702 lines
32 KiB
C#
702 lines
32 KiB
C#
using Barotrauma.Extensions;
|
|
using Barotrauma.Items.Components;
|
|
using Microsoft.Xna.Framework;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
namespace Barotrauma.Networking
|
|
{
|
|
partial class RespawnManager : Entity, IServerSerializable
|
|
{
|
|
private float shuttleEmptyTimer;
|
|
|
|
public bool IsShuttleInsideLevel => RespawnShuttles.Any(s => s.WorldPosition.Y < Level.Loaded.Size.Y);
|
|
|
|
private IEnumerable<Client> GetClientsToRespawn(CharacterTeamType teamId)
|
|
{
|
|
MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
|
|
foreach (Client c in networkMember.ConnectedClients)
|
|
{
|
|
if (GameMain.LuaCs.Game.overrideRespawnSub)
|
|
continue;
|
|
|
|
if (!c.InGame) { continue; }
|
|
if (c.SpectateOnly && (GameMain.Server.ServerSettings.AllowSpectating || GameMain.Server.OwnerConnection == c.Connection)) { continue; }
|
|
if (c.Character != null && !c.Character.IsDead) { continue; }
|
|
if (c.TeamID != CharacterTeamType.None && c.TeamID != teamId)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var matchingData = campaign?.GetClientCharacterData(c);
|
|
|
|
//don't allow respawn if the client already has a character (they'll regain control once they're in sync)
|
|
if (matchingData != null && matchingData.HasSpawned &&
|
|
Character.CharacterList.Any(c => c.Info == matchingData.CharacterInfo && !c.IsDead))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Respawning can still happen in permadeath mode (disconnected characters, reserve bench...), but never for permanently dead ones
|
|
if (GameMain.NetworkMember?.ServerSettings is { RespawnMode: RespawnMode.Permadeath } &&
|
|
matchingData is not { ChosenNewBotViaShuttle: true } && // respawning as a bot that should respawn the usual way via shuttle
|
|
(matchingData?.CharacterInfo is { PermanentlyDead: true } || c.Character is { IsDead: true }))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (campaign != null)
|
|
{
|
|
if (matchingData != null && matchingData.HasSpawned && !matchingData.ChosenNewBotViaShuttle)
|
|
{
|
|
//in the campaign mode, wait for the client to choose whether they want to spawn
|
|
if (!c.WaitForNextRoundRespawn.HasValue || c.WaitForNextRoundRespawn.Value) { continue; }
|
|
}
|
|
}
|
|
|
|
yield return c;
|
|
}
|
|
}
|
|
|
|
private static bool IsRespawnDecisionPendingForClient(Client c)
|
|
{
|
|
if (Level.Loaded == null || GameMain.GameSession.GameMode is not MultiPlayerCampaign campaign) { return false; }
|
|
|
|
if (!c.InGame) { return false; }
|
|
if (c.SpectateOnly && (GameMain.Server.ServerSettings.AllowSpectating || GameMain.Server.OwnerConnection == c.Connection)) { return false; }
|
|
if (c.Character != null && !c.Character.IsDead) { return false; }
|
|
|
|
CharacterCampaignData matchingData = campaign.GetClientCharacterData(c);
|
|
if (matchingData != null && matchingData.HasSpawned)
|
|
{
|
|
if (Character.CharacterList.Any(c =>
|
|
c.Info == matchingData.CharacterInfo &&
|
|
(!c.IsDead || c.CauseOfDeath is { Type: CauseOfDeathType.Disconnected })))
|
|
{
|
|
return false;
|
|
}
|
|
else if (!c.WaitForNextRoundRespawn.HasValue)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
private static bool ClientHasChosenNewBotViaShuttle(Client c)
|
|
{
|
|
if (GameMain.GameSession.GameMode is MultiPlayerCampaign mpCampaign &&
|
|
mpCampaign.GetClientCharacterData(c) is CharacterCampaignData matchingData)
|
|
{
|
|
return matchingData.ChosenNewBotViaShuttle;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
private static List<CharacterInfo> GetBotsToRespawn(CharacterTeamType teamId)
|
|
{
|
|
//this works under the assumption that GetCharacterInfos only returns bots in MP
|
|
var botInfos = GameMain.GameSession.CrewManager.GetCharacterInfos()
|
|
.Where(botInfo => botInfo.TeamID == teamId)
|
|
//filter out players in case a player has been given control of a bot using console commands
|
|
.Where(botInfo => GameMain.Server.ConnectedClients.None(c => c.CharacterInfo == botInfo))
|
|
.ToList();
|
|
|
|
if (GameMain.Server.ServerSettings.BotSpawnMode == BotSpawnMode.Normal)
|
|
{
|
|
return botInfos.Where(ci => ci.Character == null || ci.Character.IsDead).ToList();
|
|
}
|
|
|
|
int currPlayerCount = GameMain.Server.ConnectedClients.Count(c =>
|
|
c.InGame &&
|
|
(!c.SpectateOnly || (!GameMain.Server.ServerSettings.AllowSpectating && GameMain.Server.OwnerConnection != c.Connection)));
|
|
|
|
var existingBots = Character.CharacterList.FindAll(c => c.IsBot && !c.IsDead && c.TeamID == teamId);
|
|
int requiredBots = GameMain.Server.ServerSettings.BotCount - currPlayerCount;
|
|
requiredBots -= existingBots.Count(b => !b.IsDead);
|
|
|
|
List<CharacterInfo> botsToRespawn = new List<CharacterInfo>();
|
|
for (int i = 0; i < requiredBots; i++)
|
|
{
|
|
CharacterInfo botToRespawn = botInfos.FirstOrDefault(b => b.Character == null || b.Character.IsDead);
|
|
if (botToRespawn == null)
|
|
{
|
|
botToRespawn = new CharacterInfo(CharacterPrefab.HumanSpeciesName)
|
|
{
|
|
TeamID = teamId
|
|
};
|
|
}
|
|
else
|
|
{
|
|
botInfos.Remove(botToRespawn);
|
|
existingBots.Remove(botToRespawn.Character);
|
|
}
|
|
botsToRespawn.Add(botToRespawn);
|
|
}
|
|
return botsToRespawn;
|
|
}
|
|
|
|
private string GetRespawnShuttleText(CharacterTeamType team)
|
|
{
|
|
if (teamSpecificStates.Count == 1)
|
|
{
|
|
return "respawn shuttle";
|
|
}
|
|
return team == CharacterTeamType.Team1 ? "respawn shuttle (team 1)" : "respawn shuttle (team 2)";
|
|
}
|
|
private string GetTeamNameText(CharacterTeamType team)
|
|
{
|
|
if (teamSpecificStates.Count == 1)
|
|
{
|
|
return "everyone";
|
|
}
|
|
return team == CharacterTeamType.Team1 ? "team 1" : "team 2";
|
|
}
|
|
|
|
|
|
private bool ShouldStartRespawnCountdown(TeamSpecificState teamSpecificState)
|
|
{
|
|
int characterToRespawnCount = GetClientsToRespawn(teamSpecificState.TeamID).Count();
|
|
return ShouldStartRespawnCountdown(characterToRespawnCount);
|
|
}
|
|
|
|
private static int GetMinCharactersToRespawn()
|
|
{
|
|
int respawnableClientCount = GameMain.Server.ConnectedClients.Count(c => c.InGame && (!c.AFK || !GameMain.Server.ServerSettings.AllowAFK));
|
|
return Math.Max((int)(respawnableClientCount * GameMain.Server.ServerSettings.MinRespawnRatio), 1);
|
|
}
|
|
|
|
private bool ShouldStartRespawnCountdown(int characterToRespawnCount)
|
|
{
|
|
if (GameMain.LuaCs.Game.overrideRespawnSub)
|
|
{
|
|
characterToRespawnCount = 0;
|
|
}
|
|
return characterToRespawnCount >= GetMinCharactersToRespawn();
|
|
}
|
|
|
|
partial void UpdateWaiting(TeamSpecificState teamSpecificState)
|
|
{
|
|
//no respawns in the first minute of the round - otherwise it can be that bots
|
|
//are respawned to "fill" the spots of players who are taking a long time to load in
|
|
if (GameMain.GameSession is { RoundDuration: < 60 })
|
|
{
|
|
return;
|
|
}
|
|
|
|
var teamId = teamSpecificState.TeamID;
|
|
var respawnShuttle = GetShuttle(teamId);
|
|
if (respawnShuttle != null && !GameMain.LuaCs.Game.overrideRespawnSub)
|
|
{
|
|
respawnShuttle.Velocity = Vector2.Zero;
|
|
}
|
|
|
|
teamSpecificState.PendingRespawnCount = GetClientsToRespawn(teamId).Count();
|
|
if (GameMain.GameSession?.Campaign == null)
|
|
{
|
|
teamSpecificState.PendingRespawnCount += GetBotsToRespawn(teamId).Count;
|
|
}
|
|
teamSpecificState.RequiredRespawnCount = GetMinCharactersToRespawn();
|
|
if (teamSpecificState.PendingRespawnCount != teamSpecificState.PrevPendingRespawnCount ||
|
|
teamSpecificState.RequiredRespawnCount != teamSpecificState.PrevRequiredRespawnCount)
|
|
{
|
|
teamSpecificState.PrevPendingRespawnCount = teamSpecificState.PendingRespawnCount;
|
|
teamSpecificState.PrevRequiredRespawnCount = teamSpecificState.RequiredRespawnCount;
|
|
GameMain.Server.CreateEntityEvent(this);
|
|
}
|
|
|
|
if (teamSpecificState.RespawnCountdownStarted)
|
|
{
|
|
if (teamSpecificState.PendingRespawnCount == 0)
|
|
{
|
|
teamSpecificState.RespawnCountdownStarted = false;
|
|
GameMain.Server.CreateEntityEvent(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool shouldStartCountdown = ShouldStartRespawnCountdown(teamSpecificState.PendingRespawnCount);
|
|
if (shouldStartCountdown)
|
|
{
|
|
teamSpecificState.RespawnCountdownStarted = true;
|
|
if (teamSpecificState.RespawnTime < DateTime.Now)
|
|
{
|
|
teamSpecificState.RespawnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, (int)(GameMain.Server.ServerSettings.RespawnInterval * 1000.0f));
|
|
}
|
|
GameMain.Server.CreateEntityEvent(this);
|
|
}
|
|
}
|
|
|
|
if (teamSpecificState.RespawnCountdownStarted && DateTime.Now > teamSpecificState.RespawnTime)
|
|
{
|
|
DispatchShuttle(teamSpecificState);
|
|
teamSpecificState.RespawnCountdownStarted = false;
|
|
}
|
|
}
|
|
|
|
public void DispatchShuttle(TeamSpecificState teamSpecificState)
|
|
{
|
|
if (RespawnShuttles.Any())
|
|
{
|
|
ResetShuttle(teamSpecificState);
|
|
if (GameMain.LuaCs.Game.overrideRespawnSub)
|
|
{
|
|
teamSpecificState.CurrentState = State.Waiting;
|
|
}
|
|
else
|
|
{
|
|
teamSpecificState.CurrentState = State.Transporting;
|
|
}
|
|
GameMain.Server.CreateEntityEvent(this);
|
|
SetShuttleBodyType(teamSpecificState.TeamID, FarseerPhysics.BodyType.Dynamic);
|
|
}
|
|
else
|
|
{
|
|
teamSpecificState.CurrentState = State.Waiting;
|
|
GameServer.Log($"Respawning {GetTeamNameText(teamSpecificState.TeamID)} in the main sub.", ServerLog.MessageType.Spawning);
|
|
GameMain.Server.CreateEntityEvent(this);
|
|
}
|
|
RespawnCharacters(teamSpecificState);
|
|
}
|
|
|
|
partial void UpdateReturningProjSpecific(TeamSpecificState teamSpecificState, float deltaTime)
|
|
{
|
|
//speed up despawning if there's no-one inside the shuttle
|
|
if (teamSpecificState.DespawnTime > DateTime.Now + new TimeSpan(0, 0, seconds: 30) && CheckShuttleEmpty(deltaTime))
|
|
{
|
|
teamSpecificState.DespawnTime = DateTime.Now + new TimeSpan(0, 0, seconds: 30);
|
|
}
|
|
|
|
foreach (Door door in shuttleDoors[teamSpecificState.TeamID])
|
|
{
|
|
if (door.IsOpen)
|
|
{
|
|
door.TrySetState(open: false, isNetworkMessage: false, sendNetworkMessage: true);
|
|
}
|
|
}
|
|
|
|
var shuttleGaps = Gap.GapList.FindAll(g => RespawnShuttles.Contains(g.Submarine) && g.ConnectedWall != null);
|
|
shuttleGaps.ForEach(g => Spawner.AddEntityToRemoveQueue(g));
|
|
|
|
var dockingPorts = Item.ItemList.FindAll(i => RespawnShuttles.Contains(i.Submarine) && i.GetComponent<DockingPort>() != null);
|
|
dockingPorts.ForEach(d => d.GetComponent<DockingPort>().Undock());
|
|
|
|
if (!IsShuttleInsideLevel || DateTime.Now > teamSpecificState.DespawnTime)
|
|
{
|
|
ResetShuttle(teamSpecificState);
|
|
|
|
teamSpecificState.CurrentState = State.Waiting;
|
|
GameServer.Log($"The {GetRespawnShuttleText(teamSpecificState.TeamID)} has left.", ServerLog.MessageType.Spawning);
|
|
GameMain.Server.CreateEntityEvent(this);
|
|
|
|
teamSpecificState.RespawnCountdownStarted = false;
|
|
teamSpecificState.ReturnCountdownStarted = false;
|
|
}
|
|
}
|
|
|
|
partial void UpdateTransportingProjSpecific(TeamSpecificState teamSpecificState, float deltaTime)
|
|
{
|
|
if (!teamSpecificState.ReturnCountdownStarted)
|
|
{
|
|
//if there are no living chracters inside, transporting can be stopped immediately
|
|
if (CheckShuttleEmpty(deltaTime))
|
|
{
|
|
teamSpecificState.ReturnTime = DateTime.Now;
|
|
teamSpecificState.ReturnCountdownStarted = true;
|
|
}
|
|
else if (!ShouldStartRespawnCountdown(teamSpecificState))
|
|
{
|
|
//don't start counting down until someone else needs to respawn
|
|
teamSpecificState.ReturnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, milliseconds: (int)(maxTransportTime * 1000));
|
|
teamSpecificState.DespawnTime = teamSpecificState.ReturnTime + new TimeSpan(0, 0, seconds: 30);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
teamSpecificState.ReturnCountdownStarted = true;
|
|
GameMain.Server.CreateEntityEvent(this);
|
|
}
|
|
}
|
|
else if (CheckShuttleEmpty(deltaTime))
|
|
{
|
|
teamSpecificState.ReturnTime = DateTime.Now;
|
|
}
|
|
|
|
if (DateTime.Now > teamSpecificState.ReturnTime)
|
|
{
|
|
if (IsShuttleInsideLevel)
|
|
{
|
|
GameServer.Log($"The {GetRespawnShuttleText(teamSpecificState.TeamID)} is leaving.", ServerLog.MessageType.ServerMessage);
|
|
}
|
|
teamSpecificState.CurrentState = State.Returning;
|
|
|
|
GameMain.Server.CreateEntityEvent(this);
|
|
|
|
teamSpecificState.RespawnCountdownStarted = false;
|
|
maxTransportTime = GameMain.Server.ServerSettings.MaxTransportTime;
|
|
}
|
|
}
|
|
|
|
private bool CheckShuttleEmpty(float deltaTime)
|
|
{
|
|
if (RespawnShuttles.All(respawnShuttle => Character.CharacterList.None(c => c.Submarine == respawnShuttle && !c.IsDead)))
|
|
{
|
|
shuttleEmptyTimer += deltaTime;
|
|
}
|
|
else
|
|
{
|
|
shuttleEmptyTimer = 0.0f;
|
|
}
|
|
return shuttleEmptyTimer > 1.0f;
|
|
}
|
|
|
|
private void RespawnCharacters(TeamSpecificState teamSpecificState)
|
|
{
|
|
var teamID = teamSpecificState.TeamID;
|
|
int teamIndex = teamID == CharacterTeamType.Team1 ? 0 : 1;
|
|
bool anyCharacterSpawnedInShuttle = false;
|
|
teamSpecificState.RespawnedCharacters.Clear();
|
|
|
|
MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
|
|
bool isPvPMode = GameMain.GameSession.GameMode is PvPMode;
|
|
int teamCount = isPvPMode ? 2 : 1;
|
|
|
|
var clients = GetClientsToRespawn(teamID).ToList();
|
|
foreach (Client c in clients)
|
|
{
|
|
// Get rid of the existing character
|
|
if (c.Character is Character character) { character.DespawnNow(); }
|
|
|
|
c.WaitForNextRoundRespawn = null;
|
|
|
|
var matchingData = campaign?.GetClientCharacterData(c);
|
|
if (matchingData != null)
|
|
{
|
|
c.CharacterInfo = matchingData.CharacterInfo;
|
|
}
|
|
|
|
c.CharacterInfo ??= new CharacterInfo(CharacterPrefab.HumanSpeciesName, c.Name);
|
|
|
|
//force everyone to team 1 if there's just one team
|
|
if (teamCount == 1)
|
|
{
|
|
c.TeamID = teamID;
|
|
}
|
|
else if (isPvPMode && c.TeamID == CharacterTeamType.None)
|
|
{
|
|
GameMain.Server.AssignClientToPvpTeamMidgame(c);
|
|
}
|
|
c.CharacterInfo.TeamID = c.TeamID;
|
|
}
|
|
List<CharacterInfo> characterInfos = clients.Select(c => c.CharacterInfo).ToList();
|
|
|
|
//bots don't respawn in the campaign
|
|
var botsToSpawn = GetBotsToRespawn(teamID);
|
|
if (campaign == null)
|
|
{
|
|
characterInfos.AddRange(botsToSpawn);
|
|
foreach (var bot in botsToSpawn)
|
|
{
|
|
// Get rid of the existing bots' corpses
|
|
if (bot.Character is Character character) { character.DespawnNow(); }
|
|
}
|
|
}
|
|
|
|
GameMain.Server.AssignJobs(clients);
|
|
foreach (Client c in clients)
|
|
{
|
|
if (campaign?.GetClientCharacterData(c) == null || c.CharacterInfo.Job == null)
|
|
{
|
|
c.CharacterInfo.Job = new Job(c.AssignedJob.Prefab, isPvPMode, Rand.RandSync.Unsynced, c.AssignedJob.Variant);
|
|
}
|
|
}
|
|
|
|
System.Diagnostics.Debug.Assert(characterInfos.All(c => c.TeamID == teamID),
|
|
"List of characters to respawn contained characters from the wrong team.");
|
|
|
|
Submarine mainSub = Submarine.MainSubs[teamIndex];
|
|
Submarine respawnSub = null;
|
|
|
|
Submarine respawnShuttle = GetShuttle(teamID);
|
|
Vector2? shuttlePos = null;
|
|
if (respawnShuttle != null)
|
|
{
|
|
respawnSub = respawnShuttle;
|
|
shuttlePos = FindSpawnPos(respawnShuttle, mainSub);
|
|
}
|
|
|
|
respawnSub ??= mainSub ?? Level.Loaded.StartOutpost;
|
|
|
|
ItemPrefab divingSuitPrefab = null;
|
|
if ((shuttlePos != null && Level.Loaded.GetRealWorldDepth(shuttlePos.Value.Y) > Level.DefaultRealWorldCrushDepth) ||
|
|
(mainSub != null && Level.Loaded.GetRealWorldDepth(mainSub.WorldPosition.Y) > Level.DefaultRealWorldCrushDepth))
|
|
{
|
|
divingSuitPrefab = ItemPrefab.Prefabs.FirstOrDefault(it => it.Tags.Any(t => t == "respawnsuitdeep"));
|
|
}
|
|
divingSuitPrefab ??=
|
|
ItemPrefab.Prefabs.FirstOrDefault(it => it.Tags.Any(t => t == "respawnsuit")) ??
|
|
ItemPrefab.Find(null, "divingsuit".ToIdentifier());
|
|
ItemPrefab oxyPrefab = ItemPrefab.Find(null, "oxygentank".ToIdentifier());
|
|
ItemPrefab scooterPrefab = ItemPrefab.Find(null, "underwaterscooter".ToIdentifier());
|
|
ItemPrefab batteryPrefab = ItemPrefab.Find(null, "batterycell".ToIdentifier());
|
|
|
|
//the spawnpoints where the characters will spawn
|
|
var selectedSpawnPoints =
|
|
isPvPMode && Level.Loaded != null && Level.Loaded.ShouldSpawnCrewInsideOutpost() ?
|
|
WayPoint.SelectOutpostSpawnPoints(characterInfos, teamID) :
|
|
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 = mainSub != null ? WayPoint.SelectCrewSpawnPoints(characterInfos, mainSub) : null;
|
|
var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnSub && wp.SpawnType == SpawnType.Cargo);
|
|
|
|
for (int i = 0; i < characterInfos.Count; i++)
|
|
{
|
|
var characterInfo = characterInfos[i];
|
|
|
|
bool bot = botsToSpawn.Contains(characterInfo);
|
|
characterInfo.ClearCurrentOrders();
|
|
|
|
CharacterCampaignData characterCampaignData = null;
|
|
bool forceSpawnInMainSub = false;
|
|
if (!bot)
|
|
{
|
|
//the client has opted to change the name of their new character
|
|
//when the character spawns, set the client's name to match
|
|
if (clients[i].PendingName == characterInfo.Name)
|
|
{
|
|
GameMain.Server?.TryChangeClientName(clients[i], clients[i].PendingName, clientRenamingSelf: true);
|
|
clients[i].PendingName = null;
|
|
}
|
|
|
|
characterCampaignData = campaign?.GetClientCharacterData(clients[i]);
|
|
if (characterCampaignData != null)
|
|
{
|
|
if (!characterCampaignData.HasSpawned)
|
|
{
|
|
forceSpawnInMainSub = true;
|
|
}
|
|
else
|
|
{
|
|
ReduceCharacterSkillsOnDeath(characterInfo);
|
|
characterInfo.RemoveSavedStatValuesOnDeath();
|
|
characterInfo.CauseOfDeath = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!forceSpawnInMainSub && respawnShuttle != null)
|
|
{
|
|
anyCharacterSpawnedInShuttle = true;
|
|
}
|
|
|
|
var character = Character.Create(characterInfo, (forceSpawnInMainSub ? mainSubSpawnPoints[i] : selectedSpawnPoints[i]).WorldPosition, characterInfo.Name, isRemotePlayer: !bot, hasAi: bot);
|
|
characterCampaignData?.ApplyWalletData(character);
|
|
character.LoadTalents();
|
|
if (characterInfo.LastRewardDistribution.TryUnwrap(out int salary))
|
|
{
|
|
character.Wallet.SetRewardDistribution(salary);
|
|
}
|
|
|
|
teamSpecificState.RespawnedCharacters.Add(character);
|
|
|
|
if (bot)
|
|
{
|
|
GameServer.Log(string.Format("Respawning bot {0} as {1}.", character.Info.Name, characterInfo.Job.Name), ServerLog.MessageType.Spawning);
|
|
}
|
|
else
|
|
{
|
|
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign mpCampaign && character.Info != null)
|
|
{
|
|
character.Info.SetExperience(Math.Max(character.Info.ExperiencePoints, mpCampaign.GetSavedExperiencePoints(clients[i])));
|
|
mpCampaign.ClearSavedExperiencePoints(clients[i]);
|
|
}
|
|
|
|
//tell the respawning client they're no longer a traitor
|
|
if (GameMain.Server.TraitorManager != null && clients[i].Character != null)
|
|
{
|
|
if (GameMain.Server.TraitorManager.IsTraitor(clients[i].Character))
|
|
{
|
|
GameMain.Server.SendDirectChatMessage(TextManager.FormatServerMessage("TraitorRespawnMessage"), clients[i], ChatMessageType.ServerMessageBox);
|
|
}
|
|
}
|
|
|
|
clients[i].Character = character;
|
|
character.SetOwnerClient(clients[i]);
|
|
GameServer.Log(
|
|
$"Respawning {GameServer.ClientLogName(clients[i])} ({clients[i].Connection.Endpoint}) as {characterInfo.Job.Name}.", ServerLog.MessageType.Spawning);
|
|
}
|
|
|
|
if (respawnShuttle != null && anyCharacterSpawnedInShuttle)
|
|
{
|
|
GameServer.Log($"Dispatching the {GetRespawnShuttleText(teamID)}.", ServerLog.MessageType.Spawning);
|
|
respawnShuttle.SetPosition(shuttlePos.Value);
|
|
respawnShuttle.Velocity = Vector2.Zero;
|
|
respawnShuttle.NeutralizeBallast();
|
|
respawnShuttle.EnableMaintainPosition();
|
|
shuttleSteering[teamID].ForEach(s => s.TargetVelocity = Vector2.Zero);
|
|
|
|
List<Item> newRespawnItems = new List<Item>();
|
|
Vector2 pos = cargoSp?.Position ?? character.Position;
|
|
if (divingSuitPrefab != null)
|
|
{
|
|
var divingSuit = new Item(divingSuitPrefab, pos, respawnSub);
|
|
Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(divingSuit));
|
|
newRespawnItems.Add(divingSuit);
|
|
|
|
if (oxyPrefab != null && divingSuit.GetComponent<ItemContainer>() != null)
|
|
{
|
|
var oxyTank = new Item(oxyPrefab, pos, respawnSub);
|
|
Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(oxyTank));
|
|
divingSuit.Combine(oxyTank, user: null);
|
|
newRespawnItems.Add(oxyTank);
|
|
}
|
|
}
|
|
|
|
if (GameMain.GameSession.GameMode is not CampaignMode)
|
|
{
|
|
if (scooterPrefab != null)
|
|
{
|
|
var scooter = new Item(scooterPrefab, pos, respawnSub);
|
|
Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(scooter));
|
|
newRespawnItems.Add(scooter);
|
|
if (batteryPrefab != null)
|
|
{
|
|
var battery = new Item(batteryPrefab, pos, respawnSub);
|
|
Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(battery));
|
|
scooter.Combine(battery, user: null);
|
|
newRespawnItems.Add(battery);
|
|
}
|
|
}
|
|
}
|
|
//try to put the items in containers in the shuttle
|
|
foreach (var respawnItem in newRespawnItems)
|
|
{
|
|
System.Diagnostics.Debug.Assert(!respawnItem.Removed);
|
|
//already in a container (a battery we just placed in a scooter?) -> don't move to a cabinet
|
|
if (respawnItem.Container == null)
|
|
{
|
|
foreach (Item shuttleItem in respawnShuttle.GetItems(alsoFromConnectedSubs: false))
|
|
{
|
|
if (shuttleItem.NonInteractable || shuttleItem.NonPlayerTeamInteractable) { continue; }
|
|
var container = shuttleItem.GetComponent<ItemContainer>();
|
|
if (container != null && container.Inventory.TryPutItem(respawnItem, user: null))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
teamSpecificState.RespawnItems.Add(respawnItem);
|
|
}
|
|
|
|
foreach (var respawnContainer in respawnContainers[teamID])
|
|
{
|
|
teamSpecificState.RespawnItems.AddRange(AutoItemPlacer.RegenerateLoot(respawnShuttle, respawnContainer));
|
|
}
|
|
}
|
|
|
|
var characterData = campaign?.GetClientCharacterData(clients[i]);
|
|
// NOTE: This was where Reaper's tax got applied
|
|
if (characterData != null && Level.Loaded?.Type != LevelData.LevelType.Outpost && characterData.HasSpawned)
|
|
{
|
|
ReduceCharacterSkillsOnDeath(characterInfos[i], applyExtraSkillLoss: true);
|
|
}
|
|
WayPoint jobItemSpawnPoint = mainSubSpawnPoints != null ? mainSubSpawnPoints[i] : selectedSpawnPoints[i];
|
|
if (characterData == null || characterData.HasSpawned)
|
|
{
|
|
//give the character the items they would've gotten if they had spawned in the main sub
|
|
character.GiveJobItems(isPvPMode, jobItemSpawnPoint);
|
|
if (campaign != null)
|
|
{
|
|
characterData = campaign.SetClientCharacterData(clients[i]);
|
|
characterData.HasSpawned = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (characterData.HasItemData)
|
|
{
|
|
characterData.SpawnInventoryItems(character, character.Inventory);
|
|
}
|
|
else
|
|
{
|
|
character.GiveJobItems(isPvPMode, jobItemSpawnPoint);
|
|
}
|
|
characterData.ApplyHealthData(character);
|
|
character.GiveIdCardTags(jobItemSpawnPoint);
|
|
characterData.HasSpawned = true;
|
|
}
|
|
|
|
//add the ID card tags they should've gotten when spawning in the shuttle
|
|
character.GiveIdCardTags(selectedSpawnPoints[i], createNetworkEvent: true);
|
|
}
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reduce any skill gains the character may have made over the job's default
|
|
/// skill levels by percentages defined in server settings. There are two
|
|
/// reductions, a base one that always applies, and an extra loss that only
|
|
/// applies when the player chooses to respawn ASAP rather than wait.
|
|
/// </summary>
|
|
public static void ReduceCharacterSkillsOnDeath(CharacterInfo characterInfo, bool applyExtraSkillLoss = false)
|
|
{
|
|
if (characterInfo?.Job == null) { return; }
|
|
|
|
float resistanceMultiplier;
|
|
float skillLossPercentage;
|
|
if (applyExtraSkillLoss)
|
|
{
|
|
DebugConsole.Log($"Calculating extra skill loss on respawn for {characterInfo.Name}:");
|
|
resistanceMultiplier = characterInfo.LastResistanceMultiplierSkillLossRespawn;
|
|
skillLossPercentage = SkillLossPercentageOnImmediateRespawn;
|
|
}
|
|
else
|
|
{
|
|
DebugConsole.Log($"Calculating base skill loss on death for {characterInfo.Name}:");
|
|
resistanceMultiplier = characterInfo.LastResistanceMultiplierSkillLossDeath;
|
|
skillLossPercentage = SkillLossPercentageOnDeath;
|
|
}
|
|
skillLossPercentage *= resistanceMultiplier;
|
|
|
|
foreach (Skill skill in characterInfo.Job.GetSkills())
|
|
{
|
|
skill.Level = GetReducedSkill(characterInfo, skill, skillLossPercentage);
|
|
}
|
|
}
|
|
|
|
public void ServerEventWrite(IWriteMessage msg, Client c, NetEntityEvent.IData extraData = null)
|
|
{
|
|
msg.WriteByte((byte)c.TeamID);
|
|
foreach (var teamSpecificState in teamSpecificStates.Values)
|
|
{
|
|
msg.WriteByte((byte)teamSpecificState.TeamID);
|
|
msg.WriteRangedInteger((int)teamSpecificState.CurrentState, 0, Enum.GetNames(typeof(State)).Length);
|
|
|
|
switch (teamSpecificState.CurrentState)
|
|
{
|
|
case State.Transporting:
|
|
msg.WriteBoolean(teamSpecificState.ReturnCountdownStarted);
|
|
msg.WriteSingle(GameMain.Server.ServerSettings.MaxTransportTime);
|
|
msg.WriteSingle((float)(teamSpecificState.ReturnTime - DateTime.Now).TotalSeconds);
|
|
break;
|
|
case State.Waiting:
|
|
msg.WriteUInt16((ushort)teamSpecificState.PendingRespawnCount);
|
|
msg.WriteUInt16((ushort)teamSpecificState.RequiredRespawnCount);
|
|
msg.WriteBoolean(IsRespawnDecisionPendingForClient(c));
|
|
msg.WriteBoolean(ClientHasChosenNewBotViaShuttle(c));
|
|
msg.WriteBoolean(teamSpecificState.RespawnCountdownStarted);
|
|
msg.WriteSingle((float)(teamSpecificState.RespawnTime - DateTime.Now).TotalSeconds);
|
|
break;
|
|
case State.Returning:
|
|
break;
|
|
}
|
|
}
|
|
|
|
msg.WritePadBits();
|
|
}
|
|
}
|
|
}
|