Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory - All libraries are in the Libraries directory - MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?) - NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred - Removed Content/effects.mgfx as it didn't seem to be used anywhere - Removed some references to Subsurface directory - Renamed Launcher2 to Launcher
This commit is contained in:
@@ -0,0 +1,64 @@
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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partial class Location
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{
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private string name;
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private Vector2 mapPosition;
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private LocationType type;
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public List<LocationConnection> Connections;
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public string Name
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{
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get { return name; }
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}
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public Vector2 MapPosition
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{
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get { return mapPosition; }
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}
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public bool Discovered;
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public LocationType Type
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{
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get { return type; }
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}
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public Location(Vector2 mapPosition)
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{
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this.type = LocationType.Random();
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this.name = RandomName(type);
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this.mapPosition = mapPosition;
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#if CLIENT
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if (type.HasHireableCharacters)
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{
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hireManager = new HireManager();
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hireManager.GenerateCharacters(this, HireManager.MaxAvailableCharacters);
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}
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#endif
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Connections = new List<LocationConnection>();
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}
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public static Location CreateRandom(Vector2 position)
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{
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return new Location(position);
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}
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private string RandomName(LocationType type)
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{
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string randomName = ToolBox.GetRandomLine("Content/Map/locationNames.txt");
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int nameFormatIndex = Rand.Int(type.NameFormats.Count, Rand.RandSync.Server);
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return type.NameFormats[nameFormatIndex].Replace("[name]", randomName);
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}
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}
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}
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@@ -0,0 +1,152 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class LocationType
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{
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private static List<LocationType> list = new List<LocationType>();
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//sum of the commonness-values of each location type
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private static int totalWeight;
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private string name;
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private int commonness;
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private List<string> nameFormats;
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private Sprite symbolSprite;
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private Sprite backGround;
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//<name, commonness>
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private List<Tuple<JobPrefab, float>> hireableJobs;
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private float totalHireableWeight;
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public string Name
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{
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get { return name; }
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}
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public List<string> NameFormats
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{
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get { return nameFormats; }
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}
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public bool HasHireableCharacters
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{
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get { return hireableJobs.Any(); }
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}
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public Sprite Sprite
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{
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get { return symbolSprite; }
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}
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public Sprite Background
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{
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get { return backGround; }
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}
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private LocationType(XElement element)
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{
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name = element.Name.ToString();
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commonness = ToolBox.GetAttributeInt(element, "commonness", 1);
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totalWeight += commonness;
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nameFormats = new List<string>();
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foreach (XAttribute nameFormat in element.Element("nameformats").Attributes())
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{
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nameFormats.Add(nameFormat.Value);
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}
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hireableJobs = new List<Tuple<JobPrefab, float>>();
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "hireable") continue;
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string jobName = ToolBox.GetAttributeString(subElement, "name", "");
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JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name.ToLowerInvariant() == jobName.ToLowerInvariant());
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if (jobPrefab==null)
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{
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DebugConsole.ThrowError("Invalid job name ("+jobName+") in location type "+name);
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}
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float jobCommonness = ToolBox.GetAttributeFloat(subElement, "commonness", 1.0f);
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totalHireableWeight += jobCommonness;
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Tuple<JobPrefab, float> hireableJob = new Tuple<JobPrefab, float>(jobPrefab, jobCommonness);
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hireableJobs.Add(hireableJob);
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}
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string spritePath = ToolBox.GetAttributeString(element, "symbol", "Content/Map/beaconSymbol.png");
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symbolSprite = new Sprite(spritePath, new Vector2(0.5f, 0.5f));
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string backgroundPath = ToolBox.GetAttributeString(element, "background", "");
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backGround = new Sprite(backgroundPath, Vector2.Zero);
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}
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public JobPrefab GetRandomHireable()
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{
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float randFloat = Rand.Range(0.0f, totalHireableWeight);
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foreach (Tuple<JobPrefab, float> hireable in hireableJobs)
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{
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if (randFloat < hireable.Item2) return hireable.Item1;
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randFloat -= hireable.Item2;
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}
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return null;
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}
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public static LocationType Random(string seed = "")
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{
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Debug.Assert(list.Count > 0, "LocationType.list.Count == 0, you probably need to initialize LocationTypes");
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if (!string.IsNullOrWhiteSpace(seed))
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{
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Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
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}
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int randInt = Rand.Int(totalWeight, Rand.RandSync.Server);
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foreach (LocationType type in list)
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{
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if (randInt < type.commonness) return type;
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randInt -= type.commonness;
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}
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return null;
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}
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public static void Init()
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{
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var locationTypeFiles = GameMain.SelectedPackage.GetFilesOfType(ContentType.LocationTypes);
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foreach (string file in locationTypeFiles)
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{
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XDocument doc = ToolBox.TryLoadXml(file);
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if (doc==null)
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{
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return;
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}
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foreach (XElement element in doc.Root.Elements())
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{
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LocationType locationType = new LocationType(element);
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list.Add(locationType);
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}
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}
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}
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}
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}
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@@ -0,0 +1,327 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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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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namespace Barotrauma
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{
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partial class Map
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{
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Vector2 difficultyIncrease = new Vector2(5.0f, 10.0f);
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Vector2 difficultyCutoff = new Vector2(80.0f, 100.0f);
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private List<Level> levels;
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private List<Location> locations;
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private List<LocationConnection> connections;
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private string seed;
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private int size;
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private Location currentLocation;
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private Location selectedLocation;
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private Location highlightedLocation;
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private LocationConnection selectedConnection;
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public Location CurrentLocation
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{
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get { return currentLocation; }
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}
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public int CurrentLocationIndex
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{
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get { return locations.IndexOf(currentLocation); }
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}
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public Location SelectedLocation
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{
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get { return selectedLocation; }
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}
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public LocationConnection SelectedConnection
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{
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get { return selectedConnection; }
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}
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public string Seed
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{
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get { return seed; }
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}
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public static Map Load(XElement element)
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{
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string mapSeed = ToolBox.GetAttributeString(element, "seed", "a");
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int size = ToolBox.GetAttributeInt(element, "size", 500);
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Map map = new Map(mapSeed, size);
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map.SetLocation(ToolBox.GetAttributeInt(element, "currentlocation", 0));
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string discoveredStr = ToolBox.GetAttributeString(element, "discovered", "");
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string[] discoveredStrs = discoveredStr.Split(',');
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for (int i = 0; i < discoveredStrs.Length; i++)
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{
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int index = -1;
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if (int.TryParse(discoveredStrs[i], out index)) map.locations[index].Discovered = true;
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}
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string passedStr = ToolBox.GetAttributeString(element, "passed", "");
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string[] passedStrs = passedStr.Split(',');
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for (int i = 0; i < passedStrs.Length; i++)
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{
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int index = -1;
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if (int.TryParse(passedStrs[i], out index)) map.connections[index].Passed = true;
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}
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return map;
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}
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public Map(string seed, int size)
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{
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this.seed = seed;
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this.size = size;
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levels = new List<Level>();
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locations = new List<Location>();
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connections = new List<LocationConnection>();
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#if CLIENT
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if (iceTexture == null) iceTexture = new Sprite("Content/Map/iceSurface.png", Vector2.Zero);
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if (iceCraters == null) iceCraters = TextureLoader.FromFile("Content/Map/iceCraters.png");
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if (iceCrack == null) iceCrack = TextureLoader.FromFile("Content/Map/iceCrack.png");
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#endif
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Rand.SetSyncedSeed(ToolBox.StringToInt(this.seed));
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GenerateLocations();
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currentLocation = locations[locations.Count / 2];
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currentLocation.Discovered = true;
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GenerateDifficulties(currentLocation, new List<LocationConnection>(connections), 10.0f);
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foreach (LocationConnection connection in connections)
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{
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connection.Level = Level.CreateRandom(connection);
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}
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}
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private void GenerateLocations()
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{
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Voronoi voronoi = new Voronoi(0.5f);
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List<Vector2> sites = new List<Vector2>();
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for (int i = 0; i < 50; i++)
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{
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sites.Add(new Vector2(Rand.Range(0.0f, size, Rand.RandSync.Server), Rand.Range(0.0f, size, Rand.RandSync.Server)));
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}
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List<GraphEdge> edges = voronoi.MakeVoronoiGraph(sites, size, size);
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sites.Clear();
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foreach (GraphEdge edge in edges)
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{
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if (edge.point1 == edge.point2) continue;
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//remove points from the edge of the map
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if (edge.point1.X == 0 || edge.point1.X == size) continue;
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if (edge.point1.Y == 0 || edge.point1.Y == size) continue;
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if (edge.point2.X == 0 || edge.point2.X == size) continue;
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if (edge.point2.Y == 0 || edge.point2.Y == size) continue;
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Location[] newLocations = new Location[2];
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newLocations[0] = locations.Find(l => l.MapPosition == edge.point1 || l.MapPosition == edge.point2);
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newLocations[1] = locations.Find(l => l != newLocations[0] && (l.MapPosition == edge.point1 || l.MapPosition == edge.point2));
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for (int i = 0; i < 2; i++)
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{
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if (newLocations[i] != null) continue;
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Vector2[] points = new Vector2[] { edge.point1, edge.point2 };
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int positionIndex = Rand.Int(1, Rand.RandSync.Server);
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Vector2 position = points[positionIndex];
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if (newLocations[1 - i] != null && newLocations[1 - i].MapPosition == position) position = points[1 - positionIndex];
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newLocations[i] = Location.CreateRandom(position);
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locations.Add(newLocations[i]);
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}
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//int seed = (newLocations[0].GetHashCode() | newLocations[1].GetHashCode());
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connections.Add(new LocationConnection(newLocations[0], newLocations[1]));
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}
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float minDistance = 50.0f;
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for (int i = connections.Count - 1; i >= 0; i--)
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{
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LocationConnection connection = connections[i];
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if (Vector2.Distance(connection.Locations[0].MapPosition, connection.Locations[1].MapPosition) > minDistance)
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{
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continue;
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}
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locations.Remove(connection.Locations[0]);
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connections.Remove(connection);
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foreach (LocationConnection connection2 in connections)
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{
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if (connection2.Locations[0] == connection.Locations[0]) connection2.Locations[0] = connection.Locations[1];
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if (connection2.Locations[1] == connection.Locations[0]) connection2.Locations[1] = connection.Locations[1];
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}
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}
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foreach (LocationConnection connection in connections)
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{
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connection.Locations[0].Connections.Add(connection);
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connection.Locations[1].Connections.Add(connection);
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}
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for (int i = connections.Count - 1; i >= 0; i--)
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{
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i = Math.Min(i, connections.Count - 1);
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LocationConnection connection = connections[i];
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for (int n = Math.Min(i - 1, connections.Count - 1); n >= 0; n--)
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{
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if (connection.Locations.Contains(connections[n].Locations[0])
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&& connection.Locations.Contains(connections[n].Locations[1]))
|
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{
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connections.RemoveAt(n);
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}
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}
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}
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foreach (LocationConnection connection in connections)
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{
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Vector2 start = connection.Locations[0].MapPosition;
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Vector2 end = connection.Locations[1].MapPosition;
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int generations = (int)(Math.Sqrt(Vector2.Distance(start, end) / 10.0f));
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connection.CrackSegments = MathUtils.GenerateJaggedLine(start, end, generations, 5.0f);
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}
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}
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private void GenerateDifficulties(Location start, List<LocationConnection> locations, float currDifficulty)
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{
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//start.Difficulty = currDifficulty;
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currDifficulty += Rand.Range(difficultyIncrease.X, difficultyIncrease.Y, Rand.RandSync.Server);
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if (currDifficulty > Rand.Range(difficultyCutoff.X, difficultyCutoff.Y, Rand.RandSync.Server)) currDifficulty = 10.0f;
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foreach (LocationConnection connection in start.Connections)
|
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{
|
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if (!locations.Contains(connection)) continue;
|
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|
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Location nextLocation = connection.OtherLocation(start);
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locations.Remove(connection);
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connection.Difficulty = currDifficulty;
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|
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GenerateDifficulties(nextLocation, locations, currDifficulty);
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}
|
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}
|
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|
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public void MoveToNextLocation()
|
||||
{
|
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selectedConnection.Passed = true;
|
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|
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currentLocation = selectedLocation;
|
||||
currentLocation.Discovered = true;
|
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selectedLocation = null;
|
||||
}
|
||||
|
||||
public void SetLocation(int index)
|
||||
{
|
||||
if (index < 0 || index >= locations.Count)
|
||||
{
|
||||
DebugConsole.ThrowError("Location index out of bounds");
|
||||
return;
|
||||
}
|
||||
|
||||
currentLocation = locations[index];
|
||||
currentLocation.Discovered = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
class LocationConnection
|
||||
{
|
||||
private Location[] locations;
|
||||
private Level level;
|
||||
|
||||
public float Difficulty;
|
||||
|
||||
public List<Vector2[]> CrackSegments;
|
||||
|
||||
public bool Passed;
|
||||
|
||||
private int missionsCompleted;
|
||||
|
||||
private Mission mission;
|
||||
public Mission Mission
|
||||
{
|
||||
get
|
||||
{
|
||||
if (mission == null || mission.Completed)
|
||||
{
|
||||
if (mission != null && mission.Completed) missionsCompleted++;
|
||||
|
||||
long seed = (long)locations[0].MapPosition.X + (long)locations[0].MapPosition.Y * 100;
|
||||
seed += (long)locations[1].MapPosition.X * 10000 + (long)locations[1].MapPosition.Y * 1000000;
|
||||
|
||||
MTRandom rand = new MTRandom((int)((seed + missionsCompleted) % int.MaxValue));
|
||||
|
||||
if (rand.NextDouble() < 0.3f) return null;
|
||||
|
||||
mission = Mission.LoadRandom(locations, rand, "", true);
|
||||
}
|
||||
|
||||
return mission;
|
||||
}
|
||||
}
|
||||
|
||||
public Location[] Locations
|
||||
{
|
||||
get { return locations; }
|
||||
}
|
||||
|
||||
public Level Level
|
||||
{
|
||||
get { return level; }
|
||||
set { level = value; }
|
||||
}
|
||||
|
||||
public LocationConnection(Location location1, Location location2)
|
||||
{
|
||||
locations = new Location[] { location1, location2 };
|
||||
|
||||
missionsCompleted = 0;
|
||||
}
|
||||
|
||||
public Location OtherLocation(Location location)
|
||||
{
|
||||
if (locations[0] == location)
|
||||
{
|
||||
return locations[1];
|
||||
}
|
||||
else if (locations[1] == location)
|
||||
{
|
||||
return locations[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user