(bf212a41f) v0.9.2.0 pre-release test version
This commit is contained in:
@@ -1,6 +1,5 @@
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using Barotrauma.Items.Components;
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using FarseerPhysics;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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@@ -18,10 +17,6 @@ namespace Barotrauma.Networking
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}
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private NetworkMember networkMember;
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private State state;
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private Submarine respawnShuttle;
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private Steering shuttleSteering;
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private List<Door> shuttleDoors;
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@@ -31,46 +26,40 @@ namespace Barotrauma.Networking
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public bool UsingShuttle
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{
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get { return respawnShuttle != null; }
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get { return RespawnShuttle != null; }
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}
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/// <summary>
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/// How long until the shuttle is dispatched with respawned characters
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/// When will the shuttle be dispatched with respawned characters
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/// </summary>
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public float RespawnTimer
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{
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get { return respawnTimer; }
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}
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public DateTime RespawnTime { get; private set; }
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/// <summary>
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/// how long until the shuttle starts heading back out of the level
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/// When will the sub start heading back out of the level
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/// </summary>
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public float TransportTimer
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{
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get { return shuttleTransportTimer; }
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}
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public DateTime ReturnTime { get; private set; }
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public bool CountdownStarted
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public bool RespawnCountdownStarted
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{
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get;
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private set;
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}
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public State CurrentState
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public bool ReturnCountdownStarted
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{
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get { return state; }
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get;
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private set;
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}
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private float respawnTimer, shuttleReturnTimer, shuttleTransportTimer;
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public State CurrentState { get; private set; }
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private DateTime despawnTime;
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private float maxTransportTime;
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private float updateReturnTimer;
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public Submarine RespawnShuttle
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{
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get { return respawnShuttle; }
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}
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public Submarine RespawnShuttle { get; private set; }
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public RespawnManager(NetworkMember networkMember, Submarine shuttle)
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: base(shuttle)
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@@ -79,8 +68,8 @@ namespace Barotrauma.Networking
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if (shuttle != null)
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{
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respawnShuttle = new Submarine(shuttle.FilePath, shuttle.MD5Hash.Hash, true);
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respawnShuttle.Load(false);
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RespawnShuttle = new Submarine(shuttle.FilePath, shuttle.MD5Hash.Hash, true);
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RespawnShuttle.Load(false);
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ResetShuttle();
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@@ -89,7 +78,7 @@ namespace Barotrauma.Networking
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shuttleDoors = new List<Door>();
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foreach (Item item in Item.ItemList)
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{
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if (item.Submarine != respawnShuttle) continue;
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if (item.Submarine != RespawnShuttle) continue;
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var steering = item.GetComponent<Steering>();
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if (steering != null) shuttleSteering = steering;
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@@ -113,13 +102,12 @@ namespace Barotrauma.Networking
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}
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else
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{
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respawnShuttle = null;
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RespawnShuttle = null;
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}
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#if SERVER
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if (networkMember is GameServer server)
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{
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respawnTimer = server.ServerSettings.RespawnInterval;
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maxTransportTime = server.ServerSettings.MaxTransportTime;
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}
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#endif
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@@ -127,15 +115,15 @@ namespace Barotrauma.Networking
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public void Update(float deltaTime)
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{
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if (respawnShuttle == null)
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if (RespawnShuttle == null)
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{
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if (state != State.Waiting)
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if (CurrentState != State.Waiting)
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{
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state = State.Waiting;
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CurrentState = State.Waiting;
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}
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}
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switch (state)
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switch (CurrentState)
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{
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case State.Waiting:
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UpdateWaiting(deltaTime);
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@@ -155,32 +143,25 @@ namespace Barotrauma.Networking
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{
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//infinite transport time -> shuttle wont return
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if (maxTransportTime <= 0.0f) return;
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shuttleTransportTimer -= deltaTime;
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UpdateTransportingProjSpecific(deltaTime);
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}
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partial void UpdateTransportingProjSpecific(float deltaTime);
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public void ForceRespawn()
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{
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ResetShuttle();
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RespawnTime = DateTime.Now;
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CurrentState = State.Waiting;
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}
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private void UpdateReturning(float deltaTime)
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{
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//if (shuttleReturnTimer == maxTransportTime &&
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// networkMember.Character != null &&
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// networkMember.Character.Submarine == respawnShuttle)
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//{
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// networkMember.AddChatMessage("The shuttle will automatically return back to the outpost. Please leave the shuttle immediately.", ChatMessageType.Server);
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//}
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shuttleReturnTimer -= deltaTime;
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updateReturnTimer += deltaTime;
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if (updateReturnTimer > 1.0f)
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{
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updateReturnTimer = 0.0f;
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respawnShuttle.PhysicsBody.FarseerBody.IgnoreCollisionWith(Level.Loaded.TopBarrier);
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RespawnShuttle.PhysicsBody.FarseerBody.IgnoreCollisionWith(Level.Loaded.TopBarrier);
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if (shuttleSteering != null)
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{
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@@ -196,41 +177,41 @@ namespace Barotrauma.Networking
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private IEnumerable<object> ForceShuttleToPos(Vector2 position, float speed)
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{
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if (respawnShuttle == null)
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if (RespawnShuttle == null)
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{
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yield return CoroutineStatus.Success;
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}
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respawnShuttle.PhysicsBody.FarseerBody.IgnoreCollisionWith(Level.Loaded.TopBarrier);
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RespawnShuttle.PhysicsBody.FarseerBody.IgnoreCollisionWith(Level.Loaded.TopBarrier);
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while (Math.Abs(position.Y - respawnShuttle.WorldPosition.Y) > 100.0f)
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while (Math.Abs(position.Y - RespawnShuttle.WorldPosition.Y) > 100.0f)
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{
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Vector2 diff = position - respawnShuttle.WorldPosition;
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Vector2 diff = position - RespawnShuttle.WorldPosition;
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if (diff.LengthSquared() > 0.01f)
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{
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Vector2 displayVel = Vector2.Normalize(diff) * speed;
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respawnShuttle.SubBody.Body.LinearVelocity = ConvertUnits.ToSimUnits(displayVel);
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RespawnShuttle.SubBody.Body.LinearVelocity = ConvertUnits.ToSimUnits(displayVel);
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}
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yield return CoroutineStatus.Running;
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if (respawnShuttle.SubBody == null) yield return CoroutineStatus.Success;
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if (RespawnShuttle.SubBody == null) yield return CoroutineStatus.Success;
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}
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respawnShuttle.PhysicsBody.FarseerBody.RestoreCollisionWith(Level.Loaded.TopBarrier);
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RespawnShuttle.PhysicsBody.FarseerBody.RestoreCollisionWith(Level.Loaded.TopBarrier);
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yield return CoroutineStatus.Success;
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}
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private void ResetShuttle()
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{
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shuttleTransportTimer = maxTransportTime;
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shuttleReturnTimer = maxTransportTime;
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ReturnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, milliseconds: (int)(maxTransportTime * 1000));
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despawnTime = ReturnTime + new TimeSpan(0, 0, seconds: 30);
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if (respawnShuttle == null) return;
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if (RespawnShuttle == null) return;
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foreach (Item item in Item.ItemList)
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{
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if (item.Submarine != respawnShuttle) continue;
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if (item.Submarine != RespawnShuttle) continue;
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//remove respawn items that have been left in the shuttle
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if (respawnItems.Contains(item))
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@@ -251,7 +232,7 @@ namespace Barotrauma.Networking
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foreach (Structure wall in Structure.WallList)
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{
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if (wall.Submarine != respawnShuttle) continue;
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if (wall.Submarine != RespawnShuttle) continue;
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for (int i = 0; i < wall.SectionCount; i++)
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{
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@@ -259,12 +240,12 @@ namespace Barotrauma.Networking
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}
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}
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var shuttleGaps = Gap.GapList.FindAll(g => g.Submarine == respawnShuttle && g.ConnectedWall != null);
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var shuttleGaps = Gap.GapList.FindAll(g => g.Submarine == RespawnShuttle && g.ConnectedWall != null);
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shuttleGaps.ForEach(g => Spawner.AddToRemoveQueue(g));
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foreach (Hull hull in Hull.hullList)
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{
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if (hull.Submarine != respawnShuttle) continue;
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if (hull.Submarine != RespawnShuttle) continue;
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hull.OxygenPercentage = 100.0f;
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hull.WaterVolume = 0.0f;
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@@ -272,7 +253,7 @@ namespace Barotrauma.Networking
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foreach (Character c in Character.CharacterList)
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{
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if (c.Submarine != respawnShuttle) continue;
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if (c.Submarine != RespawnShuttle) continue;
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#if CLIENT
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if (Character.Controlled == c) Character.Controlled = null;
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@@ -288,15 +269,12 @@ namespace Barotrauma.Networking
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if (item == null) continue;
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Spawner.AddToRemoveQueue(item);
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}
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}
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}
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}
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respawnShuttle.SetPosition(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + respawnShuttle.Borders.Height));
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respawnShuttle.Velocity = Vector2.Zero;
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respawnShuttle.PhysicsBody.FarseerBody.RestoreCollisionWith(Level.Loaded.TopBarrier);
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RespawnShuttle.SetPosition(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + RespawnShuttle.Borders.Height));
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RespawnShuttle.Velocity = Vector2.Zero;
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RespawnShuttle.PhysicsBody.FarseerBody.RestoreCollisionWith(Level.Loaded.TopBarrier);
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}
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partial void RespawnCharactersProjSpecific();
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@@ -305,55 +283,92 @@ namespace Barotrauma.Networking
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RespawnCharactersProjSpecific();
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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public Vector2 FindSpawnPos()
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{
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msg.WriteRangedInteger(0, Enum.GetNames(typeof(State)).Length, (int)state);
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if (Level.Loaded == null || Submarine.MainSub == null) { return Vector2.Zero; }
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switch (state)
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Rectangle dockedBorders = RespawnShuttle.GetDockedBorders();
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Vector2 diffFromDockedBorders =
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new Vector2(dockedBorders.Center.X, dockedBorders.Y - dockedBorders.Height / 2)
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- new Vector2(RespawnShuttle.Borders.Center.X, RespawnShuttle.Borders.Y - RespawnShuttle.Borders.Height / 2);
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int minWidth = Math.Max(dockedBorders.Width, 1000);
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int minHeight = Math.Max(dockedBorders.Height, 1000);
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List<Level.InterestingPosition> potentialSpawnPositions = new List<Level.InterestingPosition>();
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foreach (Level.InterestingPosition potentialSpawnPos in Level.Loaded.PositionsOfInterest.Where(p => p.PositionType == Level.PositionType.MainPath))
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{
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case State.Transporting:
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msg.Write(TransportTimer);
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break;
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case State.Waiting:
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msg.Write(CountdownStarted);
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msg.Write(respawnTimer);
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break;
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case State.Returning:
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break;
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}
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bool invalid = false;
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//make sure the shuttle won't overlap with any ruins
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foreach (var ruin in Level.Loaded.Ruins)
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{
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if (Math.Abs(ruin.Area.Center.X - potentialSpawnPos.Position.X) < (minWidth + ruin.Area.Width) / 2) { invalid = true; break; }
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if (Math.Abs(ruin.Area.Center.Y - potentialSpawnPos.Position.Y) < (minHeight + ruin.Area.Height) / 2) { invalid = true; break; }
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}
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if (invalid) { continue; }
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msg.WritePadBits();
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}
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//make sure there aren't any walls too close
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var tooCloseCells = Level.Loaded.GetTooCloseCells(potentialSpawnPos.Position.ToVector2(), Math.Max(minWidth, minHeight));
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if (tooCloseCells.Any()) { continue; }
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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var newState = (State)msg.ReadRangedInteger(0, Enum.GetNames(typeof(State)).Length);
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//make sure the spawnpoint is far enough from other subs
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foreach (Submarine sub in Submarine.Loaded)
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{
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if (sub == RespawnShuttle || RespawnShuttle.DockedTo.Contains(sub)) { continue; }
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switch (newState)
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{
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case State.Transporting:
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maxTransportTime = msg.ReadSingle();
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shuttleTransportTimer = maxTransportTime;
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CountdownStarted = false;
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if (state != newState)
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float minDist = Math.Max(Math.Max(minWidth, minHeight) + Math.Max(sub.Borders.Width, sub.Borders.Height), 10000.0f);
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if (Vector2.DistanceSquared(sub.WorldPosition, potentialSpawnPos.Position.ToVector2()) < minDist * minDist)
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{
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CoroutineManager.StopCoroutines("forcepos");
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CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f), "forcepos");
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invalid = true;
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break;
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}
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break;
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case State.Waiting:
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CountdownStarted = msg.ReadBoolean();
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ResetShuttle();
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respawnTimer = msg.ReadSingle();
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break;
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case State.Returning:
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CountdownStarted = false;
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break;
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}
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state = newState;
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}
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if (invalid) { continue; }
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msg.ReadPadBits();
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foreach (Character character in Character.CharacterList)
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{
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if (character.IsDead)
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{
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//cannot spawn directly over dead bodies
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if (Math.Abs(character.WorldPosition.X - potentialSpawnPos.Position.X) < minWidth) { invalid = true; break; }
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if (Math.Abs(character.WorldPosition.Y - potentialSpawnPos.Position.Y) < minHeight) { invalid = true; break; }
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}
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else
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{
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//cannot spawn near alive characters (to prevent other players from seeing the shuttle
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//appear out of nowhere, or monsters from immediatelly wrecking the shuttle)
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if (Vector2.DistanceSquared(character.WorldPosition, potentialSpawnPos.Position.ToVector2()) < 5000.0f * 5000.0f)
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{
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invalid = true;
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break;
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}
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}
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}
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if (invalid) { continue; }
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potentialSpawnPositions.Add(potentialSpawnPos);
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}
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Vector2 bestSpawnPos = new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + RespawnShuttle.Borders.Height);
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float bestSpawnPosValue = 0.0f;
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foreach (var potentialSpawnPos in potentialSpawnPositions)
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{
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//the closer the spawnpos is to the main sub, the better
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float spawnPosValue = 100000.0f / Math.Max(Vector2.Distance(potentialSpawnPos.Position.ToVector2(), Submarine.MainSub.WorldPosition), 1.0f);
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//prefer spawnpoints that are at the left side of the sub (so the shuttle doesn't have to go backwards)
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if (potentialSpawnPos.Position.X > Submarine.MainSub.WorldPosition.X)
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{
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spawnPosValue *= 0.1f;
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}
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if (spawnPosValue > bestSpawnPosValue)
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{
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bestSpawnPos = potentialSpawnPos.Position.ToVector2();
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bestSpawnPosValue = spawnPosValue;
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}
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}
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return bestSpawnPos;
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}
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}
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}
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Block a user