nightvision optic for night time.</description>
<description>Wall mounted automated camera. Only provided conal field of vision, swivel around at fixed speed.
Has more vision range than Pole Mount version. Higher vision range than industrial version and with
nightvision optic for night time.
</description>
<thingClass>Building</thingClass>
<graphicData>
<graphicClass>Graphic_Multi</graphicClass>
Expand Down Expand Up @@ -439,7 +448,9 @@
<ThingDef ParentName="BuildingBase">
<defName>CombatAI_IndoorCCTV</defName>
<label>Indoor Automated Camera</label>
<description>Omnidirectional Camera, meant to be used indoor. Short range and consume minimal power. Will never breakdown like its outdoor counterpart, but will shortcircuit in rain.</description>
<description>Omnidirectional Camera, meant to be used indoor. Short range and consume minimal power. Will never
breakdown like its outdoor counterpart, but will shortcircuit in rain.
</description>
<thingClass>Building</thingClass>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
Expand Down
94 changes: 66 additions & 28 deletions 1.4/Languages/English/Keyed/Translations.xml
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,8 @@
<CombatAI.Open>Open</CombatAI.Open>
<CombatAI.Hide>Hide</CombatAI.Hide>
<CombatAI.Expand>Hide</CombatAI.Expand>
<CombatAI.PlaceWorker.WallMounted>Needs to be mounted to a wall or a solid structure.</CombatAI.PlaceWorker.WallMounted>
<CombatAI.PlaceWorker.WallMounted>Needs to be mounted to a wall or a solid structure.
</CombatAI.PlaceWorker.WallMounted>
<CombatAI.Preparing>Preparing Combat AI</CombatAI.Preparing>
<CombatAI.Animator.Controller>Hold</CombatAI.Animator.Controller>
<CombatAI.Animator.Controller.Description>Hold at the current angle.</CombatAI.Animator.Controller.Description>
Expand All @@ -17,53 +18,90 @@
<CombatAI.Settings.Basic.Presets.Hard>Hard/Complex</CombatAI.Settings.Basic.Presets.Hard>
<CombatAI.Settings.Basic.Presets.Deathwish>Deathwish</CombatAI.Settings.Basic.Presets.Deathwish>
<CombatAI.Settings.Basic.Presets.Applied>Applied preset:</CombatAI.Settings.Basic.Presets.Applied>
<CombatAI.Settings.Basic.Presets.Description>Performance presets will determine the complexity of AI calculations and their interval. More complex calculations means harder AI but lower performance. Default is normal.</CombatAI.Settings.Basic.Presets.Description>
<CombatAI.Settings.Basic.Presets.Description>Performance presets will determine the complexity of AI calculations
and their interval. More complex calculations means harder AI but lower performance. Default is normal.
</CombatAI.Settings.Basic.Presets.Description>
<CombatAI.Settings.Basic.Sprinting>Enable sprinting</CombatAI.Settings.Basic.Sprinting>
<CombatAI.Settings.Basic.Sprinting.Description>If this is disabled: Pathetic F F...\n if not: Chad :thumbsup</CombatAI.Settings.Basic.Sprinting.Description>
<CombatAI.Settings.Basic.Sprinting.Description>If this is disabled: Pathetic F F...\n if not: Chad :thumbsup
</CombatAI.Settings.Basic.Sprinting.Description>
<CombatAI.Settings.Basic.Groups>Enable tactical groups</CombatAI.Settings.Basic.Groups>
<CombatAI.Settings.Basic.Groups.Description>Raiders will be divided into tactical groups (2-10) each with their own objective. Not all pawns will be assigned to groups, some will remain on the default assault duty.</CombatAI.Settings.Basic.Groups.Description>
<CombatAI.Settings.Basic.SappingMul>Cost multiplier for pathing through walls (default is 1.0)</CombatAI.Settings.Basic.SappingMul>
<CombatAI.Settings.Basic.SappingMul.Description>Cost multiplier for pathing through walls. Higher values means raiders are less likely to path through walls.</CombatAI.Settings.Basic.SappingMul.Description>
<CombatAI.Settings.Basic.Groups.Description>Raiders will be divided into tactical groups (2-10) each with their own
objective. Not all pawns will be assigned to groups, some will remain on the default assault duty.
</CombatAI.Settings.Basic.Groups.Description>
<CombatAI.Settings.Basic.SappingMul>Cost multiplier for pathing through walls (default is 1.0)
</CombatAI.Settings.Basic.SappingMul>
<CombatAI.Settings.Basic.SappingMul.Description>Cost multiplier for pathing through walls. Higher values means
raiders are less likely to path through walls.
</CombatAI.Settings.Basic.SappingMul.Description>
<CombatAI.Settings.Basic.FogOfWar>[BETA] Fog of war</CombatAI.Settings.Basic.FogOfWar>
<CombatAI.Settings.Basic.FogOfWar.Enable>Enable fog of war</CombatAI.Settings.Basic.FogOfWar.Enable>
<CombatAI.Settings.Basic.FogOfWar.Allies>Allies reveal fog of war</CombatAI.Settings.Basic.FogOfWar.Allies>
<CombatAI.Settings.Basic.FogOfWar.Animals>Colony animals reveal fog of war</CombatAI.Settings.Basic.FogOfWar.Animals>
<CombatAI.Settings.Basic.FogOfWar.Animals.SmartOnly>Only smart animals reveal fog of war</CombatAI.Settings.Basic.FogOfWar.Animals.SmartOnly>
<CombatAI.Settings.Basic.FogOfWar.Turrets>Colony turrets reveal fog of war</CombatAI.Settings.Basic.FogOfWar.Turrets>
<CombatAI.Settings.Basic.FogOfWar.Density>Fog density (how dark the fog of war is)</CombatAI.Settings.Basic.FogOfWar.Density>
<CombatAI.Settings.Basic.FogOfWar.Density.Readouts>{0} Fog desnity</CombatAI.Settings.Basic.FogOfWar.Density.Readouts>
<CombatAI.Settings.Basic.FogOfWar.RangeMul>Fog of war sight radius multiplie (default is 1.0)</CombatAI.Settings.Basic.FogOfWar.RangeMul>
<CombatAI.Settings.Basic.FogOfWar.Animals>Colony animals reveal fog of war
</CombatAI.Settings.Basic.FogOfWar.Animals>
<CombatAI.Settings.Basic.FogOfWar.Animals.SmartOnly>Only smart animals reveal fog of war
</CombatAI.Settings.Basic.FogOfWar.Animals.SmartOnly>
<CombatAI.Settings.Basic.FogOfWar.Turrets>Colony turrets reveal fog of war
</CombatAI.Settings.Basic.FogOfWar.Turrets>
<CombatAI.Settings.Basic.FogOfWar.Density>Fog density (how dark the fog of war is)
</CombatAI.Settings.Basic.FogOfWar.Density>
<CombatAI.Settings.Basic.FogOfWar.Density.Readouts>{0} Fog desnity
</CombatAI.Settings.Basic.FogOfWar.Density.Readouts>
<CombatAI.Settings.Basic.FogOfWar.RangeMul>Fog of war sight radius multiplie (default is 1.0)
</CombatAI.Settings.Basic.FogOfWar.RangeMul>
<CombatAI.Settings.Basic.FogOfWar.RangeMul.Readouts>{0}x</CombatAI.Settings.Basic.FogOfWar.RangeMul.Readouts>
<CombatAI.Settings.Basic.FogOfWar.FadeMul>Fog of war sight fade radius multiplier (default is 0.5)</CombatAI.Settings.Basic.FogOfWar.FadeMul>
<CombatAI.Settings.Basic.FogOfWar.FadeMul>Fog of war sight fade radius multiplier (default is 0.5)
</CombatAI.Settings.Basic.FogOfWar.FadeMul>
<CombatAI.Settings.Basic.FogOfWar.FadeMul.Readouts>{0}x</CombatAI.Settings.Basic.FogOfWar.FadeMul.Readouts>
<CombatAI.Settings.Basic.KillBoxKiller>Enable The Killbox killer 5000</CombatAI.Settings.Basic.KillBoxKiller>
<CombatAI.Settings.Basic.CELean>Enable Combat Extended lean profile</CombatAI.Settings.Basic.CELean>
<CombatAI.Settings.Basic.PerformanceOpt>Enable Dynamic performance settings</CombatAI.Settings.Basic.PerformanceOpt>
<CombatAI.Settings.Basic.PerformanceOpt.Warning>WARNING: NOT having dynamic performance settings ON will result in lag spikes and lose of performance!</CombatAI.Settings.Basic.PerformanceOpt.Warning>
<CombatAI.Settings.Basic.PerformanceOpt.Description>Automatically adjust settings to maintain both a good level of TPS and a good AI.</CombatAI.Settings.Basic.PerformanceOpt.Description>
<CombatAI.Settings.Basic.PerformanceOpt.Warning>WARNING: NOT having dynamic performance settings ON will result in
lag spikes and lose of performance!
</CombatAI.Settings.Basic.PerformanceOpt.Warning>
<CombatAI.Settings.Basic.PerformanceOpt.Description>Automatically adjust settings to maintain both a good level of
TPS and a good AI.
</CombatAI.Settings.Basic.PerformanceOpt.Description>
<CombatAI.Settings.Basic.Caster>Enable fire position tweaks</CombatAI.Settings.Basic.Caster>
<CombatAI.Settings.Basic.Targeter>Enable target selection tweaks</CombatAI.Settings.Basic.Targeter>
<CombatAI.Settings.Basic.Flanking>Enable aggressive flanking</CombatAI.Settings.Basic.Flanking>
<CombatAI.Settings.Basic.Reaction>Enable fast reactions</CombatAI.Settings.Basic.Reaction>
<CombatAI.Settings.Basic.Retreat>Enable tactical retreat</CombatAI.Settings.Basic.Retreat>
<CombatAI.Settings.Basic.Pather>Enable pathfinding tweaks</CombatAI.Settings.Basic.Pather>
<CombatAI.Settings.Basic.DestWeight>Pathfinding aggressiveness level</CombatAI.Settings.Basic.DestWeight>
<CombatAI.Settings.Basic.DestWeight.Description>Lower numbers mean pathfinding will be more aggressive at avoiding enemies, flanking and minimizing risk to pawns.</CombatAI.Settings.Basic.DestWeight.Description>
<CombatAI.Settings.Basic.DestWeight.Warning>WARNING: Lower values will cause alot of performance issues.</CombatAI.Settings.Basic.DestWeight.Warning>
<CombatAI.Settings.Basic.DestWeight.Description>Lower numbers mean pathfinding will be more aggressive at avoiding
enemies, flanking and minimizing risk to pawns.
</CombatAI.Settings.Basic.DestWeight.Description>
<CombatAI.Settings.Basic.DestWeight.Warning>WARNING: Lower values will cause alot of performance issues.
</CombatAI.Settings.Basic.DestWeight.Warning>
<CombatAI.Settings.Debugging>Debugging</CombatAI.Settings.Debugging>
<CombatAI.Settings.Debugging.Enable>Enable Debugging</CombatAI.Settings.Debugging.Enable>
<CombatAI.Settings.Advance>Advance Settings</CombatAI.Settings.Advance>
<CombatAI.Settings.Advance.Warning>WARNING: This is only for advanced users! Don't enable this if you don't know what you're doing!</CombatAI.Settings.Advance.Warning>
<CombatAI.Settings.Advance.Warning>WARNING: This is only for advanced users! Don't enable this if you don't know
what you're doing!
</CombatAI.Settings.Advance.Warning>
<CombatAI.Settings.Advance.Enable>I'm an advanced user!</CombatAI.Settings.Advance.Enable>
<CombatAI.Settings.Advance.Sight.Performance>Performance</CombatAI.Settings.Advance.Sight.Performance>
<CombatAI.Settings.Advance.Sight.Performance.Description>You can adjust how many buckets pawns/turrets are divided into and how often they updates. Warning: DON'T USE THIS IF YOU DON'T KNOW WHAT YOU'RE DOING</CombatAI.Settings.Advance.Sight.Performance.Description>
<CombatAI.Settings.Advance.Sight.Performance.FrienldiesAndEnemies>Humanlike factions</CombatAI.Settings.Advance.Sight.Performance.FrienldiesAndEnemies>
<CombatAI.Settings.Advance.Sight.Performance.MechsAndInsect>Mechs and insects</CombatAI.Settings.Advance.Sight.Performance.MechsAndInsect>
<CombatAI.Settings.Advance.Sight.Performance.WildLife>Wildlife</CombatAI.Settings.Advance.Sight.Performance.WildLife>
<CombatAI.Settings.Advance.Sight.Performance.Turrets>Map turrets</CombatAI.Settings.Advance.Sight.Performance.Turrets>
<CombatAI.Settings.Advance.Sight.Performance.Readouts.Frequency>Update frequency {0}Hz (buckets * interval)</CombatAI.Settings.Advance.Sight.Performance.Readouts.Frequency>
<CombatAI.Settings.Advance.Sight.Performance.Readouts.Buckets>Bucket count {0}</CombatAI.Settings.Advance.Sight.Performance.Readouts.Buckets>
<CombatAI.Settings.Advance.Sight.Performance.Readouts.Interval>Ticks between bucket updates {0} Ticks</CombatAI.Settings.Advance.Sight.Performance.Readouts.Interval>
<CombatAI.Settings.Advance.Sight.Performance.Readouts.CarryLimit>{0} Things maximum can obstuct line of sight</CombatAI.Settings.Advance.Sight.Performance.Readouts.CarryLimit>
<CombatAI.Settings.Advance.Sight.Performance.Readouts.CarryLimit.Description>The maximum number of things along line of sight. This includes trees, buildings, etc. Higher values means more accurate sight model but higher performance impact.</CombatAI.Settings.Advance.Sight.Performance.Readouts.CarryLimit.Description>
<CombatAI.Settings.Advance.Sight.Performance.Description>You can adjust how many buckets pawns/turrets are divided
into and how often they updates. Warning: DON'T USE THIS IF YOU DON'T KNOW WHAT YOU'RE DOING
</CombatAI.Settings.Advance.Sight.Performance.Description>
<CombatAI.Settings.Advance.Sight.Performance.FrienldiesAndEnemies>Humanlike factions
</CombatAI.Settings.Advance.Sight.Performance.FrienldiesAndEnemies>
<CombatAI.Settings.Advance.Sight.Performance.MechsAndInsect>Mechs and insects
</CombatAI.Settings.Advance.Sight.Performance.MechsAndInsect>
<CombatAI.Settings.Advance.Sight.Performance.WildLife>Wildlife
</CombatAI.Settings.Advance.Sight.Performance.WildLife>
<CombatAI.Settings.Advance.Sight.Performance.Turrets>Map turrets
</CombatAI.Settings.Advance.Sight.Performance.Turrets>
<CombatAI.Settings.Advance.Sight.Performance.Readouts.Frequency>Update frequency {0}Hz (buckets * interval)
</CombatAI.Settings.Advance.Sight.Performance.Readouts.Frequency>
<CombatAI.Settings.Advance.Sight.Performance.Readouts.Buckets>Bucket count {0}
</CombatAI.Settings.Advance.Sight.Performance.Readouts.Buckets>
<CombatAI.Settings.Advance.Sight.Performance.Readouts.Interval>Ticks between bucket updates {0} Ticks
</CombatAI.Settings.Advance.Sight.Performance.Readouts.Interval>
<CombatAI.Settings.Advance.Sight.Performance.Readouts.CarryLimit>{0} Things maximum can obstuct line of sight
</CombatAI.Settings.Advance.Sight.Performance.Readouts.CarryLimit>
<CombatAI.Settings.Advance.Sight.Performance.Readouts.CarryLimit.Description>The maximum number of things along line
of sight. This includes trees, buildings, etc. Higher values means more accurate sight model but higher
performance impact.
</CombatAI.Settings.Advance.Sight.Performance.Readouts.CarryLimit.Description>
</LanguageData>
4 changes: 2 additions & 2 deletions Source/Rule56/CCTV/CCTVTopAnimator.cs
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ public abstract class CCTVTopAnimator : IExposable
public CCTVTopAnimator()
{
}

public CCTVTopAnimator(ThingComp_CCTVTop comp)
{
this.comp = comp;
Expand All @@ -21,9 +21,9 @@ public abstract float CurRotation
get;
set;
}
public abstract void ExposeData();

public abstract void Tick();
public abstract void ExposeData();

public virtual IEnumerable<Gizmo> GetGizmos()
{
Expand Down
12 changes: 6 additions & 6 deletions Source/Rule56/CCTV/CCTVTopAnimator_Controlled.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,11 +8,11 @@ namespace CombatAI
public class CCTVTopAnimator_Controlled : CCTVTopAnimator_Periodic
{
private bool paused;

public CCTVTopAnimator_Controlled(ThingComp_CCTVTop comp) : base(comp)
{
}

public override void Tick()
{
if (!paused)
Expand All @@ -32,16 +32,16 @@ public override IEnumerable<Gizmo> GetGizmos()
{
return paused;
};
toggle.icon = TexCommand.PauseCaravan;
toggle.defaultLabel = R.Keyed.CombatAI_Animator_Controller;
toggle.defaultDesc = R.Keyed.CombatAI_Animator_Controller_Description;
toggle.icon = TexCommand.PauseCaravan;
toggle.defaultLabel = Keyed.CombatAI_Animator_Controller;
toggle.defaultDesc = Keyed.CombatAI_Animator_Controller_Description;
yield return toggle;
}

public override void ExposeData()
{
base.ExposeData();
Scribe_Values.Look(ref paused, "paused", false);
Scribe_Values.Look(ref paused, "paused");
}
}
}
4 changes: 2 additions & 2 deletions Source/Rule56/CCTV/CCTVTopAnimator_Periodic.cs
Original file line number Diff line number Diff line change
Expand Up @@ -5,8 +5,8 @@ namespace CombatAI
{
public class CCTVTopAnimator_Periodic : CCTVTopAnimator
{
private float rot;
private bool idleTurnClockwise;
private float rot;
private int ticksUntilIdleTurn;

public CCTVTopAnimator_Periodic(ThingComp_CCTVTop comp) : base(comp)
Expand Down Expand Up @@ -48,7 +48,7 @@ public override void Tick()
}
public override void ExposeData()
{
Scribe_Values.Look(ref rot, "rot", 0);
Scribe_Values.Look(ref rot, "rot");
}
}
}
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