Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/MonsterEvent.cs
2024-04-24 18:09:05 +03:00

757 lines
34 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using FarseerPhysics;
namespace Barotrauma
{
class MonsterEvent : Event
{
/// <summary>
/// The name of the species to spawn
/// </summary>
public readonly Identifier SpeciesName;
/// <summary>
/// Minimum amount of monsters to spawn. You can also use "Amount" if you want to spawn a fixed number of monsters.
/// </summary>
public readonly int MinAmount;
/// <summary>
/// Maximum amount of monsters to spawn. You can also use "Amount" if you want to spawn a fixed number of monsters.
/// </summary>
public readonly int MaxAmount;
private readonly List<Character> monsters = new List<Character>();
/// <summary>
/// The monsters are spawned at least this distance away from the players and submarines.
/// </summary>
public readonly float SpawnDistance;
/// <summary>
/// Amount of random variance in the spawn position, in pixels. Can be used to prevent all the monsters from spawning at the exact same position.
/// </summary>
private readonly float scatter;
/// <summary>
/// Used for offsetting the spawns towards the end position of the level, so that they spawn farther afront the sub than normally. In pixels.
/// </summary>
private readonly float offset;
/// <summary>
/// Delay between spawning the monsters. Only relevant if the event spawns more than one monster.
/// </summary>
private readonly float delayBetweenSpawns;
/// <summary>
/// Number seconds before the event resets after all the monsters are dead. Can be used to make the event spawn monsters multiple times.
/// </summary>
private float resetTime;
private float resetTimer;
private Vector2? spawnPos;
private bool disallowed;
/// <summary>
/// Where should the monster spawn?
/// </summary>
public readonly Level.PositionType SpawnPosType;
/// <summary>
/// If set, the monsters will spawn at a spawnpoint that has this tag. Only relevant for events that spawn monsters in a submarine, beacon station, wreck, outpost or ruin.
/// </summary>
private readonly string spawnPointTag;
private bool spawnPending, spawnReady;
/// <summary>
/// Maximum number of the specific type of monster in the entire level. Can be used to prevent the event from spawning more monsters if there's
/// already enough of that type of monster, e.g. spawned by another event or by a mission.
/// </summary>
public readonly int MaxAmountPerLevel = int.MaxValue;
public IReadOnlyList<Character> Monsters => monsters;
public Vector2? SpawnPos => spawnPos;
public bool SpawnPending => spawnPending;
public override Vector2 DebugDrawPos
{
get { return spawnPos ?? Vector2.Zero; }
}
public override string ToString()
{
if (MaxAmount <= 1)
{
return $"MonsterEvent ({SpeciesName}, {SpawnPosType})";
}
else if (MinAmount < MaxAmount)
{
return $"MonsterEvent ({SpeciesName} x{MinAmount}-{MaxAmount}, {SpawnPosType})";
}
else
{
return $"MonsterEvent ({SpeciesName} x{MaxAmount}, {SpawnPosType})";
}
}
public MonsterEvent(EventPrefab prefab, int seed)
: base(prefab, seed)
{
string speciesFile = prefab.ConfigElement.GetAttributeString("characterfile", "");
CharacterPrefab characterPrefab = CharacterPrefab.FindByFilePath(speciesFile);
if (characterPrefab != null)
{
SpeciesName = characterPrefab.Identifier;
}
else
{
SpeciesName = speciesFile.ToIdentifier();
}
if (SpeciesName.IsEmpty)
{
throw new Exception("speciesname is null!");
}
int defaultAmount = prefab.ConfigElement.GetAttributeInt("amount", 1);
MinAmount = prefab.ConfigElement.GetAttributeInt("minamount", defaultAmount);
MaxAmount = Math.Max(prefab.ConfigElement.GetAttributeInt("maxamount", 1), MinAmount);
MaxAmountPerLevel = prefab.ConfigElement.GetAttributeInt("maxamountperlevel", int.MaxValue);
SpawnPosType = prefab.ConfigElement.GetAttributeEnum("spawntype", Level.PositionType.MainPath);
//backwards compatibility
if (prefab.ConfigElement.GetAttributeBool("spawndeep", false))
{
SpawnPosType = Level.PositionType.Abyss;
}
spawnPointTag = prefab.ConfigElement.GetAttributeString("spawnpointtag", string.Empty);
SpawnDistance = prefab.ConfigElement.GetAttributeFloat("spawndistance", 0);
offset = prefab.ConfigElement.GetAttributeFloat("offset", 0);
scatter = Math.Clamp(prefab.ConfigElement.GetAttributeFloat("scatter", 500), 0, 3000);
delayBetweenSpawns = prefab.ConfigElement.GetAttributeFloat("delaybetweenspawns", 0.1f);
resetTime = prefab.ConfigElement.GetAttributeFloat("resettime", 0);
if (GameMain.NetworkMember != null)
{
List<Identifier> monsterNames = GameMain.NetworkMember.ServerSettings.MonsterEnabled.Keys.ToList();
Identifier tryKey = monsterNames.Find(s => SpeciesName == s);
if (!tryKey.IsEmpty)
{
if (!GameMain.NetworkMember.ServerSettings.MonsterEnabled[tryKey])
{
disallowed = true; //spawn was disallowed by host
}
}
}
}
private static Submarine GetReferenceSub()
{
return EventManager.GetRefEntity() as Submarine ?? Submarine.MainSub;
}
public override IEnumerable<ContentFile> GetFilesToPreload()
{
var file = CharacterPrefab.FindBySpeciesName(SpeciesName)?.ContentFile;
if (file == null)
{
DebugConsole.ThrowError($"Failed to find config file for species \"{SpeciesName}\".",
contentPackage: Prefab.ContentPackage);
yield break;
}
else
{
yield return file;
}
}
protected override void InitEventSpecific(EventSet parentSet)
{
if (parentSet != null && resetTime == 0)
{
// Use the parent reset time only if there's no reset time defined for the event.
resetTime = parentSet.ResetTime;
}
if (GameSettings.CurrentConfig.VerboseLogging)
{
DebugConsole.NewMessage("Initialized MonsterEvent (" + SpeciesName + ")", Color.White);
}
monsters.Clear();
//+1 because Range returns an integer less than the max value
int amount = Rand.Range(MinAmount, MaxAmount + 1);
for (int i = 0; i < amount; i++)
{
string seed = i.ToString() + Level.Loaded.Seed;
Character createdCharacter = Character.Create(SpeciesName, Vector2.Zero, seed, characterInfo: null, isRemotePlayer: false, hasAi: true, createNetworkEvent: true, throwErrorIfNotFound: false);
if (createdCharacter == null)
{
DebugConsole.AddWarning($"Error in MonsterEvent: failed to spawn the character \"{SpeciesName}\". Content package: \"{prefab.ConfigElement?.ContentPackage?.Name ?? "unknown"}\".",
Prefab.ContentPackage);
disallowed = true;
continue;
}
if (GameMain.GameSession.IsCurrentLocationRadiated())
{
AfflictionPrefab radiationPrefab = AfflictionPrefab.RadiationSickness;
Affliction affliction = new Affliction(radiationPrefab, radiationPrefab.MaxStrength);
createdCharacter?.CharacterHealth.ApplyAffliction(null, affliction);
// TODO test multiplayer
createdCharacter?.Kill(CauseOfDeathType.Affliction, affliction, log: false);
}
createdCharacter.DisabledByEvent = true;
monsters.Add(createdCharacter);
}
}
public override string GetDebugInfo()
{
return
$"Finished: {IsFinished.ColorizeObject()}\n" +
$"Amount: {MinAmount.ColorizeObject()} - {MaxAmount.ColorizeObject()}\n" +
$"Spawn pending: {SpawnPending.ColorizeObject()}\n" +
$"Spawn position: {SpawnPos.ColorizeObject()}";
}
private List<Level.InterestingPosition> GetAvailableSpawnPositions()
{
var availablePositions = Level.Loaded.PositionsOfInterest.FindAll(p => SpawnPosType.HasFlag(p.PositionType));
var removals = new List<Level.InterestingPosition>();
foreach (var position in availablePositions)
{
if (SpawnPosFilter != null && !SpawnPosFilter(position))
{
removals.Add(position);
continue;
}
if (position.Submarine != null)
{
if (position.Submarine.WreckAI != null && position.Submarine.WreckAI.IsAlive)
{
removals.Add(position);
}
else
{
continue;
}
}
if (position.PositionType != Level.PositionType.MainPath &&
position.PositionType != Level.PositionType.SidePath)
{
continue;
}
if (Level.Loaded.IsPositionInsideWall(position.Position.ToVector2()))
{
removals.Add(position);
}
if (position.Position.Y < Level.Loaded.GetBottomPosition(position.Position.X).Y)
{
removals.Add(position);
}
}
removals.ForEach(r => availablePositions.Remove(r));
return availablePositions;
}
private Level.InterestingPosition chosenPosition;
private void FindSpawnPosition(bool affectSubImmediately)
{
if (disallowed) { return; }
spawnPos = Vector2.Zero;
var availablePositions = GetAvailableSpawnPositions();
chosenPosition = new Level.InterestingPosition(Point.Zero, Level.PositionType.MainPath, isValid: false);
bool isRuinOrWreckOrCave =
SpawnPosType.HasFlag(Level.PositionType.Ruin) ||
SpawnPosType.HasFlag(Level.PositionType.Wreck) ||
SpawnPosType.HasFlag(Level.PositionType.Cave) ||
SpawnPosType.HasFlag(Level.PositionType.AbyssCave);
if (affectSubImmediately && !isRuinOrWreckOrCave && !SpawnPosType.HasFlag(Level.PositionType.Abyss))
{
if (availablePositions.None())
{
//no suitable position found, disable the event
spawnPos = null;
disallowed = true;
return;
}
Submarine refSub = GetReferenceSub();
if (Submarine.MainSubs.Length == 2 && Submarine.MainSubs[1] != null)
{
refSub = Submarine.MainSubs.GetRandom(Rand.RandSync.Unsynced);
}
float closestDist = float.PositiveInfinity;
//find the closest spawnposition that isn't too close to any of the subs
foreach (var position in availablePositions)
{
Vector2 pos = position.Position.ToVector2();
float dist = Vector2.DistanceSquared(pos, refSub.WorldPosition);
foreach (Submarine sub in Submarine.Loaded)
{
if (sub.Info.Type != SubmarineType.Player &&
sub.Info.Type != SubmarineType.EnemySubmarine &&
sub != GameMain.NetworkMember?.RespawnManager?.RespawnShuttle)
{
continue;
}
float minDistToSub = GetMinDistanceToSub(sub);
if (dist < minDistToSub * minDistToSub) { continue; }
if (closestDist == float.PositiveInfinity)
{
closestDist = dist;
chosenPosition = position;
continue;
}
//chosen position behind the sub -> override with anything that's closer or to the right
if (chosenPosition.Position.X < refSub.WorldPosition.X)
{
if (dist < closestDist || pos.X > refSub.WorldPosition.X)
{
closestDist = dist;
chosenPosition = position;
}
}
//chosen position ahead of the sub -> only override with a position that's also ahead
else if (chosenPosition.Position.X > refSub.WorldPosition.X)
{
if (dist < closestDist && pos.X > refSub.WorldPosition.X)
{
closestDist = dist;
chosenPosition = position;
}
}
}
}
//only found a spawnpos that's very far from the sub, pick one that's closer
//and wait for the sub to move further before spawning
if (closestDist > 15000.0f * 15000.0f)
{
foreach (var position in availablePositions)
{
float dist = Vector2.DistanceSquared(position.Position.ToVector2(), refSub.WorldPosition);
if (dist < closestDist)
{
closestDist = dist;
chosenPosition = position;
}
}
}
}
else
{
if (!isRuinOrWreckOrCave)
{
float minDistance = 20000;
for (int i = 0; i < Submarine.MainSubs.Length; i++)
{
if (Submarine.MainSubs[i] == null) { continue; }
availablePositions.RemoveAll(p => Vector2.DistanceSquared(Submarine.MainSubs[i].WorldPosition, p.Position.ToVector2()) < minDistance * minDistance);
}
}
if (availablePositions.None())
{
//no suitable position found, disable the event
spawnPos = null;
disallowed = true;
return;
}
chosenPosition = availablePositions.GetRandomUnsynced();
}
if (chosenPosition.IsValid)
{
spawnPos = chosenPosition.Position.ToVector2();
if (chosenPosition.Submarine != null || chosenPosition.Ruin != null)
{
var spawnPoint = WayPoint.GetRandom(SpawnType.Enemy, sub: chosenPosition.Submarine ?? chosenPosition.Ruin?.Submarine, useSyncedRand: false, spawnPointTag: spawnPointTag);
if (spawnPoint != null)
{
System.Diagnostics.Debug.Assert(spawnPoint.Submarine == (chosenPosition.Submarine ?? chosenPosition.Ruin?.Submarine));
spawnPos = spawnPoint.WorldPosition;
}
else
{
//no suitable position found, disable the event
spawnPos = null;
disallowed = true;
return;
}
}
else if (chosenPosition.PositionType == Level.PositionType.MainPath || chosenPosition.PositionType == Level.PositionType.SidePath)
{
if (offset > 0)
{
var tunnelType = chosenPosition.PositionType == Level.PositionType.MainPath ? Level.TunnelType.MainPath : Level.TunnelType.SidePath;
var waypoints = WayPoint.WayPointList.FindAll(wp =>
wp.Submarine == null &&
wp.Ruin == null &&
wp.Tunnel?.Type == tunnelType &&
wp.WorldPosition.X > spawnPos.Value.X);
if (waypoints.None())
{
DebugConsole.AddWarning($"Failed to find a spawn position offset from {spawnPos.Value}.",
Prefab.ContentPackage);
}
else
{
float offsetSqr = offset * offset;
//find the waypoint whose distance from the spawnPos is closest to the desired offset
var targetWaypoint = waypoints.OrderBy(wp =>
Math.Abs(Vector2.DistanceSquared(wp.WorldPosition, spawnPos.Value) - offsetSqr)).FirstOrDefault();
if (targetWaypoint != null)
{
spawnPos = targetWaypoint.WorldPosition;
}
}
}
// Ensure that the position is not inside a submarine (in practice wrecks).
if (Submarine.Loaded.Any(s => ToolBox.GetWorldBounds(s.Borders.Center, s.Borders.Size).ContainsWorld(spawnPos.Value)))
{
//no suitable position found, disable the event
spawnPos = null;
disallowed = true;
return;
}
}
spawnPending = true;
}
}
private float GetMinDistanceToSub(Submarine submarine)
{
float minDist = Math.Max(Math.Max(submarine.Borders.Width, submarine.Borders.Height), Sonar.DefaultSonarRange * 0.9f);
if (SpawnPosType.HasFlag(Level.PositionType.Abyss))
{
minDist *= 2;
}
return minDist;
}
public override void Update(float deltaTime)
{
if (disallowed) { return; }
if (resetTimer > 0)
{
resetTimer -= deltaTime;
if (resetTimer <= 0)
{
if (ParentSet?.ResetTime > 0)
{
// If parent has reset time defined, the set is recreated. Otherwise we'll just reset this event.
Finish();
}
else
{
spawnReady = false;
spawnPos = null;
}
}
return;
}
if (spawnPos == null)
{
if (MaxAmountPerLevel < int.MaxValue)
{
if (Character.CharacterList.Count(c => c.SpeciesName == SpeciesName) >= MaxAmountPerLevel)
{
// If the event is set to reset, let's just wait until the old corpse is removed (after being disabled).
if (resetTime == 0)
{
disallowed = true;
}
return;
}
}
FindSpawnPosition(affectSubImmediately: true);
//the event gets marked as disallowed if a spawn point is not found
if (isFinished || disallowed) { return; }
spawnPending = true;
}
if (spawnPending)
{
System.Diagnostics.Debug.Assert(spawnPos.HasValue);
if (spawnPos == null)
{
disallowed = true;
return;
}
//wait until there are no submarines at the spawnpos
if (SpawnPosType.HasFlag(Level.PositionType.MainPath) || SpawnPosType.HasFlag(Level.PositionType.SidePath) || SpawnPosType.HasFlag(Level.PositionType.Abyss))
{
foreach (Submarine submarine in Submarine.Loaded)
{
if (submarine.Info.Type != SubmarineType.Player) { continue; }
float minDist = GetMinDistanceToSub(submarine);
if (Vector2.DistanceSquared(submarine.WorldPosition, spawnPos.Value) < minDist * minDist)
{
// Too close to a player sub.
return;
}
}
}
float spawnDistance = SpawnDistance;
if (spawnDistance <= 0)
{
if (SpawnPosType.HasFlag(Level.PositionType.Cave))
{
spawnDistance = 8000;
}
else if (SpawnPosType.HasFlag(Level.PositionType.Ruin))
{
spawnDistance = 5000;
}
else if (SpawnPosType.HasFlag(Level.PositionType.Wreck) || SpawnPosType.HasFlag(Level.PositionType.BeaconStation))
{
spawnDistance = 3000;
}
}
if (spawnDistance > 0)
{
bool someoneNearby = false;
foreach (Submarine submarine in Submarine.Loaded)
{
if (submarine.Info.Type != SubmarineType.Player) { continue; }
float distanceSquared = Vector2.DistanceSquared(submarine.WorldPosition, spawnPos.Value);
if (distanceSquared < MathUtils.Pow2(spawnDistance))
{
someoneNearby = true;
if (chosenPosition.Submarine != null)
{
Vector2 from = Submarine.GetRelativeSimPositionFromWorldPosition(spawnPos.Value, chosenPosition.Submarine, chosenPosition.Submarine);
Vector2 to = Submarine.GetRelativeSimPositionFromWorldPosition(submarine.WorldPosition, chosenPosition.Submarine, submarine);
if (CheckLineOfSight(from, to, chosenPosition.Submarine))
{
// Line of sight to a player sub -> don't spawn yet.
return;
}
}
else
{
break;
}
}
}
foreach (Character c in Character.CharacterList)
{
if (c == Character.Controlled || c.IsRemotePlayer)
{
float distanceSquared = Vector2.DistanceSquared(c.WorldPosition, spawnPos.Value);
if (distanceSquared < MathUtils.Pow2(spawnDistance))
{
someoneNearby = true;
if (chosenPosition.Submarine != null)
{
Vector2 from = Submarine.GetRelativeSimPositionFromWorldPosition(spawnPos.Value, chosenPosition.Submarine, chosenPosition.Submarine);
Vector2 to = Submarine.GetRelativeSimPositionFromWorldPosition(c.WorldPosition, chosenPosition.Submarine, c.Submarine);
if (CheckLineOfSight(from, to, chosenPosition.Submarine))
{
// Line of sight to a player character -> don't spawn. Disable the event to prevent monsters "magically" spawning here.
disallowed = true;
return;
}
}
else
{
break;
}
}
}
}
if (!someoneNearby) { return; }
static bool CheckLineOfSight(Vector2 from, Vector2 to, Submarine targetSub)
{
var bodies = Submarine.PickBodies(from, to, ignoredBodies: null, Physics.CollisionWall);
foreach (var b in bodies)
{
if (b.UserData is ISpatialEntity spatialEntity && spatialEntity.Submarine != targetSub)
{
// Different sub -> ignore
continue;
}
if (b.UserData is Structure s && !s.IsPlatform && s.CastShadow)
{
return false;
}
if (b.UserData is Item item && item.GetComponent<Door>() is Door door)
{
if (!door.IsBroken && !door.IsOpen)
{
return false;
}
}
}
return true;
}
}
if (SpawnPosType.HasFlag(Level.PositionType.Abyss) || SpawnPosType.HasFlag(Level.PositionType.AbyssCave))
{
bool anyInAbyss = false;
foreach (Submarine submarine in Submarine.Loaded)
{
if (submarine.Info.Type != SubmarineType.Player || submarine == GameMain.NetworkMember?.RespawnManager?.RespawnShuttle) { continue; }
if (submarine.WorldPosition.Y < 0)
{
anyInAbyss = true;
break;
}
}
if (!anyInAbyss) { return; }
}
spawnPending = false;
float scatterAmount = scatter;
if (SpawnPosType.HasFlag(Level.PositionType.SidePath))
{
var sidePaths = Level.Loaded.Tunnels.Where(t => t.Type == Level.TunnelType.SidePath);
if (sidePaths.Any())
{
scatterAmount = Math.Min(scatter, sidePaths.Min(t => t.MinWidth) / 2);
}
else
{
scatterAmount = scatter;
}
}
else if (SpawnPosType.IsIndoorsArea())
{
scatterAmount = 0;
}
int i = 0;
foreach (Character monster in monsters)
{
CoroutineManager.Invoke(() =>
{
//round ended before the coroutine finished
if (GameMain.GameSession == null || Level.Loaded == null) { return; }
if (monster.Removed) { return; }
System.Diagnostics.Debug.Assert(GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer, "Clients should not create monster events.");
Vector2 pos = spawnPos.Value;
if (scatterAmount > 0)
{
//try finding an offset position that's not inside a wall
int tries = 10;
do
{
tries--;
pos = spawnPos.Value + Rand.Vector(Rand.Range(0.0f, scatterAmount));
bool isValidPos = true;
if (Submarine.Loaded.Any(s => ToolBox.GetWorldBounds(s.Borders.Center, s.Borders.Size).ContainsWorld(pos)) ||
Level.Loaded.Ruins.Any(r => ToolBox.GetWorldBounds(r.Area.Center, r.Area.Size).ContainsWorld(pos)) ||
Level.Loaded.IsPositionInsideWall(pos))
{
isValidPos = false;
}
else if (SpawnPosType.HasFlag(Level.PositionType.Cave) || SpawnPosType.HasFlag(Level.PositionType.AbyssCave))
{
//trying to spawn in a cave, but the position is not inside a cave -> not valid
if (Level.Loaded.Caves.None(c => c.Area.Contains(pos)))
{
isValidPos = false;
}
}
if (isValidPos)
{
//not inside anything, all good!
break;
}
// This was the last try and couldn't find an offset position, let's use the exact spawn position.
if (tries == 0)
{
pos = spawnPos.Value;
}
} while (tries > 0);
}
monster.Enabled = true;
monster.DisabledByEvent = false;
monster.AnimController.SetPosition(FarseerPhysics.ConvertUnits.ToSimUnits(pos));
var eventManager = GameMain.GameSession.EventManager;
if (eventManager != null && monster.Params.AI != null)
{
if (SpawnPosType.HasFlag(Level.PositionType.MainPath) || SpawnPosType.HasFlag(Level.PositionType.SidePath))
{
eventManager.CumulativeMonsterStrengthMain += monster.Params.AI.CombatStrength;
eventManager.AddTimeStamp(this);
}
else if (SpawnPosType.HasFlag(Level.PositionType.Ruin))
{
eventManager.CumulativeMonsterStrengthRuins += monster.Params.AI.CombatStrength;
}
else if (SpawnPosType.HasFlag(Level.PositionType.Wreck))
{
eventManager.CumulativeMonsterStrengthWrecks += monster.Params.AI.CombatStrength;
}
else if (SpawnPosType.HasFlag(Level.PositionType.Cave))
{
eventManager.CumulativeMonsterStrengthCaves += monster.Params.AI.CombatStrength;
}
}
if (monster == monsters.Last())
{
spawnReady = true;
//this will do nothing if the monsters have no swarm behavior defined,
//otherwise it'll make the spawned characters act as a swarm
SwarmBehavior.CreateSwarm(monsters.Cast<AICharacter>());
DebugConsole.NewMessage($"Spawned: {ToString()}. Strength: {StringFormatter.FormatZeroDecimal(monsters.Sum(m => m.Params.AI?.CombatStrength ?? 0))}.", Color.LightBlue, debugOnly: true);
}
if (GameMain.GameSession != null)
{
GameAnalyticsManager.AddDesignEvent(
$"MonsterSpawn:{GameMain.GameSession.GameMode?.Preset?.Identifier.Value ?? "none"}:{Level.Loaded?.LevelData?.Biome?.Identifier.Value ?? "none"}:{SpawnPosType}:{SpeciesName}",
value: GameMain.GameSession.RoundDuration);
}
}, delayBetweenSpawns * i);
i++;
}
}
if (spawnReady)
{
if (monsters.None())
{
Finish();
}
else if (monsters.All(m => m.IsDead))
{
if (resetTime > 0)
{
resetTimer = resetTime;
}
else
{
Finish();
}
}
}
}
}
}