Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/GameSession/AutoItemPlacer.cs
T
2022-03-17 01:25:04 +09:00

288 lines
14 KiB
C#

using Barotrauma.Items.Components;
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
namespace Barotrauma
{
#warning TODO: This class needs some changes:
// - We shouldn't be iterating over MapEntityPrefab.List. It has no guarantee of any sort of order and becomes entirely unpredictable once you start adding mods.
// - Note: iterating over ItemPrefab.Prefabs would also be incorrect. Sorting by UintIdentifier is necessary for determinism.
// - SpawnItems and SpawnItem are named incorrectly.
static class AutoItemPlacer
{
public static bool OutputDebugInfo = false;
/// <summary>
/// If we are spawning in an area where difficulty should not be a factor, assume difficulty is at the exact "middle"
/// </summary>
public const float DefaultDifficultyModifier = 0f;
public static void PlaceIfNeeded()
{
if (GameMain.NetworkMember != null && !GameMain.NetworkMember.IsServer) { return; }
for (int i = 0; i < Submarine.MainSubs.Length; i++)
{
if (Submarine.MainSubs[i] == null || Submarine.MainSubs[i].Info.InitialSuppliesSpawned) { continue; }
List<Submarine> subs = new List<Submarine>() { Submarine.MainSubs[i] };
subs.AddRange(Submarine.MainSubs[i].DockedTo.Where(d => !d.Info.IsOutpost));
Place(subs);
subs.ForEach(s => s.Info.InitialSuppliesSpawned = true);
}
float difficultyModifier = GetLevelDifficultyModifier();
foreach (var sub in Submarine.Loaded)
{
if (sub.Info.Type == SubmarineType.Player ||
sub.Info.Type == SubmarineType.Outpost ||
sub.Info.Type == SubmarineType.OutpostModule ||
sub.Info.Type == SubmarineType.EnemySubmarine)
{
continue;
}
Place(sub.ToEnumerable(), difficultyModifier: difficultyModifier);
}
if (Level.Loaded?.StartOutpost != null && Level.Loaded.Type == LevelData.LevelType.Outpost)
{
Rand.SetSyncedSeed(ToolBox.StringToInt(Level.Loaded.StartOutpost.Info.Name));
Place(Level.Loaded.StartOutpost.ToEnumerable());
}
}
private const float MaxDifficultyModifier = 0.2f;
/// <summary>
/// Spawn probability of loot is modified by difficulty, -20% less loot at 0% difficulty and +20% loot at 100% difficulty.
/// </summary>
private static float GetLevelDifficultyModifier()
{
return Math.Clamp(Level.Loaded?.Difficulty is float difficulty ? (difficulty / 100f) * (MaxDifficultyModifier * 2) - MaxDifficultyModifier : DefaultDifficultyModifier, -MaxDifficultyModifier, MaxDifficultyModifier);
}
public static void RegenerateLoot(Submarine sub, ItemContainer regeneratedContainer)
{
// Level difficulty currently doesn't affect regenerated loot for the sake of simplicity
Place(sub.ToEnumerable(), regeneratedContainer: regeneratedContainer);
}
private static void Place(IEnumerable<Submarine> subs, ItemContainer regeneratedContainer = null, float difficultyModifier = DefaultDifficultyModifier)
{
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient)
{
DebugConsole.ThrowError("Clients are not allowed to use AutoItemPlacer.\n" + Environment.StackTrace.CleanupStackTrace());
return;
}
List<Item> spawnedItems = new List<Item>(100);
int itemCountApprox = MapEntityPrefab.List.Count() / 3;
var containers = new List<ItemContainer>(70 + 30 * subs.Count());
var prefabsItemsCanSpawnIn = new List<ItemPrefab>(itemCountApprox / 3);
var singlePrefabs = new List<ItemPrefab>(itemCountApprox);
var removals = new List<ItemPrefab>();
// generate loot only for a specific container if defined
if (regeneratedContainer != null)
{
containers.Add(regeneratedContainer);
}
else
{
foreach (Item item in Item.ItemList)
{
if (!subs.Contains(item.Submarine)) { continue; }
if (item.GetRootInventoryOwner() is Character) { continue; }
containers.AddRange(item.GetComponents<ItemContainer>());
}
containers.Shuffle(Rand.RandSync.ServerAndClient);
}
foreach (ItemPrefab ip in ItemPrefab.Prefabs)
{
if (!ip.PreferredContainers.Any()) { continue; }
if (ip.ConfigElement.Elements().Any(e => string.Equals(e.Name.ToString(), typeof(ItemContainer).Name.ToString(), StringComparison.OrdinalIgnoreCase)) &&
ItemPrefab.Prefabs.Any(ip2 => CanSpawnIn(ip2, ip)))
{
prefabsItemsCanSpawnIn.Add(ip);
}
else
{
singlePrefabs.Add(ip);
}
}
bool CanSpawnIn(ItemPrefab item, ItemPrefab container)
{
foreach (var preferredContainer in item.PreferredContainers)
{
if (ItemPrefab.IsContainerPreferred(preferredContainer.Primary, container.Identifier.ToEnumerable().Union(container.Tags))) { return true; }
}
return false;
}
var validContainers = new Dictionary<ItemContainer, PreferredContainer>();
prefabsItemsCanSpawnIn.Shuffle(Rand.RandSync.ServerAndClient);
// Spawn items that other items can spawn in first so we can fill them up with items if needed (oxygen tanks inside the spawned diving masks, etc)
for (int i = 0; i < prefabsItemsCanSpawnIn.Count; i++)
{
var itemPrefab = prefabsItemsCanSpawnIn[i];
if (itemPrefab == null) { continue; }
SpawnItems(itemPrefab);
}
// Spawn items that nothing can spawn in last
singlePrefabs.Shuffle(Rand.RandSync.ServerAndClient);
singlePrefabs.ForEach(i => SpawnItems(i));
if (OutputDebugInfo)
{
var subNames = subs.Select(s => s.Info.Name).ToList();
DebugConsole.NewMessage($"Automatically placed items in { string.Join(", ", subNames) }:");
foreach (string itemName in spawnedItems.Select(it => it.Name).Distinct())
{
DebugConsole.NewMessage(" - " + itemName + " x" + spawnedItems.Count(it => it.Name == itemName));
}
}
if (GameMain.GameSession?.Level != null &&
GameMain.GameSession.Level.Type == LevelData.LevelType.Outpost &&
GameMain.GameSession.StartLocation?.TakenItems != null)
{
foreach (Location.TakenItem takenItem in GameMain.GameSession.StartLocation.TakenItems)
{
var matchingItem = spawnedItems.Find(it => takenItem.Matches(it));
if (matchingItem == null) { continue; }
var containedItems = spawnedItems.FindAll(it => it.ParentInventory?.Owner == matchingItem);
matchingItem.Remove();
spawnedItems.Remove(matchingItem);
foreach (Item containedItem in containedItems)
{
containedItem.Remove();
spawnedItems.Remove(containedItem);
}
}
}
foreach (Item spawnedItem in spawnedItems)
{
#if SERVER
Entity.Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(spawnedItem));
#endif
foreach (ItemComponent ic in spawnedItem.Components)
{
ic.OnItemLoaded();
}
}
bool SpawnItems(ItemPrefab itemPrefab)
{
if (itemPrefab == null)
{
string errorMsg = "Error in AutoItemPlacer.SpawnItems - itemPrefab was null.\n" + Environment.StackTrace.CleanupStackTrace();
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("AutoItemPlacer.SpawnItems:ItemNull", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
return false;
}
bool success = false;
foreach (PreferredContainer preferredContainer in itemPrefab.PreferredContainers)
{
if (preferredContainer.SpawnProbability <= 0.0f || preferredContainer.MaxAmount <= 0) { continue; }
validContainers = GetValidContainers(preferredContainer, containers, validContainers, primary: true);
if (validContainers.None())
{
validContainers = GetValidContainers(preferredContainer, containers, validContainers, primary: false);
}
foreach (var validContainer in validContainers)
{
var newItems = SpawnItem(itemPrefab, containers, validContainer, difficultyModifier);
if (newItems.Any())
{
spawnedItems.AddRange(newItems);
success = true;
}
}
}
return success;
}
}
private static Dictionary<ItemContainer, PreferredContainer> GetValidContainers(PreferredContainer preferredContainer, IEnumerable<ItemContainer> allContainers, Dictionary<ItemContainer, PreferredContainer> validContainers, bool primary)
{
validContainers.Clear();
foreach (ItemContainer container in allContainers)
{
if (!container.AutoFill) { continue; }
if (primary)
{
if (!ItemPrefab.IsContainerPreferred(preferredContainer.Primary, container)) { continue; }
}
else
{
if (!ItemPrefab.IsContainerPreferred(preferredContainer.Secondary, container)) { continue; }
}
if (!validContainers.ContainsKey(container))
{
validContainers.Add(container, preferredContainer);
}
}
return validContainers;
}
private static readonly (int quality, float commonness)[] qualityCommonnesses = new (int quality, float commonness)[Quality.MaxQuality + 1]
{
(0, 1.0f),
(1, 0.0f),
(2, 0.0f),
(3, 0.0f),
};
private static List<Item> SpawnItem(ItemPrefab itemPrefab, List<ItemContainer> containers, KeyValuePair<ItemContainer, PreferredContainer> validContainer, float difficultyModifier)
{
List<Item> spawnedItems = new List<Item>();
if (Rand.Value(Rand.RandSync.ServerAndClient) > validContainer.Value.SpawnProbability * (1f + difficultyModifier)) { return spawnedItems; }
// Don't add dangerously reactive materials in thalamus wrecks
if (validContainer.Key.Item.Submarine.WreckAI != null && itemPrefab.Tags.Contains("explodesinwater"))
{
return spawnedItems;
}
int amount = Rand.Range(validContainer.Value.MinAmount, validContainer.Value.MaxAmount + 1, Rand.RandSync.ServerAndClient);
for (int i = 0; i < amount; i++)
{
if (validContainer.Key.Inventory.IsFull(takeStacksIntoAccount: true))
{
containers.Remove(validContainer.Key);
break;
}
var existingItem = validContainer.Key.Inventory.AllItems.FirstOrDefault(it => it.Prefab == itemPrefab);
int quality =
existingItem?.Quality ??
ToolBox.SelectWeightedRandom(
qualityCommonnesses.Select(q => q.quality).ToList(),
qualityCommonnesses.Select(q => q.commonness).ToList(),
Rand.RandSync.ServerAndClient);
if (!validContainer.Key.Inventory.CanBePut(itemPrefab, quality: quality)) { break; }
var item = new Item(itemPrefab, validContainer.Key.Item.Position, validContainer.Key.Item.Submarine, callOnItemLoaded: false)
{
SpawnedInCurrentOutpost = validContainer.Key.Item.SpawnedInCurrentOutpost,
AllowStealing = validContainer.Key.Item.AllowStealing,
Quality = quality,
OriginalModuleIndex = validContainer.Key.Item.OriginalModuleIndex,
OriginalContainerIndex =
Item.ItemList.Where(it => it.Submarine == validContainer.Key.Item.Submarine && it.OriginalModuleIndex == validContainer.Key.Item.OriginalModuleIndex).ToList().IndexOf(validContainer.Key.Item)
};
foreach (WifiComponent wifiComponent in item.GetComponents<WifiComponent>())
{
wifiComponent.TeamID = validContainer.Key.Item.Submarine.TeamID;
}
spawnedItems.Add(item);
validContainer.Key.Inventory.TryPutItem(item, null, createNetworkEvent: false);
containers.AddRange(item.GetComponents<ItemContainer>());
}
return spawnedItems;
}
}
}