Spawnpoints for different jobs, spawning crew members with job-specific items, fixed issues with non-matching entity IDs between client and server, Unity-like coroutine system (connecting to server doesn't freeze the game anymore), map drawing improvements
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@@ -19,6 +19,10 @@ namespace Subsurface
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private int seed;
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private int size;
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private Texture2D iceTexture;
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private Texture2D iceCraters;
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private Texture2D iceCrack;
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private Location currentLocation;
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private Location selectedLocation;
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@@ -34,49 +38,12 @@ namespace Subsurface
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connections = new List<LocationConnection>();
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iceTexture = Game1.textureLoader.FromFile("Content/Map/iceSurface.png");
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iceCraters = Game1.textureLoader.FromFile("Content/Map/iceCraters.png");
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iceCrack = Game1.textureLoader.FromFile("Content/Map/iceCrack.png");
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GenerateLocations();
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//for (int i = 0; i<10; i++)
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//{
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// Vector2 pos = new Vector2((float)Game1.random.NextDouble() * size, (float)Game1.random.NextDouble() * size);
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// Location location =
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// locations.Add(location);
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//}
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//for (int i = 0; i < 10; i++)
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//{
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// int closestIndex = 0;
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// float closestDistance = 0.0f;
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// for (int j = 0; j<10; j++)
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// {
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// if (j == i) continue;
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// //ignore if already connected
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// bool alreadyConnected = false;
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// foreach (LocationConnection connection in connections)
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// {
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// if (connection.Locations.Contains(locations[i]) && connection.Locations.Contains(locations[j]))
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// {
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// alreadyConnected = true;
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// break;
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// }
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// }
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// if (alreadyConnected) continue;
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// float dist = Vector2.Distance(locations[i].MapPosition, locations[j].MapPosition);
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// if (closestDistance > 0.0f && dist > closestDistance) continue;
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// closestDistance = dist;
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// closestIndex = j;
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// }
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// connections.Add(new LocationConnection(locations[i], locations[closestIndex], level));
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//}
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currentLocation = locations[locations.Count/2];
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}
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@@ -97,6 +64,12 @@ namespace Subsurface
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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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@@ -117,6 +90,8 @@ namespace Subsurface
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}
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connections.Add(new LocationConnection(newLocations[0], newLocations[1], Level.CreateRandom()));
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}
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float minDistance = 50.0f;
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@@ -124,40 +99,103 @@ namespace Subsurface
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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) continue;
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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 (connection == connection2) continue;
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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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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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for (int n = i-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(i);
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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 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);
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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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private Location highlightedLocation;
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public void Draw(SpriteBatch spriteBatch, Rectangle rect)
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{
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GUI.DrawRectangle(spriteBatch, rect, Color.DarkBlue, true);
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//GUI.DrawRectangle(spriteBatch, rect, Color.DarkBlue, true);
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spriteBatch.Draw(iceTexture, rect, Color.White);
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Vector2 rectCorner = new Vector2(rect.X, rect.Y);
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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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Location highlightedLocation = null;
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foreach (Location location in locations)
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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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Vector2 pos = location.MapPosition * scale;
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GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X + (int)pos.X, rect.Y + (int)pos.Y, 5, 5), Color.White, true);
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Location location = locations[i];
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Vector2 pos = rectCorner + location.MapPosition * scale;
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if (currentLocation == location)
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{
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GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X + (int)pos.X - 4, rect.Y + (int)pos.Y - 4, 5+8, 5+8), Color.Red, false);
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}
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float dist = Vector2.Distance(PlayerInput.MousePosition, new Vector2(rect.X + pos.X, rect.Y + pos.Y));
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float dist = Vector2.Distance(PlayerInput.MousePosition, new Vector2(pos.X, pos.Y));
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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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@@ -165,55 +203,78 @@ namespace Subsurface
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}
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}
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if (highlightedLocation!=null)
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{
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Vector2 pos = highlightedLocation.MapPosition * scale;
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pos.X = (int)pos.X;
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pos.Y = (int)pos.Y;
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spriteBatch.DrawString(GUI.font, highlightedLocation.Name, pos + new Vector2(rect.X - 50, rect.Y), Color.White);
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GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X + (int)pos.X - 4, rect.Y + (int)pos.Y - 4, 5 + 8, 5 + 8), Color.White, false);
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}
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if (selectedLocation != null)
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{
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Vector2 pos = selectedLocation.MapPosition * scale;
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pos.X = (int)pos.X;
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pos.Y = (int)pos.Y;
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spriteBatch.DrawString(GUI.font, selectedLocation.Name, pos + new Vector2(rect.X - 50, rect.Y), Color.White);
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GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X + (int)pos.X - 4, rect.Y + (int)pos.Y - 4, 5 + 8, 5 + 8), Color.White, false);
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}
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Vector2 rectCorner = new Vector2(rect.X, rect.Y);
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foreach (LocationConnection connection in connections)
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{
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GUI.DrawLine(spriteBatch,
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connection.Locations[0].MapPosition * scale + rectCorner,
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connection.Locations[1].MapPosition * scale + rectCorner, Color.LightGray);
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if (highlightedLocation!=currentLocation &&
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Color crackColor = Color.White;
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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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GUI.DrawLine(spriteBatch,
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connection.Locations[0].MapPosition * scale + rectCorner +Vector2.One,
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connection.Locations[1].MapPosition * scale + rectCorner + Vector2.One, Color.White);
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crackColor = Color.Red;
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if (PlayerInput.LeftButtonClicked())
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if(selectedLocation!=highlightedLocation && highlightedLocation!=null)
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if (PlayerInput.LeftButtonClicked()&&
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selectedLocation != highlightedLocation && highlightedLocation != null)
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{
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//currentLocation = highlightedLocation;
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Game1.LobbyScreen.SelectLocation(highlightedLocation, connection);
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selectedLocation = highlightedLocation;
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}
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selectedLocation = highlightedLocation;
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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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GUI.DrawLine(spriteBatch,
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connection.Locations[0].MapPosition * scale + rectCorner + Vector2.One,
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connection.Locations[1].MapPosition * scale + rectCorner + Vector2.One, Color.White);
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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 = segment[0] * scale + rectCorner;
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Vector2 end = segment[1] * scale + rectCorner;
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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 + end.X) / 2.0f), (int)((start.Y + end.Y) / 2.0f), (int)dist, 30),
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// new Rectangle(0, 0, iceCrack.Width, 60), crackColor, MathUtils.VectorToAngle(start - end),
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// new Vector2(dist / 2, 30), SpriteEffects.None, 0.01f);
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GUI.DrawLine(spriteBatch,
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segment[0] * scale + rectCorner,
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segment[1] * scale + rectCorner, crackColor);
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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 = rectCorner + location.MapPosition * scale;
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int imgIndex = i % 16;
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int xCell = imgIndex % 4;
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int yCell = (int)Math.Floor(imgIndex / 4.0f);
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spriteBatch.Draw(iceCraters, pos,
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new Rectangle(xCell * 64, yCell * 64, 64, 64),
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Color.White, i,
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new Vector2(32, 32), 0.5f*scale, SpriteEffects.None, 0.0f);
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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 = rectCorner + location.MapPosition * 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(-50, -20), Color.DarkRed);
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}
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 4, (int)pos.Y - 4, 5 + 8, 5 + 8), Color.DarkRed, false);
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}
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}
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@@ -222,8 +283,10 @@ namespace Subsurface
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class LocationConnection
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{
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Location[] locations;
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Level level;
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private Location[] locations;
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private Level level;
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public List<Vector2[]> CrackSegments;
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public Location[] Locations
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{
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