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 { const int MinCharactersToRespawn = 1; const float RespawnInterval = 20.0f; public enum State { Waiting, Transporting, Returning } private NetworkMember networkMember; private State state; private Submarine respawnShuttle; private Steering shuttleSteering; private List shuttleDoors; public float RespawnTimer { get { return respawnTimer; } } public bool CountdownStarted { get; private set; } public State CurrentState { get { return state; } } private float respawnTimer, shuttleReturnTimer; public RespawnManager(NetworkMember server) { this.networkMember = server; respawnShuttle = new Submarine("Submarines/Shuttle Mark I.sub"); respawnShuttle.Load(false); ResetShuttlePos(); 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); } shuttleSteering.TargetPosition = ConvertUnits.ToSimUnits(Level.Loaded.StartPosition); 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; if (server.Character != null && server.Character.IsDead) characterToRespawnCount++; CountdownStarted = characterToRespawnCount >= MinCharactersToRespawn; if (!CountdownStarted) return; respawnTimer -= deltaTime; if (respawnTimer <= 0.0f) { respawnTimer = RespawnInterval; Respawn(); } } private void UpdateTransporting(float deltaTime) { var server = networkMember as GameServer; if (server == null) return; if (Character.CharacterList.Any(c => c.Submarine == respawnShuttle && !c.IsDead)) return; shuttleReturnTimer += deltaTime; if (shuttleReturnTimer > 10.0f) { state = State.Returning; server.SendRespawnManagerMsg(); shuttleReturnTimer = 0.0f; } } private void UpdateReturning(float deltaTime) { shuttleReturnTimer += deltaTime; if (shuttleReturnTimer > 1.0f) { shuttleSteering.AutoPilot = true; shuttleSteering.MaintainPos = false; foreach (Door door in shuttleDoors) { if (door.IsOpen) door.SetState(false, false, true); } 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 (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.StartCoroutine( ForceShuttleToPos(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + 1000.0f), 100.0f)); if (GameMain.GameSession != null && GameMain.GameSession.Map != null) { string msg = "The transportation shuttle has returned to " + GameMain.GameSession.Map.SelectedLocation; server.SendChatMessage(ChatMessage.Create("", msg, ChatMessageType.Server, null), server.ConnectedClients); } state = State.Waiting; server.SendRespawnManagerMsg(); } shuttleReturnTimer = 0.0f; } } private void Respawn() { var server = networkMember as GameServer; if (server == null) return; state = State.Transporting; ResetShuttlePos(); server.SendChatMessage(ChatMessage.Create("", "Transportation shuttle dispatched", ChatMessageType.Server, null), server.ConnectedClients); server.SendRespawnManagerMsg(); CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f)); } private IEnumerable ForceShuttleToPos(Vector2 position, float speed) { respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBodies[0]); 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.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBodies[0]); yield return CoroutineStatus.Success; } private void ResetShuttlePos() { respawnShuttle.SetPosition(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + respawnShuttle.Borders.Height)); respawnShuttle.Velocity = Vector2.Zero; } public void WriteNetworkEvent(NetOutgoingMessage msg) { var server = networkMember as GameServer; msg.Write((byte)PacketTypes.Respawn); msg.WriteRangedInteger(0, Enum.GetNames(typeof(State)).Length, (int)state); switch (state) { case State.Transporting: var clients = GetClientsToRespawn(); List characterInfos = clients.Select(c => c.characterInfo).ToList(); if (server.Character != null && server.Character.IsDead) characterInfos.Add(server.CharacterInfo); var waypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnShuttle); msg.Write((byte)characterInfos.Count); for (int i = 0; i < characterInfos.Count; i++) { var character = Character.Create(characterInfos[i], waypoints[i].WorldPosition, true, false); if (i < clients.Count) { msg.Write((byte)clients[i].ID); } else { msg.Write((byte)0); server.Character = character; Character.Controlled = character; } character.GiveJobItems(waypoints[i]); GameMain.GameSession.CrewManager.characters.Add(character); server.WriteCharacterData(msg, character.Name, character); } break; case State.Waiting: msg.Write(respawnTimer); break; } } public void ReadNetworkEvent(NetIncomingMessage inc) { state = (State)inc.ReadRangedInteger(0, Enum.GetNames(typeof(State)).Length); switch (state) { case State.Transporting: CountdownStarted = false; ResetShuttlePos(); var client = networkMember as GameClient; int clientCount = inc.ReadByte(); for (int i = 0; i < clientCount; i++) { byte clientId = inc.ReadByte(); client.ReadCharacterData(inc, clientId == client.ID); } CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f)); break; case State.Waiting: CountdownStarted = true; respawnTimer = inc.ReadSingle(); break; case State.Returning: CountdownStarted = false; break; } } } }