Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/SpawnAction.cs
2025-09-17 13:44:21 +03:00

586 lines
27 KiB
C#

using Barotrauma.Extensions;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
/// <summary>
/// Spawns an entity (e.g. item, NPC, monster).
/// </summary>
class SpawnAction : EventAction
{
public enum SpawnLocationType
{
Any,
MainSub,
Outpost,
MainPath,
Cave,
AbyssCave,
Ruin,
Wreck,
BeaconStation,
NearMainSub
}
[Serialize("", IsPropertySaveable.Yes, description: "Species name of the character to spawn.")]
public Identifier SpeciesName { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "Identifier of the NPC set to choose from.")]
public Identifier NPCSetIdentifier { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "Identifier of the NPC.")]
public Identifier NPCIdentifier { get; set; }
[Serialize(true, IsPropertySaveable.Yes, description: "Should taking the items of this npc be considered as stealing?")]
public bool LootingIsStealing { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "Identifier of the item to spawn.")]
public Identifier ItemIdentifier { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the item to spawn.")]
public Identifier ItemTag { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "The spawned entity will be assigned this tag. The tag can be used to refer to the entity by other actions of the event.")]
public Identifier TargetTag { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "Tag of an entity with an inventory to spawn the item into.")]
public Identifier TargetInventory { get; set; }
[Serialize(SpawnLocationType.Any, IsPropertySaveable.Yes, description: "Where should the entity spawn? This can be restricted further with the other spawn point options.")]
public SpawnLocationType SpawnLocation { get; set; }
[Serialize(SpawnType.Human, IsPropertySaveable.Yes, description: "Type of spawnpoint to spawn the entity at. Ignored if SpawnPointTag is set.")]
public SpawnType SpawnPointType { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "Tag of a spawnpoint to spawn the entity at.")]
public Identifier SpawnPointTag { get; set; }
[Serialize(CharacterTeamType.FriendlyNPC, IsPropertySaveable.Yes, description: "Team of the NPC to spawn. Only valid when spawning a character.")]
public CharacterTeamType TeamID { get; protected set; }
[Serialize(false, IsPropertySaveable.Yes, description: "Should we spawn the entity even when no spawn points with matching tags were found?")]
public bool RequireSpawnPointTag { get; set; }
private readonly HashSet<Identifier> targetModuleTags = new HashSet<Identifier>();
[Serialize(true, IsPropertySaveable.Yes, description: "If false, we won't spawn another character if one with the same identifier has already been spawned.")]
public bool AllowDuplicates { get; set; }
[Serialize(1, IsPropertySaveable.Yes, description: "Number of entities to spawn.")]
public int Amount { get; set; }
[Serialize(true, IsPropertySaveable.Yes, description: "Should the item be spawned even if the target inventory is full (just spawning it at the position of the target)? Only valid if spawning an item in an inventory.")]
public bool SpawnIfInventoryFull { get; set; }
[Serialize(100.0f, IsPropertySaveable.Yes, description: "Random offset to add to the spawn position.")]
public float Offset { get; set; }
[Serialize("", IsPropertySaveable.Yes, "What outpost module tags does the entity prefer to spawn in.")]
public string TargetModuleTags
{
get => string.Join(",", targetModuleTags);
set
{
targetModuleTags.Clear();
if (!string.IsNullOrWhiteSpace(value))
{
string[] splitTags = value.Split(',');
foreach (var s in splitTags)
{
targetModuleTags.Add(s.ToIdentifier());
}
}
}
}
[Serialize(false, IsPropertySaveable.Yes, description: "Should the AI ignore this item. This will prevent outpost NPCs cleaning up or otherwise using important items intended to be left for the players.")]
public bool IgnoreByAI { get; set; }
[Serialize(true, IsPropertySaveable.Yes, description: "If disabled, the action will choose a spawn position away from players' views if one is available.")]
public bool AllowInPlayerView { get; set; }
[Serialize(false, IsPropertySaveable.Yes, description: "Should the event continue even if the entity failed to spawn for whatever reason?")]
public bool ContinueIfFailedToSpawn { get; set; }
private bool spawned;
private Entity spawnedEntity;
private readonly bool ignoreSpawnPointType;
public SpawnAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element)
{
ignoreSpawnPointType = element.GetAttribute("spawnpointtype") == null;
//backwards compatibility
TeamID = element.GetAttributeEnum("teamtag", element.GetAttributeEnum("team", TeamID));
if (element.GetAttribute("submarinetype") != null)
{
DebugConsole.ThrowError(
$"Error in even \"{(parentEvent.Prefab?.Identifier.ToString() ?? "unknown")}\". " +
$"The attribute \"submarinetype\" is not valid in {nameof(SpawnAction)}. Did you mean {nameof(SpawnLocation)}?",
contentPackage: ParentEvent.Prefab.ContentPackage);
}
}
public override bool IsFinished(ref string goTo)
{
if (spawnedEntity != null || ContinueIfFailedToSpawn)
{
return spawned;
}
else
{
return false;
}
}
public override void Reset()
{
spawned = false;
spawnedEntity = null;
}
public override void Update(float deltaTime)
{
if (spawned) { return; }
if (!NPCSetIdentifier.IsEmpty && !NPCIdentifier.IsEmpty)
{
HumanPrefab humanPrefab = null;
if (Level.Loaded?.StartLocation is Location startLocation)
{
humanPrefab =
TryFindHumanPrefab(startLocation.Faction) ??
TryFindHumanPrefab(startLocation.SecondaryFaction);
}
HumanPrefab TryFindHumanPrefab(Faction faction)
{
if (faction == null) { return null; }
return
NPCSet.Get(NPCSetIdentifier,
NPCIdentifier.Replace("[faction]".ToIdentifier(), faction.Prefab.Identifier),
logError: false) ??
//try to spawn a coalition NPC if a correct one can't be found
NPCSet.Get(NPCSetIdentifier,
NPCIdentifier.Replace("[faction]".ToIdentifier(), "coalition".ToIdentifier()),
logError: false);
}
humanPrefab ??= NPCSet.Get(NPCSetIdentifier, NPCIdentifier, logError: true, contentPackageToLogInError: ParentEvent.Prefab.ContentPackage);
if (humanPrefab != null)
{
if (!AllowDuplicates &&
Character.CharacterList.Any(c => c.Info?.HumanPrefabIds.NpcIdentifier == NPCIdentifier && c.Info?.HumanPrefabIds.NpcSetIdentifier == NPCSetIdentifier))
{
spawned = true;
return;
}
ISpatialEntity spawnPos = GetSpawnPos();
if (spawnPos != null)
{
for (int i = 0; i < Amount; i++)
{
Entity.Spawner.AddCharacterToSpawnQueue(CharacterPrefab.HumanSpeciesName, OffsetSpawnPos(spawnPos.WorldPosition, Rand.Range(0.0f, Offset)), humanPrefab.CreateCharacterInfo(), onSpawn: newCharacter =>
{
if (newCharacter == null) { return; }
newCharacter.HumanPrefab = humanPrefab;
//don't set the TeamID directly: we want to leave the character's original team untouched,
//so they can behave offensively (and otherwise act "normally") if we spawn them in a hostile team inside a sub/outpost that doesn't belong to that team
//process the team change immediately in case the character is killed or made unconscious by the event (in which case the team change would not be processed)
newCharacter.SetOriginalTeamAndChangeTeam(TeamID, processImmediately: true);
newCharacter.EnableDespawn = false;
humanPrefab.GiveItems(newCharacter, newCharacter.Submarine, spawnPos as WayPoint);
if (LootingIsStealing)
{
foreach (Item item in newCharacter.Inventory.FindAllItems(recursive: true))
{
item.SpawnedInCurrentOutpost = true;
item.AllowStealing = false;
}
}
humanPrefab.InitializeCharacter(newCharacter, spawnPos);
if (!TargetTag.IsEmpty && newCharacter != null)
{
ParentEvent.AddTarget(TargetTag, newCharacter);
}
spawnedEntity = newCharacter;
if (Level.Loaded?.StartOutpost?.Info is { } outPostInfo)
{
outPostInfo.AddOutpostNPCIdentifierOrTag(newCharacter, humanPrefab.Identifier);
foreach (Identifier tag in humanPrefab.GetTags())
{
outPostInfo.AddOutpostNPCIdentifierOrTag(newCharacter, tag);
}
}
#if SERVER
newCharacter.LoadTalents();
GameMain.NetworkMember.CreateEntityEvent(newCharacter, new Character.UpdateTalentsEventData());
#endif
});
}
}
}
}
else if (!SpeciesName.IsEmpty)
{
if (!AllowDuplicates && Character.CharacterList.Any(c => c.SpeciesName == SpeciesName))
{
spawned = true;
return;
}
ISpatialEntity spawnPos = GetSpawnPos();
if (spawnPos != null)
{
for (int i = 0; i < Amount; i++)
{
Entity.Spawner.AddCharacterToSpawnQueue(SpeciesName, OffsetSpawnPos(spawnPos.WorldPosition, Rand.Range(0.0f, Offset)), onSpawn: newCharacter =>
{
if (!TargetTag.IsEmpty && newCharacter != null)
{
ParentEvent.AddTarget(TargetTag, newCharacter);
}
spawnedEntity = newCharacter;
});
}
}
}
else if (!ItemIdentifier.IsEmpty || !ItemTag.IsEmpty)
{
ItemPrefab itemPrefab = null;
if (!ItemIdentifier.IsEmpty)
{
itemPrefab = MapEntityPrefab.FindByIdentifier(ItemIdentifier) as ItemPrefab;
if (itemPrefab == null)
{
DebugConsole.ThrowError($"Error in SpawnAction (item prefab \"{ItemIdentifier}\" not found)",
contentPackage: ParentEvent.Prefab.ContentPackage);
}
}
else if (!ItemTag.IsEmpty)
{
itemPrefab = ItemPrefab.Prefabs.Where(ip => ip.Tags.Contains(ItemTag)).GetRandom(Rand.RandSync.Unsynced);
}
Inventory spawnInventory = null;
if (!TargetInventory.IsEmpty)
{
var targets = ParentEvent.GetTargets(TargetInventory);
if (targets.Any())
{
var target = targets.First(t => t is Item || t is Character);
if (target is Character character)
{
spawnInventory = character.Inventory;
}
else if (target is Item item)
{
spawnInventory = item.OwnInventory;
}
}
if (spawnInventory == null)
{
DebugConsole.ThrowError($"Could not spawn \"{ItemIdentifier}\" in target inventory \"{TargetInventory}\" - matching target not found.",
contentPackage: ParentEvent.Prefab.ContentPackage);
}
}
if (spawnInventory == null)
{
ISpatialEntity spawnPos = GetSpawnPos();
if (spawnPos != null)
{
for (int i = 0; i < Amount; i++)
{
Entity.Spawner.AddItemToSpawnQueue(itemPrefab, OffsetSpawnPos(spawnPos.WorldPosition, Rand.Range(0.0f, Offset)), onSpawned: onSpawned);
}
}
}
else
{
for (int i = 0; i < Amount; i++)
{
Entity.Spawner.AddItemToSpawnQueue(itemPrefab, spawnInventory, spawnIfInventoryFull: SpawnIfInventoryFull, onSpawned: onSpawned);
}
}
void onSpawned(Item newItem)
{
if (newItem != null)
{
if (!TargetTag.IsEmpty)
{
ParentEvent.AddTarget(TargetTag, newItem);
}
if (IgnoreByAI)
{
newItem.AddTag("ignorebyai");
}
}
spawnedEntity = newItem;
}
}
spawned = true;
}
public static Vector2 OffsetSpawnPos(Vector2 pos, float offset)
{
Hull hull = Hull.FindHull(pos);
pos += Rand.Vector(offset);
if (hull != null)
{
float margin = 50.0f;
pos = new Vector2(
MathHelper.Clamp(pos.X, hull.WorldRect.X + margin, hull.WorldRect.Right - margin),
MathHelper.Clamp(pos.Y, hull.WorldRect.Y - hull.WorldRect.Height + margin, hull.WorldRect.Y - margin));
}
return pos;
}
private ISpatialEntity GetSpawnPos()
{
if (!SpawnPointTag.IsEmpty)
{
IEnumerable<Item> potentialItems = Item.ItemList.Where(it => IsValidSubmarineType(SpawnLocation, it.Submarine));
if (!AllowInPlayerView)
{
potentialItems = GetEntitiesNotInPlayerView(potentialItems);
}
var item = potentialItems.Where(it => it.HasTag(SpawnPointTag)).GetRandomUnsynced();
if (item != null) { return item; }
var potentialTargets = ParentEvent.GetTargets(SpawnPointTag).Where(t => IsValidSubmarineType(SpawnLocation, t.Submarine));
if (!AllowInPlayerView)
{
potentialTargets = GetEntitiesNotInPlayerView(potentialTargets);
}
var target = potentialTargets.GetRandomUnsynced();
if (target != null) { return target; }
}
SpawnType? spawnPointType = null;
if (!ignoreSpawnPointType) { spawnPointType = SpawnPointType; }
return GetSpawnPos(SpawnLocation, spawnPointType, targetModuleTags, SpawnPointTag.IsEmpty ? null : SpawnPointTag.ToEnumerable(), requireTaggedSpawnPoint: RequireSpawnPointTag, allowInPlayerView: AllowInPlayerView);
}
private static bool IsValidSubmarineType(SpawnLocationType spawnLocation, Submarine submarine)
{
return spawnLocation switch
{
SpawnLocationType.Any => true,
SpawnLocationType.MainSub => submarine == Submarine.MainSub,
SpawnLocationType.NearMainSub or SpawnLocationType.MainPath or SpawnLocationType.Cave or SpawnLocationType.AbyssCave => submarine == null,
SpawnLocationType.Outpost => submarine is { Info.IsOutpost: true },
SpawnLocationType.Wreck => submarine is { Info.IsWreck: true },
SpawnLocationType.Ruin => submarine is { Info.IsRuin: true },
SpawnLocationType.BeaconStation => submarine?.Info?.BeaconStationInfo != null,
_ => throw new NotImplementedException(),
};
}
/// <summary>
/// Returns those of the entities that aren't in any player's view. If there are none, all the entities are returned.
/// </summary>
private static IEnumerable<T> GetEntitiesNotInPlayerView<T>(IEnumerable<T> entities) where T : ISpatialEntity
{
if (entities.Any(e => !IsInPlayerView(e)))
{
return entities.Where(e => !IsInPlayerView(e));
}
return entities;
}
private static bool IsInPlayerView(ISpatialEntity entity)
{
foreach (var character in Character.CharacterList)
{
if (!character.IsPlayer || character.IsDead) { continue; }
if (character.CanSeeTarget(entity)) { return true; }
}
return false;
}
public static WayPoint GetSpawnPos(SpawnLocationType spawnLocation, SpawnType? spawnPointType, IEnumerable<Identifier> moduleFlags = null, IEnumerable<Identifier> spawnpointTags = null, bool asFarAsPossibleFromAirlock = false, bool requireTaggedSpawnPoint = false, bool allowInPlayerView = true)
{
bool requireHull = spawnLocation == SpawnLocationType.MainSub || spawnLocation == SpawnLocationType.Outpost;
IEnumerable<WayPoint> potentialSpawnPoints = WayPoint.WayPointList.FindAll(wp => IsValidSubmarineType(spawnLocation, wp.Submarine) && (wp.CurrentHull != null || !requireHull));
potentialSpawnPoints = potentialSpawnPoints.Where(wp => wp.ConnectedDoor == null && wp.Ladders == null && wp.IsTraversable);
//find spawnpoints with the desired type, or any random spawnpoints if not specified
IEnumerable<WayPoint> spawnPointsWithCorrectType;
if (spawnPointType.HasValue)
{
spawnPointsWithCorrectType = potentialSpawnPoints.Where(wp =>
spawnPointType.Value.HasFlag(wp.SpawnType) &&
//need to handle zero (SpawnType.Path) separately, because spawnPointType will always have the flag 0
(wp.SpawnType != 0 || spawnPointType.Value == 0));
}
else
{
spawnPointsWithCorrectType = potentialSpawnPoints.Where(wp => wp.SpawnType != SpawnType.Path);
}
if (spawnPointsWithCorrectType.Any())
{
potentialSpawnPoints = spawnPointsWithCorrectType;
}
//with correct module flags, if there are any
if (moduleFlags != null && moduleFlags.Any())
{
var spawnPointsWithCorrectFlags = potentialSpawnPoints.Where(wp => wp.CurrentHull is Hull h && h.OutpostModuleTags.Any(moduleFlags.Contains));
if (spawnPointsWithCorrectFlags.Any())
{
potentialSpawnPoints = spawnPointsWithCorrectFlags.ToList();
}
}
//with correct spawn point tags, if there are any
if (spawnpointTags != null && spawnpointTags.Any())
{
var spawnPointsWithTag = potentialSpawnPoints.Where(wp => spawnpointTags.Any(tag => wp.Tags.Contains(tag) && wp.ConnectedDoor == null && wp.IsTraversable));
if (requireTaggedSpawnPoint || spawnPointsWithTag.Any())
{
potentialSpawnPoints = spawnPointsWithTag.ToList();
}
else
{
//no spawnpoints with the tag we want -> choose something with no tags
TryGetSpawnPointsWithNoTag();
}
}
else
{
//if no tags are specified, prefer a spawnpoint with no tags, i.e. prefer a "generic" spawnpoint instead of some special one like a jail spawnpoint
TryGetSpawnPointsWithNoTag();
}
void TryGetSpawnPointsWithNoTag()
{
var spawnPointsWithNoTag = potentialSpawnPoints.Where(wp => wp.Tags.None());
if (spawnPointsWithNoTag.Any())
{
potentialSpawnPoints = spawnPointsWithNoTag.ToList();
}
}
if (potentialSpawnPoints.None())
{
if (requireTaggedSpawnPoint && spawnpointTags != null && spawnpointTags.Any())
{
DebugConsole.NewMessage($"Could not find a spawn point for a SpawnAction (spawn location: {spawnLocation} (tag: {string.Join(",", spawnpointTags)}), skipping.", color: Color.White);
}
else
{
DebugConsole.ThrowError($"Could not find a spawn point for a SpawnAction (spawn location: {spawnLocation})");
}
return null;
}
//spawnpoints that match the desired criteria found, choose the best one next
IEnumerable<WayPoint> validSpawnPoints = potentialSpawnPoints;
//don't spawn in an airlock module if there are other options
var airlockSpawnPoints = potentialSpawnPoints.Where(wp => wp.CurrentHull?.OutpostModuleTags.Contains("airlock".ToIdentifier()) ?? false);
if (airlockSpawnPoints.Count() < validSpawnPoints.Count())
{
validSpawnPoints = validSpawnPoints.Except(airlockSpawnPoints);
}
if (validSpawnPoints.None())
{
DebugConsole.ThrowError($"Could not find a spawn point of the correct type for a SpawnAction (spawn location: {spawnLocation}, type: {spawnPointType}, module flags: {((moduleFlags == null || !moduleFlags.Any()) ? "none" : string.Join(", ", moduleFlags))})");
return potentialSpawnPoints.GetRandomUnsynced();
}
switch (spawnLocation)
{
case SpawnLocationType.MainPath:
case SpawnLocationType.NearMainSub:
validSpawnPoints = validSpawnPoints.Where(p =>
Submarine.Loaded.None(s => ToolBox.GetWorldBounds(s.Borders.Center, s.Borders.Size).ContainsWorld(p.WorldPosition)));
if (Level.Loaded != null)
{
validSpawnPoints = validSpawnPoints.Where(p =>
p.WorldPosition.Y > Level.Loaded.AbyssStart &&
p.Cave == null && p.Ruin == null);
}
break;
case SpawnLocationType.Cave:
validSpawnPoints = validSpawnPoints.Where(p => p.WorldPosition.Y > Level.Loaded.AbyssStart && p.Cave != null);
break;
case SpawnLocationType.AbyssCave:
validSpawnPoints = validSpawnPoints.Where(p => p.WorldPosition.Y < Level.Loaded.AbyssStart && p.Cave != null);
break;
}
//avoid using waypoints if there's any actual spawnpoints available
if (validSpawnPoints.Any(wp => wp.SpawnType != SpawnType.Path))
{
validSpawnPoints = validSpawnPoints.Where(wp => wp.SpawnType != SpawnType.Path);
}
//if not trying to spawn at a tagged spawnpoint, favor spawnpoints without tags
if (spawnpointTags == null || spawnpointTags.None())
{
var spawnPoints = validSpawnPoints.Where(wp => !wp.Tags.Any());
if (spawnPoints.Any())
{
validSpawnPoints = spawnPoints.ToList();
}
}
if (!allowInPlayerView)
{
validSpawnPoints = GetEntitiesNotInPlayerView(validSpawnPoints);
}
if (spawnLocation == SpawnLocationType.NearMainSub && Submarine.MainSub != null)
{
WayPoint closestPoint = validSpawnPoints.First();
float closestDist = float.PositiveInfinity;
foreach (WayPoint wp in validSpawnPoints)
{
float dist = Vector2.DistanceSquared(wp.WorldPosition, Submarine.MainSub.WorldPosition);
if (dist < closestDist)
{
closestDist = dist;
closestPoint = wp;
}
}
return closestPoint;
}
else if (asFarAsPossibleFromAirlock && airlockSpawnPoints.Any())
{
WayPoint furthestPoint = validSpawnPoints.First();
float furthestDist = 0.0f;
foreach (WayPoint waypoint in validSpawnPoints)
{
float dist = Vector2.DistanceSquared(waypoint.WorldPosition, airlockSpawnPoints.First().WorldPosition);
if (dist > furthestDist)
{
furthestDist = dist;
furthestPoint = waypoint;
}
}
return furthestPoint;
}
else
{
return validSpawnPoints.GetRandomUnsynced();
}
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(spawned)} {nameof(SpawnAction)} -> (Spawned entity: {spawnedEntity.ColorizeObject()})";
}
}
}