Unstable 1.8.4.0

This commit is contained in:
Markus Isberg
2025-03-12 12:56:27 +00:00
parent a4c3e868e4
commit a4a3427e4e
627 changed files with 29860 additions and 10018 deletions
@@ -1,4 +1,5 @@
using Barotrauma.Items.Components;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
@@ -23,8 +24,6 @@ namespace Barotrauma.Networking
/// </summary>
public static float SkillLossPercentageOnImmediateRespawn => GameMain.NetworkMember?.ServerSettings?.SkillLossPercentageOnImmediateRespawn ?? 10.0f;
public static RespawnMode RespawnMode => GameMain.NetworkMember?.ServerSettings?.RespawnMode ?? RespawnMode.MidRound;
public static bool UseDeathPrompt
{
get
@@ -41,115 +40,161 @@ namespace Barotrauma.Networking
}
private readonly NetworkMember networkMember;
private readonly Steering shuttleSteering;
private readonly List<Door> shuttleDoors;
private readonly ItemContainer respawnContainer;
private readonly Dictionary<CharacterTeamType, List<Steering>> shuttleSteering = new Dictionary<CharacterTeamType, List<Steering>>();
private readonly Dictionary<CharacterTeamType, List<Door>> shuttleDoors = new Dictionary<CharacterTeamType, List<Door>>();
private readonly Dictionary<CharacterTeamType, List<ItemContainer>> respawnContainers = new Dictionary<CharacterTeamType, List<ItemContainer>>();
//items created during respawn
//any respawn items left in the shuttle are removed when the shuttle despawns
private readonly List<Item> respawnItems = new List<Item>();
private class TeamSpecificState
{
public readonly CharacterTeamType TeamID;
//characters who spawned during the last respawn
private readonly List<Character> respawnedCharacters = new List<Character>();
public State State;
public readonly List<Character> RespawnedCharacters = new List<Character>();
/// <summary>
/// When will the shuttle be dispatched with respawned characters
/// </summary>
public DateTime RespawnTime;
/// <summary>
/// When will the sub start heading back out of the level
/// </summary>
public DateTime ReturnTime;
public DateTime DespawnTime;
public bool RespawnCountdownStarted;
public bool ReturnCountdownStarted;
public int PendingRespawnCount, RequiredRespawnCount;
public int PrevPendingRespawnCount, PrevRequiredRespawnCount;
public State CurrentState;
//items created during respawn
//any respawn items left in the shuttle are removed when the shuttle despawns
public readonly List<Item> RespawnItems = new List<Item>();
public TeamSpecificState(CharacterTeamType teamID)
{
TeamID = teamID;
}
}
private readonly Dictionary<CharacterTeamType, TeamSpecificState> teamSpecificStates = new Dictionary<CharacterTeamType, TeamSpecificState>();
public bool UsingShuttle
{
get { return RespawnShuttle != null; }
get { return respawnShuttles.Any(); }
}
/// <summary>
/// When will the shuttle be dispatched with respawned characters
/// </summary>
public DateTime RespawnTime { get; private set; }
/// <summary>
/// When will the sub start heading back out of the level
/// </summary>
public DateTime ReturnTime { get; private set; }
public bool RespawnCountdownStarted
{
get;
private set;
}
public bool ReturnCountdownStarted
{
get;
private set;
}
public State CurrentState { get; private set; }
private float maxTransportTime;
private float updateReturnTimer;
public bool CanRespawnAgain =>
/*can never respawn again if we're currently transporting and transport time is set to be infinite*/
!(CurrentState == State.Transporting && maxTransportTime <= 0.0f);
public bool CanRespawnAgain(CharacterTeamType team)
{
if (teamSpecificStates.TryGetValue(team, out var state))
{
return state.CurrentState == State.Transporting && maxTransportTime <= 0.0f;
}
return false;
}
public Submarine RespawnShuttle { get; private set; }
private Dictionary<CharacterTeamType, Submarine> respawnShuttles = new Dictionary<CharacterTeamType, Submarine>();
public IEnumerable<Submarine> RespawnShuttles => respawnShuttles.Values;
public RespawnManager(NetworkMember networkMember, SubmarineInfo shuttleInfo)
: base(null, Entity.RespawnManagerID)
{
this.networkMember = networkMember;
if (shuttleInfo != null && networkMember.ServerSettings is not { RespawnMode: RespawnMode.Permadeath })
teamSpecificStates = new Dictionary<CharacterTeamType, TeamSpecificState>();
int teamCount = GameMain.GameSession?.GameMode is PvPMode ? 2 : 1;
if (Level.Loaded == null)
{
RespawnShuttle = new Submarine(shuttleInfo, true);
RespawnShuttle.PhysicsBody.FarseerBody.OnCollision += OnShuttleCollision;
//set crush depth slightly deeper than the main sub's
RespawnShuttle.SetCrushDepth(Math.Max(RespawnShuttle.RealWorldCrushDepth, Submarine.MainSub.RealWorldCrushDepth * 1.2f));
throw new InvalidOperationException("Attempted to instantiate a respawn manager before a level was loaded.");
}
//prevent wifi components from communicating between the respawn shuttle and other subs
List<WifiComponent> wifiComponents = new List<WifiComponent>();
foreach (Item item in Item.ItemList)
{
if (item.Submarine == RespawnShuttle) { wifiComponents.AddRange(item.GetComponents<WifiComponent>()); }
}
foreach (WifiComponent wifiComponent in wifiComponents)
{
wifiComponent.TeamID = CharacterTeamType.FriendlyNPC;
}
bool shouldLoadShuttle =
shuttleInfo != null &&
!Level.Loaded.ShouldSpawnCrewInsideOutpost();
ResetShuttle();
shuttleDoors = new List<Door>();
foreach (Item item in Item.ItemList)
{
if (item.Submarine != RespawnShuttle) { continue; }
respawnShuttles.Clear();
List<WifiComponent> wifiComponents = new List<WifiComponent>();
for (int i = 0; i < teamCount; i++)
{
var teamId = i == 0 ? CharacterTeamType.Team1 : CharacterTeamType.Team2;
teamSpecificStates.Add(teamId, new TeamSpecificState(teamId));
if (item.HasTag(Tags.RespawnContainer))
if (shouldLoadShuttle)
{
shuttleDoors.Add(teamId, new List<Door>());
shuttleSteering.Add(teamId, new List<Steering>());
respawnContainers.Add(teamId, new List<ItemContainer>());
var respawnShuttle = new Submarine(shuttleInfo, true);
if (teamId == CharacterTeamType.Team2)
{
respawnContainer = item.GetComponent<ItemContainer>();
respawnShuttle.FlipX();
}
var steering = item.GetComponent<Steering>();
if (steering != null) { shuttleSteering = steering; }
var door = item.GetComponent<Door>();
if (door != null) { shuttleDoors.Add(door); }
//lock all wires to prevent the players from messing up the electronics
var connectionPanel = item.GetComponent<ConnectionPanel>();
if (connectionPanel != null)
respawnShuttles.Add(teamId, respawnShuttle);
respawnShuttle.PhysicsBody.FarseerBody.OnCollision += OnShuttleCollision;
//set crush depth slightly deeper than the main sub's
if (Submarine.MainSub != null)
{
foreach (Connection connection in connectionPanel.Connections)
respawnShuttle.SetCrushDepth(Math.Max(respawnShuttle.RealWorldCrushDepth, Submarine.MainSub.RealWorldCrushDepth * 1.2f));
}
//prevent wifi components from communicating between the respawn shuttle and other subs
foreach (Item item in Item.ItemList)
{
if (item.Submarine == respawnShuttle) { wifiComponents.AddRange(item.GetComponents<WifiComponent>()); }
}
foreach (WifiComponent wifiComponent in wifiComponents)
{
wifiComponent.TeamID = CharacterTeamType.FriendlyNPC;
}
ResetShuttle(teamSpecificStates[teamId]);
foreach (Item item in Item.ItemList)
{
if (item.Submarine != respawnShuttle) { continue; }
if (item.HasTag(Tags.RespawnContainer))
{
foreach (Wire wire in connection.Wires)
if (GameMain.GameSession?.Missions != null)
{
if (wire != null) wire.Locked = true;
foreach (var mission in GameMain.GameSession.Missions)
{
//append the mission type so respawn gear can be configured per mission type (e.g. respawncontainer_kingofthehull)
item.AddTag(Tags.RespawnContainer.AppendIfMissing("_" + mission.Prefab.Type));
}
}
respawnContainers[teamId].Add(item.GetComponent<ItemContainer>());
}
var steering = item.GetComponent<Steering>();
if (steering != null) { shuttleSteering[teamId].Add(steering); }
var door = item.GetComponent<Door>();
if (door != null) { shuttleDoors[teamId].Add(door); }
//lock all wires to prevent the players from messing up the electronics
var connectionPanel = item.GetComponent<ConnectionPanel>();
if (connectionPanel != null)
{
foreach (Connection connection in connectionPanel.Connections)
{
foreach (Wire wire in connection.Wires)
{
if (wire != null) { wire.Locked = true; }
}
}
}
}
}
}
else
{
RespawnShuttle = null;
}
#if SERVER
if (networkMember is GameServer server)
@@ -161,105 +206,108 @@ namespace Barotrauma.Networking
private bool OnShuttleCollision(Fixture sender, Fixture other, Contact contact)
{
if (sender.Body.UserData is not Submarine sub || !teamSpecificStates.ContainsKey(sub.TeamID)) { return true; }
//ignore collisions with the top barrier when returning
return CurrentState != State.Returning || other?.Body != Level.Loaded?.TopBarrier;
return teamSpecificStates[sub.TeamID].CurrentState != State.Returning || other?.Body != Level.Loaded?.TopBarrier;
}
public void Update(float deltaTime)
{
if (RespawnShuttle == null)
foreach (var teamSpecificState in teamSpecificStates.Values)
{
if (CurrentState != State.Waiting)
if (RespawnShuttles.None())
{
CurrentState = State.Waiting;
if (teamSpecificState.CurrentState != State.Waiting)
{
teamSpecificState.CurrentState = State.Waiting;
}
}
switch (teamSpecificState.CurrentState)
{
case State.Waiting:
UpdateWaiting(teamSpecificState);
break;
case State.Transporting:
UpdateTransporting(teamSpecificState, deltaTime);
break;
case State.Returning:
UpdateReturning(teamSpecificState, deltaTime);
break;
}
}
switch (CurrentState)
{
case State.Waiting:
UpdateWaiting(deltaTime);
break;
case State.Transporting:
UpdateTransporting(deltaTime);
break;
case State.Returning:
UpdateReturning(deltaTime);
break;
}
}
partial void UpdateWaiting(float deltaTime);
partial void UpdateWaiting(TeamSpecificState teamSpecificState);
private void UpdateTransporting(float deltaTime)
private void UpdateTransporting(TeamSpecificState teamSpecificState, float deltaTime)
{
//infinite transport time -> shuttle wont return
if (maxTransportTime <= 0.0f) return;
UpdateTransportingProjSpecific(deltaTime);
UpdateTransportingProjSpecific(teamSpecificState, deltaTime);
}
partial void UpdateTransportingProjSpecific(float deltaTime);
partial void UpdateTransportingProjSpecific(TeamSpecificState teamSpecificState, float deltaTime);
public void ForceRespawn()
{
ResetShuttle();
RespawnCountdownStarted = true;
RespawnTime = DateTime.Now;
CurrentState = State.Waiting;
foreach (var teamSpecificState in teamSpecificStates.Values)
{
if (teamSpecificState.CurrentState == State.Transporting) { continue; }
ResetShuttle(teamSpecificState);
teamSpecificState.RespawnCountdownStarted = true;
teamSpecificState.RespawnTime = DateTime.Now;
teamSpecificState.CurrentState = State.Waiting;
}
}
private void UpdateReturning(float deltaTime)
private void UpdateReturning(TeamSpecificState teamSpecificState, float deltaTime)
{
updateReturnTimer += deltaTime;
if (updateReturnTimer > 1.0f)
{
updateReturnTimer = 0.0f;
shuttleSteering?.SetDestinationLevelStart();
UpdateReturningProjSpecific(deltaTime);
shuttleSteering[teamSpecificState.TeamID].ForEach(steering => steering.SetDestinationLevelStart());
UpdateReturningProjSpecific(teamSpecificState, deltaTime);
}
}
partial void UpdateReturningProjSpecific(float deltaTime);
private IEnumerable<CoroutineStatus> ForceShuttleToPos(Vector2 position, float speed)
partial void UpdateReturningProjSpecific(TeamSpecificState teamSpecificState, float deltaTime);
private Submarine GetShuttle(CharacterTeamType team)
{
if (RespawnShuttle == null)
if (respawnShuttles.TryGetValue(team, out Submarine sub))
{
yield return CoroutineStatus.Success;
return sub;
}
while (Math.Abs(position.Y - RespawnShuttle.WorldPosition.Y) > 100.0f)
{
Vector2 diff = position - RespawnShuttle.WorldPosition;
if (diff.LengthSquared() > 0.01f)
{
Vector2 displayVel = Vector2.Normalize(diff) * speed;
RespawnShuttle.SubBody.Body.LinearVelocity = ConvertUnits.ToSimUnits(displayVel);
}
yield return CoroutineStatus.Running;
if (RespawnShuttle.SubBody == null) yield return CoroutineStatus.Success;
}
yield return CoroutineStatus.Success;
return null;
}
private void ResetShuttle()
private void SetShuttleBodyType(CharacterTeamType team, BodyType bodyType)
{
ReturnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, milliseconds: (int)(maxTransportTime * 1000));
var shuttle = GetShuttle(team);
if (shuttle != null)
{
shuttle.PhysicsBody.BodyType = bodyType;
}
}
private void ResetShuttle(TeamSpecificState teamSpecificState)
{
teamSpecificState.ReturnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, milliseconds: (int)(maxTransportTime * 1000));
#if SERVER
despawnTime = ReturnTime + new TimeSpan(0, 0, seconds: 30);
teamSpecificState.DespawnTime = teamSpecificState.ReturnTime + new TimeSpan(0, 0, seconds: 30);
#endif
if (RespawnShuttle == null) { return; }
var shuttle = GetShuttle(teamSpecificState.TeamID);
if (shuttle == null) { return; }
foreach (Item item in Item.ItemList)
{
if (item.Submarine != RespawnShuttle) { continue; }
if (item.Submarine != shuttle) { continue; }
//remove respawn items that have been left in the shuttle
if (respawnItems.Contains(item) || respawnContainer?.Item != null && item.IsOwnedBy(respawnContainer.Item))
if (teamSpecificState.RespawnItems.Contains(item) ||
respawnContainers[teamSpecificState.TeamID].Any(container => item.IsOwnedBy(container.Item)))
{
Spawner.AddItemToRemoveQueue(item);
continue;
@@ -294,11 +342,11 @@ namespace Barotrauma.Networking
#endif
}
}
respawnItems.Clear();
teamSpecificState.RespawnItems.Clear();
foreach (Structure wall in Structure.WallList)
{
if (wall.Submarine != RespawnShuttle) { continue; }
if (wall.Submarine != shuttle) { continue; }
for (int i = 0; i < wall.SectionCount; i++)
{
wall.AddDamage(i, -100000.0f);
@@ -307,7 +355,7 @@ namespace Barotrauma.Networking
foreach (Hull hull in Hull.HullList)
{
if (hull.Submarine != RespawnShuttle) { continue; }
if (hull.Submarine != shuttle) { continue; }
hull.OxygenPercentage = 100.0f;
hull.WaterVolume = 0.0f;
hull.BallastFlora?.Remove();
@@ -316,8 +364,8 @@ namespace Barotrauma.Networking
Dictionary<Character, Vector2> characterPositions = new Dictionary<Character, Vector2>();
foreach (Character c in Character.CharacterList)
{
if (c.Submarine != RespawnShuttle) { continue; }
if (!respawnedCharacters.Contains(c))
if (c.Submarine != shuttle) { continue; }
if (!teamSpecificState.RespawnedCharacters.Contains(c))
{
characterPositions.Add(c, c.WorldPosition);
continue;
@@ -338,21 +386,26 @@ namespace Barotrauma.Networking
}
}
RespawnShuttle.SetPosition(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + RespawnShuttle.Borders.Height));
RespawnShuttle.Velocity = Vector2.Zero;
shuttle.SetPosition(new Vector2(
teamSpecificState.TeamID == CharacterTeamType.Team1 ? Level.Loaded.StartPosition.X : Level.Loaded.EndPosition.X,
Level.Loaded.Size.Y + shuttle.Borders.Height));
shuttle.Velocity = Vector2.Zero;
foreach (var characterPosition in characterPositions)
{
characterPosition.Key.TeleportTo(characterPosition.Value);
}
SetShuttleBodyType(teamSpecificState.TeamID, BodyType.Static);
}
public static float GetReducedSkill(CharacterInfo characterInfo, Skill skill, float skillLossPercentage, float? currentSkillLevel = null)
{
var skillPrefab = characterInfo.Job.Prefab.Skills.Find(s => skill.Identifier == s.Identifier);
float currentLevel = currentSkillLevel ?? skill.Level;
if (skillPrefab == null || currentLevel < skillPrefab.LevelRange.End) { return currentLevel; }
return MathHelper.Lerp(currentLevel, skillPrefab.LevelRange.End, skillLossPercentage / 100.0f);
if (skillPrefab == null) { return currentLevel; }
var levelRange = skillPrefab.GetLevelRange(isPvP: GameMain.GameSession?.GameMode is PvPMode);
if (currentLevel < levelRange.End) { return currentLevel; }
return MathHelper.Lerp(currentLevel, levelRange.End, skillLossPercentage / 100.0f);
}
partial void RespawnCharactersProjSpecific(Vector2? shuttlePos);
@@ -380,18 +433,55 @@ namespace Barotrauma.Networking
}
}
public Vector2 FindSpawnPos()
public Vector2 FindSpawnPos(Submarine respawnShuttle, Submarine mainSub)
{
if (Level.Loaded == null || Submarine.MainSub == null) { return Vector2.Zero; }
Rectangle dockedBorders = RespawnShuttle.GetDockedBorders();
Rectangle dockedBorders = respawnShuttle.GetDockedBorders();
Vector2 diffFromDockedBorders =
new Vector2(dockedBorders.Center.X, dockedBorders.Y - dockedBorders.Height / 2)
- new Vector2(RespawnShuttle.Borders.Center.X, RespawnShuttle.Borders.Y - RespawnShuttle.Borders.Height / 2);
- new Vector2(respawnShuttle.Borders.Center.X, respawnShuttle.Borders.Y - respawnShuttle.Borders.Height / 2);
int minWidth = Math.Max(dockedBorders.Width, 1000);
int minHeight = Math.Max(dockedBorders.Height, 1000);
List<Level.InterestingPosition> potentialSpawnPositions = FindValidSpawnPoints(respawnShuttle, minWidth, minHeight, minDistFromSubs: 10000.0f, minDistFromCharacters: 5000.0f);
if (potentialSpawnPositions.None())
{
DebugConsole.NewMessage("Failed to find a shuttle spawn position far away from submarines and characters, attempting to find one closer to to subs and characters...");
potentialSpawnPositions = FindValidSpawnPoints(respawnShuttle, minWidth, minHeight, minDistFromSubs: 1000.0f, minDistFromCharacters: 500.0f);
if (potentialSpawnPositions.None())
{
DebugConsole.NewMessage("Failed to find a shuttle spawn position, using the level's start position instead.");
return Level.Loaded.StartPosition;
}
}
Vector2 bestSpawnPos = Level.Loaded.StartPosition;
float bestSpawnPosValue = 0.0f;
foreach (var potentialSpawnPos in potentialSpawnPositions)
{
//the closer the spawnpos is to the main sub, the better
float spawnPosValue = 100000.0f / Math.Max(Vector2.Distance(potentialSpawnPos.Position.ToVector2(), mainSub.WorldPosition), 1.0f);
//prefer spawnpoints that are at the left side of the sub (so the shuttle doesn't have to go backwards)
if (potentialSpawnPos.Position.X > mainSub.WorldPosition.X)
{
spawnPosValue *= 0.1f;
}
if (spawnPosValue > bestSpawnPosValue)
{
bestSpawnPos = potentialSpawnPos.Position.ToVector2();
bestSpawnPosValue = spawnPosValue;
}
}
return bestSpawnPos;
}
private List<Level.InterestingPosition> FindValidSpawnPoints(Submarine respawnShuttle, float minWidth, float minHeight, float minDistFromSubs, float minDistFromCharacters)
{
List<Level.InterestingPosition> potentialSpawnPositions = new List<Level.InterestingPosition>();
foreach (Level.InterestingPosition potentialSpawnPos in Level.Loaded.PositionsOfInterest.Where(p => p.PositionType == Level.PositionType.MainPath))
{
@@ -407,12 +497,12 @@ namespace Barotrauma.Networking
//make sure there aren't any walls too close
var tooCloseCells = Level.Loaded.GetTooCloseCells(potentialSpawnPos.Position.ToVector2(), Math.Max(minWidth, minHeight));
if (tooCloseCells.Any()) { continue; }
//make sure the spawnpoint is far enough from other subs
foreach (Submarine sub in Submarine.Loaded)
{
if (sub == RespawnShuttle || RespawnShuttle.DockedTo.Contains(sub)) { continue; }
float minDist = Math.Max(Math.Max(minWidth, minHeight) + Math.Max(sub.Borders.Width, sub.Borders.Height), 10000.0f);
if (sub == respawnShuttle || respawnShuttle.DockedTo.Contains(sub)) { continue; }
float minDist = Math.Max(Math.Max(minWidth, minHeight) + Math.Max(sub.Borders.Width, sub.Borders.Height), minDistFromSubs);
if (Vector2.DistanceSquared(sub.WorldPosition, potentialSpawnPos.Position.ToVector2()) < minDist * minDist)
{
invalid = true;
@@ -433,7 +523,7 @@ namespace Barotrauma.Networking
{
//cannot spawn near alive characters (to prevent other players from seeing the shuttle
//appear out of nowhere, or monsters from immediatelly wrecking the shuttle)
if (Vector2.DistanceSquared(character.WorldPosition, potentialSpawnPos.Position.ToVector2()) < 5000.0f * 5000.0f)
if (Vector2.DistanceSquared(character.WorldPosition, potentialSpawnPos.Position.ToVector2()) < minDistFromCharacters * minDistFromCharacters)
{
invalid = true;
break;
@@ -444,27 +534,7 @@ namespace Barotrauma.Networking
potentialSpawnPositions.Add(potentialSpawnPos);
}
Vector2 bestSpawnPos = new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + RespawnShuttle.Borders.Height);
float bestSpawnPosValue = 0.0f;
foreach (var potentialSpawnPos in potentialSpawnPositions)
{
//the closer the spawnpos is to the main sub, the better
float spawnPosValue = 100000.0f / Math.Max(Vector2.Distance(potentialSpawnPos.Position.ToVector2(), Submarine.MainSub.WorldPosition), 1.0f);
//prefer spawnpoints that are at the left side of the sub (so the shuttle doesn't have to go backwards)
if (potentialSpawnPos.Position.X > Submarine.MainSub.WorldPosition.X)
{
spawnPosValue *= 0.1f;
}
if (spawnPosValue > bestSpawnPosValue)
{
bestSpawnPos = potentialSpawnPos.Position.ToVector2();
bestSpawnPosValue = spawnPosValue;
}
}
return bestSpawnPos;
return potentialSpawnPositions;
}
}
}