public override void BeforeStart() { base.BeforeStart(); if (!Sync.IsServer) { return; } bool shouldHaveCargoShips = MyFakes.ENABLE_CARGO_SHIPS && MySession.Static.CargoShipsEnabled; var cargoShipEvent = MyGlobalEvents.GetEventById(new MyDefinitionId(typeof(MyObjectBuilder_GlobalEventBase), "SpawnCargoShip")); if (cargoShipEvent == null && shouldHaveCargoShips) { var globalEvent = MyGlobalEventFactory.CreateEvent(new MyDefinitionId(typeof(MyObjectBuilder_GlobalEventBase), "SpawnCargoShip")); MyGlobalEvents.AddGlobalEvent(globalEvent); } else if (cargoShipEvent != null) { if (shouldHaveCargoShips) { cargoShipEvent.Enabled = true; } else { cargoShipEvent.Enabled = false; } } }
private static void RetryEventWithMaxTry(MyGlobalEventBase evt) { if (++m_eventSpawnTry <= EVENT_SPAWN_TRY_MAX) { MySandboxGame.Log.WriteLine("Could not spawn event. Try " + m_eventSpawnTry + " of " + EVENT_SPAWN_TRY_MAX); MyGlobalEvents.RescheduleEvent(evt, NEUTRAL_SHIP_RESCHEDULE_TIME); return; } else { m_eventSpawnTry = 0; return; } }
public static void OnGlobalSpawnEvent(object senderEvent) { // Select a spawn group to spawn MySpawnGroupDefinition spawnGroup = PickRandomSpawnGroup(); if (spawnGroup == null) { return; } spawnGroup.ReloadPrefabs(); ProfilerShort.Begin("Generate position and direction"); double spawnDistance = NEUTRAL_SHIP_SPAWN_DISTANCE; Vector3D playerPosition = Vector3D.Zero; bool isWorldLimited = MyEntities.IsWorldLimited(); int numPlayers = 0; if (isWorldLimited) { spawnDistance = Math.Min(spawnDistance, MyEntities.WorldSafeHalfExtent() - spawnGroup.SpawnRadius); } else { // In infinite worlds players can be thousands of kilometers away, so spawn ship around random player // so cargo ships will be spawned around every player at some time var players = MySession.Static.Players.GetOnlinePlayers(); // In DS there can be no players connected numPlayers = Math.Max(0, players.Count - 1); int randomPlayerPosition = MyUtils.GetRandomInt(0, numPlayers); int i = 0; foreach (var player in players) { if (i == randomPlayerPosition) { if (player.Character != null) { playerPosition = player.GetPosition(); } break; } i++; } } if (spawnDistance < 0.0f) { MySandboxGame.Log.WriteLine("Not enough space in the world to spawn such a huge spawn group!"); return; } double forbiddenRadius = NEUTRAL_SHIP_FORBIDDEN_RADIUS; BoundingBoxD spawnBox; if (isWorldLimited) { spawnBox = new BoundingBoxD(new Vector3D(playerPosition - spawnDistance), new Vector3D(playerPosition + spawnDistance)); } else { // We need to extend bouding box so cargo ships aren't spawned near other players GetSafeBoundingBoxForPlayers(playerPosition, spawnDistance, out spawnBox); // Forbidden radius is sphere around all players in box. // Bounding box is generated from players positions so their distance to center shall be same for all players forbiddenRadius += spawnBox.HalfExtents.Max() - NEUTRAL_SHIP_FORBIDDEN_RADIUS; } // Get the direction to the center and deviate it randomly Vector3D?origin = MyUtils.GetRandomBorderPosition(ref spawnBox); origin = MyEntities.FindFreePlace(origin.Value, spawnGroup.SpawnRadius); if (!origin.HasValue) { MySandboxGame.Log.WriteLine("Could not spawn neutral ships - no free place found"); MyGlobalEvents.RescheduleEvent(senderEvent as MyGlobalEventBase, NEUTRAL_SHIP_RESCHEDULE_TIME); ProfilerShort.End(); return; } // Radius in arc units of the forbidden sphere in the center, when viewed from origin float centerArcRadius = (float)Math.Atan(forbiddenRadius / (origin.Value - spawnBox.Center).Length()); // Generate direction with elevation from centerArcRadius radians to (cAR + N_S_D_S) radians Vector3D direction = -Vector3D.Normalize(origin.Value); float theta = MyUtils.GetRandomFloat(centerArcRadius, centerArcRadius + NEUTRAL_SHIP_DIRECTION_SPREAD); float phi = MyUtils.GetRandomRadian(); Vector3D cosVec = Vector3D.CalculatePerpendicularVector(direction); Vector3D sinVec = Vector3D.Cross(direction, cosVec); cosVec *= (Math.Sin(theta) * Math.Cos(phi)); sinVec *= (Math.Sin(theta) * Math.Sin(phi)); direction = direction * Math.Cos(theta) + cosVec + sinVec; Vector3D destination = Vector3D.Zero; RayD ray = new RayD(origin.Value, direction); double? intersection = ray.Intersects(spawnBox); Vector3D directionMult; if (!intersection.HasValue || intersection.Value < NEUTRAL_SHIP_MINIMAL_ROUTE_LENGTH) { directionMult = direction * NEUTRAL_SHIP_MINIMAL_ROUTE_LENGTH; } else { directionMult = direction * intersection.Value; } destination = origin.Value + directionMult; Vector3D upVector = Vector3D.CalculatePerpendicularVector(direction); Vector3D rightVector = Vector3D.Cross(direction, upVector); MatrixD originMatrix = MatrixD.CreateWorld(origin.Value, direction, upVector); ProfilerShort.End(); ProfilerShort.Begin("Check free space"); // CH:TODO: Convex cast to detect collision // Check ships' path to avoid possible collisions. (TODO: But only if it is said in the definitions) m_raycastHits.Clear(); foreach (var shipPrefab in spawnGroup.Prefabs) { var prefabDef = MyDefinitionManager.Static.GetPrefabDefinition(shipPrefab.SubtypeId); Debug.Assert(prefabDef != null); Vector3D shipPosition = Vector3.Transform(shipPrefab.Position, originMatrix); Vector3D shipDestination = shipPosition + directionMult; float radius = prefabDef == null ? 10.0f : prefabDef.BoundingSphere.Radius; MyPhysics.CastRay(shipPosition, shipDestination, m_raycastHits, MyPhysics.ObjectDetectionCollisionLayer); if (m_raycastHits.Count() > 0) { MySandboxGame.Log.WriteLine("Could not spawn neutral ships due to collision"); MyGlobalEvents.RescheduleEvent(senderEvent as MyGlobalEventBase, NEUTRAL_SHIP_RESCHEDULE_TIME); ProfilerShort.End(); return; } for (int i = 0; i < 4; ++i) { Vector3D shiftVector = upVector * m_upVecMultipliers[i] * radius + rightVector * m_rightVecMultipliers[i] * radius; MyPhysics.CastRay(shipPosition + shiftVector, shipDestination + shiftVector, m_raycastHits, MyPhysics.ObjectDetectionCollisionLayer); if (m_raycastHits.Count() > 0) { MySandboxGame.Log.WriteLine("Could not spawn neutral ships due to collision"); MyGlobalEvents.RescheduleEvent(senderEvent as MyGlobalEventBase, NEUTRAL_SHIP_RESCHEDULE_TIME); ProfilerShort.End(); return; } } } ProfilerShort.End(); ProfilerShort.Begin("Spawn ships"); //This is not an NPC so that it doesn't show up in assign ownership drop down menu MyIdentity spawnGroupIdentity = Sync.Players.CreateNewIdentity("Neutral NPC"); long spawnGroupId = spawnGroupIdentity.IdentityId; // The ships were collision-free. Now spawn them foreach (var shipPrefab in spawnGroup.Prefabs) { ProfilerShort.Begin(shipPrefab.BeaconText); // Yes, this could have been saved in the previous loop, but compared to (e.g.) raycasts, this does not take too much time to recalculate Vector3D shipPosition = Vector3D.Transform((Vector3D)shipPrefab.Position, originMatrix); Vector3D shipDestination = shipPosition + directionMult; Vector3D up = Vector3D.CalculatePerpendicularVector(-direction); m_tmpGridList.Clear(); // Deploy ship ProfilerShort.Begin("Spawn cargo ship"); MyPrefabManager.Static.SpawnPrefab( resultList: m_tmpGridList, prefabName: shipPrefab.SubtypeId, position: shipPosition, forward: direction, up: up, initialLinearVelocity: shipPrefab.Speed * direction, beaconName: shipPrefab.BeaconText, spawningOptions: Sandbox.ModAPI.SpawningOptions.RotateFirstCockpitTowardsDirection | Sandbox.ModAPI.SpawningOptions.SpawnRandomCargo | Sandbox.ModAPI.SpawningOptions.DisableDampeners, updateSync: true); ProfilerShort.End(); foreach (var grid in m_tmpGridList) { grid.ChangeGridOwnership(spawnGroupId, MyOwnershipShareModeEnum.None); var cockpit = grid.GetFirstBlockOfType <MyCockpit>(); if (cockpit != null) { MySimpleAutopilot ai = new MySimpleAutopilot(shipDestination, (Vector3)direction); cockpit.AttachAutopilot(ai); break; } } m_tmpGridList.Clear(); ProfilerShort.End(); } ProfilerShort.End(); }
public static void OnGlobalSpawnEvent(object senderEvent) { // Select a spawn group to spawn MySpawnGroupDefinition spawnGroup = PickRandomSpawnGroup(); if (spawnGroup == null) { return; } spawnGroup.ReloadPrefabs(); ProfilerShort.Begin("Generate position and direction"); double spawnDistance = NEUTRAL_SHIP_SPAWN_DISTANCE; Vector3D playerPosition = Vector3D.Zero; bool isWorldLimited = MyEntities.IsWorldLimited(); int numPlayers = 0; if (isWorldLimited) { spawnDistance = Math.Min(spawnDistance, MyEntities.WorldSafeHalfExtent() - spawnGroup.SpawnRadius); } else { // In infinite worlds players can be thousands of kilometers away, so spawn ship around random player // so cargo ships will be spawned around every player at some time var players = MySession.Static.Players.GetOnlinePlayers(); // In DS there can be no players connected numPlayers = Math.Max(0, players.Count - 1); int randomPlayerPosition = MyUtils.GetRandomInt(0, numPlayers); int i = 0; foreach (var player in players) { if (i == randomPlayerPosition) { if (player.Character != null) { playerPosition = player.GetPosition(); } break; } i++; } } if (spawnDistance < 0.0f) { MySandboxGame.Log.WriteLine("Not enough space in the world to spawn such a huge spawn group!"); return; } double forbiddenRadius = NEUTRAL_SHIP_FORBIDDEN_RADIUS; BoundingBoxD spawnBox; if (isWorldLimited) { spawnBox = new BoundingBoxD(new Vector3D(playerPosition - spawnDistance), new Vector3D(playerPosition + spawnDistance)); } else { // We need to extend bouding box so cargo ships aren't spawned near other players GetSafeBoundingBoxForPlayers(playerPosition, spawnDistance, out spawnBox); // Forbidden radius is sphere around all players in box. // Bounding box is generated from players positions so their distance to center shall be same for all players forbiddenRadius += spawnBox.HalfExtents.Max() - NEUTRAL_SHIP_FORBIDDEN_RADIUS; } // Get the direction to the center and deviate it randomly Vector3D?origin = MyUtils.GetRandomBorderPosition(ref spawnBox); origin = MyEntities.TestPlaceInSpace(origin.Value, spawnGroup.SpawnRadius); if (!origin.HasValue) { if (++m_eventSpawnTry <= EVENT_SPAWN_TRY_MAX) { MySandboxGame.Log.WriteLine("Could not spawn neutral ships - no free place found. Try " + m_eventSpawnTry + " of " + EVENT_SPAWN_TRY_MAX); MyGlobalEvents.RescheduleEvent(senderEvent as MyGlobalEventBase, NEUTRAL_SHIP_RESCHEDULE_TIME); ProfilerShort.End(); return; } else { m_eventSpawnTry = 0; return; } } m_eventSpawnTry = 0; // Radius in arc units of the forbidden sphere in the center, when viewed from origin float centerArcRadius = (float)Math.Atan(forbiddenRadius / (origin.Value - spawnBox.Center).Length()); // Generate direction with elevation from centerArcRadius radians to (cAR + N_S_D_S) radians Vector3D direction = -Vector3D.Normalize(origin.Value); float theta = MyUtils.GetRandomFloat(centerArcRadius, centerArcRadius + NEUTRAL_SHIP_DIRECTION_SPREAD); float phi = MyUtils.GetRandomRadian(); Vector3D cosVec = Vector3D.CalculatePerpendicularVector(direction); Vector3D sinVec = Vector3D.Cross(direction, cosVec); cosVec *= (Math.Sin(theta) * Math.Cos(phi)); sinVec *= (Math.Sin(theta) * Math.Sin(phi)); direction = direction * Math.Cos(theta) + cosVec + sinVec; Vector3D destination = Vector3D.Zero; RayD ray = new RayD(origin.Value, direction); double? intersection = ray.Intersects(spawnBox); Vector3D directionMult; if (!intersection.HasValue || intersection.Value < NEUTRAL_SHIP_MINIMAL_ROUTE_LENGTH) { directionMult = direction * NEUTRAL_SHIP_MINIMAL_ROUTE_LENGTH; } else { directionMult = direction * intersection.Value; } destination = origin.Value + directionMult; Vector3D upVector = Vector3D.CalculatePerpendicularVector(direction); Vector3D rightVector = Vector3D.Cross(direction, upVector); MatrixD originMatrix = MatrixD.CreateWorld(origin.Value, direction, upVector); ProfilerShort.End(); ProfilerShort.Begin("Check free space"); // CH:TODO: Convex cast to detect collision // Check ships' path to avoid possible collisions. (TODO: But only if it is said in the definitions) m_raycastHits.Clear(); foreach (var shipPrefab in spawnGroup.Prefabs) { var prefabDef = MyDefinitionManager.Static.GetPrefabDefinition(shipPrefab.SubtypeId); Debug.Assert(prefabDef != null); Vector3D shipPosition = Vector3.Transform(shipPrefab.Position, originMatrix); Vector3D shipDestination = shipPosition + directionMult; float radius = prefabDef == null ? 10.0f : prefabDef.BoundingSphere.Radius; //these point checks could be done in the trajectory intersect, but checking points is faster than ray intersect if (MyGravityProviderSystem.IsPositionInNaturalGravity(shipPosition, spawnGroup.SpawnRadius)) { if (!MyFinalBuildConstants.IS_OFFICIAL) { MySandboxGame.Log.WriteLine("Could not spawn neutral ships: spawn point is inside gravity well"); } MyGlobalEvents.RescheduleEvent(senderEvent as MyGlobalEventBase, NEUTRAL_SHIP_RESCHEDULE_TIME); ProfilerShort.End(); return; } if (MyGravityProviderSystem.IsPositionInNaturalGravity(shipDestination, spawnGroup.SpawnRadius)) { if (!MyFinalBuildConstants.IS_OFFICIAL) { MySandboxGame.Log.WriteLine("Could not spawn neutral ships: destination point is inside gravity well"); } MyGlobalEvents.RescheduleEvent(senderEvent as MyGlobalEventBase, NEUTRAL_SHIP_RESCHEDULE_TIME); ProfilerShort.End(); return; } if (MyGravityProviderSystem.DoesTrajectoryIntersectNaturalGravity(shipPosition, shipDestination, spawnGroup.SpawnRadius + NEUTRAL_SHIP_SPAWN_OFFSET)) { if (!MyFinalBuildConstants.IS_OFFICIAL) { MySandboxGame.Log.WriteLine("Could not spawn neutral ships: flight path intersects gravity well"); } MyGlobalEvents.RescheduleEvent(senderEvent as MyGlobalEventBase, NEUTRAL_SHIP_RESCHEDULE_TIME); ProfilerShort.End(); return; } MyPhysics.CastRay(shipPosition, shipDestination, m_raycastHits, MyPhysics.CollisionLayers.ObjectDetectionCollisionLayer); if (m_raycastHits.Count > 0) { if (!MyFinalBuildConstants.IS_OFFICIAL) { MySandboxGame.Log.WriteLine("Could not spawn neutral ships due to collision"); } MyGlobalEvents.RescheduleEvent(senderEvent as MyGlobalEventBase, NEUTRAL_SHIP_RESCHEDULE_TIME); ProfilerShort.End(); return; } for (int i = 0; i < 4; ++i) { Vector3D shiftVector = upVector * m_upVecMultipliers[i] * radius + rightVector * m_rightVecMultipliers[i] * radius; MyPhysics.CastRay(shipPosition + shiftVector, shipDestination + shiftVector, m_raycastHits, MyPhysics.CollisionLayers.ObjectDetectionCollisionLayer); if (m_raycastHits.Count > 0) { if (!MyFinalBuildConstants.IS_OFFICIAL) { MySandboxGame.Log.WriteLine("Could not spawn neutral ships due to collision"); } MyGlobalEvents.RescheduleEvent(senderEvent as MyGlobalEventBase, NEUTRAL_SHIP_RESCHEDULE_TIME); ProfilerShort.End(); return; } } } ProfilerShort.End(); ProfilerShort.Begin("Spawn ships"); long spawnGroupId = MyPirateAntennas.GetPiratesId(); // The ships were collision-free. Now spawn them foreach (var shipPrefab in spawnGroup.Prefabs) { ProfilerShort.Begin(shipPrefab.BeaconText); // Yes, this could have been saved in the previous loop, but compared to (e.g.) raycasts, this does not take too much time to recalculate Vector3D shipPosition = Vector3D.Transform((Vector3D)shipPrefab.Position, originMatrix); Vector3D shipDestination = shipPosition + directionMult; Vector3D up = Vector3D.CalculatePerpendicularVector(-direction); List <MyCubeGrid> tmpGridList = new List <MyCubeGrid>(); // CH: We don't want a new identity for each ship anymore. We should handle that in a better way... /*if (shipPrefab.ResetOwnership) * { * if (spawnGroupId == 0) * { * //This is not an NPC so that it doesn't show up in assign ownership drop down menu * MyIdentity spawnGroupIdentity = Sync.Players.CreateNewIdentity("Neutral NPC"); * spawnGroupId = spawnGroupIdentity.IdentityId; * } * }*/ // Deploy ship ProfilerShort.Begin("Spawn cargo ship"); Stack <Action> callbacks = new Stack <Action>(); callbacks.Push(delegate() { InitAutopilot(tmpGridList, shipDestination, direction); foreach (var grid in tmpGridList) { Debug.Assert(grid.Physics.Enabled); grid.ActivatePhysics(); //last chance to activate physics } }); MyPrefabManager.Static.SpawnPrefab( resultList: tmpGridList, prefabName: shipPrefab.SubtypeId, position: shipPosition, forward: direction, up: up, initialLinearVelocity: shipPrefab.Speed * direction, beaconName: shipPrefab.BeaconText, spawningOptions: VRage.Game.ModAPI.SpawningOptions.RotateFirstCockpitTowardsDirection | VRage.Game.ModAPI.SpawningOptions.SpawnRandomCargo | VRage.Game.ModAPI.SpawningOptions.DisableDampeners, ownerId: shipPrefab.ResetOwnership ? spawnGroupId : 0, callbacks: callbacks); ProfilerShort.End(); ProfilerShort.End(); } ProfilerShort.End(); }