Faction Test v1.0.1.0
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@@ -1700,14 +1700,22 @@ namespace Barotrauma
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foreach (VoronoiCell cell in closeCells)
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{
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bool tooClose = false;
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foreach (GraphEdge edge in cell.Edges)
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{
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if (Vector2.DistanceSquared(edge.Point1, position) < minDistSqr ||
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Vector2.DistanceSquared(edge.Point2, position) < minDistSqr ||
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MathUtils.LineSegmentToPointDistanceSquared(edge.Point1.ToPoint(), edge.Point2.ToPoint(), position.ToPoint()) < minDistSqr)
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if (cell.IsPointInsideAABB(position, margin: minDistance))
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{
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tooClose = true;
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}
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else
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{
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foreach (GraphEdge edge in cell.Edges)
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{
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tooClose = true;
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break;
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if (Vector2.DistanceSquared(edge.Point1, position) < minDistSqr ||
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Vector2.DistanceSquared(edge.Point2, position) < minDistSqr ||
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MathUtils.LineSegmentToPointDistanceSquared(edge.Point1.ToPoint(), edge.Point2.ToPoint(), position.ToPoint()) < minDistSqr)
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{
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tooClose = true;
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break;
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}
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}
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}
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if (tooClose) { tooCloseCells.Add(cell); }
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@@ -3247,7 +3255,8 @@ namespace Barotrauma
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{
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suitablePositions.RemoveAll(p => !filter(p));
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}
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if (positionType.HasFlag(PositionType.MainPath) || positionType.HasFlag(PositionType.SidePath))
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if (positionType.HasFlag(PositionType.MainPath) || positionType.HasFlag(PositionType.SidePath) || positionType.HasFlag(PositionType.Abyss) ||
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positionType.HasFlag(PositionType.Cave) || positionType.HasFlag(PositionType.AbyssCave))
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{
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suitablePositions.RemoveAll(p => IsPositionInsideWall(p.Position.ToVector2()));
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}
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@@ -3412,8 +3421,7 @@ namespace Barotrauma
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bool closeEnough = false;
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foreach (VoronoiCell cell in wall.Cells)
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{
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if (Math.Abs(cell.Center.X - worldPos.X) < (searchDepth + 1) * GridCellSize &&
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Math.Abs(cell.Center.Y - worldPos.Y) < (searchDepth + 1) * GridCellSize)
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if (cell.IsPointInsideAABB(worldPos, margin: (searchDepth + 1) * GridCellSize / 2))
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{
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closeEnough = true;
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break;
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@@ -112,10 +112,9 @@ namespace Barotrauma
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(int)MathUtils.Round(generationParams.Height, Level.GridCellSize));
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}
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public LevelData(XElement element, float? forceDifficulty = null)
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public LevelData(XElement element, float? forceDifficulty = null, bool clampDifficultyToBiome = false)
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{
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Seed = element.GetAttributeString("seed", "");
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Difficulty = forceDifficulty ?? element.GetAttributeFloat("difficulty", 0.0f);
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Size = element.GetAttributePoint("size", new Point(1000));
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Enum.TryParse(element.GetAttributeString("type", "LocationConnection"), out Type);
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@@ -131,10 +130,7 @@ namespace Barotrauma
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{
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DebugConsole.ThrowError($"Error while loading a level. Could not find level generation params with the ID \"{generationParamsId}\".");
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GenerationParams = LevelGenerationParams.LevelParams.FirstOrDefault(l => l.Type == Type);
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if (GenerationParams == null)
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{
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GenerationParams = LevelGenerationParams.LevelParams.First();
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}
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GenerationParams ??= LevelGenerationParams.LevelParams.First();
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}
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InitialDepth = element.GetAttributeInt("initialdepth", GenerationParams.InitialDepthMin);
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@@ -147,6 +143,12 @@ namespace Barotrauma
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Biome = Biome.Prefabs.First();
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}
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Difficulty = forceDifficulty ?? element.GetAttributeFloat("difficulty", 0.0f);
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if (clampDifficultyToBiome)
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{
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Difficulty = MathHelper.Clamp(Difficulty, Biome.MinDifficulty, Biome.AdjustedMaxDifficulty);
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}
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string[] prefabNames = element.GetAttributeStringArray("eventhistory", Array.Empty<string>());
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EventHistory.AddRange(EventPrefab.Prefabs.Where(p => prefabNames.Any(n => p.Identifier == n)).Select(p => p.Identifier));
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@@ -67,7 +67,7 @@ namespace Barotrauma
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set;
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}
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[Serialize(1.0f, IsPropertySaveable.Yes, "If there are multiple level generation parameters available for a level in a given biome, their commonness determines how likely it is for one to get selected."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
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[Serialize(100.0f, IsPropertySaveable.Yes, "If there are multiple level generation parameters available for a level in a given biome, their commonness determines how likely it is for one to get selected."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
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public float Commonness
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{
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get;
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