Merge remote-tracking branch 'upstream/master' into develop

This commit is contained in:
EvilFactory
2024-06-18 12:19:13 -03:00
263 changed files with 7788 additions and 2849 deletions
@@ -60,7 +60,10 @@ namespace Barotrauma.Networking
private bool wasReadyToStartAutomatically;
private bool autoRestartTimerRunning;
private float endRoundTimer;
public float EndRoundTimer { get; private set; }
public float EndRoundDelay { get; private set; }
public float EndRoundTimeRemaining => EndRoundTimer > 0 ? EndRoundDelay - EndRoundTimer : 0;
/// <summary>
/// Chat messages that get sent to the owner of the server when the owner is determined
@@ -360,6 +363,10 @@ namespace Barotrauma.Networking
if (ServerSettings.VoiceChatEnabled)
{
VoipServer.SendToClients(connectedClients);
foreach (var c in connectedClients)
{
c.VoipServerDecoder.DebugUpdate(deltaTime);
}
}
if (GameStarted)
@@ -367,6 +374,7 @@ namespace Barotrauma.Networking
RespawnManager?.Update(deltaTime);
entityEventManager.Update(connectedClients);
bool permadeathMode = ServerSettings.RespawnMode == RespawnMode.Permadeath;
//go through the characters backwards to give rejoining clients control of the latest created character
for (int i = Character.CharacterList.Count - 1; i >= 0; i--)
@@ -377,7 +385,8 @@ namespace Barotrauma.Networking
Client owner = connectedClients.Find(c => (c.Character == null || c.Character == character) && character.IsClientOwner(c));
bool canOwnerTakeControl =
owner != null && owner.InGame && !owner.NeedsMidRoundSync &&
(!ServerSettings.AllowSpectating || !owner.SpectateOnly);
(!ServerSettings.AllowSpectating || !owner.SpectateOnly ||
(permadeathMode && (!character.IsDead || character.CauseOfDeath?.Type == CauseOfDeathType.Disconnected)));
if (!character.IsDead)
{
if (!GameMain.LuaCs.Game.disableDisconnectCharacter)
@@ -386,7 +395,8 @@ namespace Barotrauma.Networking
character.SetStun(1.0f);
}
if ((OwnerConnection == null || owner?.Connection != OwnerConnection) && character.KillDisconnectedTimer > ServerSettings.KillDisconnectedTime)
if ((OwnerConnection == null || owner?.Connection != OwnerConnection) &&
character.KillDisconnectedTimer > (permadeathMode ? ServerSettings.DespawnDisconnectedPermadeathTime : ServerSettings.KillDisconnectedTime))
{
character.Kill(CauseOfDeathType.Disconnected, null);
continue;
@@ -411,8 +421,10 @@ namespace Barotrauma.Networking
Voting.Update(deltaTime);
bool isCrewDead =
bool isCrewDown =
connectedClients.All(c => !c.UsingFreeCam && (c.Character == null || c.Character.IsDead || c.Character.IsIncapacitated));
bool isSomeoneIncapacitatedNotDead =
connectedClients.Any(c => !c.UsingFreeCam && c.Character is { IsDead: false, IsIncapacitated: true });
bool subAtLevelEnd = false;
if (Submarine.MainSub != null && GameMain.GameSession.GameMode is not PvPMode)
@@ -441,45 +453,58 @@ namespace Barotrauma.Networking
}
}
float endRoundDelay = 1.0f;
if (ServerSettings.AutoRestart && isCrewDead)
EndRoundDelay = 1.0f;
if (permadeathMode && isCrewDown)
{
endRoundDelay = 5.0f;
endRoundTimer += deltaTime;
if (EndRoundTimer <= 0.0f)
{
CreateEntityEvent(RespawnManager);
}
EndRoundDelay = 120.0f;
EndRoundTimer += deltaTime;
}
else if (ServerSettings.AutoRestart && isCrewDown)
{
EndRoundDelay = isSomeoneIncapacitatedNotDead ? 120.0f : 5.0f;
EndRoundTimer += deltaTime;
}
else if (subAtLevelEnd && GameMain.GameSession?.GameMode is not CampaignMode)
{
endRoundDelay = 5.0f;
endRoundTimer += deltaTime;
EndRoundDelay = 5.0f;
EndRoundTimer += deltaTime;
}
else if (isCrewDead && (RespawnManager == null || !RespawnManager.CanRespawnAgain))
else if (isCrewDown && (RespawnManager == null || !RespawnManager.CanRespawnAgain))
{
#if !DEBUG
if (endRoundTimer <= 0.0f)
if (EndRoundTimer <= 0.0f)
{
SendChatMessage(TextManager.GetWithVariable("CrewDeadNoRespawns", "[time]", "60").Value, ChatMessageType.Server);
SendChatMessage(TextManager.GetWithVariable("CrewDeadNoRespawns", "[time]", "120").Value, ChatMessageType.Server);
}
endRoundDelay = 60.0f;
endRoundTimer += deltaTime;
EndRoundDelay = 120.0f;
EndRoundTimer += deltaTime;
#endif
}
else if (isCrewDead && (GameMain.GameSession?.GameMode is CampaignMode))
else if (isCrewDown && (GameMain.GameSession?.GameMode is CampaignMode))
{
#if !DEBUG
endRoundDelay = 2.0f;
endRoundTimer += deltaTime;
EndRoundDelay = isSomeoneIncapacitatedNotDead ? 120.0f : 2.0f;
EndRoundTimer += deltaTime;
#endif
}
else
{
endRoundTimer = 0.0f;
EndRoundTimer = 0.0f;
}
if (endRoundTimer >= endRoundDelay)
if (EndRoundTimer >= EndRoundDelay)
{
if (ServerSettings.AutoRestart && isCrewDead)
if (permadeathMode && isCrewDown)
{
Log("Ending round (entire crew dead)", ServerLog.MessageType.ServerMessage);
Log("Ending round (entire crew dead or down and did not acquire new characters in time)", ServerLog.MessageType.ServerMessage);
}
else if (ServerSettings.AutoRestart && isCrewDown)
{
Log("Ending round (entire crew down)", ServerLog.MessageType.ServerMessage);
}
else if (subAtLevelEnd)
{
@@ -487,11 +512,11 @@ namespace Barotrauma.Networking
}
else if (RespawnManager == null)
{
Log("Ending round (no living players left and respawning is not enabled during this round)", ServerLog.MessageType.ServerMessage);
Log("Ending round (no players left standing and respawning is not enabled during this round)", ServerLog.MessageType.ServerMessage);
}
else
{
Log("Ending round (no living players left)", ServerLog.MessageType.ServerMessage);
Log("Ending round (no players left standing)", ServerLog.MessageType.ServerMessage);
}
EndGame(wasSaved: false);
return;
@@ -836,7 +861,7 @@ namespace Barotrauma.Networking
#endif
return;
}
connectedClient.VoipQueue.Read(inc);
VoipServer.Read(inc, connectedClient);
}
break;
case ClientPacketHeader.SERVER_SETTINGS:
@@ -854,6 +879,9 @@ namespace Barotrauma.Networking
case ClientPacketHeader.REWARD_DISTRIBUTION:
ReadRewardDistributionMessage(inc, connectedClient);
break;
case ClientPacketHeader.RESET_REWARD_DISTRIBUTION:
ResetRewardDistribution(connectedClient);
break;
case ClientPacketHeader.MEDICAL:
ReadMedicalMessage(inc, connectedClient);
break;
@@ -866,6 +894,9 @@ namespace Barotrauma.Networking
case ClientPacketHeader.READY_TO_SPAWN:
ReadReadyToSpawnMessage(inc, connectedClient);
break;
case ClientPacketHeader.TAKEOVERBOT:
ReadTakeOverBotMessage(inc, connectedClient);
break;
case ClientPacketHeader.FILE_REQUEST:
if (ServerSettings.AllowFileTransfers)
{
@@ -1319,6 +1350,14 @@ namespace Barotrauma.Networking
mpCampaign.ServerReadRewardDistribution(inc, sender);
}
}
private void ResetRewardDistribution(Client client)
{
if (GameMain.GameSession?.Campaign is MultiPlayerCampaign mpCampaign)
{
mpCampaign.ResetSalaries(client);
}
}
private void ReadMedicalMessage(IReadMessage inc, Client sender)
{
@@ -1354,6 +1393,80 @@ namespace Barotrauma.Networking
}
}
private void ReadTakeOverBotMessage(IReadMessage inc, Client sender)
{
UInt16 botId = inc.ReadUInt16();
if (GameMain.GameSession?.GameMode is not MultiPlayerCampaign campaign) { return; }
if (ServerSettings.IronmanMode)
{
DebugConsole.ThrowError($"Client {sender.Name} has requested to take over a bot in Ironman mode!");
return;
}
if (campaign.CurrentLocation.GetHireableCharacters().FirstOrDefault(c => c.ID == botId) is CharacterInfo hireableCharacter)
{
if (campaign.TryHireCharacter(campaign.CurrentLocation, hireableCharacter, takeMoney: true, sender))
{
campaign.CurrentLocation.RemoveHireableCharacter(hireableCharacter);
SpawnAndTakeOverBot(campaign, hireableCharacter, sender);
campaign.SendCrewState(createNotification: false);
}
else
{
SendConsoleMessage($"Could not hire the bot {hireableCharacter.Name}.", sender, Color.Red);
DebugConsole.ThrowError($"Client {sender.Name} failed to hire the bot {hireableCharacter.Name}.");
}
}
else
{
CharacterInfo botInfo = GameMain.GameSession.CrewManager?.GetCharacterInfos()?.FirstOrDefault(i => i.ID == botId);
if (botInfo is { IsNewHire: true, Character: null })
{
SpawnAndTakeOverBot(campaign, botInfo, sender);
}
else if (botInfo?.Character == null || !botInfo.Character.IsBot)
{
SendConsoleMessage($"Could not find a bot with the id {botId}.", sender, Color.Red);
DebugConsole.ThrowError($"Client {sender.Name} failed to take over a bot (Could not find a bot with the id {botId}).");
return;
}
else if (ServerSettings.AllowBotTakeoverOnPermadeath)
{
sender.TryTakeOverBot(botInfo.Character);
}
else
{
SendConsoleMessage($"Failed to take over a bot (taking control of bots is disallowed).", sender, Color.Red);
DebugConsole.ThrowError($"Client {sender.Name} failed to take over a bot (taking control of bots is disallowed).");
}
}
}
private static void SpawnAndTakeOverBot(CampaignMode campaign, CharacterInfo botInfo, Client client)
{
var mainSubSpawnpoint = WayPoint.SelectCrewSpawnPoints(botInfo.ToEnumerable().ToList(), Submarine.MainSub).FirstOrDefault();
var spawnWaypoint = campaign.CrewManager.GetOutpostSpawnpoints()?.FirstOrDefault() ?? mainSubSpawnpoint;
if (spawnWaypoint == null)
{
DebugConsole.ThrowError("SpawnAndTakeOverBot: Unable to find any spawn waypoints inside the sub");
return;
}
Entity.Spawner.AddCharacterToSpawnQueue(botInfo.SpeciesName, spawnWaypoint.WorldPosition, botInfo, onSpawn: newCharacter =>
{
if (newCharacter == null)
{
DebugConsole.ThrowError("SpawnAndTakeOverBot: newCharacter is null somehow");
return;
}
campaign.CrewManager.RemoveCharacterInfo(botInfo);
newCharacter.TeamID = CharacterTeamType.Team1;
campaign.CrewManager.InitializeCharacter(newCharacter, mainSubSpawnpoint, spawnWaypoint);
client.TryTakeOverBot(newCharacter);
});
}
private void ClientReadServerCommand(IReadMessage inc)
{
Client sender = ConnectedClients.Find(x => x.Connection == inc.Sender);
@@ -1462,9 +1575,8 @@ namespace Barotrauma.Networking
if (mpCampaign != null && Level.IsLoadedFriendlyOutpost && save)
{
mpCampaign.SavePlayers();
mpCampaign.HandleSaveAndQuit();
GameMain.GameSession.SubmarineInfo = new SubmarineInfo(GameMain.GameSession.Submarine);
mpCampaign.UpdateStoreStock();
GameMain.GameSession?.EventManager?.RegisterEventHistory(registerFinishedOnly: true);
SaveUtil.SaveGame(GameMain.GameSession.SavePath);
}
else
@@ -1698,6 +1810,8 @@ namespace Barotrauma.Networking
outmsg.WriteBoolean(GameStarted);
outmsg.WriteBoolean(ServerSettings.AllowSpectating);
outmsg.WriteBoolean(ServerSettings.RespawnMode == RespawnMode.Permadeath);
outmsg.WriteBoolean(ServerSettings.IronmanMode);
c.WritePermissions(outmsg);
}
@@ -1788,6 +1902,7 @@ namespace Barotrauma.Networking
IWriteMessage outmsg = new WriteOnlyMessage();
outmsg.WriteByte((byte)ServerPacketHeader.UPDATE_INGAME);
outmsg.WriteSingle((float)NetTime.Now);
outmsg.WriteSingle(EndRoundTimeRemaining);
using (var segmentTable = SegmentTableWriter<ServerNetSegment>.StartWriting(outmsg))
{
@@ -1870,7 +1985,8 @@ namespace Barotrauma.Networking
{
outmsg = new WriteOnlyMessage();
outmsg.WriteByte((byte)ServerPacketHeader.UPDATE_INGAME);
outmsg.WriteSingle((float)Lidgren.Network.NetTime.Now);
outmsg.WriteSingle((float)NetTime.Now);
outmsg.WriteSingle(EndRoundTimeRemaining);
using (var segmentTable = SegmentTableWriter<ServerNetSegment>.StartWriting(outmsg))
{
@@ -2341,17 +2457,18 @@ namespace Barotrauma.Networking
yield return CoroutineStatus.Failure;
}
bool missionAllowRespawn = !(GameMain.GameSession.GameMode is MissionMode missionMode) || !missionMode.Missions.Any(m => !m.AllowRespawn);
bool missionAllowRespawn = GameMain.GameSession.GameMode is not MissionMode missionMode || !missionMode.Missions.Any(m => !m.AllowRespawn);
bool isOutpost = campaign != null && campaign.NextLevel?.Type == LevelData.LevelType.Outpost;
if (ServerSettings.AllowRespawn && missionAllowRespawn)
if (ServerSettings.RespawnMode != RespawnMode.BetweenRounds && missionAllowRespawn)
{
RespawnManager = new RespawnManager(this, ServerSettings.UseRespawnShuttle && !isOutpost ? selectedShuttle : null);
}
if (campaign != null)
{
campaign.CargoManager.CreatePurchasedItems();
campaign.SendCrewState();
//midround-joining clients need to be informed of pending/new hires at outposts
if (isOutpost) { campaign.SendCrewState(); }
}
Level.Loaded?.SpawnNPCs();
@@ -2392,6 +2509,8 @@ namespace Barotrauma.Networking
}
//always allow the server owner to spectate even if it's disallowed in server settings
teamClients.RemoveAll(c => c.Connection == OwnerConnection && c.SpectateOnly);
// Clients with last character permanently dead spectate regardless of server settings
teamClients.RemoveAll(c => c.CharacterInfo != null && c.CharacterInfo.PermanentlyDead);
//if (!teamClients.Any() && n > 0) { continue; }
@@ -2460,6 +2579,7 @@ namespace Barotrauma.Networking
wp.Submarine == Level.Loaded.StartOutpost &&
wp.CurrentHull?.OutpostModuleTags != null &&
wp.CurrentHull.OutpostModuleTags.Contains("airlock".ToIdentifier()));
while (spawnWaypoints.Count > characterInfos.Count)
{
spawnWaypoints.RemoveAt(Rand.Int(spawnWaypoints.Count));
@@ -2507,13 +2627,17 @@ namespace Barotrauma.Networking
characterData.ApplyWalletData(spawnedCharacter);
spawnedCharacter.GiveIdCardTags(mainSubWaypoints[i]);
spawnedCharacter.LoadTalents();
characterData.HasSpawned = true;
}
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign mpCampaign && spawnedCharacter.Info != null)
{
spawnedCharacter.Info.SetExperience(Math.Max(spawnedCharacter.Info.ExperiencePoints, mpCampaign.GetSavedExperiencePoints(teamClients[i])));
mpCampaign.ClearSavedExperiencePoints(teamClients[i]);
if (spawnedCharacter.Info.LastRewardDistribution.TryUnwrap(out int salary))
{
spawnedCharacter.Wallet.SetRewardDistribution(salary);
}
}
spawnedCharacter.SetOwnerClient(teamClients[i]);
@@ -2614,11 +2738,12 @@ namespace Barotrauma.Networking
msg.WriteInt32(seed);
msg.WriteIdentifier(gameSession.GameMode.Preset.Identifier);
bool missionAllowRespawn = GameMain.GameSession.GameMode is not MissionMode missionMode || !missionMode.Missions.Any(m => !m.AllowRespawn);
msg.WriteBoolean(ServerSettings.AllowRespawn && missionAllowRespawn);
msg.WriteBoolean(ServerSettings.RespawnMode != RespawnMode.BetweenRounds && missionAllowRespawn);
msg.WriteBoolean(ServerSettings.AllowDisguises);
msg.WriteBoolean(ServerSettings.AllowRewiring);
msg.WriteBoolean(ServerSettings.AllowImmediateItemDelivery);
msg.WriteBoolean(ServerSettings.AllowFriendlyFire);
msg.WriteBoolean(ServerSettings.AllowDragAndDropGive);
msg.WriteBoolean(ServerSettings.LockAllDefaultWires);
msg.WriteBoolean(ServerSettings.AllowLinkingWifiToChat);
msg.WriteInt32(ServerSettings.MaximumMoneyTransferRequest);
@@ -2726,7 +2851,7 @@ namespace Barotrauma.Networking
GameMain.GameSession.CrewManager?.ServerWriteActiveOrders(msg);
}
public void EndGame(CampaignMode.TransitionType transitionType = CampaignMode.TransitionType.None, bool wasSaved = false)
public void EndGame(CampaignMode.TransitionType transitionType = CampaignMode.TransitionType.None, bool wasSaved = false, IEnumerable<Mission> missions = null)
{
if (GameStarted)
{
@@ -2742,7 +2867,7 @@ namespace Barotrauma.Networking
}
string endMessage = TextManager.FormatServerMessage("RoundSummaryRoundHasEnded");
List<Mission> missions = GameMain.GameSession.Missions.ToList();
missions ??= GameMain.GameSession.Missions.ToList();
if (GameMain.GameSession is { IsRunning: true })
{
GameMain.GameSession.EndRound(endMessage);
@@ -2758,7 +2883,7 @@ namespace Barotrauma.Networking
}
}
endRoundTimer = 0.0f;
EndRoundTimer = 0.0f;
if (ServerSettings.AutoRestart)
{
@@ -2794,7 +2919,7 @@ namespace Barotrauma.Networking
msg.WriteByte((byte)transitionType);
msg.WriteBoolean(wasSaved);
msg.WriteString(endMessage);
msg.WriteByte((byte)missions.Count);
msg.WriteByte((byte)missions.Count());
foreach (Mission mission in missions)
{
msg.WriteBoolean(mission.Completed);
@@ -2838,6 +2963,12 @@ namespace Barotrauma.Networking
{
logMsg = message.TextWithSender;
}
if (message.Sender is Character sender)
{
sender.TextChatVolume = 1f;
}
Log(logMsg, ServerLog.MessageType.Chat);
}
@@ -3377,24 +3508,24 @@ namespace Barotrauma.Networking
public void SendOrderChatMessage(OrderChatMessage message)
{
if (message.Sender == null || message.Sender.SpeechImpediment >= 100.0f) { return; }
if (message.SenderCharacter == null || message.SenderCharacter.SpeechImpediment >= 100.0f) { return; }
//check which clients can receive the message and apply distance effects
foreach (Client client in ConnectedClients)
{
if (message.Sender != null && client.Character != null && !client.Character.IsDead)
if (message.SenderCharacter != null && client.Character != null && !client.Character.IsDead)
{
//too far to hear the msg -> don't send
if (!client.Character.CanHearCharacter(message.Sender)) { continue; }
if (!client.Character.CanHearCharacter(message.SenderCharacter)) { continue; }
}
SendDirectChatMessage(new OrderChatMessage(message.Order, message.Text, message.TargetCharacter, message.Sender, isNewOrder: message.IsNewOrder), client);
}
if (!string.IsNullOrWhiteSpace(message.Text))
{
AddChatMessage(new OrderChatMessage(message.Order, message.Text, message.TargetCharacter, message.Sender, isNewOrder: message.IsNewOrder));
if (ChatMessage.CanUseRadio(message.Sender, out var senderRadio))
if (ChatMessage.CanUseRadio(message.SenderCharacter, out var senderRadio))
{
//send to chat-linked wifi components
Signal s = new Signal(message.Text, sender: message.Sender, source: senderRadio.Item);
Signal s = new Signal(message.Text, sender: message.SenderCharacter, source: senderRadio.Item);
senderRadio.TransmitSignal(s, sentFromChat: true);
}
}
@@ -3738,6 +3869,14 @@ namespace Barotrauma.Networking
}
}
// If a CharacterInfo for this Client already exists on the server, make sure it is used, and prevent the Client from replacing it
var existingCampaignData = (GameMain.GameSession?.Campaign as MultiPlayerCampaign)?.GetClientCharacterData(sender);
if (existingCampaignData != null)
{
sender.CharacterInfo = existingCampaignData.CharacterInfo;
return;
}
sender.CharacterInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, newName);
sender.CharacterInfo.RecreateHead(
@@ -3900,7 +4039,7 @@ namespace Barotrauma.Networking
foreach (Client c in unassigned)
{
//find all jobs that are still available
var remainingJobs = jobList.FindAll(jp => assignedClientCount[jp] < jp.MaxNumber && c.Karma >= jp.MinKarma);
var remainingJobs = jobList.FindAll(jp => !jp.HiddenJob && assignedClientCount[jp] < jp.MaxNumber && c.Karma >= jp.MinKarma);
//all jobs taken, give a random job
if (remainingJobs.Count == 0)
@@ -3945,9 +4084,15 @@ namespace Barotrauma.Networking
public void AssignBotJobs(List<CharacterInfo> bots, CharacterTeamType teamID)
{
//shuffle first so the parts where we go through the prefabs
//and find ones there's too few of don't always pick the same job
List<JobPrefab> shuffledPrefabs = JobPrefab.Prefabs.Where(static jp => !jp.HiddenJob).ToList();
shuffledPrefabs.Shuffle();
Dictionary<JobPrefab, int> assignedPlayerCount = new Dictionary<JobPrefab, int>();
foreach (JobPrefab jp in JobPrefab.Prefabs)
foreach (JobPrefab jp in shuffledPrefabs)
{
if (jp.HiddenJob) { continue; }
assignedPlayerCount.Add(jp, 0);
}
@@ -3966,53 +4111,55 @@ namespace Barotrauma.Networking
}
List<CharacterInfo> unassignedBots = new List<CharacterInfo>(bots);
List<WayPoint> spawnPoints = WayPoint.WayPointList.FindAll(wp =>
wp.SpawnType == SpawnType.Human &&
wp.Submarine != null && wp.Submarine.TeamID == teamID)
.OrderBy(sp => Rand.Int(int.MaxValue))
.OrderBy(sp => sp.AssignedJob == null ? 0 : 1)
.ToList();
bool canAssign = false;
do
while (unassignedBots.Count > 0)
{
canAssign = false;
foreach (WayPoint spawnPoint in spawnPoints)
//if there's any jobs left that must be included in the crew, assign those
var jobsBelowMinNumber = shuffledPrefabs.Where(jp => assignedPlayerCount[jp] < jp.MinNumber);
if (jobsBelowMinNumber.Any())
{
if (unassignedBots.Count == 0) { break; }
JobPrefab jobPrefab = spawnPoint.AssignedJob ?? JobPrefab.Prefabs.GetRandomUnsynced();
if (assignedPlayerCount[jobPrefab] >= jobPrefab.MaxNumber) { continue; }
var variant = Rand.Range(0, jobPrefab.Variants, Rand.RandSync.ServerAndClient);
unassignedBots[0].Job = new Job(jobPrefab, Rand.RandSync.ServerAndClient, variant);
assignedPlayerCount[jobPrefab]++;
unassignedBots.Remove(unassignedBots[0]);
canAssign = true;
AssignJob(unassignedBots[0], jobsBelowMinNumber.GetRandomUnsynced());
}
} while (unassignedBots.Count > 0 && canAssign);
else
{
//if there's any jobs left that are below the normal number of bots initially in the crew, assign those
var jobsBelowInitialCount = shuffledPrefabs.Where(jp => assignedPlayerCount[jp] < jp.InitialCount);
if (jobsBelowInitialCount.Any())
{
AssignJob(unassignedBots[0], jobsBelowInitialCount.GetRandomUnsynced());
}
else
{
//no "must-have-jobs" left, break and start assigning randomly
break;
}
}
}
//find a suitable job for the rest of the bots
foreach (CharacterInfo c in unassignedBots)
foreach (CharacterInfo c in unassignedBots.ToList())
{
//find all jobs that are still available
var remainingJobs = JobPrefab.Prefabs.Where(jp => assignedPlayerCount[jp] < jp.MaxNumber);
var remainingJobs = shuffledPrefabs.Where(jp => assignedPlayerCount[jp] < jp.MaxNumber);
//all jobs taken, give a random job
if (remainingJobs.None())
{
DebugConsole.ThrowError("Failed to assign a suitable job for bot \"" + c.Name + "\" (all jobs already have the maximum numbers of players). Assigning a random job...");
c.Job = Job.Random(Rand.RandSync.ServerAndClient);
assignedPlayerCount[c.Job.Prefab]++;
AssignJob(c, shuffledPrefabs.GetRandomUnsynced());
}
else //some jobs still left, choose one of them by random
{
var job = remainingJobs.GetRandomUnsynced();
var variant = Rand.Range(0, job.Variants);
c.Job = new Job(job, Rand.RandSync.Unsynced, variant);
assignedPlayerCount[c.Job.Prefab]++;
else
{
//some jobs still left, choose one of them by random (preferring ones there's the least of in the crew)
var selectedJob = remainingJobs.GetRandomByWeight(jp => 1.0f / Math.Max(assignedPlayerCount[jp], 0.01f), Rand.RandSync.Unsynced);
AssignJob(c, selectedJob);
}
}
void AssignJob(CharacterInfo bot, JobPrefab job)
{
int variant = Rand.Range(0, job.Variants);
bot.Job = new Job(job, Rand.RandSync.Unsynced, variant);
assignedPlayerCount[bot.Job.Prefab]++;
unassignedBots.Remove(bot);
}
}
private Client FindClientWithJobPreference(List<Client> clients, JobPrefab job, bool forceAssign = false)