using Barotrauma.Items.Components; using FarseerPhysics; using Lidgren.Network; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Barotrauma.Networking { class RespawnManager : Entity, IServerSerializable { private readonly float respawnInterval; private float maxTransportTime; public enum State { Waiting, Transporting, Returning } private NetworkMember networkMember; private State state; private Submarine respawnShuttle; private Steering shuttleSteering; private List shuttleDoors; /// /// How long until the shuttle is dispatched with respawned characters /// public float RespawnTimer { get { return respawnTimer; } } /// /// how long until the shuttle starts heading back out of the level /// public float TransportTimer { get { return shuttleTransportTimer; } } public bool CountdownStarted { get; private set; } public State CurrentState { get { return state; } } private float respawnTimer, shuttleReturnTimer, shuttleTransportTimer; private float updateReturnTimer; public RespawnManager(NetworkMember networkMember, Submarine shuttle) : base(shuttle) { this.networkMember = networkMember; respawnShuttle = new Submarine(shuttle.FilePath, shuttle.MD5Hash.Hash, true); respawnShuttle.Load(false); ResetShuttle(); //respawnShuttle.GodMode = true; shuttleDoors = new List(); foreach (Item item in Item.ItemList) { if (item.Submarine != respawnShuttle) continue; var steering = item.GetComponent(); if (steering != null) shuttleSteering = steering; var door = item.GetComponent(); if (door != null) shuttleDoors.Add(door); //lock all wires to prevent the players from messing up the electronics var connectionPanel = item.GetComponent(); if (connectionPanel != null) { foreach (Connection connection in connectionPanel.Connections) { Array.ForEach(connection.Wires, w => { if (w != null) w.Locked = true; }); } } } var server = networkMember as GameServer; if (server != null) { respawnInterval = server.RespawnInterval; maxTransportTime = server.MaxTransportTime; } respawnTimer = respawnInterval; } private List GetClientsToRespawn() { return networkMember.ConnectedClients.FindAll(c => c.inGame && (c.Character == null || c.Character.IsDead)); } public void Update(float deltaTime) { switch (state) { case State.Waiting: UpdateWaiting(deltaTime); break; case State.Transporting: UpdateTransporting(deltaTime); break; case State.Returning: UpdateReturning(deltaTime); break; } } private void UpdateWaiting(float deltaTime) { var server = networkMember as GameServer; if (server == null) { if (CountdownStarted) { respawnTimer = Math.Max(0.0f, respawnTimer - deltaTime); } return; } respawnShuttle.Velocity = Vector2.Zero; shuttleSteering.AutoPilot = false; shuttleSteering.MaintainPos = false; 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.MinRespawnRatio, 1.0f); if (startCountdown) { if (!CountdownStarted) { CountdownStarted = true; server.CreateEntityEvent(this); } } else { CountdownStarted = false; } if (!CountdownStarted) return; respawnTimer -= deltaTime; if (respawnTimer <= 0.0f) { respawnTimer = respawnInterval; DispatchShuttle(); } } private void UpdateTransporting(float deltaTime) { //infinite transport time -> shuttle wont return if (maxTransportTime <= 0.0f) return; shuttleTransportTimer -= deltaTime; if (shuttleTransportTimer + deltaTime > 15.0f && shuttleTransportTimer <= 15.0f && networkMember.Character != null && networkMember.Character.Submarine == respawnShuttle) { networkMember.AddChatMessage("The shuttle will automatically return back to the outpost. Please leave the shuttle immediately.", ChatMessageType.Server); } var server = networkMember as GameServer; if (server == null) return; //if there are no living chracters inside, transporting can be stopped immediately if (!Character.CharacterList.Any(c => c.Submarine == respawnShuttle && !c.IsDead)) { shuttleTransportTimer = 0.0f; } if (shuttleTransportTimer <= 0.0f) { state = State.Returning; server.CreateEntityEvent(this); CountdownStarted = false; shuttleReturnTimer = maxTransportTime; shuttleTransportTimer = maxTransportTime; } } private void UpdateReturning(float deltaTime) { //if (shuttleReturnTimer == maxTransportTime && // networkMember.Character != null && // networkMember.Character.Submarine == respawnShuttle) //{ // networkMember.AddChatMessage("The shuttle will automatically return back to the outpost. Please leave the shuttle immediately.", ChatMessageType.Server); //} shuttleReturnTimer -= deltaTime; updateReturnTimer += deltaTime; if (updateReturnTimer > 1.0f) { updateReturnTimer = 0.0f; respawnShuttle.PhysicsBody.FarseerBody.IgnoreCollisionWith(Level.Loaded.ShaftBody); shuttleSteering.SetDestinationLevelStart(); foreach (Door door in shuttleDoors) { if (door.IsOpen) door.SetState(false,false,true); } var shuttleGaps = Gap.GapList.FindAll(g => g.Submarine == respawnShuttle && g.ConnectedWall != null); shuttleGaps.ForEach(g => g.Remove()); var dockingPorts = Item.ItemList.FindAll(i => i.Submarine == respawnShuttle && i.GetComponent() != null); dockingPorts.ForEach(d => d.GetComponent().Undock()); var server = networkMember as GameServer; if (server == null) return; //shuttle has returned if the path has been traversed or the shuttle is close enough to the exit if (!CoroutineManager.IsCoroutineRunning("forcepos")) { if (shuttleSteering.SteeringPath != null && shuttleSteering.SteeringPath.Finished || (respawnShuttle.WorldPosition.Y + respawnShuttle.Borders.Y > Level.Loaded.StartPosition.Y - Level.ShaftHeight && Math.Abs(Level.Loaded.StartPosition.X - respawnShuttle.WorldPosition.X) < 1000.0f)) { CoroutineManager.StopCoroutines("forcepos"); CoroutineManager.StartCoroutine( ForceShuttleToPos(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + 1000.0f), 100.0f), "forcepos"); } } if (respawnShuttle.WorldPosition.Y > Level.Loaded.Size.Y || shuttleReturnTimer <= 0.0f) { CoroutineManager.StopCoroutines("forcepos"); ResetShuttle(); state = State.Waiting; server.CreateEntityEvent(this); respawnTimer = respawnInterval; CountdownStarted = false; } } } private void DispatchShuttle() { var server = networkMember as GameServer; if (server == null) return; state = State.Transporting; server.CreateEntityEvent(this); ResetShuttle(); shuttleSteering.TargetVelocity = Vector2.Zero; RespawnCharacters(); CoroutineManager.StopCoroutines("forcepos"); CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f), "forcepos"); } private IEnumerable ForceShuttleToPos(Vector2 position, float speed) { respawnShuttle.PhysicsBody.FarseerBody.IgnoreCollisionWith(Level.Loaded.ShaftBody); while (Math.Abs(position.Y - respawnShuttle.WorldPosition.Y) > 100.0f) { Vector2 displayVel = Vector2.Normalize(position - respawnShuttle.WorldPosition) * speed; respawnShuttle.SubBody.Body.LinearVelocity = ConvertUnits.ToSimUnits(displayVel); yield return CoroutineStatus.Running; if (respawnShuttle.SubBody == null) yield return CoroutineStatus.Success; } respawnShuttle.PhysicsBody.FarseerBody.RestoreCollisionWith(Level.Loaded.ShaftBody); yield return CoroutineStatus.Success; } private void ResetShuttle() { shuttleTransportTimer = maxTransportTime; shuttleReturnTimer = maxTransportTime; foreach (Item item in Item.ItemList) { if (item.Submarine != respawnShuttle) continue; if (item.body != null && item.body.Enabled && item.ParentInventory == null) { Entity.Spawner.AddToRemoveQueue(item); continue; } item.Condition = 100.0f; var powerContainer = item.GetComponent(); if (powerContainer != null) { powerContainer.Charge = powerContainer.Capacity; } } foreach (Structure wall in Structure.WallList) { if (wall.Submarine != respawnShuttle) continue; for (int i = 0; i < wall.SectionCount; i++) { wall.AddDamage(i, -100000.0f); } } var shuttleGaps = Gap.GapList.FindAll(g => g.Submarine == respawnShuttle && g.ConnectedWall != null); shuttleGaps.ForEach(g => g.Remove()); foreach (Hull hull in Hull.hullList) { if (hull.Submarine != respawnShuttle) continue; hull.OxygenPercentage = 100.0f; hull.Volume = 0.0f; } foreach (Character c in Character.CharacterList) { if (c.Submarine == respawnShuttle) { if (Character.Controlled == c) Character.Controlled = null; c.Enabled = false; if (c.Inventory != null) { foreach (Item item in c.Inventory.Items) { if (item == null) continue; Entity.Spawner.AddToRemoveQueue(item); } } c.Kill(CauseOfDeath.Damage, true); } } respawnShuttle.SetPosition(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + respawnShuttle.Borders.Height)); respawnShuttle.Velocity = Vector2.Zero; respawnShuttle.PhysicsBody.FarseerBody.RestoreCollisionWith(Level.Loaded.ShaftBody); } public void RespawnCharacters() { var server = networkMember as GameServer; if (server == null) return; List spawnedItems = new List(); List spawnedCharacters = new List(); var clients = GetClientsToRespawn(); foreach (Client c in clients) { if (c.characterInfo == null) c.characterInfo = new CharacterInfo(Character.HumanConfigFile, c.name); } List characterInfos = clients.Select(c => c.characterInfo).ToList(); if (server.Character != null && server.Character.IsDead) characterInfos.Add(server.CharacterInfo); server.AssignJobs(clients, server.Character != null && server.Character.IsDead); foreach (Client c in clients) { c.characterInfo.Job = new Job(c.assignedJob); } //the spawnpoints where the characters will spawn var shuttleSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnShuttle); //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 = ItemPrefab.list.Find(ip => ip.Name == "Diving Suit") as ItemPrefab; ItemPrefab oxyPrefab = ItemPrefab.list.Find(ip => ip.Name == "Oxygen Tank") as ItemPrefab; ItemPrefab scooterPrefab = ItemPrefab.list.Find(ip => ip.Name == "Underwater Scooter") as ItemPrefab; ItemPrefab batteryPrefab = ItemPrefab.list.Find(ip => ip.Name == "Battery Cell") as ItemPrefab; var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnShuttle && wp.SpawnType == SpawnType.Cargo); for (int i = 0; i < characterInfos.Count; i++) { bool myCharacter = i >= clients.Count; var character = Character.Create(characterInfos[i], shuttleSpawnPoints[i].WorldPosition, !myCharacter, false); character.TeamID = 1; if (myCharacter) { server.Character = character; Character.Controlled = character; GameMain.LightManager.LosEnabled = true; } else { clients[i].Character = character; } Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position; if (divingSuitPrefab != null && oxyPrefab != null) { var divingSuit = new Item(divingSuitPrefab, pos, respawnShuttle); Entity.Spawner.CreateNetworkEvent(divingSuit, false); var oxyTank = new Item(oxyPrefab, pos, respawnShuttle); Entity.Spawner.CreateNetworkEvent(oxyTank, false); divingSuit.Combine(oxyTank); } if (scooterPrefab != null && batteryPrefab != null) { var scooter = new Item(scooterPrefab, pos, respawnShuttle); Entity.Spawner.CreateNetworkEvent(scooter, false); var battery = new Item(batteryPrefab, pos, respawnShuttle); Entity.Spawner.CreateNetworkEvent(battery, false); scooter.Combine(battery); } character.GiveJobItems(mainSubSpawnPoints[i]); GameMain.GameSession.CrewManager.characters.Add(character); } } public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null) { msg.WriteRangedInteger(0, Enum.GetNames(typeof(State)).Length, (int)state); switch (state) { case State.Transporting: msg.Write(TransportTimer); break; case State.Waiting: msg.Write(CountdownStarted); msg.Write(respawnTimer); break; case State.Returning: break; } msg.WritePadBits(); } public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime) { var newState = (State)msg.ReadRangedInteger(0, Enum.GetNames(typeof(State)).Length); switch (newState) { case State.Transporting: maxTransportTime = msg.ReadSingle(); shuttleTransportTimer = maxTransportTime; CountdownStarted = false; if (state != newState) { CoroutineManager.StopCoroutines("forcepos"); CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f), "forcepos"); } break; case State.Waiting: CountdownStarted = msg.ReadBoolean(); ResetShuttle(); respawnTimer = msg.ReadSingle(); break; case State.Returning: CountdownStarted = false; break; } state = newState; msg.ReadPadBits(); } } }