using Barotrauma.Networking; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; namespace Barotrauma { partial class EntitySpawner : Entity, IServerSerializable { const int MaxEntitiesPerWrite = 10; private enum SpawnableType { Item, Character }; interface IEntitySpawnInfo { Entity Spawn(); } class ItemSpawnInfo : IEntitySpawnInfo { public readonly ItemPrefab Prefab; public readonly Vector2 Position; public readonly Inventory Inventory; public readonly Submarine Submarine; public readonly float Condition; public ItemSpawnInfo(ItemPrefab prefab, Vector2 worldPosition, float? condition = null) { Prefab = prefab ?? throw new ArgumentException("ItemSpawnInfo prefab cannot be null."); Position = worldPosition; Condition = condition ?? prefab.Health; } public ItemSpawnInfo(ItemPrefab prefab, Vector2 position, Submarine sub, float? condition = null) { Prefab = prefab ?? throw new ArgumentException("ItemSpawnInfo prefab cannot be null."); Position = position; Submarine = sub; Condition = condition ?? prefab.Health; } public ItemSpawnInfo(ItemPrefab prefab, Inventory inventory, float? condition = null) { Prefab = prefab ?? throw new ArgumentException("ItemSpawnInfo prefab cannot be null."); Inventory = inventory; Condition = condition ?? prefab.Health; } public Entity Spawn() { if (Prefab == null) { return null; } Item spawnedItem = null; if (Inventory != null) { spawnedItem = new Item(Prefab, Vector2.Zero, null); Inventory.TryPutItem(spawnedItem, null, spawnedItem.AllowedSlots); } else { spawnedItem = new Item(Prefab, Position, Submarine); } return spawnedItem; } } private readonly Queue spawnQueue; private readonly Queue removeQueue; public class SpawnOrRemove { public readonly Entity Entity; public readonly bool Remove = false; public SpawnOrRemove(Entity entity, bool remove) { Entity = entity; Remove = remove; } } public EntitySpawner() : base(null) { spawnQueue = new Queue(); removeQueue = new Queue(); } public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 worldPosition, float? condition = null) { if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; } if (itemPrefab == null) { string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace; DebugConsole.ThrowError(errorMsg); GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg); return; } spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition, condition)); } public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 position, Submarine sub, float? condition = null) { if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; } if (itemPrefab == null) { string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace; DebugConsole.ThrowError(errorMsg); GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg); return; } spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, condition)); } public void AddToSpawnQueue(ItemPrefab itemPrefab, Inventory inventory, float? condition = null) { if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; } if (itemPrefab == null) { string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace; DebugConsole.ThrowError(errorMsg); GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg); return; } spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, inventory, condition)); } public void AddToRemoveQueue(Entity entity) { if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; } if (removeQueue.Contains(entity) || entity.Removed || entity == null) { return; } if (entity is Character) { Character character = entity as Character; #if SERVER if (GameMain.Server != null) { Client client = GameMain.Server.ConnectedClients.Find(c => c.Character == character); if (client != null) GameMain.Server.SetClientCharacter(client, null); } #endif } removeQueue.Enqueue(entity); } public void AddToRemoveQueue(Item item) { if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; } if (removeQueue.Contains(item) || item.Removed) { return; } removeQueue.Enqueue(item); if (item.ContainedItems == null) return; foreach (Item containedItem in item.ContainedItems) { if (containedItem != null) AddToRemoveQueue(containedItem); } } public void Update() { if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; } while (spawnQueue.Count > 0) { var entitySpawnInfo = spawnQueue.Dequeue(); var spawnedEntity = entitySpawnInfo.Spawn(); if (spawnedEntity != null) { #if SERVER CreateNetworkEvent(spawnedEntity, false); #endif if (spawnedEntity is Item) { ((Item)spawnedEntity).Condition = ((ItemSpawnInfo)entitySpawnInfo).Condition; } } } while (removeQueue.Count > 0) { var removedEntity = removeQueue.Dequeue(); #if SERVER if (GameMain.Server != null) { CreateNetworkEvent(removedEntity, true); } #endif removedEntity.Remove(); } } public void Reset() { removeQueue.Clear(); spawnQueue.Clear(); } } }