WIP level position syncing, job prefabs and assigning jobs to characters
This commit is contained in:
@@ -13,7 +13,7 @@ namespace Subsurface
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public int HeadSpriteId;
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//public int ID;
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public Job Job;
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public Gender Gender;
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@@ -24,7 +24,7 @@ namespace Subsurface
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// return gender.ToString();
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//}
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public CharacterInfo(string file, string name = "", Gender gender = Gender.None)
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public CharacterInfo(string file, string name = "", Gender gender = Gender.None, Job job = null)
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{
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this.File = file;
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@@ -62,6 +62,8 @@ namespace Subsurface
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HeadSpriteId = Rand.Range((int)headSpriteRange.X, (int)headSpriteRange.Y + 1);
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}
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this.Job = (job == null) ? Job.Random() : job;
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if (!string.IsNullOrEmpty(name))
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{
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this.Name = name;
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@@ -106,14 +106,16 @@ namespace Subsurface
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float movementAngle = MathUtils.VectorToAngle(movement) - MathHelper.PiOver2;
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Limb tail = GetLimb(LimbType.Tail);
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if (tail != null && waveAmplitude>0.0f)
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if (tail != null && waveAmplitude > 0.0f)
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{
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walkPos -= movement.Length();
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float waveRotation = (float)Math.Sin(walkPos / waveLength)*waveAmplitude;
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float waveRotation = (float)Math.Sin(walkPos / waveLength) * waveAmplitude;
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float angle = MathUtils.GetShortestAngle(tail.body.Rotation, movementAngle + waveRotation);
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tail.body.ApplyTorque(angle * tail.Mass);
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//limbs[tailIndex].body.ApplyTorque((Math.Sign(angle) + Math.Max(Math.Min(angle * 10.0f, 10.0f), -10.0f)) * limbs[tailIndex].body.Mass);
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//limbs[tailIndex].body.ApplyTorque(-limbs[tailIndex].body.AngularVelocity * 0.5f * limbs[tailIndex].body.Mass);
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}
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@@ -1,56 +1,52 @@
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using System.Collections.Generic;
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using System.Xml.Linq;
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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.Linq;
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using System.Text;
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namespace Subsurface
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{
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class Job
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{
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public static List<Job> jobList;
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string name;
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string description;
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//names of the items the character spawns with
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public List<string> itemNames;
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private JobPrefab prefab;
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private Dictionary<string, float> skills;
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public string Name
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{
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get { return name; }
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get { return prefab.Name; }
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}
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public Job(XElement element)
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public string Description
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{
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name = element.Name.ToString();
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get { return prefab.Description; }
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}
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description = ToolBox.GetAttributeString(element, "description", "");
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public Job(JobPrefab jobPrefab)
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{
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prefab = jobPrefab;
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itemNames = new List<string>();
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foreach (XElement subElement in element.Elements())
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skills = new Dictionary<string, float>();
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foreach (KeyValuePair<string, Vector2> skill in prefab.skills)
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{
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switch (subElement.Name.ToString())
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{
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case "item":
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string itemName = ToolBox.GetAttributeString(subElement, "name", "");
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if (!string.IsNullOrEmpty(itemName)) itemNames.Add(itemName);
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break;
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}
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skills.Add(skill.Key, Rand.Range(skill.Value.X, skill.Value.Y, false));
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}
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}
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public static void LoadAll(string filePath)
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public static Job Random()
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{
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jobList = new List<Job>();
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JobPrefab prefab = JobPrefab.List[Rand.Int(JobPrefab.List.Count-1, false)];
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XDocument doc = ToolBox.TryLoadXml(filePath);
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if (doc == null) return;
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return new Job(prefab);
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}
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foreach (XElement element in doc.Root.Elements())
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{
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Job job = new Job(element);
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jobList.Add(job);
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}
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public float GetSkill(string skillName)
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{
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float skillLevel = 0.0f;
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skills.TryGetValue(skillName.ToLower(), out skillLevel);
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return skillLevel;
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}
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}
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}
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105
Subsurface/Characters/Jobs/JobPrefab.cs
Normal file
105
Subsurface/Characters/Jobs/JobPrefab.cs
Normal file
@@ -0,0 +1,105 @@
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Xml.Linq;
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namespace Subsurface
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{
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class JobPrefab
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{
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public static List<JobPrefab> List;
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string name;
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string description;
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//names of the items the character spawns with
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public List<string> itemNames;
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public Dictionary<string, Vector2> skills;
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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 string Description
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{
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get { return description; }
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}
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//public float GetSkill(string skillName)
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//{
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// float skillLevel = 0.0f;
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// if (skills.TryGetValue(skillName.ToLower(), out skillLevel))
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// {
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// return skillLevel;
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// }
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// else
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// {
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// DebugConsole.ThrowError("Skill ''"+skillName+" not found!");
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// return skillLevel;
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// }
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//}
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public JobPrefab(XElement element)
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{
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name = element.Name.ToString();
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description = ToolBox.GetAttributeString(element, "description", "");
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itemNames = new List<string>();
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skills = new Dictionary<string, Vector2>();
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString())
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{
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case "item":
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string itemName = ToolBox.GetAttributeString(subElement, "name", "");
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if (!string.IsNullOrEmpty(itemName)) itemNames.Add(itemName);
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break;
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case "skills":
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LoadSkills(subElement);
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break;
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}
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}
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}
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private void LoadSkills(XElement element)
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{
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foreach (XElement subElement in element.Elements())
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{
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string skillName = subElement.Name.ToString().ToLower();
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if (skills.ContainsKey(skillName)) continue;
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var levelAttribute = subElement.Attribute("level").ToString();
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if (levelAttribute.Contains("'"))
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{
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skills.Add(skillName, ToolBox.ParseToVector2(levelAttribute, false));
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}
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else
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{
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float skillLevel = float.Parse(levelAttribute, CultureInfo.InvariantCulture);
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skills.Add(skillName, new Vector2(skillLevel, skillLevel));
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}
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}
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}
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public static void LoadAll(string filePath)
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{
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List = new List<JobPrefab>();
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XDocument doc = ToolBox.TryLoadXml(filePath);
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if (doc == null) return;
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foreach (XElement element in doc.Root.Elements())
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{
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JobPrefab job = new JobPrefab(element);
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List.Add(job);
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}
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}
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}
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}
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@@ -145,7 +145,7 @@ namespace Subsurface
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MapEntityPrefab.Init();
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Job.LoadAll("Content/Characters/Jobs.xml");
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JobPrefab.LoadAll("Content/Characters/Jobs.xml");
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StructurePrefab.LoadAll("Content/Map/StructurePrefabs.xml");
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ItemPrefab.LoadAll();
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@@ -2,6 +2,7 @@
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using FarseerPhysics.Common;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Factories;
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using Lidgren.Network;
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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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@@ -24,13 +25,13 @@ namespace Subsurface
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private int siteInterval;
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const int gridCellWidth = 2000;
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List<VoronoiCell>[,] cellGrid;
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const int GridCellWidth = 2000;
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private List<VoronoiCell>[,] cellGrid;
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//List<Body> bodies;
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List<VoronoiCell> cells;
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private List<VoronoiCell> cells;
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BasicEffect basicEffect;
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private BasicEffect basicEffect;
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private VertexPositionColor[] vertices;
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private VertexBuffer vertexBuffer;
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@@ -38,7 +39,7 @@ namespace Subsurface
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private Vector2 startPosition;
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private Vector2 endPosition;
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Rectangle borders;
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private Rectangle borders;
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public Vector2 StartPosition
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{
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@@ -66,7 +67,7 @@ namespace Subsurface
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{
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seed = Rand.Range(0, int.MaxValue).ToString();
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}
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return new Level((string)seed, 100000, 40000, 2000);
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return new Level((string)seed, 100000, 40000, 2000);
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}
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public void Generate(float minWidth)
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@@ -78,7 +79,7 @@ namespace Subsurface
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if (loaded != null)
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{
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loaded.Unload();
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loaded.Unload();
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}
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loaded = this;
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@@ -89,7 +90,7 @@ namespace Subsurface
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Random rand = new Random(ToolBox.SeedToInt(seed));
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float siteVariance = siteInterval * 0.8f;
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for (int x = siteInterval/2; x < borders.Width; x += siteInterval)
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for (int x = siteInterval / 2; x < borders.Width; x += siteInterval)
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{
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for (int y = siteInterval / 2; y < borders.Height; y += siteInterval)
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{
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@@ -108,10 +109,10 @@ namespace Subsurface
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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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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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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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@@ -126,13 +127,13 @@ namespace Subsurface
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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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(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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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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@@ -147,7 +148,7 @@ namespace Subsurface
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cell.edges.Add(ge);
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}
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}
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Debug.WriteLine("find cells: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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@@ -163,21 +164,21 @@ namespace Subsurface
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//generate a couple of random paths
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for (int i = 0; i < rand.Next() % 3; i++ )
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for (int i = 0; i < rand.Next() % 3; 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.Next(1,pathCells.Count-2)].Center;
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Vector2 start = pathCells[rand.Next(1, pathCells.Count - 2)].Center;
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float x = pathBorders.X + (float)rand.NextDouble() * (pathBorders.Right - pathBorders.X);
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float y = pathBorders.Y + (float)rand.NextDouble() * (pathBorders.Bottom - pathBorders.Y);
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Vector2 end = new Vector2(x,y);
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Vector2 end = new Vector2(x, y);
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pathCells.AddRange
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(
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GeneratePath(rand, start,end, cells, pathBorders, 0.0f, 0.8f)
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GeneratePath(rand, start, end, cells, pathBorders, 0.0f, 0.8f)
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);
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}
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@@ -188,15 +189,15 @@ namespace Subsurface
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endPosition = pathCells[pathCells.Count - 1].Center;
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cells = CleanCells(pathCells);
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foreach (VoronoiCell cell in pathCells)
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{
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cells.Remove(cell);
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}
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for (int x = 0; x < cellGrid.GetLength(0); x++ )
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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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for (int y = 0; y < cellGrid.GetLength(1); y++)
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{
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cellGrid[x, y].Clear();
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}
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@@ -204,7 +205,7 @@ namespace Subsurface
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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 / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell);
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}
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GeneratePolygons(cells, pathCells);
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@@ -231,7 +232,7 @@ namespace Subsurface
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basicEffect = new BasicEffect(Game1.CurrGraphicsDevice);
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basicEffect.VertexColorEnabled = true;
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Debug.WriteLine("Generated a map with "+sites.Count+" sites in "+sw.ElapsedMilliseconds+" ms");
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Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms");
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}
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private List<VoronoiCell> GeneratePath(Random rand, Vector2 start, Vector2 end, List<VoronoiCell> cells, Microsoft.Xna.Framework.Rectangle limits, float minWidth, float wanderAmount = 0.3f)
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@@ -239,7 +240,7 @@ namespace Subsurface
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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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@@ -256,7 +257,7 @@ namespace Subsurface
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int edgeIndex = 0;
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//steer towards target
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if (rand.NextDouble()>wanderAmount)
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if (rand.NextDouble() > wanderAmount)
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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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@@ -269,14 +270,14 @@ namespace Subsurface
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else
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{
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List<GraphEdge> allowedEdges = new List<GraphEdge>();
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foreach(GraphEdge edge in currentCell.edges)
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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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edgeIndex = (allowedEdges.Count==0) ?
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edgeIndex = (allowedEdges.Count == 0) ?
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0 : currentCell.edges.IndexOf(allowedEdges[rand.Next() % allowedEdges.Count]);
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}
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@@ -285,7 +286,7 @@ namespace Subsurface
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pathCells.Add(currentCell);
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} while (currentCell!=endCell);
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} while (currentCell != endCell);
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Debug.WriteLine("genpath: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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@@ -306,7 +307,7 @@ namespace Subsurface
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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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Vector2 position = emptyCells[0].Center;
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if (minDistance == 0.0f) return tooCloseCells;
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@@ -318,18 +319,18 @@ namespace Subsurface
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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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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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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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if (!tooCloseCells.Contains(cells[cellIndex]))
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{
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tooCloseCells.Add(cells[cellIndex]);
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tooCloseCells.Add(cells[cellIndex]);
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}
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}
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}
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@@ -338,9 +339,9 @@ namespace Subsurface
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|
||||
if (Vector2.Distance(emptyCells[targetCellIndex].Center, position) < step * 2.0f) targetCellIndex++;
|
||||
|
||||
} while (Vector2.Distance(position, emptyCells[emptyCells.Count - 1].Center) > step*2.0f);
|
||||
} while (Vector2.Distance(position, emptyCells[emptyCells.Count - 1].Center) > step * 2.0f);
|
||||
|
||||
return tooCloseCells;
|
||||
return tooCloseCells;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -390,7 +391,7 @@ namespace Subsurface
|
||||
|
||||
// return point;
|
||||
//}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// find the index of the cell which the point is inside
|
||||
/// (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)
|
||||
@@ -400,16 +401,16 @@ namespace Subsurface
|
||||
float closestDist = 0.0f;
|
||||
VoronoiCell closestCell = null;
|
||||
|
||||
int gridPosX = (int)Math.Floor(position.X / gridCellWidth);
|
||||
int gridPosY = (int)Math.Floor(position.Y / gridCellWidth);
|
||||
int gridPosX = (int)Math.Floor(position.X / GridCellWidth);
|
||||
int gridPosY = (int)Math.Floor(position.Y / GridCellWidth);
|
||||
|
||||
int searchOffset = 1;
|
||||
|
||||
for (int x = Math.Max(gridPosX-searchOffset,0); x<=Math.Min(gridPosX+searchOffset, cellGrid.GetLength(0)-1); x++)
|
||||
for (int x = Math.Max(gridPosX - searchOffset, 0); x <= Math.Min(gridPosX + searchOffset, cellGrid.GetLength(0) - 1); x++)
|
||||
{
|
||||
for (int y = Math.Max(gridPosY-searchOffset,0); y<=Math.Min(gridPosY+searchOffset, cellGrid.GetLength(1)-1); y++)
|
||||
for (int y = Math.Max(gridPosY - searchOffset, 0); y <= Math.Min(gridPosY + searchOffset, cellGrid.GetLength(1) - 1); y++)
|
||||
{
|
||||
for (int i = 0; i < cellGrid[x,y].Count; i++)
|
||||
for (int i = 0; i < cellGrid[x, y].Count; i++)
|
||||
{
|
||||
float dist = Vector2.Distance(cellGrid[x, y][i].Center, position);
|
||||
if (closestDist != 0.0f && dist > closestDist) continue;
|
||||
@@ -422,7 +423,7 @@ namespace Subsurface
|
||||
|
||||
|
||||
|
||||
return cells.IndexOf(closestCell);
|
||||
return cells.IndexOf(closestCell);
|
||||
}
|
||||
|
||||
private void GeneratePolygons(List<VoronoiCell> cells, List<VoronoiCell> emptyCells)
|
||||
@@ -456,26 +457,26 @@ namespace Subsurface
|
||||
}
|
||||
|
||||
if (tempVertices.Count < 3) continue;
|
||||
|
||||
|
||||
int triangleCount = tempVertices.Count - 2;
|
||||
|
||||
tempVertices.Sort(new CompareCCW(cell.Center));
|
||||
|
||||
int lastIndex = 1;
|
||||
for (int i = 0; i < triangleCount; i++ )
|
||||
for (int i = 0; i < triangleCount; i++)
|
||||
{
|
||||
//simple triangulation
|
||||
List<Vector2> triangleVertices = new List<Vector2>();
|
||||
List<Vector2> triangleVertices = new List<Vector2>();
|
||||
triangleVertices.Add(tempVertices[0]);
|
||||
for (int j = lastIndex; j<=lastIndex+1; j++)
|
||||
for (int j = lastIndex; j <= lastIndex + 1; j++)
|
||||
{
|
||||
triangleVertices.Add(tempVertices[j]);
|
||||
}
|
||||
lastIndex += 1;
|
||||
|
||||
|
||||
foreach (Vector2 vertex in triangleVertices)
|
||||
{
|
||||
verticeList.Add(new VertexPositionColor(new Vector3(vertex, 0.0f), Color.LightGray*0.8f));//new Color(n,(n*2)%255,(n*3)%255)*0.5f));
|
||||
verticeList.Add(new VertexPositionColor(new Vector3(vertex, 0.0f), Color.LightGray * 0.8f));//new Color(n,(n*2)%255,(n*3)%255)*0.5f));
|
||||
}
|
||||
|
||||
//bool isSame = false;
|
||||
@@ -493,17 +494,16 @@ namespace Subsurface
|
||||
//todo: make sure the first point is the one where the edge should start from
|
||||
bodyPoints.Sort(new CompareCCW(cell.Center));
|
||||
|
||||
if (bodyPoints.Count == tempVertices.Count)
|
||||
{
|
||||
|
||||
}
|
||||
//if (bodyPoints.Count == tempVertices.Count)
|
||||
//{
|
||||
//}
|
||||
|
||||
for (int i = 0; i < bodyPoints.Count; i++)
|
||||
{
|
||||
cell.bodyVertices.Add(bodyPoints[i]);
|
||||
bodyPoints[i] = ConvertUnits.ToSimUnits(bodyPoints[i]);
|
||||
}
|
||||
|
||||
|
||||
Vertices bodyVertices = new Vertices(bodyPoints);
|
||||
|
||||
Body edgeBody = BodyFactory.CreateLoopShape(Game1.World, bodyVertices);
|
||||
@@ -511,7 +511,7 @@ namespace Subsurface
|
||||
//Body edgeBody = (bodyVertices.Count == tempVertices.Count) ?
|
||||
// BodyFactory.CreateLoopShape(Game1.world, bodyVertices) :
|
||||
// BodyFactory.CreateChainShape(Game1.world, bodyVertices);
|
||||
|
||||
|
||||
edgeBody.UserData = cell;
|
||||
|
||||
edgeBody.BodyType = BodyType.Kinematic;
|
||||
@@ -544,7 +544,7 @@ namespace Subsurface
|
||||
//position += amount;
|
||||
|
||||
Vector2 velocity = amount;
|
||||
Vector2 simVelocity = ConvertUnits.ToSimUnits(amount / (float)Physics.step);
|
||||
Vector2 simVelocity = ConvertUnits.ToSimUnits(amount / (float)Physics.step);
|
||||
|
||||
//DebugCheckPos();
|
||||
|
||||
@@ -568,7 +568,7 @@ namespace Subsurface
|
||||
if (limb.type == LimbType.LeftFoot || limb.type == LimbType.RightFoot) continue;
|
||||
limb.body.ApplyForce((simVelocity - prevVelocity) * 10.0f * limb.Mass);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Item item in Item.itemList)
|
||||
@@ -599,11 +599,11 @@ namespace Subsurface
|
||||
foreach (Character character in Character.CharacterList)
|
||||
{
|
||||
if (character.AnimController.CurrentHull != null) continue;
|
||||
|
||||
|
||||
foreach (Limb limb in character.AnimController.limbs)
|
||||
{
|
||||
limb.body.LinearVelocity -= prevVelocity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Item item in Item.itemList)
|
||||
@@ -628,7 +628,7 @@ namespace Subsurface
|
||||
avgPos += cell.body.Position;
|
||||
}
|
||||
|
||||
System.Diagnostics.Debug.WriteLine("avgpos: "+avgPos / cells.Count);
|
||||
System.Diagnostics.Debug.WriteLine("avgpos: " + avgPos / cells.Count);
|
||||
|
||||
System.Diagnostics.Debug.WriteLine("pos: " + Position);
|
||||
}
|
||||
@@ -637,8 +637,8 @@ namespace Subsurface
|
||||
public void SetObserverPosition(Vector2 position)
|
||||
{
|
||||
observerPosition = position - this.Position;
|
||||
int gridPosX = (int)Math.Floor(observerPosition.X / gridCellWidth);
|
||||
int gridPosY = (int)Math.Floor(observerPosition.Y / gridCellWidth);
|
||||
int gridPosX = (int)Math.Floor(observerPosition.X / GridCellWidth);
|
||||
int gridPosY = (int)Math.Floor(observerPosition.Y / GridCellWidth);
|
||||
int searchOffset = 2;
|
||||
|
||||
int startX = Math.Max(gridPosX - searchOffset, 0);
|
||||
@@ -707,14 +707,14 @@ namespace Subsurface
|
||||
|
||||
foreach (VoronoiCell cell in cells)
|
||||
{
|
||||
for (int i = 0; i < cell.bodyVertices.Count-1; i++)
|
||||
for (int i = 0; i < cell.bodyVertices.Count - 1; i++)
|
||||
{
|
||||
Vector2 start = cell.bodyVertices[i];
|
||||
start.X += Position.X;
|
||||
start.Y = -start.Y - Position.Y;
|
||||
start.X += Rand.Range(-10.0f, 10.0f);
|
||||
|
||||
Vector2 end = cell.bodyVertices[i+1];
|
||||
Vector2 end = cell.bodyVertices[i + 1];
|
||||
end.X += Position.X;
|
||||
end.Y = -end.Y - Position.Y;
|
||||
end.X += Rand.Range(-10.0f, 10.0f);
|
||||
@@ -727,8 +727,8 @@ namespace Subsurface
|
||||
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 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);
|
||||
@@ -743,7 +743,7 @@ namespace Subsurface
|
||||
{
|
||||
for (int y = startY; y < endY; y++)
|
||||
{
|
||||
foreach (VoronoiCell cell in cellGrid[x,y])
|
||||
foreach (VoronoiCell cell in cellGrid[x, y])
|
||||
{
|
||||
for (int i = 0; i < cell.edges.Count; i++)
|
||||
{
|
||||
@@ -760,7 +760,7 @@ namespace Subsurface
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return edges;
|
||||
}
|
||||
|
||||
@@ -769,12 +769,12 @@ namespace Subsurface
|
||||
if (vertices == null) return;
|
||||
if (vertices.Length <= 0) return;
|
||||
|
||||
basicEffect.World = Matrix.CreateTranslation(new Vector3(Position, 0.0f))*cam.ShaderTransform
|
||||
basicEffect.World = Matrix.CreateTranslation(new Vector3(Position, 0.0f)) * cam.ShaderTransform
|
||||
* Matrix.CreateOrthographic(Game1.GraphicsWidth, Game1.GraphicsHeight, -1, 1) * 0.5f;
|
||||
|
||||
|
||||
basicEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
basicEffect.CurrentTechnique.Passes[0].Apply();
|
||||
|
||||
|
||||
graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, (int)Math.Floor(vertices.Length / 3.0f));
|
||||
}
|
||||
@@ -801,6 +801,7 @@ namespace Subsurface
|
||||
vertexBuffer.Dispose();
|
||||
vertexBuffer = null;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@ using FarseerPhysics.Common.Decomposition;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using FarseerPhysics.Factories;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
@@ -22,14 +23,14 @@ namespace Subsurface
|
||||
None = 0, Left = 1, Right = 2
|
||||
}
|
||||
|
||||
class Submarine
|
||||
class Submarine : Entity
|
||||
{
|
||||
public static List<Submarine> SavedSubmarines = new List<Submarine>();
|
||||
|
||||
private static Submarine loaded;
|
||||
|
||||
public static readonly Vector2 GridSize = new Vector2(16.0f, 16.0f);
|
||||
|
||||
private static Submarine loaded;
|
||||
|
||||
private static Vector2 lastPickedPosition;
|
||||
private static float lastPickedFraction;
|
||||
|
||||
@@ -38,6 +39,9 @@ namespace Subsurface
|
||||
|
||||
Vector2 speed;
|
||||
|
||||
Vector2 targetPosition;
|
||||
Vector2 targetSpeed;
|
||||
|
||||
private Rectangle borders;
|
||||
|
||||
private Body hullBody;
|
||||
@@ -45,6 +49,10 @@ namespace Subsurface
|
||||
private string filePath;
|
||||
private string name;
|
||||
|
||||
|
||||
private double lastNetworkUpdate;
|
||||
|
||||
|
||||
//properties ----------------------------------------------------
|
||||
|
||||
public string Name
|
||||
@@ -99,6 +107,11 @@ namespace Subsurface
|
||||
get { return new Vector2(borders.X+borders.Width/2, borders.Y - borders.Height/2); }
|
||||
}
|
||||
|
||||
public Vector2 Position
|
||||
{
|
||||
get { return (Level.Loaded==null) ? Vector2.Zero : -Level.Loaded.Position; }
|
||||
}
|
||||
|
||||
public string FilePath
|
||||
{
|
||||
get { return filePath; }
|
||||
@@ -392,19 +405,30 @@ namespace Subsurface
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
Translate(ConvertUnits.ToDisplayUnits(hullBody.Position) * collisionRigidness + speed * deltaTime);
|
||||
Vector2 translateAmount = speed * deltaTime;
|
||||
translateAmount += ConvertUnits.ToDisplayUnits(hullBody.Position) * collisionRigidness;
|
||||
|
||||
if (targetPosition != Vector2.Zero && Vector2.Distance(targetPosition, Position) > 5.0f)
|
||||
{
|
||||
translateAmount += (targetPosition - Position)*0.1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
targetPosition = Vector2.Zero;
|
||||
}
|
||||
|
||||
CalculateBuoyancy();
|
||||
Translate(translateAmount);
|
||||
|
||||
ApplyForce(CalculateBuoyancy());
|
||||
|
||||
float dragCoefficient = 0.00001f;
|
||||
|
||||
float speedLength = speed.Length();
|
||||
float drag = speedLength * speedLength * dragCoefficient * mass;
|
||||
System.Diagnostics.Debug.WriteLine("speed: "+speed);
|
||||
if (speed!=Vector2.Zero)
|
||||
|
||||
if (speed != Vector2.Zero)
|
||||
{
|
||||
ApplyForce(-Vector2.Normalize(speed)*drag);
|
||||
ApplyForce(-Vector2.Normalize(speed) * drag);
|
||||
}
|
||||
//hullBodies[0].body.LinearVelocity = -hullBodies[0].body.Position;
|
||||
|
||||
@@ -439,7 +463,7 @@ namespace Subsurface
|
||||
|
||||
}
|
||||
|
||||
private void CalculateBuoyancy()
|
||||
private Vector2 CalculateBuoyancy()
|
||||
{
|
||||
float waterVolume = 0.0f;
|
||||
float volume = 0.0f;
|
||||
@@ -456,7 +480,7 @@ namespace Subsurface
|
||||
float buoyancy = neutralPercentage-waterPercentage;
|
||||
buoyancy *= mass * 10.0f;
|
||||
|
||||
ApplyForce(new Vector2(0.0f, buoyancy));
|
||||
return new Vector2(0.0f, buoyancy);
|
||||
}
|
||||
|
||||
public void SetPosition(Vector2 position)
|
||||
@@ -509,6 +533,34 @@ namespace Subsurface
|
||||
{
|
||||
collidingCell = null;
|
||||
}
|
||||
|
||||
public override void FillNetworkData(Networking.NetworkEventType type, NetOutgoingMessage message, object data)
|
||||
{
|
||||
message.Write(NetTime.Now);
|
||||
message.Write(Position.X);
|
||||
message.Write(Position.Y);
|
||||
|
||||
}
|
||||
|
||||
public override void ReadNetworkData(Networking.NetworkEventType type, NetIncomingMessage message)
|
||||
{
|
||||
double sendingTime = message.ReadDouble();
|
||||
|
||||
if (sendingTime <= lastNetworkUpdate) return;
|
||||
|
||||
Vector2 newPosition = new Vector2(message.ReadFloat(), message.ReadFloat());
|
||||
if (newPosition == Position) return;
|
||||
if ((newPosition - Position).Length() > 500.0f)
|
||||
{
|
||||
System.Diagnostics.Debug.WriteLine("Submarine has moved over 500 pixels since last update");
|
||||
return;
|
||||
}
|
||||
|
||||
targetPosition = Position;
|
||||
|
||||
lastNetworkUpdate = sendingTime;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//saving/loading ----------------------------------------------------
|
||||
@@ -553,7 +605,7 @@ namespace Subsurface
|
||||
if (loaded==null)
|
||||
{
|
||||
loaded = new Submarine(savePath);
|
||||
return;
|
||||
// return;
|
||||
}
|
||||
|
||||
loaded.SaveAs(savePath);
|
||||
@@ -767,8 +819,7 @@ namespace Subsurface
|
||||
Submarine sub = new Submarine(file);
|
||||
sub.Load();
|
||||
|
||||
return sub;
|
||||
|
||||
return sub;
|
||||
}
|
||||
|
||||
public static void Unload()
|
||||
@@ -793,9 +844,4 @@ namespace Subsurface
|
||||
|
||||
}
|
||||
|
||||
//class HullBody
|
||||
//{
|
||||
// public Body body;
|
||||
// //public Texture2D shapeTexture;
|
||||
//}
|
||||
}
|
||||
|
||||
@@ -187,7 +187,7 @@ namespace Subsurface
|
||||
{
|
||||
GUITextBlock textBlock = new GUITextBlock(
|
||||
new Rectangle(0, 0, 0, 25),
|
||||
c.Name, GUI.style,
|
||||
c.Name + " ("+c.Job.Name+")", GUI.style,
|
||||
Alignment.Left,
|
||||
Alignment.Left,
|
||||
characterList);
|
||||
@@ -205,7 +205,7 @@ namespace Subsurface
|
||||
|
||||
GUITextBlock textBlock = new GUITextBlock(
|
||||
new Rectangle(0, 0, 0, 25),
|
||||
c.Name,
|
||||
c.Name + " (" + c.Job.Name + ")",
|
||||
Color.Transparent, Color.Black,
|
||||
Alignment.Left, null, frame);
|
||||
|
||||
|
||||
@@ -10,15 +10,15 @@ namespace Subsurface
|
||||
{
|
||||
enum Tabs { Main = 0, NewGame = 1, LoadGame = 2, JoinServer = 3 }
|
||||
|
||||
GUIFrame[] menuTabs;
|
||||
GUIListBox mapList;
|
||||
private GUIFrame[] menuTabs;
|
||||
private GUIListBox mapList;
|
||||
|
||||
GUIListBox saveList;
|
||||
private GUIListBox saveList;
|
||||
|
||||
GUITextBox nameBox;
|
||||
GUITextBox ipBox;
|
||||
private GUITextBox nameBox;
|
||||
private GUITextBox ipBox;
|
||||
|
||||
Game1 game;
|
||||
private Game1 game;
|
||||
|
||||
int selectedTab;
|
||||
|
||||
@@ -87,6 +87,18 @@ namespace Subsurface
|
||||
|
||||
new GUITextBlock(new Rectangle(0, 0, 0, 30), "Load Game", Color.Transparent, Color.Black, Alignment.CenterX, null, menuTabs[(int)Tabs.LoadGame]);
|
||||
|
||||
if (!Directory.Exists(SaveUtil.SaveFolder))
|
||||
{
|
||||
DebugConsole.ThrowError("Save folder ''"+SaveUtil.SaveFolder+" not found! Attempting to create a new folder");
|
||||
try
|
||||
{
|
||||
Directory.CreateDirectory(SaveUtil.SaveFolder);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Failed to create the folder ''"+SaveUtil.SaveFolder+"''!", e);
|
||||
}
|
||||
}
|
||||
|
||||
string[] saveFiles = Directory.GetFiles(SaveUtil.SaveFolder, "*.save");
|
||||
|
||||
|
||||
@@ -226,7 +226,7 @@ namespace Subsurface
|
||||
|
||||
GUIListBox jobList = new GUIListBox(new Rectangle(0,180,200,0), GUI.style, playerFrame);
|
||||
|
||||
foreach (Job job in Job.jobList)
|
||||
foreach (JobPrefab job in JobPrefab.List)
|
||||
{
|
||||
GUITextBlock jobText = new GUITextBlock(new Rectangle(0,0,0,20), job.Name, GUI.style, jobList);
|
||||
GUIButton upButton = new GUIButton(new Rectangle(jobText.Rect.Width - 40, 0, 20, 20), "u", GUI.style, jobText);
|
||||
|
||||
@@ -61,6 +61,7 @@
|
||||
<Compile Include="Characters\DelayedEffect.cs" />
|
||||
<Compile Include="Characters\Job.cs" />
|
||||
<Compile Include="Characters\Jobs\Job.cs" />
|
||||
<Compile Include="Characters\Jobs\JobPrefab.cs" />
|
||||
<Compile Include="Characters\AI\SteeringManager.cs" />
|
||||
<Compile Include="Characters\AI\SteeringPath.cs" />
|
||||
<Compile Include="Rand.cs" />
|
||||
@@ -197,6 +198,10 @@
|
||||
<Compile Include="Map\Hull.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="FarseerPhysics MonoGame, Version=3.5.0.30657, Culture=neutral, processorArchitecture=x86">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>bin\Windows\Debug\FarseerPhysics MonoGame.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Lidgren.Network, Version=3.3.0.2069, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>.\Lidgren.Network.dll</HintPath>
|
||||
@@ -715,10 +720,6 @@
|
||||
<Folder Include="Data\Saves\" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\Lataukset\Selain-lataukset\Farseer Physics Engine 3.5\Farseer Physics Engine 3.5\Farseer Physics MonoGame.csproj">
|
||||
<Project>{0aad36e3-51a5-4a07-ab60-5c8a66bd38b7}</Project>
|
||||
<Name>Farseer Physics MonoGame</Name>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\Subsurface_content\Subsurface_content\Subsurface_content.csproj">
|
||||
<Project>{1e6bf44d-6e31-40cc-8321-3d5958c983e7}</Project>
|
||||
<Name>Subsurface_content</Name>
|
||||
|
||||
@@ -9,6 +9,6 @@
|
||||
<ErrorReportUrlHistory />
|
||||
<FallbackCulture>en-US</FallbackCulture>
|
||||
<VerifyUploadedFiles>false</VerifyUploadedFiles>
|
||||
<ProjectView>ProjectFiles</ProjectView>
|
||||
<ProjectView>ShowAllFiles</ProjectView>
|
||||
</PropertyGroup>
|
||||
</Project>
|
||||
Binary file not shown.
Reference in New Issue
Block a user