From 0da933a0146a0689546b21231e14f2dfc2bc14e8 Mon Sep 17 00:00:00 2001 From: Aki Date: Wed, 23 Feb 2022 23:36:37 +0100 Subject: Switched to use ContentBundle's GetText --- Stars45/ShipAI.cpp | 27 ++++++++++++++------------- 1 file changed, 14 insertions(+), 13 deletions(-) (limited to 'Stars45/ShipAI.cpp') diff --git a/Stars45/ShipAI.cpp b/Stars45/ShipAI.cpp index 71c1abe..892f41e 100644 --- a/Stars45/ShipAI.cpp +++ b/Stars45/ShipAI.cpp @@ -36,6 +36,7 @@ #include "Asteroid.h" #include "Game.h" +#include "ContentBundle.h" #include "Random.h" // +----------------------------------------------------------------------+ @@ -383,7 +384,7 @@ ShipAI::FindObjective() // if not the element leader, stay in formation: if (form && element_index > 1) { - ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.formation")); + ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.formation")); if (navpt && navpt->Action() == Instruction::LAUNCH) { FindObjectiveNavPoint(); @@ -411,7 +412,7 @@ ShipAI::FindObjective() if (support) { double d_support = Point(support->Location() - ship->Location()).length(); if (d_support > 35e3) { - ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.regroup")); + ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.regroup")); FindObjectiveTarget(support); objective = Transform(obj_w); return; @@ -420,7 +421,7 @@ ShipAI::FindObjective() // run away: else if (threat != target) { - ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.retreat")); + ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.retreat")); obj_w = ship->Location() + Point(ship->Location() - threat->Location()) * 100; objective = Transform(obj_w); return; @@ -429,31 +430,31 @@ ShipAI::FindObjective() // normal processing: if (target) { - ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.seek-target")); + ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.seek-target")); FindObjectiveTarget(target); objective = AimTransform(obj_w); } else if (patrol) { - ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.patrol")); + ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.patrol")); FindObjectivePatrol(); objective = Transform(obj_w); } else if (ward) { - ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.seek-ward")); + ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.seek-ward")); FindObjectiveFormation(); objective = Transform(obj_w); } else if (navpt && form) { - ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.seek-navpt")); + ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.seek-navpt")); FindObjectiveNavPoint(); objective = Transform(obj_w); } else if (rumor) { - ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.search")); + ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.search")); FindObjectiveTarget(rumor); objective = Transform(obj_w); } @@ -892,11 +893,11 @@ ShipAI::Navigator() ship->SetFLCSMode(Ship::FLCS_HELM); if (target) - ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.seek-target")); + ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.seek-target")); else if (rumor) - ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.seek-rumor")); + ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.seek-rumor")); else - ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.none")); + ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.none")); Accumulate(AvoidCollision()); Accumulate(AvoidTerrain()); @@ -1119,7 +1120,7 @@ ShipAI::AvoidCollision() avoid = Avoid(obstacle, (float) (ship->Radius() + other->Radius() + avoid_dist * 0.9)); avoid.brake = brake; - ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.avoid-collision")); + ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.avoid-collision")); } } @@ -1260,7 +1261,7 @@ ShipAI::AvoidCloseObject(SimObject* obj) Steer avoid = Flee(obstacle); avoid.brake = 0.3; - ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.avoid-collision")); + ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.avoid-collision")); return avoid; } -- cgit v1.1