- level generation refactoring: moved most of the generation logic to a static GaveGenerator class + some minor cleanup
- WIP method for splitting the voronoi cells to smaller ones and carving a small cave through them
This commit is contained in:
@@ -44,7 +44,7 @@ namespace Barotrauma
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private int siteInterval;
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public const int GridCellWidth = 2000;
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public const int GridCellSize = 2000;
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private List<VoronoiCell>[,] cellGrid;
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private WrappingWall[,] wrappingWalls;
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@@ -245,58 +245,17 @@ namespace Barotrauma
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Debug.WriteLine("MakeVoronoiGraph: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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cellGrid = new List<VoronoiCell>[borders.Width / GridCellWidth, borders.Height / GridCellWidth];
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for (int x = 0; x < borders.Width / GridCellWidth; x++)
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{
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for (int y = 0; y < borders.Height / GridCellWidth; y++)
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{
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cellGrid[x, y] = new List<VoronoiCell>();
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}
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}
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//construct voronoi cells based on the graph edges
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cells = new List<VoronoiCell>();
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foreach (GraphEdge ge in graphEdges)
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{
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for (int i = 0; i < 2; i++)
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{
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Site site = (i == 0) ? ge.site1 : ge.site2;
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VoronoiCell cell = cellGrid[
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(int)Math.Floor(site.coord.x / GridCellWidth),
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(int)Math.Floor(site.coord.y / GridCellWidth)].Find(c => c.site == site);
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if (cell == null)
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{
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cell = new VoronoiCell(site);
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cellGrid[(int)Math.Floor(cell.Center.X / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell);
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cells.Add(cell);
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}
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if (ge.cell1 == null)
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{
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ge.cell1 = cell;
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}
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else
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{
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ge.cell2 = cell;
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}
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cell.edges.Add(ge);
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}
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}
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cells = CaveGenerator.GraphEdgesToCells(graphEdges, borders, GridCellSize, out cellGrid);
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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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new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), 0.3f, mirror);
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//if (mirror)
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//{
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// pathNodes.Reverse();
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//}
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List<VoronoiCell> pathCells = GeneratePath(pathNodes, cells,
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new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), minWidth, 0.3f, mirror, true);
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EnlargeMainPath(pathCells, minWidth);
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foreach (InterestingPosition positionOfInterest in positionsOfInterest)
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{
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@@ -305,20 +264,19 @@ namespace Barotrauma
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}
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startPosition.X = pathCells[0].Center.X;
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//endPosition = pathCells[pathCells.Count - 1].Center;
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foreach (List<Vector2> tunnel in smallTunnels)
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{
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if (tunnel.Count<2) continue;
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//find the cell which the path starts from
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int startCellIndex = FindCellIndex(tunnel[0]);
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int startCellIndex = CaveGenerator.FindCellIndex(tunnel[0], cells, cellGrid, GridCellSize, 1);
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if (startCellIndex < 0) continue;
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//if it wasn't one of the cells in the main path, don't create a tunnel
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if (!pathCells.Contains(cells[startCellIndex])) continue;
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if (cells[startCellIndex].CellType != CellType.Path) continue;
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var newPathCells = GeneratePath(tunnel, cells, pathBorders, 0.0f, 0.0f);
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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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@@ -339,9 +297,13 @@ namespace Barotrauma
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// GeneratePath(rand, tunnelStart, new Vector2(tunnelStart.X, borders.Height), cells, pathBorders, minWidth, 0.1f, mirror)
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// );
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//}
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cells = CleanCells(pathCells);
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pathCells.AddRange(CreateBottomHoles(Rand.Range(0.2f,0.8f, false), new Rectangle(
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(int)(borders.Width * 0.2f), 0,
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(int)(borders.Width * 0.6f), (int)(borders.Height * 0.3f))));
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@@ -351,6 +313,45 @@ namespace Barotrauma
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cells.Remove(cell);
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}
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//for (int i = 0; i < 3; i++)
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//{
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// Vector2 startPoint = Vector2.Zero;
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// VoronoiCell startCell = null;
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// while (true)
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// {
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// startCell = cells[Rand.Int(cells.Count, false)];
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// GraphEdge startEdge =
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// startCell.edges.Find(e => pathCells.Contains(e.AdjacentCell(startCell)));
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// if (startEdge != null)
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// {
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// startPoint = (startEdge.point1 + startEdge.point2) / 2.0f;
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// break;
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// }
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// }
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// var caveCells = GetCells(startCell.Center, 1);
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// List<VoronoiCell> caveSolidCells;
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// var cavePathCells = CaveGenerator.CarveCave(caveCells, startPoint, out caveSolidCells);
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// caveCells.ForEach(c => cells.Remove(c));
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// //caveSolidCells = CleanCells(cavePathCells);
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// cells.AddRange(caveSolidCells);
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// foreach (VoronoiCell cell in cavePathCells)
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// {
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// cells.Remove(cell);
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// }
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// pathCells.AddRange(cavePathCells);
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//}
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for (int x = 0; x < cellGrid.GetLength(0); x++)
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{
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for (int y = 0; y < cellGrid.GetLength(1); y++)
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@@ -361,14 +362,19 @@ namespace Barotrauma
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foreach (VoronoiCell cell in cells)
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{
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cellGrid[(int)Math.Floor(cell.Center.X / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell);
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cellGrid[(int)Math.Floor(cell.Center.X / GridCellSize), (int)Math.Floor(cell.Center.Y / GridCellSize)].Add(cell);
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}
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startPosition.Y = borders.Height;
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endPosition.Y = borders.Height;
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renderer.SetBodyVertices(GeneratePolygons(cells, pathCells));
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renderer.SetWallVertices(GenerateWallShapes(cells));
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List<VertexPositionColor> bodyVertices;
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bodies = CaveGenerator.GeneratePolygons(cells, out bodyVertices);
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renderer.SetBodyVertices(bodyVertices.ToArray());
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renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells));
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wrappingWalls = new WrappingWall[2, 2];
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@@ -380,13 +386,11 @@ namespace Barotrauma
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wrappingWalls[side, i] = new WrappingWall(pathCells, cells, borders.Height * 0.5f,
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(side == 0 ? -1 : 1) * (i == 0 ? 1 : 2));
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wrappingWalls[side, i].SetBodyVertices(GeneratePolygons(wrappingWalls[side, i].Cells, new List<VoronoiCell>(), false));
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wrappingWalls[side, i].SetWallVertices(GenerateWallShapes(wrappingWalls[side, i].Cells));
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//wrappingWalls[side, i].Cells[0].edges[1].isSolid = false;
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//wrappingWalls[side, i].Cells[0].edges[3].isSolid = false;
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List<VertexPositionColor> wrappingWallVertices;
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CaveGenerator.GeneratePolygons(wrappingWalls[side, i].Cells, out wrappingWallVertices, false);
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//wrappingWalls[side, i].Cells[wrappingWalls[side, i].Cells.Count-1].edges[1].isSolid = false;
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//wrappingWalls[side, i].Cells[wrappingWalls[side, i].Cells.Count - 1].edges[3].isSolid = false;
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wrappingWalls[side, i].SetBodyVertices(wrappingWallVertices.ToArray());
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wrappingWalls[side, i].SetWallVertices(CaveGenerator.GenerateWallShapes(wrappingWalls[side, i].Cells));
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}
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}
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@@ -446,132 +450,6 @@ namespace Barotrauma
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Debug.WriteLine("**********************************************************************************");
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}
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private List<VoronoiCell> GeneratePath(List<Vector2> points, List<VoronoiCell> cells, Microsoft.Xna.Framework.Rectangle limits, float minWidth, float wanderAmount = 0.3f, bool mirror=false, bool placeWaypoints=false)
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{
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Stopwatch sw2 = new Stopwatch();
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sw2.Start();
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//how heavily the path "steers" towards the endpoint
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//lower values will cause the path to "wander" more, higher will make it head straight to the end
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wanderAmount = MathHelper.Clamp(wanderAmount, 0.0f, 1.0f);
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List<GraphEdge> allowedEdges = new List<GraphEdge>();
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List<VoronoiCell> pathCells = new List<VoronoiCell>();
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VoronoiCell[] targetCells = new VoronoiCell[points.Count];
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for (int i = 0; i <targetCells.Length; i++)
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{
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targetCells[i]= cells[FindCellIndex(points[i])];
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}
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VoronoiCell currentCell = targetCells[0];
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pathCells.Add(currentCell);
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int currentTargetIndex = 1;
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do
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{
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int edgeIndex = 0;
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allowedEdges.Clear();
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foreach (GraphEdge edge in currentCell.edges)
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{
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if (!limits.Contains(edge.AdjacentCell(currentCell).Center)) continue;
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allowedEdges.Add(edge);
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}
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//steer towards target
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if (Rand.Range(0.0f, 1.0f, false) > wanderAmount || allowedEdges.Count == 0)
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{
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for (int i = 0; i < currentCell.edges.Count; i++)
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{
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if (!MathUtils.LinesIntersect(currentCell.Center, targetCells[currentTargetIndex].Center,
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currentCell.edges[i].point1, currentCell.edges[i].point2)) continue;
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edgeIndex = i;
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break;
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}
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}
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//choose random edge (ignoring ones where the adjacent cell is outside limits)
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else
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{
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//if (allowedEdges.Count==0)
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//{
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// edgeIndex = Rand.Int(currentCell.edges.Count, false);
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//}
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//else
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//{
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edgeIndex = Rand.Int(allowedEdges.Count, false);
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if (mirror && edgeIndex > 0) edgeIndex = allowedEdges.Count - edgeIndex;
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edgeIndex = currentCell.edges.IndexOf(allowedEdges[edgeIndex]);
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//}
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}
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currentCell = currentCell.edges[edgeIndex].AdjacentCell(currentCell);
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pathCells.Add(currentCell);
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if (currentCell==targetCells[currentTargetIndex])
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{
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currentTargetIndex += 1;
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if (currentTargetIndex>=targetCells.Length) break;
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}
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} while (currentCell != targetCells[targetCells.Length-1]);
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if (placeWaypoints)
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{
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WayPoint newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null);
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newWaypoint.MoveWithLevel = true;
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WayPoint prevWaypoint = newWaypoint;
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for (int i = 0; i < pathCells.Count; i++)
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{
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//clean "loops" from the path
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for (int n = 0; n < i; n++)
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{
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if (pathCells[n] != pathCells[i]) continue;
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pathCells.RemoveRange(n+1, i-n);
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break;
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}
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if (i >= pathCells.Count) break;
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newWaypoint = new WayPoint(new Rectangle((int)pathCells[i].Center.X, (int)pathCells[i].Center.Y, 10, 10), null);
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newWaypoint.MoveWithLevel = true;
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if (prevWaypoint != null)
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{
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prevWaypoint.linkedTo.Add(newWaypoint);
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newWaypoint.linkedTo.Add(prevWaypoint);
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}
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prevWaypoint = newWaypoint;
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}
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newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null);
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newWaypoint.MoveWithLevel = true;
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prevWaypoint.linkedTo.Add(newWaypoint);
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newWaypoint.linkedTo.Add(prevWaypoint);
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}
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Debug.WriteLine("genpath: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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List<VoronoiCell> removedCells = GetTooCloseCells(pathCells, minWidth);
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foreach (VoronoiCell removedCell in removedCells)
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{
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if (pathCells.Contains(removedCell)) continue;
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pathCells.Add(removedCell);
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}
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Debug.WriteLine("gettooclose: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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return pathCells;
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}
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private List<VoronoiCell> CreateBottomHoles(float holeProbability, Rectangle limits)
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{
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@@ -593,6 +471,55 @@ namespace Barotrauma
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//}
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}
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private void EnlargeMainPath(List<VoronoiCell> pathCells, float minWidth)
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{
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WayPoint newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null);
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newWaypoint.MoveWithLevel = true;
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WayPoint prevWaypoint = newWaypoint;
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for (int i = 0; i < pathCells.Count; i++)
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{
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//clean "loops" from the path
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for (int n = 0; n < i; n++)
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{
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if (pathCells[n] != pathCells[i]) continue;
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pathCells.RemoveRange(n + 1, i - n);
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break;
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}
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if (i >= pathCells.Count) break;
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newWaypoint = new WayPoint(new Rectangle((int)pathCells[i].Center.X, (int)pathCells[i].Center.Y, 10, 10), null);
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newWaypoint.MoveWithLevel = true;
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if (prevWaypoint != null)
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{
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prevWaypoint.linkedTo.Add(newWaypoint);
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newWaypoint.linkedTo.Add(prevWaypoint);
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}
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prevWaypoint = newWaypoint;
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}
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newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null);
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newWaypoint.MoveWithLevel = true;
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prevWaypoint.linkedTo.Add(newWaypoint);
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newWaypoint.linkedTo.Add(prevWaypoint);
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if (minWidth > 0.0f)
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{
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List<VoronoiCell> removedCells = GetTooCloseCells(pathCells, minWidth);
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foreach (VoronoiCell removedCell in removedCells)
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{
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if (removedCell.CellType == CellType.Path) continue;
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pathCells.Add(removedCell);
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removedCell.CellType = CellType.Path;
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}
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}
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}
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private List<VoronoiCell> GetTooCloseCells(List<VoronoiCell> emptyCells, float minDistance)
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{
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List<VoronoiCell> tooCloseCells = new List<VoronoiCell>();
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@@ -634,7 +561,7 @@ namespace Barotrauma
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{
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Vector2 cornerPos = position + new Vector2(x,y);
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int cellIndex = FindCellIndex(cornerPos);
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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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@@ -672,294 +599,6 @@ namespace Barotrauma
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return newCells;
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}
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/// <summary>
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/// find the index of the cell which the point is inside
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/// (actually finds the cell whose center is closest, but it's always the correct cell assuming the point is inside the borders of the diagram)
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/// </summary>
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private int FindCellIndex(Vector2 position, int searchDepth = 1)
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{
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float closestDist = 0.0f;
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VoronoiCell closestCell = null;
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int gridPosX = (int)Math.Floor(position.X / GridCellWidth);
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int gridPosY = (int)Math.Floor(position.Y / GridCellWidth);
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for (int x = Math.Max(gridPosX - searchDepth, 0); x <= Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1); x++)
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{
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for (int y = Math.Max(gridPosY - searchDepth, 0); y <= Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1); y++)
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{
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for (int i = 0; i < cellGrid[x, y].Count; i++)
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{
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float dist = Vector2.Distance(cellGrid[x, y][i].Center, position);
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if (closestDist != 0.0f && dist > closestDist) continue;
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closestDist = dist;
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closestCell = cellGrid[x, y][i];
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}
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}
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}
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return cells.IndexOf(closestCell);
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}
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private VertexPositionColor[] GeneratePolygons(List<VoronoiCell> cells, List<VoronoiCell> emptyCells, bool setSolid=true)
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{
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List<VertexPositionColor> verticeList = new List<VertexPositionColor>();
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//bodies = new List<Body>();
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List<Vector2> tempVertices = new List<Vector2>();
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List<Vector2> bodyPoints = new List<Vector2>();
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for (int n = cells.Count - 1; n >= 0; n-- )
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{
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VoronoiCell cell = cells[n];
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bodyPoints.Clear();
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tempVertices.Clear();
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foreach (GraphEdge ge in cell.edges)
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{
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if (Math.Abs(Vector2.Distance(ge.point1, ge.point2))<0.1f) continue;
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if (!tempVertices.Contains(ge.point1)) tempVertices.Add(ge.point1);
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if (!tempVertices.Contains(ge.point2)) tempVertices.Add(ge.point2);
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VoronoiCell adjacentCell = ge.AdjacentCell(cell);
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if (adjacentCell!=null && cells.Contains(adjacentCell)) continue;
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|
||||
if (setSolid) ge.isSolid = true;
|
||||
|
||||
if (!bodyPoints.Contains(ge.point1)) bodyPoints.Add(ge.point1);
|
||||
if (!bodyPoints.Contains(ge.point2)) bodyPoints.Add(ge.point2);
|
||||
}
|
||||
|
||||
if (tempVertices.Count < 3 || bodyPoints.Count < 2)
|
||||
{
|
||||
cells.RemoveAt(n);
|
||||
continue;
|
||||
}
|
||||
|
||||
var triangles = MathUtils.TriangulateConvexHull(tempVertices, cell.Center);
|
||||
for (int i = 0; i < triangles.Count; i++)
|
||||
{
|
||||
foreach (Vector2 vertex in triangles[i])
|
||||
{
|
||||
verticeList.Add(new VertexPositionColor(new Vector3(vertex, 0.0f), Color.Black));
|
||||
}
|
||||
}
|
||||
|
||||
if (bodyPoints.Count < 2) continue;
|
||||
|
||||
if (bodyPoints.Count < 3)
|
||||
{
|
||||
foreach (Vector2 vertex in tempVertices)
|
||||
{
|
||||
if (bodyPoints.Contains(vertex)) continue;
|
||||
bodyPoints.Add(vertex);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < bodyPoints.Count; i++)
|
||||
{
|
||||
cell.bodyVertices.Add(bodyPoints[i]);
|
||||
bodyPoints[i] = ConvertUnits.ToSimUnits(bodyPoints[i]);
|
||||
}
|
||||
|
||||
triangles = MathUtils.TriangulateConvexHull(bodyPoints, cell.Center);
|
||||
|
||||
Body edgeBody = new Body(GameMain.World);
|
||||
|
||||
for (int i = 0; i < triangles.Count; i++)
|
||||
{
|
||||
if (triangles[i][0].Y == triangles[i][1].Y && triangles[i][0].Y == triangles[i][2].Y) continue;
|
||||
if (triangles[i][0].X == triangles[i][1].X && triangles[i][0].X == triangles[i][2].X) continue;
|
||||
|
||||
if (Vector2.DistanceSquared(triangles[i][0], triangles[i][1]) < 0.1f) continue;
|
||||
if (Vector2.DistanceSquared(triangles[i][1], triangles[i][2]) < 0.1f) continue;
|
||||
|
||||
Vertices bodyVertices = new Vertices(triangles[i]);
|
||||
FixtureFactory.AttachPolygon(bodyVertices, 5.0f, edgeBody);
|
||||
}
|
||||
|
||||
edgeBody.UserData = cell;
|
||||
edgeBody.SleepingAllowed = false;
|
||||
edgeBody.BodyType = BodyType.Kinematic;
|
||||
edgeBody.CollisionCategories = Physics.CollisionLevel;
|
||||
|
||||
cell.body = edgeBody;
|
||||
bodies.Add(edgeBody);
|
||||
}
|
||||
|
||||
return verticeList.ToArray();
|
||||
}
|
||||
|
||||
private VertexPositionTexture[] GenerateWallShapes(List<VoronoiCell> cells)
|
||||
{
|
||||
float inwardThickness = 500.0f, outWardThickness = 30.0f;
|
||||
|
||||
List<VertexPositionTexture> verticeList = new List<VertexPositionTexture>();
|
||||
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
if (cell.body == null) continue;
|
||||
foreach (GraphEdge edge in cell.edges)
|
||||
{
|
||||
if (edge.cell1 != null && edge.cell1.body == null) edge.cell1 = null;
|
||||
if (edge.cell2 != null && edge.cell2.body == null) edge.cell2 = null;
|
||||
|
||||
CompareCCW compare = new CompareCCW(cell.Center);
|
||||
if (compare.Compare(edge.point1, edge.point2) == -1)
|
||||
{
|
||||
var temp = edge.point1;
|
||||
edge.point1 = edge.point2;
|
||||
edge.point2 = temp;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
if (cell.body == null) continue;
|
||||
foreach (GraphEdge edge in cell.edges)
|
||||
{
|
||||
if (!edge.isSolid) continue;
|
||||
|
||||
GraphEdge leftEdge = null, rightEdge = null;
|
||||
|
||||
foreach (GraphEdge edge2 in cell.edges)
|
||||
{
|
||||
if (edge == edge2) continue;
|
||||
if (edge.point1 == edge2.point1 ||
|
||||
edge.point1 == edge2.point2)
|
||||
{
|
||||
leftEdge = edge2;
|
||||
}
|
||||
else if(edge.point2 == edge2.point2 || edge.point2 == edge2.point1)
|
||||
{
|
||||
rightEdge = edge2;
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 leftNormal = Vector2.Zero, rightNormal = Vector2.Zero;
|
||||
|
||||
if (leftEdge == null)
|
||||
{
|
||||
leftNormal = GetEdgeNormal(edge, cell);
|
||||
}
|
||||
else
|
||||
{
|
||||
leftNormal = (leftEdge.isSolid) ?
|
||||
Vector2.Normalize(GetEdgeNormal(leftEdge) + GetEdgeNormal(edge, cell)) :
|
||||
Vector2.Normalize(leftEdge.Center - edge.point1);
|
||||
}
|
||||
|
||||
|
||||
if (!leftNormal.IsValid())
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Invalid right normal");
|
||||
#endif
|
||||
GameMain.World.RemoveBody(cell.body);
|
||||
cell.body = null;
|
||||
leftNormal = Vector2.UnitX;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
if (rightEdge == null)
|
||||
{
|
||||
rightNormal = GetEdgeNormal(edge, cell);
|
||||
}
|
||||
else
|
||||
{
|
||||
rightNormal = (rightEdge.isSolid) ?
|
||||
Vector2.Normalize(GetEdgeNormal(rightEdge) + GetEdgeNormal(edge, cell)) :
|
||||
Vector2.Normalize(rightEdge.Center - edge.point2);
|
||||
}
|
||||
|
||||
if (!rightNormal.IsValid())
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Invalid right normal");
|
||||
#endif
|
||||
GameMain.World.RemoveBody(cell.body);
|
||||
cell.body = null;
|
||||
rightNormal = Vector2.UnitX;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Vector2[] verts = new Vector2[3];
|
||||
VertexPositionTexture[] vertPos = new VertexPositionTexture[3];
|
||||
|
||||
|
||||
if (i==0)
|
||||
{
|
||||
verts[0] = edge.point1 - leftNormal * outWardThickness;
|
||||
verts[1] = edge.point2 - rightNormal * outWardThickness;
|
||||
verts[2] = edge.point1 + leftNormal * inwardThickness;
|
||||
|
||||
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], 0.0f), Vector2.Zero);
|
||||
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], 0.0f), Vector2.UnitX);
|
||||
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], 0.0f), new Vector2(0, 0.5f));
|
||||
}
|
||||
else
|
||||
{
|
||||
verts[0] = edge.point1 + leftNormal * inwardThickness;
|
||||
verts[1] = edge.point2 - rightNormal * outWardThickness;
|
||||
verts[2] = edge.point2 + rightNormal * inwardThickness;
|
||||
|
||||
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], 0.0f), new Vector2(0.0f, 0.5f));
|
||||
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], 0.0f), Vector2.UnitX);
|
||||
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], 0.0f), new Vector2(1.0f, 0.5f));
|
||||
}
|
||||
|
||||
var comparer = new CompareCCW((verts[0] + verts[1] + verts[2]) / 3.0f);
|
||||
Array.Sort(verts, vertPos, comparer);
|
||||
|
||||
for (int j = 0; j<3; j++)
|
||||
{
|
||||
verticeList.Add(vertPos[j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return verticeList.ToArray();
|
||||
}
|
||||
|
||||
private Vector2 GetEdgeNormal(GraphEdge edge, VoronoiCell cell = null)
|
||||
{
|
||||
if (cell == null) cell = edge.AdjacentCell(null);
|
||||
if (cell == null) return Vector2.UnitX;
|
||||
|
||||
CompareCCW compare = new CompareCCW(cell.Center);
|
||||
if (compare.Compare(edge.point1, edge.point2) == -1)
|
||||
{
|
||||
var temp = edge.point1;
|
||||
edge.point1 = edge.point2;
|
||||
edge.point2 = temp;
|
||||
}
|
||||
|
||||
Vector2 normal = Vector2.Zero;
|
||||
|
||||
normal = Vector2.Normalize(edge.point2 - edge.point1);
|
||||
Vector2 diffToCell = Vector2.Normalize(cell.Center - edge.point2);
|
||||
|
||||
normal = new Vector2(-normal.Y, normal.X);
|
||||
|
||||
if (Vector2.Dot(normal, diffToCell) < 0)
|
||||
{
|
||||
normal = -normal;
|
||||
}
|
||||
|
||||
return normal;
|
||||
}
|
||||
|
||||
public Vector2 GetRandomItemPos(float offsetFromWall = 10.0f)
|
||||
{
|
||||
if (!positionsOfInterest.Any()) return Size*0.5f;
|
||||
@@ -1001,17 +640,13 @@ namespace Barotrauma
|
||||
if (!positionsOfInterest.Any()) return Size * 0.5f;
|
||||
|
||||
if (preferLarge==null)
|
||||
{
|
||||
return positionsOfInterest[Rand.Int(positionsOfInterest.Count, !useSyncedRand)].Position;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
var positionsWithSpace = positionsOfInterest.FindAll(p => (bool)preferLarge == p.IsLarge);
|
||||
if (!positionsWithSpace.Any()) return Size * 0.5f;
|
||||
|
||||
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 positionsWithSpace[Rand.Int(positionsWithSpace.Count, !useSyncedRand)].Position;
|
||||
}
|
||||
|
||||
public void Update (float deltaTime)
|
||||
@@ -1048,8 +683,8 @@ namespace Barotrauma
|
||||
|
||||
public List<VoronoiCell> GetCells(Vector2 pos, int searchDepth = 2)
|
||||
{
|
||||
int gridPosX = (int)Math.Floor(pos.X / GridCellWidth);
|
||||
int gridPosY = (int)Math.Floor(pos.Y / GridCellWidth);
|
||||
int gridPosX = (int)Math.Floor(pos.X / GridCellSize);
|
||||
int gridPosY = (int)Math.Floor(pos.Y / GridCellSize);
|
||||
|
||||
int startX = Math.Max(gridPosX - searchDepth, 0);
|
||||
int endX = Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1);
|
||||
@@ -1090,72 +725,8 @@ namespace Barotrauma
|
||||
return cells;
|
||||
}
|
||||
|
||||
public List<Vector2[]> GetCellEdges(Vector2 refPos, int searchDepth = 2, bool onlySolid = true)
|
||||
{
|
||||
int gridPosX = (int)Math.Floor(refPos.X / GridCellWidth);
|
||||
int gridPosY = (int)Math.Floor(refPos.Y / GridCellWidth);
|
||||
|
||||
int startX = Math.Max(gridPosX - searchDepth, 0);
|
||||
int endX = Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1);
|
||||
|
||||
int startY = Math.Max(gridPosY - searchDepth, 0);
|
||||
int endY = Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1);
|
||||
|
||||
List<Vector2[]> edges = new List<Vector2[]>();
|
||||
|
||||
for (int x = startX; x < endX; x++)
|
||||
{
|
||||
for (int y = startY; y < endY; y++)
|
||||
{
|
||||
foreach (VoronoiCell cell in cellGrid[x, y])
|
||||
{
|
||||
for (int i = 0; i < cell.edges.Count; i++)
|
||||
{
|
||||
if (onlySolid && !cell.edges[i].isSolid) continue;
|
||||
|
||||
Vector2 start = cell.edges[i].point1;
|
||||
start.Y = -start.Y;
|
||||
|
||||
Vector2 end = cell.edges[i].point2;
|
||||
end.Y = -end.Y;
|
||||
|
||||
edges.Add(new Vector2[] { start, end });
|
||||
//GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Green : Color.Red);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int side = 0; side < 2; side++ )
|
||||
{
|
||||
for (int n = 0 ; n<2; n++)
|
||||
{
|
||||
if (Vector2.Distance(wrappingWalls[side, n].MidPos, refPos) > WrappingWall.WallWidth) continue;
|
||||
|
||||
foreach (VoronoiCell cell in wrappingWalls[side, n].Cells)
|
||||
{
|
||||
Vector2 offset = wrappingWalls[side, n].Offset;
|
||||
for (int i = 0; i < cell.edges.Count; i++)
|
||||
{
|
||||
if (onlySolid && !cell.edges[i].isSolid) continue;
|
||||
Vector2 start = cell.edges[i].point1 + offset;
|
||||
start.Y = -start.Y;
|
||||
|
||||
Vector2 end = cell.edges[i].point2 + offset;
|
||||
end.Y = -end.Y;
|
||||
|
||||
edges.Add(new Vector2[] { start, end });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return edges;
|
||||
}
|
||||
|
||||
private void Unload()
|
||||
{
|
||||
|
||||
renderer.Dispose();
|
||||
renderer = null;
|
||||
|
||||
@@ -1173,11 +744,6 @@ namespace Barotrauma
|
||||
bodies = null;
|
||||
|
||||
loaded = null;
|
||||
|
||||
|
||||
|
||||
//vertexBuffer.Dispose();
|
||||
//vertexBuffer = null;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user