Unstable 0.17.0.0
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+24
-23
@@ -7,7 +7,6 @@ using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using Voronoi2;
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using Barotrauma.Extensions;
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@@ -140,7 +139,7 @@ namespace Barotrauma
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new GraphEdge(level.EndPosition - Vector2.UnitX, level.EndPosition + Vector2.UnitX),
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-Vector2.UnitY, LevelObjectPrefab.SpawnPosType.LevelEnd, Alignment.Top));
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var availablePrefabs = new List<LevelObjectPrefab>(LevelObjectPrefab.List);
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var availablePrefabs =LevelObjectPrefab.Prefabs.OrderBy(p => p.UintIdentifier).ToList();
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objects = new List<LevelObject>();
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updateableObjects = new List<LevelObject>();
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@@ -167,7 +166,7 @@ namespace Barotrauma
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suitableSpawnPositions[prefab].Select(sp => sp.GetSpawnProbability(prefab)).ToList());
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}
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SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.Server);
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SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.ServerAndClient);
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if (spawnPosition == null && prefab.SpawnPos != LevelObjectPrefab.SpawnPosType.None) { continue; }
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PlaceObject(prefab, spawnPosition, level);
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if (prefab.MaxCount < amount)
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@@ -181,7 +180,8 @@ namespace Barotrauma
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foreach (Level.Cave cave in level.Caves)
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{
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availablePrefabs = new List<LevelObjectPrefab>(LevelObjectPrefab.List.FindAll(p => p.SpawnPos.HasFlag(LevelObjectPrefab.SpawnPosType.CaveWall)));
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availablePrefabs = LevelObjectPrefab.Prefabs.Where(p => p.SpawnPos.HasFlag(LevelObjectPrefab.SpawnPosType.CaveWall))
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.OrderBy(p => p.UintIdentifier).ToList();
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availableSpawnPositions.Clear();
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suitableSpawnPositions.Clear();
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spawnPositionWeights.Clear();
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@@ -210,7 +210,7 @@ namespace Barotrauma
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spawnPositionWeights.Add(prefab,
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suitableSpawnPositions[prefab].Select(sp => sp.GetSpawnProbability(prefab)).ToList());
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}
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SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.Server);
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SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.ServerAndClient);
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if (spawnPosition == null && prefab.SpawnPos != LevelObjectPrefab.SpawnPosType.None) { continue; }
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PlaceObject(prefab, spawnPosition, level, cave);
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if (prefab.MaxCount < amount)
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@@ -228,7 +228,8 @@ namespace Barotrauma
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{
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Rand.SetSyncedSeed(ToolBox.StringToInt(level.Seed));
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var availablePrefabs = new List<LevelObjectPrefab>(LevelObjectPrefab.List.FindAll(p => p.SpawnPos.HasFlag(LevelObjectPrefab.SpawnPosType.NestWall)));
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var availablePrefabs = LevelObjectPrefab.Prefabs.Where(p => p.SpawnPos.HasFlag(LevelObjectPrefab.SpawnPosType.NestWall))
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.OrderBy(p => p.UintIdentifier).ToList();
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Dictionary<LevelObjectPrefab, List<SpawnPosition>> suitableSpawnPositions = new Dictionary<LevelObjectPrefab, List<SpawnPosition>>();
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Dictionary<LevelObjectPrefab, List<float>> spawnPositionWeights = new Dictionary<LevelObjectPrefab, List<float>>();
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@@ -258,7 +259,7 @@ namespace Barotrauma
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spawnPositionWeights.Add(prefab,
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suitableSpawnPositions[prefab].Select(sp => sp.GetSpawnProbability(prefab)).ToList());
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}
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SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.Server);
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SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.ServerAndClient);
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if (spawnPosition == null && prefab.SpawnPos != LevelObjectPrefab.SpawnPosType.None) { continue; }
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PlaceObject(prefab, spawnPosition, level);
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if (objects.Count(o => o.Prefab == prefab) >= prefab.MaxCount)
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@@ -275,49 +276,49 @@ namespace Barotrauma
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{
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rotation = MathUtils.VectorToAngle(new Vector2(spawnPosition.Normal.Y, spawnPosition.Normal.X));
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}
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rotation += Rand.Range(prefab.RandomRotationRad.X, prefab.RandomRotationRad.Y, Rand.RandSync.Server);
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rotation += Rand.Range(prefab.RandomRotationRad.X, prefab.RandomRotationRad.Y, Rand.RandSync.ServerAndClient);
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Vector2 position = Vector2.Zero;
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Vector2 edgeDir = Vector2.UnitX;
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if (spawnPosition == null)
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{
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position = new Vector2(
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Rand.Range(0.0f, level.Size.X, Rand.RandSync.Server),
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Rand.Range(0.0f, level.Size.Y, Rand.RandSync.Server));
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Rand.Range(0.0f, level.Size.X, Rand.RandSync.ServerAndClient),
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Rand.Range(0.0f, level.Size.Y, Rand.RandSync.ServerAndClient));
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}
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else
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{
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edgeDir = (spawnPosition.GraphEdge.Point1 - spawnPosition.GraphEdge.Point2) / spawnPosition.Length;
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position = spawnPosition.GraphEdge.Point2 + edgeDir * Rand.Range(prefab.MinSurfaceWidth / 2.0f, spawnPosition.Length - prefab.MinSurfaceWidth / 2.0f, Rand.RandSync.Server);
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position = spawnPosition.GraphEdge.Point2 + edgeDir * Rand.Range(prefab.MinSurfaceWidth / 2.0f, spawnPosition.Length - prefab.MinSurfaceWidth / 2.0f, Rand.RandSync.ServerAndClient);
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}
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if (!MathUtils.NearlyEqual(prefab.RandomOffset.X, 0.0f) || !MathUtils.NearlyEqual(prefab.RandomOffset.Y, 0.0f))
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{
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Vector2 offsetDir = spawnPosition.Normal.LengthSquared() > 0.001f ? spawnPosition.Normal : Rand.Vector(1.0f, Rand.RandSync.Server);
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position += offsetDir * Rand.Range(prefab.RandomOffset.X, prefab.RandomOffset.Y, Rand.RandSync.Server);
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Vector2 offsetDir = spawnPosition.Normal.LengthSquared() > 0.001f ? spawnPosition.Normal : Rand.Vector(1.0f, Rand.RandSync.ServerAndClient);
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position += offsetDir * Rand.Range(prefab.RandomOffset.X, prefab.RandomOffset.Y, Rand.RandSync.ServerAndClient);
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}
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var newObject = new LevelObject(prefab,
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new Vector3(position, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, Rand.RandSync.Server)), Rand.Range(prefab.MinSize, prefab.MaxSize, Rand.RandSync.Server), rotation);
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new Vector3(position, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, Rand.RandSync.ServerAndClient)), Rand.Range(prefab.MinSize, prefab.MaxSize, Rand.RandSync.ServerAndClient), rotation);
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AddObject(newObject, level);
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newObject.ParentCave = parentCave;
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foreach (LevelObjectPrefab.ChildObject child in prefab.ChildObjects)
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{
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int childCount = Rand.Range(child.MinCount, child.MaxCount + 1, Rand.RandSync.Server);
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int childCount = Rand.Range(child.MinCount, child.MaxCount + 1, Rand.RandSync.ServerAndClient);
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for (int j = 0; j < childCount; j++)
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{
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var matchingPrefabs = LevelObjectPrefab.List.Where(p => child.AllowedNames.Contains(p.Name));
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var matchingPrefabs = LevelObjectPrefab.Prefabs.Where(p => child.AllowedNames.Contains(p.Name));
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int prefabCount = matchingPrefabs.Count();
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var childPrefab = prefabCount == 0 ? null : matchingPrefabs.ElementAt(Rand.Range(0, prefabCount, Rand.RandSync.Server));
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var childPrefab = prefabCount == 0 ? null : matchingPrefabs.ElementAt(Rand.Range(0, prefabCount, Rand.RandSync.ServerAndClient));
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if (childPrefab == null) { continue; }
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Vector2 childPos = position + edgeDir * Rand.Range(-0.5f, 0.5f, Rand.RandSync.Server) * prefab.MinSurfaceWidth;
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Vector2 childPos = position + edgeDir * Rand.Range(-0.5f, 0.5f, Rand.RandSync.ServerAndClient) * prefab.MinSurfaceWidth;
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var childObject = new LevelObject(childPrefab,
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new Vector3(childPos, Rand.Range(childPrefab.DepthRange.X, childPrefab.DepthRange.Y, Rand.RandSync.Server)),
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Rand.Range(childPrefab.MinSize, childPrefab.MaxSize, Rand.RandSync.Server),
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rotation + Rand.Range(childPrefab.RandomRotationRad.X, childPrefab.RandomRotationRad.Y, Rand.RandSync.Server));
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new Vector3(childPos, Rand.Range(childPrefab.DepthRange.X, childPrefab.DepthRange.Y, Rand.RandSync.ServerAndClient)),
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Rand.Range(childPrefab.MinSize, childPrefab.MaxSize, Rand.RandSync.ServerAndClient),
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rotation + Rand.Range(childPrefab.RandomRotationRad.X, childPrefab.RandomRotationRad.Y, Rand.RandSync.ServerAndClient));
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AddObject(childObject, level);
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childObject.ParentCave = parentCave;
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@@ -577,7 +578,7 @@ namespace Barotrauma
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if (availablePrefabs.Sum(p => p.GetCommonness(generationParams)) <= 0.0f) { return null; }
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return ToolBox.SelectWeightedRandom(
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availablePrefabs,
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availablePrefabs.Select(p => p.GetCommonness(generationParams)).ToList(), Rand.RandSync.Server);
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availablePrefabs.Select(p => p.GetCommonness(generationParams)).ToList(), Rand.RandSync.ServerAndClient);
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}
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private LevelObjectPrefab GetRandomPrefab(CaveGenerationParams caveParams, IList<LevelObjectPrefab> availablePrefabs, bool requireCaveSpecificOverride)
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@@ -585,7 +586,7 @@ namespace Barotrauma
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if (availablePrefabs.Sum(p => p.GetCommonness(caveParams, requireCaveSpecificOverride)) <= 0.0f) { return null; }
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return ToolBox.SelectWeightedRandom(
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availablePrefabs,
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availablePrefabs.Select(p => p.GetCommonness(caveParams, requireCaveSpecificOverride)).ToList(), Rand.RandSync.Server);
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availablePrefabs.Select(p => p.GetCommonness(caveParams, requireCaveSpecificOverride)).ToList(), Rand.RandSync.ServerAndClient);
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}
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public override void Remove()
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