Alien ruins, some new alien items and a new monster
This commit is contained in:
@@ -134,6 +134,10 @@
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<Compile Include="Source\Map\FireSource.cs" />
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<Compile Include="Source\Map\Levels\CaveGenerator.cs" />
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<Compile Include="Source\Map\Levels\LevelRenderer.cs" />
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<Compile Include="Source\Map\Levels\Ruins\BTRoom.cs" />
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<Compile Include="Source\Map\Levels\Ruins\Corridor.cs" />
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<Compile Include="Source\Map\Levels\Ruins\RuinGenerator.cs" />
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<Compile Include="Source\Map\Levels\Ruins\RuinStructure.cs" />
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<Compile Include="Source\Map\Levels\WrappingWall.cs" />
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<Compile Include="Source\Map\Lights\LightSource.cs" />
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<Compile Include="Source\Map\Map\LocationType.cs" />
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@@ -357,6 +361,13 @@
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<SubType>Designer</SubType>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Characters\Fractalguardian\fractalguardian.xml">
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<SubType>Designer</SubType>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Characters\Fractalguardian\fractalguardian.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Characters\Husk\DivingSuit.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@@ -446,11 +457,15 @@
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<Content Include="Content\InfoTexts.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Items\Artifacts\alientools.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Items\Artifacts\artifact.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Items\Artifacts\artifacts.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<SubType>Designer</SubType>
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</Content>
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<Content Include="Content\Items\blank.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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@@ -706,6 +721,16 @@
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<Content Include="Content\Map\researchSymbol.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Map\RuinConfig.xml">
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<SubType>Designer</SubType>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Map\ruins.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Map\ruins2.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Map\shaft.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@@ -974,6 +999,12 @@
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<None Include="Content\Characters\Endworm\endwormidle.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Content\Characters\Fractalguardian\guardian1.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Content\Characters\Fractalguardian\guardian2.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Content\Characters\Husk\Husk1.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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@@ -1166,6 +1197,9 @@
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<None Include="Content\Sounds\Music\amb_JD_drone_clattering_machine.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Content\Sounds\Music\Controlled Chaos.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Content\Sounds\Music\Enter the Maze.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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Binary file not shown.
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After Width: | Height: | Size: 120 KiB |
@@ -0,0 +1,52 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Character name="fractalguardian" humanoid="false" health="500.0" doesbleed="false">
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<sound file="Content/Characters/Fractalguardian/guardian1.ogg" state="Attack" range="3000" />
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<sound file="Content/Characters/Fractalguardian/guardian2.ogg" state="Attack" range="3000" />
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<ragdoll waveamplitude="100.0" wavelength="1000" speed="2.5" flip="false" canentersubmarine="false">
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<!-- head -->
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<limb id = "0" radius="65" type="Head" steerforce="3.0">
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<sprite texture="Content/Characters/Fractalguardian/fractalguardian.png" sourcerect="0,0,129,128" depth="0.05"/>
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</limb>
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<!-- body -->
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<limb id = "1" radius="50" type="Torso">
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<sprite texture="Content/Characters/Fractalguardian/fractalguardian.png" sourcerect="0,125,108,105" depth="0.01" origin="0.5,0.5"/>
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</limb>
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<!-- body -->
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<limb id = "2" radius="45" height="75" type="Torso">
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<sprite texture="Content/Characters/Fractalguardian/fractalguardian.png" sourcerect="0,239,90,136" depth="0.02" origin="0.5,0.5"/>
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</limb>
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<limb id = "3" width="30" height="175" type="Tail">
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<sprite texture="Content/Characters/Fractalguardian/fractalguardian.png" sourcerect="131,0,36,175" depth="0.04" origin="0.5,0.5"/>
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</limb>
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<limb id = "4" width="30" height="239" impacttolerance="100.0">
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<sprite texture="Content/Characters/Fractalguardian/fractalguardian.png" sourcerect="183,0,53,238" depth="0.08" origin="0.5,0.5"/>
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<attack type="PinchCCW" range="150" duration="0.5" damage="30" stun="5.0" damagetype="slash"/>
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</limb>
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<limb id = "5" width="30" height="239" impacttolerance="100.0">
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<sprite texture="Content/Characters/Fractalguardian/fractalguardian.png" sourcerect="236,0,53,238" size="-1,1" depth="0.08" origin="0.5,0.5"/>
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<attack type="PinchCW" range="150" duration="0.5" damage="30" stun="5.0" damagetype="slash"/>
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</limb>
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<!-- head to body -->
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<joint limb1="0" limb1anchor="0,-60" limb2="1" limb2anchor="0,30" lowerlimit="-30" upperlimit="30"/>
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<joint limb1="1" limb1anchor="0,-47" limb2="2" limb2anchor="0,56" lowerlimit="-30" upperlimit="30"/>
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<joint limb1="2" limb1anchor="0,-60" limb2="3" limb2anchor="0,80" lowerlimit="-30" upperlimit="30"/>
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<joint limb1="0" limb1anchor="30,10" limb2="4" limb2anchor="0,-110" lowerlimit="-180" upperlimit="-90"/>
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<joint limb1="0" limb1anchor="-30,10" limb2="5" limb2anchor="0,-110" lowerlimit="90" upperlimit="180"/>
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</ragdoll>
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<ai attackrooms="0.0" attackhumans="100" sight="1.0" hearing="2.0"/>
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</Character>
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After Width: | Height: | Size: 10 KiB |
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Before Width: | Height: | Size: 32 KiB After Width: | Height: | Size: 23 KiB |
@@ -4,7 +4,7 @@
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name="Skyholder Artifact"
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pickdistance="150">
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<Sprite texture="artifact.png" depth="0.7" sourcerect="0,0,38,60"/>
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<Sprite texture="artifact.png" depth="0.7" sourcerect="59,0,60,61"/>
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<Deconstruct time="30">
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<Item name="Steel Bar"/>
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@@ -12,9 +12,8 @@
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<Item name="Uranium Bar"/>
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<Item name="Uranium Bar"/>
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</Deconstruct>
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<Body width="36" height="60" density="50"/>
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<Body width="60" height="61" density="50"/>
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<Holdable slots="RightHand+LeftHand" holdpos="30,-15" handle1="0,10" handle2="0,-10">
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<StatusEffect type="Always" target="Hull" oxygen="-50000.0"/>
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@@ -25,7 +24,7 @@
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name="Thermal Artifact"
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pickdistance="150">
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<Sprite texture="artifact.png" depth="0.7" sourcerect="75,0,50,62"/>
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<Sprite texture="artifact.png" depth="0.7" sourcerect="0,0,58,56"/>
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<Deconstruct time="30">
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<Item name="Steel Bar"/>
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@@ -34,7 +33,7 @@
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<Item name="Incendium Bar"/>
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</Deconstruct>
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<Body radius="20" height="20" density="50"/>
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<Body radius="28" density="50"/>
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<Holdable slots="RightHand+LeftHand" holdpos="30,-15" handle1="0,10" handle2="0,-10">
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<StatusEffect type="Always">
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@@ -47,7 +46,7 @@
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name="Faraday Artifact"
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pickdistance="150">
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<Sprite texture="artifact.png" depth="0.7" sourcerect="40,0,33,61"/>
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<Sprite texture="artifact.png" depth="0.7" sourcerect="0,56,60,49"/>
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<Deconstruct time="30">
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<Item name="Steel Bar"/>
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@@ -56,8 +55,87 @@
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<Item name="Fulgurium Bar"/>
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</Deconstruct>
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<Body radius="20" height="20" density="50"/>
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<Body radius="25" density="50"/>
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<Holdable slots="RightHand+LeftHand" holdpos="30,-15" handle1="0,10" handle2="0,-10"/>
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</Item>
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</Item>
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<Item
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name="Oxygenite Shard"
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pickdistance="150"
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tags="smallitem"
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impacttolerance="8">
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<Sprite texture="artifact.png" depth="0.7" sourcerect="119,96,9,32"/>
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<Body width="9" height="32" density="15"/>
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||||
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<Holdable slots="Any,RightHand,LeftHand" handle1="0,-5">
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<StatusEffect type="Always" target="Hull" oxygen="5000.0"/>
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<StatusEffect type="OnImpact" target="This" Condition="0.0" setvalue="true" sound="Content/Items/Reactor/explosion.ogg">
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<Explosion range="600.0" structuredamage="400" damage="300" stun="5" force="20.0"/>
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</StatusEffect>
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</Holdable>
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</Item>
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<Item
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name="Sulphurite Shard"
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pickdistance="150"
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tags="smallitem"
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impacttolerance="8"
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spritecolor="1.0,0.0,0.0,1.0">
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<Deconstruct time="20">
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<Item name="Steel Bar"/>
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<Item name="Sulphuric Acid"/>
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<Item name="Sulphuric Acid"/>
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<Item name="Sulphuric Acid"/>
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||||
</Deconstruct>
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||||
|
||||
<Sprite texture="artifact.png" depth="0.7" sourcerect="119,96,9,32"/>
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||||
|
||||
<Body width="9" height="32" density="15"/>
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||||
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||||
<Body width="8" height="32" density="15"/>
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||||
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||||
<Holdable slots="Any,RightHand,LeftHand" handle1="0,-5"/>
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</Item>
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||||
|
||||
<Item
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||||
name="Ancient Weapon"
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||||
category="Equipment"
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||||
Tags="smallitem"
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||||
pickdistance="200">
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||||
|
||||
<Deconstruct time="20">
|
||||
<Item name="Steel Bar"/>
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||||
<Item name="Steel Bar"/>
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||||
<Item name="Fulgurium Bar"/>
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||||
</Deconstruct>
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||||
|
||||
<Sprite texture ="alientools.png" depth="0.5" sourcerect="0,0,95,50" origin="0.5,0.4"/>
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||||
|
||||
<Body width="85" height="40" density="15"/>
|
||||
|
||||
<Holdable slots="Any,RightHand+LeftHand" aimpos="100,50" handle1="0,11" handle2="2,11"/>
|
||||
|
||||
<RepairTool structurefixamount="-5.0" limbfixamount="-3.0" range="600" barrelpos="30,15" particles="largeplasma">
|
||||
<Fixable name="structure"/>
|
||||
|
||||
<StatusEffect type="OnUse" target="This" Condition="-0.5"/>
|
||||
|
||||
<LightComponent LightColor="0.8,0.7,1.0,1.0" Flicker="0.5" range="500">
|
||||
<sprite texture="Content/Items/Electricity/lightsprite.png" origin="0.5,0.5"/>
|
||||
</LightComponent>
|
||||
</RepairTool>
|
||||
|
||||
<Propulsion force="-40" usablein="both"/>
|
||||
|
||||
<ItemContainer capacity="1" hideitems="false" itempos="9,-15">
|
||||
<Containable name="Welding Fuel Tank"/>
|
||||
<Containable name="Oxygen Tank"/>
|
||||
</ItemContainer>
|
||||
</Item>
|
||||
|
||||
</Items>
|
||||
@@ -47,11 +47,15 @@
|
||||
<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="-100.0" Oxygen="-20.0" Condition="-0.5">
|
||||
<RequiredItem type="Contained" name="Welding Fuel Tank"/>
|
||||
</StatusEffect>
|
||||
<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="1500.0" SpeedMultiplier="1.3" Condition="-0.1">
|
||||
<RequiredItem type="Contained" name="Oxygenite Shard"/>
|
||||
</StatusEffect>
|
||||
</Wearable>
|
||||
|
||||
<ItemContainer capacity="1" hideitems="true">
|
||||
<Containable name="Oxygen Tank"/>
|
||||
<Containable name="Welding Fuel Tank"/>
|
||||
<Containable name="Oxygenite Shard"/>
|
||||
</ItemContainer>
|
||||
</Item>
|
||||
|
||||
@@ -92,12 +96,16 @@
|
||||
<StatusEffect type="OnWearing" target="Contained,Character" Oxygen="-20.0" Condition="-0.5">
|
||||
<RequiredItem type="Contained" name="Welding Fuel Tank"/>
|
||||
</StatusEffect>
|
||||
<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="1500.0" SpeedMultiplier="1.3" Condition="-0.1">
|
||||
<RequiredItem type="Contained" name="Oxygenite Shard"/>
|
||||
</StatusEffect>
|
||||
<StatusEffect type="OnWearing" target="Character" OxygenAvailable="-100.0"/>
|
||||
</Wearable>
|
||||
|
||||
<ItemContainer capacity="1" hideitems="true">
|
||||
<Containable name="Oxygen Tank"/>
|
||||
<Containable name="Welding Fuel Tank"/>
|
||||
<Containable name="Oxygenite Shard"/>
|
||||
</ItemContainer>
|
||||
</Item>
|
||||
|
||||
|
||||
@@ -27,33 +27,6 @@
|
||||
</ItemContainer>
|
||||
</Item>
|
||||
|
||||
<Item
|
||||
name="Defibrillator"
|
||||
category="Equipment"
|
||||
Tags="smallitem,medical"
|
||||
pickdistance="150"
|
||||
price="50"
|
||||
canuseonself="true"
|
||||
description="A syringe filled with a potent general-purpose medical compound.">
|
||||
|
||||
<Sprite texture ="med.png" sourcerect="0,0,24,5" depth="0.6"/>
|
||||
|
||||
<Body width="24" height="5" density="20"/>
|
||||
|
||||
<MeleeWeapon slots="Any,RightHand,LeftHand"
|
||||
aimpos="50,0" handle1="-5,0" holdangle="10" reload="1.0">
|
||||
<StatusEffect type="OnUse" target="Contained" Condition="-25.0" disabledeltatime="true"/>
|
||||
<StatusEffect type="OnUse" target="Character" oxygen="1" setvalue="true" sound="Content/Items/Weapons/stunbaton.ogg">
|
||||
<RequiredItem name="Battery Cell" type="Contained" msg="Loaded Battery Cell required"/>
|
||||
<Explosion range="10.0" force="1.0" shockwave="false" flames="false" camerashake="1.0"/>
|
||||
</StatusEffect>
|
||||
</MeleeWeapon>
|
||||
|
||||
<ItemContainer capacity="1" hideitems="true">
|
||||
<Containable name="Battery Cell"/>
|
||||
</ItemContainer>
|
||||
</Item>
|
||||
|
||||
<Item
|
||||
name="Bandage"
|
||||
category="Equipment"
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Structures>
|
||||
<structure prefab="RuinWallHorizontal" alignment="Top, Bottom" type="Wall"/>
|
||||
<structure prefab="RuinWallHorizontalSmall" alignment="Top, Bottom" type="CorridorWall"/>
|
||||
|
||||
<structure prefab="RuinWallVertical" alignment="Left,Right" type="Wall"/>
|
||||
<structure prefab="RuinWallVerticalSmall" alignment="Left,Right" type="CorridorWall"/>
|
||||
|
||||
<structure prefab="RuinBack" alignment="Center" type="Back" commonness="3"/>
|
||||
<structure prefab="RuinBackCarvings" alignment="Center" type="Back" commonness="1"/>
|
||||
|
||||
<item prefab="RuinBlock" alignment="Right,Top,Bottom,Left" type="Prop" commonness="5"/>
|
||||
|
||||
<item prefab="RuinFractalBall" alignment="Center,Right,Top,Bottom,Left" type="Prop" commonness="5"/>
|
||||
|
||||
<item prefab="RuinClaw" alignment="Bottom" type="Prop" commonness="5"/>
|
||||
|
||||
|
||||
<item prefab="Oxygenite Shard" alignment="Center,Right,Top,Bottom,Left" type="Prop" commonness="5"/>
|
||||
<item prefab="Sulphurite Shard" alignment="Center,Right,Top,Bottom,Left" type="Prop" commonness="5"/>
|
||||
|
||||
<item prefab="Ancient Weapon" alignment="Center,Right,Top,Bottom,Left" type="Prop" commonness="1"/>
|
||||
|
||||
</Structures>
|
||||
@@ -109,4 +109,32 @@
|
||||
<bunk sprite="Content/Map/testroom.png" fliphorizontal="true" sourcerect="0,546,173,129"
|
||||
width="173" height="129" depth = "0.9"/>
|
||||
|
||||
<RuinWallHorizontal sprite="Content/Map/ruins.png" sourcerect="0,896,832,128" depth ="0.95" castshadow="true"
|
||||
width = "128" height ="128" resizehorizontal="true" body="true" health="500"/>
|
||||
|
||||
<RuinWallVertical sprite="Content/Map/ruins.png" sourcerect="896,0,128,832" depth ="0.94" castshadow="true"
|
||||
width = "128" height ="128" resizevertical="true" body="true" health="500"/>
|
||||
|
||||
<RuinWallHorizontalSmall sprite="Content/Map/ruins.png" sourcerect="0,842,832,54" depth ="0.95" castshadow="true"
|
||||
width = "128" height ="54" resizehorizontal="true" body="true" health="500"/>
|
||||
|
||||
<RuinWallVerticalSmall sprite="Content/Map/ruins.png" sourcerect="842,0,54,832" depth ="0.96" castshadow="true"
|
||||
width = "54" height ="128" resizevertical="true" body="true" health="500"/>
|
||||
|
||||
|
||||
<RuinBack sprite="Content/Map/ruins.png" sourcerect="0,0,512,512" depth ="0.98"
|
||||
width="64" height="64" resizehorizontal="true" resizevertical="true"/>
|
||||
|
||||
<RuinBackCarvings sprite="Content/Map/ruins.png" sourcerect="512,0,233,512" depth ="0.98"
|
||||
width="64" height="64" resizehorizontal="true" resizevertical="true"/>
|
||||
|
||||
<RuinBlock sprite="Content/Map/ruins.png" sourcerect="0,513,514,296" depth ="0.99"
|
||||
width="514" height="296"/>
|
||||
|
||||
<RuinFractalBall sprite="Content/Map/ruins2.png" sourcerect="0,0,512,512" depth ="0.97"
|
||||
width="512" height="512"/>
|
||||
|
||||
<RuinClaw sprite="Content/Map/ruins2.png" sourcerect="512,517,126,270" depth ="0.97"
|
||||
width="126" height="270"/>
|
||||
|
||||
</prefabs>
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 1.6 MiB |
Binary file not shown.
|
After Width: | Height: | Size: 401 KiB |
@@ -8,6 +8,7 @@
|
||||
radarlabel="Infrasonic signal"
|
||||
failuremessage="Retrieving the artifact failed"
|
||||
successmessage="The artifact has been succesfully retrieved"
|
||||
spawntype="ruin"
|
||||
itemname="Skyholder Artifact">
|
||||
<message header="Artifact collected" text="The artifact is now on board. Navigate the submarine out of the cavern to claim the reward."/>
|
||||
</SalvageMission>
|
||||
@@ -20,6 +21,7 @@
|
||||
radarlabel="Infrasonic signal"
|
||||
failuremessage="Retrieving the artifact failed"
|
||||
successmessage="The artifact has been succesfully retrieved"
|
||||
spawntype="ruin"
|
||||
itemname="Thermal Artifact">
|
||||
<message header="Artifact collected" text="The artifact is now on board. Navigate the submarine out of the cavern to claim the reward."/>
|
||||
</SalvageMission>
|
||||
|
||||
@@ -193,6 +193,18 @@
|
||||
<sprite texture="Content/Particles/flames.png" sourcerect="0,64,128,64" origin="0.15,0.5"/>
|
||||
</plasma>
|
||||
|
||||
<largeplasma
|
||||
startsizemin="0.9,3.0" startsizemax="5.0,5.0"
|
||||
sizechange="20.0,-0.5"
|
||||
startcolor="1.0, 1.0, 1.0" startalpha="1.0"
|
||||
colorchange="0.0, 0.0, 0.0, -4.0"
|
||||
lifetime="0.25"
|
||||
drawtarget="both"
|
||||
blendstate="additive"
|
||||
velocitychange="0.0, 0.0">
|
||||
<sprite texture="Content/Particles/flames.png" sourcerect="0,64,128,64" origin="0.0,0.5"/>
|
||||
</largeplasma>
|
||||
|
||||
<extinguisher
|
||||
startsizemin="1.2,1.2" startsizemax="1.5,1.5"
|
||||
sizechangemin="1.5,1.5" sizechangemax="2.0,2.0"
|
||||
|
||||
Binary file not shown.
@@ -44,5 +44,7 @@
|
||||
<music file="Content/Sounds/Music/Enter the Maze.ogg" type="repair" priorityrange="30,60"/>
|
||||
<music file="Content/Sounds/Music/Static Motion.ogg" type="repair" priorityrange="50,80"/>
|
||||
<music file="Content/Sounds/Music/Unseen Horrors.ogg" type="monster" priorityrange="40,100"/>
|
||||
|
||||
<music file="Content/Sounds/Music/amb_JD_drone_clattering_machine.ogg" type="deep"/>
|
||||
<music file="Content/Sounds/Music/Controlled Chaos.ogg" type="ruins"/>
|
||||
</sounds>
|
||||
@@ -5,6 +5,7 @@
|
||||
commonness="10"
|
||||
difficulty="10"
|
||||
minamount="2" maxamount="3"
|
||||
spawntype="mainpath,cave,ruin"
|
||||
musictype="monster"/>
|
||||
|
||||
<MonsterEvent name="Under attack" description=""
|
||||
@@ -12,12 +13,14 @@
|
||||
commonness="10"
|
||||
difficulty="20"
|
||||
minamount="1" maxamount="3"
|
||||
spawntype="mainpath"
|
||||
musictype="monster"/>
|
||||
|
||||
<MonsterEvent name="Under attack" description=""
|
||||
characterfile="Content/Characters/Moloch/moloch.xml"
|
||||
commonness="10"
|
||||
difficulty="30"
|
||||
spawntype="mainpath"
|
||||
musictype="monster"/>
|
||||
|
||||
<MonsterEvent name="Under attack" description=""
|
||||
@@ -25,6 +28,7 @@
|
||||
commonness="10"
|
||||
difficulty="15"
|
||||
minamount="1" maxamount="2"
|
||||
spawntype="mainpath,cave,ruin"
|
||||
musictype="monster"/>
|
||||
|
||||
<MonsterEvent name="Under attack" description=""
|
||||
@@ -33,6 +37,7 @@
|
||||
commonness="10"
|
||||
difficulty="5"
|
||||
minamount="1" maxamount="1"
|
||||
spawntype="mainpath"
|
||||
musictype="monster"/>
|
||||
|
||||
<MonsterEvent name="Under attack" description=""
|
||||
@@ -41,12 +46,14 @@
|
||||
commonness="1"
|
||||
difficulty="20"
|
||||
minamount="1" maxamount="1"
|
||||
spawntype="mainpath"
|
||||
musictype="deep"/>
|
||||
|
||||
<MonsterEvent name="Under attack" description=""
|
||||
characterfile="Content/Characters/Watcher/watcher.xml"
|
||||
commonness="3"
|
||||
difficulty="5"
|
||||
spawntype="mainpath,cave"
|
||||
minamount="1" maxamount="1"/>
|
||||
|
||||
<MonsterEvent name="Under attack" description=""
|
||||
@@ -54,6 +61,16 @@
|
||||
commonness="5"
|
||||
difficulty="10"
|
||||
minamount="2" maxamount="3"
|
||||
|
||||
spawntype="mainpath,cave,ruin"
|
||||
musictype="monster"/>
|
||||
|
||||
<MonsterEvent name="Under attack" description=""
|
||||
characterfile="Content/Characters/Fractalguardian/fractalguardian.xml"
|
||||
commonness="5"
|
||||
difficulty="10"
|
||||
minamount="1" maxamount="1"
|
||||
spawntype="ruin"
|
||||
musictype="monster"/>
|
||||
|
||||
<ArtifactEvent name="Artifact" description=""
|
||||
|
||||
@@ -28,10 +28,10 @@ namespace Barotrauma
|
||||
DebugConsole.ThrowError("Error in SalvageMission: couldn't find an item prefab with the name "+itemName);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
protected override void Start()
|
||||
{
|
||||
Vector2 position = Level.Loaded.GetRandomItemPos(30.0f);
|
||||
Vector2 position = Level.Loaded.GetRandomItemPos(Level.PositionType.Cave, 30.0f);
|
||||
|
||||
item = new Item(itemPrefab, position, null);
|
||||
item.MoveWithLevel = true;
|
||||
|
||||
@@ -27,7 +27,7 @@ namespace Barotrauma
|
||||
|
||||
public override void Start(Level level)
|
||||
{
|
||||
Vector2 position = level.GetRandomInterestingPosition(true, true);
|
||||
Vector2 position = level.GetRandomInterestingPosition(true, Level.PositionType.MainPath);
|
||||
|
||||
monster = Character.Create(monsterFile, position, null, GameMain.Client != null);
|
||||
monster.Enabled = false;
|
||||
|
||||
@@ -14,6 +14,8 @@ namespace Barotrauma
|
||||
|
||||
private Item item;
|
||||
|
||||
private Level.PositionType spawnPositionType;
|
||||
|
||||
private int state;
|
||||
|
||||
public override Vector2 RadarPosition
|
||||
@@ -30,6 +32,14 @@ namespace Barotrauma
|
||||
string itemName = ToolBox.GetAttributeString(element, "itemname", "");
|
||||
|
||||
itemPrefab = ItemPrefab.list.Find(ip => ip.Name == itemName) as ItemPrefab;
|
||||
|
||||
string spawnPositionTypeStr = ToolBox.GetAttributeString(element, "spawntype", "");
|
||||
|
||||
if (string.IsNullOrWhiteSpace(spawnPositionTypeStr) ||
|
||||
!Enum.TryParse<Level.PositionType>(spawnPositionTypeStr, true, out spawnPositionType))
|
||||
{
|
||||
spawnPositionType = Level.PositionType.Cave | Level.PositionType.Ruin;
|
||||
}
|
||||
|
||||
if (itemPrefab == null)
|
||||
{
|
||||
@@ -39,7 +49,7 @@ namespace Barotrauma
|
||||
|
||||
public override void Start(Level level)
|
||||
{
|
||||
Vector2 position = Level.Loaded.GetRandomItemPos(30.0f);
|
||||
Vector2 position = Level.Loaded.GetRandomItemPos(spawnPositionType, 30.0f);
|
||||
|
||||
item = new Item(itemPrefab, position, null);
|
||||
item.MoveWithLevel = true;
|
||||
|
||||
@@ -14,6 +14,8 @@ namespace Barotrauma
|
||||
|
||||
private bool spawnDeep;
|
||||
|
||||
private Level.PositionType spawnPosType;
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "ScriptedEvent (" + characterFile + ")";
|
||||
@@ -27,6 +29,14 @@ namespace Barotrauma
|
||||
minAmount = ToolBox.GetAttributeInt(element, "minamount", 1);
|
||||
maxAmount = Math.Max(ToolBox.GetAttributeInt(element, "maxamount", 1), minAmount);
|
||||
|
||||
var spawnPosTypeStr = ToolBox.GetAttributeString(element, "spawntype", "");
|
||||
|
||||
if (string.IsNullOrWhiteSpace(spawnPosTypeStr) ||
|
||||
!Enum.TryParse<Level.PositionType>(spawnPosTypeStr, true, out spawnPosType))
|
||||
{
|
||||
spawnPosType = Level.PositionType.MainPath;
|
||||
}
|
||||
|
||||
spawnDeep = ToolBox.GetAttributeBool(element, "spawndeep", false);
|
||||
}
|
||||
|
||||
@@ -37,7 +47,9 @@ namespace Barotrauma
|
||||
|
||||
private void SpawnMonsters()
|
||||
{
|
||||
WayPoint randomWayPoint = WayPoint.GetRandom(SpawnType.Enemy);
|
||||
//WayPoint randomWayPoint = WayPoint.GetRandom(SpawnType.Enemy);
|
||||
|
||||
Vector2 spawnPos = Level.Loaded.GetRandomInterestingPosition(true, spawnPosType);
|
||||
|
||||
int amount = Rand.Range(minAmount, maxAmount, false);
|
||||
|
||||
@@ -45,16 +57,14 @@ namespace Barotrauma
|
||||
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
Vector2 position = (randomWayPoint == null) ? Vector2.Zero : randomWayPoint.Position;
|
||||
|
||||
if (spawnDeep)
|
||||
{
|
||||
position.Y -= Level.Loaded.Size.Y;
|
||||
spawnPos.Y -= Level.Loaded.Size.Y;
|
||||
}
|
||||
|
||||
position.X += Rand.Range(-0.5f, 0.5f, false);
|
||||
position.Y += Rand.Range(-0.5f, 0.5f, false);
|
||||
monsters[i] = Character.Create(characterFile, position, null, GameMain.Client != null);
|
||||
spawnPos.X += Rand.Range(-0.5f, 0.5f, false);
|
||||
spawnPos.Y += Rand.Range(-0.5f, 0.5f, false);
|
||||
monsters[i] = Character.Create(characterFile, spawnPos, null, GameMain.Client != null);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@ namespace Barotrauma.Items.Components
|
||||
public Propulsion(Item item, XElement element)
|
||||
: base(item,element)
|
||||
{
|
||||
switch (ToolBox.GetAttributeString(element, "usablein", "air").ToLowerInvariant())
|
||||
switch (ToolBox.GetAttributeString(element, "usablein", "both").ToLowerInvariant())
|
||||
{
|
||||
case "air":
|
||||
usableIn = ParticlePrefab.DrawTargetType.Air;
|
||||
@@ -38,6 +38,7 @@ namespace Barotrauma.Items.Components
|
||||
case "water":
|
||||
usableIn = ParticlePrefab.DrawTargetType.Water;
|
||||
break;
|
||||
case "both":
|
||||
default:
|
||||
usableIn = ParticlePrefab.DrawTargetType.Both;
|
||||
break;
|
||||
@@ -49,7 +50,7 @@ namespace Barotrauma.Items.Components
|
||||
if (character == null) return false;
|
||||
if (!character.IsKeyDown(InputType.Aim) || character.Stun>0.0f) return false;
|
||||
|
||||
if (item.InWater)
|
||||
if (character.AnimController.InWater)
|
||||
{
|
||||
if (usableIn == ParticlePrefab.DrawTargetType.Air) return true;
|
||||
}
|
||||
|
||||
@@ -108,9 +108,23 @@ namespace Barotrauma
|
||||
|
||||
allowedNextCells.Add(adjacent);
|
||||
}
|
||||
|
||||
if (allowedNextCells.Count == 0) break;
|
||||
|
||||
if (allowedNextCells.Count == 0)
|
||||
{
|
||||
if (i>5) break;
|
||||
|
||||
foreach (GraphEdge edge in pathCell.edges)
|
||||
{
|
||||
var adjacent = edge.AdjacentCell(pathCell);
|
||||
if (adjacent == null ||
|
||||
adjacent.CellType == CellType.Removed) continue;
|
||||
|
||||
allowedNextCells.Add(adjacent);
|
||||
}
|
||||
|
||||
if (allowedNextCells.Count == 0) break;
|
||||
}
|
||||
|
||||
//randomly pick one of the adjacent cells as the next cell
|
||||
pathCell = allowedNextCells[Rand.Int(allowedNextCells.Count, false)];
|
||||
|
||||
@@ -388,6 +402,8 @@ namespace Barotrauma
|
||||
bodyPoints[i] = ConvertUnits.ToSimUnits(bodyPoints[i]);
|
||||
}
|
||||
|
||||
if (cell.CellType == CellType.Empty) continue;
|
||||
|
||||
triangles = MathUtils.TriangulateConvexHull(bodyPoints, cell.Center);
|
||||
|
||||
Body edgeBody = new Body(GameMain.World);
|
||||
@@ -403,7 +419,7 @@ namespace Barotrauma
|
||||
Vertices bodyVertices = new Vertices(triangles[i]);
|
||||
FixtureFactory.AttachPolygon(bodyVertices, 5.0f, edgeBody);
|
||||
}
|
||||
|
||||
|
||||
edgeBody.UserData = cell;
|
||||
edgeBody.SleepingAllowed = false;
|
||||
edgeBody.BodyType = BodyType.Kinematic;
|
||||
@@ -442,7 +458,7 @@ namespace Barotrauma
|
||||
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
if (cell.body == null) continue;
|
||||
//if (cell.body == null) continue;
|
||||
foreach (GraphEdge edge in cell.edges)
|
||||
{
|
||||
if (!edge.isSolid) continue;
|
||||
@@ -482,7 +498,7 @@ namespace Barotrauma
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Invalid right normal");
|
||||
#endif
|
||||
GameMain.World.RemoveBody(cell.body);
|
||||
if (cell.body != null) GameMain.World.RemoveBody(cell.body);
|
||||
cell.body = null;
|
||||
leftNormal = Vector2.UnitX;
|
||||
break;
|
||||
@@ -505,7 +521,7 @@ namespace Barotrauma
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Invalid right normal");
|
||||
#endif
|
||||
GameMain.World.RemoveBody(cell.body);
|
||||
if (cell.body != null) GameMain.World.RemoveBody(cell.body);
|
||||
cell.body = null;
|
||||
rightNormal = Vector2.UnitX;
|
||||
break;
|
||||
|
||||
@@ -10,6 +10,7 @@ using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using Voronoi2;
|
||||
using Barotrauma.RuinGeneration;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -20,16 +21,22 @@ namespace Barotrauma
|
||||
{
|
||||
get { return loaded; }
|
||||
}
|
||||
|
||||
[Flags]
|
||||
public enum PositionType
|
||||
{
|
||||
MainPath=1, Cave=2, Ruin=4
|
||||
}
|
||||
|
||||
struct InterestingPosition
|
||||
{
|
||||
public readonly Vector2 Position;
|
||||
public readonly bool IsLarge;
|
||||
public readonly PositionType PositionType;
|
||||
|
||||
public InterestingPosition(Vector2 position, bool isLarge)
|
||||
public InterestingPosition(Vector2 position, PositionType positionType)
|
||||
{
|
||||
Position = position;
|
||||
IsLarge = isLarge;
|
||||
PositionType = positionType;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -64,6 +71,8 @@ namespace Barotrauma
|
||||
|
||||
private List<InterestingPosition> positionsOfInterest;
|
||||
|
||||
private List<Ruin> ruins;
|
||||
|
||||
private Color backgroundColor;
|
||||
|
||||
public Vector2 StartPosition
|
||||
@@ -80,6 +89,11 @@ namespace Barotrauma
|
||||
{
|
||||
get { return endPosition; }
|
||||
}
|
||||
|
||||
public List<Ruin> Ruins
|
||||
{
|
||||
get { return ruins; }
|
||||
}
|
||||
|
||||
public WrappingWall[,] WrappingWalls
|
||||
{
|
||||
@@ -116,8 +130,6 @@ namespace Barotrauma
|
||||
|
||||
this.Difficulty = difficulty;
|
||||
|
||||
positionsOfInterest = new List<InterestingPosition>();
|
||||
|
||||
borders = new Rectangle(0, 0, width, height);
|
||||
}
|
||||
|
||||
@@ -147,10 +159,11 @@ namespace Barotrauma
|
||||
Stopwatch sw = new Stopwatch();
|
||||
sw.Start();
|
||||
|
||||
if (loaded != null) loaded.Unload();
|
||||
|
||||
if (loaded != null) loaded.Unload();
|
||||
loaded = this;
|
||||
|
||||
positionsOfInterest = new List<InterestingPosition>();
|
||||
|
||||
renderer = new LevelRenderer(this);
|
||||
|
||||
Voronoi voronoi = new Voronoi(1.0);
|
||||
@@ -170,8 +183,8 @@ namespace Barotrauma
|
||||
float minWidth = Submarine.Loaded == null ? 0.0f : Math.Max(Submarine.Borders.Width, Submarine.Borders.Height);
|
||||
minWidth = Math.Max(minWidth, 6500.0f);
|
||||
|
||||
startPosition = new Vector2((int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
|
||||
endPosition = new Vector2(borders.Width - (int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
|
||||
startPosition = new Vector2(minWidth * 2, Rand.Range(minWidth * 2, borders.Height - minWidth * 2, false));
|
||||
endPosition = new Vector2(borders.Width - minWidth * 2, Rand.Range(minWidth * 2, borders.Height - minWidth * 2, false));
|
||||
|
||||
List<Vector2> pathNodes = new List<Vector2>();
|
||||
Rectangle pathBorders = borders;// new Rectangle((int)minWidth, (int)minWidth, borders.Width - (int)minWidth * 2, borders.Height - (int)minWidth);
|
||||
@@ -189,7 +202,7 @@ namespace Barotrauma
|
||||
|
||||
for (int i = 2; i < pathNodes.Count; i+=3 )
|
||||
{
|
||||
positionsOfInterest.Add(new InterestingPosition(pathNodes[i], true));
|
||||
positionsOfInterest.Add(new InterestingPosition(pathNodes[i], PositionType.MainPath));
|
||||
}
|
||||
|
||||
pathNodes.Add(endPosition);
|
||||
@@ -258,9 +271,11 @@ namespace Barotrauma
|
||||
Debug.WriteLine("find cells: " + sw2.ElapsedMilliseconds + " ms");
|
||||
sw2.Restart();
|
||||
|
||||
List<VoronoiCell> pathCells = CaveGenerator.GeneratePath(pathNodes, cells, cellGrid, GridCellSize,
|
||||
List<VoronoiCell> mainPath = CaveGenerator.GeneratePath(pathNodes, cells, cellGrid, GridCellSize,
|
||||
new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), 0.3f, mirror);
|
||||
|
||||
List<VoronoiCell> pathCells = new List<VoronoiCell>(mainPath);
|
||||
|
||||
EnlargeMainPath(pathCells, minWidth);
|
||||
|
||||
foreach (InterestingPosition positionOfInterest in positionsOfInterest)
|
||||
@@ -284,9 +299,9 @@ namespace Barotrauma
|
||||
|
||||
var newPathCells = CaveGenerator.GeneratePath(tunnel, cells, cellGrid, GridCellSize, pathBorders);
|
||||
|
||||
positionsOfInterest.Add(new InterestingPosition(tunnel.Last(), false));
|
||||
positionsOfInterest.Add(new InterestingPosition(tunnel.Last(), PositionType.Cave));
|
||||
|
||||
if (tunnel.Count() > 4) positionsOfInterest.Add(new InterestingPosition(tunnel[tunnel.Count() / 2], false));
|
||||
if (tunnel.Count() > 4) positionsOfInterest.Add(new InterestingPosition(tunnel[tunnel.Count() / 2], PositionType.Cave));
|
||||
|
||||
pathCells.AddRange(newPathCells);
|
||||
}
|
||||
@@ -307,7 +322,7 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
//generate some narrow caves
|
||||
int caveAmount = Rand.Int(3, false);
|
||||
int caveAmount = 0;// Rand.Int(3, false);
|
||||
List<VoronoiCell> usedCaveCells = new List<VoronoiCell>();
|
||||
for (int i = 0; i < caveAmount; i++)
|
||||
{
|
||||
@@ -367,7 +382,7 @@ namespace Barotrauma
|
||||
|
||||
for (int j = cavePathCells.Count / 2; j < cavePathCells.Count; j += 10)
|
||||
{
|
||||
positionsOfInterest.Add(new InterestingPosition(cavePathCells[j].Center, false));
|
||||
positionsOfInterest.Add(new InterestingPosition(cavePathCells[j].Center, PositionType.Cave));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -389,11 +404,86 @@ namespace Barotrauma
|
||||
cellGrid[x,y].Add(cell);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Vector2 ruinSize = new Vector2(Rand.Range(5000.0f, 8000.0f, false), Rand.Range(5000.0f, 8000.0f, false));
|
||||
float ruinRadius = Math.Max(ruinSize.X, ruinSize.Y) * 0.5f;
|
||||
|
||||
Vector2 ruinPos = cells[Rand.Int(cells.Count, false)].Center;
|
||||
|
||||
int iter = 0;
|
||||
|
||||
while (mainPath.Any(p => Vector2.Distance(ruinPos, p.Center) < ruinRadius*2.0f))
|
||||
{
|
||||
Vector2 weighedPathPos = ruinPos;
|
||||
iter++;
|
||||
|
||||
foreach (VoronoiCell pathCell in mainPath)
|
||||
{
|
||||
float dist = Vector2.Distance(pathCell.Center, ruinPos);
|
||||
if (dist > 10000.0f) continue;
|
||||
|
||||
Vector2 moveAmount = Vector2.Normalize(ruinPos - pathCell.Center) * 100000.0f / dist;
|
||||
|
||||
//if (weighedPathPos.Y + moveAmount.Y > borders.Bottom - ruinSize.X)
|
||||
//{
|
||||
// moveAmount.X = (Math.Abs(moveAmount.Y) + Math.Abs(moveAmount.X))*Math.Sign(moveAmount.X);
|
||||
// moveAmount.Y = 0.0f;
|
||||
//}
|
||||
|
||||
weighedPathPos += moveAmount;
|
||||
}
|
||||
|
||||
ruinPos = weighedPathPos;
|
||||
|
||||
if (iter > 10000) break;
|
||||
}
|
||||
|
||||
VoronoiCell closestPathCell = null;
|
||||
float closestDist = 0.0f;
|
||||
foreach (VoronoiCell pathCell in mainPath)
|
||||
{
|
||||
float dist = Vector2.Distance(pathCell.Center, ruinPos);
|
||||
if (closestPathCell == null || dist < closestDist)
|
||||
{
|
||||
closestPathCell = pathCell;
|
||||
closestDist = dist;
|
||||
}
|
||||
}
|
||||
|
||||
var ruin = new Ruin(closestPathCell, cells, new Rectangle((ruinPos - ruinSize * 0.5f).ToPoint(), ruinSize.ToPoint()));
|
||||
|
||||
ruins = new List<Ruin>();
|
||||
ruins.Add(ruin);
|
||||
|
||||
ruin.RuinShapes.Sort((shape1, shape2) => shape2.DistanceFromEntrance.CompareTo(shape1.DistanceFromEntrance));
|
||||
for (int i = 0; i < 4; i++ )
|
||||
{
|
||||
positionsOfInterest.Add(new InterestingPosition(ruin.RuinShapes[i].Rect.Center.ToVector2(), PositionType.Ruin));
|
||||
}
|
||||
|
||||
startPosition.Y = borders.Height;
|
||||
endPosition.Y = borders.Height;
|
||||
|
||||
List<VoronoiCell> cellsWithBody = new List<VoronoiCell>(cells);
|
||||
foreach (RuinShape ruinShape in ruin.RuinShapes)
|
||||
{
|
||||
var tooClose = GetTooCloseCells(ruinShape.Rect.Center.ToVector2(), Math.Max(ruinShape.Rect.Width, ruinShape.Rect.Height));
|
||||
|
||||
tooClose.ForEach(c =>
|
||||
{
|
||||
if (c.edges.Any(e => ruinShape.Rect.Contains(e.point1) || ruinShape.Rect.Contains(e.point2))) c.CellType = CellType.Empty;
|
||||
});
|
||||
}
|
||||
|
||||
List<VertexPositionColor> bodyVertices;
|
||||
bodies = CaveGenerator.GeneratePolygons(cells, out bodyVertices);
|
||||
bodies = CaveGenerator.GeneratePolygons(cellsWithBody, out bodyVertices);
|
||||
|
||||
renderer.SetBodyVertices(bodyVertices.ToArray());
|
||||
renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells));
|
||||
@@ -465,6 +555,10 @@ namespace Barotrauma
|
||||
endPosition = temp;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//RuinGeneration.RuinGenerator.Draw(spriteBatch);
|
||||
|
||||
|
||||
Debug.WriteLine("**********************************************************************************");
|
||||
Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms");
|
||||
@@ -572,40 +666,7 @@ namespace Barotrauma
|
||||
minDistance *= 0.5f;
|
||||
do
|
||||
{
|
||||
var closeCells = GetCells(position, 1);
|
||||
|
||||
foreach (VoronoiCell cell in closeCells)
|
||||
{
|
||||
bool tooClose = false;
|
||||
foreach (GraphEdge edge in cell.edges)
|
||||
{
|
||||
if (Math.Abs(position.X - edge.point1.X) < minDistance ||
|
||||
Math.Abs(position.Y - edge.point1.Y) < minDistance ||
|
||||
Math.Abs(position.X - edge.point2.X) < minDistance ||
|
||||
Math.Abs(position.Y - edge.point2.Y) < minDistance)
|
||||
{
|
||||
tooClose = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (tooClose && !tooCloseCells.Contains(cell)) tooCloseCells.Add(cell);
|
||||
}
|
||||
|
||||
for (float x = -minDistance; x <= minDistance; x+=siteInterval)
|
||||
{
|
||||
for (float y = -minDistance; y <= minDistance; y += siteInterval)
|
||||
{
|
||||
Vector2 cornerPos = position + new Vector2(x,y);
|
||||
|
||||
int cellIndex = CaveGenerator.FindCellIndex(cornerPos, cells, cellGrid, GridCellSize);
|
||||
if (cellIndex == -1) continue;
|
||||
if (!tooCloseCells.Contains(cells[cellIndex]))
|
||||
{
|
||||
tooCloseCells.Add(cells[cellIndex]);
|
||||
}
|
||||
}
|
||||
}
|
||||
tooCloseCells.AddRange(GetTooCloseCells(position, minDistance));
|
||||
|
||||
position += Vector2.Normalize(emptyCells[targetCellIndex].Center - position) * step;
|
||||
|
||||
@@ -616,6 +677,47 @@ namespace Barotrauma
|
||||
return tooCloseCells;
|
||||
}
|
||||
|
||||
private List<VoronoiCell> GetTooCloseCells(Vector2 position, float minDistance)
|
||||
{
|
||||
List<VoronoiCell> tooCloseCells = new List<VoronoiCell>();
|
||||
|
||||
var closeCells = GetCells(position, 3);
|
||||
|
||||
foreach (VoronoiCell cell in closeCells)
|
||||
{
|
||||
bool tooClose = false;
|
||||
foreach (GraphEdge edge in cell.edges)
|
||||
{
|
||||
|
||||
if (Vector2.Distance(edge.point1, position) < minDistance ||
|
||||
Vector2.Distance(edge.point2, position) < minDistance)
|
||||
{
|
||||
tooClose = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (tooClose && !tooCloseCells.Contains(cell)) tooCloseCells.Add(cell);
|
||||
}
|
||||
|
||||
//for (float x = -minDistance; x <= minDistance; x+=siteInterval)
|
||||
//{
|
||||
// for (float y = -minDistance; y <= minDistance; y += siteInterval)
|
||||
// {
|
||||
// Vector2 cornerPos = position + new Vector2(x,y);
|
||||
|
||||
// int cellIndex = CaveGenerator.FindCellIndex(cornerPos, cells, cellGrid, GridCellSize);
|
||||
// if (cellIndex == -1) continue;
|
||||
// if (!tooCloseCells.Contains(cells[cellIndex]))
|
||||
// {
|
||||
// tooCloseCells.Add(cells[cellIndex]);
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
|
||||
return tooCloseCells;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// remove all cells except those that are adjacent to the empty cells
|
||||
@@ -636,7 +738,7 @@ namespace Barotrauma
|
||||
return newCells;
|
||||
}
|
||||
|
||||
public Vector2 GetRandomItemPos(float offsetFromWall = 10.0f)
|
||||
public Vector2 GetRandomItemPos(PositionType spawnPosType, float offsetFromWall = 10.0f)
|
||||
{
|
||||
if (!positionsOfInterest.Any()) return Size*0.5f;
|
||||
|
||||
@@ -647,16 +749,16 @@ namespace Barotrauma
|
||||
int tries = 0;
|
||||
do
|
||||
{
|
||||
Vector2 startPos = ConvertUnits.ToSimUnits(Level.Loaded.GetRandomInterestingPosition(true, false));
|
||||
|
||||
Vector2 endPos = startPos - ConvertUnits.ToSimUnits(Vector2.UnitY * Size.Y);
|
||||
Vector2 startPos = Level.Loaded.GetRandomInterestingPosition(true, spawnPosType);
|
||||
|
||||
Vector2 endPos = startPos - Vector2.UnitY * Size.Y;
|
||||
|
||||
if (Submarine.PickBody(
|
||||
startPos,
|
||||
endPos,
|
||||
ConvertUnits.ToSimUnits(startPos),
|
||||
ConvertUnits.ToSimUnits(endPos),
|
||||
null, Physics.CollisionLevel) != null)
|
||||
{
|
||||
position = ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition + Vector2.Normalize(startPos - endPos)*offsetFromWall);
|
||||
position = ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition) + Vector2.Normalize(startPos - endPos)*offsetFromWall;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -672,18 +774,17 @@ namespace Barotrauma
|
||||
return position;
|
||||
}
|
||||
|
||||
public Vector2 GetRandomInterestingPosition(bool useSyncedRand, bool? preferLarge)
|
||||
public Vector2 GetRandomInterestingPosition(bool useSyncedRand, PositionType positionType)
|
||||
{
|
||||
if (!positionsOfInterest.Any()) return Size * 0.5f;
|
||||
|
||||
if (preferLarge==null)
|
||||
var matchingPositions = positionsOfInterest.FindAll(p => positionType.HasFlag(p.PositionType));
|
||||
if (!matchingPositions.Any())
|
||||
{
|
||||
return positionsOfInterest[Rand.Int(positionsOfInterest.Count, !useSyncedRand)].Position;
|
||||
}
|
||||
|
||||
|
||||
var positionsWithSpace = positionsOfInterest.FindAll(p => (bool)preferLarge == p.IsLarge);
|
||||
if (!positionsWithSpace.Any()) return Size * 0.5f;
|
||||
|
||||
return positionsWithSpace[Rand.Int(positionsWithSpace.Count, !useSyncedRand)].Position;
|
||||
return matchingPositions[Rand.Int(matchingPositions.Count, !useSyncedRand)].Position;
|
||||
}
|
||||
|
||||
public void Update (float deltaTime)
|
||||
@@ -705,7 +806,18 @@ namespace Barotrauma
|
||||
{
|
||||
foreach (InterestingPosition pos in positionsOfInterest)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Vector2(pos.Position.X-15.0f, -pos.Position.Y-15.0f), new Vector2(30.0f, 30.0f), Color.Gold, true);
|
||||
Color color = Color.Yellow;
|
||||
if (pos.PositionType == PositionType.Cave)
|
||||
{
|
||||
color = Color.DarkOrange;
|
||||
}
|
||||
else if (pos.PositionType == PositionType.Ruin)
|
||||
{
|
||||
color = Color.LightGray;
|
||||
}
|
||||
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Vector2(pos.Position.X-15.0f, -pos.Position.Y-15.0f), new Vector2(30.0f, 30.0f), color, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -764,7 +876,7 @@ namespace Barotrauma
|
||||
|
||||
private void Unload()
|
||||
{
|
||||
renderer.Dispose();
|
||||
if (renderer!=null) renderer.Dispose();
|
||||
renderer = null;
|
||||
|
||||
for (int side = 0; side < 2; side++)
|
||||
|
||||
@@ -0,0 +1,160 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Barotrauma.RuinGeneration
|
||||
{
|
||||
/// <summary>
|
||||
/// nodes of a binary tree used for generating underwater "dungeons"
|
||||
/// </summary>
|
||||
class BTRoom : RuinShape
|
||||
{
|
||||
private BTRoom[] subRooms;
|
||||
|
||||
public BTRoom Parent
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public Corridor Corridor
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public BTRoom[] SubRooms
|
||||
{
|
||||
get { return subRooms; }
|
||||
}
|
||||
|
||||
public BTRoom Adjacent
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public BTRoom(Rectangle rect)
|
||||
{
|
||||
this.rect = rect;
|
||||
}
|
||||
|
||||
public void Split(float minDivRatio, float verticalProbability = 0.5f)
|
||||
{
|
||||
subRooms = new BTRoom[2];
|
||||
|
||||
if (Rand.Range(0.0f, 1.0f, false) < verticalProbability)
|
||||
{
|
||||
SplitVertical(minDivRatio);
|
||||
}
|
||||
else
|
||||
{
|
||||
SplitHorizontal(minDivRatio);
|
||||
}
|
||||
|
||||
subRooms[0].Parent = this;
|
||||
subRooms[1].Parent = this;
|
||||
|
||||
subRooms[0].Adjacent = subRooms[1];
|
||||
subRooms[1].Adjacent = subRooms[0];
|
||||
}
|
||||
|
||||
private void SplitHorizontal(float minDivRatio)
|
||||
{
|
||||
float div = Rand.Range(minDivRatio, 1.0f - minDivRatio, false);
|
||||
subRooms[0] = new BTRoom(new Rectangle(rect.X, rect.Y, rect.Width, (int)(rect.Height * div)));
|
||||
subRooms[1] = new BTRoom(new Rectangle(rect.X, rect.Y + subRooms[0].rect.Height, rect.Width, rect.Height - subRooms[0].rect.Height));
|
||||
|
||||
}
|
||||
|
||||
private void SplitVertical(float minDivRatio)
|
||||
{
|
||||
float div = Rand.Range(minDivRatio, 1.0f - minDivRatio, false);
|
||||
subRooms[0] = new BTRoom(new Rectangle(rect.X, rect.Y, (int)(rect.Width * div), rect.Height));
|
||||
subRooms[1] = new BTRoom(new Rectangle(rect.X + subRooms[0].rect.Width, rect.Y, rect.Width - subRooms[0].rect.Width, rect.Height));
|
||||
}
|
||||
|
||||
public override void CreateWalls()
|
||||
{
|
||||
Walls = new List<Line>();
|
||||
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.Right, Rect.Y), RuinStructureType.Wall));
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Bottom), new Vector2(Rect.Right, Rect.Bottom), RuinStructureType.Wall));
|
||||
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.X, Rect.Bottom), RuinStructureType.Wall));
|
||||
Walls.Add(new Line(new Vector2(Rect.Right, Rect.Y), new Vector2(Rect.Right, Rect.Bottom), RuinStructureType.Wall));
|
||||
}
|
||||
|
||||
public void Scale(Vector2 scale)
|
||||
{
|
||||
rect.Inflate((scale.X - 1.0f) * 0.5f * rect.Width, (scale.Y - 1.0f) * 0.5f * rect.Height);
|
||||
}
|
||||
|
||||
public List<BTRoom> GetLeaves()
|
||||
{
|
||||
return GetLeaves(new List<BTRoom>());
|
||||
}
|
||||
|
||||
private List<BTRoom> GetLeaves(List<BTRoom> leaves)
|
||||
{
|
||||
if (subRooms == null)
|
||||
{
|
||||
leaves.Add(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
subRooms[0].GetLeaves(leaves);
|
||||
subRooms[1].GetLeaves(leaves);
|
||||
}
|
||||
|
||||
return leaves;
|
||||
}
|
||||
|
||||
public void GenerateCorridors(int minWidth, int maxWidth, List<Corridor> corridors)
|
||||
{
|
||||
if (Adjacent != null && Corridor == null)
|
||||
{
|
||||
Corridor = new Corridor(this, Rand.Range(minWidth, maxWidth, false), corridors);
|
||||
}
|
||||
|
||||
if (subRooms != null)
|
||||
{
|
||||
subRooms[0].GenerateCorridors(minWidth, maxWidth, corridors);
|
||||
subRooms[1].GenerateCorridors(minWidth, maxWidth, corridors);
|
||||
}
|
||||
}
|
||||
|
||||
public static void CalculateDistancesFromEntrance(BTRoom entrance, List<Corridor> corridors)
|
||||
{
|
||||
entrance.CalculateDistanceFromEntrance(1, new List<Corridor>(corridors));
|
||||
}
|
||||
|
||||
private void CalculateDistanceFromEntrance(int currentDist, List<Corridor> corridors)
|
||||
{
|
||||
if (DistanceFromEntrance == 0)
|
||||
{
|
||||
DistanceFromEntrance = currentDist;
|
||||
}
|
||||
else
|
||||
{
|
||||
DistanceFromEntrance = Math.Min(currentDist, DistanceFromEntrance);
|
||||
}
|
||||
|
||||
currentDist++;
|
||||
|
||||
for (int i = corridors.Count - 1; i >= 0; i = Math.Min(i - 1, corridors.Count - 1))
|
||||
{
|
||||
var corridor = corridors[i];
|
||||
|
||||
if (!corridor.ConnectedRooms.Contains(this)) continue;
|
||||
|
||||
corridors.RemoveAt(i);
|
||||
|
||||
corridor.ConnectedRooms[corridor.ConnectedRooms[0] == this ? 1 : 0].CalculateDistanceFromEntrance(currentDist, corridors);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,189 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Barotrauma.RuinGeneration
|
||||
{
|
||||
|
||||
class Corridor : RuinShape
|
||||
{
|
||||
private bool isHorizontal;
|
||||
|
||||
public Rectangle Rect
|
||||
{
|
||||
get { return rect; }
|
||||
}
|
||||
|
||||
public bool IsHorizontal
|
||||
{
|
||||
get { return isHorizontal; }
|
||||
}
|
||||
|
||||
public BTRoom[] ConnectedRooms
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public Corridor(Rectangle rect)
|
||||
{
|
||||
this.rect = rect;
|
||||
|
||||
isHorizontal = rect.Width > rect.Height;
|
||||
}
|
||||
|
||||
public Corridor(BTRoom room, int width, List<Corridor> corridors)
|
||||
{
|
||||
System.Diagnostics.Debug.Assert(room.Adjacent != null);
|
||||
|
||||
ConnectedRooms = new BTRoom[2];
|
||||
ConnectedRooms[0] = room;
|
||||
ConnectedRooms[1] = room.Adjacent;
|
||||
|
||||
Rectangle room1, room2;
|
||||
|
||||
room1 = room.Rect;
|
||||
room2 = room.Adjacent.Rect;
|
||||
|
||||
isHorizontal = (room1.Right <= room2.X || room2.Right <= room1.X);
|
||||
|
||||
//use the leaves as starting points for the corridor
|
||||
if (room.SubRooms != null)
|
||||
{
|
||||
var leaves1 = room.GetLeaves();
|
||||
var leaves2 = room.Adjacent.GetLeaves();
|
||||
|
||||
var suitableLeaves = GetSuitableLeafRooms(leaves1, leaves2, width, isHorizontal);
|
||||
room1 = suitableLeaves[0].Rect;
|
||||
room2 = suitableLeaves[1].Rect;
|
||||
|
||||
ConnectedRooms[0] = suitableLeaves[0];
|
||||
ConnectedRooms[1] = suitableLeaves[1];
|
||||
}
|
||||
|
||||
if (isHorizontal)
|
||||
{
|
||||
int left = Math.Min(room1.Right, room2.Right);
|
||||
int right = Math.Max(room1.X, room2.X);
|
||||
|
||||
int top = Math.Max(room1.Y, room2.Y);
|
||||
int bottom = Math.Min(room1.Bottom, room2.Bottom);
|
||||
|
||||
int yPos = Rand.Range(top, bottom - width, false);
|
||||
|
||||
rect = new Rectangle(left, yPos, right - left, width);
|
||||
}
|
||||
else if (room1.Y > room2.Bottom || room2.Y > room1.Bottom)
|
||||
{
|
||||
int left = Math.Max(room1.X, room2.X);
|
||||
int right = Math.Min(room1.Right, room2.Right);
|
||||
|
||||
int top = Math.Min(room1.Bottom, room2.Bottom);
|
||||
int bottom = Math.Max(room1.Y, room2.Y);
|
||||
|
||||
int xPos = Rand.Range(left, right - width, false);
|
||||
|
||||
rect = new Rectangle(xPos, top, width, bottom - top);
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.ThrowError("wat");
|
||||
}
|
||||
|
||||
room.Corridor = this;
|
||||
room.Adjacent.Corridor = this;
|
||||
|
||||
for (int i = corridors.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var corridor = corridors[i];
|
||||
|
||||
if (corridor.rect.Intersects(this.rect))
|
||||
{
|
||||
if (isHorizontal && corridor.isHorizontal)
|
||||
{
|
||||
if (this.rect.Width < corridor.rect.Width)
|
||||
return;
|
||||
else
|
||||
corridors.RemoveAt(i);
|
||||
}
|
||||
else if (!isHorizontal && !corridor.isHorizontal)
|
||||
{
|
||||
if (this.rect.Height < corridor.rect.Height)
|
||||
return;
|
||||
else
|
||||
corridors.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
corridors.Add(this);
|
||||
}
|
||||
|
||||
public override void CreateWalls()
|
||||
{
|
||||
|
||||
|
||||
Walls = new List<Line>();
|
||||
|
||||
if (IsHorizontal)
|
||||
{
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.Right, Rect.Y), RuinStructureType.CorridorWall));
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Bottom), new Vector2(Rect.Right, Rect.Bottom), RuinStructureType.CorridorWall));
|
||||
}
|
||||
else
|
||||
{
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.X, Rect.Bottom), RuinStructureType.CorridorWall));
|
||||
Walls.Add(new Line(new Vector2(Rect.Right, Rect.Y), new Vector2(Rect.Right, Rect.Bottom), RuinStructureType.CorridorWall));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// find two rooms which have two face-two-face walls that we can place a corridor in between
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private BTRoom[] GetSuitableLeafRooms(List<BTRoom> leaves1, List<BTRoom> leaves2, int width, bool isHorizontal)
|
||||
{
|
||||
int iOffset = Rand.Int(leaves1.Count, false);
|
||||
int jOffset = Rand.Int(leaves2.Count, false);
|
||||
|
||||
|
||||
for (int iCount = 0; iCount < leaves1.Count; iCount++)
|
||||
{
|
||||
int i = (iCount + iOffset) % leaves1.Count;
|
||||
|
||||
for (int jCount = 0; jCount < leaves2.Count; jCount++)
|
||||
{
|
||||
int j = (jCount + jOffset) % leaves2.Count;
|
||||
|
||||
if (isHorizontal)
|
||||
{
|
||||
//if (Math.Min(leaves1[i].Rect.Bottom, leaves2[i].Rect.Bottom) - Math.Max(leaves1[i].Rect.Y, leaves2[j].Rect.Y) < width) continue;
|
||||
|
||||
|
||||
if (leaves1[i].Rect.Y > leaves2[j].Rect.Bottom) continue;
|
||||
if (leaves1[i].Rect.Bottom < leaves2[j].Rect.Y) continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
//if (Math.Min(leaves1[i].Rect.Right, leaves2[i].Rect.Right) - Math.Max(leaves1[i].Rect.X, leaves2[j].Rect.X) < width) continue;
|
||||
|
||||
|
||||
if (leaves1[i].Rect.X > leaves2[j].Rect.Right) continue;
|
||||
if (leaves1[i].Rect.Right < leaves2[j].Rect.X) continue;
|
||||
}
|
||||
|
||||
|
||||
return new BTRoom[] { leaves1[i], leaves2[j] };
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,422 @@
|
||||
using FarseerPhysics.Common;
|
||||
using FarseerPhysics.Common.PolygonManipulation;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using Voronoi2;
|
||||
|
||||
namespace Barotrauma.RuinGeneration
|
||||
{
|
||||
abstract class RuinShape
|
||||
{
|
||||
protected Rectangle rect;
|
||||
|
||||
public Rectangle Rect
|
||||
{
|
||||
get { return rect; }
|
||||
}
|
||||
|
||||
|
||||
public int DistanceFromEntrance
|
||||
{
|
||||
get;
|
||||
protected set;
|
||||
}
|
||||
|
||||
public List<Line> Walls;
|
||||
|
||||
public virtual void CreateWalls() { }
|
||||
|
||||
public Alignment GetLineAlignment(Line line)
|
||||
{
|
||||
if (line.A.Y == line.B.Y)
|
||||
{
|
||||
if (line.A.Y > rect.Center.Y && line.B.Y > rect.Center.Y)
|
||||
{
|
||||
return Alignment.Bottom;
|
||||
}
|
||||
else if (line.A.Y < rect.Center.Y && line.B.Y < rect.Center.Y)
|
||||
{
|
||||
return Alignment.Top;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (line.A.X < rect.Center.X && line.B.X < rect.Center.X)
|
||||
{
|
||||
return Alignment.Left;
|
||||
}
|
||||
else if (line.A.X > rect.Center.X && line.B.X > rect.Center.X)
|
||||
{
|
||||
return Alignment.Right;
|
||||
}
|
||||
}
|
||||
|
||||
return Alignment.Center;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Goes through a list of line segments and "clips off" all parts of the lines that are inside the rectangle
|
||||
/// </summary>
|
||||
public void SplitLines(Rectangle rectangle)
|
||||
{
|
||||
List<Line> newLines = new List<Line>();
|
||||
|
||||
foreach (Line line in Walls)
|
||||
{
|
||||
if (line.A.X == line.B.X) //vertical line
|
||||
{
|
||||
//line doesn't intersect the rectangle
|
||||
if (rectangle.X > line.A.X || rectangle.Right < line.A.X ||
|
||||
rectangle.Y > line.B.Y || rectangle.Bottom < line.A.Y)
|
||||
{
|
||||
newLines.Add(line);
|
||||
}
|
||||
else if (line.A.Y > rectangle.Y && line.B.Y < rectangle.Bottom)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
//point A is within the rectangle -> cut a portion from the top of the line
|
||||
else if (line.A.Y >= rectangle.Y && line.A.Y <= rectangle.Bottom)
|
||||
{
|
||||
newLines.Add(new Line(new Vector2(line.A.X, rectangle.Bottom), line.B, line.Type));
|
||||
}
|
||||
//point B is within the rectangle -> cut a portion from the bottom of the line
|
||||
else if (line.B.Y >= rectangle.Y && line.B.Y <= rectangle.Bottom)
|
||||
{
|
||||
newLines.Add(new Line(line.A, new Vector2(line.A.X, rectangle.Y), line.Type));
|
||||
}
|
||||
//rect is in between the lines -> split the line into two
|
||||
else
|
||||
{
|
||||
newLines.Add(new Line(line.A, new Vector2(line.A.X, rectangle.Y), line.Type));
|
||||
newLines.Add(new Line(new Vector2(line.A.X, rectangle.Bottom), line.B, line.Type));
|
||||
}
|
||||
}
|
||||
else if (line.A.Y == line.B.Y) //horizontal line
|
||||
{
|
||||
//line doesn't intersect the rectangle
|
||||
if (rectangle.X > line.B.X || rectangle.Right < line.A.X ||
|
||||
rectangle.Y > line.A.Y || rectangle.Bottom < line.A.Y)
|
||||
{
|
||||
|
||||
newLines.Add(line);
|
||||
}
|
||||
else if (line.A.X > rectangle.X && line.B.X < rectangle.Right)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
//point A is within the rectangle -> cut a portion from the left side of the line
|
||||
else if (line.A.X >= rectangle.X && line.A.X <= rectangle.Right)
|
||||
{
|
||||
newLines.Add(new Line(new Vector2(rectangle.Right, line.A.Y), line.B, line.Type));
|
||||
}
|
||||
//point B is within the rectangle -> cut a portion from the right side of the line
|
||||
else if (line.B.X >= rectangle.X && line.B.X <= rectangle.Right)
|
||||
{
|
||||
newLines.Add(new Line(line.A, new Vector2(rectangle.X, line.A.Y), line.Type));
|
||||
}
|
||||
//rect is in between the lines -> split the line into two
|
||||
else
|
||||
{
|
||||
newLines.Add(new Line(line.A, new Vector2(rectangle.X, line.A.Y), line.Type));
|
||||
newLines.Add(new Line(new Vector2(rectangle.Right, line.A.Y), line.B, line.Type));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.ThrowError("Error in StructureGenerator.SplitLines - lines must be axis aligned");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Walls = newLines;
|
||||
}
|
||||
}
|
||||
|
||||
struct Line
|
||||
{
|
||||
public readonly Vector2 A, B;
|
||||
|
||||
public readonly RuinStructureType Type;
|
||||
|
||||
public Line(Vector2 a, Vector2 b, RuinStructureType type)
|
||||
{
|
||||
Debug.Assert(a.X <= b.X);
|
||||
Debug.Assert(a.Y <= b.Y);
|
||||
|
||||
A = a;
|
||||
B = b;
|
||||
Type = type;
|
||||
}
|
||||
}
|
||||
|
||||
class Ruin
|
||||
{
|
||||
private List<BTRoom> rooms;
|
||||
private List<Corridor> corridors;
|
||||
|
||||
private List<Line> walls;
|
||||
|
||||
private List<RuinShape> allShapes;
|
||||
|
||||
public List<RuinShape> RuinShapes
|
||||
{
|
||||
get { return allShapes; }
|
||||
}
|
||||
|
||||
public Rectangle Area
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public Ruin(VoronoiCell closestPathCell, List<VoronoiCell> caveCells, Rectangle area)
|
||||
{
|
||||
Area = area;
|
||||
|
||||
corridors = new List<Corridor>();
|
||||
rooms = new List<BTRoom>();
|
||||
|
||||
walls = new List<Line>();
|
||||
|
||||
allShapes = new List<RuinShape>();
|
||||
|
||||
Generate(closestPathCell, caveCells, area);
|
||||
}
|
||||
|
||||
public void Generate(VoronoiCell closestPathCell, List<VoronoiCell> caveCells, Rectangle area)
|
||||
{
|
||||
corridors.Clear();
|
||||
rooms.Clear();
|
||||
|
||||
//area = new Rectangle(area.X, area.Y - area.Height, area.Width, area.Height);
|
||||
|
||||
int iterations = Rand.Range(3, 4, false);
|
||||
|
||||
float verticalProbability = Rand.Range(0.4f, 0.6f, false);
|
||||
|
||||
BTRoom baseRoom = new BTRoom(area);
|
||||
|
||||
rooms = new List<BTRoom> { baseRoom };
|
||||
|
||||
for (int i = 0; i < iterations; i++)
|
||||
{
|
||||
rooms.ForEach(l => l.Split(0.3f, verticalProbability));
|
||||
|
||||
rooms = baseRoom.GetLeaves();
|
||||
}
|
||||
|
||||
foreach (BTRoom leaf in rooms)
|
||||
{
|
||||
leaf.Scale
|
||||
(
|
||||
new Vector2(Rand.Range(0.5f, 0.9f, false), Rand.Range(0.5f, 0.9f, false))
|
||||
);
|
||||
}
|
||||
|
||||
baseRoom.GenerateCorridors(200, 256, corridors);
|
||||
|
||||
walls = new List<Line>();
|
||||
|
||||
rooms.ForEach(leaf =>
|
||||
{
|
||||
leaf.CreateWalls();
|
||||
//walls.AddRange(leaf.Walls);
|
||||
});
|
||||
|
||||
//---------------------------
|
||||
|
||||
BTRoom entranceRoom = null;
|
||||
float shortestDistance = 0.0f;
|
||||
foreach (BTRoom leaf in rooms)
|
||||
{
|
||||
float distance = Vector2.Distance(leaf.Rect.Center.ToVector2(), closestPathCell.Center);
|
||||
if (entranceRoom == null || distance < shortestDistance)
|
||||
{
|
||||
entranceRoom = leaf;
|
||||
shortestDistance = distance;
|
||||
}
|
||||
}
|
||||
|
||||
rooms.Remove(entranceRoom);
|
||||
|
||||
//var startCell = closestPathCell;
|
||||
|
||||
//Rectangle startCellRect = new Rectangle(
|
||||
// (int)startCell.edges.Min(e => Math.Min(e.point1.X, e.point2.X)),
|
||||
// (int)startCell.edges.Min(e => Math.Min(e.point1.Y, e.point2.Y)),
|
||||
// (int)startCell.edges.Max(e => Math.Max(e.point1.X, e.point2.X)),
|
||||
// (int)startCell.edges.Max(e => Math.Max(e.point1.Y, e.point2.Y)));
|
||||
|
||||
//startCellRect.Width = startCellRect.Width - startCellRect.X;
|
||||
//startCellRect.Height = startCellRect.Height - startCellRect.Y;
|
||||
|
||||
//int startX = Math.Min(entranceRoom.Rect.Center.X, startCellRect.Center.X);
|
||||
//int endX = Math.Max(entranceRoom.Rect.Right, startCellRect.Right);
|
||||
|
||||
//int startY = Math.Min(entranceRoom.Rect.Center.Y, startCellRect.Center.Y);
|
||||
//int endY = Math.Max(entranceRoom.Rect.Bottom, startCellRect.Bottom);
|
||||
|
||||
//if (entranceRoom.Rect.X > startCellRect.X && entranceRoom.Rect.Right < startCellRect.Right)
|
||||
//{
|
||||
// corridors.Add(new Corridor(new Rectangle(entranceRoom.Rect.Center.X, startY, 128, endY - startY)));
|
||||
//}
|
||||
//else if (entranceRoom.Rect.Y > startCellRect.Y && entranceRoom.Rect.Bottom < startCellRect.Bottom)
|
||||
//{
|
||||
// corridors.Add(new Corridor(new Rectangle(startX, entranceRoom.Rect.Center.Y, endX - startX, 128)));
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// corridors.Add(new Corridor(new Rectangle(startX, entranceRoom.Rect.Center.Y, endX - startX, 128)));
|
||||
// corridors.Add(new Corridor(new Rectangle(endX, startY, 128, endY - startY)));
|
||||
//}
|
||||
|
||||
//---------------------------
|
||||
|
||||
foreach (BTRoom leaf in rooms)
|
||||
{
|
||||
foreach (Corridor corridor in corridors)
|
||||
{
|
||||
leaf.SplitLines(corridor.Rect);
|
||||
}
|
||||
|
||||
walls.AddRange(leaf.Walls);
|
||||
}
|
||||
|
||||
|
||||
foreach (Corridor corridor in corridors)
|
||||
{
|
||||
List<Line> corridorWalls = new List<Line>();
|
||||
|
||||
corridor.CreateWalls();
|
||||
|
||||
foreach (BTRoom leaf in rooms)
|
||||
{
|
||||
corridor.SplitLines(leaf.Rect);
|
||||
}
|
||||
|
||||
foreach (Corridor corridor2 in corridors)
|
||||
{
|
||||
if (corridor == corridor2) continue;
|
||||
corridor.SplitLines(corridor2.Rect);
|
||||
}
|
||||
|
||||
|
||||
walls.AddRange(corridor.Walls);
|
||||
}
|
||||
|
||||
//leaves.Remove(entranceRoom);
|
||||
|
||||
BTRoom.CalculateDistancesFromEntrance(entranceRoom, corridors);
|
||||
|
||||
allShapes = GenerateStructures(caveCells);
|
||||
}
|
||||
|
||||
private List<RuinShape> GenerateStructures(List<VoronoiCell> caveCells)
|
||||
{
|
||||
List<RuinShape> shapes = new List<RuinShape>(rooms);
|
||||
shapes.AddRange(corridors);
|
||||
|
||||
//MapEntityPrefab hullPrefab = MapEntityPrefab.list.Find(m => m.Name == "Hull");
|
||||
|
||||
foreach (RuinShape leaf in shapes)
|
||||
{
|
||||
foreach (Line wall in leaf.Walls)
|
||||
{
|
||||
var structurePrefab = RuinStructure.GetRandom(leaf is BTRoom ? RuinStructureType.Wall : RuinStructureType.CorridorWall, leaf.GetLineAlignment(wall));
|
||||
if (structurePrefab == null) continue;
|
||||
|
||||
float radius = (wall.A.X == wall.B.X) ? (structurePrefab.Prefab as StructurePrefab).Size.X * 0.5f : (structurePrefab.Prefab as StructurePrefab).Size.Y * 0.5f;
|
||||
|
||||
Rectangle rect = new Rectangle(
|
||||
(int)(wall.A.X - radius),
|
||||
(int)(wall.B.Y + radius),
|
||||
(int)((wall.B.X - wall.A.X) + radius*2.0f),
|
||||
(int)((wall.B.Y - wall.A.Y) + radius*2.0f));
|
||||
|
||||
var structure = new Structure(rect, structurePrefab.Prefab as StructurePrefab, null);
|
||||
structure.MoveWithLevel = true;
|
||||
structure.SetCollisionCategory(Physics.CollisionLevel);
|
||||
}
|
||||
|
||||
|
||||
var background = RuinStructure.GetRandom(RuinStructureType.Back, Alignment.Center);
|
||||
if (background == null) continue;
|
||||
|
||||
Rectangle backgroundRect = new Rectangle(leaf.Rect.X, leaf.Rect.Y + leaf.Rect.Height, leaf.Rect.Width, leaf.Rect.Height);
|
||||
|
||||
new Structure(backgroundRect, (background.Prefab as StructurePrefab), null).MoveWithLevel = true;
|
||||
|
||||
}
|
||||
|
||||
for (int i = 0; i < shapes.Count*2; i++ )
|
||||
{
|
||||
Alignment[] alignments = new Alignment[] { Alignment.Top, Alignment.Bottom, Alignment.Right, Alignment.Left, Alignment.Center };
|
||||
|
||||
var prop = RuinStructure.GetRandom(RuinStructureType.Prop, alignments[Rand.Int(alignments.Length, false)]);
|
||||
|
||||
Vector2 size = (prop.Prefab is StructurePrefab) ? (prop.Prefab as StructurePrefab).Size : Vector2.Zero;
|
||||
|
||||
var shape = shapes[Rand.Int(shapes.Count, false)];
|
||||
|
||||
Vector2 position = shape.Rect.Center.ToVector2();
|
||||
if (prop.Alignment.HasFlag(Alignment.Top))
|
||||
{
|
||||
position = new Vector2(Rand.Range(shape.Rect.X+size.X, shape.Rect.Right - size.X, false), shape.Rect.Bottom - 64);
|
||||
}
|
||||
else if (prop.Alignment.HasFlag(Alignment.Bottom))
|
||||
{
|
||||
position = new Vector2(Rand.Range(shape.Rect.X + size.X, shape.Rect.Right - size.X, false), shape.Rect.Top + 64);
|
||||
}
|
||||
else if (prop.Alignment.HasFlag(Alignment.Right))
|
||||
{
|
||||
position = new Vector2(shape.Rect.Right - 64, Rand.Range(shape.Rect.Y + size.X, shape.Rect.Bottom - size.Y, false));
|
||||
}
|
||||
else if (prop.Alignment.HasFlag(Alignment.Left))
|
||||
{
|
||||
position = new Vector2(shape.Rect.X + 64, Rand.Range(shape.Rect.Y + size.X, shape.Rect.Bottom - size.Y, false));
|
||||
}
|
||||
|
||||
if (prop.Prefab is ItemPrefab)
|
||||
{
|
||||
var item = new Item(prop.Prefab as ItemPrefab, position, null);
|
||||
item.MoveWithLevel = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
new Structure(new Rectangle(
|
||||
(int)(position.X - size.X/2.0f), (int)(position.Y + size.Y/2.0f),
|
||||
(int)size.X, (int)size.Y),
|
||||
prop.Prefab as StructurePrefab, null).MoveWithLevel = true;
|
||||
}
|
||||
}
|
||||
|
||||
return shapes;
|
||||
}
|
||||
|
||||
public void Draw(SpriteBatch spriteBatch)
|
||||
{
|
||||
//foreach (BTRoom room in leaves)
|
||||
//{
|
||||
// GUI.DrawRectangle(spriteBatch, room.Rect, Color.White);
|
||||
//}
|
||||
|
||||
//foreach (Corridor corr in corridors)
|
||||
//{
|
||||
// GUI.DrawRectangle(spriteBatch, corr.Rect, Color.Blue);
|
||||
//}
|
||||
|
||||
foreach (Line line in walls)
|
||||
{
|
||||
GUI.DrawLine(spriteBatch, new Vector2(line.A.X, -line.A.Y), new Vector2(line.B.X, -line.B.Y), Color.Red, 0.0f, 10);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,103 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.RuinGeneration
|
||||
{
|
||||
[Flags]
|
||||
enum RuinStructureType
|
||||
{
|
||||
Wall = 1, CorridorWall = 2, Prop = 4, Back = 8
|
||||
}
|
||||
|
||||
class RuinStructure
|
||||
{
|
||||
const string ConfigFile = "Content/Map/RuinConfig.xml";
|
||||
|
||||
private static List<RuinStructure> list;
|
||||
|
||||
public readonly MapEntityPrefab Prefab;
|
||||
|
||||
public readonly Alignment Alignment;
|
||||
|
||||
public readonly RuinStructureType Type;
|
||||
|
||||
private int commonness;
|
||||
|
||||
private RuinStructure(XElement element)
|
||||
{
|
||||
string prefab = ToolBox.GetAttributeString(element, "prefab", "").ToLowerInvariant();
|
||||
Prefab = MapEntityPrefab.list.Find(s => s.Name.ToLowerInvariant() == prefab);
|
||||
|
||||
if (Prefab == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Loading ruin structure failed - structure prefab ''"+prefab+" not found");
|
||||
return;
|
||||
}
|
||||
|
||||
string alignmentStr = ToolBox.GetAttributeString(element,"alignment","Bottom");
|
||||
if (!Enum.TryParse<Alignment>(alignmentStr, true, out Alignment))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in ruin structure ''"+prefab+"'' - "+alignmentStr+" is not a valid alignment");
|
||||
}
|
||||
|
||||
|
||||
string typeStr = ToolBox.GetAttributeString(element,"type","");
|
||||
if (!Enum.TryParse<RuinStructureType>(typeStr,true, out Type))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in ruin structure ''" + prefab + "'' - " + typeStr + " is not a valid type");
|
||||
return;
|
||||
}
|
||||
|
||||
commonness = ToolBox.GetAttributeInt(element, "commonness", 1);
|
||||
|
||||
list.Add(this);
|
||||
}
|
||||
|
||||
private static void Load()
|
||||
{
|
||||
list = new List<RuinStructure>();
|
||||
|
||||
XDocument doc = ToolBox.TryLoadXml(ConfigFile);
|
||||
if (doc == null || doc.Root == null) return;
|
||||
|
||||
foreach (XElement element in doc.Root.Elements())
|
||||
{
|
||||
new RuinStructure(element);
|
||||
}
|
||||
}
|
||||
|
||||
public static RuinStructure GetRandom(RuinStructureType type, Alignment alignment)
|
||||
{
|
||||
if (list==null)
|
||||
{
|
||||
DebugConsole.Log("Loading ruin structures...");
|
||||
Load();
|
||||
}
|
||||
|
||||
var matchingStructures = list.FindAll(rs => rs.Type.HasFlag(type) && rs.Alignment.HasFlag(alignment));
|
||||
|
||||
if (!matchingStructures.Any()) return null;
|
||||
|
||||
int totalCommonness = matchingStructures.Sum(m => m.commonness);
|
||||
|
||||
int randomNumber = Rand.Int(totalCommonness + 1, false);
|
||||
|
||||
foreach (RuinStructure ruinStructure in matchingStructures)
|
||||
{
|
||||
|
||||
if (randomNumber <= ruinStructure.commonness)
|
||||
{
|
||||
return ruinStructure;
|
||||
}
|
||||
|
||||
randomNumber -= ruinStructure.commonness;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -140,7 +140,7 @@ namespace Barotrauma
|
||||
// }
|
||||
//}
|
||||
}
|
||||
|
||||
|
||||
public Structure(Rectangle rectangle, StructurePrefab sp, Submarine submarine)
|
||||
: base(sp, submarine)
|
||||
{
|
||||
@@ -602,6 +602,15 @@ namespace Barotrauma
|
||||
UpdateSections();
|
||||
}
|
||||
|
||||
public void SetCollisionCategory(Category collisionCategory)
|
||||
{
|
||||
if (bodies == null) return;
|
||||
foreach (Body body in bodies)
|
||||
{
|
||||
body.CollisionCategories = collisionCategory;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateSections()
|
||||
{
|
||||
foreach (Body b in bodies)
|
||||
|
||||
@@ -47,6 +47,11 @@ namespace Barotrauma
|
||||
{
|
||||
get { return stairDirection; }
|
||||
}
|
||||
|
||||
public Vector2 Size
|
||||
{
|
||||
get { return size; }
|
||||
}
|
||||
|
||||
public static void LoadAll(List<string> filePaths)
|
||||
{
|
||||
@@ -63,7 +68,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public static StructurePrefab Load(XElement element)
|
||||
{
|
||||
StructurePrefab sp = new StructurePrefab();
|
||||
|
||||
@@ -247,7 +247,11 @@ namespace Barotrauma
|
||||
{
|
||||
suitableMusic = musicClips.Where(x => x != null && x.type == OverrideMusicType).ToList();
|
||||
}
|
||||
else if (Submarine.Loaded!=null && Submarine.Loaded.AtDamageDepth)
|
||||
else if (Character.Controlled != null && Level.Loaded != null && Level.Loaded.Ruins.Any(r => r.Area.Contains(Character.Controlled.WorldPosition)))
|
||||
{
|
||||
suitableMusic = musicClips.Where(x => x != null && x.type == "ruins").ToList();
|
||||
}
|
||||
else if (Submarine.Loaded != null && Submarine.Loaded.AtDamageDepth)
|
||||
{
|
||||
suitableMusic = musicClips.Where(x => x != null && x.type == "deep").ToList();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user