Improved level generation algorithm, fixed invisible hulls, turret projectile fix, fabricators work in mp
This commit is contained in:
@@ -13,12 +13,25 @@ using Voronoi2;
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namespace Barotrauma
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{
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class Level
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{
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public static Level Loaded
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{
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get { return loaded; }
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}
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struct InterestingPosition
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{
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public readonly Vector2 Position;
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public readonly bool IsLarge;
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public InterestingPosition(Vector2 position, bool isLarge)
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{
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Position = position;
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IsLarge = isLarge;
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}
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}
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static Level loaded;
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@@ -49,7 +62,7 @@ namespace Barotrauma
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private List<Body> bodies;
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private List<Vector2> positionsOfInterest;
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private List<InterestingPosition> positionsOfInterest;
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public Vector2 StartPosition
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{
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@@ -65,12 +78,7 @@ namespace Barotrauma
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{
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get { return endPosition; }
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}
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public List<Vector2> PositionsOfInterest
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{
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get { return positionsOfInterest; }
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}
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public WrappingWall[,] WrappingWalls
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{
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get { return wrappingWalls; }
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@@ -101,7 +109,7 @@ namespace Barotrauma
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this.Difficulty = difficulty;
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positionsOfInterest = new List<Vector2>();
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positionsOfInterest = new List<InterestingPosition>();
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borders = new Rectangle(0, 0, width, height);
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}
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@@ -109,7 +117,7 @@ namespace Barotrauma
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public static Level CreateRandom(LocationConnection locationConnection)
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{
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string seed = locationConnection.Locations[0].Name + locationConnection.Locations[1].Name;
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return new Level(seed, locationConnection.Difficulty, 100000, 40000, 2000);
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return new Level(seed, locationConnection.Difficulty, 100000, 50000, 2000);
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}
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public static Level CreateRandom(string seed = "")
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@@ -118,7 +126,7 @@ namespace Barotrauma
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{
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seed = Rand.Range(0, int.MaxValue, false).ToString();
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}
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return new Level(seed, Rand.Range(30.0f,80.0f,false), 100000, 40000, 2000);
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return new Level(seed, Rand.Range(30.0f,80.0f,false), 100000, 50000, 2000);
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}
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public void Generate(bool mirror=false)
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@@ -140,6 +148,63 @@ namespace Barotrauma
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Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
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float minWidth = Submarine.Loaded == null ? 3000.0f : Math.Max(Submarine.Borders.Width, Submarine.Borders.Height);
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startPosition = new Vector2(minWidth * 2, borders.Height);
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endPosition = new Vector2(borders.Width - minWidth * 2, borders.Height);
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List<Vector2> pathNodes = new List<Vector2>();
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Rectangle pathBorders = borders;// new Rectangle((int)minWidth, (int)minWidth, borders.Width - (int)minWidth * 2, borders.Height - (int)minWidth);
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pathBorders.Inflate(-minWidth*2, -minWidth*2);
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pathNodes.Add(startPosition);
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//pathNodes.Add(new Vector2(minWidth * 3, Rand.Range(minWidth * 2, borders.Height - minWidth * 2, false)));
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for (float x = startPosition.X; x < endPosition.X; x += Rand.Range(2000.0f, 10000.0f, false))
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{
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pathNodes.Add(new Vector2(x, Rand.Range(pathBorders.Y, pathBorders.Bottom, false)));
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//if (x > borders.Center.X)
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//{
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// positionsOfInterest.Add(pathNodes.Last());
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//}
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}
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//pathNodes.Add(new Vector2(borders.Width - minWidth * 3, borders.Height / 2));
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pathNodes.Add(endPosition);
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int smallTunnelCount = 5;
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List<List<Vector2>> smallTunnels = new List<List<Vector2>>();
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for (int i = 0; i < smallTunnelCount; i++)
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{
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var tunnelStartPos = pathNodes[Rand.Range(2, pathNodes.Count - 2, false)];
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tunnelStartPos.X = MathHelper.Clamp(tunnelStartPos.X, pathBorders.X, pathBorders.Right);
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float tunnelLength = Rand.Range(5000.0f, 10000.0f, false);
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var tunnelNodes = MathUtils.GenerateJaggedLine(tunnelStartPos, tunnelStartPos + Rand.Vector(tunnelLength,false) + Vector2.UnitY*5000.0f, 3, 1000.0f);
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List<Vector2> tunnel = new List<Vector2>();
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foreach (Vector2[] tunnelNode in tunnelNodes)
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{
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if (!pathBorders.Contains(tunnelNode[0])) break;
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tunnel.Add(tunnelNode[0]);
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}
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if (tunnel.Any())
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{
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smallTunnels.Add(tunnel);
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positionsOfInterest.Add(new InterestingPosition(tunnel.Last(), false));
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if (tunnel.Count() > 4) positionsOfInterest.Add(new InterestingPosition(tunnel[tunnel.Count()/2], false));
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}
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}
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float siteVariance = siteInterval * 0.4f;
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for (int x = siteInterval / 2; x < borders.Width; x += siteInterval)
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{
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@@ -147,6 +212,13 @@ namespace Barotrauma
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{
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Vector2 site = new Vector2(x, y) + Rand.Vector(siteVariance, false);
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if (smallTunnels.Any(t => t.Any(node => Vector2.Distance(node, site) < siteInterval)))
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{
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if (x < borders.Width - siteInterval) sites.Add(new Vector2(x, y) + Vector2.UnitX * siteInterval * 0.2f);
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if (y < borders.Height - siteInterval) sites.Add(new Vector2(x, y) + Vector2.UnitY * siteInterval * 0.2f);
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if (x < borders.Width - siteInterval && y < borders.Height - siteInterval) sites.Add(new Vector2(x, y) + Vector2.One * siteInterval * 0.2f);
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}
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if (mirror) site.X = borders.Width - site.X;
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sites.Add(site);
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@@ -205,68 +277,63 @@ namespace Barotrauma
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Debug.WriteLine("find cells: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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float minWidth = Submarine.Loaded == null ? 3000.0f : Math.Max(Submarine.Borders.Width, Submarine.Borders.Height);
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//generate a path from the left edge of the map to right edge
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Rectangle pathBorders = new Rectangle(
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borders.X + (int)minWidth * 2, borders.Y + (int)minWidth * 2,
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borders.Right - (int)minWidth * 4, borders.Y + borders.Height - (int)minWidth * 4);
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List<Vector2> pathNodes = new List<Vector2>();
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startPosition = new Vector2((int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
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endPosition = new Vector2(borders.Width - (int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
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pathNodes.Add(new Vector2(startPosition.X, borders.Height));
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pathNodes.Add(startPosition);
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pathNodes.Add(endPosition);
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pathNodes.Add(new Vector2(endPosition.X, borders.Height));
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if (mirror)
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{
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pathNodes.Reverse();
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}
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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, pathBorders, minWidth, 0.3f, mirror, true);
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//place some enemy spawnpoints at random points in the path
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for (int i = 0; i <3 ; i++ )
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foreach (InterestingPosition positionOfInterest in positionsOfInterest)
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{
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Vector2 position = pathCells[Rand.Range((int)(pathCells.Count * 0.5f), pathCells.Count - 2, false)].Center;
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WayPoint wayPoint = new WayPoint(new Rectangle((int)position.X, (int)position.Y, 10, 10), null);
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WayPoint wayPoint = new WayPoint(positionOfInterest.Position, SpawnType.Enemy, null);
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wayPoint.MoveWithLevel = true;
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wayPoint.SpawnType = SpawnType.Enemy;
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}
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startPosition = pathCells[0].Center;
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endPosition = pathCells[pathCells.Count - 1].Center;
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//generate a couple of random paths
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for (int i = 0; i <= Rand.Range(1,4,false); i++)
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foreach (List<Vector2> tunnel in smallTunnels)
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{
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//pathBorders = new Rectangle(
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//borders.X + siteInterval * 2, borders.Y - siteInterval * 2,
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//borders.Right - siteInterval * 2, borders.Y + borders.Height - siteInterval * 2);
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if (tunnel.Count<2) continue;
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Vector2 start = pathCells[Rand.Range(1, pathCells.Count - 2,false)].Center;
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var newPathCells = GeneratePath(tunnel, cells, pathBorders, 0.0f, 0.0f);
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float x = pathBorders.X + Rand.Range(0, pathBorders.Right - pathBorders.X, false);
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float y = pathBorders.Y + Rand.Range(0,pathBorders.Bottom - pathBorders.Y, false);
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if (mirror) x = borders.Width - x;
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Vector2 end = new Vector2(x, y);
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var newPathCells = GeneratePath(new List<Vector2> { start, end }, cells, pathBorders, 0.0f, 0.8f, mirror);
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for (int n = 0; n < newPathCells.Count; n += 5)
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{
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positionsOfInterest.Add(newPathCells[n].Center);
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}
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//for (int n = 0; n < newPathCells.Count; n += 5)
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//{
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// positionsOfInterest.Add(newPathCells[n].Center);
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//}
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pathCells.AddRange(newPathCells);
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}
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////generate a couple of random paths
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//for (int i = 0; i <= Rand.Range(1,4,false); i++)
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//{
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// //pathBorders = new Rectangle(
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// //borders.X + siteInterval * 2, borders.Y - siteInterval * 2,
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// //borders.Right - siteInterval * 2, borders.Y + borders.Height - siteInterval * 2);
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// Vector2 start = pathCells[Rand.Range(1, pathCells.Count - 2,false)].Center;
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// float x = pathBorders.X + Rand.Range(0, pathBorders.Right - pathBorders.X, false);
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// float y = pathBorders.Y + Rand.Range(0,pathBorders.Bottom - pathBorders.Y, false);
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// if (mirror) x = borders.Width - x;
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// Vector2 end = new Vector2(x, y);
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// var newPathCells = GeneratePath(new List<Vector2> { start, end }, cells, pathBorders, 0.0f, 0.8f, mirror);
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// for (int n = 0; n < newPathCells.Count; n += 5)
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// {
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// positionsOfInterest.Add(newPathCells[n].Center);
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// }
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// pathCells.AddRange(newPathCells);
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//}
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Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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@@ -282,9 +349,9 @@ namespace Barotrauma
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cells = CleanCells(pathCells);
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pathCells.AddRange(CreateBottomHoles(0.8f, new Rectangle(
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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 * 0.5f))));
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(int)(borders.Width * 0.6f), (int)(borders.Height * 0.3f))));
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foreach (VoronoiCell cell in pathCells)
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{
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@@ -345,7 +412,11 @@ namespace Barotrauma
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ShaftBodies[i] = BodyFactory.CreateRectangle(GameMain.World, 100.0f, 10.0f, 5.0f);
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ShaftBodies[i].BodyType = BodyType.Static;
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ShaftBodies[i].CollisionCategories = Physics.CollisionLevel;
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ShaftBodies[i].SetTransform(ConvertUnits.ToSimUnits((i == 0) ? startPosition : endPosition), 0.0f);
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Vector2 shaftPos = (i == 0) ? startPosition : endPosition;
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shaftPos.Y = borders.Height;
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ShaftBodies[i].SetTransform(ConvertUnits.ToSimUnits(shaftPos), 0.0f);
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bodies.Add(ShaftBodies[i]);
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}
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@@ -403,7 +474,9 @@ namespace Barotrauma
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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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int currentTargetIndex = 1;
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wanderAmount = 0.0f;
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do
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{
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@@ -416,7 +489,7 @@ namespace Barotrauma
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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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@@ -544,22 +617,31 @@ namespace Barotrauma
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minDistance *= 0.5f;
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do
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{
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for (int x = -1; x <= 1; x++)
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{
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for (int y = -1; y <= 1; y++)
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{
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if (x == 0 && y == 0) continue;
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Vector2 cornerPos = position + new Vector2(x * minDistance, y * minDistance);
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var closeCells = GetCells(position, 2);
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int cellIndex = FindCellIndex(cornerPos);
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if (cellIndex == -1) continue;
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if (!tooCloseCells.Contains(cells[cellIndex]))
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{
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tooCloseCells.Add(cells[cellIndex]);
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}
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}
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foreach (VoronoiCell cell in closeCells)
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{
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if (!cell.edges.Any(e => Vector2.Distance(position, e.point1) < minDistance || Vector2.Distance(position, e.point2) < minDistance)) continue;
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if (!tooCloseCells.Contains(cell)) tooCloseCells.Add(cell);
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}
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//for (int x = -1; x <= 1; x++)
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//{
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// for (int y = -1; y <= 1; y++)
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// {
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// if (x == 0 && y == 0) continue;
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// Vector2 cornerPos = position + new Vector2(x * minDistance, y * minDistance);
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// int cellIndex = FindCellIndex(cornerPos);
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// if (cellIndex == -1) continue;
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// if (!tooCloseCells.Contains(cells[cellIndex]))
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// {
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// tooCloseCells.Add(cells[cellIndex]);
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// }
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// }
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//}
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position += Vector2.Normalize(emptyCells[targetCellIndex].Center - position) * step;
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if (Vector2.Distance(emptyCells[targetCellIndex].Center, position) < step * 2.0f) targetCellIndex++;
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@@ -771,6 +853,15 @@ namespace Barotrauma
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}
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if (!leftNormal.IsValid())
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{
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#if DEBUG
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DebugConsole.ThrowError("Invalid right normal");
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#endif
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leftNormal = Vector2.UnitX;
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}
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if (rightEdge == null)
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{
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rightNormal = GetEdgeNormal(edge, cell);
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@@ -782,6 +873,14 @@ namespace Barotrauma
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Vector2.Normalize(rightEdge.Center - edge.point2);
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}
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if (!rightNormal.IsValid())
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{
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#if DEBUG
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DebugConsole.ThrowError("Invalid right normal");
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#endif
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rightNormal = Vector2.UnitX;
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}
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@@ -856,6 +955,8 @@ namespace Barotrauma
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public Vector2 GetRandomItemPos(float offsetFromWall = 10.0f)
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{
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if (!positionsOfInterest.Any()) return Size*0.5f;
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Vector2 position = Vector2.Zero;
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offsetFromWall = ConvertUnits.ToSimUnits(offsetFromWall);
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@@ -863,7 +964,7 @@ namespace Barotrauma
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int tries = 0;
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do
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{
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Vector2 startPos = ConvertUnits.ToSimUnits(PositionsOfInterest[Rand.Int(PositionsOfInterest.Count, false)]);
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Vector2 startPos = ConvertUnits.ToSimUnits(positionsOfInterest[Rand.Int(positionsOfInterest.Count, false)].Position);
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Vector2 endPos = startPos - ConvertUnits.ToSimUnits(Vector2.UnitY * Size.Y);
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@@ -888,6 +989,23 @@ namespace Barotrauma
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return position;
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}
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public Vector2 GetRandomInterestingPosition(bool requireSpace, bool useSyncedRand)
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{
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if (!positionsOfInterest.Any()) return Size * 0.5f;
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if (requireSpace)
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{
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var positionsWithSpace = positionsOfInterest.FindAll(p => p.IsLarge);
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if (!positionsWithSpace.Any()) return Size * 0.5f;
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return positionsWithSpace[Rand.Int(positionsOfInterest.Count, !useSyncedRand)].Position;
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}
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else
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{
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return positionsOfInterest[Rand.Int(positionsOfInterest.Count, !useSyncedRand)].Position;
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}
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}
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public void Update (float deltaTime)
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{
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if (Submarine.Loaded!=null)
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@@ -902,6 +1020,14 @@ namespace Barotrauma
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{
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if (renderer == null) return;
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renderer.Draw(spriteBatch);
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if (GameMain.DebugDraw)
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{
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foreach (InterestingPosition pos in positionsOfInterest)
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{
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GUI.DrawRectangle(spriteBatch, new Vector2(pos.Position.X-15.0f, -pos.Position.Y-15.0f), new Vector2(30.0f, 30.0f), Color.Gold, true);
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}
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}
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}
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public void DrawBack(SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundSpriteManager = null)
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@@ -934,10 +1060,14 @@ namespace Barotrauma
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}
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}
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if (wrappingWalls == null) return cells;
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for (int side = 0; side < 2; side++)
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{
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for (int n = 0; n < 2; n++)
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{
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if (wrappingWalls[side, n] == null) continue;
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if (Vector2.Distance(wrappingWalls[side, n].MidPos, pos) > WrappingWall.WallWidth) continue;
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foreach (VoronoiCell cell in wrappingWalls[side, n].Cells)
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@@ -1015,6 +1145,7 @@ namespace Barotrauma
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private void Unload()
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{
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||||
|
||||
renderer.Dispose();
|
||||
renderer = null;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user