Round end cinematic, CoroutineManager deltatime
This commit is contained in:
466
Subsurface/Source/Map/Map/Map.cs
Normal file
466
Subsurface/Source/Map/Map/Map.cs
Normal file
@@ -0,0 +1,466 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Voronoi2;
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namespace Barotrauma
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{
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class Map
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{
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Vector2 difficultyIncrease = new Vector2(5.0f,10.0f);
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Vector2 difficultyCutoff = new Vector2(80.0f, 100.0f);
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private List<Level> levels;
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private List<Location> locations;
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private List<LocationConnection> connections;
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private string seed;
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private int size;
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private static Sprite iceTexture;
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private static Texture2D iceCraters;
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private static Texture2D iceCrack;
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private Location currentLocation;
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private Location selectedLocation;
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private LocationConnection selectedConnection;
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public Location CurrentLocation
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{
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get { return currentLocation; }
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}
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public int CurrentLocationIndex
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{
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get { return locations.IndexOf(currentLocation); }
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}
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public Location SelectedLocation
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{
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get { return selectedLocation; }
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}
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public LocationConnection SelectedConnection
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{
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get { return selectedConnection; }
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}
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public string Seed
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{
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get { return seed; }
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}
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public Map(string seed, int size)
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{
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this.seed = seed;
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this.size = size;
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levels = new List<Level>();
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locations = new List<Location>();
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connections = new List<LocationConnection>();
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if (iceTexture==null) iceTexture = new Sprite("Content/Map/iceSurface.png", Vector2.Zero);
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if (iceCraters == null) iceCraters = TextureLoader.FromFile("Content/Map/iceCraters.png");
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if (iceCrack == null) iceCrack = TextureLoader.FromFile("Content/Map/iceCrack.png");
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Rand.SetSyncedSeed(ToolBox.StringToInt(this.seed));
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GenerateLocations();
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currentLocation = locations[locations.Count / 2];
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GenerateDifficulties(currentLocation, new List<LocationConnection> (connections), 10.0f);
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foreach (LocationConnection connection in connections)
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{
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connection.Level = Level.CreateRandom(connection);
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}
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}
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private void GenerateLocations()
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{
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Voronoi voronoi = new Voronoi(0.5f);
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List<Vector2> sites = new List<Vector2>();
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for (int i = 0; i < 50; i++)
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{
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sites.Add(new Vector2(Rand.Range(0.0f, size, false), Rand.Range(0.0f, size, false)));
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}
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List<GraphEdge> edges = voronoi.MakeVoronoiGraph(sites, size, size);
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sites.Clear();
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foreach (GraphEdge edge in edges)
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{
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if (edge.point1 == edge.point2) continue;
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//remove points from the edge of the map
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if (edge.point1.X == 0 || edge.point1.X == size) continue;
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if (edge.point1.Y == 0 || edge.point1.Y == size) continue;
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if (edge.point2.X == 0 || edge.point2.X == size) continue;
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if (edge.point2.Y == 0 || edge.point2.Y == size) continue;
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Location[] newLocations = new Location[2];
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newLocations[0] = locations.Find(l => l.MapPosition == edge.point1 || l.MapPosition == edge.point2);
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newLocations[1] = locations.Find(l => l != newLocations[0] && (l.MapPosition == edge.point1 || l.MapPosition == edge.point2));
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for (int i = 0; i < 2; i++)
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{
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if (newLocations[i] != null) continue;
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Vector2[] points = new Vector2[] { edge.point1, edge.point2 };
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int positionIndex = Rand.Int(1, false);
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Vector2 position = points[positionIndex];
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if (newLocations[1 - i] != null && newLocations[1 - i].MapPosition == position) position = points[1 - positionIndex];
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newLocations[i] = Location.CreateRandom(position);
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locations.Add(newLocations[i]);
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}
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//int seed = (newLocations[0].GetHashCode() | newLocations[1].GetHashCode());
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connections.Add(new LocationConnection(newLocations[0], newLocations[1]));
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}
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float minDistance = 50.0f;
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for (int i = connections.Count - 1; i >= 0; i--)
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{
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LocationConnection connection = connections[i];
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if (Vector2.Distance(connection.Locations[0].MapPosition, connection.Locations[1].MapPosition) > minDistance)
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{
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continue;
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}
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locations.Remove(connection.Locations[0]);
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connections.Remove(connection);
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foreach (LocationConnection connection2 in connections)
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{
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if (connection2.Locations[0] == connection.Locations[0]) connection2.Locations[0] = connection.Locations[1];
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if (connection2.Locations[1] == connection.Locations[0]) connection2.Locations[1] = connection.Locations[1];
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}
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}
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foreach (LocationConnection connection in connections)
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{
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connection.Locations[0].Connections.Add(connection);
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connection.Locations[1].Connections.Add(connection);
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}
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for (int i = connections.Count - 1; i >= 0; i--)
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{
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i = Math.Min(i, connections.Count - 1);
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LocationConnection connection = connections[i];
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for (int n = Math.Min(i - 1,connections.Count - 1); n >= 0; n--)
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{
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if (connection.Locations.Contains(connections[n].Locations[0])
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&& connection.Locations.Contains(connections[n].Locations[1]))
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{
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connections.RemoveAt(n);
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}
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}
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}
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foreach (LocationConnection connection in connections)
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{
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Vector2 start = connection.Locations[0].MapPosition;
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Vector2 end = connection.Locations[1].MapPosition;
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int generations = (int)(Math.Sqrt(Vector2.Distance(start, end) / 10.0f));
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connection.CrackSegments = GenerateCrack(start, end, generations);
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}
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}
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private void GenerateDifficulties(Location start, List<LocationConnection> locations, float currDifficulty)
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{
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//start.Difficulty = currDifficulty;
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currDifficulty += Rand.Range(difficultyIncrease.X, difficultyIncrease.Y, false);
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if (currDifficulty > Rand.Range(difficultyCutoff.X, difficultyCutoff.Y, false)) currDifficulty = 10.0f;
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foreach (LocationConnection connection in start.Connections)
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{
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if (!locations.Contains(connection)) continue;
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Location nextLocation = connection.OtherLocation(start);
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locations.Remove(connection);
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connection.Difficulty = currDifficulty;
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GenerateDifficulties(nextLocation, locations, currDifficulty);
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}
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}
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private List<Vector2[]> GenerateCrack(Vector2 start, Vector2 end, int generations)
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{
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List<Vector2[]> segments = new List<Vector2[]>();
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segments.Add(new Vector2[] {start, end});
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float offsetAmount = 5.0f;
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for (int n = 0; n < generations; n++)
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{
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for (int i = 0; i < segments.Count; i++)
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{
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Vector2 startSegment = segments[i][0];
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Vector2 endSegment = segments[i][1];
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segments.RemoveAt(i);
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Vector2 midPoint = (startSegment + endSegment) / 2.0f;
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Vector2 normal = Vector2.Normalize(endSegment - startSegment);
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normal = new Vector2(-normal.Y, normal.X);
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midPoint += normal * Rand.Range(-offsetAmount, offsetAmount, false);
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segments.Insert(i, new Vector2[] { startSegment, midPoint });
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segments.Insert(i+1, new Vector2[] { midPoint, endSegment });
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i++;
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}
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}
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return segments;
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}
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public void MoveToNextLocation()
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{
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currentLocation = selectedLocation;
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selectedLocation = null;
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}
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public void SetLocation(int index)
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{
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if (index < 0 || index >= locations.Count)
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{
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DebugConsole.ThrowError("Location index out of bounds");
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return;
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}
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currentLocation = locations[index];
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}
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private Location highlightedLocation;
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public void Draw(SpriteBatch spriteBatch, Rectangle rect, float scale = 1.0f)
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{
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//GUI.DrawRectangle(spriteBatch, rect, Color.DarkBlue, true);
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Vector2 rectCenter = new Vector2(rect.Center.X, rect.Center.Y);
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Vector2 offset = -currentLocation.MapPosition;
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iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), Vector2.Zero, Color.White*0.8f);
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GUI.DrawRectangle(spriteBatch, rect, Color.White);
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//spriteBatch.Draw(iceTexture, offset, rect, null, null, 0f, null, Color.White, SpriteEffects.None, 0.0f);
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//Vector2 scale = new Vector2((float)rect.Width/ size, (float)rect.Height/size);
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float maxDist = 20.0f;
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float closestDist = 0.0f;
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highlightedLocation = null;
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for (int i = 0; i < locations.Count;i++ )
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{
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Location location = locations[i];
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Vector2 pos = rectCenter + (location.MapPosition+offset) * scale;
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if (!rect.Contains(pos)) continue;
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float dist = Vector2.Distance(PlayerInput.MousePosition, pos);
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if (dist < maxDist && (highlightedLocation == null || dist < closestDist))
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{
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closestDist = dist;
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highlightedLocation = location;
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}
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}
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foreach (LocationConnection connection in connections)
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{
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Color crackColor = Color.White * Math.Max(connection.Difficulty/100.0f, 0.5f);
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if (highlightedLocation != currentLocation &&
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connection.Locations.Contains(highlightedLocation) && connection.Locations.Contains(currentLocation))
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{
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crackColor = Color.Red;
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if (PlayerInput.LeftButtonClicked()&&
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selectedLocation != highlightedLocation && highlightedLocation != null)
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{
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selectedConnection = connection;
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selectedLocation = highlightedLocation;
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GameMain.LobbyScreen.SelectLocation(highlightedLocation, connection);
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}
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}
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if (selectedLocation != currentLocation &&
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(connection.Locations.Contains(selectedLocation) && connection.Locations.Contains(currentLocation)))
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{
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crackColor = Color.Red;
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}
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foreach (Vector2[] segment in connection.CrackSegments)
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{
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Vector2 start = rectCenter + (segment[0] + offset) * scale;
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Vector2 end = rectCenter + (segment[1] + offset) * scale;
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if (!rect.Contains(start) || !rect.Contains(end)) continue;
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float dist = Vector2.Distance(start, end);
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spriteBatch.Draw(iceCrack,
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new Rectangle((int)start.X, (int)start.Y, (int)dist+2, 30),
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new Rectangle(0, 0, iceCrack.Width, 60), crackColor, MathUtils.VectorToAngle(end -start),
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new Vector2(0, 30), SpriteEffects.None, 0.01f);
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}
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}
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for (int i = 0; i < locations.Count; i++)
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{
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Location location = locations[i];
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Vector2 pos = rectCenter + (location.MapPosition + offset) * scale;
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Rectangle drawRect = location.Type.Sprite.SourceRect;
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Rectangle sourceRect = drawRect;
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drawRect.X = (int)pos.X - drawRect.Width/2;
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drawRect.Y = (int)pos.Y - drawRect.Width/2;
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if (!rect.Intersects(drawRect)) continue;
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Color color = location.Connections.Find(c => c.Locations.Contains(currentLocation))==null ? Color.White : Color.Green;
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color *= (location.Discovered) ? 0.8f : 0.4f;
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if (location == currentLocation) color = Color.Orange;
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if (drawRect.X < rect.X)
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{
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sourceRect.X += rect.X - drawRect.X;
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sourceRect.Width -= sourceRect.X;
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drawRect.X = rect.X;
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}
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else if (drawRect.Right > rect.Right)
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{
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sourceRect.Width -= (drawRect.Right - rect.Right);
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}
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if (drawRect.Y < rect.Y)
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{
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sourceRect.Y += rect.Y - drawRect.Y;
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sourceRect.Height -= sourceRect.Y;
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drawRect.Y = rect.Y;
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}
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else if (drawRect.Bottom > rect.Bottom)
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{
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sourceRect.Height -= drawRect.Bottom - rect.Bottom;
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}
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drawRect.Width = sourceRect.Width;
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drawRect.Height = sourceRect.Height;
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spriteBatch.Draw(location.Type.Sprite.Texture, drawRect, sourceRect, color);
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}
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for (int i = 0; i < 3; i++ )
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{
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Location location = (i == 0) ? highlightedLocation : selectedLocation;
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if (i == 2) location = currentLocation;
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if (location == null) continue;
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Vector2 pos = rectCenter + (location.MapPosition + offset) * scale;
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pos.X = (int)pos.X;
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pos.Y = (int)pos.Y;
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if (highlightedLocation == location)
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{
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spriteBatch.DrawString(GUI.Font, location.Name, pos + new Vector2(0, 50), Color.DarkRed, 0.0f, GUI.Font.MeasureString(location.Name)/2.0f, 1.0f, SpriteEffects.None, 0.0f);
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}
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}
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}
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}
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class LocationConnection
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{
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private Location[] locations;
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private Level level;
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public float Difficulty;
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public List<Vector2[]> CrackSegments;
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private int missionsCompleted;
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private Mission mission;
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public Mission Mission
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{
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get
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{
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if (mission==null || mission.Completed)
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{
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if (mission !=null && mission.Completed) missionsCompleted++;
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int seed = (int)locations[0].MapPosition.X + (int)locations[0].MapPosition.Y * 100;
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seed += (int)locations[1].MapPosition.X*10000 + (int)locations[1].MapPosition.Y * 1000000;
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Random rand = new Random(seed + missionsCompleted);
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if (rand.NextDouble() < 0.3f) return null;
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mission = Mission.LoadRandom(locations, rand);
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}
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return mission;
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}
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}
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public Location[] Locations
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{
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get { return locations; }
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}
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public Level Level
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{
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get { return level; }
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set { level = value; }
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}
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public LocationConnection(Location location1, Location location2)
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{
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locations = new Location[] { location1, location2 };
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missionsCompleted = 0;
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}
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public Location OtherLocation(Location location)
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{
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if (locations[0] == location)
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{
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return locations[1];
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}
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else if (locations[1] == location)
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{
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return locations[0];
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}
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else
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{
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return null;
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}
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}
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}
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}
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Reference in New Issue
Block a user