using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; namespace Barotrauma.Networking { partial class RespawnManager : Entity, IServerSerializable { private List GetClientsToRespawn() { GameServer server = networkMember as GameServer; return networkMember.ConnectedClients.FindAll(c => c.InGame && (!c.SpectateOnly || (!server.ServerSettings.AllowSpectating && server.OwnerConnection != c.Connection)) && (c.Character == null || c.Character.IsDead)); } private List GetBotsToRespawn() { GameServer server = networkMember as GameServer; if (server.ServerSettings.BotSpawnMode == BotSpawnMode.Normal) { return Character.CharacterList .FindAll(c => c.TeamID == Character.TeamType.Team1 && c.AIController != null && c.Info != null && c.IsDead) .Select(c => c.Info) .ToList(); } int currPlayerCount = server.ConnectedClients.Count(c => c.InGame && (!c.SpectateOnly || (!server.ServerSettings.AllowSpectating && server.OwnerConnection != c.Connection))); var existingBots = Character.CharacterList .FindAll(c => c.TeamID == Character.TeamType.Team1 && c.AIController != null && c.Info != null); int requiredBots = server.ServerSettings.BotCount - currPlayerCount; requiredBots -= existingBots.Count(b => !b.IsDead); List botsToRespawn = new List(); for (int i = 0; i < requiredBots; i++) { CharacterInfo botToRespawn = existingBots.Find(b => b.IsDead)?.Info; if (botToRespawn == null) { botToRespawn = new CharacterInfo(Character.HumanConfigFile); } else { existingBots.Remove(botToRespawn.Character); } botsToRespawn.Add(botToRespawn); } return botsToRespawn; } partial void UpdateWaiting(float deltaTime) { var server = networkMember as GameServer; int characterToRespawnCount = GetClientsToRespawn().Count; int totalCharacterCount = server.ConnectedClients.Count; /*if (server.Character != null) { totalCharacterCount++; if (server.Character.IsDead) characterToRespawnCount++; }*/ bool startCountdown = (float)characterToRespawnCount >= Math.Max((float)totalCharacterCount * server.ServerSettings.MinRespawnRatio, 1.0f); if (startCountdown != CountdownStarted) { CountdownStarted = startCountdown; server.CreateEntityEvent(this); } if (!CountdownStarted) return; respawnTimer -= deltaTime; if (respawnTimer <= 0.0f) { respawnTimer = server.ServerSettings.RespawnInterval; DispatchShuttle(); } if (respawnShuttle == null) return; respawnShuttle.Velocity = Vector2.Zero; if (shuttleSteering != null) { shuttleSteering.AutoPilot = false; shuttleSteering.MaintainPos = false; } } partial void DispatchShuttle() { var server = networkMember as GameServer; if (server == null) return; if (respawnShuttle != null) { state = State.Transporting; server.CreateEntityEvent(this); ResetShuttle(); if (shuttleSteering != null) { shuttleSteering.TargetVelocity = Vector2.Zero; } GameServer.Log("Dispatching the respawn shuttle.", ServerLog.MessageType.Spawning); RespawnCharacters(); CoroutineManager.StopCoroutines("forcepos"); CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f), "forcepos"); } else { state = State.Waiting; GameServer.Log("Respawning everyone in main sub.", ServerLog.MessageType.Spawning); server.CreateEntityEvent(this); RespawnCharacters(); } } partial void RespawnCharactersProjSpecific() { var server = networkMember as GameServer; if (server == null) return; var respawnSub = respawnShuttle ?? Submarine.MainSub; var clients = GetClientsToRespawn(); foreach (Client c in clients) { //all characters are in Team 1 in game modes/missions with only one team. //if at some point we add a game mode with multiple teams where respawning is possible, this needs to be reworked c.TeamID = Character.TeamType.Team1; if (c.CharacterInfo == null) c.CharacterInfo = new CharacterInfo(Character.HumanConfigFile, c.Name); } List characterInfos = clients.Select(c => c.CharacterInfo).ToList(); var botsToSpawn = GetBotsToRespawn(); characterInfos.AddRange(botsToSpawn); server.AssignJobs(clients); foreach (Client c in clients) { c.CharacterInfo.Job = new Job(c.AssignedJob); } //the spawnpoints where the characters will spawn var shuttleSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnSub); //the spawnpoints where they would spawn if they were spawned inside the main sub //(in order to give them appropriate ID card tags) var mainSubSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub); ItemPrefab divingSuitPrefab = MapEntityPrefab.Find(null, "divingsuit") as ItemPrefab; ItemPrefab oxyPrefab = MapEntityPrefab.Find(null, "oxygentank") as ItemPrefab; ItemPrefab scooterPrefab = MapEntityPrefab.Find(null, "underwaterscooter") as ItemPrefab; ItemPrefab batteryPrefab = MapEntityPrefab.Find(null, "batterycell") as ItemPrefab; var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnSub && wp.SpawnType == SpawnType.Cargo); for (int i = 0; i < characterInfos.Count; i++) { bool bot = i >= clients.Count; var character = Character.Create(characterInfos[i], shuttleSpawnPoints[i].WorldPosition, characterInfos[i].Name, !bot, bot); character.TeamID = Character.TeamType.Team1; if (bot) { GameServer.Log(string.Format("Respawning bot {0} as {1}", character.Info.Name, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning); } else { clients[i].Character = character; character.OwnerClientIP = clients[i].Connection.RemoteEndPoint.Address.ToString(); character.OwnerClientName = clients[i].Name; GameServer.Log(string.Format("Respawning {0} ({1}) as {2}", clients[i].Name, clients[i].Connection?.RemoteEndPoint?.Address, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning); } if (divingSuitPrefab != null && oxyPrefab != null && respawnShuttle != null) { Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position; if (divingSuitPrefab != null && oxyPrefab != null) { var divingSuit = new Item(divingSuitPrefab, pos, respawnSub); Spawner.CreateNetworkEvent(divingSuit, false); respawnItems.Add(divingSuit); var oxyTank = new Item(oxyPrefab, pos, respawnSub); Spawner.CreateNetworkEvent(oxyTank, false); divingSuit.Combine(oxyTank); respawnItems.Add(oxyTank); } if (scooterPrefab != null && batteryPrefab != null) { var scooter = new Item(scooterPrefab, pos, respawnSub); Spawner.CreateNetworkEvent(scooter, false); var battery = new Item(batteryPrefab, pos, respawnSub); Spawner.CreateNetworkEvent(battery, false); scooter.Combine(battery); respawnItems.Add(scooter); respawnItems.Add(battery); } } //give the character the items they would've gotten if they had spawned in the main sub character.GiveJobItems(mainSubSpawnPoints[i]); //add the ID card tags they should've gotten when spawning in the shuttle foreach (Item item in character.Inventory.Items) { if (item == null || item.Prefab.Name != "ID Card") continue; foreach (string s in shuttleSpawnPoints[i].IdCardTags) { item.AddTag(s); } if (!string.IsNullOrWhiteSpace(shuttleSpawnPoints[i].IdCardDesc)) item.Description = shuttleSpawnPoints[i].IdCardDesc; } } } } }