Giving crew members an ID card with clearances based on spawnpoint, level collision bugfixes, level exit/enter "shafts", moar entity ID bugfixes
This commit is contained in:
+160
-131
@@ -21,6 +21,8 @@ namespace Subsurface
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static Level loaded;
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private static Texture2D shaftTexture;
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private string seed;
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private int siteInterval;
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@@ -41,6 +43,8 @@ namespace Subsurface
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private Rectangle borders;
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private List<Body> bodies = new List<Body>();
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public Vector2 StartPosition
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{
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get { return startPosition; }
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@@ -58,6 +62,8 @@ namespace Subsurface
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public Level(string seed, int width, int height, int siteInterval)
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{
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if (shaftTexture == null) shaftTexture = Game1.textureLoader.FromFile("Content/Map/shaft.png");
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this.seed = seed;
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this.siteInterval = siteInterval;
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@@ -79,8 +85,6 @@ namespace Subsurface
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Stopwatch sw = new Stopwatch();
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sw.Start();
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//Game1.random = new Random(ToolBox.SeedToInt(seed));
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if (loaded != null)
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{
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loaded.Unload();
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@@ -92,8 +96,6 @@ namespace Subsurface
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List<Vector2> sites = new List<Vector2>();
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int aa = seed.GetHashCode();
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Random rand = new Random(seed.GetHashCode());
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float siteVariance = siteInterval * 0.8f;
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@@ -177,6 +179,8 @@ namespace Subsurface
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wayPoint.SpawnType = SpawnType.Enemy;
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}
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startPosition = pathCells[0].Center;
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endPosition = pathCells[pathCells.Count - 1].Center;
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//generate a couple of random paths
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for (int i = 0; i < rand.Next() % 3; i++)
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@@ -200,11 +204,21 @@ namespace Subsurface
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Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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startPosition = pathCells[0].Center;
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endPosition = pathCells[pathCells.Count - 1].Center;
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for (int i = 0; i < 2; i++ )
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{
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Vector2 tunnelStart = (i == 0) ? startPosition : endPosition;
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pathCells.AddRange
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(
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GeneratePath(rand, tunnelStart, new Vector2(tunnelStart.X, borders.Height), cells, pathBorders, minWidth, 0.1f)
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);
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}
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cells = CleanCells(pathCells);
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foreach (VoronoiCell cell in pathCells)
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{
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cells.Remove(cell);
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@@ -223,6 +237,26 @@ namespace Subsurface
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cellGrid[(int)Math.Floor(cell.Center.X / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell);
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}
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startPosition.Y = borders.Height;
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endPosition.Y = borders.Height;
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for (int i = 0; i < 2; i++)
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{
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Vector2 tunnelStart = (i == 0) ? startPosition : endPosition;
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for (int n = -1; n < 2; n += 2)
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{
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int cellIndex = FindCellIndex(new Vector2(tunnelStart.X + minWidth * 0.5f * n, tunnelStart.Y), 3);
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foreach (GraphEdge ge in cells[cellIndex].edges)
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{
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if (ge.point1.Y > cells[cellIndex].Center.Y) ge.point1.Y = borders.Height + 5000.0f;
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if (ge.point2.Y > cells[cellIndex].Center.Y) ge.point2.Y = borders.Height + 5000.0f;
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}
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}
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}
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startPosition.Y += 5000.0f;
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endPosition.Y += 5000.0f;
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GeneratePolygons(cells, pathCells);
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foreach (VoronoiCell cell in cells)
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@@ -394,23 +428,11 @@ namespace Subsurface
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return (r >= 0 && r <= 1) && (s >= 0 && s <= 1);
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}
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//public Microsoft.Xna.Framework.Point GridCell(Vector2 position)
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//{
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// Microsoft.Xna.Framework.Point point = new Microsoft.Xna.Framework.Point(
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// (int)Math.Floor(position.X / gridCellWidth),
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// (int)Math.Floor(position.Y / gridCellWidth));
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// point.X = MathHelper.Clamp(point.X, 0, cellGrid.GetLength(0) - 1);
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// point.Y = MathHelper.Clamp(point.X, 0, cellGrid.GetLength(1) - 1);
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// return point;
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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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private int FindCellIndex(Vector2 position)
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private int FindCellIndex(Vector2 position, int searchDepth = 1)
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{
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float closestDist = 0.0f;
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VoronoiCell closestCell = null;
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@@ -418,11 +440,9 @@ namespace Subsurface
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int gridPosX = (int)Math.Floor(position.X / GridCellWidth);
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int gridPosY = (int)Math.Floor(position.Y / GridCellWidth);
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int searchOffset = 1;
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for (int x = Math.Max(gridPosX - searchOffset, 0); x <= Math.Min(gridPosX + searchOffset, cellGrid.GetLength(0) - 1); x++)
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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 - searchOffset, 0); y <= Math.Min(gridPosY + searchOffset, cellGrid.GetLength(1) - 1); y++)
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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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@@ -472,45 +492,27 @@ namespace Subsurface
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if (tempVertices.Count < 3) continue;
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int triangleCount = tempVertices.Count - 2;
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tempVertices.Sort(new CompareCCW(cell.Center));
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int lastIndex = 1;
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for (int i = 0; i < triangleCount; i++)
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var triangles = TriangulateConvex(tempVertices, cell.Center);
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for (int i = 0; i < triangles.Count; i++ )
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{
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//simple triangulation
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List<Vector2> triangleVertices = new List<Vector2>();
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triangleVertices.Add(tempVertices[0]);
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for (int j = lastIndex; j <= lastIndex + 1; j++)
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foreach (Vector2 vertex in triangles[i])
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{
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triangleVertices.Add(tempVertices[j]);
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verticeList.Add(new VertexPositionColor(new Vector3(vertex, 0.0f), new Color(n,(n*2)%255,(n*3)%255)*0.5f));
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}
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lastIndex += 1;
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foreach (Vector2 vertex in triangleVertices)
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{
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verticeList.Add(new VertexPositionColor(new Vector3(vertex, 0.0f), Color.LightGray * 0.8f));//new Color(n,(n*2)%255,(n*3)%255)*0.5f));
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}
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//bool isSame = false;
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//if (triangleVertices[0].Y == triangleVertices[1].Y && triangleVertices[1].Y == triangleVertices[2].Y) isSame = true;
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//if (triangleVertices[0].X == triangleVertices[1].X && triangleVertices[1].X == triangleVertices[2].X) isSame = true;
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//if (isSame) continue;
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//CreateBody(cell, triangleVertices);
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}
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if (bodyPoints.Count < 2) continue;
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//todo: make sure the first point is the one where the edge should start from
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bodyPoints.Sort(new CompareCCW(cell.Center));
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//if (bodyPoints.Count == tempVertices.Count)
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//{
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//}
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if (bodyPoints.Count < 3)
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{
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foreach(Vector2 vertex in tempVertices)
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{
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if (bodyPoints.Contains(vertex)) continue;
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bodyPoints.Add(vertex);
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break;
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}
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}
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for (int i = 0; i < bodyPoints.Count; i++)
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{
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@@ -518,45 +520,81 @@ namespace Subsurface
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bodyPoints[i] = ConvertUnits.ToSimUnits(bodyPoints[i]);
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}
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for (int i = bodyPoints.Count-1; i >0 ; i--)
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triangles = TriangulateConvex(bodyPoints, cell.Center);
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Body edgeBody = new Body(Game1.World);
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for (int i = 0; i < triangles.Count; i++)
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{
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if (Vector2.Distance(bodyPoints[i], bodyPoints[i - 1]) < 0.1f) bodyPoints.RemoveAt(i);
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Vertices bodyVertices = new Vertices(triangles[i]);
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FixtureFactory.AttachPolygon(bodyVertices, 5.0f, edgeBody);
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}
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if (bodyPoints.Count < 2) continue;
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Vertices bodyVertices = new Vertices(bodyPoints);
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Body edgeBody = BodyFactory.CreateLoopShape(Game1.World, bodyVertices);
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//Body edgeBody = (bodyVertices.Count == tempVertices.Count) ?
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// BodyFactory.CreateLoopShape(Game1.world, bodyVertices) :
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// BodyFactory.CreateChainShape(Game1.world, bodyVertices);
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edgeBody.UserData = cell;
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edgeBody.SleepingAllowed = false;
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edgeBody.BodyType = BodyType.Kinematic;
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edgeBody.CollisionCategories = Physics.CollisionWall | Physics.CollisionLevel;
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cell.body = edgeBody;
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bodies.Add(edgeBody);
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}
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vertices = verticeList.ToArray();
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for (int i = 0; i < 2; i++ )
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{
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Body shaftBody = BodyFactory.CreateRectangle(Game1.World, 100.0f, 10.0f, 5.0f);
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shaftBody.BodyType = BodyType.Kinematic;
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shaftBody.CollisionCategories = Physics.CollisionWall | Physics.CollisionLevel;
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shaftBody.SetTransform(ConvertUnits.ToSimUnits((i==0) ? startPosition : endPosition), 0.0f);
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shaftBody.SleepingAllowed = false;
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bodies.Add(shaftBody);
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}
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//return bodies;
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vertices = verticeList.ToArray();
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}
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private List<Vector2[]> TriangulateConvex(List<Vector2> vertices, Vector2 center)
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{
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List<Vector2[]> triangles = new List<Vector2[]>();
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int triangleCount = vertices.Count - 2;
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vertices.Sort(new CompareCCW(center));
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int lastIndex = 1;
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for (int i = 0; i < triangleCount; i++)
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{
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Vector2[] triangleVertices = new Vector2[3];
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triangleVertices[0] = vertices[0];
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int k = 1;
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for (int j = lastIndex; j <= lastIndex + 1; j++)
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{
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triangleVertices[k]=vertices[j];
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k++;
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}
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lastIndex += 1;
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triangles.Add(triangleVertices);
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}
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return triangles;
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}
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public void SetPosition(Vector2 pos)
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{
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Vector2 amount = pos - Position;
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Vector2 simAmount = ConvertUnits.ToSimUnits(amount);
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foreach (VoronoiCell cell in cells)
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//foreach (VoronoiCell cell in cells)
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//{
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// if (cell.body == null) continue;
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// cell.body.SleepingAllowed = false;
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// cell.body.SetTransform(cell.body.Position + simAmount, cell.body.Rotation);
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//}
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foreach (Body body in bodies)
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{
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if (cell.body == null) continue;
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cell.body.SleepingAllowed = false;
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cell.body.SetTransform(cell.body.Position + simAmount, cell.body.Rotation);
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body.SetTransform(body.Position + simAmount, body.Rotation);
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}
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foreach (MapEntity mapEntity in MapEntity.mapEntityList)
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@@ -585,10 +623,15 @@ namespace Subsurface
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//DebugCheckPos();
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foreach (VoronoiCell cell in cells)
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//foreach (VoronoiCell cell in cells)
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//{
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// if (cell.body == null) continue;
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// cell.body.LinearVelocity = simVelocity;
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//}
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foreach (Body body in bodies)
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{
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if (cell.body == null) continue;
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cell.body.LinearVelocity = simVelocity;
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body.LinearVelocity = simVelocity;
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}
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foreach (Character character in Character.CharacterList)
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@@ -703,64 +746,51 @@ namespace Subsurface
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}
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public void RenderLines(SpriteBatch spriteBatch)
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public void Draw(SpriteBatch spriteBatch)
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{
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//GUI.DrawRectangle(spriteBatch, new Rectangle(borders.X, borders.Y-borders.Height, borders.Width, borders.Height), Color.Cyan);
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Vector2 pos = endPosition;
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pos.X += Position.X;
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pos.Y = -pos.Y - Position.Y;
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//for (int x = 0; x < cellGrid.GetLength(0); x++)
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int shaftWidth = 10000;
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spriteBatch.Draw(shaftTexture,
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new Rectangle((int)(pos.X - shaftWidth / 2), (int)pos.Y, shaftWidth, 512),
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new Rectangle(0, 0, shaftWidth, 256),
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Color.White, 0.0f,
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Vector2.Zero,
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SpriteEffects.None, 0.0f);
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pos = startPosition;
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pos.X += Position.X;
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pos.Y = -pos.Y - Position.Y;
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spriteBatch.Draw(shaftTexture,
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new Rectangle((int)(pos.X - shaftWidth/2), (int)pos.Y, shaftWidth, 512),
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new Rectangle(0, 0, shaftWidth, 256),
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Color.White, 0.0f,
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Vector2.Zero,
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SpriteEffects.None, 0.0f);
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//List<Vector2[]> edges = GetCellEdges(observerPosition, 1, false);
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//foreach (VoronoiCell cell in cells)
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//{
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// for (int y = 0; y < cellGrid.GetLength(1); y++)
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// for (int i = 0; i < cell.bodyVertices.Count - 1; i++)
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// {
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// GUI.DrawRectangle(spriteBatch,
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// new Rectangle(x * gridCellWidth + (int)position.X, borders.Y - borders.Height + y * gridCellWidth - (int)position.Y, gridCellWidth, gridCellWidth),
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// Color.Cyan);
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// Vector2 start = cell.bodyVertices[i];
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// start.X += Position.X;
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// start.Y = -start.Y - Position.Y;
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// start.X += Rand.Range(-10.0f, 10.0f);
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// Vector2 end = cell.bodyVertices[i + 1];
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// end.X += Position.X;
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// end.Y = -end.Y - Position.Y;
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// end.X += Rand.Range(-10.0f, 10.0f);
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// GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Red : Color.Red);
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// }
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//}
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//int gridPosX = (int)Math.Floor(-observerPosition.X / gridCellWidth);
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//int gridPosY = (int)Math.Floor(-observerPosition.Y / gridCellWidth);
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//int searchOffset = 2;
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//int startX = Math.Max(gridPosX - searchOffset, 0);
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//int endX = Math.Min(gridPosX + searchOffset, cellGrid.GetLength(0) - 1);
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//int startY = Math.Max(gridPosY - searchOffset, 0);
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//int endY = Math.Min(gridPosY + searchOffset, cellGrid.GetLength(1) - 1);
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//for (int x = startX; x < endX; x++)
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//{
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// for (int y = startY; y < endY; y++)
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// {
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// GUI.DrawRectangle(spriteBatch,
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// new Rectangle(x * gridCellWidth + (int)position.X, borders.Y - borders.Height + y * gridCellWidth - (int)position.Y, gridCellWidth, gridCellWidth),
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// Color.Cyan);
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// }
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//}
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List<Vector2[]> edges = GetCellEdges(observerPosition, 1, false);
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//for (int i = 0; i < edges.Count; i++)
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//{
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// GUI.DrawLine(spriteBatch, edges[i][0], edges[i][1], Color.Green);
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//}
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foreach (VoronoiCell cell in cells)
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{
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for (int i = 0; i < cell.bodyVertices.Count - 1; i++)
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{
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Vector2 start = cell.bodyVertices[i];
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start.X += Position.X;
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start.Y = -start.Y - Position.Y;
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start.X += Rand.Range(-10.0f, 10.0f);
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Vector2 end = cell.bodyVertices[i + 1];
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end.X += Position.X;
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end.Y = -end.Y - Position.Y;
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end.X += Rand.Range(-10.0f, 10.0f);
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GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Red : Color.Red);
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}
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}
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}
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public List<Vector2[]> GetCellEdges(Vector2 refPos, int searchDepth = 2, bool onlySolid = true)
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@@ -814,7 +844,6 @@ namespace Subsurface
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basicEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, (int)Math.Floor(vertices.Length / 3.0f));
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}
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Block a user