private void LoadHuman(HumanPrefab humanPrefab, XElement element, Submarine submarine) { string[] moduleFlags = element.GetAttributeStringArray("moduleflags", null); string[] spawnPointTags = element.GetAttributeStringArray("spawnpointtags", null); ISpatialEntity spawnPos = SpawnAction.GetSpawnPos( SpawnAction.SpawnLocationType.Outpost, SpawnType.Human, moduleFlags ?? humanPrefab.GetModuleFlags(), spawnPointTags ?? humanPrefab.GetSpawnPointTags(), element.GetAttributeBool("asfaraspossible", false)); if (spawnPos == null) { spawnPos = submarine.GetHulls(alsoFromConnectedSubs: false).GetRandom(); } var characterInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, jobPrefab: humanPrefab.GetJobPrefab(Rand.RandSync.Server), randSync: Rand.RandSync.Server); Character spawnedCharacter = Character.Create(characterInfo.SpeciesName, spawnPos.WorldPosition, ToolBox.RandomSeed(8), characterInfo, createNetworkEvent: false); if (element.GetAttributeBool("requirerescue", false)) { requireRescue.Add(spawnedCharacter); spawnedCharacter.TeamID = CharacterTeamType.FriendlyNPC; #if CLIENT GameMain.GameSession.CrewManager.AddCharacterToCrewList(spawnedCharacter); #endif } else { spawnedCharacter.TeamID = CharacterTeamType.None; } humanPrefab.InitializeCharacter(spawnedCharacter, spawnPos); humanPrefab.GiveItems(spawnedCharacter, Submarine.MainSub, Rand.RandSync.Server, createNetworkEvents: false); if (spawnPos is WayPoint wp) { spawnedCharacter.GiveIdCardTags(wp); } if (element.GetAttributeBool("requirekill", false)) { requireKill.Add(spawnedCharacter); } characters.Add(spawnedCharacter); characterItems.Add(spawnedCharacter, spawnedCharacter.Inventory.FindAllItems(recursive: true)); }
protected Character CreateHuman(HumanPrefab humanPrefab, List <Character> characters, Dictionary <Character, List <Item> > characterItems, Submarine submarine, CharacterTeamType teamType, ISpatialEntity positionToStayIn = null, Rand.RandSync humanPrefabRandSync = Rand.RandSync.Server, bool giveTags = true) { if (positionToStayIn == null) { positionToStayIn = WayPoint.GetRandom(SpawnType.Human, null, submarine); } var characterInfo = humanPrefab.GetCharacterInfo(Rand.RandSync.Server) ?? new CharacterInfo(CharacterPrefab.HumanSpeciesName, npcIdentifier: humanPrefab.Identifier, jobPrefab: humanPrefab.GetJobPrefab(humanPrefabRandSync), randSync: humanPrefabRandSync); characterInfo.TeamID = teamType; Character spawnedCharacter = Character.Create(characterInfo.SpeciesName, positionToStayIn.WorldPosition, ToolBox.RandomSeed(8), characterInfo, createNetworkEvent: false); spawnedCharacter.Prefab = humanPrefab; humanPrefab.InitializeCharacter(spawnedCharacter, positionToStayIn); humanPrefab.GiveItems(spawnedCharacter, submarine, Rand.RandSync.Server, createNetworkEvents: false); characters.Add(spawnedCharacter); characterItems.Add(spawnedCharacter, spawnedCharacter.Inventory.FindAllItems(recursive: true)); return(spawnedCharacter); }