Alien ruins, some new alien items and a new monster
This commit is contained in:
@@ -108,9 +108,23 @@ namespace Barotrauma
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allowedNextCells.Add(adjacent);
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}
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if (allowedNextCells.Count == 0) break;
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if (allowedNextCells.Count == 0)
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{
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if (i>5) break;
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foreach (GraphEdge edge in pathCell.edges)
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{
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var adjacent = edge.AdjacentCell(pathCell);
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if (adjacent == null ||
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adjacent.CellType == CellType.Removed) continue;
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allowedNextCells.Add(adjacent);
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}
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if (allowedNextCells.Count == 0) break;
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}
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//randomly pick one of the adjacent cells as the next cell
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pathCell = allowedNextCells[Rand.Int(allowedNextCells.Count, false)];
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@@ -388,6 +402,8 @@ namespace Barotrauma
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bodyPoints[i] = ConvertUnits.ToSimUnits(bodyPoints[i]);
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}
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if (cell.CellType == CellType.Empty) continue;
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triangles = MathUtils.TriangulateConvexHull(bodyPoints, cell.Center);
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Body edgeBody = new Body(GameMain.World);
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@@ -403,7 +419,7 @@ namespace Barotrauma
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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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edgeBody.UserData = cell;
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edgeBody.SleepingAllowed = false;
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edgeBody.BodyType = BodyType.Kinematic;
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@@ -442,7 +458,7 @@ namespace Barotrauma
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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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//if (cell.body == null) continue;
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foreach (GraphEdge edge in cell.edges)
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{
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if (!edge.isSolid) continue;
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@@ -482,7 +498,7 @@ namespace Barotrauma
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#if DEBUG
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DebugConsole.ThrowError("Invalid right normal");
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#endif
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GameMain.World.RemoveBody(cell.body);
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if (cell.body != null) GameMain.World.RemoveBody(cell.body);
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cell.body = null;
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leftNormal = Vector2.UnitX;
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break;
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@@ -505,7 +521,7 @@ namespace Barotrauma
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#if DEBUG
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DebugConsole.ThrowError("Invalid right normal");
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#endif
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GameMain.World.RemoveBody(cell.body);
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if (cell.body != null) GameMain.World.RemoveBody(cell.body);
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cell.body = null;
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rightNormal = Vector2.UnitX;
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break;
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@@ -10,6 +10,7 @@ using System.Linq;
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using System.Collections.Generic;
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using System.Diagnostics;
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using Voronoi2;
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using Barotrauma.RuinGeneration;
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namespace Barotrauma
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{
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@@ -20,16 +21,22 @@ namespace Barotrauma
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{
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get { return loaded; }
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}
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[Flags]
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public enum PositionType
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{
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MainPath=1, Cave=2, Ruin=4
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}
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struct InterestingPosition
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{
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public readonly Vector2 Position;
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public readonly bool IsLarge;
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public readonly PositionType PositionType;
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public InterestingPosition(Vector2 position, bool isLarge)
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public InterestingPosition(Vector2 position, PositionType positionType)
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{
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Position = position;
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IsLarge = isLarge;
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PositionType = positionType;
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}
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}
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@@ -64,6 +71,8 @@ namespace Barotrauma
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private List<InterestingPosition> positionsOfInterest;
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private List<Ruin> ruins;
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private Color backgroundColor;
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public Vector2 StartPosition
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@@ -80,6 +89,11 @@ namespace Barotrauma
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{
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get { return endPosition; }
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}
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public List<Ruin> Ruins
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{
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get { return ruins; }
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}
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public WrappingWall[,] WrappingWalls
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{
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@@ -116,8 +130,6 @@ namespace Barotrauma
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this.Difficulty = difficulty;
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positionsOfInterest = new List<InterestingPosition>();
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borders = new Rectangle(0, 0, width, height);
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}
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@@ -147,10 +159,11 @@ namespace Barotrauma
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Stopwatch sw = new Stopwatch();
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sw.Start();
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if (loaded != null) loaded.Unload();
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if (loaded != null) loaded.Unload();
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loaded = this;
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positionsOfInterest = new List<InterestingPosition>();
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renderer = new LevelRenderer(this);
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Voronoi voronoi = new Voronoi(1.0);
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@@ -170,8 +183,8 @@ namespace Barotrauma
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float minWidth = Submarine.Loaded == null ? 0.0f : Math.Max(Submarine.Borders.Width, Submarine.Borders.Height);
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minWidth = Math.Max(minWidth, 6500.0f);
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startPosition = new Vector2((int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
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endPosition = new Vector2(borders.Width - (int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
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startPosition = new Vector2(minWidth * 2, Rand.Range(minWidth * 2, borders.Height - minWidth * 2, false));
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endPosition = new Vector2(borders.Width - minWidth * 2, Rand.Range(minWidth * 2, borders.Height - minWidth * 2, false));
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List<Vector2> pathNodes = new List<Vector2>();
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Rectangle pathBorders = borders;// new Rectangle((int)minWidth, (int)minWidth, borders.Width - (int)minWidth * 2, borders.Height - (int)minWidth);
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@@ -189,7 +202,7 @@ namespace Barotrauma
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for (int i = 2; i < pathNodes.Count; i+=3 )
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{
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positionsOfInterest.Add(new InterestingPosition(pathNodes[i], true));
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positionsOfInterest.Add(new InterestingPosition(pathNodes[i], PositionType.MainPath));
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}
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pathNodes.Add(endPosition);
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@@ -258,9 +271,11 @@ namespace Barotrauma
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Debug.WriteLine("find cells: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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List<VoronoiCell> pathCells = CaveGenerator.GeneratePath(pathNodes, cells, cellGrid, GridCellSize,
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List<VoronoiCell> mainPath = CaveGenerator.GeneratePath(pathNodes, cells, cellGrid, GridCellSize,
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new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), 0.3f, mirror);
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List<VoronoiCell> pathCells = new List<VoronoiCell>(mainPath);
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EnlargeMainPath(pathCells, minWidth);
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foreach (InterestingPosition positionOfInterest in positionsOfInterest)
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@@ -284,9 +299,9 @@ namespace Barotrauma
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var newPathCells = CaveGenerator.GeneratePath(tunnel, cells, cellGrid, GridCellSize, pathBorders);
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positionsOfInterest.Add(new InterestingPosition(tunnel.Last(), false));
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positionsOfInterest.Add(new InterestingPosition(tunnel.Last(), PositionType.Cave));
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if (tunnel.Count() > 4) positionsOfInterest.Add(new InterestingPosition(tunnel[tunnel.Count() / 2], false));
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if (tunnel.Count() > 4) positionsOfInterest.Add(new InterestingPosition(tunnel[tunnel.Count() / 2], PositionType.Cave));
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pathCells.AddRange(newPathCells);
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}
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@@ -307,7 +322,7 @@ namespace Barotrauma
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}
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//generate some narrow caves
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int caveAmount = Rand.Int(3, false);
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int caveAmount = 0;// Rand.Int(3, false);
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List<VoronoiCell> usedCaveCells = new List<VoronoiCell>();
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for (int i = 0; i < caveAmount; i++)
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{
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@@ -367,7 +382,7 @@ namespace Barotrauma
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for (int j = cavePathCells.Count / 2; j < cavePathCells.Count; j += 10)
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{
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positionsOfInterest.Add(new InterestingPosition(cavePathCells[j].Center, false));
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positionsOfInterest.Add(new InterestingPosition(cavePathCells[j].Center, PositionType.Cave));
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}
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}
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@@ -389,11 +404,86 @@ namespace Barotrauma
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cellGrid[x,y].Add(cell);
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}
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Vector2 ruinSize = new Vector2(Rand.Range(5000.0f, 8000.0f, false), Rand.Range(5000.0f, 8000.0f, false));
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float ruinRadius = Math.Max(ruinSize.X, ruinSize.Y) * 0.5f;
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Vector2 ruinPos = cells[Rand.Int(cells.Count, false)].Center;
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int iter = 0;
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while (mainPath.Any(p => Vector2.Distance(ruinPos, p.Center) < ruinRadius*2.0f))
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{
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Vector2 weighedPathPos = ruinPos;
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iter++;
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foreach (VoronoiCell pathCell in mainPath)
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{
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float dist = Vector2.Distance(pathCell.Center, ruinPos);
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if (dist > 10000.0f) continue;
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Vector2 moveAmount = Vector2.Normalize(ruinPos - pathCell.Center) * 100000.0f / dist;
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//if (weighedPathPos.Y + moveAmount.Y > borders.Bottom - ruinSize.X)
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//{
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// moveAmount.X = (Math.Abs(moveAmount.Y) + Math.Abs(moveAmount.X))*Math.Sign(moveAmount.X);
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// moveAmount.Y = 0.0f;
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//}
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weighedPathPos += moveAmount;
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}
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ruinPos = weighedPathPos;
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if (iter > 10000) break;
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}
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VoronoiCell closestPathCell = null;
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float closestDist = 0.0f;
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foreach (VoronoiCell pathCell in mainPath)
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{
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float dist = Vector2.Distance(pathCell.Center, ruinPos);
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if (closestPathCell == null || dist < closestDist)
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{
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closestPathCell = pathCell;
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closestDist = dist;
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}
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}
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var ruin = new Ruin(closestPathCell, cells, new Rectangle((ruinPos - ruinSize * 0.5f).ToPoint(), ruinSize.ToPoint()));
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ruins = new List<Ruin>();
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ruins.Add(ruin);
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ruin.RuinShapes.Sort((shape1, shape2) => shape2.DistanceFromEntrance.CompareTo(shape1.DistanceFromEntrance));
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for (int i = 0; i < 4; i++ )
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{
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positionsOfInterest.Add(new InterestingPosition(ruin.RuinShapes[i].Rect.Center.ToVector2(), PositionType.Ruin));
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}
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startPosition.Y = borders.Height;
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endPosition.Y = borders.Height;
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List<VoronoiCell> cellsWithBody = new List<VoronoiCell>(cells);
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foreach (RuinShape ruinShape in ruin.RuinShapes)
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{
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var tooClose = GetTooCloseCells(ruinShape.Rect.Center.ToVector2(), Math.Max(ruinShape.Rect.Width, ruinShape.Rect.Height));
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tooClose.ForEach(c =>
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{
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if (c.edges.Any(e => ruinShape.Rect.Contains(e.point1) || ruinShape.Rect.Contains(e.point2))) c.CellType = CellType.Empty;
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});
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}
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List<VertexPositionColor> bodyVertices;
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bodies = CaveGenerator.GeneratePolygons(cells, out bodyVertices);
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bodies = CaveGenerator.GeneratePolygons(cellsWithBody, out bodyVertices);
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renderer.SetBodyVertices(bodyVertices.ToArray());
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renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells));
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@@ -465,6 +555,10 @@ namespace Barotrauma
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endPosition = temp;
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}
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//RuinGeneration.RuinGenerator.Draw(spriteBatch);
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Debug.WriteLine("**********************************************************************************");
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Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms");
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@@ -572,40 +666,7 @@ namespace Barotrauma
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minDistance *= 0.5f;
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do
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{
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var closeCells = GetCells(position, 1);
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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 (Math.Abs(position.X - edge.point1.X) < minDistance ||
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Math.Abs(position.Y - edge.point1.Y) < minDistance ||
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Math.Abs(position.X - edge.point2.X) < minDistance ||
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Math.Abs(position.Y - edge.point2.Y) < minDistance)
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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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if (tooClose && !tooCloseCells.Contains(cell)) tooCloseCells.Add(cell);
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}
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for (float x = -minDistance; x <= minDistance; x+=siteInterval)
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{
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for (float y = -minDistance; y <= minDistance; y += siteInterval)
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{
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Vector2 cornerPos = position + new Vector2(x,y);
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int cellIndex = CaveGenerator.FindCellIndex(cornerPos, cells, cellGrid, GridCellSize);
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if (cellIndex == -1) continue;
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if (!tooCloseCells.Contains(cells[cellIndex]))
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{
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tooCloseCells.Add(cells[cellIndex]);
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}
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}
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}
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tooCloseCells.AddRange(GetTooCloseCells(position, minDistance));
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position += Vector2.Normalize(emptyCells[targetCellIndex].Center - position) * step;
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@@ -616,6 +677,47 @@ namespace Barotrauma
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return tooCloseCells;
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}
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private List<VoronoiCell> GetTooCloseCells(Vector2 position, float minDistance)
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{
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List<VoronoiCell> tooCloseCells = new List<VoronoiCell>();
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var closeCells = GetCells(position, 3);
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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.Distance(edge.point1, position) < minDistance ||
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Vector2.Distance(edge.point2, position) < minDistance)
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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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if (tooClose && !tooCloseCells.Contains(cell)) tooCloseCells.Add(cell);
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}
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//for (float x = -minDistance; x <= minDistance; x+=siteInterval)
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//{
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// for (float y = -minDistance; y <= minDistance; y += siteInterval)
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// {
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// Vector2 cornerPos = position + new Vector2(x,y);
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// int cellIndex = CaveGenerator.FindCellIndex(cornerPos, cells, cellGrid, GridCellSize);
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// if (cellIndex == -1) continue;
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// if (!tooCloseCells.Contains(cells[cellIndex]))
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// {
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// tooCloseCells.Add(cells[cellIndex]);
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// }
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// }
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//}
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return tooCloseCells;
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}
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/// <summary>
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/// remove all cells except those that are adjacent to the empty cells
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@@ -636,7 +738,7 @@ namespace Barotrauma
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return newCells;
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}
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public Vector2 GetRandomItemPos(float offsetFromWall = 10.0f)
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public Vector2 GetRandomItemPos(PositionType spawnPosType, float offsetFromWall = 10.0f)
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{
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if (!positionsOfInterest.Any()) return Size*0.5f;
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@@ -647,16 +749,16 @@ namespace Barotrauma
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int tries = 0;
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do
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{
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Vector2 startPos = ConvertUnits.ToSimUnits(Level.Loaded.GetRandomInterestingPosition(true, false));
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Vector2 endPos = startPos - ConvertUnits.ToSimUnits(Vector2.UnitY * Size.Y);
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Vector2 startPos = Level.Loaded.GetRandomInterestingPosition(true, spawnPosType);
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Vector2 endPos = startPos - Vector2.UnitY * Size.Y;
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if (Submarine.PickBody(
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startPos,
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endPos,
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ConvertUnits.ToSimUnits(startPos),
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ConvertUnits.ToSimUnits(endPos),
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null, Physics.CollisionLevel) != null)
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{
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position = ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition + Vector2.Normalize(startPos - endPos)*offsetFromWall);
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position = ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition) + Vector2.Normalize(startPos - endPos)*offsetFromWall;
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break;
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}
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@@ -672,18 +774,17 @@ namespace Barotrauma
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return position;
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}
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public Vector2 GetRandomInterestingPosition(bool useSyncedRand, bool? preferLarge)
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public Vector2 GetRandomInterestingPosition(bool useSyncedRand, PositionType positionType)
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{
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if (!positionsOfInterest.Any()) return Size * 0.5f;
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if (preferLarge==null)
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var matchingPositions = positionsOfInterest.FindAll(p => positionType.HasFlag(p.PositionType));
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if (!matchingPositions.Any())
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{
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return positionsOfInterest[Rand.Int(positionsOfInterest.Count, !useSyncedRand)].Position;
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}
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var positionsWithSpace = positionsOfInterest.FindAll(p => (bool)preferLarge == p.IsLarge);
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if (!positionsWithSpace.Any()) return Size * 0.5f;
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return positionsWithSpace[Rand.Int(positionsWithSpace.Count, !useSyncedRand)].Position;
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return matchingPositions[Rand.Int(matchingPositions.Count, !useSyncedRand)].Position;
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}
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public void Update (float deltaTime)
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@@ -705,7 +806,18 @@ namespace Barotrauma
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{
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foreach (InterestingPosition pos in positionsOfInterest)
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{
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GUI.DrawRectangle(spriteBatch, new Vector2(pos.Position.X-15.0f, -pos.Position.Y-15.0f), new Vector2(30.0f, 30.0f), Color.Gold, true);
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Color color = Color.Yellow;
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if (pos.PositionType == PositionType.Cave)
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{
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color = Color.DarkOrange;
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}
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else if (pos.PositionType == PositionType.Ruin)
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{
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color = Color.LightGray;
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}
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||||
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||||
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||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user