264 lines
9.1 KiB
C#
264 lines
9.1 KiB
C#
using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class MonsterEvent : ScriptedEvent
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{
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private string characterFile;
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private int minAmount, maxAmount;
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private Character[] monsters;
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private bool spawnDeep;
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private Vector2 spawnPos;
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private bool disallowed;
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private Level.PositionType spawnPosType;
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private bool spawnPending;
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private string characterFileName;
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public override Vector2 DebugDrawPos
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{
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get { return spawnPos; }
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}
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public override string ToString()
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{
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if (maxAmount <= 1)
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{
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return "MonsterEvent (" + characterFileName + ")";
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}
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else if (minAmount < maxAmount)
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{
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return "MonsterEvent (" + characterFileName + " x" + minAmount + "-" + maxAmount + ")";
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}
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else
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{
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return "MonsterEvent (" + characterFileName + " x" + maxAmount + ")";
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}
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}
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public MonsterEvent(ScriptedEventPrefab prefab)
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: base (prefab)
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{
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characterFile = prefab.ConfigElement.GetAttributeString("characterfile", "");
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int defaultAmount = prefab.ConfigElement.GetAttributeInt("amount", 1);
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minAmount = prefab.ConfigElement.GetAttributeInt("minamount", defaultAmount);
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maxAmount = Math.Max(prefab.ConfigElement.GetAttributeInt("maxamount", 1), minAmount);
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var spawnPosTypeStr = prefab.ConfigElement.GetAttributeString("spawntype", "");
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if (string.IsNullOrWhiteSpace(spawnPosTypeStr) ||
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!Enum.TryParse(spawnPosTypeStr, true, out spawnPosType))
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{
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spawnPosType = Level.PositionType.MainPath;
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}
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spawnDeep = prefab.ConfigElement.GetAttributeBool("spawndeep", false);
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characterFileName = Path.GetFileName(Path.GetDirectoryName(characterFile)).ToLower();
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if (GameMain.NetworkMember != null)
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{
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List<string> monsterNames = GameMain.NetworkMember.ServerSettings.MonsterEnabled.Keys.ToList();
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string tryKey = monsterNames.Find(s => characterFileName == s.ToLower());
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if (!string.IsNullOrWhiteSpace(tryKey))
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{
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if (!GameMain.NetworkMember.ServerSettings.MonsterEnabled[tryKey]) disallowed = true; //spawn was disallowed by host
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}
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}
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}
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public override bool CanAffectSubImmediately(Level level)
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{
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float maxRange = Items.Components.Sonar.DefaultSonarRange * 0.8f;
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List<Vector2> positions = GetAvailableSpawnPositions();
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foreach (Vector2 position in positions)
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{
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if (Vector2.DistanceSquared(position, Submarine.MainSub.WorldPosition) < maxRange * maxRange)
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{
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return true;
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}
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}
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return false;
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}
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public override void Init(bool affectSubImmediately)
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{
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FindSpawnPosition(affectSubImmediately);
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.NewMessage("Initialized MonsterEvent (" + characterFile + ")", Color.White);
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}
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}
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private List<Vector2> GetAvailableSpawnPositions()
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{
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var availablePositions = Level.Loaded.PositionsOfInterest.FindAll(p => spawnPosType.HasFlag(p.PositionType));
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List<Vector2> positions = new List<Vector2>();
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foreach (var allowedPosition in availablePositions)
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{
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positions.Add(allowedPosition.Position.ToVector2());
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}
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if (spawnDeep)
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{
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for (int i = 0; i < positions.Count; i++)
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{
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positions[i] = new Vector2(positions[i].X, positions[i].Y - Level.Loaded.Size.Y);
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}
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}
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positions.RemoveAll(pos => pos.Y < Level.Loaded.GetBottomPosition(pos.X).Y);
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return positions;
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}
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private void FindSpawnPosition(bool affectSubImmediately)
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{
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if (disallowed) return;
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spawnPos = Vector2.Zero;
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var availablePositions = GetAvailableSpawnPositions();
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if (affectSubImmediately && spawnPosType != Level.PositionType.Ruin)
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{
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if (availablePositions.Count == 0)
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{
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//no suitable position found, disable the event
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Finished();
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return;
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}
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float closestDist = float.PositiveInfinity;
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//find the closest spawnposition that isn't too close to any of the subs
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foreach (Vector2 position in availablePositions)
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{
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float dist = Vector2.DistanceSquared(position, Submarine.MainSub.WorldPosition);
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foreach (Submarine sub in Submarine.Loaded)
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{
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if (sub.IsOutpost) { continue; }
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float minDistToSub = GetMinDistanceToSub(sub);
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if (dist > minDistToSub * minDistToSub && dist < closestDist)
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{
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closestDist = dist;
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spawnPos = position;
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}
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}
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}
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//only found a spawnpos that's very far from the sub, pick one that's closer
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//and wait for the sub to move further before spawning
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if (closestDist > 15000.0f * 15000.0f)
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{
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foreach (Vector2 position in availablePositions)
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{
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float dist = Vector2.DistanceSquared(position, Submarine.MainSub.WorldPosition);
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if (dist < closestDist)
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{
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closestDist = dist;
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spawnPos = position;
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}
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}
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}
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}
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else
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{
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float minDist = spawnPosType == Level.PositionType.Ruin ? 0.0f : 20000.0f;
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availablePositions.RemoveAll(p => Vector2.Distance(Submarine.MainSub.WorldPosition, p) < minDist);
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if (availablePositions.Count == 0)
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{
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//no suitable position found, disable the event
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Finished();
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return;
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}
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spawnPos = availablePositions[Rand.Int(availablePositions.Count, Rand.RandSync.Server)];
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}
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spawnPending = true;
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}
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private float GetMinDistanceToSub(Submarine submarine)
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{
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//9000 units is slightly less than the default range of the sonar
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return Math.Max(Math.Max(submarine.Borders.Width, submarine.Borders.Height), 9000.0f);
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}
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public override void Update(float deltaTime)
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{
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if (disallowed)
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{
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Finished();
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return;
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}
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if (isFinished) return;
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//isActive = false;
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if (spawnPending)
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{
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//wait until there are no submarines at the spawnpos
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foreach (Submarine submarine in Submarine.Loaded)
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{
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if (submarine.IsOutpost) { continue; }
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float minDist = GetMinDistanceToSub(submarine);
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if (Vector2.DistanceSquared(submarine.WorldPosition, spawnPos) < minDist * minDist) return;
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}
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//+1 because Range returns an integer less than the max value
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int amount = Rand.Range(minAmount, maxAmount + 1, Rand.RandSync.Server);
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monsters = new Character[amount];
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for (int i = 0; i < amount; i++)
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{
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bool isClient = false;
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#if CLIENT
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isClient = GameMain.Client != null;
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#endif
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monsters[i] = Character.Create(
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characterFile, spawnPos + Rand.Vector(100.0f, Rand.RandSync.Server),
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i.ToString(), null, isClient, true, true);
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}
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spawnPending = false;
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}
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Entity targetEntity = Submarine.FindClosest(GameMain.GameScreen.Cam.WorldViewCenter);
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#if CLIENT
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if (Character.Controlled != null) targetEntity = (Entity)Character.Controlled;
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#endif
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bool monstersDead = true;
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foreach (Character monster in monsters)
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{
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if (!monster.IsDead)
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{
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monstersDead = false;
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if (targetEntity != null && Vector2.DistanceSquared(monster.WorldPosition, targetEntity.WorldPosition) < 5000.0f * 5000.0f)
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{
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break;
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}
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}
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}
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if (monstersDead) Finished();
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}
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}
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}
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