Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Networking/RespawnManager.cs
2024-06-18 16:50:02 +03:00

471 lines
18 KiB
C#

using Barotrauma.Items.Components;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma.Networking
{
partial class RespawnManager : Entity, IServerSerializable
{
/// <summary>
/// How much skills drop towards the job's default skill levels when dying
/// </summary>
public static float SkillLossPercentageOnDeath => GameMain.NetworkMember?.ServerSettings?.SkillLossPercentageOnDeath ?? 20.0f;
/// <summary>
/// How much more the skills drop towards the job's default skill levels
/// when dying, in addition to SkillLossPercentageOnDeath, if the player
/// chooses to respawn in the middle of the round
/// </summary>
public static float SkillLossPercentageOnImmediateRespawn => GameMain.NetworkMember?.ServerSettings?.SkillLossPercentageOnImmediateRespawn ?? 10.0f;
public static RespawnMode RespawnMode => GameMain.NetworkMember?.ServerSettings?.RespawnMode ?? RespawnMode.MidRound;
public static bool UseDeathPrompt
{
get
{
return GameMain.GameSession?.GameMode is CampaignMode && Level.Loaded != null;
}
}
public enum State
{
Waiting,
Transporting,
Returning
}
private readonly NetworkMember networkMember;
private readonly Steering shuttleSteering;
private readonly List<Door> shuttleDoors;
private readonly ItemContainer respawnContainer;
//items created during respawn
//any respawn items left in the shuttle are removed when the shuttle despawns
private readonly List<Item> respawnItems = new List<Item>();
//characters who spawned during the last respawn
private readonly List<Character> respawnedCharacters = new List<Character>();
public bool UsingShuttle
{
get { return RespawnShuttle != null; }
}
/// <summary>
/// When will the shuttle be dispatched with respawned characters
/// </summary>
public DateTime RespawnTime { get; private set; }
/// <summary>
/// When will the sub start heading back out of the level
/// </summary>
public DateTime ReturnTime { get; private set; }
public bool RespawnCountdownStarted
{
get;
private set;
}
public bool ReturnCountdownStarted
{
get;
private set;
}
public State CurrentState { get; private set; }
private float maxTransportTime;
private float updateReturnTimer;
public bool CanRespawnAgain =>
/*can never respawn again if we're currently transporting and transport time is set to be infinite*/
!(CurrentState == State.Transporting && maxTransportTime <= 0.0f);
public Submarine RespawnShuttle { get; private set; }
public RespawnManager(NetworkMember networkMember, SubmarineInfo shuttleInfo)
: base(null, Entity.RespawnManagerID)
{
this.networkMember = networkMember;
if (shuttleInfo != null && networkMember.ServerSettings is not { RespawnMode: RespawnMode.Permadeath })
{
RespawnShuttle = new Submarine(shuttleInfo, true);
RespawnShuttle.PhysicsBody.FarseerBody.OnCollision += OnShuttleCollision;
//set crush depth slightly deeper than the main sub's
RespawnShuttle.SetCrushDepth(Math.Max(RespawnShuttle.RealWorldCrushDepth, Submarine.MainSub.RealWorldCrushDepth * 1.2f));
//prevent wifi components from communicating between the respawn shuttle and other subs
List<WifiComponent> wifiComponents = new List<WifiComponent>();
foreach (Item item in Item.ItemList)
{
if (item.Submarine == RespawnShuttle) { wifiComponents.AddRange(item.GetComponents<WifiComponent>()); }
}
foreach (WifiComponent wifiComponent in wifiComponents)
{
wifiComponent.TeamID = CharacterTeamType.FriendlyNPC;
}
ResetShuttle();
shuttleDoors = new List<Door>();
foreach (Item item in Item.ItemList)
{
if (item.Submarine != RespawnShuttle) { continue; }
if (item.HasTag(Tags.RespawnContainer))
{
respawnContainer = item.GetComponent<ItemContainer>();
}
var steering = item.GetComponent<Steering>();
if (steering != null) { shuttleSteering = steering; }
var door = item.GetComponent<Door>();
if (door != null) { shuttleDoors.Add(door); }
//lock all wires to prevent the players from messing up the electronics
var connectionPanel = item.GetComponent<ConnectionPanel>();
if (connectionPanel != null)
{
foreach (Connection connection in connectionPanel.Connections)
{
foreach (Wire wire in connection.Wires)
{
if (wire != null) wire.Locked = true;
}
}
}
}
}
else
{
RespawnShuttle = null;
}
#if SERVER
if (networkMember is GameServer server)
{
maxTransportTime = server.ServerSettings.MaxTransportTime;
}
#endif
}
private bool OnShuttleCollision(Fixture sender, Fixture other, Contact contact)
{
//ignore collisions with the top barrier when returning
return CurrentState != State.Returning || other?.Body != Level.Loaded?.TopBarrier;
}
public void Update(float deltaTime)
{
if (RespawnShuttle == null)
{
if (CurrentState != State.Waiting)
{
CurrentState = State.Waiting;
}
}
switch (CurrentState)
{
case State.Waiting:
UpdateWaiting(deltaTime);
break;
case State.Transporting:
UpdateTransporting(deltaTime);
break;
case State.Returning:
UpdateReturning(deltaTime);
break;
}
}
partial void UpdateWaiting(float deltaTime);
private void UpdateTransporting(float deltaTime)
{
//infinite transport time -> shuttle wont return
if (maxTransportTime <= 0.0f) return;
UpdateTransportingProjSpecific(deltaTime);
}
partial void UpdateTransportingProjSpecific(float deltaTime);
public void ForceRespawn()
{
ResetShuttle();
RespawnCountdownStarted = true;
RespawnTime = DateTime.Now;
CurrentState = State.Waiting;
}
private void UpdateReturning(float deltaTime)
{
updateReturnTimer += deltaTime;
if (updateReturnTimer > 1.0f)
{
updateReturnTimer = 0.0f;
shuttleSteering?.SetDestinationLevelStart();
UpdateReturningProjSpecific(deltaTime);
}
}
partial void UpdateReturningProjSpecific(float deltaTime);
private IEnumerable<CoroutineStatus> ForceShuttleToPos(Vector2 position, float speed)
{
if (RespawnShuttle == null)
{
yield return CoroutineStatus.Success;
}
while (Math.Abs(position.Y - RespawnShuttle.WorldPosition.Y) > 100.0f)
{
Vector2 diff = position - RespawnShuttle.WorldPosition;
if (diff.LengthSquared() > 0.01f)
{
Vector2 displayVel = Vector2.Normalize(diff) * speed;
RespawnShuttle.SubBody.Body.LinearVelocity = ConvertUnits.ToSimUnits(displayVel);
}
yield return CoroutineStatus.Running;
if (RespawnShuttle.SubBody == null) yield return CoroutineStatus.Success;
}
yield return CoroutineStatus.Success;
}
private void ResetShuttle()
{
ReturnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, milliseconds: (int)(maxTransportTime * 1000));
#if SERVER
despawnTime = ReturnTime + new TimeSpan(0, 0, seconds: 30);
#endif
if (RespawnShuttle == null) { return; }
foreach (Item item in Item.ItemList)
{
if (item.Submarine != RespawnShuttle) { continue; }
//remove respawn items that have been left in the shuttle
if (respawnItems.Contains(item) || respawnContainer?.Item != null && item.IsOwnedBy(respawnContainer.Item))
{
Spawner.AddItemToRemoveQueue(item);
continue;
}
#if CLIENT
foreach (var itemComponent in item.Components)
{
itemComponent.StopLoopingSound();
}
#endif
//restore other items to full condition and recharge batteries
item.Condition = item.MaxCondition;
item.GetComponent<Repairable>()?.ResetDeterioration();
var powerContainer = item.GetComponent<PowerContainer>();
if (powerContainer != null)
{
powerContainer.Charge = powerContainer.GetCapacity();
}
var door = item.GetComponent<Door>();
if (door != null) { door.Stuck = 0.0f; }
var steering = item.GetComponent<Steering>();
if (steering != null)
{
steering.MaintainPos = true;
steering.AutoPilot = true;
#if SERVER
steering.UnsentChanges = true;
#endif
}
}
respawnItems.Clear();
foreach (Structure wall in Structure.WallList)
{
if (wall.Submarine != RespawnShuttle) { continue; }
for (int i = 0; i < wall.SectionCount; i++)
{
wall.AddDamage(i, -100000.0f);
}
}
foreach (Hull hull in Hull.HullList)
{
if (hull.Submarine != RespawnShuttle) { continue; }
hull.OxygenPercentage = 100.0f;
hull.WaterVolume = 0.0f;
hull.BallastFlora?.Remove();
}
Dictionary<Character, Vector2> characterPositions = new Dictionary<Character, Vector2>();
foreach (Character c in Character.CharacterList)
{
if (c.Submarine != RespawnShuttle) { continue; }
if (!respawnedCharacters.Contains(c))
{
characterPositions.Add(c, c.WorldPosition);
continue;
}
#if CLIENT
if (Character.Controlled == c) { Character.Controlled = null; }
#endif
c.Kill(CauseOfDeathType.Unknown, null, true);
c.Enabled = false;
Spawner.AddEntityToRemoveQueue(c);
if (c.Inventory != null)
{
foreach (Item item in c.Inventory.AllItems)
{
Spawner.AddItemToRemoveQueue(item);
}
}
}
RespawnShuttle.SetPosition(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + RespawnShuttle.Borders.Height));
RespawnShuttle.Velocity = Vector2.Zero;
foreach (var characterPosition in characterPositions)
{
characterPosition.Key.TeleportTo(characterPosition.Value);
}
}
public static float GetReducedSkill(CharacterInfo characterInfo, Skill skill, float skillLossPercentage, float? currentSkillLevel = null)
{
var skillPrefab = characterInfo.Job.Prefab.Skills.Find(s => skill.Identifier == s.Identifier);
float currentLevel = currentSkillLevel ?? skill.Level;
if (skillPrefab == null || currentLevel < skillPrefab.LevelRange.End) { return currentLevel; }
return MathHelper.Lerp(currentLevel, skillPrefab.LevelRange.End, skillLossPercentage / 100.0f);
}
partial void RespawnCharactersProjSpecific(Vector2? shuttlePos);
public void RespawnCharacters(Vector2? shuttlePos)
{
RespawnCharactersProjSpecific(shuttlePos);
}
public static AfflictionPrefab GetRespawnPenaltyAfflictionPrefab()
{
return AfflictionPrefab.Prefabs.First(a => a.AfflictionType == "respawnpenalty");
}
public static Affliction GetRespawnPenaltyAffliction()
{
return GetRespawnPenaltyAfflictionPrefab()?.Instantiate(10.0f);
}
public static void GiveRespawnPenaltyAffliction(Character character)
{
var respawnPenaltyAffliction = GetRespawnPenaltyAffliction();
if (respawnPenaltyAffliction != null)
{
character.CharacterHealth.ApplyAffliction(targetLimb: null, respawnPenaltyAffliction);
}
}
public Vector2 FindSpawnPos()
{
if (Level.Loaded == null || Submarine.MainSub == null) { return Vector2.Zero; }
Rectangle dockedBorders = RespawnShuttle.GetDockedBorders();
Vector2 diffFromDockedBorders =
new Vector2(dockedBorders.Center.X, dockedBorders.Y - dockedBorders.Height / 2)
- new Vector2(RespawnShuttle.Borders.Center.X, RespawnShuttle.Borders.Y - RespawnShuttle.Borders.Height / 2);
int minWidth = Math.Max(dockedBorders.Width, 1000);
int minHeight = Math.Max(dockedBorders.Height, 1000);
List<Level.InterestingPosition> potentialSpawnPositions = new List<Level.InterestingPosition>();
foreach (Level.InterestingPosition potentialSpawnPos in Level.Loaded.PositionsOfInterest.Where(p => p.PositionType == Level.PositionType.MainPath))
{
bool invalid = false;
//make sure the shuttle won't overlap with any ruins
foreach (var ruin in Level.Loaded.Ruins)
{
if (Math.Abs(ruin.Area.Center.X - potentialSpawnPos.Position.X) < (minWidth + ruin.Area.Width) / 2) { invalid = true; break; }
if (Math.Abs(ruin.Area.Center.Y - potentialSpawnPos.Position.Y) < (minHeight + ruin.Area.Height) / 2) { invalid = true; break; }
}
if (invalid) { continue; }
//make sure there aren't any walls too close
var tooCloseCells = Level.Loaded.GetTooCloseCells(potentialSpawnPos.Position.ToVector2(), Math.Max(minWidth, minHeight));
if (tooCloseCells.Any()) { continue; }
//make sure the spawnpoint is far enough from other subs
foreach (Submarine sub in Submarine.Loaded)
{
if (sub == RespawnShuttle || RespawnShuttle.DockedTo.Contains(sub)) { continue; }
float minDist = Math.Max(Math.Max(minWidth, minHeight) + Math.Max(sub.Borders.Width, sub.Borders.Height), 10000.0f);
if (Vector2.DistanceSquared(sub.WorldPosition, potentialSpawnPos.Position.ToVector2()) < minDist * minDist)
{
invalid = true;
break;
}
}
if (invalid) { continue; }
foreach (Character character in Character.CharacterList)
{
if (character.IsDead)
{
//cannot spawn directly over dead bodies
if (Math.Abs(character.WorldPosition.X - potentialSpawnPos.Position.X) < minWidth) { invalid = true; break; }
if (Math.Abs(character.WorldPosition.Y - potentialSpawnPos.Position.Y) < minHeight) { invalid = true; break; }
}
else
{
//cannot spawn near alive characters (to prevent other players from seeing the shuttle
//appear out of nowhere, or monsters from immediatelly wrecking the shuttle)
if (Vector2.DistanceSquared(character.WorldPosition, potentialSpawnPos.Position.ToVector2()) < 5000.0f * 5000.0f)
{
invalid = true;
break;
}
}
}
if (invalid) { continue; }
potentialSpawnPositions.Add(potentialSpawnPos);
}
Vector2 bestSpawnPos = new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + RespawnShuttle.Borders.Height);
float bestSpawnPosValue = 0.0f;
foreach (var potentialSpawnPos in potentialSpawnPositions)
{
//the closer the spawnpos is to the main sub, the better
float spawnPosValue = 100000.0f / Math.Max(Vector2.Distance(potentialSpawnPos.Position.ToVector2(), Submarine.MainSub.WorldPosition), 1.0f);
//prefer spawnpoints that are at the left side of the sub (so the shuttle doesn't have to go backwards)
if (potentialSpawnPos.Position.X > Submarine.MainSub.WorldPosition.X)
{
spawnPosValue *= 0.1f;
}
if (spawnPosValue > bestSpawnPosValue)
{
bestSpawnPos = potentialSpawnPos.Position.ToVector2();
bestSpawnPosValue = spawnPosValue;
}
}
return bestSpawnPos;
}
}
}