Unstable v0.1300.0.0 (February 19th 2021)
This commit is contained in:
@@ -1,6 +1,7 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Xml.Linq;
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@@ -100,19 +101,19 @@ namespace Barotrauma
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public Sprite WallSprite { get; private set; }
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public Sprite WallEdgeSprite { get; private set; }
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public static CaveGenerationParams GetRandom(LevelGenerationParams generationParams, Rand.RandSync rand)
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public static CaveGenerationParams GetRandom(LevelGenerationParams generationParams, bool abyss, Rand.RandSync rand)
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{
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if (CaveParams.All(p => p.GetCommonness(generationParams) <= 0.0f))
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if (CaveParams.All(p => p.GetCommonness(generationParams, abyss) <= 0.0f))
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{
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return CaveParams.First();
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}
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return ToolBox.SelectWeightedRandom(CaveParams, CaveParams.Select(p => p.GetCommonness(generationParams)).ToList(), rand);
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return ToolBox.SelectWeightedRandom(CaveParams, CaveParams.Select(p => p.GetCommonness(generationParams, abyss)).ToList(), rand);
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}
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public float GetCommonness(LevelGenerationParams generationParams)
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public float GetCommonness(LevelGenerationParams generationParams, bool abyss)
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{
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if (generationParams?.Identifier != null &&
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OverrideCommonness.TryGetValue(generationParams.Identifier, out float commonness))
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OverrideCommonness.TryGetValue(abyss ? "abyss" : generationParams.Identifier, out float commonness))
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{
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return commonness;
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}
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@@ -135,6 +136,13 @@ namespace Barotrauma
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case "walledge":
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WallEdgeSprite = new Sprite(subElement);
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break;
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case "overridecommonness":
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string levelType = subElement.GetAttributeString("leveltype", "").ToLowerInvariant();
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if (!OverrideCommonness.ContainsKey(levelType))
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{
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OverrideCommonness.Add(levelType, subElement.GetAttributeFloat("commonness", 1.0f));
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}
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break;
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}
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}
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}
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@@ -193,5 +201,30 @@ namespace Barotrauma
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}
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}
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}
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public void Save(XElement element)
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{
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SerializableProperty.SerializeProperties(this, element, true);
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foreach (KeyValuePair<string, float> overrideCommonness in OverrideCommonness)
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{
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bool elementFound = false;
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().Equals("overridecommonness", StringComparison.OrdinalIgnoreCase)
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&& subElement.GetAttributeString("leveltype", "").Equals(overrideCommonness.Key, StringComparison.OrdinalIgnoreCase))
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{
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subElement.Attribute("commonness").Value = overrideCommonness.Value.ToString("G", CultureInfo.InvariantCulture);
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elementFound = true;
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break;
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}
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}
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if (!elementFound)
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{
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element.Add(new XElement("overridecommonness",
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new XAttribute("leveltype", overrideCommonness.Key),
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new XAttribute("commonness", overrideCommonness.Value.ToString("G", CultureInfo.InvariantCulture))));
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}
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}
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}
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}
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}
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@@ -141,69 +141,36 @@ namespace Barotrauma
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return cells;
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}
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private static Vector2 GetEdgeNormal(GraphEdge edge, VoronoiCell cell = null)
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{
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if (cell == null) { cell = edge.AdjacentCell(null); }
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if (cell == null) { return Vector2.UnitX; }
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CompareCCW compare = new CompareCCW(cell.Center);
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if (compare.Compare(edge.Point1, edge.Point2) == -1)
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{
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var temp = edge.Point1;
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edge.Point1 = edge.Point2;
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edge.Point2 = temp;
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}
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Vector2 normal = Vector2.Normalize(edge.Point2 - edge.Point1);
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Vector2 diffToCell = Vector2.Normalize(cell.Center - edge.Point2);
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normal = new Vector2(-normal.Y, normal.X);
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if (Vector2.Dot(normal, diffToCell) < 0)
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{
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normal = -normal;
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}
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return normal;
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}
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public static void GeneratePath(Level.Tunnel tunnel, List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid, int gridCellSize, Rectangle limits)
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public static void GeneratePath(Level.Tunnel tunnel, Level level)
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{
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var targetCells = new List<VoronoiCell>();
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for (int i = 0; i < tunnel.Nodes.Count; i++)
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{
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//a search depth of 2 is large enough to find a cell in almost all maps, but in case it fails, we increase the depth
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int searchDepth = 2;
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while (searchDepth < 5)
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var closestCell = level.GetClosestCell(tunnel.Nodes[i].ToVector2());
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if (closestCell != null && !targetCells.Contains(closestCell))
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{
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int cellIndex = FindCellIndex(tunnel.Nodes[i], cells, cellGrid, gridCellSize, searchDepth);
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if (cellIndex > -1)
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{
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targetCells.Add(cells[cellIndex]);
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break;
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}
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searchDepth++;
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targetCells.Add(closestCell);
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}
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}
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tunnel.Cells.AddRange(GeneratePath(targetCells, cells, limits));
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tunnel.Cells.AddRange(GeneratePath(targetCells, level.GetAllCells()));
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}
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public static List<VoronoiCell> GeneratePath(List<VoronoiCell> targetCells, List<VoronoiCell> cells, Rectangle limits)
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public static List<VoronoiCell> GeneratePath(List<VoronoiCell> targetCells, List<VoronoiCell> cells)
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{
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Stopwatch sw2 = new Stopwatch();
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sw2.Start();
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List<VoronoiCell> pathCells = new List<VoronoiCell>();
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if (targetCells.Count == 0) { return pathCells; }
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VoronoiCell currentCell = targetCells[0];
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currentCell.CellType = CellType.Path;
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pathCells.Add(currentCell);
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int currentTargetIndex = 0;
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int iterationsLeft = cells.Count;
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int iterationsLeft = cells.Count / 2;
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do
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{
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@@ -216,10 +183,14 @@ namespace Barotrauma
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if (adjacentCell == null) { continue; }
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double dist = MathUtils.Distance(adjacentCell.Site.Coord.X, adjacentCell.Site.Coord.Y, targetCells[currentTargetIndex].Site.Coord.X, targetCells[currentTargetIndex].Site.Coord.Y);
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dist += MathUtils.Distance(adjacentCell.Site.Coord.X, adjacentCell.Site.Coord.Y, currentCell.Site.Coord.X, currentCell.Site.Coord.Y) * 0.5f;
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//disfavor small edges to prevent generating a very small passage
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if (Vector2.Distance(currentCell.Edges[i].Point1, currentCell.Edges[i].Point2) < 200.0f)
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//disfavor short edges to prevent generating a very small passage
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if (Vector2.DistanceSquared(currentCell.Edges[i].Point1, currentCell.Edges[i].Point2) < 150.0f * 150.0f)
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{
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dist += 1000000;
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//divide by the number of times the current cell has been used
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// prevents the path from getting "stuck" (jumping back and forth between adjacent cells)
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// if there's no other way to the destination than going through a short edge
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dist *= 10.0f / Math.Max(pathCells.Count(c => c == currentCell), 1.0f);
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}
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if (dist < smallestDist)
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{
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@@ -258,7 +229,7 @@ namespace Barotrauma
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List<GraphEdge> tempEdges = new List<GraphEdge>();
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foreach (GraphEdge edge in cell.Edges)
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{
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if (!edge.IsSolid)
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if (!edge.IsSolid || edge.OutsideLevel)
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{
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tempEdges.Add(edge);
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continue;
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@@ -289,7 +260,8 @@ namespace Barotrauma
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}
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List<Vector2> edgePoints = new List<Vector2>();
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Vector2 edgeNormal = GetEdgeNormal(edge, cell);
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Vector2 edgeNormal = edge.GetNormal(cell);
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float edgeLength = Vector2.Distance(edge.Point1, edge.Point2);
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int pointCount = (int)Math.Max(Math.Ceiling(edgeLength / minEdgeLength), 1);
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Vector2 edgeDir = edge.Point2 - edge.Point1;
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@@ -310,12 +282,39 @@ namespace Barotrauma
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float randomVariance = Rand.Range(0, irregularity, Rand.RandSync.Server);
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Vector2 extrudedPoint =
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edge.Point1 +
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edgeDir * (i / (float)pointCount) -
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edgeDir * (i / (float)pointCount) +
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edgeNormal * edgeLength * (roundingAmount + randomVariance) * centerF;
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//check if extruding the edge causes it to go inside another one
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var nearbyCells = Level.Loaded.GetCells(extrudedPoint, searchDepth: 1);
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if (!nearbyCells.Any(c => c.CellType == CellType.Solid && c != cell && c.IsPointInside(extrudedPoint))) { edgePoints.Add(extrudedPoint); }
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var nearbyCells = Level.Loaded.GetCells(extrudedPoint, searchDepth: 2);
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bool isInside = false;
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foreach (var nearbyCell in nearbyCells)
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{
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if (nearbyCell == cell || nearbyCell.CellType != CellType.Solid) { continue; }
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//check if extruding the edge causes it to go inside another one
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if (nearbyCell.IsPointInside(extrudedPoint))
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{
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isInside = true;
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break;
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}
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//check if another edge will be inside this cell after the extrusion
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Vector2 triangleCenter = (edge.Point1 + edge.Point2 + extrudedPoint) / 3;
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foreach (GraphEdge nearbyEdge in nearbyCell.Edges)
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{
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if (!MathUtils.LinesIntersect(nearbyEdge.Point1, triangleCenter, edge.Point1, extrudedPoint) &&
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!MathUtils.LinesIntersect(nearbyEdge.Point1, triangleCenter, edge.Point2, extrudedPoint) &&
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!MathUtils.LinesIntersect(nearbyEdge.Point1, triangleCenter, edge.Point1, edge.Point2))
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{
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isInside = true;
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break;
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}
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}
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if (isInside) { break; }
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}
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if (!isInside)
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{
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edgePoints.Add(extrudedPoint);
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}
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}
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}
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@@ -381,7 +380,19 @@ namespace Barotrauma
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continue;
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}
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renderTriangles.AddRange(MathUtils.TriangulateConvexHull(tempVertices, cell.Center));
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Vector2 minVert = tempVertices[0];
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Vector2 maxVert = tempVertices[0];
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foreach (var vert in tempVertices)
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{
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minVert = new Vector2(
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Math.Min(minVert.X, vert.X),
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Math.Min(minVert.Y, vert.Y));
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maxVert = new Vector2(
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Math.Max(maxVert.X, vert.X),
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Math.Max(maxVert.Y, vert.Y));
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}
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Vector2 center = (minVert + maxVert) / 2;
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renderTriangles.AddRange(MathUtils.TriangulateConvexHull(tempVertices, center));
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if (bodyPoints.Count < 2) { continue; }
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@@ -404,7 +415,7 @@ namespace Barotrauma
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if (cell.CellType == CellType.Empty) { continue; }
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cellBody.UserData = cell;
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var triangles = MathUtils.TriangulateConvexHull(bodyPoints, ConvertUnits.ToSimUnits(cell.Center));
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var triangles = MathUtils.TriangulateConvexHull(bodyPoints, ConvertUnits.ToSimUnits(center));
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for (int i = 0; i < triangles.Count; i++)
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{
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@@ -435,14 +446,21 @@ namespace Barotrauma
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}
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cell.Body = cellBody;
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}
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cellBody.CollisionCategories = Physics.CollisionLevel;
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cellBody.ResetMassData();
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return cellBody;
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}
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public static List<Vector2> CreateRandomChunk(float radius, int vertexCount, float radiusVariance)
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{
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Debug.Assert(radiusVariance < radius);
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return CreateRandomChunk(radius * 2, radius * 2, vertexCount, radiusVariance);
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}
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public static List<Vector2> CreateRandomChunk(float width, float height, int vertexCount, float radiusVariance)
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{
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Debug.Assert(radiusVariance < Math.Min(width, height));
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Debug.Assert(vertexCount >= 3);
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List<Vector2> verts = new List<Vector2>();
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@@ -450,72 +468,12 @@ namespace Barotrauma
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float angle = 0.0f;
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for (int i = 0; i < vertexCount; i++)
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{
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verts.Add(new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) *
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(radius + Rand.Range(-radiusVariance, radiusVariance, Rand.RandSync.Server)));
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Vector2 dir = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle));
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verts.Add(new Vector2(dir.X * width / 2, dir.Y * height / 2) + dir * Rand.Range(-radiusVariance, radiusVariance, Rand.RandSync.Server));
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angle += angleStep;
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}
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return verts;
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}
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/// <summary>
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/// find the index of the cell which the point is inside
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/// (actually finds the cell whose center is closest, but it's always the correct cell assuming the point is inside the borders of the diagram)
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/// </summary>
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public static int FindCellIndex(Vector2 position,List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid, int gridCellSize, int searchDepth = 1, Vector2? offset = null)
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{
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float closestDist = float.PositiveInfinity;
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VoronoiCell closestCell = null;
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Vector2 gridOffset = offset == null ? Vector2.Zero : (Vector2)offset;
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position -= gridOffset;
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int gridPosX = (int)Math.Floor(position.X / gridCellSize);
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int gridPosY = (int)Math.Floor(position.Y / gridCellSize);
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for (int x = Math.Max(gridPosX - searchDepth, 0); x <= Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1); x++)
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{
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for (int y = Math.Max(gridPosY - searchDepth, 0); y <= Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1); y++)
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{
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for (int i = 0; i < cellGrid[x, y].Count; i++)
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{
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float dist = Vector2.DistanceSquared(cellGrid[x, y][i].Center, position);
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if (dist > closestDist) continue;
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closestDist = dist;
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closestCell = cellGrid[x, y][i];
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}
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}
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}
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return cells.IndexOf(closestCell);
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}
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public static int FindCellIndex(Point position, List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid, int gridCellSize, int searchDepth = 1)
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{
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int closestDist = int.MaxValue;
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VoronoiCell closestCell = null;
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int gridPosX = position.X / gridCellSize;
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int gridPosY = position.Y / gridCellSize;
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for (int x = Math.Max(gridPosX - searchDepth, 0); x <= Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1); x++)
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{
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for (int y = Math.Max(gridPosY - searchDepth, 0); y <= Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1); y++)
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{
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for (int i = 0; i < cellGrid[x, y].Count; i++)
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{
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int dist = MathUtils.DistanceSquared(
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(int)cellGrid[x, y][i].Site.Coord.X, (int)cellGrid[x, y][i].Site.Coord.Y,
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position.X, position.Y);
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if (dist > closestDist) continue;
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closestDist = dist;
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closestCell = cellGrid[x, y][i];
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}
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}
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}
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return cells.IndexOf(closestCell);
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}
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}
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}
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@@ -58,7 +58,8 @@ namespace Barotrauma
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public DestructibleLevelWall(List<Vector2> vertices, Color color, Level level, float? health = null, bool giftWrap = false)
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: base (vertices, color, level, giftWrap)
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{
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MaxHealth = health ?? MathHelper.Clamp(Body.Mass, 100.0f, 1000.0f);
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MaxHealth = health ?? MathHelper.Clamp(Body.Mass * 0.5f, 50.0f, 1000.0f);
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Cells.ForEach(c => c.IsDestructible = true);
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}
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public override void Update(float deltaTime)
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@@ -201,6 +202,10 @@ namespace Barotrauma
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if (Destroyed) { return; }
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Destroyed = true;
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level?.UnsyncedExtraWalls?.Remove(this);
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foreach (var cell in Cells)
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{
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cell.CellType = CellType.Removed;
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}
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GameMain.World.Remove(Body);
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Dispose();
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}
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File diff suppressed because it is too large
Load Diff
@@ -29,12 +29,19 @@ namespace Barotrauma
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public bool HasBeaconStation;
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public bool IsBeaconActive;
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public bool HasHuntingGrounds;
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public OutpostGenerationParams ForceOutpostGenerationParams;
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public readonly Point Size;
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public readonly int InitialDepth;
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/// <summary>
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/// Determined during level generation based on the size of the submarine. Null if the level hasn't been generated.
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/// </summary>
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public int? MinMainPathWidth;
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public readonly List<EventPrefab> EventHistory = new List<EventPrefab>();
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public readonly List<EventPrefab> NonRepeatableEvents = new List<EventPrefab>();
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@@ -81,6 +88,8 @@ namespace Barotrauma
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HasBeaconStation = element.GetAttributeBool("hasbeaconstation", false);
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IsBeaconActive = element.GetAttributeBool("isbeaconactive", false);
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HasHuntingGrounds = element.GetAttributeBool("hashuntinggrounds", false);
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string generationParamsId = element.GetAttributeString("generationparams", "");
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GenerationParams = LevelGenerationParams.LevelParams.Find(l => l.Identifier == generationParamsId || l.OldIdentifier == generationParamsId);
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if (GenerationParams == null)
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@@ -96,7 +105,7 @@ namespace Barotrauma
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InitialDepth = element.GetAttributeInt("initialdepth", GenerationParams.InitialDepthMin);
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string biomeIdentifier = element.GetAttributeString("biome", "");
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Biome = LevelGenerationParams.GetBiomes().FirstOrDefault(b => b.Identifier == biomeIdentifier);
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Biome = LevelGenerationParams.GetBiomes().FirstOrDefault(b => b.Identifier == biomeIdentifier || b.OldIdentifier == biomeIdentifier);
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if (Biome == null)
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{
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DebugConsole.ThrowError($"Error in level data: could not find the biome \"{biomeIdentifier}\".");
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@@ -135,7 +144,10 @@ namespace Barotrauma
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var rand = new MTRandom(ToolBox.StringToInt(Seed));
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InitialDepth = (int)MathHelper.Lerp(GenerationParams.InitialDepthMin, GenerationParams.InitialDepthMax, (float)rand.NextDouble());
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HasBeaconStation = rand.NextDouble() < locationConnection.Locations.Select(l => l.Type.BeaconStationChance).Max();
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||||
float maxHuntingGroundsProbability = 0.3f;
|
||||
HasHuntingGrounds = rand.NextDouble() < Difficulty / 100.0f * maxHuntingGroundsProbability;
|
||||
|
||||
HasBeaconStation = !HasHuntingGrounds && rand.NextDouble() < locationConnection.Locations.Select(l => l.Type.BeaconStationChance).Max();
|
||||
IsBeaconActive = false;
|
||||
}
|
||||
|
||||
@@ -158,7 +170,7 @@ namespace Barotrauma
|
||||
(int)MathUtils.Round(GenerationParams.Height, Level.GridCellSize));
|
||||
}
|
||||
|
||||
public static LevelData CreateRandom(string seed = "", float? difficulty = null, LevelGenerationParams generationParams = null)
|
||||
public static LevelData CreateRandom(string seed = "", float? difficulty = null, LevelGenerationParams generationParams = null, bool requireOutpost = false)
|
||||
{
|
||||
if (string.IsNullOrEmpty(seed))
|
||||
{
|
||||
@@ -167,25 +179,34 @@ namespace Barotrauma
|
||||
|
||||
Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
|
||||
|
||||
LevelType type = generationParams == null ? LevelData.LevelType.LocationConnection : generationParams.Type;
|
||||
LevelType type = generationParams == null ?
|
||||
(requireOutpost ? LevelType.Outpost : LevelType.LocationConnection) :
|
||||
generationParams.Type;
|
||||
|
||||
if (generationParams == null) { generationParams = LevelGenerationParams.GetRandom(seed, type); }
|
||||
var biome =
|
||||
LevelGenerationParams.GetBiomes().FirstOrDefault(b => generationParams.AllowedBiomes.Contains(b)) ??
|
||||
LevelGenerationParams.GetBiomes().GetRandom(Rand.RandSync.Server);
|
||||
|
||||
float beaconRng = Rand.Range(0.0f, 1.0f, Rand.RandSync.Server);
|
||||
var levelData = new LevelData(
|
||||
seed,
|
||||
difficulty ?? Rand.Range(30.0f, 80.0f, Rand.RandSync.Server),
|
||||
Rand.Range(0.0f, 1.0f, Rand.RandSync.Server),
|
||||
generationParams,
|
||||
biome)
|
||||
biome);
|
||||
if (type == LevelType.LocationConnection)
|
||||
{
|
||||
HasBeaconStation = beaconRng < 0.5f,
|
||||
IsBeaconActive = beaconRng > 0.25f
|
||||
};
|
||||
GameMain.GameSession?.GameMode?.Mission?.AdjustLevelData(levelData);
|
||||
float beaconRng = Rand.Range(0.0f, 1.0f, Rand.RandSync.Server);
|
||||
levelData.HasBeaconStation = beaconRng < 0.5f;
|
||||
levelData.IsBeaconActive = beaconRng > 0.25f;
|
||||
}
|
||||
if (GameMain.GameSession?.GameMode != null)
|
||||
{
|
||||
foreach (Mission mission in GameMain.GameSession.GameMode.Missions)
|
||||
{
|
||||
mission.AdjustLevelData(levelData);
|
||||
}
|
||||
}
|
||||
return levelData;
|
||||
}
|
||||
|
||||
@@ -207,6 +228,13 @@ namespace Barotrauma
|
||||
new XAttribute("isbeaconactive", IsBeaconActive.ToString()));
|
||||
}
|
||||
|
||||
if (HasHuntingGrounds)
|
||||
{
|
||||
newElement.Add(
|
||||
new XAttribute("hashuntinggrounds", HasHuntingGrounds.ToString()));
|
||||
|
||||
}
|
||||
|
||||
if (Type == LevelType.Outpost)
|
||||
{
|
||||
if (EventHistory.Any())
|
||||
|
||||
@@ -195,25 +195,25 @@ namespace Barotrauma
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(100000, true), Editable(MinValueInt = 10000, MaxValueInt = 1000000)]
|
||||
[Serialize(100000, true), Editable]
|
||||
public int MinWidth
|
||||
{
|
||||
get { return minWidth; }
|
||||
set { minWidth = Math.Max(value, 2000); }
|
||||
set { minWidth = MathHelper.Clamp(value, 2000, 1000000); }
|
||||
}
|
||||
|
||||
[Serialize(100000, true), Editable(MinValueInt = 10000, MaxValueInt = 1000000)]
|
||||
[Serialize(100000, true), Editable]
|
||||
public int MaxWidth
|
||||
{
|
||||
get { return maxWidth; }
|
||||
set { maxWidth = Math.Max(value, 2000); }
|
||||
set { maxWidth = MathHelper.Clamp(value, 2000, 1000000); }
|
||||
}
|
||||
|
||||
[Serialize(50000, true), Editable(MinValueInt = 10000, MaxValueInt = 1000000)]
|
||||
[Serialize(50000, true), Editable]
|
||||
public int Height
|
||||
{
|
||||
get { return height; }
|
||||
set { height = Math.Max(value, 2000); }
|
||||
set { height = MathHelper.Clamp(value, 2000, 1000000); }
|
||||
}
|
||||
|
||||
[Serialize(80000, true), Editable(MinValueInt = 0, MaxValueInt = 1000000)]
|
||||
@@ -404,7 +404,35 @@ namespace Barotrauma
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(300000, true, description: "How far below the level the sea floor is placed."), Editable(MinValueFloat = Level.MaxEntityDepth, MaxValueFloat = 0.0f)]
|
||||
[Serialize(5, true), Editable(MinValueInt = 0, MaxValueInt = 20)]
|
||||
public int AbyssIslandCount
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize("4000,7000", true), Editable]
|
||||
public Point AbyssIslandSizeMin
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize("8000,10000", true), Editable]
|
||||
public Point AbyssIslandSizeMax
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(0.5f, true), Editable()]
|
||||
public float AbyssIslandCaveProbability
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(-300000, true, description: "How far below the level the sea floor is placed."), Editable(MinValueFloat = Level.MaxEntityDepth, MaxValueFloat = 0.0f)]
|
||||
public int SeaFloorDepth
|
||||
{
|
||||
get { return seaFloorBaseDepth; }
|
||||
@@ -554,7 +582,7 @@ namespace Barotrauma
|
||||
var matchingLevelParams = LevelParams.FindAll(lp => lp.Type == type && lp.allowedBiomes.Any());
|
||||
if (biome == null)
|
||||
{
|
||||
matchingLevelParams = matchingLevelParams.FindAll(lp => !lp.allowedBiomes.Any(b => b.IsEndBiome));
|
||||
matchingLevelParams = matchingLevelParams.FindAll(lp => !lp.allowedBiomes.All(b => b.IsEndBiome));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -52,7 +52,11 @@ namespace Barotrauma
|
||||
|
||||
public Sprite Sprite
|
||||
{
|
||||
get { return spriteIndex < 0 || Prefab.Sprites.Count == 0 ? null : Prefab.Sprites[spriteIndex % Prefab.Sprites.Count]; }
|
||||
get
|
||||
{
|
||||
var prefab = ActivePrefab?.Sprites.Count > 0 ? ActivePrefab : Prefab;
|
||||
return spriteIndex < 0 || prefab.Sprites.Count == 0 ? null : prefab.Sprites[spriteIndex % prefab.Sprites.Count];
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 ISpatialEntity.Position => new Vector2(Position.X, Position.Y);
|
||||
@@ -63,6 +67,8 @@ namespace Barotrauma
|
||||
|
||||
public Submarine Submarine => null;
|
||||
|
||||
public Level.Cave ParentCave;
|
||||
|
||||
public LevelObject(LevelObjectPrefab prefab, Vector3 position, float scale, float rotation = 0.0f)
|
||||
{
|
||||
ActivePrefab = Prefab = prefab;
|
||||
@@ -110,6 +116,19 @@ namespace Barotrauma
|
||||
Triggers.Add(newTrigger);
|
||||
}
|
||||
|
||||
if (spriteIndex == -1)
|
||||
{
|
||||
foreach (var overrideProperties in prefab.OverrideProperties)
|
||||
{
|
||||
if (overrideProperties == null) { continue; }
|
||||
if (overrideProperties.Sprites.Count > 0)
|
||||
{
|
||||
spriteIndex = Rand.Int(overrideProperties.Sprites.Count, Rand.RandSync.Server);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
NeedsUpdate = NeedsNetworkSyncing || (Triggers != null && Triggers.Any()) || Prefab.PhysicsBodyTriggerIndex > -1;
|
||||
|
||||
InitProjSpecific();
|
||||
|
||||
+60
-14
@@ -151,10 +151,10 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
availableSpawnPositions.Clear();
|
||||
foreach (Level.Cave cave in level.Caves)
|
||||
{
|
||||
availablePrefabs = new List<LevelObjectPrefab>(LevelObjectPrefab.List.FindAll(p => p.SpawnPos.HasFlag(LevelObjectPrefab.SpawnPosType.CaveWall)));
|
||||
availableSpawnPositions.Clear();
|
||||
suitableSpawnPositions.Clear();
|
||||
spawnPositionWeights.Clear();
|
||||
|
||||
@@ -171,7 +171,7 @@ namespace Barotrauma
|
||||
for (int i = 0; i < cave.CaveGenerationParams.LevelObjectAmount; i++)
|
||||
{
|
||||
//get a random prefab and find a place to spawn it
|
||||
LevelObjectPrefab prefab = GetRandomPrefab(cave.CaveGenerationParams, availablePrefabs);
|
||||
LevelObjectPrefab prefab = GetRandomPrefab(cave.CaveGenerationParams, availablePrefabs, requireCaveSpecificOverride: true);
|
||||
if (prefab == null) { continue; }
|
||||
if (!suitableSpawnPositions.ContainsKey(prefab))
|
||||
{
|
||||
@@ -184,19 +184,63 @@ namespace Barotrauma
|
||||
}
|
||||
SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.Server);
|
||||
if (spawnPosition == null && prefab.SpawnPos != LevelObjectPrefab.SpawnPosType.None) { continue; }
|
||||
PlaceObject(prefab, spawnPosition, level);
|
||||
PlaceObject(prefab, spawnPosition, level, cave);
|
||||
if (prefab.MaxCount < amount)
|
||||
{
|
||||
if (objects.Count(o => o.Prefab == prefab) >= prefab.MaxCount)
|
||||
if (objects.Count(o => o.Prefab == prefab && o.ParentCave == cave) >= prefab.MaxCount)
|
||||
{
|
||||
availablePrefabs.Remove(prefab);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void PlaceObject(LevelObjectPrefab prefab, SpawnPosition spawnPosition, Level level)
|
||||
public void PlaceNestObjects(Level level, Level.Cave cave, Vector2 nestPosition, float nestRadius, int objectAmount)
|
||||
{
|
||||
Rand.SetSyncedSeed(ToolBox.StringToInt(level.Seed));
|
||||
|
||||
var availablePrefabs = new List<LevelObjectPrefab>(LevelObjectPrefab.List.FindAll(p => p.SpawnPos.HasFlag(LevelObjectPrefab.SpawnPosType.NestWall)));
|
||||
Dictionary<LevelObjectPrefab, List<SpawnPosition>> suitableSpawnPositions = new Dictionary<LevelObjectPrefab, List<SpawnPosition>>();
|
||||
Dictionary<LevelObjectPrefab, List<float>> spawnPositionWeights = new Dictionary<LevelObjectPrefab, List<float>>();
|
||||
|
||||
List<SpawnPosition> availableSpawnPositions = new List<SpawnPosition>();
|
||||
var caveCells = cave.Tunnels.SelectMany(t => t.Cells);
|
||||
List<VoronoiCell> caveWallCells = new List<VoronoiCell>();
|
||||
foreach (var edge in caveCells.SelectMany(c => c.Edges))
|
||||
{
|
||||
if (!edge.NextToCave) { continue; }
|
||||
if (MathUtils.LineSegmentToPointDistanceSquared(edge.Point1.ToPoint(), edge.Point2.ToPoint(), nestPosition.ToPoint()) > nestRadius * nestRadius) { continue; }
|
||||
if (edge.Cell1?.CellType == CellType.Solid) { caveWallCells.Add(edge.Cell1); }
|
||||
if (edge.Cell2?.CellType == CellType.Solid) { caveWallCells.Add(edge.Cell2); }
|
||||
}
|
||||
availableSpawnPositions.AddRange(GetAvailableSpawnPositions(caveWallCells.Distinct(), LevelObjectPrefab.SpawnPosType.CaveWall));
|
||||
|
||||
for (int i = 0; i < objectAmount; i++)
|
||||
{
|
||||
//get a random prefab and find a place to spawn it
|
||||
LevelObjectPrefab prefab = GetRandomPrefab(cave.CaveGenerationParams, availablePrefabs, requireCaveSpecificOverride: false);
|
||||
if (prefab == null) { continue; }
|
||||
if (!suitableSpawnPositions.ContainsKey(prefab))
|
||||
{
|
||||
suitableSpawnPositions.Add(prefab,
|
||||
availableSpawnPositions.Where(sp =>
|
||||
sp.Length >= prefab.MinSurfaceWidth &&
|
||||
(sp.Alignment == Alignment.Any || prefab.Alignment.HasFlag(sp.Alignment))).ToList());
|
||||
spawnPositionWeights.Add(prefab,
|
||||
suitableSpawnPositions[prefab].Select(sp => sp.GetSpawnProbability(prefab)).ToList());
|
||||
}
|
||||
SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.Server);
|
||||
if (spawnPosition == null && prefab.SpawnPos != LevelObjectPrefab.SpawnPosType.None) { continue; }
|
||||
PlaceObject(prefab, spawnPosition, level);
|
||||
if (objects.Count(o => o.Prefab == prefab) >= prefab.MaxCount)
|
||||
{
|
||||
availablePrefabs.Remove(prefab);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void PlaceObject(LevelObjectPrefab prefab, SpawnPosition spawnPosition, Level level, Level.Cave parentCave = null)
|
||||
{
|
||||
float rotation = 0.0f;
|
||||
if (prefab.AlignWithSurface && spawnPosition.Normal.LengthSquared() > 0.001f && spawnPosition != null)
|
||||
@@ -228,6 +272,7 @@ namespace Barotrauma
|
||||
var newObject = new LevelObject(prefab,
|
||||
new Vector3(position, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, Rand.RandSync.Server)), Rand.Range(prefab.MinSize, prefab.MaxSize, Rand.RandSync.Server), rotation);
|
||||
AddObject(newObject, level);
|
||||
newObject.ParentCave = parentCave;
|
||||
|
||||
foreach (LevelObjectPrefab.ChildObject child in prefab.ChildObjects)
|
||||
{
|
||||
@@ -237,7 +282,7 @@ namespace Barotrauma
|
||||
var matchingPrefabs = LevelObjectPrefab.List.Where(p => child.AllowedNames.Contains(p.Name));
|
||||
int prefabCount = matchingPrefabs.Count();
|
||||
var childPrefab = prefabCount == 0 ? null : matchingPrefabs.ElementAt(Rand.Range(0, prefabCount, Rand.RandSync.Server));
|
||||
if (childPrefab == null) continue;
|
||||
if (childPrefab == null) { continue; }
|
||||
|
||||
Vector2 childPos = position + edgeDir * Rand.Range(-0.5f, 0.5f, Rand.RandSync.Server) * prefab.MinSurfaceWidth;
|
||||
|
||||
@@ -247,6 +292,7 @@ namespace Barotrauma
|
||||
rotation + Rand.Range(childPrefab.RandomRotationRad.X, childPrefab.RandomRotationRad.Y, Rand.RandSync.Server));
|
||||
|
||||
AddObject(childObject, level);
|
||||
childObject.ParentCave = parentCave;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -372,7 +418,7 @@ namespace Barotrauma
|
||||
return objects;
|
||||
}
|
||||
|
||||
private readonly static List<LevelObject> objectsInRange = new List<LevelObject>();
|
||||
private readonly static HashSet<LevelObject> objectsInRange = new HashSet<LevelObject>();
|
||||
public IEnumerable<LevelObject> GetAllObjects(Vector2 worldPosition, float radius)
|
||||
{
|
||||
var minIndices = GetGridIndices(worldPosition - Vector2.One * radius);
|
||||
@@ -391,10 +437,10 @@ namespace Barotrauma
|
||||
{
|
||||
for (int y = minIndices.Y; y <= maxIndices.Y; y++)
|
||||
{
|
||||
if (objectGrid[x, y] == null) continue;
|
||||
if (objectGrid[x, y] == null) { continue; }
|
||||
foreach (LevelObject obj in objectGrid[x, y])
|
||||
{
|
||||
if (!objectsInRange.Contains(obj)) objectsInRange.Add(obj);
|
||||
objectsInRange.Add(obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -402,7 +448,7 @@ namespace Barotrauma
|
||||
return objectsInRange;
|
||||
}
|
||||
|
||||
private List<SpawnPosition> GetAvailableSpawnPositions(IEnumerable<VoronoiCell> cells, LevelObjectPrefab.SpawnPosType spawnPosType)
|
||||
private List<SpawnPosition> GetAvailableSpawnPositions(IEnumerable<VoronoiCell> cells, LevelObjectPrefab.SpawnPosType spawnPosType, bool checkFlags = true)
|
||||
{
|
||||
List<LevelObjectPrefab.SpawnPosType> spawnPosTypes = new List<LevelObjectPrefab.SpawnPosType>(4);
|
||||
List<SpawnPosition> availableSpawnPositions = new List<SpawnPosition>();
|
||||
@@ -498,12 +544,12 @@ namespace Barotrauma
|
||||
availablePrefabs.Select(p => p.GetCommonness(generationParams)).ToList(), Rand.RandSync.Server);
|
||||
}
|
||||
|
||||
private LevelObjectPrefab GetRandomPrefab(CaveGenerationParams caveParams, IList<LevelObjectPrefab> availablePrefabs)
|
||||
private LevelObjectPrefab GetRandomPrefab(CaveGenerationParams caveParams, IList<LevelObjectPrefab> availablePrefabs, bool requireCaveSpecificOverride)
|
||||
{
|
||||
if (availablePrefabs.Sum(p => p.GetCommonness(caveParams)) <= 0.0f) { return null; }
|
||||
if (availablePrefabs.Sum(p => p.GetCommonness(caveParams, requireCaveSpecificOverride)) <= 0.0f) { return null; }
|
||||
return ToolBox.SelectWeightedRandom(
|
||||
availablePrefabs,
|
||||
availablePrefabs.Select(p => p.GetCommonness(caveParams)).ToList(), Rand.RandSync.Server);
|
||||
availablePrefabs.Select(p => p.GetCommonness(caveParams, requireCaveSpecificOverride)).ToList(), Rand.RandSync.Server);
|
||||
}
|
||||
|
||||
public override void Remove()
|
||||
|
||||
+9
-8
@@ -37,11 +37,12 @@ namespace Barotrauma
|
||||
MainPathWall = 1,
|
||||
SidePathWall = 2,
|
||||
CaveWall = 4,
|
||||
RuinWall = 8,
|
||||
SeaFloor = 16,
|
||||
MainPath = 32,
|
||||
LevelStart = 64,
|
||||
LevelEnd = 128,
|
||||
NestWall = 8,
|
||||
RuinWall = 16,
|
||||
SeaFloor = 32,
|
||||
MainPath = 64,
|
||||
LevelStart = 128,
|
||||
LevelEnd = 256,
|
||||
Wall = MainPathWall | SidePathWall | CaveWall,
|
||||
}
|
||||
|
||||
@@ -319,7 +320,7 @@ namespace Barotrauma
|
||||
}
|
||||
else if (List.Any())
|
||||
{
|
||||
DebugConsole.NewMessage($"Loading additional level object prefabs from file '{configPath}'");
|
||||
DebugConsole.Log($"Loading additional level object prefabs from file '{configPath}'");
|
||||
}
|
||||
foreach (XElement subElement in mainElement.Elements())
|
||||
{
|
||||
@@ -442,14 +443,14 @@ namespace Barotrauma
|
||||
partial void InitProjSpecific(XElement element);
|
||||
|
||||
|
||||
public float GetCommonness(CaveGenerationParams generationParams)
|
||||
public float GetCommonness(CaveGenerationParams generationParams, bool requireCaveSpecificOverride = true)
|
||||
{
|
||||
if (generationParams?.Identifier != null &&
|
||||
OverrideCommonness.TryGetValue(generationParams.Identifier, out float commonness))
|
||||
{
|
||||
return commonness;
|
||||
}
|
||||
return 0.0f;
|
||||
return requireCaveSpecificOverride ? 0.0f : Commonness;
|
||||
}
|
||||
|
||||
public float GetCommonness(LevelGenerationParams generationParams)
|
||||
|
||||
@@ -34,44 +34,38 @@ namespace Barotrauma
|
||||
|
||||
public Action<LevelTrigger, Entity> OnTriggered;
|
||||
|
||||
private PhysicsBody physicsBody;
|
||||
|
||||
/// <summary>
|
||||
/// Effects applied to entities that are inside the trigger
|
||||
/// </summary>
|
||||
private List<StatusEffect> statusEffects = new List<StatusEffect>();
|
||||
private readonly List<StatusEffect> statusEffects = new List<StatusEffect>();
|
||||
|
||||
/// <summary>
|
||||
/// Attacks applied to entities that are inside the trigger
|
||||
/// </summary>
|
||||
private List<Attack> attacks = new List<Attack>();
|
||||
private readonly List<Attack> attacks = new List<Attack>();
|
||||
|
||||
private float cameraShake;
|
||||
private readonly float cameraShake;
|
||||
private Vector2 unrotatedForce;
|
||||
private float forceFluctuationTimer, currentForceFluctuation = 1.0f;
|
||||
|
||||
private HashSet<Entity> triggerers = new HashSet<Entity>();
|
||||
private readonly HashSet<Entity> triggerers = new HashSet<Entity>();
|
||||
|
||||
private TriggererType triggeredBy;
|
||||
private readonly TriggererType triggeredBy;
|
||||
|
||||
private float randomTriggerInterval;
|
||||
private float randomTriggerProbability;
|
||||
private readonly float randomTriggerInterval;
|
||||
private readonly float randomTriggerProbability;
|
||||
private float randomTriggerTimer;
|
||||
|
||||
private float triggeredTimer;
|
||||
|
||||
//how far away this trigger can activate other triggers from
|
||||
private float triggerOthersDistance;
|
||||
|
||||
private HashSet<string> tags = new HashSet<string>();
|
||||
private readonly HashSet<string> tags = new HashSet<string>();
|
||||
|
||||
//other triggers have to have at least one of these tags to trigger this one
|
||||
private HashSet<string> allowedOtherTriggerTags = new HashSet<string>();
|
||||
private readonly HashSet<string> allowedOtherTriggerTags = new HashSet<string>();
|
||||
|
||||
/// <summary>
|
||||
/// How long the trigger stays in the triggered state after triggerers have left
|
||||
/// </summary>
|
||||
private float stayTriggeredDelay;
|
||||
private readonly float stayTriggeredDelay;
|
||||
|
||||
public LevelTrigger ParentTrigger;
|
||||
|
||||
@@ -88,30 +82,24 @@ namespace Barotrauma
|
||||
set
|
||||
{
|
||||
worldPosition = value;
|
||||
physicsBody?.SetTransform(ConvertUnits.ToSimUnits(value), physicsBody.Rotation);
|
||||
PhysicsBody?.SetTransform(ConvertUnits.ToSimUnits(value), PhysicsBody.Rotation);
|
||||
}
|
||||
}
|
||||
|
||||
public float Rotation
|
||||
{
|
||||
get { return physicsBody == null ? 0.0f : physicsBody.Rotation; }
|
||||
get { return PhysicsBody == null ? 0.0f : PhysicsBody.Rotation; }
|
||||
set
|
||||
{
|
||||
if (physicsBody == null) return;
|
||||
physicsBody.SetTransform(physicsBody.Position, value);
|
||||
if (PhysicsBody == null) return;
|
||||
PhysicsBody.SetTransform(PhysicsBody.Position, value);
|
||||
CalculateDirectionalForce();
|
||||
}
|
||||
}
|
||||
|
||||
public PhysicsBody PhysicsBody
|
||||
{
|
||||
get { return physicsBody; }
|
||||
}
|
||||
public PhysicsBody PhysicsBody { get; private set; }
|
||||
|
||||
public float TriggerOthersDistance
|
||||
{
|
||||
get { return triggerOthersDistance; }
|
||||
}
|
||||
public float TriggerOthersDistance { get; private set; }
|
||||
|
||||
public IEnumerable<Entity> Triggerers
|
||||
{
|
||||
@@ -153,7 +141,7 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
private TriggerForceMode forceMode;
|
||||
private readonly TriggerForceMode forceMode;
|
||||
public TriggerForceMode ForceMode
|
||||
{
|
||||
get { return forceMode; }
|
||||
@@ -198,6 +186,9 @@ namespace Barotrauma
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
private bool triggeredOnce;
|
||||
private readonly bool triggerOnce;
|
||||
|
||||
public LevelTrigger(XElement element, Vector2 position, float rotation, float scale = 1.0f, string parentDebugName = "")
|
||||
{
|
||||
@@ -206,20 +197,20 @@ namespace Barotrauma
|
||||
worldPosition = position;
|
||||
if (element.Attributes("radius").Any() || element.Attributes("width").Any() || element.Attributes("height").Any())
|
||||
{
|
||||
physicsBody = new PhysicsBody(element, scale)
|
||||
PhysicsBody = new PhysicsBody(element, scale)
|
||||
{
|
||||
CollisionCategories = Physics.CollisionLevel,
|
||||
CollidesWith = Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionProjectile | Physics.CollisionWall
|
||||
};
|
||||
physicsBody.FarseerBody.OnCollision += PhysicsBody_OnCollision;
|
||||
physicsBody.FarseerBody.OnSeparation += PhysicsBody_OnSeparation;
|
||||
physicsBody.FarseerBody.SetIsSensor(true);
|
||||
physicsBody.FarseerBody.BodyType = BodyType.Static;
|
||||
physicsBody.FarseerBody.BodyType = BodyType.Kinematic;
|
||||
PhysicsBody.FarseerBody.OnCollision += PhysicsBody_OnCollision;
|
||||
PhysicsBody.FarseerBody.OnSeparation += PhysicsBody_OnSeparation;
|
||||
PhysicsBody.FarseerBody.SetIsSensor(true);
|
||||
PhysicsBody.FarseerBody.BodyType = BodyType.Static;
|
||||
PhysicsBody.FarseerBody.BodyType = BodyType.Kinematic;
|
||||
|
||||
ColliderRadius = ConvertUnits.ToDisplayUnits(Math.Max(Math.Max(PhysicsBody.radius, PhysicsBody.width / 2.0f), PhysicsBody.height / 2.0f));
|
||||
|
||||
physicsBody.SetTransform(ConvertUnits.ToSimUnits(position), rotation);
|
||||
PhysicsBody.SetTransform(ConvertUnits.ToSimUnits(position), rotation);
|
||||
}
|
||||
|
||||
cameraShake = element.GetAttributeFloat("camerashake", 0.0f);
|
||||
@@ -227,6 +218,8 @@ namespace Barotrauma
|
||||
InfectIdentifier = element.GetAttributeString("infectidentifier", null);
|
||||
InfectionChance = element.GetAttributeFloat("infectionchance", 0.05f);
|
||||
|
||||
triggerOnce = element.GetAttributeBool("triggeronce", false);
|
||||
|
||||
stayTriggeredDelay = element.GetAttributeFloat("staytriggereddelay", 0.0f);
|
||||
randomTriggerInterval = element.GetAttributeFloat("randomtriggerinterval", 0.0f);
|
||||
randomTriggerProbability = element.GetAttributeFloat("randomtriggerprobability", 0.0f);
|
||||
@@ -256,7 +249,7 @@ namespace Barotrauma
|
||||
DebugConsole.ThrowError("Error in LevelTrigger config: \"" + triggeredByStr + "\" is not a valid triggerer type.");
|
||||
}
|
||||
UpdateCollisionCategories();
|
||||
triggerOthersDistance = element.GetAttributeFloat("triggerothersdistance", 0.0f);
|
||||
TriggerOthersDistance = element.GetAttributeFloat("triggerothersdistance", 0.0f);
|
||||
|
||||
var tagsArray = element.GetAttributeStringArray("tags", new string[0]);
|
||||
foreach (string tag in tagsArray)
|
||||
@@ -283,11 +276,14 @@ namespace Barotrauma
|
||||
case "attack":
|
||||
case "damage":
|
||||
var attack = new Attack(subElement, string.IsNullOrEmpty(parentDebugName) ? "LevelTrigger" : "LevelTrigger in " + parentDebugName);
|
||||
var multipliedAfflictions = attack.GetMultipliedAfflictions((float)Timing.Step);
|
||||
attack.Afflictions.Clear();
|
||||
foreach (Affliction affliction in multipliedAfflictions)
|
||||
if (!triggerOnce)
|
||||
{
|
||||
attack.Afflictions.Add(affliction, null);
|
||||
var multipliedAfflictions = attack.GetMultipliedAfflictions((float)Timing.Step);
|
||||
attack.Afflictions.Clear();
|
||||
foreach (Affliction affliction in multipliedAfflictions)
|
||||
{
|
||||
attack.Afflictions.Add(affliction, null);
|
||||
}
|
||||
}
|
||||
attacks.Add(attack);
|
||||
break;
|
||||
@@ -300,14 +296,14 @@ namespace Barotrauma
|
||||
|
||||
private void UpdateCollisionCategories()
|
||||
{
|
||||
if (physicsBody == null) return;
|
||||
if (PhysicsBody == null) return;
|
||||
|
||||
var collidesWith = Physics.CollisionNone;
|
||||
if (triggeredBy.HasFlag(TriggererType.Character) || triggeredBy.HasFlag(TriggererType.Creature)) collidesWith |= Physics.CollisionCharacter;
|
||||
if (triggeredBy.HasFlag(TriggererType.Item)) collidesWith |= Physics.CollisionItem | Physics.CollisionProjectile;
|
||||
if (triggeredBy.HasFlag(TriggererType.Submarine)) collidesWith |= Physics.CollisionWall;
|
||||
if (triggeredBy.HasFlag(TriggererType.Human) || triggeredBy.HasFlag(TriggererType.Creature)) { collidesWith |= Physics.CollisionCharacter; }
|
||||
if (triggeredBy.HasFlag(TriggererType.Item)) { collidesWith |= Physics.CollisionItem | Physics.CollisionProjectile; }
|
||||
if (triggeredBy.HasFlag(TriggererType.Submarine)) { collidesWith |= Physics.CollisionWall; }
|
||||
|
||||
physicsBody.CollidesWith = collidesWith;
|
||||
PhysicsBody.CollidesWith = collidesWith;
|
||||
}
|
||||
|
||||
private void CalculateDirectionalForce()
|
||||
@@ -362,7 +358,7 @@ namespace Barotrauma
|
||||
private void PhysicsBody_OnSeparation(Fixture fixtureA, Fixture fixtureB, Contact contact)
|
||||
{
|
||||
Entity entity = GetEntity(fixtureB);
|
||||
if (entity == null) return;
|
||||
if (entity == null) { return; }
|
||||
|
||||
if (entity is Character character &&
|
||||
(!character.Enabled || character.Removed) &&
|
||||
@@ -376,22 +372,25 @@ namespace Barotrauma
|
||||
//check if there are contacts with any other fixture of the trigger
|
||||
//(the OnSeparation callback happens when two fixtures separate,
|
||||
//e.g. if a body stops touching the circular fixture at the end of a capsule-shaped body)
|
||||
ContactEdge contactEdge = fixtureA.Body.ContactList;
|
||||
while (contactEdge != null)
|
||||
foreach (Fixture fixture in PhysicsBody.FarseerBody.FixtureList)
|
||||
{
|
||||
if (contactEdge.Contact != null &&
|
||||
contactEdge.Contact.Enabled &&
|
||||
contactEdge.Contact.IsTouching)
|
||||
ContactEdge contactEdge = fixture.Body.ContactList;
|
||||
while (contactEdge != null)
|
||||
{
|
||||
if (contactEdge.Contact.FixtureA != fixtureA && contactEdge.Contact.FixtureB != fixtureA)
|
||||
if (contactEdge.Contact != null &&
|
||||
contactEdge.Contact.Enabled &&
|
||||
contactEdge.Contact.IsTouching)
|
||||
{
|
||||
var otherEntity = GetEntity(contactEdge.Contact.FixtureB == fixtureB ?
|
||||
contactEdge.Contact.FixtureB :
|
||||
contactEdge.Contact.FixtureA);
|
||||
if (otherEntity == entity) { return; }
|
||||
if (contactEdge.Contact.FixtureA != fixture && contactEdge.Contact.FixtureB != fixture)
|
||||
{
|
||||
var otherEntity = GetEntity(contactEdge.Contact.FixtureB == fixtureB ?
|
||||
contactEdge.Contact.FixtureB :
|
||||
contactEdge.Contact.FixtureA);
|
||||
if (otherEntity == entity) { return; }
|
||||
}
|
||||
}
|
||||
contactEdge = contactEdge.Next;
|
||||
}
|
||||
contactEdge = contactEdge.Next;
|
||||
}
|
||||
|
||||
if (triggerers.Contains(entity))
|
||||
@@ -403,10 +402,10 @@ namespace Barotrauma
|
||||
|
||||
private Entity GetEntity(Fixture fixture)
|
||||
{
|
||||
if (fixture.Body == null || fixture.Body.UserData == null) return null;
|
||||
if (fixture.Body.UserData is Entity entity) return entity;
|
||||
if (fixture.Body.UserData is Limb limb) return limb.character;
|
||||
if (fixture.Body.UserData is SubmarineBody subBody) return subBody.Submarine;
|
||||
if (fixture.Body == null || fixture.Body.UserData == null) { return null; }
|
||||
if (fixture.Body.UserData is Entity entity) { return entity; }
|
||||
if (fixture.Body.UserData is Limb limb) { return limb.character; }
|
||||
if (fixture.Body.UserData is SubmarineBody subBody) { return subBody.Submarine; }
|
||||
|
||||
return null;
|
||||
}
|
||||
@@ -416,15 +415,15 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public void OtherTriggered(LevelObject levelObject, LevelTrigger otherTrigger)
|
||||
{
|
||||
if (!triggeredBy.HasFlag(TriggererType.OtherTrigger) || stayTriggeredDelay <= 0.0f) return;
|
||||
if (!triggeredBy.HasFlag(TriggererType.OtherTrigger) || stayTriggeredDelay <= 0.0f) { return; }
|
||||
|
||||
//check if the other trigger has appropriate tags
|
||||
if (allowedOtherTriggerTags.Count > 0)
|
||||
{
|
||||
if (!allowedOtherTriggerTags.Any(t => otherTrigger.tags.Contains(t))) return;
|
||||
if (!allowedOtherTriggerTags.Any(t => otherTrigger.tags.Contains(t))) { return; }
|
||||
}
|
||||
|
||||
if (Vector2.DistanceSquared(WorldPosition, otherTrigger.WorldPosition) <= otherTrigger.triggerOthersDistance * otherTrigger.triggerOthersDistance)
|
||||
if (Vector2.DistanceSquared(WorldPosition, otherTrigger.WorldPosition) <= otherTrigger.TriggerOthersDistance * otherTrigger.TriggerOthersDistance)
|
||||
{
|
||||
bool wasAlreadyTriggered = IsTriggered;
|
||||
triggeredTimer = stayTriggeredDelay;
|
||||
@@ -441,10 +440,10 @@ namespace Barotrauma
|
||||
|
||||
triggerers.RemoveWhere(t => t.Removed);
|
||||
|
||||
if (physicsBody != null)
|
||||
if (PhysicsBody != null)
|
||||
{
|
||||
//failsafe to ensure triggerers get removed when they're far from the trigger
|
||||
float maxExtent = Math.Max(ConvertUnits.ToDisplayUnits(physicsBody.GetMaxExtent() * 5), 5000.0f);
|
||||
float maxExtent = Math.Max(ConvertUnits.ToDisplayUnits(PhysicsBody.GetMaxExtent() * 5), 5000.0f);
|
||||
triggerers.RemoveWhere(t =>
|
||||
{
|
||||
return Vector2.Distance(t.WorldPosition, WorldPosition) > maxExtent;
|
||||
@@ -500,17 +499,43 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
if (triggerOnce)
|
||||
{
|
||||
if (triggeredOnce) { return; }
|
||||
if (triggerers.Count > 0) { triggeredOnce = true; }
|
||||
}
|
||||
|
||||
foreach (Entity triggerer in triggerers)
|
||||
{
|
||||
foreach (StatusEffect effect in statusEffects)
|
||||
{
|
||||
if (triggerer is Character)
|
||||
Vector2? position = null;
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.This)) { position = WorldPosition; }
|
||||
if (triggerer is Character character)
|
||||
{
|
||||
effect.Apply(effect.type, deltaTime, triggerer, (Character)triggerer);
|
||||
effect.Apply(effect.type, deltaTime, triggerer, character, position);
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.Contained) && character.Inventory != null)
|
||||
{
|
||||
foreach (Item item in character.Inventory.AllItemsMod)
|
||||
{
|
||||
if (item.ContainedItems == null) { continue; }
|
||||
foreach (Item containedItem in item.ContainedItems)
|
||||
{
|
||||
effect.Apply(effect.type, deltaTime, triggerer, containedItem.AllPropertyObjects, position);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (triggerer is Item)
|
||||
else if (triggerer is Item item)
|
||||
{
|
||||
effect.Apply(effect.type, deltaTime, triggerer, ((Item)triggerer).AllPropertyObjects);
|
||||
effect.Apply(effect.type, deltaTime, triggerer, item.AllPropertyObjects, position);
|
||||
}
|
||||
if (effect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
|
||||
effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
|
||||
{
|
||||
var targets = new List<ISerializableEntity>();
|
||||
effect.GetNearbyTargets(worldPosition, targets);
|
||||
effect.Apply(effect.type, deltaTime, triggerer, targets);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -528,7 +553,7 @@ namespace Barotrauma
|
||||
float structureDamage = attack.GetStructureDamage(deltaTime);
|
||||
if (structureDamage > 0.0f)
|
||||
{
|
||||
Explosion.RangedStructureDamage(worldPosition, attack.DamageRange, structureDamage, damageLevelWalls: false);
|
||||
Explosion.RangedStructureDamage(worldPosition, attack.DamageRange, structureDamage, levelWallDamage: 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -618,7 +643,7 @@ namespace Barotrauma
|
||||
|
||||
public Vector2 GetWaterFlowVelocity()
|
||||
{
|
||||
if (Force == Vector2.Zero) return Vector2.Zero;
|
||||
if (Force == Vector2.Zero || ForceMode == TriggerForceMode.LimitVelocity) { return Vector2.Zero; }
|
||||
|
||||
Vector2 vel = Force;
|
||||
if (ForceMode == TriggerForceMode.Acceleration)
|
||||
|
||||
@@ -36,7 +36,16 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public float WallDamageOnTouch;
|
||||
private float wallDamageOnTouch;
|
||||
public float WallDamageOnTouch
|
||||
{
|
||||
get { return wallDamageOnTouch; }
|
||||
set
|
||||
{
|
||||
Cells.ForEach(c => c.DoesDamage = !MathUtils.NearlyEqual(value, 0.0f));
|
||||
wallDamageOnTouch = value;
|
||||
}
|
||||
}
|
||||
|
||||
public float MoveSpeed;
|
||||
|
||||
|
||||
@@ -1,9 +1,14 @@
|
||||
using Barotrauma.IO;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
#if DEBUG
|
||||
using System.Xml;
|
||||
#else
|
||||
using Barotrauma.IO;
|
||||
#endif
|
||||
|
||||
|
||||
namespace Barotrauma.RuinGeneration
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user