using Barotrauma.Items.Components; using FarseerPhysics; using FarseerPhysics.Dynamics; using FarseerPhysics.Dynamics.Contacts; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; namespace Barotrauma.Networking { partial class RespawnManager : Entity, IServerSerializable { /// /// How much skills drop towards the job's default skill levels when dying /// public static float SkillLossPercentageOnDeath => GameMain.NetworkMember?.ServerSettings?.SkillLossPercentageOnDeath ?? 20.0f; /// /// How much more the skills drop towards the job's default skill levels /// when dying, in addition to SkillLossPercentageOnDeath, if the player /// chooses to respawn in the middle of the round /// public static float SkillLossPercentageOnImmediateRespawn => GameMain.NetworkMember?.ServerSettings?.SkillLossPercentageOnImmediateRespawn ?? 10.0f; public static RespawnMode RespawnMode => GameMain.NetworkMember?.ServerSettings?.RespawnMode ?? RespawnMode.MidRound; public static bool UseDeathPrompt { get { return GameMain.GameSession?.GameMode is CampaignMode && Level.Loaded != null; } } public enum State { Waiting, Transporting, Returning } private readonly NetworkMember networkMember; private readonly Steering shuttleSteering; private readonly List shuttleDoors; private readonly ItemContainer respawnContainer; //items created during respawn //any respawn items left in the shuttle are removed when the shuttle despawns private readonly List respawnItems = new List(); //characters who spawned during the last respawn private readonly List respawnedCharacters = new List(); public bool UsingShuttle { get { return RespawnShuttle != null; } } /// /// When will the shuttle be dispatched with respawned characters /// public DateTime RespawnTime { get; private set; } /// /// When will the sub start heading back out of the level /// public DateTime ReturnTime { get; private set; } public bool RespawnCountdownStarted { get; private set; } public bool ReturnCountdownStarted { get; private set; } public State CurrentState { get; private set; } private float maxTransportTime; private float updateReturnTimer; public bool CanRespawnAgain => /*can never respawn again if we're currently transporting and transport time is set to be infinite*/ !(CurrentState == State.Transporting && maxTransportTime <= 0.0f); public Submarine RespawnShuttle { get; private set; } public RespawnManager(NetworkMember networkMember, SubmarineInfo shuttleInfo) : base(null, Entity.RespawnManagerID) { this.networkMember = networkMember; if (shuttleInfo != null && networkMember.ServerSettings is not { RespawnMode: RespawnMode.Permadeath }) { RespawnShuttle = new Submarine(shuttleInfo, true); RespawnShuttle.PhysicsBody.FarseerBody.OnCollision += OnShuttleCollision; //set crush depth slightly deeper than the main sub's RespawnShuttle.SetCrushDepth(Math.Max(RespawnShuttle.RealWorldCrushDepth, Submarine.MainSub.RealWorldCrushDepth * 1.2f)); //prevent wifi components from communicating between the respawn shuttle and other subs List wifiComponents = new List(); foreach (Item item in Item.ItemList) { if (item.Submarine == RespawnShuttle) { wifiComponents.AddRange(item.GetComponents()); } } foreach (WifiComponent wifiComponent in wifiComponents) { wifiComponent.TeamID = CharacterTeamType.FriendlyNPC; } ResetShuttle(); shuttleDoors = new List(); foreach (Item item in Item.ItemList) { if (item.Submarine != RespawnShuttle) { continue; } if (item.HasTag(Tags.RespawnContainer)) { respawnContainer = item.GetComponent(); } 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) { foreach (Wire wire in connection.Wires) { if (wire != null) wire.Locked = true; } } } } } else { RespawnShuttle = null; } #if SERVER if (networkMember is GameServer server) { maxTransportTime = server.ServerSettings.MaxTransportTime; } #endif } private bool OnShuttleCollision(Fixture sender, Fixture other, Contact contact) { //ignore collisions with the top barrier when returning return CurrentState != State.Returning || other?.Body != Level.Loaded?.TopBarrier; } public void Update(float deltaTime) { if (RespawnShuttle == null) { if (CurrentState != State.Waiting) { CurrentState = State.Waiting; } } switch (CurrentState) { case State.Waiting: UpdateWaiting(deltaTime); break; case State.Transporting: UpdateTransporting(deltaTime); break; case State.Returning: UpdateReturning(deltaTime); break; } } partial void UpdateWaiting(float deltaTime); private void UpdateTransporting(float deltaTime) { //infinite transport time -> shuttle wont return if (maxTransportTime <= 0.0f) return; UpdateTransportingProjSpecific(deltaTime); } partial void UpdateTransportingProjSpecific(float deltaTime); public void ForceRespawn() { ResetShuttle(); RespawnCountdownStarted = true; RespawnTime = DateTime.Now; CurrentState = State.Waiting; } private void UpdateReturning(float deltaTime) { updateReturnTimer += deltaTime; if (updateReturnTimer > 1.0f) { updateReturnTimer = 0.0f; shuttleSteering?.SetDestinationLevelStart(); UpdateReturningProjSpecific(deltaTime); } } partial void UpdateReturningProjSpecific(float deltaTime); private IEnumerable ForceShuttleToPos(Vector2 position, float speed) { if (RespawnShuttle == null) { yield return CoroutineStatus.Success; } while (Math.Abs(position.Y - RespawnShuttle.WorldPosition.Y) > 100.0f) { Vector2 diff = position - RespawnShuttle.WorldPosition; if (diff.LengthSquared() > 0.01f) { Vector2 displayVel = Vector2.Normalize(diff) * speed; RespawnShuttle.SubBody.Body.LinearVelocity = ConvertUnits.ToSimUnits(displayVel); } yield return CoroutineStatus.Running; if (RespawnShuttle.SubBody == null) yield return CoroutineStatus.Success; } yield return CoroutineStatus.Success; } private void ResetShuttle() { ReturnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, milliseconds: (int)(maxTransportTime * 1000)); #if SERVER despawnTime = ReturnTime + new TimeSpan(0, 0, seconds: 30); #endif if (RespawnShuttle == null) { return; } foreach (Item item in Item.ItemList) { if (item.Submarine != RespawnShuttle) { continue; } //remove respawn items that have been left in the shuttle if (respawnItems.Contains(item) || respawnContainer?.Item != null && item.IsOwnedBy(respawnContainer.Item)) { Spawner.AddItemToRemoveQueue(item); continue; } #if CLIENT foreach (var itemComponent in item.Components) { itemComponent.StopLoopingSound(); } #endif //restore other items to full condition and recharge batteries item.Condition = item.MaxCondition; item.GetComponent()?.ResetDeterioration(); var powerContainer = item.GetComponent(); if (powerContainer != null) { powerContainer.Charge = powerContainer.GetCapacity(); } var door = item.GetComponent(); if (door != null) { door.Stuck = 0.0f; } var steering = item.GetComponent(); if (steering != null) { steering.MaintainPos = true; steering.AutoPilot = true; #if SERVER steering.UnsentChanges = true; #endif } } respawnItems.Clear(); foreach (Structure wall in Structure.WallList) { if (wall.Submarine != RespawnShuttle) { continue; } for (int i = 0; i < wall.SectionCount; i++) { wall.AddDamage(i, -100000.0f); } } foreach (Hull hull in Hull.HullList) { if (hull.Submarine != RespawnShuttle) { continue; } hull.OxygenPercentage = 100.0f; hull.WaterVolume = 0.0f; hull.BallastFlora?.Remove(); } Dictionary characterPositions = new Dictionary(); foreach (Character c in Character.CharacterList) { if (c.Submarine != RespawnShuttle) { continue; } if (!respawnedCharacters.Contains(c)) { characterPositions.Add(c, c.WorldPosition); continue; } #if CLIENT if (Character.Controlled == c) { Character.Controlled = null; } #endif c.Kill(CauseOfDeathType.Unknown, null, true); c.Enabled = false; Spawner.AddEntityToRemoveQueue(c); if (c.Inventory != null) { foreach (Item item in c.Inventory.AllItems) { Spawner.AddItemToRemoveQueue(item); } } } RespawnShuttle.SetPosition(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + RespawnShuttle.Borders.Height)); RespawnShuttle.Velocity = Vector2.Zero; foreach (var characterPosition in characterPositions) { characterPosition.Key.TeleportTo(characterPosition.Value); } } public static float GetReducedSkill(CharacterInfo characterInfo, Skill skill, float skillLossPercentage, float? currentSkillLevel = null) { var skillPrefab = characterInfo.Job.Prefab.Skills.Find(s => skill.Identifier == s.Identifier); float currentLevel = currentSkillLevel ?? skill.Level; if (skillPrefab == null || currentLevel < skillPrefab.LevelRange.End) { return currentLevel; } return MathHelper.Lerp(currentLevel, skillPrefab.LevelRange.End, skillLossPercentage / 100.0f); } partial void RespawnCharactersProjSpecific(Vector2? shuttlePos); public void RespawnCharacters(Vector2? shuttlePos) { RespawnCharactersProjSpecific(shuttlePos); } public static AfflictionPrefab GetRespawnPenaltyAfflictionPrefab() { return AfflictionPrefab.Prefabs.First(a => a.AfflictionType == "respawnpenalty"); } public static Affliction GetRespawnPenaltyAffliction() { return GetRespawnPenaltyAfflictionPrefab()?.Instantiate(10.0f); } public static void GiveRespawnPenaltyAffliction(Character character) { var respawnPenaltyAffliction = GetRespawnPenaltyAffliction(); if (respawnPenaltyAffliction != null) { character.CharacterHealth.ApplyAffliction(targetLimb: null, respawnPenaltyAffliction); } } public Vector2 FindSpawnPos() { if (Level.Loaded == null || Submarine.MainSub == null) { return Vector2.Zero; } Rectangle dockedBorders = RespawnShuttle.GetDockedBorders(); Vector2 diffFromDockedBorders = new Vector2(dockedBorders.Center.X, dockedBorders.Y - dockedBorders.Height / 2) - new Vector2(RespawnShuttle.Borders.Center.X, RespawnShuttle.Borders.Y - RespawnShuttle.Borders.Height / 2); int minWidth = Math.Max(dockedBorders.Width, 1000); int minHeight = Math.Max(dockedBorders.Height, 1000); List potentialSpawnPositions = new List(); foreach (Level.InterestingPosition potentialSpawnPos in Level.Loaded.PositionsOfInterest.Where(p => p.PositionType == Level.PositionType.MainPath)) { bool invalid = false; //make sure the shuttle won't overlap with any ruins foreach (var ruin in Level.Loaded.Ruins) { if (Math.Abs(ruin.Area.Center.X - potentialSpawnPos.Position.X) < (minWidth + ruin.Area.Width) / 2) { invalid = true; break; } if (Math.Abs(ruin.Area.Center.Y - potentialSpawnPos.Position.Y) < (minHeight + ruin.Area.Height) / 2) { invalid = true; break; } } if (invalid) { continue; } //make sure there aren't any walls too close var tooCloseCells = Level.Loaded.GetTooCloseCells(potentialSpawnPos.Position.ToVector2(), Math.Max(minWidth, minHeight)); if (tooCloseCells.Any()) { continue; } //make sure the spawnpoint is far enough from other subs foreach (Submarine sub in Submarine.Loaded) { if (sub == RespawnShuttle || RespawnShuttle.DockedTo.Contains(sub)) { continue; } float minDist = Math.Max(Math.Max(minWidth, minHeight) + Math.Max(sub.Borders.Width, sub.Borders.Height), 10000.0f); if (Vector2.DistanceSquared(sub.WorldPosition, potentialSpawnPos.Position.ToVector2()) < minDist * minDist) { invalid = true; break; } } if (invalid) { continue; } foreach (Character character in Character.CharacterList) { if (character.IsDead) { //cannot spawn directly over dead bodies if (Math.Abs(character.WorldPosition.X - potentialSpawnPos.Position.X) < minWidth) { invalid = true; break; } if (Math.Abs(character.WorldPosition.Y - potentialSpawnPos.Position.Y) < minHeight) { invalid = true; break; } } else { //cannot spawn near alive characters (to prevent other players from seeing the shuttle //appear out of nowhere, or monsters from immediatelly wrecking the shuttle) if (Vector2.DistanceSquared(character.WorldPosition, potentialSpawnPos.Position.ToVector2()) < 5000.0f * 5000.0f) { invalid = true; break; } } } if (invalid) { continue; } potentialSpawnPositions.Add(potentialSpawnPos); } Vector2 bestSpawnPos = new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + RespawnShuttle.Borders.Height); float bestSpawnPosValue = 0.0f; foreach (var potentialSpawnPos in potentialSpawnPositions) { //the closer the spawnpos is to the main sub, the better float spawnPosValue = 100000.0f / Math.Max(Vector2.Distance(potentialSpawnPos.Position.ToVector2(), Submarine.MainSub.WorldPosition), 1.0f); //prefer spawnpoints that are at the left side of the sub (so the shuttle doesn't have to go backwards) if (potentialSpawnPos.Position.X > Submarine.MainSub.WorldPosition.X) { spawnPosValue *= 0.1f; } if (spawnPosValue > bestSpawnPosValue) { bestSpawnPos = potentialSpawnPos.Position.ToVector2(); bestSpawnPosValue = spawnPosValue; } } return bestSpawnPos; } } }