(8e2e25260) Spawn multiple monsters using the same spatial and temporal spreading logic as in events.
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@@ -29,19 +29,38 @@ namespace Barotrauma
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monsterFile = prefab.ConfigElement.GetAttributeString("monsterfile", "");
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monsterCount = prefab.ConfigElement.GetAttributeInt("monstercount", 1);
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}
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public override void Start(Level level)
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{
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Level.Loaded.TryGetInterestingPosition(true, Level.PositionType.MainPath, Level.Loaded.Size.X * 0.3f, out Vector2 spawnPos);
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bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
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//bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
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//for (int i = 0; i < monsterCount; i++)
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//{
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// monsters.Add(Character.Create(monsterFile, spawnPos, ToolBox.RandomSeed(8), null, isClient, true, false));
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//}
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//monsters.ForEach(m => m.Enabled = false);
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//SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
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//sonarPositions.Add(spawnPos);
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float offsetAmount = 500;
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for (int i = 0; i < monsterCount; i++)
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{
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monsters.Add(Character.Create(monsterFile, spawnPos, ToolBox.RandomSeed(8), null, isClient, true, false));
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CoroutineManager.InvokeAfter(() =>
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{
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bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
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var monster = Character.Create(monsterFile, spawnPos + Rand.Vector(offsetAmount, Rand.RandSync.Server), i.ToString(), null, isClient, true, true);
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monster.Enabled = false;
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monsters.Add(monster);
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if (monsters.Count == monsterCount)
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{
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//this will do nothing if the monsters have no swarm behavior defined,
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//otherwise it'll make the spawned characters act as a swarm
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SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
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sonarPositions.Add(spawnPos);
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}
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}, Rand.Range(0f, monsterCount / 2, Rand.RandSync.Server));
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}
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monsters.ForEach(m => m.Enabled = false);
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SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
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sonarPositions.Add(spawnPos);
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}
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public override void Update(float deltaTime)
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