300 lines
13 KiB
C#
300 lines
13 KiB
C#
using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma.Networking
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{
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partial class RespawnManager : Entity, IServerSerializable
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{
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private List<Client> GetClientsToRespawn()
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{
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return networkMember.ConnectedClients.FindAll(c =>
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c.InGame &&
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(!c.SpectateOnly || (!GameMain.Server.ServerSettings.AllowSpectating && GameMain.Server.OwnerConnection != c.Connection)) &&
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(c.Character == null || c.Character.IsDead));
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}
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private List<CharacterInfo> GetBotsToRespawn()
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{
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if (GameMain.Server.ServerSettings.BotSpawnMode == BotSpawnMode.Normal)
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{
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return Character.CharacterList
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.FindAll(c => c.TeamID == Character.TeamType.Team1 && c.AIController != null && c.Info != null && c.IsDead)
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.Select(c => c.Info)
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.ToList();
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}
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int currPlayerCount = GameMain.Server.ConnectedClients.Count(c =>
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c.InGame &&
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(!c.SpectateOnly || (!GameMain.Server.ServerSettings.AllowSpectating && GameMain.Server.OwnerConnection != c.Connection)));
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var existingBots = Character.CharacterList
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.FindAll(c => c.TeamID == Character.TeamType.Team1 && c.AIController != null && c.Info != null);
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int requiredBots = GameMain.Server.ServerSettings.BotCount - currPlayerCount;
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requiredBots -= existingBots.Count(b => !b.IsDead);
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List<CharacterInfo> botsToRespawn = new List<CharacterInfo>();
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for (int i = 0; i < requiredBots; i++)
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{
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CharacterInfo botToRespawn = existingBots.Find(b => b.IsDead)?.Info;
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if (botToRespawn == null)
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{
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botToRespawn = new CharacterInfo(Character.HumanConfigFile);
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}
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else
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{
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existingBots.Remove(botToRespawn.Character);
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}
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botsToRespawn.Add(botToRespawn);
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}
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return botsToRespawn;
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}
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partial void UpdateWaiting(float deltaTime)
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{
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int characterToRespawnCount = GetClientsToRespawn().Count;
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int totalCharacterCount = GameMain.Server.ConnectedClients.Count;
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/*if (server.Character != null)
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{
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totalCharacterCount++;
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if (server.Character.IsDead) characterToRespawnCount++;
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}*/
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bool startCountdown = (float)characterToRespawnCount >= Math.Max((float)totalCharacterCount * GameMain.Server.ServerSettings.MinRespawnRatio, 1.0f);
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if (startCountdown != CountdownStarted)
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{
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CountdownStarted = startCountdown;
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GameMain.Server.CreateEntityEvent(this);
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}
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if (!CountdownStarted) return;
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respawnTimer -= deltaTime;
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if (respawnTimer <= 0.0f)
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{
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respawnTimer = GameMain.Server.ServerSettings.RespawnInterval;
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DispatchShuttle();
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}
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if (respawnShuttle == null) return;
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respawnShuttle.Velocity = Vector2.Zero;
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if (shuttleSteering != null)
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{
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shuttleSteering.AutoPilot = false;
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shuttleSteering.MaintainPos = false;
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}
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}
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partial void DispatchShuttle()
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{
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if (respawnShuttle != null)
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{
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state = State.Transporting;
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GameMain.Server.CreateEntityEvent(this);
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ResetShuttle();
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if (shuttleSteering != null)
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{
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shuttleSteering.TargetVelocity = Vector2.Zero;
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}
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GameServer.Log("Dispatching the respawn shuttle.", ServerLog.MessageType.Spawning);
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RespawnCharacters();
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CoroutineManager.StopCoroutines("forcepos");
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CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f), "forcepos");
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}
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else
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{
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state = State.Waiting;
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GameServer.Log("Respawning everyone in main sub.", ServerLog.MessageType.Spawning);
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GameMain.Server.CreateEntityEvent(this);
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RespawnCharacters();
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}
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}
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partial void UpdateReturningProjSpecific()
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{
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foreach (Door door in shuttleDoors)
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{
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if (door.IsOpen) door.TrySetState(false, false, true);
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}
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var shuttleGaps = Gap.GapList.FindAll(g => g.Submarine == respawnShuttle && g.ConnectedWall != null);
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shuttleGaps.ForEach(g => Spawner.AddToRemoveQueue(g));
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var dockingPorts = Item.ItemList.FindAll(i => i.Submarine == respawnShuttle && i.GetComponent<DockingPort>() != null);
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dockingPorts.ForEach(d => d.GetComponent<DockingPort>().Undock());
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//shuttle has returned if the path has been traversed or the shuttle is close enough to the exit
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if (!CoroutineManager.IsCoroutineRunning("forcepos"))
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{
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if ((shuttleSteering?.SteeringPath != null && shuttleSteering.SteeringPath.Finished)
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|| (respawnShuttle.WorldPosition.Y + respawnShuttle.Borders.Y > Level.Loaded.StartPosition.Y - Level.ShaftHeight &&
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Math.Abs(Level.Loaded.StartPosition.X - respawnShuttle.WorldPosition.X) < 1000.0f))
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{
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CoroutineManager.StopCoroutines("forcepos");
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CoroutineManager.StartCoroutine(
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ForceShuttleToPos(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + 1000.0f), 100.0f), "forcepos");
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}
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}
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if (respawnShuttle.WorldPosition.Y > Level.Loaded.Size.Y || shuttleReturnTimer <= 0.0f)
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{
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CoroutineManager.StopCoroutines("forcepos");
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ResetShuttle();
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state = State.Waiting;
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GameServer.Log("The respawn shuttle has left.", ServerLog.MessageType.Spawning);
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GameMain.Server.CreateEntityEvent(this);
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respawnTimer = GameMain.Server.ServerSettings.RespawnInterval;
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CountdownStarted = false;
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}
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}
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partial void UpdateTransportingProjSpecific(float deltaTime)
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{
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//if there are no living chracters inside, transporting can be stopped immediately
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if (!Character.CharacterList.Any(c => c.Submarine == respawnShuttle && !c.IsDead))
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{
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shuttleTransportTimer = 0.0f;
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}
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if (shuttleTransportTimer <= 0.0f)
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{
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GameServer.Log("The respawn shuttle is leaving.", ServerLog.MessageType.ServerMessage);
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state = State.Returning;
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GameMain.Server.CreateEntityEvent(this);
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CountdownStarted = false;
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maxTransportTime = GameMain.Server.ServerSettings.MaxTransportTime;
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shuttleReturnTimer = maxTransportTime;
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shuttleTransportTimer = maxTransportTime;
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}
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}
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partial void RespawnCharactersProjSpecific()
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{
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var respawnSub = respawnShuttle ?? Submarine.MainSub;
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var clients = GetClientsToRespawn();
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foreach (Client c in clients)
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{
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//all characters are in Team 1 in game modes/missions with only one team.
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//if at some point we add a game mode with multiple teams where respawning is possible, this needs to be reworked
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c.TeamID = Character.TeamType.Team1;
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if (c.CharacterInfo == null) c.CharacterInfo = new CharacterInfo(Character.HumanConfigFile, c.Name);
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}
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List<CharacterInfo> characterInfos = clients.Select(c => c.CharacterInfo).ToList();
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var botsToSpawn = GetBotsToRespawn();
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characterInfos.AddRange(botsToSpawn);
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GameMain.Server.AssignJobs(clients);
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foreach (Client c in clients)
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{
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c.CharacterInfo.Job = new Job(c.AssignedJob);
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}
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//the spawnpoints where the characters will spawn
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var shuttleSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnSub);
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//the spawnpoints where they would spawn if they were spawned inside the main sub
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//(in order to give them appropriate ID card tags)
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var mainSubSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);
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ItemPrefab divingSuitPrefab = MapEntityPrefab.Find(null, "divingsuit") as ItemPrefab;
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ItemPrefab oxyPrefab = MapEntityPrefab.Find(null, "oxygentank") as ItemPrefab;
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ItemPrefab scooterPrefab = MapEntityPrefab.Find(null, "underwaterscooter") as ItemPrefab;
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ItemPrefab batteryPrefab = MapEntityPrefab.Find(null, "batterycell") as ItemPrefab;
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var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnSub && wp.SpawnType == SpawnType.Cargo);
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for (int i = 0; i < characterInfos.Count; i++)
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{
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bool bot = i >= clients.Count;
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var character = Character.Create(characterInfos[i], shuttleSpawnPoints[i].WorldPosition, characterInfos[i].Name, !bot, bot);
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character.TeamID = Character.TeamType.Team1;
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if (bot)
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{
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GameServer.Log(string.Format("Respawning bot {0} as {1}", character.Info.Name, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
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}
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else
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{
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//tell the respawning client they're no longer a traitor
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if (GameMain.Server.TraitorManager != null && clients[i].Character != null)
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{
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if (GameMain.Server.TraitorManager.TraitorList.Any(t => t.Character == clients[i].Character))
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{
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GameMain.Server.SendDirectChatMessage(TextManager.Get("traitorrespawnmessage"), clients[i], ChatMessageType.MessageBox);
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}
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}
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clients[i].Character = character;
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character.OwnerClientIP = clients[i].Connection.RemoteEndPoint.Address.ToString();
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character.OwnerClientName = clients[i].Name;
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GameServer.Log(string.Format("Respawning {0} ({1}) as {2}", clients[i].Name, clients[i].Connection?.RemoteEndPoint?.Address, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
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}
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if (divingSuitPrefab != null && oxyPrefab != null && respawnShuttle != null)
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{
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Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
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if (divingSuitPrefab != null && oxyPrefab != null)
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{
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var divingSuit = new Item(divingSuitPrefab, pos, respawnSub);
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Spawner.CreateNetworkEvent(divingSuit, false);
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respawnItems.Add(divingSuit);
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var oxyTank = new Item(oxyPrefab, pos, respawnSub);
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Spawner.CreateNetworkEvent(oxyTank, false);
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divingSuit.Combine(oxyTank);
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respawnItems.Add(oxyTank);
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}
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if (scooterPrefab != null && batteryPrefab != null)
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{
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var scooter = new Item(scooterPrefab, pos, respawnSub);
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Spawner.CreateNetworkEvent(scooter, false);
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var battery = new Item(batteryPrefab, pos, respawnSub);
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Spawner.CreateNetworkEvent(battery, false);
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scooter.Combine(battery);
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respawnItems.Add(scooter);
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respawnItems.Add(battery);
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}
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}
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//give the character the items they would've gotten if they had spawned in the main sub
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character.GiveJobItems(mainSubSpawnPoints[i]);
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//add the ID card tags they should've gotten when spawning in the shuttle
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foreach (Item item in character.Inventory.Items)
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{
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if (item == null || item.Prefab.Identifier != "idcard") continue;
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foreach (string s in shuttleSpawnPoints[i].IdCardTags)
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{
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item.AddTag(s);
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}
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if (!string.IsNullOrWhiteSpace(shuttleSpawnPoints[i].IdCardDesc))
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item.Description = shuttleSpawnPoints[i].IdCardDesc;
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}
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}
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}
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}
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}
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