Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Map/Levels/LevelObjects/LevelObjectManager.cs
Joonas Rikkonen 27917ee376 7b471b5...483f2ad
commit 483f2ad4fd9d91b9763d25df592a899cdf39ba67
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 19:19:01 2019 +0200

    Instead of making coilgun bolts continuously deteriorate to give them a lifetime of 5 seconds, simply create a delayed status effect that removes them after 5 seconds of being launched.

commit 00b8d48d4d1d933e76a6c0d7df5320c50dc0a07d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 19:16:40 2019 +0200

    Wait at least 0.15 seconds before creating a new condition update event for an item. Some rapidly deteriorating items (e.g. coilgun bolt, faraday artifacts) would otherwise cause new events to be created at an excessively high rate.

commit 84e6948a4898dd040b2a84eb5f1ad97c20dfc69f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 19:14:58 2019 +0200

    Server can send multiple network event packets per update if there's too many events to fit in one packet (up to 4 packets per update).

commit 40797e91d67f965ac6d292367fef5386214abbdb
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 17:34:49 2019 +0200

    NetEntityEvent changes:
    - Don't restrict the number of events per message, but instead write as many events as the packet can fit (up to a maximum of 1024 bytes to leave some space for other types of data (event IDs, chat messages and such)).
    - Decrease the delay after which events can be resent (RTT * 1.5 -> RTT).

commit bfefbb5d7da3ce6a5fe9cb7ff733ec5df37a8a15
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 14:31:03 2019 +0200

    Fixed FixDurationLowSkill & FixDurationHighSkill parameters in Repairable being case-sensitive, causing almost none of the xml values to be used. + Moved client-specific repairable methods to the client project, and server-specific to the server project.

commit 311f67c6c6b8d2cd9f4f4ca820e42316938c4f17
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 14:09:10 2019 +0200

    Fixed "trying to add a dead character to crewmanager" errors when attempting to revive a character killed by some other affliction than internal damage, bleeding or burns. Closes #1341
2019-03-24 19:21:41 +02:00

418 lines
18 KiB
C#

#if CLIENT
using Barotrauma.Particles;
#endif
using Barotrauma.Networking;
using FarseerPhysics;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Voronoi2;
namespace Barotrauma
{
partial class LevelObjectManager : Entity, IServerSerializable
{
const int GridSize = 2000;
private List<LevelObject> objects;
private List<LevelObject>[,] objectGrid;
public LevelObjectManager() : base(null)
{
}
class SpawnPosition
{
public readonly GraphEdge GraphEdge;
public readonly Vector2 Normal;
public readonly LevelObjectPrefab.SpawnPosType SpawnPosType;
public readonly Alignment Alignment;
public readonly float Length;
public SpawnPosition(GraphEdge graphEdge, Vector2 normal, LevelObjectPrefab.SpawnPosType spawnPosType, Alignment alignment)
{
GraphEdge = graphEdge;
Normal = normal;
SpawnPosType = spawnPosType;
Alignment = alignment;
Length = Vector2.Distance(graphEdge.Point1, graphEdge.Point2);
}
public float GetSpawnProbability(LevelObjectPrefab prefab)
{
if (prefab.ClusteringAmount <= 0.0f) return Length;
float noise = (float)(
PerlinNoise.CalculatePerlin(GraphEdge.Point1.X / 10000.0f, GraphEdge.Point1.Y / 10000.0f, prefab.ClusteringGroup) +
PerlinNoise.CalculatePerlin(GraphEdge.Point1.X / 20000.0f, GraphEdge.Point1.Y / 20000.0f, prefab.ClusteringGroup));
return Length * (float)Math.Pow(noise, prefab.ClusteringAmount);
}
}
public void PlaceObjects(Level level, int amount)
{
objectGrid = new List<LevelObject>[
level.Size.X / GridSize,
(level.Size.Y - level.BottomPos) / GridSize];
List<SpawnPosition> availableSpawnPositions = new List<SpawnPosition>();
var levelCells = level.GetAllCells();
availableSpawnPositions.AddRange(GetAvailableSpawnPositions(levelCells, LevelObjectPrefab.SpawnPosType.Wall));
availableSpawnPositions.AddRange(GetAvailableSpawnPositions(level.SeaFloor.Cells, LevelObjectPrefab.SpawnPosType.SeaFloor));
foreach (RuinGeneration.Ruin ruin in level.Ruins)
{
foreach (var ruinShape in ruin.RuinShapes)
{
foreach (var wall in ruinShape.Walls)
{
availableSpawnPositions.Add(new SpawnPosition(
new GraphEdge(wall.A, wall.B),
(wall.A + wall.B) / 2.0f - ruinShape.Center,
LevelObjectPrefab.SpawnPosType.RuinWall,
ruinShape.GetLineAlignment(wall)));
}
}
}
foreach (var posOfInterest in level.PositionsOfInterest)
{
if (posOfInterest.PositionType != Level.PositionType.MainPath) continue;
availableSpawnPositions.Add(new SpawnPosition(
new GraphEdge(posOfInterest.Position.ToVector2(), posOfInterest.Position.ToVector2() + Vector2.UnitX),
Vector2.UnitY,
LevelObjectPrefab.SpawnPosType.MainPath,
Alignment.Top));
}
objects = new List<LevelObject>();
for (int i = 0; i < amount; i++)
{
//get a random prefab and find a place to spawn it
LevelObjectPrefab prefab = GetRandomPrefab(level.GenerationParams.Name);
SpawnPosition spawnPosition = FindObjectPosition(availableSpawnPositions, level, prefab);
if (spawnPosition == null && prefab.SpawnPos != LevelObjectPrefab.SpawnPosType.None) continue;
float rotation = 0.0f;
if (prefab.AlignWithSurface && spawnPosition != null)
{
rotation = MathUtils.VectorToAngle(new Vector2(spawnPosition.Normal.Y, spawnPosition.Normal.X));
}
rotation += Rand.Range(prefab.RandomRotationRad.X, prefab.RandomRotationRad.Y, Rand.RandSync.Server);
Vector2 position = Vector2.Zero;
Vector2 edgeDir = Vector2.UnitX;
if (spawnPosition == null)
{
position = new Vector2(
Rand.Range(0.0f, level.Size.X, Rand.RandSync.Server),
Rand.Range(0.0f, level.Size.Y, Rand.RandSync.Server));
}
else
{
edgeDir = (spawnPosition.GraphEdge.Point1 - spawnPosition.GraphEdge.Point2) / spawnPosition.Length;
position = spawnPosition.GraphEdge.Point2 + edgeDir * Rand.Range(prefab.MinSurfaceWidth / 2.0f, spawnPosition.Length - prefab.MinSurfaceWidth / 2.0f, Rand.RandSync.Server);
}
var newObject = new LevelObject(prefab,
new Vector3(position, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, Rand.RandSync.Server)), Rand.Range(prefab.MinSize, prefab.MaxSize, Rand.RandSync.Server), rotation);
AddObject(newObject, level);
foreach (LevelObjectPrefab.ChildObject child in prefab.ChildObjects)
{
int childCount = Rand.Range(child.MinCount, child.MaxCount, Rand.RandSync.Server);
for (int j = 0; j < childCount; j++)
{
var matchingPrefabs = LevelObjectPrefab.List.Where(p => child.AllowedNames.Contains(p.Name));
int prefabCount = matchingPrefabs.Count();
var childPrefab = prefabCount == 0 ? null : matchingPrefabs.ElementAt(Rand.Range(0, prefabCount, Rand.RandSync.Server));
if (childPrefab == null) continue;
Vector2 childPos = position + edgeDir * Rand.Range(-0.5f, 0.5f, Rand.RandSync.Server) * prefab.MinSurfaceWidth;
var childObject = new LevelObject(childPrefab,
new Vector3(childPos, Rand.Range(childPrefab.DepthRange.X, childPrefab.DepthRange.Y, Rand.RandSync.Server)),
Rand.Range(childPrefab.MinSize, childPrefab.MaxSize, Rand.RandSync.Server),
rotation + Rand.Range(childPrefab.RandomRotationRad.X, childPrefab.RandomRotationRad.Y, Rand.RandSync.Server));
AddObject(childObject, level);
}
}
}
}
private void AddObject(LevelObject newObject, Level level)
{
foreach (LevelTrigger trigger in newObject.Triggers)
{
trigger.OnTriggered += (levelTrigger, obj) =>
{
OnObjectTriggered(newObject, levelTrigger, obj);
};
}
var spriteCorners = new List<Vector2>
{
Vector2.Zero, Vector2.Zero, Vector2.Zero, Vector2.Zero
};
Sprite sprite = newObject.Prefab.Sprite ?? newObject.Prefab.DeformableSprite?.Sprite;
//calculate the positions of the corners of the rotated sprite
if (sprite != null)
{
Vector2 halfSize = sprite.size * newObject.Scale / 2;
spriteCorners[0] = -halfSize;
spriteCorners[1] = new Vector2(-halfSize.X, halfSize.Y);
spriteCorners[2] = halfSize;
spriteCorners[3] = new Vector2(halfSize.X, -halfSize.Y);
Vector2 pivotOffset = sprite.Origin * newObject.Scale - halfSize;
pivotOffset.X = -pivotOffset.X;
pivotOffset = new Vector2(
(float)(pivotOffset.X * Math.Cos(-newObject.Rotation) - pivotOffset.Y * Math.Sin(-newObject.Rotation)),
(float)(pivotOffset.X * Math.Sin(-newObject.Rotation) + pivotOffset.Y * Math.Cos(-newObject.Rotation)));
for (int j = 0; j < 4; j++)
{
spriteCorners[j] = new Vector2(
(float)(spriteCorners[j].X * Math.Cos(-newObject.Rotation) - spriteCorners[j].Y * Math.Sin(-newObject.Rotation)),
(float)(spriteCorners[j].X * Math.Sin(-newObject.Rotation) + spriteCorners[j].Y * Math.Cos(-newObject.Rotation)));
spriteCorners[j] += new Vector2(newObject.Position.X, newObject.Position.Y) + pivotOffset;
}
}
float minX = spriteCorners.Min(c => c.X) - newObject.Position.Z;
float maxX = spriteCorners.Max(c => c.X) + newObject.Position.Z;
float minY = spriteCorners.Min(c => c.Y) - newObject.Position.Z - level.BottomPos;
float maxY = spriteCorners.Max(c => c.Y) + newObject.Position.Z - level.BottomPos;
foreach (LevelTrigger trigger in newObject.Triggers)
{
if (trigger.PhysicsBody == null) continue;
for (int i = 0; i < trigger.PhysicsBody.FarseerBody.FixtureList.Count; i++)
{
trigger.PhysicsBody.FarseerBody.GetTransform(out FarseerPhysics.Common.Transform transform);
trigger.PhysicsBody.FarseerBody.FixtureList[i].Shape.ComputeAABB(out FarseerPhysics.Collision.AABB aabb, ref transform, i);
minX = Math.Min(minX, ConvertUnits.ToDisplayUnits(aabb.LowerBound.X));
maxX = Math.Max(maxX, ConvertUnits.ToDisplayUnits(aabb.UpperBound.X));
minY = Math.Min(minY, ConvertUnits.ToDisplayUnits(aabb.LowerBound.Y) - level.BottomPos);
maxY = Math.Max(maxY, ConvertUnits.ToDisplayUnits(aabb.UpperBound.Y) - level.BottomPos);
}
}
#if CLIENT
if (newObject.ParticleEmitters != null)
{
foreach (ParticleEmitter emitter in newObject.ParticleEmitters)
{
Rectangle particleBounds = emitter.CalculateParticleBounds(new Vector2(newObject.Position.X, newObject.Position.Y));
minX = Math.Min(minX, particleBounds.X);
maxX = Math.Max(maxX, particleBounds.Right);
minY = Math.Min(minY, particleBounds.Y - level.BottomPos);
maxY = Math.Max(maxY, particleBounds.Bottom - level.BottomPos);
}
}
#endif
objects.Add(newObject);
newObject.Position.Z += (minX + minY) % 100.0f * 0.00001f;
int xStart = (int)Math.Floor(minX / GridSize);
int xEnd = (int)Math.Floor(maxX / GridSize);
if (xEnd < 0 || xStart >= objectGrid.GetLength(0)) return;
int yStart = (int)Math.Floor(minY / GridSize);
int yEnd = (int)Math.Floor(maxY / GridSize);
if (yEnd < 0 || yStart >= objectGrid.GetLength(1)) return;
xStart = Math.Max(xStart, 0);
xEnd = Math.Min(xEnd, objectGrid.GetLength(0) - 1);
yStart = Math.Max(yStart, 0);
yEnd = Math.Min(yEnd, objectGrid.GetLength(1) - 1);
for (int x = xStart; x <= xEnd; x++)
{
for (int y = yStart; y <= yEnd; y++)
{
if (objectGrid[x, y] == null) objectGrid[x, y] = new List<LevelObject>();
objectGrid[x, y].Add(newObject);
}
}
}
public Microsoft.Xna.Framework.Point GetGridIndices(Vector2 worldPosition)
{
return new Microsoft.Xna.Framework.Point(
(int)Math.Floor(worldPosition.X / GridSize),
(int)Math.Floor((worldPosition.Y - Level.Loaded.BottomPos) / GridSize));
}
public IEnumerable<LevelObject> GetAllObjects()
{
return objects;
}
private readonly static List<LevelObject> objectsInRange = new List<LevelObject>();
public IEnumerable<LevelObject> GetAllObjects(Vector2 worldPosition, float radius)
{
var minIndices = GetGridIndices(worldPosition - Vector2.One * radius);
if (minIndices.X >= objectGrid.GetLength(0) || minIndices.Y >= objectGrid.GetLength(1)) return Enumerable.Empty<LevelObject>();
var maxIndices = GetGridIndices(worldPosition + Vector2.One * radius);
if (maxIndices.X < 0 || maxIndices.Y < 0) return Enumerable.Empty<LevelObject>();
minIndices.X = Math.Max(0, minIndices.X);
minIndices.Y = Math.Max(0, minIndices.Y);
maxIndices.X = Math.Min(objectGrid.GetLength(0) - 1, maxIndices.X);
maxIndices.Y = Math.Min(objectGrid.GetLength(1) - 1, maxIndices.Y);
objectsInRange.Clear();
for (int x = minIndices.X; x <= maxIndices.X; x++)
{
for (int y = minIndices.Y; y <= maxIndices.Y; y++)
{
if (objectGrid[x, y] == null) continue;
foreach (LevelObject obj in objectGrid[x, y])
{
if (!objectsInRange.Contains(obj)) objectsInRange.Add(obj);
}
}
}
return objectsInRange;
}
private List<SpawnPosition> GetAvailableSpawnPositions(IEnumerable<VoronoiCell> cells, LevelObjectPrefab.SpawnPosType spawnPosType)
{
List<SpawnPosition> availableSpawnPositions = new List<SpawnPosition>();
foreach (var cell in cells)
{
foreach (var edge in cell.Edges)
{
if (!edge.IsSolid || edge.OutsideLevel) continue;
Vector2 normal = edge.GetNormal(cell);
Alignment edgeAlignment = 0;
if (normal.Y < -0.5f)
edgeAlignment |= Alignment.Bottom;
else if (normal.Y > 0.5f)
edgeAlignment |= Alignment.Top;
else if (normal.X < -0.5f)
edgeAlignment |= Alignment.Left;
else if(normal.X > 0.5f)
edgeAlignment |= Alignment.Right;
availableSpawnPositions.Add(new SpawnPosition(edge, normal, spawnPosType, edgeAlignment));
}
}
return availableSpawnPositions;
}
private SpawnPosition FindObjectPosition(List<SpawnPosition> availableSpawnPositions, Level level, LevelObjectPrefab prefab)
{
if (prefab.SpawnPos == LevelObjectPrefab.SpawnPosType.None) return null;
var suitableSpawnPositions = availableSpawnPositions.Where(sp =>
prefab.SpawnPos.HasFlag(sp.SpawnPosType) && sp.Length >= prefab.MinSurfaceWidth && prefab.Alignment.HasFlag(sp.Alignment)).ToList();
return ToolBox.SelectWeightedRandom(suitableSpawnPositions, suitableSpawnPositions.Select(sp => sp.GetSpawnProbability(prefab)).ToList(), Rand.RandSync.Server);
}
public void Update(float deltaTime)
{
foreach (LevelObject obj in objects)
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{
obj.NetworkUpdateTimer -= deltaTime;
if (obj.NeedsNetworkSyncing && obj.NetworkUpdateTimer <= 0.0f)
{
GameMain.NetworkMember.CreateEntityEvent(this, new object[] { obj });
obj.NeedsNetworkSyncing = false;
obj.NetworkUpdateTimer = NetConfig.LevelObjectUpdateInterval;
}
}
obj.ActivePrefab = obj.Prefab;
for (int i = 0; i < obj.Triggers.Count; i++)
{
obj.Triggers[i].Update(deltaTime);
if (obj.Triggers[i].IsTriggered && obj.Prefab.OverrideProperties[i] != null)
{
obj.ActivePrefab = obj.Prefab.OverrideProperties[i];
}
}
if (obj.PhysicsBody != null)
{
if (obj.Prefab.PhysicsBodyTriggerIndex > -1) obj.PhysicsBody.Enabled = obj.Triggers[obj.Prefab.PhysicsBodyTriggerIndex].IsTriggered;
obj.Position = new Vector3(obj.PhysicsBody.Position, obj.Position.Z);
obj.Rotation = obj.PhysicsBody.Rotation;
}
}
UpdateProjSpecific(deltaTime);
}
partial void UpdateProjSpecific(float deltaTime);
private void OnObjectTriggered(LevelObject triggeredObject, LevelTrigger trigger, Entity triggerer)
{
if (trigger.TriggerOthersDistance <= 0.0f) return;
foreach (LevelObject obj in objects)
{
if (obj == triggeredObject) continue;
foreach (LevelTrigger otherTrigger in obj.Triggers)
{
otherTrigger.OtherTriggered(triggeredObject, trigger);
}
}
}
private LevelObjectPrefab GetRandomPrefab(string levelType)
{
return ToolBox.SelectWeightedRandom(
LevelObjectPrefab.List,
LevelObjectPrefab.List.Select(p => p.GetCommonness(levelType)).ToList(), Rand.RandSync.Server);
}
public override void Remove()
{
if (objects != null)
{
foreach (LevelObject obj in objects)
{
obj.Remove();
}
objects.Clear();
}
RemoveProjSpecific();
base.Remove();
}
partial void RemoveProjSpecific();
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
LevelObject obj = extraData[0] as LevelObject;
msg.WriteRangedInteger(0, objects.Count, objects.IndexOf(obj));
obj.ServerWrite(msg, c);
}
}
}