(965c31410) v0.10.4.0
This commit is contained in:
+45
-25
@@ -31,6 +31,8 @@ namespace Barotrauma
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public readonly Alignment Alignment;
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public readonly float Length;
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private readonly float noiseVal;
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public SpawnPosition(GraphEdge graphEdge, Vector2 normal, LevelObjectPrefab.SpawnPosType spawnPosType, Alignment alignment)
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{
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GraphEdge = graphEdge;
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@@ -39,16 +41,16 @@ namespace Barotrauma
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Alignment = alignment;
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Length = Vector2.Distance(graphEdge.Point1, graphEdge.Point2);
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noiseVal =
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(float)(PerlinNoise.CalculatePerlin(GraphEdge.Point1.X / 10000.0f, GraphEdge.Point1.Y / 10000.0f, 0.5f) +
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PerlinNoise.CalculatePerlin(GraphEdge.Point1.X / 20000.0f, GraphEdge.Point1.Y / 20000.0f, 0.5f));
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}
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public float GetSpawnProbability(LevelObjectPrefab prefab)
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{
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if (prefab.ClusteringAmount <= 0.0f) return Length;
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float noise = (float)(
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PerlinNoise.CalculatePerlin(GraphEdge.Point1.X / 10000.0f, GraphEdge.Point1.Y / 10000.0f, prefab.ClusteringGroup) +
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PerlinNoise.CalculatePerlin(GraphEdge.Point1.X / 20000.0f, GraphEdge.Point1.Y / 20000.0f, prefab.ClusteringGroup));
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if (prefab.ClusteringAmount <= 0.0f) { return Length; }
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float noise = (noiseVal + PerlinNoise.GetPerlin(prefab.ClusteringGroup, prefab.ClusteringGroup * 0.3f)) % 1.0f;
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return Length * (float)Math.Pow(noise, prefab.ClusteringAmount);
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}
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}
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@@ -90,15 +92,33 @@ namespace Barotrauma
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Alignment.Top));
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}
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availableSpawnPositions.Add(new SpawnPosition(
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new GraphEdge(level.StartPosition - Vector2.UnitX, level.StartPosition + Vector2.UnitX),
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-Vector2.UnitY, LevelObjectPrefab.SpawnPosType.LevelStart, Alignment.Top));
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availableSpawnPositions.Add(new SpawnPosition(
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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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objects = new List<LevelObject>();
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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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for (int i = 0; i < amount; i++)
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{
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//get a random prefab and find a place to spawn it
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LevelObjectPrefab prefab = GetRandomPrefab(level.GenerationParams.Name);
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SpawnPosition spawnPosition = FindObjectPosition(availableSpawnPositions, level, prefab);
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LevelObjectPrefab prefab = GetRandomPrefab(level.GenerationParams.Identifier, availablePrefabs);
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if (prefab == null) { continue; }
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if (!suitableSpawnPositions.ContainsKey(prefab))
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{
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suitableSpawnPositions.Add(prefab, availableSpawnPositions.Where(sp =>
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prefab.SpawnPos.HasFlag(sp.SpawnPosType) && (sp.Length >= prefab.MinSurfaceWidth && prefab.Alignment.HasFlag(sp.Alignment) || sp.SpawnPosType == LevelObjectPrefab.SpawnPosType.LevelEnd || sp.SpawnPosType == LevelObjectPrefab.SpawnPosType.LevelStart)).ToList());
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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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if (spawnPosition == null && prefab.SpawnPos != LevelObjectPrefab.SpawnPosType.None) continue;
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SpawnPosition spawnPosition = ToolBox.SelectWeightedRandom(suitableSpawnPositions[prefab], spawnPositionWeights[prefab], Rand.RandSync.Server);
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if (spawnPosition == null && prefab.SpawnPos != LevelObjectPrefab.SpawnPosType.None) { continue; }
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float rotation = 0.0f;
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if (prefab.AlignWithSurface && spawnPosition != null)
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@@ -124,6 +144,13 @@ namespace Barotrauma
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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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AddObject(newObject, level);
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if (prefab.MaxCount < amount)
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{
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if (objects.Count(o => o.Prefab == prefab) >= prefab.MaxCount)
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{
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availablePrefabs.Remove(prefab);
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}
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}
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foreach (LevelObjectPrefab.ChildObject child in prefab.ChildObjects)
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{
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@@ -145,9 +172,7 @@ namespace Barotrauma
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AddObject(childObject, level);
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}
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}
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}
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}
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}
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private void AddObject(LevelObject newObject, Level level)
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@@ -321,16 +346,6 @@ namespace Barotrauma
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return availableSpawnPositions;
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}
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private SpawnPosition FindObjectPosition(List<SpawnPosition> availableSpawnPositions, Level level, LevelObjectPrefab prefab)
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{
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if (prefab.SpawnPos == LevelObjectPrefab.SpawnPosType.None) return null;
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var suitableSpawnPositions = availableSpawnPositions.Where(sp =>
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prefab.SpawnPos.HasFlag(sp.SpawnPosType) && sp.Length >= prefab.MinSurfaceWidth && prefab.Alignment.HasFlag(sp.Alignment)).ToList();
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return ToolBox.SelectWeightedRandom(suitableSpawnPositions, suitableSpawnPositions.Select(sp => sp.GetSpawnProbability(prefab)).ToList(), Rand.RandSync.Server);
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}
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public void Update(float deltaTime)
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{
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foreach (LevelObject obj in objects)
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@@ -383,10 +398,15 @@ namespace Barotrauma
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}
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private LevelObjectPrefab GetRandomPrefab(string levelType)
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{
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return GetRandomPrefab(levelType, LevelObjectPrefab.List);
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}
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private LevelObjectPrefab GetRandomPrefab(string levelType, IList<LevelObjectPrefab> availablePrefabs)
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{
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return ToolBox.SelectWeightedRandom(
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LevelObjectPrefab.List,
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LevelObjectPrefab.List.Select(p => p.GetCommonness(levelType)).ToList(), Rand.RandSync.Server);
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availablePrefabs,
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availablePrefabs.Select(p => p.GetCommonness(levelType)).ToList(), Rand.RandSync.Server);
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}
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public override void Remove()
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