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9475a76
Added japanese localization
iwarin123 Apr 26, 2023
6d537be
Fix Compatible with 1.16.1-f2
iwarin123 Apr 26, 2023
0c1815d
Change module references to default path
iwarin123 Apr 26, 2023
160e671
Corrected the wording of the Japanese translation.
iwarin123 Apr 27, 2023
009232d
Fix Japanese translation.
iwarin123 May 2, 2023
6d835cb
Added German localization
iwarin123 May 2, 2023
212ab87
add update log.
iwarin123 May 2, 2023
6f8adf9
Add Spanish translation.
iwarin123 May 2, 2023
fc4c607
Add French translation.
iwarin123 May 2, 2023
6c9f805
Adjusted the length of German sentences.
iwarin123 May 2, 2023
3a7de9e
Changed post-build copy process to a generic path.
iwarin123 May 2, 2023
c808fb1
Tweaked German translation.
iwarin123 May 2, 2023
d07c188
Add Polish translation.
iwarin123 May 2, 2023
d5bea43
Fixed Japanese notation.
iwarin123 May 2, 2023
5d8142e
Add Brazilian Portuguese translation.
iwarin123 May 2, 2023
fd0ffd1
Rename locale file.
iwarin123 May 2, 2023
b7aa3b2
Update README.md
iwarin123 May 8, 2023
b7c54a0
German wording has been corrected under @DJKLI supervision.
iwarin123 May 8, 2023
43b62f5
Added thumbnail image of modified version.
iwarin123 May 9, 2023
b2f7c99
Exclude harmony.dll from copy.
iwarin123 May 9, 2023
62e6112
Fixed typo.
iwarin123 May 9, 2023
f353bc2
Added to open destination folder after build.
iwarin123 May 23, 2023
075dc34
Fix Japanese translation.
iwarin123 May 31, 2023
be09e54
Fixed for 1.17.0
iwarin123 May 30, 2023
966c911
Merge branch 'feature/1.17.0'
iwarin123 Jun 12, 2023
70711c5
Support for "More Vehicles" mod
iwarin123 Jun 12, 2023
d27ddd1
Fixed typo.
iwarin123 Jun 15, 2023
69143e4
Translated comment text.
iwarin123 Jun 15, 2023
0bf794d
Temporarily disable Real City.
iwarin123 Jun 27, 2023
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2 changes: 1 addition & 1 deletion CustomAI/CustomCargoTruckAI.cs
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ public static void CargoTruckAISetSourceForRealConstruction(ushort vehicleID, re
}
else
{
DebugLog.LogToFileOnly("find unknow transfor for SpecialBuilding " + data.m_transferType.ToString());
DebugLog.LogToFileOnly("find unknown transfer for SpecialBuilding " + data.m_transferType.ToString());
}
}
}
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572 changes: 506 additions & 66 deletions CustomManager/CustomTransferManager.cs

Large diffs are not rendered by default.

4 changes: 3 additions & 1 deletion Loader.cs
Original file line number Diff line number Diff line change
Expand Up @@ -46,7 +46,9 @@ public override void OnLevelLoaded(LoadMode mode)
HarmonyInitDetour();
SetupGui();
SetupLocalization();
isRealCityRunning = CheckRealCityIsLoaded();

// [RealCity] Disable it temporarily. Will support "RealCity Revised" in the future.
// isRealCityRunning = CheckRealCityIsLoaded();

RealConstruction.LoadSetting();
if (mode == LoadMode.NewGame)
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24 changes: 24 additions & 0 deletions Locales/de.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,24 @@
FOOD_STORED Lebensmittel
LUMBER_STORED Holz
COAL_STORED Kohle
PETROL_STORED Erdöl
CONSTRUCTION_RESOURCE Baumaterial
OPERATION_RESOURCE Betriebsmittel
OPERATION_RESOURCE_LEFT Überschüssige Betriebsmittel
TRANSFER_CONSTRUCTION_RESOURCE_TO Liefere Baumaterial nach
TRANSFER_OPERATION_RESOURCE_TO Liefere Betriebsmittel an
GOING_FOR_FUEL_TO Auf dem Weg zur Tankstelle in
BUILDING_TYPE Gebäude Funktion
NORMAL_BUILDING Normales Gebäude
GENERATE_BOTH_RESOURCES Beide Ressourcen produzieren
GENERATE_CONSTRUCTION_RESOURCES Produziere Baumaterial
GENERATE_OPERATION_RESOURCES Produziere Betriebsmittel
NONEED_RESOURCE Kein Bedarf an Ressourcen
DEBUG_MODE Debug UI
SHOW_LACK_OF_RESOURCE Symbolen über Gebäuden anzeigen, wenn Bau-oder Betriebsstoffe knapp sind.
FIX_UNROUTED_TRANSFER_MATCH_DESCRIPTION Wenn ein Gebiet von Straßenverbindungen in andere Gebiete isoliert ist
FIX_UNROUTED_TRANSFER_MATCH_ENALBE Reparieren Sie den unverbundenen Transport.
OPERATION_RESOURCE_CONSUMPTION Betriebsmittelverbrauchsgeschwindigkeit
NORMAL Normal
HALF Halb
NONE Keine
24 changes: 24 additions & 0 deletions Locales/es.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,24 @@
FOOD_STORED alimentos
LUMBER_STORED madera
COAL_STORED mineral
PETROL_STORED petróleo
CONSTRUCTION_RESOURCE materiales de construcción
OPERATION_RESOURCE recursos operativos
OPERATION_RESOURCE_LEFT exceso de recursos de explotación
TRANSFER_CONSTRUCTION_RESOURCE_TO Transporte de materiales de construcción
TRANSFER_OPERATION_RESOURCE_TO Recursos operativos de transporte
GOING_FOR_FUEL_TO De camino a la gasolinera
BUILDING_TYPE Función del edificio
NORMAL_BUILDING Edificio normal
GENERATE_BOTH_RESOURCES Produciendo ambas cosas.
GENERATE_CONSTRUCTION_RESOURCES Sólo materiales de construcción
GENERATE_OPERATION_RESOURCES Producir sólo recursos operativos.
NONEED_RESOURCE sin recursos
DEBUG_MODE Interfaz de depuración
SHOW_LACK_OF_RESOURCE Mostrar iconos en los edificios cuando los recursos son escasos.
FIX_UNROUTED_TRANSFER_MATCH_DESCRIPTION Fijar el transporte no conectado cuando se aísla de una conexión por carretera.
FIX_UNROUTED_TRANSFER_MATCH_ENALBE Arreglar transporte desconectado.
OPERATION_RESOURCE_CONSUMPTION Tasa de consumo de recursos operativos
NORMAL Habitual
HALF Medio
NONE Ninguno
24 changes: 24 additions & 0 deletions Locales/fr.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,24 @@
FOOD_STORED nourriture
LUMBER_STORED Bois
COAL_STORED Charbon
PETROL_STORED Pétrole
CONSTRUCTION_RESOURCE Ressources pour la construction
OPERATION_RESOURCE Ressources opérationnelles
OPERATION_RESOURCE_LEFT Ressources opérationnelles excédentaires
TRANSFER_CONSTRUCTION_RESOURCE_TO Transport de matériaux de construction
TRANSFER_OPERATION_RESOURCE_TO Transport des ressources opérationnelles.
GOING_FOR_FUEL_TO Sur le chemin de la station-service
BUILDING_TYPE Fonction du bâtiment
NORMAL_BUILDING Bâtiment normal
GENERATE_BOTH_RESOURCES Produire les deux ressources
GENERATE_CONSTRUCTION_RESOURCES Produce Construction Resources
GENERATE_OPERATION_RESOURCES Produire des ressources de construction
NONEED_RESOURCE Pas de ressources nécessaires
DEBUG_MODE Debug UI
SHOW_LACK_OF_RESOURCE Afficher des icônes sur les bâtiments en cas de pénurie de ressources.
FIX_UNROUTED_TRANSFER_MATCH_DESCRIPTION Lorsqu'ils sont isolés des connexions routières dans d'autres zones
FIX_UNROUTED_TRANSFER_MATCH_ENALBE Correction des transports non connectés.
OPERATION_RESOURCE_CONSUMPTION Opération ressource consommation vitesse
NORMAL Habituel
HALF La moitié
NONE Aucun
24 changes: 24 additions & 0 deletions Locales/ja.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,24 @@
FOOD_STORED 食料品
LUMBER_STORED 材木
COAL_STORED 鉱石
PETROL_STORED 石油
CONSTRUCTION_RESOURCE 建設資材
OPERATION_RESOURCE 運営資材
OPERATION_RESOURCE_LEFT 余剰運営資材
TRANSFER_CONSTRUCTION_RESOURCE_TO 建設資材を輸送
TRANSFER_OPERATION_RESOURCE_TO 運営資材を輸送
GOING_FOR_FUEL_TO ガソリンスタンドへ行く途中
BUILDING_TYPE 建築タイプ
NORMAL_BUILDING 通常建築
GENERATE_BOTH_RESOURCES 両方を生産
GENERATE_CONSTRUCTION_RESOURCES 建設資材の生産のみ
GENERATE_OPERATION_RESOURCES 運営資材の生産のみ
NONEED_RESOURCE 資材不要
DEBUG_MODE デバッグUI
SHOW_LACK_OF_RESOURCE 建設や運営の資材が不足している場合に建物に資源不足のアイコンを表示する
FIX_UNROUTED_TRANSFER_MATCH_DESCRIPTION 他のエリアの道路接続から孤立している場合に未接続の輸送を修正する
FIX_UNROUTED_TRANSFER_MATCH_ENALBE 未接続の輸送を修正
OPERATION_RESOURCE_CONSUMPTION 運営資材の消費速度
NORMAL 通常
HALF 半分
NONE なし
24 changes: 24 additions & 0 deletions Locales/pl.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,24 @@
FOOD_STORED Żywność
LUMBER_STORED Tarcica
COAL_STORED Węgiel
PETROL_STORED Benzyna
CONSTRUCTION_RESOURCE Zasoby budowlane
OPERATION_RESOURCE Zasoby operacyjne
OPERATION_RESOURCE_LEFT nadmiar zasobów operacyjnych
TRANSFER_CONSTRUCTION_RESOURCE_TO Transport materiałów budowlanych
TRANSFER_OPERATION_RESOURCE_TO Transport środków operacyjnych.
GOING_FOR_FUEL_TO W drodze na stację benzynową
BUILDING_TYPE Rodzaj budynku
NORMAL_BUILDING Normalny budynek
GENERATE_BOTH_RESOURCES Produkuj oba zasoby
GENERATE_CONSTRUCTION_RESOURCES Produkuj zasoby budowlane
GENERATE_OPERATION_RESOURCES Produkuj zasoby operacyjne
NONEED_RESOURCE Nie potrzeba zasobów
DEBUG_MODE Debug UI
SHOW_LACK_OF_RESOURCE Pokaż ikonę braku zasobów na budynkach, gdy brakuje zasobów budowlanych lub operacyjnych.
FIX_UNROUTED_TRANSFER_MATCH_DESCRIPTION W przypadku odizolowania od innych połączeń drogowych obszaru.
FIX_UNROUTED_TRANSFER_MATCH_ENALBE Naprawić niepołączony transport.
OPERATION_RESOURCE_CONSUMPTION Działanie zużycie zasobów szybkość
NORMAL Normalna
HALF Pół
NONE Bez
24 changes: 24 additions & 0 deletions Locales/pt.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,24 @@
FOOD_STORED Alimentos
LUMBER_STORED Madeira
COAL_STORED Minério
PETROL_STORED Petróleo
CONSTRUCTION_RESOURCE Recursos de construção
OPERATION_RESOURCE Recursos operacionais
OPERATION_RESOURCE_LEFT Recursos operacionais excedentes
TRANSFER_CONSTRUCTION_RESOURCE_TO Transporte de recursos de construção
TRANSFER_OPERATION_RESOURCE_TO Transporte de recursos operacionais.
GOING_FOR_FUEL_TO No caminho para o posto de gasolina
BUILDING_TYPE Tipo de edifício
NORMAL_BUILDING Edifício normal
GENERATE_BOTH_RESOURCES Produzir ambos os recursos
GENERATE_CONSTRUCTION_RESOURCES Produzir recursos de construção
GENERATE_OPERATION_RESOURCES Produzir recursos operacionais
NONEED_RESOURCE Não há necessidade de recursos
DEBUG_MODE UI de depuração
SHOW_LACK_OF_RESOURCE Exibir ícones nos edifícios quando houver escassez de recursos.
FIX_UNROUTED_TRANSFER_MATCH_DESCRIPTION Quando isolado de outras conexões rodoviárias da área
FIX_UNROUTED_TRANSFER_MATCH_ENALBE Correção de transporte não conectado.
OPERATION_RESOURCE_CONSUMPTION Velocidade de consumo de recursos de operação
NORMAL Normais
HALF Metade
NONE Nenhum
30 changes: 30 additions & 0 deletions Patch/MatchOffersPatch.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,30 @@
using ColossalFramework;
using HarmonyLib;
using RealConstruction.CustomManager;
using RealConstruction.Util;
using System.Reflection;
using static ItemClass;

namespace RealConstruction.Patch
{
[HarmonyPatch]
public class MatchOffersPatch
{
public static MethodBase TargetMethod()
{
return typeof(TransferManager).GetMethod("MatchOffers", BindingFlags.NonPublic | BindingFlags.Instance);
}

// Specify the order of execution, since this mod will not work if TransferManagerCE is executed first.
[HarmonyBefore(new string[] { "Sleepy.TransferManagerCE" })]
public static void Prefix(TransferManager.TransferReason material)
{
if (material == (TransferManager.TransferReason)124 ||
material == (TransferManager.TransferReason)125)
{
MethodInfo func = typeof(CustomTransferManager).GetMethod("MatchOffers", BindingFlags.NonPublic | BindingFlags.Static);
func.Invoke(null, new object[] { material });
}
}
}
}
16 changes: 8 additions & 8 deletions Patch/PlayerBuildingAISimulationStepPatch.cs
Original file line number Diff line number Diff line change
Expand Up @@ -71,7 +71,7 @@ public static void Postfix(ushort buildingID, ref Building buildingData, ref Bui

if (CustomPlayerBuildingAI.CanRemoveNoResource(buildingID, ref buildingData))
{
Notification.Problem problem = Notification.RemoveProblems(buildingData.m_problems, Notification.Problem.NoResources);
Notification.Problem1 problem = Notification.RemoveProblems(buildingData.m_problems, Notification.Problem1.NoResources);
buildingData.m_problems = problem;
}
}
Expand All @@ -80,17 +80,17 @@ public static void Postfix(ushort buildingID, ref Building buildingData, ref Bui
MainDataStore.operationResourceBuffer[buildingID] = 0;
if (RealConstruction.debugMode)
{
if (buildingData.m_problems == Notification.Problem.None)
if (buildingData.m_problems == Notification.Problem1.None)
{
Notification.Problem problem = Notification.AddProblems(buildingData.m_problems, Notification.Problem.NoResources);
Notification.Problem1 problem = Notification.AddProblems(buildingData.m_problems, Notification.Problem1.NoResources);
buildingData.m_problems = problem;
}
}
else
{
if (CustomPlayerBuildingAI.CanRemoveNoResource(buildingID, ref buildingData))
{
Notification.Problem problem = Notification.RemoveProblems(buildingData.m_problems, Notification.Problem.NoResources);
Notification.Problem1 problem = Notification.RemoveProblems(buildingData.m_problems, Notification.Problem1.NoResources);
buildingData.m_problems = problem;
}
}
Expand All @@ -100,7 +100,7 @@ public static void Postfix(ushort buildingID, ref Building buildingData, ref Bui
{
if (CustomPlayerBuildingAI.CanRemoveNoResource(buildingID, ref buildingData))
{
Notification.Problem problem = Notification.RemoveProblems(buildingData.m_problems, Notification.Problem.NoResources);
Notification.Problem1 problem = Notification.RemoveProblems(buildingData.m_problems, Notification.Problem1.NoResources);
buildingData.m_problems = problem;
}
}
Expand All @@ -112,16 +112,16 @@ public static void Postfix(ushort buildingID, ref Building buildingData, ref Bui
ConstructionAI.ProcessBuildingConstruction(buildingID, ref buildingData, ref frameData);
if (MainDataStore.constructionResourceBuffer[buildingID] >= 8000)
{
Notification.Problem problem = Notification.RemoveProblems(buildingData.m_problems, Notification.Problem.NoResources);
Notification.Problem1 problem = Notification.RemoveProblems(buildingData.m_problems, Notification.Problem1.NoResources);
buildingData.m_problems = problem;
}
else
{
if (RealConstruction.debugMode)
{
if (buildingData.m_problems == Notification.Problem.None)
if (buildingData.m_problems == Notification.Problem1.None)
{
Notification.Problem problem = Notification.AddProblems(buildingData.m_problems, Notification.Problem.NoResources);
Notification.Problem1 problem = Notification.AddProblems(buildingData.m_problems, Notification.Problem1.NoResources);
buildingData.m_problems = problem;
}
}
Expand Down
8 changes: 4 additions & 4 deletions Patch/PrivateBuildingAISimulationStepPatch.cs
Original file line number Diff line number Diff line change
Expand Up @@ -22,24 +22,24 @@ public static void Postfix(ushort buildingID, ref Building buildingData, ref Bui
{
if (MainDataStore.constructionResourceBuffer[buildingID] >= 8000)
{
Notification.Problem problem = Notification.RemoveProblems(buildingData.m_problems, Notification.Problem.NoResources);
Notification.Problem1 problem = Notification.RemoveProblems(buildingData.m_problems, Notification.Problem1.NoResources);
buildingData.m_problems = problem;
}
else
{
if (RealConstruction.debugMode)
{
if (buildingData.m_problems == Notification.Problem.None)
if (buildingData.m_problems == Notification.Problem1.None)
{
Notification.Problem problem = Notification.AddProblems(buildingData.m_problems, Notification.Problem.NoResources);
Notification.Problem1 problem = Notification.AddProblems(buildingData.m_problems, Notification.Problem1.NoResources);
buildingData.m_problems = problem;
}
}
}
}
else
{
Notification.Problem problem = Notification.RemoveProblems(buildingData.m_problems, Notification.Problem.NoResources);
Notification.Problem1 problem = Notification.RemoveProblems(buildingData.m_problems, Notification.Problem1.NoResources);
buildingData.m_problems = problem;
}
}
Expand Down
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42 changes: 24 additions & 18 deletions Properties/AssemblyInfo.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2,9 +2,10 @@
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;

// 有关程序集的一般信息由以下
// 控制。更改这些特性值可修改
// 与程序集关联的信息。
// [en]> General information about the assembly is controlled by the following.
// Changing the values of these characteristics modifies the information associated with the assembly.
// [zh]> 有关程序集的一般信息由以下控制。更改这些特性值可修改与程序集关联的信息。
// [ja]> アセンブリに関する一般的な情報は以下によって制御されます。 これらの特性の値を変更することでアセンブリに関連する情報が変更されます。
[assembly: AssemblyTitle("RealConstruction")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
Expand All @@ -14,23 +15,28 @@
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]

//将 ComVisible 设置为 false 将使此程序集中的类型
//对 COM 组件不可见。 如果需要从 COM 访问此程序集中的类型,
//请将此类型的 ComVisible 特性设置为 true。
// [en]> Setting ComVisible to false will make the types in this assembly invisible to COM components.
// If you need to access the types in this assembly from COM, set the ComVisible feature of this type to true.
// [zh]> 将 ComVisible 设置为 false 将使此程序集中的类型对 COM 组件不可见。
// 如果需要从 COM 访问此程序集中的类型,请将此类型的 ComVisible 特性设置为 true。
// [ja]> ComVisibleをfalseに設定すると、このアセンブリの型はCOMコンポーネントから見えなくなります。
// COMからこのアセンブリの型にアクセスする必要がある場合は、この型のComVisible機能をtrueに設定します。
[assembly: ComVisible(false)]

// 如果此项目向 COM 公开,则下列 GUID 用于类型库的 ID
// [en]> If this project is public to COM, the following GUID is used for the type library ID
// [zh]> 如果此项目向 COM 公开,则下列 GUID 用于类型库的 ID
// [ja]> この項目がCOMに公開されている場合、タイプライブラリのIDには以下のGUIDが使用されます。
[assembly: Guid("d02f1eac-f10c-4938-a148-84124780ddc6")]

// 程序集的版本信息由下列四个值组成:
//
// 主版本
// 次版本
// 生成号
// 修订号
//
//可以指定所有这些值,也可以使用“生成号”和“修订号”的默认值,
// 方法是按如下所示使用“*”: :
// [en]> The version information of the assembly consists of the following four values.
// ("Primary version . Secondary version . Generate number . Revision number")
// You can specify all of these values, or you can use the default values for "Generate" and "Revision" by using "*" as shown below.
// [zh]> 程序集的版本信息由下列四个值组成:
// ("主版本 . 次版本 . 生成号 . 修订号")
// 可以指定所有这些值,也可以使用“生成号”和“修订号”的默认值,方法是按如下所示使用“*”:
// [ja]> プログラムセットのバージョン情報は、以下の4つの値で構成されます。
// ("プライマリーバージョン . セカンダリーバージョン . 世代番号(Generation Number) . リビジョン番号")
// これらの値をすべて指定することもできますが、以下のように "*"を使用することで、"Generate "と "Revision "のデフォルト値を使用することができます。
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("3.1.02.16")]
[assembly: AssemblyFileVersion("3.1.02.16")]
[assembly: AssemblyVersion("3.2.05.18")]
[assembly: AssemblyFileVersion("3.2.05.18")]
16 changes: 14 additions & 2 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -60,12 +60,24 @@

Author: **@pcfantasy**

Collaborators: **@Pourov(Sagiluv1)**

Collaborators: **@Pourov(Sagiluv1)** **@iwarin123(iwarin123)**

*Update logs:*
---

* 08/05/2023:
1. German wording has been corrected under @DJKLI supervision.

* 03/05/2023:
1. Add Spanish, French, Polish, Brazilian Portuguese translation.

* 02/05/2023:
1. Add German translation de.txt.

* 27/04/2023:
1. Compatible with Cities Skylines 1.16.1-f2 (Hubs & Transport)
2. Add Japanese translation ja.txt.

* 20/03/2019:
1. Increase resource building production speed a little
2. Add garbage service as high priority in resource supply
Expand Down
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