Ejemplo n.º 1
0
    public static List <HPInfo> generateHpInfoListFromWeaponManager(WeaponManager weaponManager, HPInfoListGenerateNetworkType networkType, ulong networkID = 0)
    {
        List <HPInfo> hpInfos = new List <HPInfo>();
        HPEquippable  lastEquippable;

        bool playerFlag = weaponManager.actor.isPlayer;

        for (int i = 0; i < weaponManager.equipCount; i++)
        {
            //Debug.Log("Weapon Manager, Equip " + i);
            lastEquippable = weaponManager.GetEquip(i);
            if (lastEquippable == null) //If this is null, it means there isn't any weapon in that slot.
            {
                continue;
            }
            //Debug.Log("Last Equippable = " + lastEquippable.fullName);
            List <ulong> missileUIDS = new List <ulong>();
            if (lastEquippable is HPEquipMissileLauncher HPml)
            {
                //Debug.Log("This last equip is a missile launcher");
                if (HPml.ml == null)
                {
                    Debug.LogError("The Missile Launcher was null on this Missile Launcher");
                    Debug.LogError("Type was = " + lastEquippable.weaponType);
                    continue;
                }
                if (HPml.ml.missiles == null)
                {
                    Debug.LogError("The missile list is null");
                    continue;
                }
                //Debug.Log($"This has {HPml.ml.missiles.Length} missiles");
                for (int j = 0; j < HPml.ml.missiles.Length; j++)
                {
                    //There shouldn't be any shot missiles, but if so this skips them as they are null.
                    if (HPml.ml.missiles[j] == null)
                    {
                        missileUIDS.Add(0);
                        //Debug.LogError("It seems there was a missile shot as it was null");
                        continue;
                    }
                    //Debug.Log("Adding Missle Networker to missile");
                    switch (networkType)
                    {
                    case HPInfoListGenerateNetworkType.generate:
                        MissileNetworker_Sender mnSender = HPml.ml.missiles[j].gameObject.AddComponent <MissileNetworker_Sender>();
                        mnSender.networkUID = Networker.GenerateNetworkUID();
                        missileUIDS.Add(mnSender.networkUID);
                        if (playerFlag)
                        {
                            HPml.ml.missiles[j].gameObject.name = Steamworks.SteamFriends.GetPersonaName() + "'s " + HPml.ml.missiles[j].gameObject.name;
                        }
                        break;

                    case HPInfoListGenerateNetworkType.sender:
                        MissileNetworker_Sender sender = HPml.ml.missiles[j].gameObject.GetComponent <MissileNetworker_Sender>();
                        if (playerFlag)
                        {
                            HPml.ml.missiles[j].gameObject.name = Steamworks.SteamFriends.GetPersonaName() + "'s " + HPml.ml.missiles[j].gameObject.name;
                        }
                        if (sender != null)
                        {
                            missileUIDS.Add(sender.networkUID);
                        }
                        else
                        {
                            Debug.LogError($"Failed to get NetworkUID for missile ({HPml.ml.missiles[j].gameObject.name})");
                        }
                        break;

                    case HPInfoListGenerateNetworkType.receiver:
                        MissileNetworker_Receiver reciever = HPml.ml.missiles[j].gameObject.GetComponent <MissileNetworker_Receiver>();
                        if (reciever != null)
                        {
                            missileUIDS.Add(reciever.networkUID);
                        }
                        else
                        {
                            Debug.LogError($"Receiver null, Failed to get NetworkUID for missile ({HPml.ml.missiles[j].gameObject.name})");
                        }
                        break;
                    }
                }
            }
            else if (lastEquippable is HPEquipGunTurret HPm230 && networkID != 0)
            {
                switch (networkType)
                {
                case HPInfoListGenerateNetworkType.generate:
                    Debug.Log("Added m230 turret sender");
                    TurretNetworker_Sender sender = HPm230.gameObject.AddComponent <TurretNetworker_Sender>();
                    sender.networkUID = networkID;
                    sender.turret     = HPm230.GetComponent <ModuleTurret>();
                    break;

                default:
                    break;
                }
            }

            hpInfos.Add(new HPInfo(
                            lastEquippable.gameObject.name.Replace("(Clone)", ""),
                            lastEquippable.hardpointIdx,
                            lastEquippable.weaponType,
                            missileUIDS.ToArray()));
        }

        return(hpInfos);
    }
Ejemplo n.º 2
0
    public static void setupAIAircraft(Actor actor)
    {
        if (actor.role == Actor.Roles.Missile || actor.isPlayer)
        {
            return;
        }
        if (actor.name.Contains("Rearm/Refuel"))
        {
            return;
        }
        foreach (AI ai in AIManager.AIVehicles)
        {
            if (ai.actor == actor)
            {
                return;
            }
        }
        if (actor.parentActor == null)
        {
            AIManager.AIVehicles.Add(new AIManager.AI(actor.gameObject, actor.unitSpawn.unitName, actor, Networker.networkUID + 1));
            foreach (Actor child in actor.gameObject.GetComponentsInChildren <Actor>())
            {
                ulong networkUID = Networker.GenerateNetworkUID();
                Debug.Log("Adding UID senders to " + child.name + $", their uID will be {networkUID}.");
                if (!VTOLVR_Multiplayer.AIDictionaries.allActors.ContainsKey(networkUID))
                {
                    VTOLVR_Multiplayer.AIDictionaries.allActors.Add(networkUID, child);
                }
                if (!VTOLVR_Multiplayer.AIDictionaries.reverseAllActors.ContainsKey(child))
                {
                    VTOLVR_Multiplayer.AIDictionaries.reverseAllActors.Add(child, networkUID);
                }
                UIDNetworker_Sender uidSender = child.gameObject.AddComponent <UIDNetworker_Sender>();
                uidSender.networkUID = networkUID;
                Debug.Log("Added UID sender!");

                Debug.Log("Checking for locking radars");
                foreach (LockingRadar radar in child.GetComponentsInChildren <LockingRadar>())
                {
                    if (radar.GetComponent <Actor>() == child)
                    {
                        Debug.Log($"Adding radar sender to object {child.name} as it is the same game object as this actor.");
                        LockingRadarNetworker_Sender lastLockingSender = child.gameObject.AddComponent <LockingRadarNetworker_Sender>();
                        lastLockingSender.networkUID = networkUID;
                        Debug.Log("Added locking radar!");
                    }
                    else if (radar.GetComponentInParent <Actor>() == child)
                    {
                        Debug.Log($"Adding radar sender to object {child.name} as it is a child of this actor.");
                        LockingRadarNetworker_Sender lastLockingSender = child.gameObject.AddComponent <LockingRadarNetworker_Sender>();
                        lastLockingSender.networkUID = networkUID;
                        Debug.Log("Added locking radar!");
                    }
                    else
                    {
                        Debug.Log("This radar is not direct child of this actor, ignoring");
                    }
                }

                Debug.Log("Checking for health");
                if (child.gameObject.GetComponent <Health>() != null)
                {
                    Debug.Log("adding health sender to ai");
                    HealthNetworker_Sender healthNetworker = child.gameObject.AddComponent <HealthNetworker_Sender>();
                    healthNetworker.networkUID = networkUID;
                    Debug.Log("added health sender to ai!");
                }
                else
                {
                    Debug.Log(child.name + " has no health?");
                }

                Debug.Log("checking for movement type");
                if (child.gameObject.GetComponent <ShipMover>() != null)
                {
                    Debug.Log("I am a ship!");
                    ShipNetworker_Sender shipNetworker = child.gameObject.AddComponent <ShipNetworker_Sender>();
                    shipNetworker.networkUID = networkUID;
                }
                else if (child.gameObject.GetComponent <GroundUnitMover>() != null)
                {
                    Debug.Log("I am a ground mover!");
                    if (child.gameObject.GetComponent <Rigidbody>() != null)
                    {
                        GroundNetworker_Sender lastGroundSender = child.gameObject.AddComponent <GroundNetworker_Sender>();
                        lastGroundSender.networkUID = networkUID;
                    }
                }
                else if (child.gameObject.GetComponent <Rigidbody>() != null)
                {
                    Debug.Log("I am physicsy!");
                    RigidbodyNetworker_Sender lastRigidSender = child.gameObject.AddComponent <RigidbodyNetworker_Sender>();
                    lastRigidSender.networkUID = networkUID;
                    //reduced tick rate for ground Units
                    if (child.role == Actor.Roles.Ground)
                    {
                        lastRigidSender.tickRate = 0.01f;
                    }
                    if (child.role == Actor.Roles.GroundArmor)
                    {
                        lastRigidSender.tickRate = 1.0f;
                    }
                }

                Debug.Log("checking if aircraft");
                if (!child.isPlayer && child.role == Actor.Roles.Air)
                {
                    if (child.weaponManager != null)
                    {
                        PlaneEquippableManager.generateHpInfoListFromWeaponManager(child.weaponManager, PlaneEquippableManager.HPInfoListGenerateNetworkType.generate, uidSender.networkUID);
                    }
                    PlaneNetworker_Sender lastPlaneSender = child.gameObject.AddComponent <PlaneNetworker_Sender>();
                    lastPlaneSender.networkUID = networkUID;
                }

                Debug.Log("checking ext lights");
                if (child.gameObject.GetComponentInChildren <ExteriorLightsController>() != null)
                {
                    //ExtNPCLight_Sender extLight = actor.gameObject.AddComponent<ExtNPCLight_Sender>();
                    //extLight.networkUID = networkUID;
                }

                Debug.Log("checking for guns");
                if (child.gameObject.GetComponentsInChildren <Actor>().Count() <= 1)
                {//only run this code on units without subunits
                    ulong turretCount = 0;
                    foreach (ModuleTurret moduleTurret in child.gameObject.GetComponentsInChildren <ModuleTurret>())
                    {
                        TurretNetworker_Sender tSender = moduleTurret.gameObject.AddComponent <TurretNetworker_Sender>();
                        tSender.networkUID = networkUID;
                        tSender.turretID   = turretCount;
                        Debug.Log("Added turret " + turretCount + " to actor " + networkUID + " uid");
                        turretCount++;
                    }
                    ulong gunCount = 0;
                    foreach (GunTurretAI moduleTurret in child.gameObject.GetComponentsInChildren <GunTurretAI>())
                    {
                        AAANetworker_Sender gSender = moduleTurret.gameObject.AddComponent <AAANetworker_Sender>();
                        gSender.networkUID = networkUID;
                        gSender.gunID      = gunCount;
                        Debug.Log("Added gun " + gunCount + " to actor " + networkUID + " uid");
                        gunCount++;
                    }
                }

                Debug.Log("checking for IRSams");
                IRSamLauncher ml = child.gameObject.GetComponentInChildren <IRSamLauncher>();
                if (ml != null)
                {
                    List <ulong>            samIDS = new List <ulong>();
                    MissileNetworker_Sender lastSender;
                    for (int i = 0; i < ml.ml.missiles.Length; i++)
                    {
                        lastSender            = ml.ml.missiles[i].gameObject.AddComponent <MissileNetworker_Sender>();
                        lastSender.networkUID = Networker.GenerateNetworkUID();
                        samIDS.Add(lastSender.networkUID);
                    }
                    child.gameObject.AddComponent <IRSAMNetworker_Sender>().irIDs = samIDS.ToArray();
                }

                Debug.Log("checking for soldier");
                Soldier soldier = child.gameObject.GetComponentInChildren <Soldier>();
                if (soldier != null)
                {
                    if (soldier.soldierType == Soldier.SoldierTypes.IRMANPAD)
                    {
                        List <ulong>            samIDS = new List <ulong>();
                        MissileNetworker_Sender lastSender;
                        for (int i = 0; i < soldier.irMissileLauncher.missiles.Length; i++)
                        {
                            lastSender            = soldier.irMissileLauncher.missiles[i].gameObject.AddComponent <MissileNetworker_Sender>();
                            lastSender.networkUID = Networker.GenerateNetworkUID();
                            samIDS.Add(lastSender.networkUID);
                        }
                        child.gameObject.AddComponent <IRSAMNetworker_Sender>().irIDs = samIDS.ToArray();
                    }
                }

                Debug.Log("checking for airport");
                AirportManager airport = child.gameObject.GetComponent <AirportManager>();
                if (airport != null)
                {
                    AIManager.SetUpCarrier(child.gameObject, networkUID, child.team);
                }
                //if (!child.unitSpawn.unitSpawner.spawned)
                //{
                //    Debug.Log("Actor " + child.name + " isn't spawned yet, still sending.");
                //}
            }
        }
        else
        {
            Debug.Log(actor.name + " has a parent, not giving an uID sender.");
        }
    }