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