Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/MonsterEvent.cs
Joonas Rikkonen 234fb6bc06 Release v0.15.12.0
2021-10-27 18:50:57 +03:00

523 lines
22 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
namespace Barotrauma
{
class MonsterEvent : Event
{
private readonly string speciesName;
private readonly int minAmount, maxAmount;
private List<Character> monsters;
private readonly float scatter;
private readonly float offset;
private Vector2? spawnPos;
private bool disallowed;
private readonly Level.PositionType spawnPosType;
private readonly string spawnPointTag;
private bool spawnPending;
private readonly int maxAmountPerLevel = int.MaxValue;
public List<Character> Monsters => monsters;
public Vector2? SpawnPos => spawnPos;
public bool SpawnPending => spawnPending;
public int MinAmount => minAmount;
public int MaxAmount => maxAmount;
public override Vector2 DebugDrawPos
{
get { return spawnPos ?? Vector2.Zero; }
}
public override string ToString()
{
if (maxAmount <= 1)
{
return "MonsterEvent (" + speciesName + ")";
}
else if (minAmount < maxAmount)
{
return "MonsterEvent (" + speciesName + " x" + minAmount + "-" + maxAmount + ")";
}
else
{
return "MonsterEvent (" + speciesName + " x" + maxAmount + ")";
}
}
public MonsterEvent(EventPrefab prefab)
: base (prefab)
{
speciesName = prefab.ConfigElement.GetAttributeString("characterfile", "");
CharacterPrefab characterPrefab = CharacterPrefab.FindByFilePath(speciesName);
if (characterPrefab != null)
{
speciesName = characterPrefab.Identifier;
}
if (string.IsNullOrEmpty(speciesName))
{
throw new Exception("speciesname is null!");
}
int defaultAmount = prefab.ConfigElement.GetAttributeInt("amount", 1);
minAmount = prefab.ConfigElement.GetAttributeInt("minamount", defaultAmount);
maxAmount = Math.Max(prefab.ConfigElement.GetAttributeInt("maxamount", 1), minAmount);
maxAmountPerLevel = prefab.ConfigElement.GetAttributeInt("maxamountperlevel", int.MaxValue);
var spawnPosTypeStr = prefab.ConfigElement.GetAttributeString("spawntype", "");
if (string.IsNullOrWhiteSpace(spawnPosTypeStr) ||
!Enum.TryParse(spawnPosTypeStr, true, out spawnPosType))
{
spawnPosType = Level.PositionType.MainPath;
}
//backwards compatibility
if (prefab.ConfigElement.GetAttributeBool("spawndeep", false))
{
spawnPosType = Level.PositionType.Abyss;
}
spawnPointTag = prefab.ConfigElement.GetAttributeString("spawnpointtag", string.Empty);
offset = prefab.ConfigElement.GetAttributeFloat("offset", 0);
scatter = Math.Clamp(prefab.ConfigElement.GetAttributeFloat("scatter", 500), 0, 3000);
if (GameMain.NetworkMember != null)
{
List<string> monsterNames = GameMain.NetworkMember.ServerSettings.MonsterEnabled.Keys.ToList();
string tryKey = monsterNames.Find(s => speciesName.ToLower() == s.ToLower());
if (!string.IsNullOrWhiteSpace(tryKey))
{
if (!GameMain.NetworkMember.ServerSettings.MonsterEnabled[tryKey])
{
disallowed = true; //spawn was disallowed by host
}
}
}
}
private Submarine GetReferenceSub()
{
return EventManager.GetRefEntity() as Submarine ?? Submarine.MainSub;
}
public override IEnumerable<ContentFile> GetFilesToPreload()
{
string path = CharacterPrefab.FindBySpeciesName(speciesName)?.FilePath;
if (string.IsNullOrWhiteSpace(path))
{
DebugConsole.ThrowError($"Failed to find config file for species \"{speciesName}\"");
yield break;
}
else
{
yield return new ContentFile(path, ContentType.Character);
}
}
public override bool CanAffectSubImmediately(Level level)
{
float maxRange = Sonar.DefaultSonarRange * 0.8f;
return GetAvailableSpawnPositions().Any(p => Vector2.DistanceSquared(p.Position.ToVector2(), GetReferenceSub().WorldPosition) < maxRange * maxRange);
}
public override void Init(bool affectSubImmediately)
{
if (GameSettings.VerboseLogging)
{
DebugConsole.NewMessage("Initialized MonsterEvent (" + speciesName + ")", Color.White);
}
}
private List<Level.InterestingPosition> GetAvailableSpawnPositions()
{
var availablePositions = Level.Loaded.PositionsOfInterest.FindAll(p => spawnPosType.HasFlag(p.PositionType));
var removals = new List<Level.InterestingPosition>();
foreach (var position in availablePositions)
{
if (SpawnPosFilter != null && !SpawnPosFilter(position))
{
removals.Add(position);
continue;
}
if (position.Submarine != null)
{
if (position.Submarine.WreckAI != null && position.Submarine.WreckAI.IsAlive)
{
removals.Add(position);
}
else
{
continue;
}
}
if (position.PositionType != Level.PositionType.MainPath &&
position.PositionType != Level.PositionType.SidePath)
{
continue;
}
if (Level.Loaded.ExtraWalls.Any(w => w.IsPointInside(position.Position.ToVector2())))
{
removals.Add(position);
}
if (position.Position.Y < Level.Loaded.GetBottomPosition(position.Position.X).Y)
{
removals.Add(position);
}
}
removals.ForEach(r => availablePositions.Remove(r));
return availablePositions;
}
private void FindSpawnPosition(bool affectSubImmediately)
{
if (disallowed) { return; }
spawnPos = Vector2.Zero;
var availablePositions = GetAvailableSpawnPositions();
var chosenPosition = new Level.InterestingPosition(Point.Zero, Level.PositionType.MainPath, isValid: false);
bool isRuinOrWreck = spawnPosType.HasFlag(Level.PositionType.Ruin) || spawnPosType.HasFlag(Level.PositionType.Wreck);
if (affectSubImmediately && !isRuinOrWreck && !spawnPosType.HasFlag(Level.PositionType.Abyss))
{
if (availablePositions.None())
{
//no suitable position found, disable the event
spawnPos = null;
Finished();
return;
}
Submarine refSub = GetReferenceSub();
if (Submarine.MainSubs.Length == 2 && Submarine.MainSubs[1] != null)
{
refSub = Submarine.MainSubs.GetRandom(Rand.RandSync.Unsynced);
}
float closestDist = float.PositiveInfinity;
//find the closest spawnposition that isn't too close to any of the subs
foreach (var position in availablePositions)
{
Vector2 pos = position.Position.ToVector2();
float dist = Vector2.DistanceSquared(pos, refSub.WorldPosition);
foreach (Submarine sub in Submarine.Loaded)
{
if (sub.Info.Type != SubmarineType.Player && sub != GameMain.NetworkMember?.RespawnManager?.RespawnShuttle) { continue; }
float minDistToSub = GetMinDistanceToSub(sub);
if (dist < minDistToSub * minDistToSub) { continue; }
if (closestDist == float.PositiveInfinity)
{
closestDist = dist;
chosenPosition = position;
continue;
}
//chosen position behind the sub -> override with anything that's closer or to the right
if (chosenPosition.Position.X < refSub.WorldPosition.X)
{
if (dist < closestDist || pos.X > refSub.WorldPosition.X)
{
closestDist = dist;
chosenPosition = position;
}
}
//chosen position ahead of the sub -> only override with a position that's also ahead
else if (chosenPosition.Position.X > refSub.WorldPosition.X)
{
if (dist < closestDist && pos.X > refSub.WorldPosition.X)
{
closestDist = dist;
chosenPosition = position;
}
}
}
}
//only found a spawnpos that's very far from the sub, pick one that's closer
//and wait for the sub to move further before spawning
if (closestDist > 15000.0f * 15000.0f)
{
foreach (var position in availablePositions)
{
float dist = Vector2.DistanceSquared(position.Position.ToVector2(), refSub.WorldPosition);
if (dist < closestDist)
{
closestDist = dist;
chosenPosition = position;
}
}
}
}
else
{
if (!isRuinOrWreck)
{
float minDistance = 20000;
var refSub = GetReferenceSub();
availablePositions.RemoveAll(p => Vector2.DistanceSquared(refSub.WorldPosition, p.Position.ToVector2()) < minDistance * minDistance);
if (Submarine.MainSubs.Length > 1)
{
for (int i = 1; i < Submarine.MainSubs.Length; i++)
{
if (Submarine.MainSubs[i] == null) { continue; }
availablePositions.RemoveAll(p => Vector2.DistanceSquared(Submarine.MainSubs[i].WorldPosition, p.Position.ToVector2()) < minDistance * minDistance);
}
}
}
if (availablePositions.None())
{
//no suitable position found, disable the event
spawnPos = null;
Finished();
return;
}
chosenPosition = availablePositions.GetRandom();
}
if (chosenPosition.IsValid)
{
spawnPos = chosenPosition.Position.ToVector2();
if (chosenPosition.Submarine != null || chosenPosition.Ruin != null)
{
var spawnPoint =
WayPoint.GetRandom(SpawnType.Enemy, sub: chosenPosition.Submarine ?? chosenPosition.Ruin?.Submarine, useSyncedRand: false, spawnPointTag: spawnPointTag);
if (spawnPoint != null)
{
System.Diagnostics.Debug.Assert(spawnPoint.Submarine == (chosenPosition.Submarine ?? chosenPosition.Ruin?.Submarine));
spawnPos = spawnPoint.WorldPosition;
}
else
{
//no suitable position found, disable the event
spawnPos = null;
Finished();
return;
}
}
else if ((chosenPosition.PositionType == Level.PositionType.MainPath || chosenPosition.PositionType == Level.PositionType.SidePath)
&& offset > 0)
{
Vector2 dir;
var waypoints = WayPoint.WayPointList.FindAll(wp => wp.Submarine == null);
var nearestWaypoint = waypoints.OrderBy(wp => Vector2.DistanceSquared(wp.WorldPosition, spawnPos.Value)).FirstOrDefault();
if (nearestWaypoint != null)
{
int currentIndex = waypoints.IndexOf(nearestWaypoint);
var nextWaypoint = waypoints[Math.Min(currentIndex + 20, waypoints.Count - 1)];
dir = Vector2.Normalize(nextWaypoint.WorldPosition - nearestWaypoint.WorldPosition);
// Ensure that the spawn position is not offset to the left.
if (dir.X < 0)
{
dir.X = 0;
}
}
else
{
dir = new Vector2(1, Rand.Range(-1, 1));
}
Vector2 targetPos = spawnPos.Value + dir * offset;
var targetWaypoint = waypoints.OrderBy(wp => Vector2.DistanceSquared(wp.WorldPosition, targetPos)).FirstOrDefault();
if (targetWaypoint != null)
{
spawnPos = targetWaypoint.WorldPosition;
}
}
spawnPending = true;
}
}
private float GetMinDistanceToSub(Submarine submarine)
{
return Math.Max(Math.Max(submarine.Borders.Width, submarine.Borders.Height), Sonar.DefaultSonarRange * 0.9f);
}
public override void Update(float deltaTime)
{
if (disallowed)
{
Finished();
return;
}
if (isFinished) { return; }
if (spawnPos == null)
{
if (maxAmountPerLevel < int.MaxValue)
{
if (Character.CharacterList.Count(c => c.SpeciesName == speciesName) >= maxAmountPerLevel)
{
disallowed = true;
return;
}
}
FindSpawnPosition(affectSubImmediately: true);
//the event gets marked as finished if a spawn point is not found
if (isFinished) { return; }
spawnPending = true;
}
bool spawnReady = false;
if (spawnPending)
{
//wait until there are no submarines at the spawnpos
if (spawnPosType.HasFlag(Level.PositionType.MainPath) || spawnPosType.HasFlag(Level.PositionType.SidePath) || spawnPosType.HasFlag(Level.PositionType.Abyss))
{
foreach (Submarine submarine in Submarine.Loaded)
{
if (submarine.Info.Type != SubmarineType.Player) { continue; }
float minDist = GetMinDistanceToSub(submarine);
if (Vector2.DistanceSquared(submarine.WorldPosition, spawnPos.Value) < minDist * minDist) { return; }
}
}
//if spawning in a ruin/cave, wait for someone to be close to it to spawning
//unnecessary monsters in places the players might never visit during the round
if (spawnPosType.HasFlag(Level.PositionType.Ruin) || spawnPosType.HasFlag(Level.PositionType.Cave) || spawnPosType.HasFlag(Level.PositionType.Wreck))
{
bool someoneNearby = false;
float minDist = Sonar.DefaultSonarRange * 0.8f;
foreach (Submarine submarine in Submarine.Loaded)
{
if (submarine.Info.Type != SubmarineType.Player) { continue; }
if (Vector2.DistanceSquared(submarine.WorldPosition, spawnPos.Value) < minDist * minDist)
{
someoneNearby = true;
break;
}
}
foreach (Character c in Character.CharacterList)
{
if (c == Character.Controlled || c.IsRemotePlayer)
{
if (Vector2.DistanceSquared(c.WorldPosition, spawnPos.Value) < minDist * minDist)
{
someoneNearby = true;
break;
}
}
}
if (!someoneNearby) { return; }
}
if (spawnPosType.HasFlag(Level.PositionType.Abyss) || spawnPosType.HasFlag(Level.PositionType.AbyssCave))
{
bool anyInAbyss = false;
foreach (Submarine submarine in Submarine.Loaded)
{
if (submarine.Info.Type != SubmarineType.Player || submarine == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle) { continue; }
if (submarine.WorldPosition.Y < 0)
{
anyInAbyss = true;
break;
}
}
if (!anyInAbyss) { return; }
}
spawnPending = false;
//+1 because Range returns an integer less than the max value
int amount = Rand.Range(minAmount, maxAmount + 1);
monsters = new List<Character>();
float scatterAmount = scatter;
if (spawnPosType.HasFlag(Level.PositionType.SidePath))
{
var sidePaths = Level.Loaded.Tunnels.Where(t => t.Type == Level.TunnelType.SidePath);
if (sidePaths.Any())
{
scatterAmount = Math.Min(scatter, sidePaths.Min(t => t.MinWidth) / 2);
}
else
{
scatterAmount = scatter;
}
}
else if (!spawnPosType.HasFlag(Level.PositionType.MainPath))
{
scatterAmount = 0;
}
for (int i = 0; i < amount; i++)
{
string seed = Level.Loaded.Seed + i.ToString();
CoroutineManager.Invoke(() =>
{
//round ended before the coroutine finished
if (GameMain.GameSession == null || Level.Loaded == null) { return; }
System.Diagnostics.Debug.Assert(GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer, "Clients should not create monster events.");
Vector2 pos = spawnPos.Value + Rand.Vector(scatterAmount);
if (scatterAmount > 0)
{
if (Submarine.Loaded.Any(s => ToolBox.GetWorldBounds(s.Borders.Center, s.Borders.Size).ContainsWorld(pos)))
{
// Can't use the offset position, let's use the exact spawn position.
pos = spawnPos.Value;
}
else if (Level.Loaded.Ruins.Any(r => ToolBox.GetWorldBounds(r.Area.Center, r.Area.Size).ContainsWorld(pos)))
{
// Can't use the offset position, let's use the exact spawn position.
pos = spawnPos.Value;
}
}
Character createdCharacter = Character.Create(speciesName, pos, seed, characterInfo: null, isRemotePlayer: false, hasAi: true, createNetworkEvent: true);
if (GameMain.GameSession.IsCurrentLocationRadiated())
{
AfflictionPrefab radiationPrefab = AfflictionPrefab.RadiationSickness;
Affliction affliction = new Affliction(radiationPrefab, radiationPrefab.MaxStrength);
createdCharacter?.CharacterHealth.ApplyAffliction(null, affliction);
// TODO test multiplayer
createdCharacter?.Kill(CauseOfDeathType.Affliction, affliction, log: false);
}
monsters.Add(createdCharacter);
if (monsters.Count == amount)
{
spawnReady = true;
//this will do nothing if the monsters have no swarm behavior defined,
//otherwise it'll make the spawned characters act as a swarm
SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
}
}, Rand.Range(0f, amount / 2f));
}
}
if (!spawnReady) { return; }
Entity targetEntity = Submarine.FindClosest(GameMain.GameScreen.Cam.WorldViewCenter);
#if CLIENT
if (Character.Controlled != null) { targetEntity = Character.Controlled; }
#endif
bool monstersDead = true;
foreach (Character monster in monsters)
{
if (!monster.IsDead)
{
monstersDead = false;
if (targetEntity != null && Vector2.DistanceSquared(monster.WorldPosition, targetEntity.WorldPosition) < 5000.0f * 5000.0f)
{
break;
}
}
}
if (monstersDead) { Finished(); }
}
}
}