38f1ddb...178a853: v0.8.9.1, removed content folder
This commit is contained in:
@@ -1,359 +0,0 @@
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#if CLIENT
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using Barotrauma.Particles;
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#endif
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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 BackgroundSprite
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{
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public readonly BackgroundSpritePrefab Prefab;
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public Vector3 Position;
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public float Scale;
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public float Rotation;
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public LevelTrigger Trigger;
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public BackgroundSprite(BackgroundSpritePrefab prefab, Vector3 position, float scale, float rotation = 0.0f)
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{
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this.Prefab = prefab;
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this.Position = position;
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this.Scale = scale;
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this.Rotation = rotation;
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if (prefab.LevelTriggerElement != null)
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{
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Vector2 triggerPosition = prefab.LevelTriggerElement.GetAttributeVector2("position", Vector2.Zero) * scale;
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if (rotation != 0.0f)
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{
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var ca = (float)Math.Cos(rotation);
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var sa = (float)Math.Sin(rotation);
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triggerPosition = new Vector2(
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ca * triggerPosition.X + sa * triggerPosition.Y,
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-sa * triggerPosition.X + ca * triggerPosition.Y);
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}
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this.Trigger = new LevelTrigger(prefab.LevelTriggerElement, new Vector2(position.X, position.Y) + triggerPosition, -rotation, scale);
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}
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#if CLIENT
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if (prefab.ParticleEmitterPrefabs != null)
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{
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ParticleEmitters = new List<ParticleEmitter>();
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foreach (ParticleEmitterPrefab emitterPrefab in prefab.ParticleEmitterPrefabs)
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{
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ParticleEmitters.Add(new ParticleEmitter(emitterPrefab));
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}
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}
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if (prefab.SoundElement != null)
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{
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Sound = Sound.Load(prefab.SoundElement, true);
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}
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#endif
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}
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public Vector2 LocalToWorld(Vector2 localPosition, float swingState = 0.0f)
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{
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Vector2 emitterPos = localPosition * Scale;
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if (Rotation != 0.0f || Prefab.SwingAmount != 0.0f)
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{
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float rot = Rotation + swingState * Prefab.SwingAmount;
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var ca = (float)Math.Cos(rot);
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var sa = (float)Math.Sin(rot);
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emitterPos = new Vector2(
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ca * emitterPos.X + sa * emitterPos.Y,
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-sa * emitterPos.X + ca * emitterPos.Y);
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}
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return new Vector2(Position.X, Position.Y) + emitterPos;
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}
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}
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partial class BackgroundSpriteManager
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{
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const int GridSize = 2000;
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private List<BackgroundSpritePrefab> prefabs = new List<BackgroundSpritePrefab>();
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private List<BackgroundSprite> sprites;
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private List<BackgroundSprite>[,] spriteGrid;
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private float swingTimer, swingState;
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public BackgroundSpriteManager(string configPath)
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{
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LoadConfig(configPath);
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}
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public BackgroundSpriteManager(List<string> files)
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{
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foreach (var file in files)
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{
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LoadConfig(file);
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}
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}
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private void LoadConfig(string configPath)
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{
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try
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{
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XDocument doc = XMLExtensions.TryLoadXml(configPath);
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if (doc == null || doc.Root == null) return;
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foreach (XElement element in doc.Root.Elements())
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{
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prefabs.Add(new BackgroundSpritePrefab(element));
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}
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError(String.Format("Failed to load BackgroundSprites from {0}", configPath), e);
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}
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}
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public void PlaceSprites(Level level, int amount)
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{
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spriteGrid = new List<BackgroundSprite>[
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(int)Math.Ceiling(level.Size.X / GridSize),
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(int)Math.Ceiling((level.Size.Y - level.BottomPos) / GridSize)];
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sprites = new List<BackgroundSprite>();
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for (int i = 0 ; i < amount; i++)
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{
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BackgroundSpritePrefab prefab = GetRandomPrefab(level.GenerationParams.Name);
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Vector2 edgeNormal = Vector2.One;
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Vector2? pos = FindSpritePosition(level, prefab, out GraphEdge selectedEdge, out edgeNormal);
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if (pos == null) continue;
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float rotation = 0.0f;
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if (prefab.AlignWithSurface)
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{
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rotation = MathUtils.VectorToAngle(new Vector2(edgeNormal.Y, edgeNormal.X));
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}
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float randomRot = Rand.Range(prefab.RandomRotation.X, prefab.RandomRotation.Y, Rand.RandSync.Server);
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rotation += level.Mirrored ? -randomRot : randomRot;
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var newSprite = new BackgroundSprite(prefab,
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new Vector3((Vector2)pos, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, Rand.RandSync.Server)), Rand.Range(prefab.Scale.X, prefab.Scale.Y, Rand.RandSync.Server), rotation);
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//calculate the positions of the corners of the rotated sprite
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Vector2 halfSize = newSprite.Prefab.Sprite.size * newSprite.Scale / 2;
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var spriteCorners = new List<Vector2>
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{
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-halfSize, new Vector2(-halfSize.X, halfSize.Y),
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halfSize, new Vector2(halfSize.X, -halfSize.Y)
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};
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Vector2 pivotOffset = newSprite.Prefab.Sprite.Origin * newSprite.Scale - halfSize;
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pivotOffset.X = -pivotOffset.X;
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pivotOffset = new Vector2(
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(float)(pivotOffset.X * Math.Cos(-rotation) - pivotOffset.Y * Math.Sin(-rotation)),
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(float)(pivotOffset.X * Math.Sin(-rotation) + pivotOffset.Y * Math.Cos(-rotation)));
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for (int j = 0; j < 4; j++)
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{
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spriteCorners[j] = new Vector2(
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(float)(spriteCorners[j].X * Math.Cos(-rotation) - spriteCorners[j].Y * Math.Sin(-rotation)),
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(float)(spriteCorners[j].X * Math.Sin(-rotation) + spriteCorners[j].Y * Math.Cos(-rotation)));
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spriteCorners[j] += pos.Value + pivotOffset;
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}
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float minX = spriteCorners.Min(c => c.X) - newSprite.Position.Z;
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float maxX = spriteCorners.Max(c => c.X) + newSprite.Position.Z;
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float minY = spriteCorners.Min(c => c.Y) - newSprite.Position.Z - level.BottomPos;
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float maxY = spriteCorners.Max(c => c.Y) + newSprite.Position.Z - level.BottomPos;
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#if CLIENT
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if (newSprite.ParticleEmitters != null)
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{
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foreach (ParticleEmitter emitter in newSprite.ParticleEmitters)
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{
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Rectangle particleBounds = emitter.CalculateParticleBounds(pos.Value);
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minX = Math.Min(minX, particleBounds.X);
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maxX = Math.Max(maxX, particleBounds.Right);
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minY = Math.Min(minY, particleBounds.Y - level.BottomPos);
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maxY = Math.Max(maxY, particleBounds.Bottom - level.BottomPos);
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}
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}
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#endif
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sprites.Add(newSprite);
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int xStart = (int)Math.Floor(minX / GridSize);
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int xEnd = (int)Math.Floor(maxX / GridSize);
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if (xEnd < 0 || xStart >= spriteGrid.GetLength(0)) continue;
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int yStart = (int)Math.Floor(minY / GridSize);
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int yEnd = (int)Math.Floor(maxY / GridSize);
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if (yEnd < 0 || yStart >= spriteGrid.GetLength(1)) continue;
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xStart = Math.Max(xStart, 0);
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xEnd = Math.Min(xEnd, spriteGrid.GetLength(0) - 1);
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yStart = Math.Max(yStart, 0);
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yEnd = Math.Min(yEnd, spriteGrid.GetLength(1) - 1);
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for (int x = xStart; x <= xEnd; x++)
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{
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for (int y = yStart; y <= yEnd; y++)
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{
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if (spriteGrid[x, y] == null) spriteGrid[x, y] = new List<BackgroundSprite>();
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spriteGrid[x, y].Add(newSprite);
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}
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}
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}
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}
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private Vector2? FindSpritePosition(Level level, BackgroundSpritePrefab prefab, out GraphEdge closestEdge, out Vector2 edgeNormal)
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{
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closestEdge = null;
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edgeNormal = Vector2.One;
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Vector2 randomPos = new Vector2(
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Rand.Range(0.0f, level.Size.X, Rand.RandSync.Server),
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Rand.Range(0.0f, level.Size.Y, Rand.RandSync.Server));
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if (level.Mirrored) randomPos.X = level.Size.X - randomPos.X;
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if (prefab.SpawnPos == BackgroundSpritePrefab.SpawnPosType.None) return randomPos;
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List<GraphEdge> edges = new List<GraphEdge>();
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List<Vector2> normals = new List<Vector2>();
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System.Diagnostics.Debug.Assert(level.ExtraWalls.Length == 1);
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List<VoronoiCell> cells = new List<VoronoiCell>();
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if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.Wall)) cells.AddRange(level.GetCells(randomPos));
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if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.SeaFloor)) cells.AddRange(level.ExtraWalls[0].Cells);
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//make sure the cells are in the same order regardless of whether the level is mirrored or not
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cells.Sort((c1, c2) => { return level.Mirrored ? Math.Sign(c1.Center.X - c2.Center.X) : -Math.Sign(c1.Center.X - c2.Center.X); });
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if (cells.Any())
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{
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VoronoiCell cell = cells[Rand.Int(cells.Count, Rand.RandSync.Server)];
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foreach (GraphEdge edge in cell.edges)
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{
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if (!edge.isSolid || edge.OutsideLevel) continue;
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Vector2 normal = edge.GetNormal(cell);
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if (prefab.Alignment.HasFlag(Alignment.Bottom) && normal.Y < -0.5f)
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{
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edges.Add(edge);
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}
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else if (prefab.Alignment.HasFlag(Alignment.Top) && normal.Y > 0.5f)
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{
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edges.Add(edge);
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}
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else if (prefab.Alignment.HasFlag(Alignment.Left) && normal.X < -0.5f)
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{
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edges.Add(edge);
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}
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else if (prefab.Alignment.HasFlag(Alignment.Right) && normal.X > 0.5f)
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{
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edges.Add(edge);
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}
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else
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{
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continue;
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}
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normals.Add(normal);
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}
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}
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if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.RuinWall))
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{
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foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
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{
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Rectangle expandedArea = ruin.Area;
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expandedArea.Inflate(ruin.Area.Width, ruin.Area.Height);
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if (!expandedArea.Contains(randomPos)) continue;
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foreach (var ruinShape in ruin.RuinShapes)
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{
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foreach (var wall in ruinShape.Walls)
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{
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if (!prefab.Alignment.HasFlag(ruinShape.GetLineAlignment(wall))) continue;
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edges.Add(new GraphEdge(wall.A, wall.B));
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normals.Add((wall.A + wall.B) / 2.0f - ruinShape.Center);
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}
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}
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}
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}
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if (!edges.Any()) return null;
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int index = Rand.Int(edges.Count, Rand.RandSync.Server);
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closestEdge = edges[index];
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edgeNormal = normals[index];
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float length = Vector2.Distance(closestEdge.point1, closestEdge.point2);
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Vector2 dir = (closestEdge.point1 - closestEdge.point2) / length;
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float normalizedPos = Rand.Range(0.0f, 1.0f, Rand.RandSync.Server);
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if (level.Mirrored) normalizedPos = 1.0f - normalizedPos;
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return Vector2.Lerp(closestEdge.point2 + dir * prefab.Sprite.size.X / 2.0f, closestEdge.point1 - dir * prefab.Sprite.size.X / 2.0f, normalizedPos);
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}
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public void Update(float deltaTime)
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{
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swingTimer += deltaTime;
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swingState = (float)Math.Sin(swingTimer * 0.1f);
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foreach (BackgroundSprite sprite in sprites)
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{
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sprite.Trigger?.Update(deltaTime);
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}
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UpdateProjSpecific(deltaTime);
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}
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partial void UpdateProjSpecific(float deltaTime);
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private BackgroundSpritePrefab GetRandomPrefab(string levelType)
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{
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int totalCommonness = 0;
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foreach (BackgroundSpritePrefab prefab in prefabs)
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{
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totalCommonness += prefab.GetCommonness(levelType);
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}
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float randomNumber = Rand.Int(totalCommonness+1, Rand.RandSync.Server);
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foreach (BackgroundSpritePrefab prefab in prefabs)
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{
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if (randomNumber <= prefab.GetCommonness(levelType))
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{
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return prefab;
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}
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randomNumber -= prefab.GetCommonness(levelType);
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}
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return null;
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}
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}
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}
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@@ -1,127 +0,0 @@
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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.Xml.Linq;
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namespace Barotrauma
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{
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partial class BackgroundSpritePrefab
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{
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[Flags]
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public enum SpawnPosType
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{
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None = 0,
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Wall = 1,
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RuinWall = 2,
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SeaFloor = 4
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}
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public readonly Alignment Alignment;
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public readonly Vector2 DepthRange;
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public readonly Sprite Sprite;
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public readonly Vector2 Scale;
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public SpawnPosType SpawnPos;
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public readonly bool AlignWithSurface;
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public readonly Vector2 RandomRotation;
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public readonly float SwingAmount;
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public readonly int Commonness;
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public Dictionary<string, int> OverrideCommonness;
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public readonly XElement LevelTriggerElement;
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public BackgroundSpritePrefab(XElement element)
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{
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string alignmentStr = element.GetAttributeString("alignment", "");
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if (string.IsNullOrEmpty(alignmentStr) || !Enum.TryParse(alignmentStr, out Alignment))
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{
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Alignment = Alignment.Top | Alignment.Bottom | Alignment.Left | Alignment.Right;
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}
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Commonness = element.GetAttributeInt("commonness", 1);
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string[] spawnPosStrs = element.GetAttributeString("spawnpos", "Wall").Split(',');
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foreach (string spawnPosStr in spawnPosStrs)
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{
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SpawnPosType parsedSpawnPos;
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if (Enum.TryParse(spawnPosStr.Trim(), out parsedSpawnPos))
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{
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SpawnPos |= parsedSpawnPos;
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}
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}
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Scale.X = element.GetAttributeFloat("minsize", 1.0f);
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Scale.Y = element.GetAttributeFloat("maxsize", 1.0f);
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DepthRange = element.GetAttributeVector2("depthrange", new Vector2(0.0f, 1.0f));
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AlignWithSurface = element.GetAttributeBool("alignwithsurface", false);
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RandomRotation = element.GetAttributeVector2("randomrotation", Vector2.Zero);
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RandomRotation.X = MathHelper.ToRadians(RandomRotation.X);
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RandomRotation.Y = MathHelper.ToRadians(RandomRotation.Y);
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SwingAmount = MathHelper.ToRadians(element.GetAttributeFloat("swingamount", 0.0f));
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OverrideCommonness = new Dictionary<string, int>();
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foreach (XElement subElement in element.Elements())
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{
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switch(subElement.Name.ToString().ToLowerInvariant())
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{
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case "sprite":
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Sprite = new Sprite(subElement);
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break;
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case "overridecommonness":
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string levelType = subElement.GetAttributeString("leveltype", "");
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if (!OverrideCommonness.ContainsKey(levelType))
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{
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OverrideCommonness.Add(levelType, subElement.GetAttributeInt("commonness", 1));
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}
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break;
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case "leveltrigger":
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case "trigger":
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LevelTriggerElement = subElement;
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break;
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#if CLIENT
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case "particleemitter":
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if (ParticleEmitterPrefabs == null)
|
||||
{
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ParticleEmitterPrefabs = new List<Particles.ParticleEmitterPrefab>();
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EmitterPositions = new List<Vector2>();
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}
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ParticleEmitterPrefabs.Add(new Particles.ParticleEmitterPrefab(subElement));
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EmitterPositions.Add(subElement.GetAttributeVector2("position", Vector2.Zero));
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break;
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case "sound":
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SoundElement = subElement;
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SoundPosition = subElement.GetAttributeVector2("position", Vector2.Zero);
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break;
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#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
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||||
public int GetCommonness(string levelType)
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||||
{
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int commonness = 0;
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||||
if (!OverrideCommonness.TryGetValue(levelType, out commonness))
|
||||
{
|
||||
return Commonness;
|
||||
}
|
||||
|
||||
return commonness;
|
||||
}
|
||||
|
||||
}
|
||||
}
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||||
@@ -13,161 +13,6 @@ namespace Barotrauma
|
||||
{
|
||||
static partial class CaveGenerator
|
||||
{
|
||||
public static List<VoronoiCell> CarveCave(List<VoronoiCell> cells, Vector2 startPoint, out List<VoronoiCell> newCells)
|
||||
{
|
||||
Voronoi voronoi = new Voronoi(1.0);
|
||||
|
||||
List<Vector2> sites = new List<Vector2>();
|
||||
|
||||
float siteInterval = 400.0f;
|
||||
float siteVariance = siteInterval * 0.4f;
|
||||
|
||||
Vector4 edges = new Vector4(
|
||||
cells.Min(x => x.edges.Min(e => e.point1.X)),
|
||||
cells.Min(x => x.edges.Min(e => e.point1.Y)),
|
||||
cells.Max(x => x.edges.Max(e => e.point1.X)),
|
||||
cells.Max(x => x.edges.Max(e => e.point1.Y)));
|
||||
|
||||
edges.X -= siteInterval * 2;
|
||||
edges.Y -= siteInterval * 2;
|
||||
edges.Z += siteInterval * 2;
|
||||
edges.W += siteInterval * 2;
|
||||
|
||||
Rectangle borders = new Rectangle((int)edges.X, (int)edges.Y, (int)(edges.Z - edges.X), (int)(edges.W - edges.Y));
|
||||
|
||||
for (float x = edges.X + siteInterval; x < edges.Z - siteInterval; x += siteInterval)
|
||||
{
|
||||
for (float y = edges.Y + siteInterval; y < edges.W - siteInterval; y += siteInterval)
|
||||
{
|
||||
if (Rand.Int(5, Rand.RandSync.Server) == 0) continue; //skip some positions to make the cells more irregular
|
||||
|
||||
sites.Add(new Vector2(x, y) + Rand.Vector(siteVariance, Rand.RandSync.Server));
|
||||
}
|
||||
}
|
||||
|
||||
List<GraphEdge> graphEdges = voronoi.MakeVoronoiGraph(sites, edges.X, edges.Y, edges.Z, edges.W);
|
||||
|
||||
List<VoronoiCell>[,] cellGrid;
|
||||
newCells = GraphEdgesToCells(graphEdges, borders, 1000, out cellGrid);
|
||||
|
||||
foreach (VoronoiCell cell in newCells)
|
||||
{
|
||||
//if the cell is at the edge of the graph, remove it
|
||||
if (cell.edges.Any(e =>
|
||||
e.point1.X == edges.X || e.point1.X == edges.Z ||
|
||||
e.point1.Y == edges.Z || e.point1.Y == edges.W))
|
||||
{
|
||||
cell.CellType = CellType.Removed;
|
||||
continue;
|
||||
}
|
||||
|
||||
//remove cells that aren't inside any of the original "base cells"
|
||||
if (cells.Any(c => c.IsPointInside(cell.Center))) continue;
|
||||
foreach (GraphEdge edge in cell.edges)
|
||||
{
|
||||
//mark all the cells adjacent to the removed cell as edges of the cave
|
||||
var adjacent = edge.AdjacentCell(cell);
|
||||
if (adjacent != null && adjacent.CellType != CellType.Removed) adjacent.CellType = CellType.Edge;
|
||||
}
|
||||
|
||||
cell.CellType = CellType.Removed;
|
||||
}
|
||||
|
||||
newCells.RemoveAll(newCell => newCell.CellType == CellType.Removed);
|
||||
|
||||
//start carving from the edge cell closest to the startPoint
|
||||
VoronoiCell startCell = null;
|
||||
float closestDist = 0.0f;
|
||||
foreach (VoronoiCell cell in newCells)
|
||||
{
|
||||
if (cell.CellType != CellType.Edge) continue;
|
||||
|
||||
float dist = Vector2.Distance(startPoint, cell.Center);
|
||||
if (dist < closestDist || startCell == null)
|
||||
{
|
||||
startCell = cell;
|
||||
closestDist = dist;
|
||||
}
|
||||
}
|
||||
|
||||
startCell.CellType = CellType.Path;
|
||||
|
||||
List<VoronoiCell> path = new List<VoronoiCell>() {startCell};
|
||||
VoronoiCell pathCell = startCell;
|
||||
for (int i = 0; i < newCells.Count / 2; i++)
|
||||
{
|
||||
var allowedNextCells = new List<VoronoiCell>();
|
||||
foreach (GraphEdge edge in pathCell.edges)
|
||||
{
|
||||
var adjacent = edge.AdjacentCell(pathCell);
|
||||
if (adjacent == null ||
|
||||
adjacent.CellType == CellType.Removed ||
|
||||
adjacent.CellType == CellType.Edge) continue;
|
||||
|
||||
allowedNextCells.Add(adjacent);
|
||||
}
|
||||
|
||||
if (allowedNextCells.Count == 0)
|
||||
{
|
||||
if (i>5) break;
|
||||
|
||||
foreach (GraphEdge edge in pathCell.edges)
|
||||
{
|
||||
var adjacent = edge.AdjacentCell(pathCell);
|
||||
if (adjacent == null ||
|
||||
adjacent.CellType == CellType.Removed) continue;
|
||||
|
||||
allowedNextCells.Add(adjacent);
|
||||
}
|
||||
|
||||
if (allowedNextCells.Count == 0) break;
|
||||
}
|
||||
|
||||
//randomly pick one of the adjacent cells as the next cell
|
||||
pathCell = allowedNextCells[Rand.Int(allowedNextCells.Count, Rand.RandSync.Server)];
|
||||
|
||||
//randomly take steps further away from the startpoint to make the cave expand further
|
||||
if (Rand.Int(4, Rand.RandSync.Server) == 0)
|
||||
{
|
||||
float furthestDist = 0.0f;
|
||||
foreach (VoronoiCell nextCell in allowedNextCells)
|
||||
{
|
||||
float dist = Vector2.Distance(startCell.Center, nextCell.Center);
|
||||
if (dist > furthestDist || furthestDist == 0.0f)
|
||||
{
|
||||
furthestDist = dist;
|
||||
pathCell = nextCell;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pathCell.CellType = CellType.Path;
|
||||
path.Add(pathCell);
|
||||
}
|
||||
|
||||
//make sure the tunnel is always wider than minPathWidth
|
||||
float minPathWidth = 100.0f;
|
||||
for (int i = 0; i < path.Count; i++)
|
||||
{
|
||||
var cell = path[i];
|
||||
foreach (GraphEdge edge in cell.edges)
|
||||
{
|
||||
if (edge.point1 == edge.point2) continue;
|
||||
if (Vector2.Distance(edge.point1, edge.point2) > minPathWidth) continue;
|
||||
|
||||
GraphEdge adjacentEdge = cell.edges.Find(e => e != edge && (e.point1 == edge.point1 || e.point2 == edge.point1));
|
||||
|
||||
var adjacentCell = adjacentEdge.AdjacentCell(cell);
|
||||
if (i>0 && (adjacentCell.CellType == CellType.Path || adjacentCell.CellType == CellType.Edge)) continue;
|
||||
|
||||
adjacentCell.CellType = CellType.Path;
|
||||
path.Add(adjacentCell);
|
||||
}
|
||||
}
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
public static List<VoronoiCell> GraphEdgesToCells(List<GraphEdge> graphEdges, Rectangle borders, float gridCellSize, out List<VoronoiCell>[,] cellGrid)
|
||||
{
|
||||
List<VoronoiCell> cells = new List<VoronoiCell>();
|
||||
@@ -183,19 +28,19 @@ namespace Barotrauma
|
||||
|
||||
foreach (GraphEdge ge in graphEdges)
|
||||
{
|
||||
if (Vector2.DistanceSquared(ge.point1, ge.point2) < 0.001f) continue;
|
||||
if (Vector2.DistanceSquared(ge.Point1, ge.Point2) < 0.001f) continue;
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Site site = (i == 0) ? ge.site1 : ge.site2;
|
||||
Site site = (i == 0) ? ge.Site1 : ge.Site2;
|
||||
|
||||
int x = (int)(Math.Floor((site.coord.x-borders.X) / gridCellSize));
|
||||
int y = (int)(Math.Floor((site.coord.y-borders.Y) / gridCellSize));
|
||||
int x = (int)(Math.Floor((site.Coord.X-borders.X) / gridCellSize));
|
||||
int y = (int)(Math.Floor((site.Coord.Y-borders.Y) / gridCellSize));
|
||||
|
||||
x = MathHelper.Clamp(x, 0, cellGrid.GetLength(0)-1);
|
||||
y = MathHelper.Clamp(y, 0, cellGrid.GetLength(1)-1);
|
||||
|
||||
VoronoiCell cell = cellGrid[x,y].Find(c => c.site == site);
|
||||
VoronoiCell cell = cellGrid[x,y].Find(c => c.Site == site);
|
||||
|
||||
if (cell == null)
|
||||
{
|
||||
@@ -204,15 +49,15 @@ namespace Barotrauma
|
||||
cells.Add(cell);
|
||||
}
|
||||
|
||||
if (ge.cell1 == null)
|
||||
if (ge.Cell1 == null)
|
||||
{
|
||||
ge.cell1 = cell;
|
||||
ge.Cell1 = cell;
|
||||
}
|
||||
else
|
||||
{
|
||||
ge.cell2 = cell;
|
||||
ge.Cell2 = cell;
|
||||
}
|
||||
cell.edges.Add(ge);
|
||||
cell.Edges.Add(ge);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -226,20 +71,19 @@ namespace Barotrauma
|
||||
if (cell == null) return Vector2.UnitX;
|
||||
|
||||
CompareCCW compare = new CompareCCW(cell.Center);
|
||||
if (compare.Compare(edge.point1, edge.point2) == -1)
|
||||
if (compare.Compare(edge.Point1, edge.Point2) == -1)
|
||||
{
|
||||
var temp = edge.point1;
|
||||
edge.point1 = edge.point2;
|
||||
edge.point2 = temp;
|
||||
var temp = edge.Point1;
|
||||
edge.Point1 = edge.Point2;
|
||||
edge.Point2 = temp;
|
||||
}
|
||||
|
||||
Vector2 normal = Vector2.Zero;
|
||||
|
||||
normal = Vector2.Normalize(edge.point2 - edge.point1);
|
||||
Vector2 diffToCell = Vector2.Normalize(cell.Center - edge.point2);
|
||||
normal = Vector2.Normalize(edge.Point2 - edge.Point1);
|
||||
Vector2 diffToCell = Vector2.Normalize(cell.Center - edge.Point2);
|
||||
|
||||
normal = new Vector2(-normal.Y, normal.X);
|
||||
|
||||
if (Vector2.Dot(normal, diffToCell) < 0)
|
||||
{
|
||||
normal = -normal;
|
||||
@@ -249,8 +93,8 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
public static List<VoronoiCell> GeneratePath(
|
||||
List<Vector2> pathNodes, List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid,
|
||||
int gridCellSize, Rectangle limits, float wanderAmount = 0.3f, bool mirror = false, Vector2? gridOffset = null)
|
||||
List<Point> pathNodes, List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid,
|
||||
int gridCellSize, Rectangle limits, float wanderAmount = 0.3f, bool mirror = false)
|
||||
{
|
||||
var targetCells = new List<VoronoiCell>();
|
||||
for (int i = 0; i < pathNodes.Count; i++)
|
||||
@@ -259,7 +103,7 @@ namespace Barotrauma
|
||||
int searchDepth = 2;
|
||||
while (searchDepth < 5)
|
||||
{
|
||||
int cellIndex = FindCellIndex(pathNodes[i], cells, cellGrid, gridCellSize, searchDepth, gridOffset);
|
||||
int cellIndex = FindCellIndex(pathNodes[i], cells, cellGrid, gridCellSize, searchDepth);
|
||||
if (cellIndex > -1)
|
||||
{
|
||||
targetCells.Add(cells[cellIndex]);
|
||||
@@ -302,22 +146,30 @@ namespace Barotrauma
|
||||
int edgeIndex = 0;
|
||||
|
||||
allowedEdges.Clear();
|
||||
foreach (GraphEdge edge in currentCell.edges)
|
||||
foreach (GraphEdge edge in currentCell.Edges)
|
||||
{
|
||||
if (!limits.Contains(edge.AdjacentCell(currentCell).Center)) continue;
|
||||
|
||||
allowedEdges.Add(edge);
|
||||
var adjacentCell = edge.AdjacentCell(currentCell);
|
||||
if (limits.Contains(adjacentCell.Site.Coord.X, adjacentCell.Site.Coord.Y))
|
||||
{
|
||||
allowedEdges.Add(edge);
|
||||
}
|
||||
}
|
||||
|
||||
//steer towards target
|
||||
if (Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) > wanderAmount || allowedEdges.Count == 0)
|
||||
{
|
||||
for (int i = 0; i < currentCell.edges.Count; i++)
|
||||
double smallestDist = double.PositiveInfinity;
|
||||
for (int i = 0; i < currentCell.Edges.Count; i++)
|
||||
{
|
||||
if (!MathUtils.LinesIntersect(currentCell.Center, targetCells[currentTargetIndex].Center,
|
||||
currentCell.edges[i].point1, currentCell.edges[i].point2)) continue;
|
||||
edgeIndex = i;
|
||||
break;
|
||||
var adjacentCell = currentCell.Edges[i].AdjacentCell(currentCell);
|
||||
double dist = MathUtils.Distance(
|
||||
adjacentCell.Site.Coord.X, adjacentCell.Site.Coord.Y,
|
||||
targetCells[currentTargetIndex].Site.Coord.X, targetCells[currentTargetIndex].Site.Coord.Y);
|
||||
if (dist < smallestDist)
|
||||
{
|
||||
edgeIndex = i;
|
||||
smallestDist = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
//choose random edge (ignoring ones where the adjacent cell is outside limits)
|
||||
@@ -325,10 +177,10 @@ namespace Barotrauma
|
||||
{
|
||||
edgeIndex = Rand.Int(allowedEdges.Count, Rand.RandSync.Server);
|
||||
if (mirror && edgeIndex > 0) edgeIndex = allowedEdges.Count - edgeIndex;
|
||||
edgeIndex = currentCell.edges.IndexOf(allowedEdges[edgeIndex]);
|
||||
edgeIndex = currentCell.Edges.IndexOf(allowedEdges[edgeIndex]);
|
||||
}
|
||||
|
||||
currentCell = currentCell.edges[edgeIndex].AdjacentCell(currentCell);
|
||||
currentCell = currentCell.Edges[edgeIndex].AdjacentCell(currentCell);
|
||||
currentCell.CellType = CellType.Path;
|
||||
pathCells.Add(currentCell);
|
||||
|
||||
@@ -349,10 +201,67 @@ namespace Barotrauma
|
||||
return pathCells;
|
||||
}
|
||||
|
||||
public static List<Body> GeneratePolygons(List<VoronoiCell> cells, Level level, out List<Vector2[]> renderTriangles, bool setSolid = true)
|
||||
/// <summary>
|
||||
/// Makes the cell rounder by subdividing the edges and offsetting them at the middle
|
||||
/// </summary>
|
||||
/// <param name="minEdgeLength">How small the individual subdivided edges can be (smaller values produce rounder shapes, but require more geometry)</param>
|
||||
public static void RoundCell(VoronoiCell cell, float minEdgeLength = 500.0f, float roundingAmount = 0.5f, float irregularity = 0.1f)
|
||||
{
|
||||
List<GraphEdge> tempEdges = new List<GraphEdge>();
|
||||
foreach (GraphEdge edge in cell.Edges)
|
||||
{
|
||||
if (!edge.IsSolid)
|
||||
{
|
||||
tempEdges.Add(edge);
|
||||
continue;
|
||||
}
|
||||
|
||||
List<Vector2> edgePoints = new List<Vector2>();
|
||||
Vector2 edgeNormal = GetEdgeNormal(edge, cell);
|
||||
float edgeLength = Vector2.Distance(edge.Point1, edge.Point2);
|
||||
int pointCount = (int)Math.Max(Math.Ceiling(edgeLength / minEdgeLength), 1);
|
||||
Vector2 edgeDir = (edge.Point2 - edge.Point1);
|
||||
for (int i = 0; i <= pointCount; i++)
|
||||
{
|
||||
if (i == 0)
|
||||
{
|
||||
edgePoints.Add(edge.Point1);
|
||||
}
|
||||
else if (i == pointCount)
|
||||
{
|
||||
edgePoints.Add(edge.Point2);
|
||||
}
|
||||
else
|
||||
{
|
||||
float centerF = 0.5f - Math.Abs(0.5f - (i / (float)pointCount));
|
||||
float randomVariance = Rand.Range(0, irregularity, Rand.RandSync.Server);
|
||||
edgePoints.Add(
|
||||
edge.Point1 +
|
||||
edgeDir * (i / (float)pointCount) -
|
||||
edgeNormal * edgeLength * (roundingAmount + randomVariance) * centerF);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < pointCount; i++)
|
||||
{
|
||||
tempEdges.Add(new GraphEdge(edgePoints[i], edgePoints[i + 1])
|
||||
{
|
||||
Cell1 = edge.Cell1,
|
||||
Cell2 = edge.Cell2,
|
||||
IsSolid = edge.IsSolid,
|
||||
Site1 = edge.Site1,
|
||||
Site2 = edge.Site2,
|
||||
OutsideLevel = edge.OutsideLevel
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
cell.Edges = tempEdges;
|
||||
}
|
||||
|
||||
public static Body GeneratePolygons(List<VoronoiCell> cells, Level level, out List<Vector2[]> renderTriangles)
|
||||
{
|
||||
renderTriangles = new List<Vector2[]>();
|
||||
var bodies = new List<Body>();
|
||||
|
||||
List<Vector2> tempVertices = new List<Vector2>();
|
||||
List<Vector2> bodyPoints = new List<Vector2>();
|
||||
@@ -363,7 +272,6 @@ namespace Barotrauma
|
||||
BodyType = BodyType.Static,
|
||||
CollisionCategories = Physics.CollisionLevel
|
||||
};
|
||||
bodies.Add(cellBody);
|
||||
|
||||
for (int n = cells.Count - 1; n >= 0; n-- )
|
||||
{
|
||||
@@ -371,19 +279,19 @@ namespace Barotrauma
|
||||
|
||||
bodyPoints.Clear();
|
||||
tempVertices.Clear();
|
||||
foreach (GraphEdge ge in cell.edges)
|
||||
foreach (GraphEdge ge in cell.Edges)
|
||||
{
|
||||
if (Math.Abs(Vector2.Distance(ge.point1, ge.point2))<0.1f) continue;
|
||||
if (!tempVertices.Contains(ge.point1)) tempVertices.Add(ge.point1);
|
||||
if (!tempVertices.Contains(ge.point2)) tempVertices.Add(ge.point2);
|
||||
|
||||
VoronoiCell adjacentCell = ge.AdjacentCell(cell);
|
||||
//if (adjacentCell!=null && cells.Contains(adjacentCell)) continue;
|
||||
|
||||
if (setSolid) ge.isSolid = (adjacentCell == null || !cells.Contains(adjacentCell));
|
||||
|
||||
if (!bodyPoints.Contains(ge.point1)) bodyPoints.Add(ge.point1);
|
||||
if (!bodyPoints.Contains(ge.point2)) bodyPoints.Add(ge.point2);
|
||||
if (Vector2.DistanceSquared(ge.Point1, ge.Point2) < 0.01f) continue;
|
||||
if (!tempVertices.Any(v => Vector2.DistanceSquared(ge.Point1, v) < 1.0f))
|
||||
{
|
||||
tempVertices.Add(ge.Point1);
|
||||
bodyPoints.Add(ge.Point1);
|
||||
}
|
||||
if (!tempVertices.Any(v => Vector2.DistanceSquared(ge.Point2, v) < 1.0f))
|
||||
{
|
||||
tempVertices.Add(ge.Point2);
|
||||
bodyPoints.Add(ge.Point2);
|
||||
}
|
||||
}
|
||||
|
||||
if (tempVertices.Count < 3 || bodyPoints.Count < 2)
|
||||
@@ -408,7 +316,7 @@ namespace Barotrauma
|
||||
|
||||
for (int i = 0; i < bodyPoints.Count; i++)
|
||||
{
|
||||
cell.bodyVertices.Add(bodyPoints[i]);
|
||||
cell.BodyVertices.Add(bodyPoints[i]);
|
||||
bodyPoints[i] = ConvertUnits.ToSimUnits(bodyPoints[i]);
|
||||
}
|
||||
|
||||
@@ -419,12 +327,14 @@ namespace Barotrauma
|
||||
|
||||
for (int i = 0; i < triangles.Count; i++)
|
||||
{
|
||||
//don't create a triangle if any of the vertices are too close to each other
|
||||
//don't create a triangle if the area of the triangle is too small
|
||||
//(apparently Farseer doesn't like polygons with a very small area, see Shape.ComputeProperties)
|
||||
if (Vector2.DistanceSquared(triangles[i][0], triangles[i][1]) < 0.006f ||
|
||||
Vector2.DistanceSquared(triangles[i][0], triangles[i][2]) < 0.006f ||
|
||||
Vector2.DistanceSquared(triangles[i][1], triangles[i][2]) < 0.006f) continue;
|
||||
|
||||
Vector2 a = triangles[i][0];
|
||||
Vector2 b = triangles[i][1];
|
||||
Vector2 c = triangles[i][2];
|
||||
float area = Math.Abs(a.X * (b.Y - c.Y) + b.X * (c.Y - a.Y) + c.X * (a.Y - b.Y)) / 2.0f;
|
||||
if (area < 1.0f) continue;
|
||||
|
||||
Vertices bodyVertices = new Vertices(triangles[i]);
|
||||
var newFixture = FixtureFactory.AttachPolygon(bodyVertices, 5.0f, cellBody);
|
||||
newFixture.UserData = cell;
|
||||
@@ -439,10 +349,27 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
cell.body = cellBody;
|
||||
cell.Body = cellBody;
|
||||
}
|
||||
|
||||
return bodies;
|
||||
return cellBody;
|
||||
}
|
||||
|
||||
public static List<Vector2> CreateRandomChunk(float radius, int vertexCount, float radiusVariance)
|
||||
{
|
||||
Debug.Assert(radiusVariance < radius);
|
||||
Debug.Assert(vertexCount >= 3);
|
||||
|
||||
List<Vector2> verts = new List<Vector2>();
|
||||
float angleStep = MathHelper.TwoPi / vertexCount;
|
||||
float angle = 0.0f;
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
verts.Add(new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) *
|
||||
(radius + Rand.Range(-radiusVariance, radiusVariance, Rand.RandSync.Server)));
|
||||
angle += angleStep;
|
||||
}
|
||||
return verts;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -451,7 +378,7 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public static int FindCellIndex(Vector2 position,List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid, int gridCellSize, int searchDepth = 1, Vector2? offset = null)
|
||||
{
|
||||
float closestDist = 0.0f;
|
||||
float closestDist = float.PositiveInfinity;
|
||||
VoronoiCell closestCell = null;
|
||||
|
||||
Vector2 gridOffset = offset == null ? Vector2.Zero : (Vector2)offset;
|
||||
@@ -466,8 +393,8 @@ namespace Barotrauma
|
||||
{
|
||||
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;
|
||||
float dist = Vector2.DistanceSquared(cellGrid[x, y][i].Center, position);
|
||||
if (dist > closestDist) continue;
|
||||
|
||||
closestDist = dist;
|
||||
closestCell = cellGrid[x, y][i];
|
||||
@@ -478,6 +405,32 @@ namespace Barotrauma
|
||||
return cells.IndexOf(closestCell);
|
||||
}
|
||||
|
||||
public static int FindCellIndex(Point position, List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid, int gridCellSize, int searchDepth = 1)
|
||||
{
|
||||
int closestDist = int.MaxValue;
|
||||
VoronoiCell closestCell = null;
|
||||
|
||||
int gridPosX = position.X / gridCellSize;
|
||||
int gridPosY = position.Y / gridCellSize;
|
||||
|
||||
for (int x = Math.Max(gridPosX - searchDepth, 0); x <= Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1); x++)
|
||||
{
|
||||
for (int y = Math.Max(gridPosY - searchDepth, 0); y <= Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1); y++)
|
||||
{
|
||||
for (int i = 0; i < cellGrid[x, y].Count; i++)
|
||||
{
|
||||
int dist = MathUtils.DistanceSquared(
|
||||
(int)cellGrid[x, y][i].Site.Coord.X, (int)cellGrid[x, y][i].Site.Coord.Y,
|
||||
position.X, position.Y);
|
||||
if (dist > closestDist) continue;
|
||||
|
||||
closestDist = dist;
|
||||
closestCell = cellGrid[x, y][i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return cells.IndexOf(closestCell);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -8,17 +8,10 @@ namespace Barotrauma
|
||||
{
|
||||
class Biome
|
||||
{
|
||||
public enum MapPlacement
|
||||
{
|
||||
Random = 1,
|
||||
Center = 2,
|
||||
Edge = 4
|
||||
}
|
||||
|
||||
public readonly string Name;
|
||||
public readonly string Description;
|
||||
|
||||
public readonly MapPlacement Placement;
|
||||
public readonly List<int> AllowedZones = new List<int>();
|
||||
|
||||
public Biome(string name, string description)
|
||||
{
|
||||
@@ -30,46 +23,52 @@ namespace Barotrauma
|
||||
{
|
||||
Name = element.GetAttributeString("name", "Biome");
|
||||
Description = element.GetAttributeString("description", "");
|
||||
|
||||
string[] placementsStrs = element.GetAttributeString("MapPlacement", "Default").Split(',');
|
||||
foreach (string placementStr in placementsStrs)
|
||||
{
|
||||
MapPlacement parsedPlacement;
|
||||
if (Enum.TryParse(placementStr.Trim(), out parsedPlacement))
|
||||
{
|
||||
Placement |= parsedPlacement;
|
||||
}
|
||||
}
|
||||
|
||||
string allowedZonesStr = element.GetAttributeString("AllowedZones", "1,2,3,4,5,6,7,8,9");
|
||||
string[] zoneIndices = allowedZonesStr.Split(',');
|
||||
for (int i = 0; i < zoneIndices.Length; i++)
|
||||
{
|
||||
int zoneIndex = -1;
|
||||
if (!int.TryParse(zoneIndices[i].Trim(), out zoneIndex))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in biome config \"" + Name + "\" - \"" + zoneIndices[i] + "\" is not a valid zone index.");
|
||||
continue;
|
||||
}
|
||||
AllowedZones.Add(zoneIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class LevelGenerationParams : ISerializableEntity
|
||||
{
|
||||
public static List<LevelGenerationParams> LevelParams
|
||||
{
|
||||
get { return levelParams; }
|
||||
}
|
||||
|
||||
private static List<LevelGenerationParams> levelParams;
|
||||
private static List<Biome> biomes;
|
||||
|
||||
|
||||
public string Name
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private int minWidth, maxWidth, height;
|
||||
|
||||
private float width, height;
|
||||
|
||||
private Vector2 voronoiSiteInterval;
|
||||
private Point voronoiSiteInterval;
|
||||
//how much the sites are "scattered" on x- and y-axis
|
||||
//if Vector2.Zero, the sites will just be placed in a regular grid pattern
|
||||
private Vector2 voronoiSiteVariance;
|
||||
private Point voronoiSiteVariance;
|
||||
|
||||
//how far apart the nodes of the main path can be
|
||||
//x = min interval, y = max interval
|
||||
private Vector2 mainPathNodeIntervalRange;
|
||||
private Point mainPathNodeIntervalRange;
|
||||
|
||||
private int smallTunnelCount;
|
||||
//x = min length, y = max length
|
||||
private Vector2 smallTunnelLengthRange;
|
||||
private Point smallTunnelLengthRange;
|
||||
|
||||
//how large portion of the bottom of the level should be "carved out"
|
||||
//if 0.0f, the bottom will be completely solid (making the abyss unreachable)
|
||||
@@ -77,36 +76,28 @@ namespace Barotrauma
|
||||
private float bottomHoleProbability;
|
||||
|
||||
//the y-position of the ocean floor (= the position from which the bottom formations extend upwards)
|
||||
private float seaFloorBaseDepth;
|
||||
private int seaFloorBaseDepth;
|
||||
//how much random variance there can be in the height of the formations
|
||||
private float seaFloorVariance;
|
||||
private int seaFloorVariance;
|
||||
|
||||
private int cellSubdivisionLength;
|
||||
private float cellRoundingAmount;
|
||||
private float cellIrregularity;
|
||||
|
||||
private int mountainCountMin, mountainCountMax;
|
||||
|
||||
private float mountainHeightMin, mountainHeightMax;
|
||||
private int mountainHeightMin, mountainHeightMax;
|
||||
|
||||
private int ruinCount;
|
||||
|
||||
private float waterParticleScale;
|
||||
|
||||
//which biomes can this type of level appear in
|
||||
private List<Biome> allowedBiomes = new List<Biome>();
|
||||
|
||||
public Color BackgroundColor
|
||||
public IEnumerable<Biome> AllowedBiomes
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public Color WallColor
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(1000, false)]
|
||||
public int BackgroundSpriteAmount
|
||||
{
|
||||
get;
|
||||
set;
|
||||
get { return allowedBiomes; }
|
||||
}
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties
|
||||
@@ -115,83 +106,183 @@ namespace Barotrauma
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(100000.0f, false)]
|
||||
public float Width
|
||||
[Serialize("27,30,36", true), Editable]
|
||||
public Color AmbientLightColor
|
||||
{
|
||||
get { return width; }
|
||||
set { width = Math.Max(value, 2000.0f); }
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(50000.0f, false)]
|
||||
public float Height
|
||||
[Serialize("20,40,50", true), Editable()]
|
||||
public Color BackgroundTextureColor
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize("20,40,50", true), Editable]
|
||||
public Color BackgroundColor
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize("255,255,255", true), Editable]
|
||||
public Color WallColor
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(1000, true), Editable(MinValueInt = 0, MaxValueInt = 100000, ToolTip = "The total number of level objects (vegetation, vents, etc) in the level.")]
|
||||
public int LevelObjectAmount
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(100000, true), Editable(MinValueInt = 10000, MaxValueInt = 1000000)]
|
||||
public int MinWidth
|
||||
{
|
||||
get { return minWidth; }
|
||||
set { minWidth = Math.Max(value, 2000); }
|
||||
}
|
||||
|
||||
[Serialize(100000, true), Editable(MinValueInt = 10000, MaxValueInt = 1000000)]
|
||||
public int MaxWidth
|
||||
{
|
||||
get { return maxWidth; }
|
||||
set { maxWidth = Math.Max(value, 2000); }
|
||||
}
|
||||
|
||||
[Serialize(50000, true), Editable(MinValueInt = 10000, MaxValueInt = 1000000)]
|
||||
public int Height
|
||||
{
|
||||
get { return height; }
|
||||
set { height = Math.Max(value, 2000.0f); }
|
||||
set { height = Math.Max(value, 2000); }
|
||||
}
|
||||
|
||||
public Vector2 VoronoiSiteInterval
|
||||
|
||||
[Serialize("3000, 3000", true), Editable(
|
||||
ToolTip = "How far from each other voronoi sites are placed. " +
|
||||
"Sites determine shape of the voronoi graph which the level walls are generated from. " +
|
||||
"(Decreasing this value causes the number of sites, and the complexity of the level, to increase exponentially - be careful when adjusting)")]
|
||||
public Point VoronoiSiteInterval
|
||||
{
|
||||
get { return voronoiSiteInterval; }
|
||||
set
|
||||
{
|
||||
voronoiSiteInterval.X = MathHelper.Clamp(value.X, 100.0f, width / 2);
|
||||
voronoiSiteInterval.Y = MathHelper.Clamp(value.Y, 100.0f, height / 2);
|
||||
voronoiSiteInterval.X = MathHelper.Clamp(value.X, 100, MinWidth / 2);
|
||||
voronoiSiteInterval.Y = MathHelper.Clamp(value.Y, 100, height / 2);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 VoronoiSiteVariance
|
||||
[Serialize("700,700", true), Editable(ToolTip = "How much random variation to apply to the positions of the voronoi sites on each axis. "+
|
||||
"Small values produce roughly rectangular level walls. The larger the values are, the less uniform the shapes get.")]
|
||||
public Point VoronoiSiteVariance
|
||||
{
|
||||
get { return voronoiSiteVariance; }
|
||||
set
|
||||
{
|
||||
voronoiSiteVariance = new Vector2(
|
||||
voronoiSiteVariance = new Point(
|
||||
MathHelper.Clamp(value.X, 0, voronoiSiteInterval.X),
|
||||
MathHelper.Clamp(value.Y, 0, voronoiSiteInterval.Y));
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(1000, true), Editable(MinValueInt = 100, MaxValueInt = 10000, ToolTip = "The edges of the individual wall cells are subdivided into edges of this size. "
|
||||
+ "Can be used in conjunction with the rounding values to make the cells rounder. Smaller values will make the cells look smoother, " +
|
||||
"but make the level more performance-intensive as the number of polygons used in rendering and physics calculations increases.")]
|
||||
public int CellSubdivisionLength
|
||||
{
|
||||
get { return cellSubdivisionLength; }
|
||||
set
|
||||
{
|
||||
cellSubdivisionLength = Math.Max(value, 10);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 MainPathNodeIntervalRange
|
||||
|
||||
[Serialize(0.5f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f, ToolTip = "How much the individual wall cells are rounded. "
|
||||
+"Note that the final shape of the cells is also affected by the CellSubdivisionLength parameter.")]
|
||||
public float CellRoundingAmount
|
||||
{
|
||||
get { return cellRoundingAmount; }
|
||||
set
|
||||
{
|
||||
cellRoundingAmount = MathHelper.Clamp(value, 0.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(0.1f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f, ToolTip = "How much random variance is applied to the edges of the cells. "
|
||||
+ "Note that the final shape of the cells is also affected by the CellSubdivisionLength parameter.")]
|
||||
public float CellIrregularity
|
||||
{
|
||||
get { return cellIrregularity; }
|
||||
set
|
||||
{
|
||||
cellIrregularity = MathHelper.Clamp(value, 0.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[Serialize("5000, 10000", true), Editable(ToolTip = "The distance between the nodes that are used to generate the main path through the level (min, max). Larger values produce a straighter path.")]
|
||||
public Point MainPathNodeIntervalRange
|
||||
{
|
||||
get { return mainPathNodeIntervalRange; }
|
||||
set
|
||||
{
|
||||
mainPathNodeIntervalRange.X = MathHelper.Clamp(value.X, 100.0f, width / 2);
|
||||
mainPathNodeIntervalRange.Y = MathHelper.Clamp(value.Y, mainPathNodeIntervalRange.X, width / 2);
|
||||
mainPathNodeIntervalRange.X = MathHelper.Clamp(value.X, 100, MinWidth / 2);
|
||||
mainPathNodeIntervalRange.Y = MathHelper.Clamp(value.Y, mainPathNodeIntervalRange.X, MinWidth / 2);
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(5, false)]
|
||||
[Serialize(5, true), Editable(ToolTip = "The number of small tunnels placed along the main path.")]
|
||||
public int SmallTunnelCount
|
||||
{
|
||||
get { return smallTunnelCount; }
|
||||
set { smallTunnelCount = MathHelper.Clamp(value, 0, 100); }
|
||||
}
|
||||
|
||||
public Vector2 SmallTunnelLengthRange
|
||||
|
||||
[Serialize("5000, 10000", true), Editable(ToolTip = "The minimum and maximum length of small tunnels placed along the main path.")]
|
||||
public Point SmallTunnelLengthRange
|
||||
{
|
||||
get { return smallTunnelLengthRange; }
|
||||
set
|
||||
{
|
||||
smallTunnelLengthRange.X = MathHelper.Clamp(value.X, 100.0f, width);
|
||||
smallTunnelLengthRange.Y = MathHelper.Clamp(value.Y, smallTunnelLengthRange.X, width);
|
||||
smallTunnelLengthRange.X = MathHelper.Clamp(value.X, 100, MinWidth);
|
||||
smallTunnelLengthRange.Y = MathHelper.Clamp(value.Y, smallTunnelLengthRange.X, MinWidth);
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(-300000.0f, false)]
|
||||
public float SeaFloorDepth
|
||||
[Serialize(100, true), Editable(MinValueInt = 0, MaxValueInt = 10000)]
|
||||
public int ItemCount
|
||||
{
|
||||
get { return seaFloorBaseDepth; }
|
||||
set { seaFloorBaseDepth = MathHelper.Clamp(value, Level.MaxEntityDepth, 0.0f); }
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(1000.0f, false)]
|
||||
public float SeaFloorVariance
|
||||
[Serialize(0, true), Editable(MinValueInt = 0, MaxValueInt = 20)]
|
||||
public int FloatingIceChunkCount
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(300000, true), Editable(MinValueFloat = Level.MaxEntityDepth, MaxValueFloat = 0.0f, ToolTip = "How far below the level the sea floor is placed.")]
|
||||
public int SeaFloorDepth
|
||||
{
|
||||
get { return seaFloorBaseDepth; }
|
||||
set { seaFloorBaseDepth = MathHelper.Clamp(value, Level.MaxEntityDepth, 0); }
|
||||
}
|
||||
|
||||
[Serialize(1000, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100000.0f, ToolTip = "Variance of the depth of the sea floor. Smaller values produce a smoother sea floor.")]
|
||||
public int SeaFloorVariance
|
||||
{
|
||||
get { return seaFloorVariance; }
|
||||
set { seaFloorVariance = value; }
|
||||
}
|
||||
|
||||
[Serialize(0, false)]
|
||||
[Serialize(0, true), Editable(MinValueInt = 0, MaxValueInt = 20, ToolTip = "The minimum number of mountains on the sea floor.")]
|
||||
public int MountainCountMin
|
||||
{
|
||||
get { return mountainCountMin; }
|
||||
@@ -201,7 +292,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(0, false)]
|
||||
[Serialize(0, true), Editable(MinValueInt = 0, MaxValueInt = 20, ToolTip = "The maximum number of mountains on the sea floor.")]
|
||||
public int MountainCountMax
|
||||
{
|
||||
get { return mountainCountMax; }
|
||||
@@ -210,9 +301,9 @@ namespace Barotrauma
|
||||
mountainCountMax = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(1000.0f, false)]
|
||||
public float MountainHeightMin
|
||||
|
||||
[Serialize(1000, true), Editable(MinValueInt = 0, MaxValueInt = 1000000, ToolTip = "The minimum height of the mountains on the sea floor.")]
|
||||
public int MountainHeightMin
|
||||
{
|
||||
get { return mountainHeightMin; }
|
||||
set
|
||||
@@ -220,9 +311,9 @@ namespace Barotrauma
|
||||
mountainHeightMin = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(5000.0f, false)]
|
||||
public float MountainHeightMax
|
||||
|
||||
[Serialize(5000, true), Editable(MinValueInt = 0, MaxValueInt = 1000000, ToolTip = "The maximum height of the mountains on the sea floor.")]
|
||||
public int MountainHeightMax
|
||||
{
|
||||
get { return mountainHeightMax; }
|
||||
set
|
||||
@@ -231,19 +322,32 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(1, false)]
|
||||
[Serialize(1, true), Editable(MinValueInt = 0, MaxValueInt = 50, ToolTip = "The number of alien ruins in the level.")]
|
||||
public int RuinCount
|
||||
{
|
||||
get { return ruinCount; }
|
||||
set { ruinCount = MathHelper.Clamp(value, 0, 10); }
|
||||
}
|
||||
|
||||
[Serialize(0.4f, false)]
|
||||
[Serialize(0.4f, true), Editable(ToolTip = "The probability for wall cells to be removed from the bottom of the map. A value of 0 will produce a completely enclosed tunnel and 1 will make the entire bottom of the level completely open.")]
|
||||
public float BottomHoleProbability
|
||||
{
|
||||
get { return bottomHoleProbability; }
|
||||
set { bottomHoleProbability = MathHelper.Clamp(value, 0.0f, 1.0f); }
|
||||
}
|
||||
|
||||
[Serialize(1.0f, true), Editable(ToolTip = "Scale of the water particle texture.")]
|
||||
public float WaterParticleScale
|
||||
{
|
||||
get { return waterParticleScale; }
|
||||
private set { waterParticleScale = Math.Max(value, 0.01f); }
|
||||
}
|
||||
|
||||
public Sprite BackgroundSprite { get; private set; }
|
||||
public Sprite BackgroundTopSprite { get; private set; }
|
||||
public Sprite WallSprite { get; private set; }
|
||||
public Sprite WallEdgeSprite { get; private set; }
|
||||
public Sprite WaterParticles { get; private set; }
|
||||
|
||||
public static List<Biome> GetBiomes()
|
||||
{
|
||||
@@ -279,23 +383,8 @@ namespace Barotrauma
|
||||
{
|
||||
Name = element == null ? "default" : element.Name.ToString();
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
|
||||
Vector3 colorVector = element.GetAttributeVector3("BackgroundColor", new Vector3(50, 46, 20));
|
||||
BackgroundColor = new Color((int)colorVector.X, (int)colorVector.Y, (int)colorVector.Z);
|
||||
|
||||
colorVector = element.GetAttributeVector3("WallColor", new Vector3(255,255,255));
|
||||
WallColor = new Color((int)colorVector.X, (int)colorVector.Y, (int)colorVector.Z);
|
||||
|
||||
VoronoiSiteInterval = element.GetAttributeVector2("VoronoiSiteInterval", new Vector2(3000, 3000));
|
||||
|
||||
VoronoiSiteVariance = element.GetAttributeVector2("VoronoiSiteVariance", new Vector2(voronoiSiteInterval.X, voronoiSiteInterval.Y) * 0.4f);
|
||||
|
||||
MainPathNodeIntervalRange = element.GetAttributeVector2("MainPathNodeIntervalRange", new Vector2(5000.0f, 10000.0f));
|
||||
|
||||
SmallTunnelLengthRange = element.GetAttributeVector2("SmallTunnelLengthRange", new Vector2(5000.0f, 10000.0f));
|
||||
|
||||
|
||||
string biomeStr = element.GetAttributeString("biomes", "");
|
||||
|
||||
if (string.IsNullOrWhiteSpace(biomeStr))
|
||||
{
|
||||
allowedBiomes = new List<Biome>(biomes);
|
||||
@@ -316,6 +405,28 @@ namespace Barotrauma
|
||||
allowedBiomes.Add(matchingBiome);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "background":
|
||||
BackgroundSprite = new Sprite(subElement);
|
||||
break;
|
||||
case "backgroundtop":
|
||||
BackgroundTopSprite = new Sprite(subElement);
|
||||
break;
|
||||
case "wall":
|
||||
WallSprite = new Sprite(subElement);
|
||||
break;
|
||||
case "walledge":
|
||||
WallEdgeSprite = new Sprite(subElement);
|
||||
break;
|
||||
case "waterparticles":
|
||||
WaterParticles = new Sprite(subElement);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void LoadPresets()
|
||||
@@ -323,10 +434,10 @@ namespace Barotrauma
|
||||
levelParams = new List<LevelGenerationParams>();
|
||||
biomes = new List<Biome>();
|
||||
|
||||
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.LevelGenerationParameters);
|
||||
var files = GameMain.Instance.GetFilesOfType(ContentType.LevelGenerationParameters);
|
||||
if (!files.Any())
|
||||
{
|
||||
files.Add("Content/Map/LevelGenerationParameters.xml");
|
||||
files = new List<string>() { "Content/Map/LevelGenerationParameters.xml" };
|
||||
}
|
||||
|
||||
List<XElement> biomeElements = new List<XElement>();
|
||||
|
||||
@@ -0,0 +1,119 @@
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class LevelObject
|
||||
{
|
||||
public readonly LevelObjectPrefab Prefab;
|
||||
public Vector3 Position;
|
||||
|
||||
public float Scale;
|
||||
|
||||
public float Rotation;
|
||||
|
||||
public LevelObjectPrefab ActivePrefab;
|
||||
|
||||
public PhysicsBody PhysicsBody
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public List<LevelTrigger> Triggers
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public bool NeedsNetworkSyncing
|
||||
{
|
||||
get { return Triggers.Any(t => t.NeedsNetworkSyncing); }
|
||||
set { Triggers.ForEach(t => t.NeedsNetworkSyncing = false); }
|
||||
}
|
||||
|
||||
public LevelObject(LevelObjectPrefab prefab, Vector3 position, float scale, float rotation = 0.0f)
|
||||
{
|
||||
Triggers = new List<LevelTrigger>();
|
||||
|
||||
ActivePrefab = Prefab = prefab;
|
||||
Position = position;
|
||||
Scale = scale;
|
||||
Rotation = rotation;
|
||||
|
||||
if (prefab.PhysicsBodyElement != null)
|
||||
{
|
||||
PhysicsBody = new PhysicsBody(prefab.PhysicsBodyElement, ConvertUnits.ToSimUnits(new Vector2(position.X, position.Y)), Scale);
|
||||
}
|
||||
|
||||
foreach (XElement triggerElement in prefab.LevelTriggerElements)
|
||||
{
|
||||
Vector2 triggerPosition = triggerElement.GetAttributeVector2("position", Vector2.Zero) * scale;
|
||||
|
||||
if (rotation != 0.0f)
|
||||
{
|
||||
var ca = (float)Math.Cos(rotation);
|
||||
var sa = (float)Math.Sin(rotation);
|
||||
|
||||
triggerPosition = new Vector2(
|
||||
ca * triggerPosition.X + sa * triggerPosition.Y,
|
||||
-sa * triggerPosition.X + ca * triggerPosition.Y);
|
||||
}
|
||||
|
||||
var newTrigger = new LevelTrigger(triggerElement, new Vector2(position.X, position.Y) + triggerPosition, -rotation, scale, prefab.Name);
|
||||
int parentTriggerIndex = prefab.LevelTriggerElements.IndexOf(triggerElement.Parent);
|
||||
if (parentTriggerIndex > -1) newTrigger.ParentTrigger = Triggers[parentTriggerIndex];
|
||||
Triggers.Add(newTrigger);
|
||||
}
|
||||
|
||||
InitProjSpecific();
|
||||
}
|
||||
|
||||
partial void InitProjSpecific();
|
||||
|
||||
public Vector2 LocalToWorld(Vector2 localPosition, float swingState = 0.0f)
|
||||
{
|
||||
Vector2 emitterPos = localPosition * Scale;
|
||||
|
||||
if (Rotation != 0.0f || Prefab.SwingAmountRad != 0.0f)
|
||||
{
|
||||
float rot = Rotation + swingState * Prefab.SwingAmountRad;
|
||||
|
||||
var ca = (float)Math.Cos(rot);
|
||||
var sa = (float)Math.Sin(rot);
|
||||
|
||||
emitterPos = new Vector2(
|
||||
ca * emitterPos.X + sa * emitterPos.Y,
|
||||
-sa * emitterPos.X + ca * emitterPos.Y);
|
||||
}
|
||||
return new Vector2(Position.X, Position.Y) + emitterPos;
|
||||
}
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
RemoveProjSpecific();
|
||||
}
|
||||
|
||||
partial void RemoveProjSpecific();
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "LevelObject (" + ActivePrefab.Name + ")";
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c)
|
||||
{
|
||||
for (int j = 0; j < Triggers.Count; j++)
|
||||
{
|
||||
if (!Triggers[j].UseNetworkSyncing) continue;
|
||||
Triggers[j].ServerWrite(msg, c);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,415 @@
|
||||
#if CLIENT
|
||||
using Barotrauma.Particles;
|
||||
#endif
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using Voronoi2;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class LevelObjectManager : Entity, IServerSerializable
|
||||
{
|
||||
const int GridSize = 2000;
|
||||
|
||||
private List<LevelObject> objects;
|
||||
private List<LevelObject>[,] objectGrid;
|
||||
|
||||
public LevelObjectManager() : base(null)
|
||||
{
|
||||
}
|
||||
|
||||
class SpawnPosition
|
||||
{
|
||||
public readonly GraphEdge GraphEdge;
|
||||
public readonly Vector2 Normal;
|
||||
public readonly LevelObjectPrefab.SpawnPosType SpawnPosType;
|
||||
public readonly Alignment Alignment;
|
||||
public readonly float Length;
|
||||
|
||||
public SpawnPosition(GraphEdge graphEdge, Vector2 normal, LevelObjectPrefab.SpawnPosType spawnPosType, Alignment alignment)
|
||||
{
|
||||
GraphEdge = graphEdge;
|
||||
Normal = normal;
|
||||
SpawnPosType = spawnPosType;
|
||||
Alignment = alignment;
|
||||
|
||||
Length = Vector2.Distance(graphEdge.Point1, graphEdge.Point2);
|
||||
}
|
||||
|
||||
public float GetSpawnProbability(LevelObjectPrefab prefab)
|
||||
{
|
||||
if (prefab.ClusteringAmount <= 0.0f) return Length;
|
||||
|
||||
float noise = (float)(
|
||||
PerlinNoise.CalculatePerlin(GraphEdge.Point1.X / 10000.0f, GraphEdge.Point1.Y / 10000.0f, prefab.ClusteringGroup) +
|
||||
PerlinNoise.CalculatePerlin(GraphEdge.Point1.X / 20000.0f, GraphEdge.Point1.Y / 20000.0f, prefab.ClusteringGroup));
|
||||
|
||||
return Length * (float)Math.Pow(noise, prefab.ClusteringAmount);
|
||||
}
|
||||
}
|
||||
|
||||
public void PlaceObjects(Level level, int amount)
|
||||
{
|
||||
objectGrid = new List<LevelObject>[
|
||||
level.Size.X / GridSize,
|
||||
(level.Size.Y - level.BottomPos) / GridSize];
|
||||
|
||||
List<SpawnPosition> availableSpawnPositions = new List<SpawnPosition>();
|
||||
var levelCells = level.GetAllCells();
|
||||
availableSpawnPositions.AddRange(GetAvailableSpawnPositions(levelCells, LevelObjectPrefab.SpawnPosType.Wall));
|
||||
availableSpawnPositions.AddRange(GetAvailableSpawnPositions(level.SeaFloor.Cells, LevelObjectPrefab.SpawnPosType.SeaFloor));
|
||||
|
||||
foreach (RuinGeneration.Ruin ruin in level.Ruins)
|
||||
{
|
||||
foreach (var ruinShape in ruin.RuinShapes)
|
||||
{
|
||||
foreach (var wall in ruinShape.Walls)
|
||||
{
|
||||
availableSpawnPositions.Add(new SpawnPosition(
|
||||
new GraphEdge(wall.A, wall.B),
|
||||
(wall.A + wall.B) / 2.0f - ruinShape.Center,
|
||||
LevelObjectPrefab.SpawnPosType.RuinWall,
|
||||
ruinShape.GetLineAlignment(wall)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var posOfInterest in level.PositionsOfInterest)
|
||||
{
|
||||
if (posOfInterest.PositionType != Level.PositionType.MainPath) continue;
|
||||
|
||||
availableSpawnPositions.Add(new SpawnPosition(
|
||||
new GraphEdge(posOfInterest.Position.ToVector2(), posOfInterest.Position.ToVector2() + Vector2.UnitX),
|
||||
Vector2.UnitY,
|
||||
LevelObjectPrefab.SpawnPosType.MainPath,
|
||||
Alignment.Top));
|
||||
}
|
||||
|
||||
objects = new List<LevelObject>();
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
//get a random prefab and find a place to spawn it
|
||||
LevelObjectPrefab prefab = GetRandomPrefab(level.GenerationParams.Name);
|
||||
|
||||
SpawnPosition spawnPosition = FindObjectPosition(availableSpawnPositions, level, prefab);
|
||||
|
||||
if (spawnPosition == null && prefab.SpawnPos != LevelObjectPrefab.SpawnPosType.None) continue;
|
||||
|
||||
float rotation = 0.0f;
|
||||
if (prefab.AlignWithSurface && spawnPosition != null)
|
||||
{
|
||||
rotation = MathUtils.VectorToAngle(new Vector2(spawnPosition.Normal.Y, spawnPosition.Normal.X));
|
||||
}
|
||||
rotation += Rand.Range(prefab.RandomRotationRad.X, prefab.RandomRotationRad.Y, Rand.RandSync.Server);
|
||||
|
||||
Vector2 position = Vector2.Zero;
|
||||
Vector2 edgeDir = Vector2.UnitX;
|
||||
if (spawnPosition == null)
|
||||
{
|
||||
position = new Vector2(
|
||||
Rand.Range(0.0f, level.Size.X, Rand.RandSync.Server),
|
||||
Rand.Range(0.0f, level.Size.Y, Rand.RandSync.Server));
|
||||
}
|
||||
else
|
||||
{
|
||||
edgeDir = (spawnPosition.GraphEdge.Point1 - spawnPosition.GraphEdge.Point2) / spawnPosition.Length;
|
||||
position = spawnPosition.GraphEdge.Point2 + edgeDir * Rand.Range(prefab.MinSurfaceWidth / 2.0f, spawnPosition.Length - prefab.MinSurfaceWidth / 2.0f, Rand.RandSync.Server);
|
||||
}
|
||||
|
||||
var newObject = new LevelObject(prefab,
|
||||
new Vector3(position, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, Rand.RandSync.Server)), Rand.Range(prefab.MinSize, prefab.MaxSize, Rand.RandSync.Server), rotation);
|
||||
AddObject(newObject, level);
|
||||
|
||||
foreach (LevelObjectPrefab.ChildObject child in prefab.ChildObjects)
|
||||
{
|
||||
int childCount = Rand.Range(child.MinCount, child.MaxCount, Rand.RandSync.Server);
|
||||
for (int j = 0; j < childCount; j++)
|
||||
{
|
||||
var matchingPrefabs = LevelObjectPrefab.List.Where(p => child.AllowedNames.Contains(p.Name));
|
||||
int prefabCount = matchingPrefabs.Count();
|
||||
var childPrefab = prefabCount == 0 ? null : matchingPrefabs.ElementAt(Rand.Range(0, prefabCount, Rand.RandSync.Server));
|
||||
if (childPrefab == null) continue;
|
||||
|
||||
Vector2 childPos = position + edgeDir * Rand.Range(-0.5f, 0.5f, Rand.RandSync.Server) * prefab.MinSurfaceWidth;
|
||||
|
||||
var childObject = new LevelObject(childPrefab,
|
||||
new Vector3(childPos, Rand.Range(childPrefab.DepthRange.X, childPrefab.DepthRange.Y, Rand.RandSync.Server)),
|
||||
Rand.Range(childPrefab.MinSize, childPrefab.MaxSize, Rand.RandSync.Server),
|
||||
rotation + Rand.Range(childPrefab.RandomRotationRad.X, childPrefab.RandomRotationRad.Y, Rand.RandSync.Server));
|
||||
|
||||
AddObject(childObject, level);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void AddObject(LevelObject newObject, Level level)
|
||||
{
|
||||
foreach (LevelTrigger trigger in newObject.Triggers)
|
||||
{
|
||||
trigger.OnTriggered += (levelTrigger, obj) =>
|
||||
{
|
||||
OnObjectTriggered(newObject, levelTrigger, obj);
|
||||
};
|
||||
}
|
||||
|
||||
var spriteCorners = new List<Vector2>
|
||||
{
|
||||
Vector2.Zero, Vector2.Zero, Vector2.Zero, Vector2.Zero
|
||||
};
|
||||
|
||||
Sprite sprite = newObject.Prefab.Sprite ?? newObject.Prefab.DeformableSprite?.Sprite;
|
||||
|
||||
//calculate the positions of the corners of the rotated sprite
|
||||
if (sprite != null)
|
||||
{
|
||||
Vector2 halfSize = sprite.size * newObject.Scale / 2;
|
||||
spriteCorners[0] = -halfSize;
|
||||
spriteCorners[1] = new Vector2(-halfSize.X, halfSize.Y);
|
||||
spriteCorners[2] = halfSize;
|
||||
spriteCorners[3] = new Vector2(halfSize.X, -halfSize.Y);
|
||||
|
||||
Vector2 pivotOffset = sprite.Origin * newObject.Scale - halfSize;
|
||||
pivotOffset.X = -pivotOffset.X;
|
||||
pivotOffset = new Vector2(
|
||||
(float)(pivotOffset.X * Math.Cos(-newObject.Rotation) - pivotOffset.Y * Math.Sin(-newObject.Rotation)),
|
||||
(float)(pivotOffset.X * Math.Sin(-newObject.Rotation) + pivotOffset.Y * Math.Cos(-newObject.Rotation)));
|
||||
|
||||
for (int j = 0; j < 4; j++)
|
||||
{
|
||||
spriteCorners[j] = new Vector2(
|
||||
(float)(spriteCorners[j].X * Math.Cos(-newObject.Rotation) - spriteCorners[j].Y * Math.Sin(-newObject.Rotation)),
|
||||
(float)(spriteCorners[j].X * Math.Sin(-newObject.Rotation) + spriteCorners[j].Y * Math.Cos(-newObject.Rotation)));
|
||||
|
||||
spriteCorners[j] += new Vector2(newObject.Position.X, newObject.Position.Y) + pivotOffset;
|
||||
}
|
||||
}
|
||||
|
||||
float minX = spriteCorners.Min(c => c.X) - newObject.Position.Z;
|
||||
float maxX = spriteCorners.Max(c => c.X) + newObject.Position.Z;
|
||||
|
||||
float minY = spriteCorners.Min(c => c.Y) - newObject.Position.Z - level.BottomPos;
|
||||
float maxY = spriteCorners.Max(c => c.Y) + newObject.Position.Z - level.BottomPos;
|
||||
|
||||
foreach (LevelTrigger trigger in newObject.Triggers)
|
||||
{
|
||||
if (trigger.PhysicsBody == null) continue;
|
||||
for (int i = 0; i < trigger.PhysicsBody.FarseerBody.FixtureList.Count; i++)
|
||||
{
|
||||
trigger.PhysicsBody.FarseerBody.GetTransform(out FarseerPhysics.Common.Transform transform);
|
||||
trigger.PhysicsBody.FarseerBody.FixtureList[i].Shape.ComputeAABB(out FarseerPhysics.Collision.AABB aabb, ref transform, i);
|
||||
|
||||
minX = Math.Min(minX, ConvertUnits.ToDisplayUnits(aabb.LowerBound.X));
|
||||
maxX = Math.Max(maxX, ConvertUnits.ToDisplayUnits(aabb.UpperBound.X));
|
||||
minY = Math.Min(minY, ConvertUnits.ToDisplayUnits(aabb.LowerBound.Y) - level.BottomPos);
|
||||
maxY = Math.Max(maxY, ConvertUnits.ToDisplayUnits(aabb.UpperBound.Y) - level.BottomPos);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#if CLIENT
|
||||
if (newObject.ParticleEmitters != null)
|
||||
{
|
||||
foreach (ParticleEmitter emitter in newObject.ParticleEmitters)
|
||||
{
|
||||
Rectangle particleBounds = emitter.CalculateParticleBounds(new Vector2(newObject.Position.X, newObject.Position.Y));
|
||||
minX = Math.Min(minX, particleBounds.X);
|
||||
maxX = Math.Max(maxX, particleBounds.Right);
|
||||
minY = Math.Min(minY, particleBounds.Y - level.BottomPos);
|
||||
maxY = Math.Max(maxY, particleBounds.Bottom - level.BottomPos);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
objects.Add(newObject);
|
||||
newObject.Position.Z += (minX + minY) % 100.0f * 0.00001f;
|
||||
|
||||
int xStart = (int)Math.Floor(minX / GridSize);
|
||||
int xEnd = (int)Math.Floor(maxX / GridSize);
|
||||
if (xEnd < 0 || xStart >= objectGrid.GetLength(0)) return;
|
||||
|
||||
int yStart = (int)Math.Floor(minY / GridSize);
|
||||
int yEnd = (int)Math.Floor(maxY / GridSize);
|
||||
if (yEnd < 0 || yStart >= objectGrid.GetLength(1)) return;
|
||||
|
||||
xStart = Math.Max(xStart, 0);
|
||||
xEnd = Math.Min(xEnd, objectGrid.GetLength(0) - 1);
|
||||
yStart = Math.Max(yStart, 0);
|
||||
yEnd = Math.Min(yEnd, objectGrid.GetLength(1) - 1);
|
||||
|
||||
for (int x = xStart; x <= xEnd; x++)
|
||||
{
|
||||
for (int y = yStart; y <= yEnd; y++)
|
||||
{
|
||||
if (objectGrid[x, y] == null) objectGrid[x, y] = new List<LevelObject>();
|
||||
objectGrid[x, y].Add(newObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Microsoft.Xna.Framework.Point GetGridIndices(Vector2 worldPosition)
|
||||
{
|
||||
return new Microsoft.Xna.Framework.Point(
|
||||
(int)Math.Floor(worldPosition.X / GridSize),
|
||||
(int)Math.Floor((worldPosition.Y - Level.Loaded.BottomPos) / GridSize));
|
||||
}
|
||||
|
||||
public IEnumerable<LevelObject> GetAllObjects()
|
||||
{
|
||||
return objects;
|
||||
}
|
||||
|
||||
private readonly static List<LevelObject> objectsInRange = new List<LevelObject>();
|
||||
public IEnumerable<LevelObject> GetAllObjects(Vector2 worldPosition, float radius)
|
||||
{
|
||||
var minIndices = GetGridIndices(worldPosition - Vector2.One * radius);
|
||||
if (minIndices.X >= objectGrid.GetLength(0) || minIndices.Y >= objectGrid.GetLength(1)) return Enumerable.Empty<LevelObject>();
|
||||
|
||||
var maxIndices = GetGridIndices(worldPosition + Vector2.One * radius);
|
||||
if (maxIndices.X < 0 || maxIndices.Y < 0) return Enumerable.Empty<LevelObject>();
|
||||
|
||||
minIndices.X = Math.Max(0, minIndices.X);
|
||||
minIndices.Y = Math.Max(0, minIndices.Y);
|
||||
maxIndices.X = Math.Min(objectGrid.GetLength(0) - 1, maxIndices.X);
|
||||
maxIndices.Y = Math.Min(objectGrid.GetLength(1) - 1, maxIndices.Y);
|
||||
|
||||
objectsInRange.Clear();
|
||||
for (int x = minIndices.X; x <= maxIndices.X; x++)
|
||||
{
|
||||
for (int y = minIndices.Y; y <= maxIndices.Y; y++)
|
||||
{
|
||||
if (objectGrid[x, y] == null) continue;
|
||||
foreach (LevelObject obj in objectGrid[x, y])
|
||||
{
|
||||
if (!objectsInRange.Contains(obj)) objectsInRange.Add(obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return objectsInRange;
|
||||
}
|
||||
|
||||
private List<SpawnPosition> GetAvailableSpawnPositions(IEnumerable<VoronoiCell> cells, LevelObjectPrefab.SpawnPosType spawnPosType)
|
||||
{
|
||||
List<SpawnPosition> availableSpawnPositions = new List<SpawnPosition>();
|
||||
foreach (var cell in cells)
|
||||
{
|
||||
foreach (var edge in cell.Edges)
|
||||
{
|
||||
if (!edge.IsSolid || edge.OutsideLevel) continue;
|
||||
Vector2 normal = edge.GetNormal(cell);
|
||||
|
||||
Alignment edgeAlignment = 0;
|
||||
if (normal.Y < -0.5f)
|
||||
edgeAlignment |= Alignment.Bottom;
|
||||
else if (normal.Y > 0.5f)
|
||||
edgeAlignment |= Alignment.Top;
|
||||
else if (normal.X < -0.5f)
|
||||
edgeAlignment |= Alignment.Left;
|
||||
else if(normal.X > 0.5f)
|
||||
edgeAlignment |= Alignment.Right;
|
||||
|
||||
availableSpawnPositions.Add(new SpawnPosition(edge, normal, spawnPosType, edgeAlignment));
|
||||
}
|
||||
}
|
||||
return availableSpawnPositions;
|
||||
}
|
||||
|
||||
private SpawnPosition FindObjectPosition(List<SpawnPosition> availableSpawnPositions, Level level, LevelObjectPrefab prefab)
|
||||
{
|
||||
if (prefab.SpawnPos == LevelObjectPrefab.SpawnPosType.None) return null;
|
||||
|
||||
var suitableSpawnPositions = availableSpawnPositions.Where(sp =>
|
||||
prefab.SpawnPos.HasFlag(sp.SpawnPosType) && sp.Length >= prefab.MinSurfaceWidth && prefab.Alignment.HasFlag(sp.Alignment)).ToList();
|
||||
|
||||
return ToolBox.SelectWeightedRandom(suitableSpawnPositions, suitableSpawnPositions.Select(sp => sp.GetSpawnProbability(prefab)).ToList(), Rand.RandSync.Server);
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
foreach (LevelObject obj in objects)
|
||||
{
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
if (obj.NeedsNetworkSyncing)
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { obj });
|
||||
obj.NeedsNetworkSyncing = false;
|
||||
}
|
||||
}
|
||||
|
||||
obj.ActivePrefab = obj.Prefab;
|
||||
for (int i = 0; i < obj.Triggers.Count; i++)
|
||||
{
|
||||
obj.Triggers[i].Update(deltaTime);
|
||||
if (obj.Triggers[i].IsTriggered && obj.Prefab.OverrideProperties[i] != null)
|
||||
{
|
||||
obj.ActivePrefab = obj.Prefab.OverrideProperties[i];
|
||||
}
|
||||
}
|
||||
|
||||
if (obj.PhysicsBody != null)
|
||||
{
|
||||
if (obj.Prefab.PhysicsBodyTriggerIndex > -1) obj.PhysicsBody.Enabled = obj.Triggers[obj.Prefab.PhysicsBodyTriggerIndex].IsTriggered;
|
||||
obj.Position = new Vector3(obj.PhysicsBody.Position, obj.Position.Z);
|
||||
obj.Rotation = obj.PhysicsBody.Rotation;
|
||||
}
|
||||
}
|
||||
|
||||
UpdateProjSpecific(deltaTime);
|
||||
}
|
||||
|
||||
partial void UpdateProjSpecific(float deltaTime);
|
||||
|
||||
private void OnObjectTriggered(LevelObject triggeredObject, LevelTrigger trigger, Entity triggerer)
|
||||
{
|
||||
if (trigger.TriggerOthersDistance <= 0.0f) return;
|
||||
foreach (LevelObject obj in objects)
|
||||
{
|
||||
if (obj == triggeredObject) continue;
|
||||
foreach (LevelTrigger otherTrigger in obj.Triggers)
|
||||
{
|
||||
otherTrigger.OtherTriggered(triggeredObject, trigger);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private LevelObjectPrefab GetRandomPrefab(string levelType)
|
||||
{
|
||||
return ToolBox.SelectWeightedRandom(
|
||||
LevelObjectPrefab.List,
|
||||
LevelObjectPrefab.List.Select(p => p.GetCommonness(levelType)).ToList(), Rand.RandSync.Server);
|
||||
}
|
||||
|
||||
public override void Remove()
|
||||
{
|
||||
if (objects != null)
|
||||
{
|
||||
foreach (LevelObject obj in objects)
|
||||
{
|
||||
obj.Remove();
|
||||
}
|
||||
objects.Clear();
|
||||
}
|
||||
RemoveProjSpecific();
|
||||
|
||||
base.Remove();
|
||||
}
|
||||
|
||||
partial void RemoveProjSpecific();
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
LevelObject obj = extraData[0] as LevelObject;
|
||||
msg.WriteRangedInteger(0, objects.Count, objects.IndexOf(obj));
|
||||
obj.ServerWrite(msg, c);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,387 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class LevelObjectPrefab : ISerializableEntity
|
||||
{
|
||||
private static List<LevelObjectPrefab> list = new List<LevelObjectPrefab>();
|
||||
public static List<LevelObjectPrefab> List
|
||||
{
|
||||
get { return list; }
|
||||
}
|
||||
|
||||
public class ChildObject
|
||||
{
|
||||
public List<string> AllowedNames;
|
||||
public int MinCount, MaxCount;
|
||||
|
||||
public ChildObject()
|
||||
{
|
||||
AllowedNames = new List<string>();
|
||||
MinCount = 1;
|
||||
MaxCount = 1;
|
||||
}
|
||||
|
||||
public ChildObject(XElement element)
|
||||
{
|
||||
AllowedNames = element.GetAttributeStringArray("names", new string[0]).ToList();
|
||||
MinCount = element.GetAttributeInt("mincount", 1);
|
||||
MaxCount = Math.Max(element.GetAttributeInt("maxcount", 1), MinCount);
|
||||
}
|
||||
}
|
||||
|
||||
[Flags]
|
||||
public enum SpawnPosType
|
||||
{
|
||||
None = 0,
|
||||
Wall = 1,
|
||||
RuinWall = 2,
|
||||
SeaFloor = 4,
|
||||
MainPath = 8
|
||||
}
|
||||
|
||||
public Sprite Sprite
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public Sprite SpecularSprite
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public DeformableSprite DeformableSprite
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(1.0f, false), Editable(MinValueFloat = 0.01f, MaxValueFloat = 10.0f)]
|
||||
public float MinSize
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
[Serialize(1.0f, false), Editable(MinValueFloat = 0.01f, MaxValueFloat = 10.0f)]
|
||||
public float MaxSize
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Which sides of a wall the object can appear on.
|
||||
/// </summary>
|
||||
[Serialize((Alignment.Top | Alignment.Bottom | Alignment.Left | Alignment.Right), true), Editable(ToolTip = "Which sides of a wall the object can spawn on.")]
|
||||
public Alignment Alignment
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(SpawnPosType.Wall, false), Editable()]
|
||||
public SpawnPosType SpawnPos
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public XElement Config
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public readonly List<XElement> LevelTriggerElements;
|
||||
|
||||
/// <summary>
|
||||
/// Overrides the commonness of the object in a specific level type.
|
||||
/// Key = name of the level type, value = commonness in that level type.
|
||||
/// </summary>
|
||||
public Dictionary<string, float> OverrideCommonness;
|
||||
|
||||
public XElement PhysicsBodyElement
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
public int PhysicsBodyTriggerIndex
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize("0.0,1.0", true), Editable()]
|
||||
public Vector2 DepthRange
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f,
|
||||
ToolTip = "The tendency for the prefab to form clusters. Used as an exponent for perlin noise values that are used to determine the probability for an object to spawn at a specific position.")]
|
||||
/// <summary>
|
||||
/// The tendency for the prefab to form clusters. Used as an exponent for perlin noise values
|
||||
/// that are used to determine the probability for an object to spawn at a specific position.
|
||||
/// </summary>
|
||||
public float ClusteringAmount
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f,
|
||||
ToolTip = "A value between 0-1 that determines the z-coordinate to sample perlin noise from when determining the probability " +
|
||||
" for an object to spawn at a specific position. Using the same (or close) value for different objects means the objects tend " +
|
||||
"to form clusters in the same areas.")]
|
||||
/// <summary>
|
||||
/// A value between 0-1 that determines the z-coordinate to sample perlin noise from when
|
||||
/// determining the probability for an object to spawn at a specific position.
|
||||
/// Using the same (or close) value for different objects means the objects tend to form clusters
|
||||
/// in the same areas.
|
||||
/// </summary>
|
||||
public float ClusteringGroup
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(false, true), Editable(ToolTip = "Should the object be rotated to align it with the wall surface it spawns on.")]
|
||||
public bool AlignWithSurface
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f,
|
||||
ToolTip = "Minimum length of a graph edge the object can spawn on.")]
|
||||
/// <summary>
|
||||
/// Minimum length of a graph edge the object can spawn on.
|
||||
/// </summary>
|
||||
public float MinSurfaceWidth
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private Vector2 randomRotation;
|
||||
[Serialize("0.0,0.0", true), Editable(ToolTip = "How much the rotation of the object can vary (min and max values in degrees).")]
|
||||
public Vector2 RandomRotation
|
||||
{
|
||||
get { return new Vector2(MathHelper.ToDegrees(randomRotation.X), MathHelper.ToDegrees(randomRotation.Y)); }
|
||||
private set
|
||||
{
|
||||
randomRotation = new Vector2(MathHelper.ToRadians(value.X), MathHelper.ToRadians(value.Y));
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 RandomRotationRad => randomRotation;
|
||||
|
||||
private float swingAmount;
|
||||
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 360.0f, ToolTip = "How much the object swings (in degrees).")]
|
||||
public float SwingAmount
|
||||
{
|
||||
get { return MathHelper.ToDegrees(swingAmount); }
|
||||
private set
|
||||
{
|
||||
swingAmount = MathHelper.ToRadians(value);
|
||||
}
|
||||
}
|
||||
|
||||
public float SwingAmountRad => swingAmount;
|
||||
|
||||
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f, ToolTip = "How fast the object swings.")]
|
||||
public float SwingFrequency
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize("0.0,0.0", true), Editable(ToolTip = "How much the scale of the object oscillates on each axis. A value of 0.5,0.5 would make the object's scale oscillate from 100% to 150%.")]
|
||||
public Vector2 ScaleOscillation
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f, ToolTip = "How fast the object's scale oscillates.")]
|
||||
public float ScaleOscillationFrequency
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(1.0f, true), Editable(ToolTip = "How likely it is for the object to spawn in a level. "+
|
||||
"This is relative to the commonness of the other objects - for example, having an object with "+
|
||||
"a commonness of 1 and another with a commonness of 10 would mean the latter appears in levels 10 times as frequently as the former. "+
|
||||
"The commonness value can be overridden on specific level types.")]
|
||||
public float Commonness
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(0.0f, true), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f, ToolTip = "How much the object disrupts submarine's sonar.")]
|
||||
public float SonarDisruption
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public string Name
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public List<ChildObject> ChildObjects
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties
|
||||
{
|
||||
get; private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A list of prefabs whose properties override this one's properties when a trigger is active.
|
||||
/// E.g. if a trigger in the index 1 of the trigger list is active, the properties in index 1 in this list are used (unless it's null)
|
||||
/// </summary>
|
||||
public List<LevelObjectPrefab> OverrideProperties
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "LevelObjectPrefab (" + Name + ")";
|
||||
}
|
||||
|
||||
public static void LoadAll()
|
||||
{
|
||||
var files = GameMain.Instance.GetFilesOfType(ContentType.LevelObjectPrefabs);
|
||||
if (files.Count() > 0)
|
||||
{
|
||||
foreach (var file in files)
|
||||
{
|
||||
LoadConfig(file);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
LoadConfig("Content/LevelObjects/LevelObject/Prefabs.xml");
|
||||
}
|
||||
}
|
||||
|
||||
private static void LoadConfig(string configPath)
|
||||
{
|
||||
try
|
||||
{
|
||||
XDocument doc = XMLExtensions.TryLoadXml(configPath);
|
||||
if (doc == null || doc.Root == null) return;
|
||||
|
||||
foreach (XElement element in doc.Root.Elements())
|
||||
{
|
||||
list.Add(new LevelObjectPrefab(element));
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError(String.Format("Failed to load LevelObject prefabs from {0}", configPath), e);
|
||||
}
|
||||
}
|
||||
|
||||
public LevelObjectPrefab(XElement element)
|
||||
{
|
||||
ChildObjects = new List<ChildObject>();
|
||||
LevelTriggerElements = new List<XElement>();
|
||||
OverrideProperties = new List<LevelObjectPrefab>();
|
||||
OverrideCommonness = new Dictionary<string, float>();
|
||||
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
if (element != null)
|
||||
{
|
||||
Config = element;
|
||||
Name = element.Name.ToString();
|
||||
LoadElements(element, -1);
|
||||
InitProjSpecific(element);
|
||||
}
|
||||
|
||||
//use the maximum width of the sprite as the minimum surface width if no value is given
|
||||
if (element != null && !element.Attributes("minsurfacewidth").Any())
|
||||
{
|
||||
if (Sprite != null) MinSurfaceWidth = Sprite.size.X * MaxSize;
|
||||
if (DeformableSprite != null) MinSurfaceWidth = Math.Max(MinSurfaceWidth, DeformableSprite.Size.X * MaxSize);
|
||||
}
|
||||
}
|
||||
|
||||
private void LoadElements(XElement element, int parentTriggerIndex)
|
||||
{
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "sprite":
|
||||
Sprite = new Sprite(subElement);
|
||||
break;
|
||||
case "specularsprite":
|
||||
SpecularSprite = new Sprite(subElement);
|
||||
break;
|
||||
case "deformablesprite":
|
||||
DeformableSprite = new DeformableSprite(subElement);
|
||||
break;
|
||||
case "overridecommonness":
|
||||
string levelType = subElement.GetAttributeString("leveltype", "");
|
||||
if (!OverrideCommonness.ContainsKey(levelType))
|
||||
{
|
||||
OverrideCommonness.Add(levelType, subElement.GetAttributeFloat("commonness", 1.0f));
|
||||
}
|
||||
break;
|
||||
case "leveltrigger":
|
||||
case "trigger":
|
||||
OverrideProperties.Add(null);
|
||||
LevelTriggerElements.Add(subElement);
|
||||
LoadElements(subElement, LevelTriggerElements.Count - 1);
|
||||
break;
|
||||
case "childobject":
|
||||
ChildObjects.Add(new ChildObject(subElement));
|
||||
break;
|
||||
case "overrideproperties":
|
||||
var propertyOverride = new LevelObjectPrefab(subElement);
|
||||
OverrideProperties[OverrideProperties.Count - 1] = propertyOverride;
|
||||
if (propertyOverride.Sprite == null && propertyOverride.DeformableSprite == null)
|
||||
{
|
||||
propertyOverride.Sprite = Sprite;
|
||||
propertyOverride.DeformableSprite = DeformableSprite;
|
||||
}
|
||||
break;
|
||||
case "body":
|
||||
case "physicsbody":
|
||||
PhysicsBodyElement = subElement;
|
||||
PhysicsBodyTriggerIndex = parentTriggerIndex;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
partial void InitProjSpecific(XElement element);
|
||||
|
||||
public float GetCommonness(string levelType)
|
||||
{
|
||||
if (!OverrideCommonness.TryGetValue(levelType, out float commonness))
|
||||
{
|
||||
return Commonness;
|
||||
}
|
||||
return commonness;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,600 @@
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class LevelTrigger
|
||||
{
|
||||
[Flags]
|
||||
enum TriggererType
|
||||
{
|
||||
None = 0,
|
||||
Human = 1,
|
||||
Creature = 2,
|
||||
Character = Human | Creature,
|
||||
Submarine = 4,
|
||||
Item = 8,
|
||||
OtherTrigger = 16
|
||||
}
|
||||
|
||||
public enum TriggerForceMode
|
||||
{
|
||||
Force, //default, apply a force to the object over time
|
||||
Acceleration, //apply an acceleration to the object, ignoring it's mass
|
||||
Impulse, //apply an instant force, ignoring deltaTime
|
||||
LimitVelocity //clamp the velocity of the triggerer to some value
|
||||
}
|
||||
|
||||
public Action<LevelTrigger, Entity> OnTriggered;
|
||||
|
||||
private PhysicsBody physicsBody;
|
||||
|
||||
/// <summary>
|
||||
/// Effects applied to entities that are inside the trigger
|
||||
/// </summary>
|
||||
private List<StatusEffect> statusEffects = new List<StatusEffect>();
|
||||
|
||||
/// <summary>
|
||||
/// Attacks applied to entities that are inside the trigger
|
||||
/// </summary>
|
||||
private List<Attack> attacks = new List<Attack>();
|
||||
|
||||
private float cameraShake;
|
||||
private Vector2 unrotatedForce;
|
||||
private float forceFluctuationTimer, currentForceFluctuation = 1.0f;
|
||||
|
||||
private HashSet<Entity> triggerers = new HashSet<Entity>();
|
||||
|
||||
private TriggererType triggeredBy;
|
||||
|
||||
private float randomTriggerInterval;
|
||||
private float randomTriggerProbability;
|
||||
private float randomTriggerTimer;
|
||||
|
||||
private float triggeredTimer;
|
||||
|
||||
//how far away this trigger can activate other triggers from
|
||||
private float triggerOthersDistance;
|
||||
|
||||
private HashSet<string> tags = new HashSet<string>();
|
||||
|
||||
//other triggers have to have at least one of these tags to trigger this one
|
||||
private HashSet<string> allowedOtherTriggerTags = new HashSet<string>();
|
||||
|
||||
/// <summary>
|
||||
/// How long the trigger stays in the triggered state after triggerers have left
|
||||
/// </summary>
|
||||
private float stayTriggeredDelay;
|
||||
|
||||
public LevelTrigger ParentTrigger;
|
||||
|
||||
public Dictionary<Entity, Vector2> TriggererPosition
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private Vector2 worldPosition;
|
||||
public Vector2 WorldPosition
|
||||
{
|
||||
get { return worldPosition; }
|
||||
set
|
||||
{
|
||||
worldPosition = value;
|
||||
physicsBody?.SetTransform(ConvertUnits.ToSimUnits(value), physicsBody.Rotation);
|
||||
}
|
||||
}
|
||||
|
||||
public float Rotation
|
||||
{
|
||||
get { return physicsBody == null ? 0.0f : physicsBody.Rotation; }
|
||||
set
|
||||
{
|
||||
if (physicsBody == null) return;
|
||||
physicsBody.SetTransform(physicsBody.Position, value);
|
||||
CalculateDirectionalForce();
|
||||
}
|
||||
}
|
||||
|
||||
public PhysicsBody PhysicsBody
|
||||
{
|
||||
get { return physicsBody; }
|
||||
}
|
||||
|
||||
public float TriggerOthersDistance
|
||||
{
|
||||
get { return triggerOthersDistance; }
|
||||
}
|
||||
|
||||
public IEnumerable<Entity> Triggerers
|
||||
{
|
||||
get { return triggerers.AsEnumerable(); }
|
||||
}
|
||||
|
||||
public bool IsTriggered
|
||||
{
|
||||
get
|
||||
{
|
||||
return (triggerers.Count > 0 || triggeredTimer > 0.0f) &&
|
||||
(ParentTrigger == null || ParentTrigger.IsTriggered);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 Force
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// does the force diminish by distance
|
||||
/// </summary>
|
||||
public bool ForceFalloff
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float ForceFluctuationInterval
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
public float ForceFluctuationStrength
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private TriggerForceMode forceMode;
|
||||
public TriggerForceMode ForceMode
|
||||
{
|
||||
get { return forceMode; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop applying forces to objects if they're moving faster than this
|
||||
/// </summary>
|
||||
public float ForceVelocityLimit
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float ColliderRadius
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
|
||||
public bool UseNetworkSyncing
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public bool NeedsNetworkSyncing
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public LevelTrigger(XElement element, Vector2 position, float rotation, float scale = 1.0f, string parentDebugName = "")
|
||||
{
|
||||
TriggererPosition = new Dictionary<Entity, Vector2>();
|
||||
|
||||
worldPosition = position;
|
||||
if (element.Attributes("radius").Any() || element.Attributes("width").Any() || element.Attributes("height").Any())
|
||||
{
|
||||
physicsBody = new PhysicsBody(element, scale)
|
||||
{
|
||||
CollisionCategories = Physics.CollisionLevel,
|
||||
CollidesWith = Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionProjectile | Physics.CollisionWall
|
||||
};
|
||||
physicsBody.FarseerBody.OnCollision += PhysicsBody_OnCollision;
|
||||
physicsBody.FarseerBody.OnSeparation += PhysicsBody_OnSeparation;
|
||||
physicsBody.FarseerBody.IsSensor = true;
|
||||
physicsBody.FarseerBody.IsStatic = true;
|
||||
physicsBody.FarseerBody.IsKinematic = true;
|
||||
|
||||
ColliderRadius = ConvertUnits.ToDisplayUnits(Math.Max(Math.Max(PhysicsBody.radius, PhysicsBody.width / 2.0f), PhysicsBody.height / 2.0f));
|
||||
|
||||
physicsBody.SetTransform(ConvertUnits.ToSimUnits(position), rotation);
|
||||
}
|
||||
|
||||
cameraShake = element.GetAttributeFloat("camerashake", 0.0f);
|
||||
|
||||
stayTriggeredDelay = element.GetAttributeFloat("staytriggereddelay", 0.0f);
|
||||
randomTriggerInterval = element.GetAttributeFloat("randomtriggerinterval", 0.0f);
|
||||
randomTriggerProbability = element.GetAttributeFloat("randomtriggerprobability", 0.0f);
|
||||
|
||||
UseNetworkSyncing = element.GetAttributeBool("networksyncing", false);
|
||||
|
||||
unrotatedForce =
|
||||
element.Attribute("force") != null && element.Attribute("force").Value.Contains(',') ?
|
||||
element.GetAttributeVector2("force", Vector2.Zero) :
|
||||
new Vector2(element.GetAttributeFloat("force", 0.0f), 0.0f);
|
||||
|
||||
ForceFluctuationInterval = element.GetAttributeFloat("forcefluctuationinterval", 0.01f);
|
||||
ForceFluctuationStrength = Math.Max(element.GetAttributeFloat("forcefluctuationstrength", 0.0f), 0.0f);
|
||||
ForceFalloff = element.GetAttributeBool("forcefalloff", true);
|
||||
|
||||
ForceVelocityLimit = ConvertUnits.ToSimUnits(element.GetAttributeFloat("forcevelocitylimit", float.MaxValue));
|
||||
string forceModeStr = element.GetAttributeString("forcemode", "Force");
|
||||
if (!Enum.TryParse(forceModeStr, out forceMode))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in LevelTrigger config: \"" + forceModeStr + "\" is not a valid force mode.");
|
||||
}
|
||||
CalculateDirectionalForce();
|
||||
|
||||
string triggeredByStr = element.GetAttributeString("triggeredby", "Character");
|
||||
if (!Enum.TryParse(triggeredByStr, out triggeredBy))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in LevelTrigger config: \"" + triggeredByStr + "\" is not a valid triggerer type.");
|
||||
}
|
||||
UpdateCollisionCategories();
|
||||
triggerOthersDistance = element.GetAttributeFloat("triggerothersdistance", 0.0f);
|
||||
|
||||
var tagsArray = element.GetAttributeStringArray("tags", new string[0]);
|
||||
foreach (string tag in tagsArray)
|
||||
{
|
||||
tags.Add(tag.ToLower());
|
||||
}
|
||||
|
||||
if (triggeredBy.HasFlag(TriggererType.OtherTrigger))
|
||||
{
|
||||
var otherTagsArray = element.GetAttributeStringArray("allowedothertriggertags", new string[0]);
|
||||
foreach (string tag in otherTagsArray)
|
||||
{
|
||||
allowedOtherTriggerTags.Add(tag.ToLower());
|
||||
}
|
||||
}
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "statuseffect":
|
||||
statusEffects.Add(StatusEffect.Load(subElement, string.IsNullOrEmpty(parentDebugName) ? "LevelTrigger" : "LevelTrigger in "+ parentDebugName));
|
||||
break;
|
||||
case "attack":
|
||||
case "damage":
|
||||
var attack = new Attack(subElement, string.IsNullOrEmpty(parentDebugName) ? "LevelTrigger" : "LevelTrigger in " + parentDebugName);
|
||||
var multipliedAfflictions = attack.GetMultipliedAfflictions((float)Timing.Step);
|
||||
attack.Afflictions.Clear();
|
||||
foreach (Affliction affliction in multipliedAfflictions)
|
||||
{
|
||||
attack.Afflictions.Add(affliction);
|
||||
}
|
||||
attacks.Add(attack);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateCollisionCategories()
|
||||
{
|
||||
if (physicsBody == null) return;
|
||||
|
||||
var collidesWith = Physics.CollisionNone;
|
||||
if (triggeredBy.HasFlag(TriggererType.Character) || triggeredBy.HasFlag(TriggererType.Creature)) collidesWith |= Physics.CollisionCharacter;
|
||||
if (triggeredBy.HasFlag(TriggererType.Item)) collidesWith |= Physics.CollisionItem | Physics.CollisionProjectile;
|
||||
if (triggeredBy.HasFlag(TriggererType.Submarine)) collidesWith |= Physics.CollisionWall;
|
||||
|
||||
physicsBody.CollidesWith = collidesWith;
|
||||
}
|
||||
|
||||
private void CalculateDirectionalForce()
|
||||
{
|
||||
var ca = (float)Math.Cos(-Rotation);
|
||||
var sa = (float)Math.Sin(-Rotation);
|
||||
|
||||
Force = new Vector2(
|
||||
ca * unrotatedForce.X + sa * unrotatedForce.Y,
|
||||
-sa * unrotatedForce.X + ca * unrotatedForce.Y);
|
||||
}
|
||||
|
||||
private bool PhysicsBody_OnCollision(Fixture fixtureA, Fixture fixtureB, FarseerPhysics.Dynamics.Contacts.Contact contact)
|
||||
{
|
||||
Entity entity = GetEntity(fixtureB);
|
||||
if (entity == null) return false;
|
||||
|
||||
if (entity is Character character)
|
||||
{
|
||||
if (character.CurrentHull != null) return false;
|
||||
if (character.ConfigPath == Character.HumanConfigFile)
|
||||
{
|
||||
if (!triggeredBy.HasFlag(TriggererType.Human)) return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!triggeredBy.HasFlag(TriggererType.Creature)) return false;
|
||||
}
|
||||
}
|
||||
else if (entity is Item item)
|
||||
{
|
||||
if (item.CurrentHull != null) return false;
|
||||
if (!triggeredBy.HasFlag(TriggererType.Item)) return false;
|
||||
}
|
||||
else if (entity is Submarine)
|
||||
{
|
||||
if (!triggeredBy.HasFlag(TriggererType.Submarine)) return false;
|
||||
}
|
||||
|
||||
if (!triggerers.Contains(entity))
|
||||
{
|
||||
if (!IsTriggered)
|
||||
{
|
||||
OnTriggered?.Invoke(this, entity);
|
||||
}
|
||||
TriggererPosition[entity] = entity.WorldPosition;
|
||||
triggerers.Add(entity);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private void PhysicsBody_OnSeparation(Fixture fixtureA, Fixture fixtureB)
|
||||
{
|
||||
Entity entity = GetEntity(fixtureB);
|
||||
if (entity == null) return;
|
||||
|
||||
if (entity is Character character &&
|
||||
(!character.Enabled || character.Removed) &&
|
||||
triggerers.Contains(entity))
|
||||
{
|
||||
TriggererPosition.Remove(entity);
|
||||
triggerers.Remove(entity);
|
||||
return;
|
||||
}
|
||||
|
||||
//check if there are any other contacts with the entity
|
||||
//(the OnSeparation callback happens when two fixtures separate,
|
||||
//e.g. if a body stops touching the circular fixture at the end of a capsule-shaped body)
|
||||
ContactEdge contactEdge = fixtureA.Body.ContactList;
|
||||
while (contactEdge != null)
|
||||
{
|
||||
if (contactEdge.Contact != null &&
|
||||
contactEdge.Contact.IsTouching)
|
||||
{
|
||||
var otherEntity = GetEntity(contactEdge.Contact.FixtureB == fixtureB ?
|
||||
contactEdge.Contact.FixtureB :
|
||||
contactEdge.Contact.FixtureA);
|
||||
if (otherEntity == entity) return;
|
||||
}
|
||||
contactEdge = contactEdge.Next;
|
||||
}
|
||||
|
||||
if (triggerers.Contains(entity))
|
||||
{
|
||||
TriggererPosition.Remove(entity);
|
||||
triggerers.Remove(entity);
|
||||
}
|
||||
}
|
||||
|
||||
private Entity GetEntity(Fixture fixture)
|
||||
{
|
||||
if (fixture.Body == null || fixture.Body.UserData == null) return null;
|
||||
if (fixture.Body.UserData is Entity entity) return entity;
|
||||
if (fixture.Body.UserData is Limb limb) return limb.character;
|
||||
if (fixture.Body.UserData is SubmarineBody subBody) return subBody.Submarine;
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Another trigger was triggered, check if this one should react to it
|
||||
/// </summary>
|
||||
public void OtherTriggered(LevelObject levelObject, LevelTrigger otherTrigger)
|
||||
{
|
||||
if (!triggeredBy.HasFlag(TriggererType.OtherTrigger) || stayTriggeredDelay <= 0.0f) return;
|
||||
|
||||
//check if the other trigger has appropriate tags
|
||||
if (allowedOtherTriggerTags.Count > 0)
|
||||
{
|
||||
if (!allowedOtherTriggerTags.Any(t => otherTrigger.tags.Contains(t))) return;
|
||||
}
|
||||
|
||||
if (Vector2.DistanceSquared(WorldPosition, otherTrigger.WorldPosition) <= otherTrigger.triggerOthersDistance * otherTrigger.triggerOthersDistance)
|
||||
{
|
||||
bool wasAlreadyTriggered = IsTriggered;
|
||||
triggeredTimer = stayTriggeredDelay;
|
||||
if (!wasAlreadyTriggered)
|
||||
{
|
||||
OnTriggered?.Invoke(this, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
if (ParentTrigger != null && !ParentTrigger.IsTriggered) return;
|
||||
|
||||
triggerers.RemoveWhere(t => t.Removed);
|
||||
|
||||
if (!UseNetworkSyncing || GameMain.Client == null)
|
||||
{
|
||||
if (ForceFluctuationStrength > 0.0f)
|
||||
{
|
||||
forceFluctuationTimer += deltaTime;
|
||||
if (forceFluctuationTimer > ForceFluctuationInterval)
|
||||
{
|
||||
NeedsNetworkSyncing = true;
|
||||
currentForceFluctuation = Rand.Range(1.0f - ForceFluctuationStrength, 1.0f);
|
||||
forceFluctuationTimer = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
if (randomTriggerProbability > 0.0f)
|
||||
{
|
||||
randomTriggerTimer += deltaTime;
|
||||
if (randomTriggerTimer > randomTriggerInterval)
|
||||
{
|
||||
if (Rand.Range(0.0f, 1.0f) < randomTriggerProbability)
|
||||
{
|
||||
NeedsNetworkSyncing = true;
|
||||
triggeredTimer = stayTriggeredDelay;
|
||||
}
|
||||
randomTriggerTimer = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (stayTriggeredDelay > 0.0f)
|
||||
{
|
||||
if (triggerers.Count == 0)
|
||||
{
|
||||
triggeredTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
triggeredTimer = stayTriggeredDelay;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Entity triggerer in triggerers)
|
||||
{
|
||||
foreach (StatusEffect effect in statusEffects)
|
||||
{
|
||||
if (triggerer is Character)
|
||||
{
|
||||
effect.Apply(effect.type, deltaTime, triggerer, (Character)triggerer);
|
||||
}
|
||||
else if (triggerer is Item)
|
||||
{
|
||||
effect.Apply(effect.type, deltaTime, triggerer, ((Item)triggerer).AllPropertyObjects);
|
||||
}
|
||||
}
|
||||
|
||||
if (triggerer is IDamageable damageable)
|
||||
{
|
||||
foreach (Attack attack in attacks)
|
||||
{
|
||||
attack.DoDamage(null, damageable, WorldPosition, deltaTime, false);
|
||||
}
|
||||
}
|
||||
else if (triggerer is Submarine submarine)
|
||||
{
|
||||
foreach (Attack attack in attacks)
|
||||
{
|
||||
float structureDamage = attack.GetStructureDamage(deltaTime);
|
||||
if (structureDamage > 0.0f)
|
||||
{
|
||||
Explosion.RangedStructureDamage(worldPosition, attack.DamageRange, structureDamage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Force.LengthSquared() > 0.01f)
|
||||
{
|
||||
if (triggerer is Character character)
|
||||
{
|
||||
ApplyForce(character.AnimController.Collider, deltaTime);
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
ApplyForce(limb.body, deltaTime);
|
||||
}
|
||||
}
|
||||
else if (triggerer is Submarine submarine)
|
||||
{
|
||||
ApplyForce(submarine.SubBody.Body, deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
if (triggerer == Character.Controlled || triggerer == Character.Controlled?.Submarine)
|
||||
{
|
||||
GameMain.GameScreen.Cam.Shake = Math.Max(GameMain.GameScreen.Cam.Shake, cameraShake);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplyForce(PhysicsBody body, float deltaTime)
|
||||
{
|
||||
float distFactor = 1.0f;
|
||||
if (ForceFalloff)
|
||||
{
|
||||
distFactor = 1.0f - ConvertUnits.ToDisplayUnits(Vector2.Distance(body.SimPosition, PhysicsBody.SimPosition)) / ColliderRadius;
|
||||
if (distFactor < 0.0f) return;
|
||||
}
|
||||
|
||||
switch (ForceMode)
|
||||
{
|
||||
case TriggerForceMode.Force:
|
||||
if (ForceVelocityLimit < 1000.0f)
|
||||
body.ApplyForce(Force * currentForceFluctuation * distFactor, ForceVelocityLimit);
|
||||
else
|
||||
body.ApplyForce(Force * currentForceFluctuation * distFactor);
|
||||
break;
|
||||
case TriggerForceMode.Acceleration:
|
||||
if (ForceVelocityLimit < 1000.0f)
|
||||
body.ApplyForce(Force * body.Mass * currentForceFluctuation * distFactor, ForceVelocityLimit);
|
||||
else
|
||||
body.ApplyForce(Force * body.Mass * currentForceFluctuation * distFactor);
|
||||
break;
|
||||
case TriggerForceMode.Impulse:
|
||||
if (ForceVelocityLimit < 1000.0f)
|
||||
body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor, ForceVelocityLimit);
|
||||
else
|
||||
body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor);
|
||||
break;
|
||||
case TriggerForceMode.LimitVelocity:
|
||||
float maxVel = ForceVelocityLimit * currentForceFluctuation * distFactor;
|
||||
if (body.LinearVelocity.LengthSquared() > maxVel * maxVel)
|
||||
{
|
||||
body.ApplyForce(
|
||||
Vector2.Normalize(-body.LinearVelocity) *
|
||||
Force.Length() * body.Mass * currentForceFluctuation * distFactor);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 GetWaterFlowVelocity(Vector2 viewPosition)
|
||||
{
|
||||
Vector2 baseVel = GetWaterFlowVelocity();
|
||||
if (baseVel.LengthSquared() < 0.1f) return Vector2.Zero;
|
||||
|
||||
float triggerSize = ConvertUnits.ToDisplayUnits(Math.Max(Math.Max(PhysicsBody.radius, PhysicsBody.width / 2.0f), PhysicsBody.height / 2.0f));
|
||||
float dist = Vector2.Distance(viewPosition, WorldPosition);
|
||||
if (dist > triggerSize) return Vector2.Zero;
|
||||
|
||||
return baseVel * (1.0f - dist / triggerSize);
|
||||
}
|
||||
|
||||
public Vector2 GetWaterFlowVelocity()
|
||||
{
|
||||
if (Force == Vector2.Zero) return Vector2.Zero;
|
||||
|
||||
Vector2 vel = Force;
|
||||
if (ForceMode == TriggerForceMode.Acceleration)
|
||||
{
|
||||
vel *= 1000.0f;
|
||||
}
|
||||
else if (ForceMode == TriggerForceMode.Impulse)
|
||||
{
|
||||
vel /= (float)Timing.Step;
|
||||
}
|
||||
return vel.ClampLength(ConvertUnits.ToDisplayUnits(ForceVelocityLimit)) * currentForceFluctuation;
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c)
|
||||
{
|
||||
if (ForceFluctuationStrength > 0.0f)
|
||||
{
|
||||
msg.WriteRangedSingle(MathHelper.Clamp(currentForceFluctuation, 0.0f, 1.0f), 0.0f, 1.0f, 8);
|
||||
}
|
||||
if (stayTriggeredDelay > 0.0f)
|
||||
{
|
||||
msg.WriteRangedSingle(MathHelper.Clamp(triggeredTimer, 0.0f, stayTriggeredDelay), 0.0f, stayTriggeredDelay, 16);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,160 +0,0 @@
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class LevelTrigger
|
||||
{
|
||||
private PhysicsBody physicsBody;
|
||||
|
||||
/// <summary>
|
||||
/// Effects applied to entities that are inside the trigger
|
||||
/// </summary>
|
||||
private List<StatusEffect> statusEffects = new List<StatusEffect>();
|
||||
|
||||
/// <summary>
|
||||
/// Attacks applied to entities that are inside the trigger
|
||||
/// </summary>
|
||||
private List<Attack> attacks = new List<Attack>();
|
||||
|
||||
private List<Entity> triggerers = new List<Entity>();
|
||||
|
||||
private float cameraShake;
|
||||
|
||||
private Vector2 force;
|
||||
|
||||
public Vector2 WorldPosition
|
||||
{
|
||||
get { return physicsBody.Position; }
|
||||
set { physicsBody.SetTransform(ConvertUnits.ToSimUnits(value), physicsBody.Rotation); }
|
||||
}
|
||||
|
||||
public float Rotation
|
||||
{
|
||||
get { return physicsBody.Rotation; }
|
||||
set { physicsBody.SetTransform(physicsBody.Position, value); }
|
||||
}
|
||||
|
||||
public PhysicsBody PhysicsBody
|
||||
{
|
||||
get { return physicsBody; }
|
||||
}
|
||||
|
||||
public LevelTrigger(XElement element, Vector2 position, float rotation, float scale = 1.0f)
|
||||
{
|
||||
physicsBody = new PhysicsBody(element, scale);
|
||||
physicsBody.CollisionCategories = Physics.CollisionLevel;
|
||||
physicsBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionProjectile | Physics.CollisionWall;
|
||||
physicsBody.FarseerBody.OnCollision += PhysicsBody_OnCollision;
|
||||
physicsBody.FarseerBody.OnSeparation += PhysicsBody_OnSeparation;
|
||||
physicsBody.FarseerBody.IsSensor = true;
|
||||
physicsBody.FarseerBody.IsStatic = true;
|
||||
physicsBody.FarseerBody.IsKinematic = true;
|
||||
|
||||
physicsBody.SetTransform(ConvertUnits.ToSimUnits(position), rotation);
|
||||
|
||||
cameraShake = element.GetAttributeFloat("camerashake", 0.0f);
|
||||
|
||||
force = element.GetAttributeVector2("force", Vector2.Zero);
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "statuseffect":
|
||||
statusEffects.Add(StatusEffect.Load(subElement));
|
||||
break;
|
||||
case "attack":
|
||||
case "damage":
|
||||
attacks.Add(new Attack(subElement));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool PhysicsBody_OnCollision(Fixture fixtureA, Fixture fixtureB, FarseerPhysics.Dynamics.Contacts.Contact contact)
|
||||
{
|
||||
Entity entity = GetEntity(fixtureB);
|
||||
if (entity == null) return false;
|
||||
|
||||
if (!triggerers.Contains(entity))
|
||||
{
|
||||
triggerers.Add(entity);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private void PhysicsBody_OnSeparation(Fixture fixtureA, Fixture fixtureB)
|
||||
{
|
||||
Entity entity = GetEntity(fixtureB);
|
||||
if (entity == null) return;
|
||||
|
||||
if (triggerers.Contains(entity))
|
||||
{
|
||||
triggerers.Remove(entity);
|
||||
}
|
||||
}
|
||||
|
||||
private Entity GetEntity(Fixture fixture)
|
||||
{
|
||||
if (fixture.Body == null || fixture.Body.UserData == null) return null;
|
||||
|
||||
var entity = fixture.Body.UserData as Entity;
|
||||
if (entity != null) return entity;
|
||||
|
||||
var limb = fixture.Body.UserData as Limb;
|
||||
if (limb != null) return limb.character;
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
triggerers.RemoveAll(t => t.Removed);
|
||||
foreach (Entity triggerer in triggerers)
|
||||
{
|
||||
foreach (StatusEffect effect in statusEffects)
|
||||
{
|
||||
if (triggerer is Character)
|
||||
{
|
||||
effect.Apply(effect.type, deltaTime, triggerer, (Character)triggerer);
|
||||
}
|
||||
else if (triggerer is Item)
|
||||
{
|
||||
effect.Apply(effect.type, deltaTime, triggerer, ((Item)triggerer).AllPropertyObjects);
|
||||
}
|
||||
}
|
||||
|
||||
IDamageable damageable = triggerer as IDamageable;
|
||||
if (damageable != null)
|
||||
{
|
||||
foreach (Attack attack in attacks)
|
||||
{
|
||||
attack.DoDamage(null, damageable, WorldPosition, deltaTime, false);
|
||||
}
|
||||
}
|
||||
|
||||
if (force != Vector2.Zero)
|
||||
{
|
||||
if (triggerer is Character)
|
||||
{
|
||||
((Character)triggerer).AnimController.Collider.ApplyForce(force * deltaTime);
|
||||
}
|
||||
else if (triggerer is Submarine)
|
||||
{
|
||||
((Submarine)triggerer).ApplyForce(force * deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
if (triggerer == Character.Controlled || triggerer == Character.Controlled?.Submarine)
|
||||
{
|
||||
GameMain.GameScreen.Cam.Shake = Math.Max(GameMain.GameScreen.Cam.Shake, cameraShake);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
@@ -9,15 +10,65 @@ namespace Barotrauma
|
||||
{
|
||||
partial class LevelWall : IDisposable
|
||||
{
|
||||
private List<VoronoiCell> cells;
|
||||
|
||||
private List<VoronoiCell> cells;
|
||||
public List<VoronoiCell> Cells
|
||||
{
|
||||
get { return cells; }
|
||||
}
|
||||
|
||||
private List<Body> bodies;
|
||||
|
||||
private Body body;
|
||||
public Body Body
|
||||
{
|
||||
get { return body; }
|
||||
}
|
||||
|
||||
private float moveState;
|
||||
private float moveLength;
|
||||
|
||||
private Vector2 moveAmount;
|
||||
public Vector2 MoveAmount
|
||||
{
|
||||
get { return moveAmount; }
|
||||
set
|
||||
{
|
||||
moveAmount = value;
|
||||
moveLength = moveAmount.Length();
|
||||
}
|
||||
}
|
||||
|
||||
public float MoveSpeed;
|
||||
|
||||
private Vector2? originalPos;
|
||||
|
||||
public float MoveState
|
||||
{
|
||||
get { return moveState; }
|
||||
set { moveState = MathHelper.Clamp(value, 0.0f, MathHelper.TwoPi); }
|
||||
}
|
||||
|
||||
public LevelWall(List<Vector2> vertices, Color color, Level level, bool giftWrap = false)
|
||||
{
|
||||
if (giftWrap)
|
||||
{
|
||||
vertices = MathUtils.GiftWrap(vertices);
|
||||
}
|
||||
|
||||
VoronoiCell wallCell = new VoronoiCell(vertices.ToArray());
|
||||
for (int i = 0; i < wallCell.Edges.Count; i++)
|
||||
{
|
||||
wallCell.Edges[i].Cell1 = wallCell;
|
||||
wallCell.Edges[i].IsSolid = true;
|
||||
}
|
||||
cells = new List<VoronoiCell>() { wallCell };
|
||||
|
||||
body = CaveGenerator.GeneratePolygons(cells, level, out List<Vector2[]> triangles);
|
||||
#if CLIENT
|
||||
List<VertexPositionTexture> bodyVertices = CaveGenerator.GenerateRenderVerticeList(triangles);
|
||||
SetBodyVertices(bodyVertices.ToArray(), color);
|
||||
SetWallVertices(CaveGenerator.GenerateWallShapes(cells, level), color);
|
||||
#endif
|
||||
}
|
||||
|
||||
public LevelWall(List<Vector2> edgePositions, Vector2 extendAmount, Color color, Level level)
|
||||
{
|
||||
cells = new List<VoronoiCell>();
|
||||
@@ -31,40 +82,53 @@ namespace Barotrauma
|
||||
|
||||
VoronoiCell wallCell = new VoronoiCell(vertices);
|
||||
wallCell.CellType = CellType.Edge;
|
||||
wallCell.edges[0].cell1 = wallCell;
|
||||
wallCell.edges[1].cell1 = wallCell;
|
||||
wallCell.edges[2].cell1 = wallCell;
|
||||
wallCell.edges[3].cell1 = wallCell;
|
||||
|
||||
wallCell.edges[0].isSolid = true;
|
||||
wallCell.Edges[0].Cell1 = wallCell;
|
||||
wallCell.Edges[1].Cell1 = wallCell;
|
||||
wallCell.Edges[2].Cell1 = wallCell;
|
||||
wallCell.Edges[3].Cell1 = wallCell;
|
||||
wallCell.Edges[0].IsSolid = true;
|
||||
|
||||
if (i > 1)
|
||||
{
|
||||
wallCell.edges[3].cell2 = cells[i - 1];
|
||||
cells[i - 1].edges[1].cell2 = wallCell;
|
||||
wallCell.Edges[3].Cell2 = cells[i - 1];
|
||||
cells[i - 1].Edges[1].Cell2 = wallCell;
|
||||
}
|
||||
|
||||
cells.Add(wallCell);
|
||||
}
|
||||
|
||||
bodies = CaveGenerator.GeneratePolygons(cells, level, out List<Vector2[]> triangles, false);
|
||||
foreach (var body in bodies)
|
||||
{
|
||||
body.CollisionCategories = Physics.CollisionLevel;
|
||||
}
|
||||
|
||||
body = CaveGenerator.GeneratePolygons(cells, level, out List<Vector2[]> triangles);
|
||||
body.CollisionCategories = Physics.CollisionLevel;
|
||||
|
||||
#if CLIENT
|
||||
List<VertexPositionTexture> bodyVertices = CaveGenerator.GenerateRenderVerticeList(triangles);
|
||||
|
||||
SetBodyVertices(bodyVertices.ToArray(), color);
|
||||
SetWallVertices(CaveGenerator.GenerateWallShapes(cells, level), color);
|
||||
#endif
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
if (body.BodyType == BodyType.Static) return;
|
||||
|
||||
Vector2 bodyPos = ConvertUnits.ToDisplayUnits(body.Position);
|
||||
Cells.ForEach(c => c.Translation = bodyPos);
|
||||
|
||||
if (!originalPos.HasValue) originalPos = bodyPos;
|
||||
|
||||
if (moveLength > 0.0f && MoveSpeed > 0.0f)
|
||||
{
|
||||
moveState += MoveSpeed / moveLength * deltaTime;
|
||||
moveState %= MathHelper.TwoPi;
|
||||
|
||||
Vector2 targetPos = ConvertUnits.ToSimUnits(originalPos.Value + moveAmount * (float)Math.Sin(moveState));
|
||||
body.ApplyForce((targetPos - body.Position).ClampLength(1.0f) * body.Mass);
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Dispose(true);
|
||||
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
|
||||
@@ -82,12 +146,6 @@ namespace Barotrauma
|
||||
bodyVertices = null;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (bodies != null)
|
||||
{
|
||||
bodies.Clear();
|
||||
bodies = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -44,7 +44,7 @@ namespace Barotrauma.RuinGeneration
|
||||
{
|
||||
subRooms = new BTRoom[2];
|
||||
|
||||
if (Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) < verticalProbability &&
|
||||
if (Rand.Range(0.0f, rect.Height / (float)rect.Width, Rand.RandSync.Server) < verticalProbability &&
|
||||
rect.Width * minDivRatio >= minWidth)
|
||||
{
|
||||
SplitVertical(minDivRatio);
|
||||
@@ -78,13 +78,13 @@ namespace Barotrauma.RuinGeneration
|
||||
|
||||
public override void CreateWalls()
|
||||
{
|
||||
Walls = new List<Line>();
|
||||
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.Right, Rect.Y), RuinStructureType.Wall));
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Bottom), new Vector2(Rect.Right, Rect.Bottom), RuinStructureType.Wall));
|
||||
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.X, Rect.Bottom), RuinStructureType.Wall));
|
||||
Walls.Add(new Line(new Vector2(Rect.Right, Rect.Y), new Vector2(Rect.Right, Rect.Bottom), RuinStructureType.Wall));
|
||||
Walls = new List<Line>
|
||||
{
|
||||
new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.Right, Rect.Y)),
|
||||
new Line(new Vector2(Rect.X, Rect.Bottom), new Vector2(Rect.Right, Rect.Bottom)),
|
||||
new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.X, Rect.Bottom)),
|
||||
new Line(new Vector2(Rect.Right, Rect.Y), new Vector2(Rect.Right, Rect.Bottom))
|
||||
};
|
||||
}
|
||||
|
||||
public void Scale(Vector2 scale)
|
||||
@@ -126,33 +126,52 @@ namespace Barotrauma.RuinGeneration
|
||||
}
|
||||
}
|
||||
|
||||
public static void CalculateDistancesFromEntrance(BTRoom entrance, List<Corridor> corridors)
|
||||
public static void CalculateDistancesFromEntrance(BTRoom entrance, List<BTRoom> rooms, List<Corridor> corridors)
|
||||
{
|
||||
entrance.CalculateDistanceFromEntrance(1, new List<Corridor>(corridors));
|
||||
entrance.CalculateDistanceFromEntrance(0, rooms, new List<Corridor>(corridors));
|
||||
}
|
||||
|
||||
private void CalculateDistanceFromEntrance(int currentDist, List<Corridor> corridors)
|
||||
private void CalculateDistanceFromEntrance(int currentDist, List<BTRoom> rooms, List<Corridor> corridors)
|
||||
{
|
||||
if (DistanceFromEntrance == 0)
|
||||
{
|
||||
DistanceFromEntrance = currentDist;
|
||||
}
|
||||
else
|
||||
{
|
||||
DistanceFromEntrance = Math.Min(currentDist, DistanceFromEntrance);
|
||||
}
|
||||
DistanceFromEntrance = DistanceFromEntrance == 0 ? currentDist : Math.Min(currentDist, DistanceFromEntrance);
|
||||
|
||||
currentDist++;
|
||||
|
||||
for (int i = corridors.Count - 1; i >= 0; i = Math.Min(i - 1, corridors.Count - 1))
|
||||
var roomRect = Rect;
|
||||
roomRect.Inflate(5, 5);
|
||||
foreach (var corridor in corridors)
|
||||
{
|
||||
var corridor = corridors[i];
|
||||
var corridorRect = corridor.Rect;
|
||||
corridorRect.Inflate(5, 5);
|
||||
if (!corridorRect.Intersects(roomRect)) continue;
|
||||
|
||||
if (!corridor.ConnectedRooms.Contains(this)) continue;
|
||||
corridor.DistanceFromEntrance = corridor.DistanceFromEntrance == 0 ?
|
||||
DistanceFromEntrance + 1 :
|
||||
Math.Min(corridor.DistanceFromEntrance, DistanceFromEntrance + 1);
|
||||
|
||||
corridors.RemoveAt(i);
|
||||
|
||||
List<BTRoom> connectedRooms = new List<BTRoom>();
|
||||
foreach (var otherRoom in rooms)
|
||||
{
|
||||
if (otherRoom == this) continue;
|
||||
if (otherRoom.DistanceFromEntrance > 0 && otherRoom.DistanceFromEntrance < currentDist) continue;
|
||||
|
||||
corridor.ConnectedRooms[corridor.ConnectedRooms[0] == this ? 1 : 0].CalculateDistanceFromEntrance(currentDist, corridors);
|
||||
var otherRoomRect = otherRoom.Rect;
|
||||
otherRoomRect.Inflate(5, 5);
|
||||
if (corridorRect.Intersects(otherRoomRect)) { connectedRooms.Add(otherRoom); }
|
||||
}
|
||||
|
||||
connectedRooms.Sort((r1, r2) =>
|
||||
{
|
||||
return
|
||||
(Math.Abs(r1.Rect.Center.X - Rect.Center.X) + Math.Abs(r1.Rect.Center.Y - Rect.Center.Y)) -
|
||||
(Math.Abs(r2.Rect.Center.X - Rect.Center.X) + Math.Abs(r2.Rect.Center.Y - Rect.Center.Y));
|
||||
});
|
||||
|
||||
for (int i = 0; i < connectedRooms.Count; i++)
|
||||
{
|
||||
connectedRooms[i].CalculateDistanceFromEntrance(currentDist + 1 + i, rooms, corridors);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,13 +8,7 @@ namespace Barotrauma.RuinGeneration
|
||||
class Corridor : RuinShape
|
||||
{
|
||||
private bool isHorizontal;
|
||||
|
||||
// TODO: fix implicit hiding
|
||||
public Rectangle Rect
|
||||
{
|
||||
get { return rect; }
|
||||
}
|
||||
|
||||
|
||||
public bool IsHorizontal
|
||||
{
|
||||
get { return isHorizontal; }
|
||||
@@ -55,40 +49,28 @@ namespace Barotrauma.RuinGeneration
|
||||
var leaves2 = room.Adjacent.GetLeaves();
|
||||
|
||||
var suitableLeaves = GetSuitableLeafRooms(leaves1, leaves2, width, isHorizontal);
|
||||
room1 = suitableLeaves[0].Rect;
|
||||
room2 = suitableLeaves[1].Rect;
|
||||
|
||||
ConnectedRooms[0] = suitableLeaves[0];
|
||||
ConnectedRooms[1] = suitableLeaves[1];
|
||||
}
|
||||
|
||||
if (isHorizontal)
|
||||
{
|
||||
int left = Math.Min(room1.Right, room2.Right);
|
||||
int right = Math.Max(room1.X, room2.X);
|
||||
|
||||
int top = Math.Max(room1.Y, room2.Y);
|
||||
int bottom = Math.Min(room1.Bottom, room2.Bottom);
|
||||
|
||||
int yPos = Rand.Range(top, bottom - width, Rand.RandSync.Server);
|
||||
|
||||
rect = new Rectangle(left, yPos, right - left, width);
|
||||
}
|
||||
else if (room1.Y > room2.Bottom || room2.Y > room1.Bottom)
|
||||
{
|
||||
int left = Math.Max(room1.X, room2.X);
|
||||
int right = Math.Min(room1.Right, room2.Right);
|
||||
|
||||
int top = Math.Min(room1.Bottom, room2.Bottom);
|
||||
int bottom = Math.Max(room1.Y, room2.Y);
|
||||
|
||||
int xPos = Rand.Range(left, right - width, Rand.RandSync.Server);
|
||||
|
||||
rect = new Rectangle(xPos, top, width, bottom - top);
|
||||
if (suitableLeaves == null || suitableLeaves.Length < 2)
|
||||
{
|
||||
// No suitable leaves found due to intersections
|
||||
//DebugConsole.ThrowError("Error while generating ruins. Could not find a suitable position for a corridor. The width of the corridors may be too large compared to the sizes of the rooms.");
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
room1 = suitableLeaves[0].Rect;
|
||||
room2 = suitableLeaves[1].Rect;
|
||||
ConnectedRooms[0] = suitableLeaves[0];
|
||||
ConnectedRooms[1] = suitableLeaves[1];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.ThrowError("wat");
|
||||
rect = CalculateRectangle(room1, room2, width, isHorizontal);
|
||||
if (rect.Width <= 0 || rect.Height <= 0)
|
||||
{
|
||||
DebugConsole.ThrowError("Error while generating ruins. Attempted to create a corridor with a width or height of <= 0");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
room.Corridor = this;
|
||||
@@ -122,24 +104,21 @@ namespace Barotrauma.RuinGeneration
|
||||
|
||||
public override void CreateWalls()
|
||||
{
|
||||
|
||||
|
||||
Walls = new List<Line>();
|
||||
|
||||
if (IsHorizontal)
|
||||
{
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.Right, Rect.Y), RuinStructureType.CorridorWall));
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Bottom), new Vector2(Rect.Right, Rect.Bottom), RuinStructureType.CorridorWall));
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.Right, Rect.Y)));
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Bottom), new Vector2(Rect.Right, Rect.Bottom)));
|
||||
}
|
||||
else
|
||||
{
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.X, Rect.Bottom), RuinStructureType.CorridorWall));
|
||||
Walls.Add(new Line(new Vector2(Rect.Right, Rect.Y), new Vector2(Rect.Right, Rect.Bottom), RuinStructureType.CorridorWall));
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.X, Rect.Bottom)));
|
||||
Walls.Add(new Line(new Vector2(Rect.Right, Rect.Y), new Vector2(Rect.Right, Rect.Bottom)));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// find two rooms which have two face-two-face walls that we can place a corridor in between
|
||||
/// Find two rooms which have two face-two-face walls that we can place a corridor in between
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private BTRoom[] GetSuitableLeafRooms(List<BTRoom> leaves1, List<BTRoom> leaves2, int width, bool isHorizontal)
|
||||
@@ -147,7 +126,6 @@ namespace Barotrauma.RuinGeneration
|
||||
int iOffset = Rand.Int(leaves1.Count, Rand.RandSync.Server);
|
||||
int jOffset = Rand.Int(leaves2.Count, Rand.RandSync.Server);
|
||||
|
||||
|
||||
for (int iCount = 0; iCount < leaves1.Count; iCount++)
|
||||
{
|
||||
int i = (iCount + iOffset) % leaves1.Count;
|
||||
@@ -158,21 +136,17 @@ namespace Barotrauma.RuinGeneration
|
||||
|
||||
if (isHorizontal)
|
||||
{
|
||||
//if (Math.Min(leaves1[i].Rect.Bottom, leaves2[i].Rect.Bottom) - Math.Max(leaves1[i].Rect.Y, leaves2[j].Rect.Y) < width) continue;
|
||||
|
||||
|
||||
if (leaves1[i].Rect.Y > leaves2[j].Rect.Bottom-width) continue;
|
||||
if (leaves1[i].Rect.Bottom < leaves2[j].Rect.Y+width) continue;
|
||||
if (leaves1[i].Rect.Y > leaves2[j].Rect.Bottom - width) continue;
|
||||
if (leaves1[i].Rect.Bottom < leaves2[j].Rect.Y + width) continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
//if (Math.Min(leaves1[i].Rect.Right, leaves2[i].Rect.Right) - Math.Max(leaves1[i].Rect.X, leaves2[j].Rect.X) < width) continue;
|
||||
|
||||
|
||||
if (leaves1[i].Rect.X > leaves2[j].Rect.Right-width) continue;
|
||||
if (leaves1[i].Rect.Right < leaves2[j].Rect.X+width) continue;
|
||||
if (leaves1[i].Rect.X > leaves2[j].Rect.Right - width) continue;
|
||||
if (leaves1[i].Rect.Right < leaves2[j].Rect.X + width) continue;
|
||||
}
|
||||
|
||||
// Check if the given corridor rect would intersect over a third room
|
||||
if (CheckForIntersection(leaves1[i], leaves2[j], leaves1, leaves2, width, isHorizontal)) continue;
|
||||
|
||||
return new BTRoom[] { leaves1[i], leaves2[j] };
|
||||
}
|
||||
@@ -181,7 +155,60 @@ namespace Barotrauma.RuinGeneration
|
||||
return null;
|
||||
}
|
||||
|
||||
private bool CheckForIntersection(BTRoom potential1, BTRoom potential2, List<BTRoom> leaves1, List<BTRoom> leaves2, int width, bool isHorizontal)
|
||||
{
|
||||
Rectangle potential1Rect = potential1.Rect;
|
||||
Rectangle potential2Rect = potential2.Rect;
|
||||
Rectangle potentialCorridorRectangle = CalculateRectangle(potential1.Rect, potential2.Rect, width, isHorizontal);
|
||||
|
||||
if (potentialCorridorRectangle.Width <= 0 || potentialCorridorRectangle.Height <= 0) return true; // Invalid rectangle
|
||||
|
||||
for (int i = 0; i < leaves1.Count; i++)
|
||||
{
|
||||
if (leaves1[i] == potential1) continue;
|
||||
if (potentialCorridorRectangle.Intersects(leaves1[i].Rect)) return true;
|
||||
}
|
||||
|
||||
for (int i = 0; i < leaves2.Count; i++)
|
||||
{
|
||||
if (leaves2[i] == potential2) continue;
|
||||
if (potentialCorridorRectangle.Intersects(leaves2[i].Rect)) return true;
|
||||
}
|
||||
|
||||
rect = potentialCorridorRectangle; // Save the rectangle that passes the test
|
||||
return false;
|
||||
}
|
||||
|
||||
private Rectangle CalculateRectangle(Rectangle rect1, Rectangle rect2, int width, bool isHorizontal)
|
||||
{
|
||||
if (isHorizontal)
|
||||
{
|
||||
int left = Math.Min(rect1.Right, rect2.Right);
|
||||
int right = Math.Max(rect1.X, rect2.X);
|
||||
|
||||
int top = Math.Max(rect1.Y, rect2.Y);
|
||||
//int bottom = Math.Min(room1.Bottom, room2.Bottom);
|
||||
int yPos = top;//Rand.Range(top, bottom - width, Rand.RandSync.Server);
|
||||
|
||||
return new Rectangle(left, yPos, right - left, width);
|
||||
}
|
||||
else if (rect1.Y > rect2.Bottom || rect2.Y > rect1.Bottom)
|
||||
{
|
||||
int left = Math.Max(rect1.X, rect2.X);
|
||||
int right = Math.Min(rect1.Right, rect2.Right);
|
||||
|
||||
int top = Math.Min(rect1.Bottom, rect2.Bottom);
|
||||
int bottom = Math.Max(rect1.Y, rect2.Y);
|
||||
|
||||
int xPos = Rand.Range(left, right - width, Rand.RandSync.Server);
|
||||
|
||||
return new Rectangle(xPos, top, width, bottom - top);
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.ThrowError("wat");
|
||||
return new Rectangle();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,474 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.RuinGeneration
|
||||
{
|
||||
[Flags]
|
||||
enum RuinEntityType
|
||||
{
|
||||
Wall, Back, Door, Hatch, Prop
|
||||
}
|
||||
|
||||
class RuinGenerationParams : ISerializableEntity
|
||||
{
|
||||
public static List<RuinGenerationParams> List
|
||||
{
|
||||
get
|
||||
{
|
||||
if (paramsList == null)
|
||||
{
|
||||
LoadAll();
|
||||
}
|
||||
return paramsList;
|
||||
}
|
||||
}
|
||||
|
||||
private static List<RuinGenerationParams> paramsList;
|
||||
|
||||
private string filePath;
|
||||
|
||||
private List<RuinRoom> roomTypeList;
|
||||
|
||||
public string Name => "RuinGenerationParams";
|
||||
|
||||
[Serialize("5000,5000", false), Editable()]
|
||||
public Point SizeMin
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
[Serialize("8000,8000", false), Editable()]
|
||||
public Point SizeMax
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(3, false), Editable(MinValueInt = 1, MaxValueInt = 10, ToolTip = "The ruin generation algorithm \"splits\" the ruin area into two, splits these areas again, repeats this for some number of times and creates a room at each of the final split areas. This is value determines the minimum number of times the split is done.")]
|
||||
public int RoomDivisionIterationsMin
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(4, false), Editable(MinValueInt = 1, MaxValueInt = 10, ToolTip = "The ruin generation algorithm \"splits\" the ruin area into two, splits these areas again, repeats this for some number of times and creates a room at each of the final split areas. This is value determines the maximum number of times the split is done.")]
|
||||
public int RoomDivisionIterationsMax
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(0.5f, false), Editable(MinValueFloat = 0.1f, MaxValueFloat = 0.9f, ToolTip = "The probability for the split algorithm to split the area vertically. High values tend to create tall, vertical rooms, and low values wide, horizontal rooms.")]
|
||||
public float VerticalSplitProbability
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(400, false), Editable(ToolTip = "The splitting algorithm attempts to keep the dimensions the split areas larger than this. For example, if the width of the split areas would be smaller than this after a vertical split, the algorithm will do a horizontal split.")]
|
||||
public int MinSplitWidth
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize("0.5,0.9", false), Editable(ToolTip = "The minimum and maximum width of a room relative to the areas created by the split algorithm.")]
|
||||
public Vector2 RoomWidthRange
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
[Serialize("0.5,0.9", false), Editable(ToolTip = "The minimum and maximum height of a room relative to the areas created by the split algorithm.")]
|
||||
public Vector2 RoomHeightRange
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize("200,256", false), Editable(ToolTip = "The minimum and maximum width of the corridors between rooms.")]
|
||||
public Point CorridorWidthRange
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
} = new Dictionary<string, SerializableProperty>();
|
||||
|
||||
public IEnumerable<RuinRoom> RoomTypeList
|
||||
{
|
||||
get { return roomTypeList; }
|
||||
}
|
||||
|
||||
private RuinGenerationParams(XElement element)
|
||||
{
|
||||
roomTypeList = new List<RuinRoom>();
|
||||
|
||||
if (element != null)
|
||||
{
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
roomTypeList.Add(new RuinRoom(subElement));
|
||||
}
|
||||
}
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
}
|
||||
|
||||
public static RuinGenerationParams GetRandom()
|
||||
{
|
||||
if (paramsList == null) { LoadAll(); }
|
||||
|
||||
if (paramsList.Count == 0)
|
||||
{
|
||||
DebugConsole.ThrowError("No ruin configuration files found in any content package.");
|
||||
return new RuinGenerationParams(null);
|
||||
}
|
||||
|
||||
return paramsList[Rand.Int(paramsList.Count, Rand.RandSync.Server)];
|
||||
}
|
||||
|
||||
private static void LoadAll()
|
||||
{
|
||||
paramsList = new List<RuinGenerationParams>();
|
||||
foreach (string configFile in GameMain.Instance.GetFilesOfType(ContentType.RuinConfig))
|
||||
{
|
||||
XDocument doc = XMLExtensions.TryLoadXml(configFile);
|
||||
if (doc?.Root == null) continue;
|
||||
var newParams = new RuinGenerationParams(doc.Root)
|
||||
{
|
||||
filePath = configFile
|
||||
};
|
||||
paramsList.Add(newParams);
|
||||
}
|
||||
}
|
||||
|
||||
public static void SaveAll()
|
||||
{
|
||||
XmlWriterSettings settings = new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
foreach (RuinGenerationParams generationParams in List)
|
||||
{
|
||||
foreach (string configFile in GameMain.Instance.GetFilesOfType(ContentType.RuinConfig))
|
||||
{
|
||||
if (configFile != generationParams.filePath) continue;
|
||||
|
||||
XDocument doc = XMLExtensions.TryLoadXml(configFile);
|
||||
if (doc?.Root == null) continue;
|
||||
|
||||
SerializableProperty.SerializeProperties(generationParams, doc.Root);
|
||||
|
||||
using (var writer = XmlWriter.Create(configFile, settings))
|
||||
{
|
||||
doc.WriteTo(writer);
|
||||
writer.Flush();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class RuinRoom : ISerializableEntity
|
||||
{
|
||||
public enum RoomPlacement
|
||||
{
|
||||
Any,
|
||||
First,
|
||||
Last
|
||||
}
|
||||
|
||||
public string Name
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(1.0f, false), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
|
||||
public float Commonness { get; private set; }
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
} = new Dictionary<string, SerializableProperty>();
|
||||
|
||||
[Serialize(RoomPlacement.Any, false), Editable()]
|
||||
public RoomPlacement Placement
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(0, false), Editable()]
|
||||
public int PlacementOffset
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(false, false), Editable()]
|
||||
public bool IsCorridor
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(1.0f, false), Editable()]
|
||||
public float MinWaterAmount
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
[Serialize(1.0f, false), Editable()]
|
||||
public float MaxWaterAmount
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
private List<RuinEntityConfig> entityList = new List<RuinEntityConfig>();
|
||||
|
||||
public RuinRoom(XElement element)
|
||||
{
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
|
||||
Name = element.GetAttributeString("name", "");
|
||||
|
||||
if (element != null)
|
||||
{
|
||||
int groupIndex = 0;
|
||||
LoadEntities(element, ref groupIndex);
|
||||
}
|
||||
|
||||
void LoadEntities(XElement element2, ref int groupIndex)
|
||||
{
|
||||
foreach (XElement subElement in element2.Elements())
|
||||
{
|
||||
if (subElement.Name.ToString().ToLowerInvariant() == "chooseone")
|
||||
{
|
||||
groupIndex++;
|
||||
LoadEntities(subElement, ref groupIndex);
|
||||
}
|
||||
else
|
||||
{
|
||||
entityList.Add(new RuinEntityConfig(subElement) { SingleGroupIndex = groupIndex });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public RuinEntityConfig GetRandomEntity(RuinEntityType type, Alignment alignment)
|
||||
{
|
||||
var matchingEntities = entityList.FindAll(rs =>
|
||||
rs.Type == type &&
|
||||
rs.Alignment.HasFlag(alignment));
|
||||
|
||||
if (!matchingEntities.Any()) return null;
|
||||
|
||||
return ToolBox.SelectWeightedRandom(
|
||||
matchingEntities,
|
||||
matchingEntities.Select(s => s.Commonness).ToList(),
|
||||
Rand.RandSync.Server);
|
||||
}
|
||||
|
||||
public List<RuinEntityConfig> GetPropList(RuinShape room, Rand.RandSync randSync)
|
||||
{
|
||||
Dictionary<int, List<RuinEntityConfig>> propGroups = new Dictionary<int, List<RuinEntityConfig>>();
|
||||
foreach (RuinEntityConfig entityConfig in entityList)
|
||||
{
|
||||
if (entityConfig.Type != RuinEntityType.Prop) { continue; }
|
||||
if (room.Rect.Width < entityConfig.MinRoomSize.X || room.Rect.Height < entityConfig.MinRoomSize.Y) { continue; }
|
||||
if (room.Rect.Width > entityConfig.MaxRoomSize.X || room.Rect.Height > entityConfig.MaxRoomSize.Y) { continue; }
|
||||
if (!propGroups.ContainsKey(entityConfig.SingleGroupIndex))
|
||||
{
|
||||
propGroups[entityConfig.SingleGroupIndex] = new List<RuinEntityConfig>();
|
||||
}
|
||||
propGroups[entityConfig.SingleGroupIndex].Add(entityConfig);
|
||||
}
|
||||
|
||||
List<RuinEntityConfig> props = new List<RuinEntityConfig>();
|
||||
foreach (KeyValuePair<int, List<RuinEntityConfig>> propGroup in propGroups)
|
||||
{
|
||||
if (propGroup.Key == 0)
|
||||
{
|
||||
props.AddRange(propGroup.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
props.Add(propGroup.Value[Rand.Int(propGroup.Value.Count, randSync)]);
|
||||
}
|
||||
}
|
||||
return props;
|
||||
}
|
||||
}
|
||||
|
||||
class RuinEntityConfig : ISerializableEntity
|
||||
{
|
||||
public readonly MapEntityPrefab Prefab;
|
||||
|
||||
public enum RelativePlacement
|
||||
{
|
||||
SameRoom,
|
||||
NextRoom,
|
||||
NextCorridor,
|
||||
PreviousRoom,
|
||||
PreviousCorridor,
|
||||
FirstRoom,
|
||||
FirstCorridor,
|
||||
LastRoom,
|
||||
LastCorridor
|
||||
}
|
||||
|
||||
public class EntityConnection
|
||||
{
|
||||
//which type of room to search for the item to connect to
|
||||
//sameroom, nextroom, previousroom, firstroom and lastroom are also valid
|
||||
public string RoomName
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public string TargetEntityIdentifier
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
//Identifier of the item to run the wire from. Only needed in item assemblies to determine which item in the assembly to use.
|
||||
public string SourceEntityIdentifier
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
//if set, the connection is done by running a wire from
|
||||
//(Pair.First = the name of the connection in this item) to (Pair.Second = the name of the connection in the target item)
|
||||
public Pair<string, string> WireConnection
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public EntityConnection(XElement element)
|
||||
{
|
||||
RoomName = element.GetAttributeString("roomname", "");
|
||||
TargetEntityIdentifier = element.GetAttributeString("targetentity", "");
|
||||
SourceEntityIdentifier = element.GetAttributeString("sourceentity", "");
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
if (subElement.Name.ToString().ToLowerInvariant() == "wire")
|
||||
{
|
||||
WireConnection = new Pair<string, string>(
|
||||
subElement.GetAttributeString("from", ""),
|
||||
subElement.GetAttributeString("to", ""));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(Alignment.Bottom, false), Editable]
|
||||
public Alignment Alignment { get; private set; }
|
||||
|
||||
[Serialize("0,0", false), Editable(ToolTip = "Minimum offset from the anchor position, relative to the size of the room."+
|
||||
" For example, a value of { -0.5,0 } with a Bottom alignment would mean the entity can be placed anywhere between the bottom-left corner of the room and bottom-center.")]
|
||||
public Vector2 MinOffset { get; private set; }
|
||||
[Serialize("0,0", false), Editable(ToolTip = "Maximum offset from the anchor position, relative to the size of the room." +
|
||||
" For example, a value of { 0.5,0 } with a Bottom alignment would mean the entity can be placed anywhere between the bottom-right corner of the room and bottom-center.")]
|
||||
public Vector2 MaxOffset { get; private set; }
|
||||
|
||||
[Serialize(RuinEntityType.Prop, false), Editable]
|
||||
public RuinEntityType Type { get; private set; }
|
||||
|
||||
[Serialize(false, false), Editable]
|
||||
public bool Expand { get; private set; }
|
||||
|
||||
[Serialize(RelativePlacement.SameRoom, false), Editable]
|
||||
public RelativePlacement PlacementRelativeToParent { get; private set; }
|
||||
|
||||
[Serialize(1.0f, false), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
|
||||
public float Commonness { get; private set; }
|
||||
|
||||
[Serialize(1, false)]
|
||||
public int MinAmount { get; private set; }
|
||||
[Serialize(1, false)]
|
||||
public int MaxAmount { get; private set; }
|
||||
|
||||
[Serialize("0,0", false)]
|
||||
public Point MinRoomSize { get; private set; }
|
||||
|
||||
[Serialize("100000,100000", false)]
|
||||
public Point MaxRoomSize { get; private set; }
|
||||
|
||||
[Serialize("", false)]
|
||||
public string TargetContainer { get; private set; }
|
||||
|
||||
public List<EntityConnection> EntityConnections { get; private set; } = new List<EntityConnection>();
|
||||
|
||||
|
||||
public int SingleGroupIndex;
|
||||
|
||||
private readonly List<RuinEntityConfig> childEntities = new List<RuinEntityConfig>();
|
||||
|
||||
public IEnumerable<RuinEntityConfig> ChildEntities
|
||||
{
|
||||
get { return childEntities; }
|
||||
}
|
||||
|
||||
public string Name => Prefab == null ? "null" : Prefab.Name;
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
} = new Dictionary<string, SerializableProperty>();
|
||||
|
||||
public RuinEntityConfig(XElement element)
|
||||
{
|
||||
string name = element.GetAttributeString("prefab", "");
|
||||
Prefab = MapEntityPrefab.Find(name: null, identifier: name);
|
||||
|
||||
if (Prefab == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Loading ruin entity config failed - map entity prefab \"" + name + "\" not found.");
|
||||
return;
|
||||
}
|
||||
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
|
||||
int gIndex = 0;
|
||||
LoadChildren(element, ref gIndex);
|
||||
|
||||
void LoadChildren(XElement element2, ref int groupIndex)
|
||||
{
|
||||
foreach (XElement subElement in element2.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "connection":
|
||||
case "entityconnection":
|
||||
EntityConnections.Add(new EntityConnection(subElement));
|
||||
break;
|
||||
case "chooseone":
|
||||
groupIndex++;
|
||||
LoadChildren(subElement, ref groupIndex);
|
||||
break;
|
||||
default:
|
||||
childEntities.Add(new RuinEntityConfig(subElement) { SingleGroupIndex = groupIndex });
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,100 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.RuinGeneration
|
||||
{
|
||||
[Flags]
|
||||
enum RuinStructureType
|
||||
{
|
||||
Wall = 1, CorridorWall = 2, Prop = 4, Back = 8, Door=16, Hatch=32, HeavyWall=64
|
||||
}
|
||||
|
||||
class RuinStructure
|
||||
{
|
||||
private static List<RuinStructure> list;
|
||||
|
||||
public readonly MapEntityPrefab Prefab;
|
||||
|
||||
public readonly Alignment Alignment;
|
||||
|
||||
public readonly RuinStructureType Type;
|
||||
|
||||
private int commonness;
|
||||
|
||||
private RuinStructure(XElement element)
|
||||
{
|
||||
string name = element.GetAttributeString("prefab", "");
|
||||
Prefab = MapEntityPrefab.Find(name);
|
||||
|
||||
if (Prefab == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Loading ruin structure failed - structure prefab \"" + name + " not found");
|
||||
return;
|
||||
}
|
||||
|
||||
string alignmentStr = element.GetAttributeString("alignment", "Bottom");
|
||||
if (!Enum.TryParse(alignmentStr, true, out Alignment))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in ruin structure \"" + name + "\" - " + alignmentStr + " is not a valid alignment");
|
||||
}
|
||||
|
||||
|
||||
string typeStr = element.GetAttributeString("type", "");
|
||||
if (!Enum.TryParse(typeStr, true, out Type))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in ruin structure \"" + name + "\" - " + typeStr + " is not a valid type");
|
||||
return;
|
||||
}
|
||||
|
||||
commonness = element.GetAttributeInt("commonness", 1);
|
||||
|
||||
list.Add(this);
|
||||
}
|
||||
|
||||
private static void Load()
|
||||
{
|
||||
list = new List<RuinStructure>();
|
||||
foreach (string configFile in GameMain.Config.SelectedContentPackage.GetFilesOfType(ContentType.RuinConfig))
|
||||
{
|
||||
XDocument doc = XMLExtensions.TryLoadXml(configFile);
|
||||
if (doc == null || doc.Root == null) continue;
|
||||
|
||||
foreach (XElement element in doc.Root.Elements())
|
||||
{
|
||||
new RuinStructure(element);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static RuinStructure GetRandom(RuinStructureType type, Alignment alignment)
|
||||
{
|
||||
if (list == null)
|
||||
{
|
||||
DebugConsole.Log("Loading ruin structures...");
|
||||
Load();
|
||||
}
|
||||
|
||||
var matchingStructures = list.FindAll(rs => rs.Type.HasFlag(type) && rs.Alignment.HasFlag(alignment));
|
||||
|
||||
if (!matchingStructures.Any()) return null;
|
||||
|
||||
int totalCommonness = matchingStructures.Sum(m => m.commonness);
|
||||
|
||||
int randomNumber = Rand.Int(totalCommonness + 1, Rand.RandSync.Server);
|
||||
|
||||
foreach (RuinStructure ruinStructure in matchingStructures)
|
||||
{
|
||||
if (randomNumber <= ruinStructure.commonness)
|
||||
{
|
||||
return ruinStructure;
|
||||
}
|
||||
|
||||
randomNumber -= ruinStructure.commonness;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,998 +0,0 @@
|
||||
/*
|
||||
* Created by SharpDevelop.
|
||||
* User: Burhan
|
||||
* Date: 17/06/2014
|
||||
* Time: 11:30 م
|
||||
*
|
||||
* To change this template use Tools | Options | Coding | Edit Standard Headers.
|
||||
*/
|
||||
|
||||
/*
|
||||
* The author of this software is Steven Fortune. Copyright (c) 1994 by AT&T
|
||||
* Bell Laboratories.
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose without fee is hereby granted, provided that this entire notice
|
||||
* is included in all copies of any software which is or includes a copy
|
||||
* or modification of this software and in all copies of the supporting
|
||||
* documentation for such software.
|
||||
* THIS SOFTWARE IS BEING PROVIDED "AS IS", WITHOUT ANY EXPRESS OR IMPLIED
|
||||
* WARRANTY. IN PARTICULAR, NEITHER THE AUTHORS NOR AT&T MAKE ANY
|
||||
* REPRESENTATION OR WARRANTY OF ANY KIND CONCERNING THE MERCHANTABILITY
|
||||
* OF THIS SOFTWARE OR ITS FITNESS FOR ANY PARTICULAR PURPOSE.
|
||||
*/
|
||||
|
||||
/*
|
||||
* This code was originally written by Stephan Fortune in C code. I, Shane O'Sullivan,
|
||||
* have since modified it, encapsulating it in a C++ class and, fixing memory leaks and
|
||||
* adding accessors to the Voronoi Edges.
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose without fee is hereby granted, provided that this entire notice
|
||||
* is included in all copies of any software which is or includes a copy
|
||||
* or modification of this software and in all copies of the supporting
|
||||
* documentation for such software.
|
||||
* THIS SOFTWARE IS BEING PROVIDED "AS IS", WITHOUT ANY EXPRESS OR IMPLIED
|
||||
* WARRANTY. IN PARTICULAR, NEITHER THE AUTHORS NOR AT&T MAKE ANY
|
||||
* REPRESENTATION OR WARRANTY OF ANY KIND CONCERNING THE MERCHANTABILITY
|
||||
* OF THIS SOFTWARE OR ITS FITNESS FOR ANY PARTICULAR PURPOSE.
|
||||
*/
|
||||
|
||||
/*
|
||||
* Java Version by Zhenyu Pan
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose without fee is hereby granted, provided that this entire notice
|
||||
* is included in all copies of any software which is or includes a copy
|
||||
* or modification of this software and in all copies of the supporting
|
||||
* documentation for such software.
|
||||
* THIS SOFTWARE IS BEING PROVIDED "AS IS", WITHOUT ANY EXPRESS OR IMPLIED
|
||||
* WARRANTY. IN PARTICULAR, NEITHER THE AUTHORS NOR AT&T MAKE ANY
|
||||
* REPRESENTATION OR WARRANTY OF ANY KIND CONCERNING THE MERCHANTABILITY
|
||||
* OF THIS SOFTWARE OR ITS FITNESS FOR ANY PARTICULAR PURPOSE.
|
||||
*/
|
||||
|
||||
/*
|
||||
* C# Version by Burhan Joukhadar
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose without fee is hereby granted, provided that this entire notice
|
||||
* is included in all copies of any software which is or includes a copy
|
||||
* or modification of this software and in all copies of the supporting
|
||||
* documentation for such software.
|
||||
* THIS SOFTWARE IS BEING PROVIDED "AS IS", WITHOUT ANY EXPRESS OR IMPLIED
|
||||
* WARRANTY. IN PARTICULAR, NEITHER THE AUTHORS NOR AT&T MAKE ANY
|
||||
* REPRESENTATION OR WARRANTY OF ANY KIND CONCERNING THE MERCHANTABILITY
|
||||
* OF THIS SOFTWARE OR ITS FITNESS FOR ANY PARTICULAR PURPOSE.
|
||||
*/
|
||||
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Voronoi2
|
||||
{
|
||||
/// <summary>
|
||||
/// Description of Voronoi.
|
||||
/// </summary>
|
||||
public class Voronoi
|
||||
{
|
||||
// ************* Private members ******************
|
||||
double borderMinX, borderMaxX, borderMinY, borderMaxY;
|
||||
int siteidx;
|
||||
double xmin, xmax, ymin, ymax, deltax, deltay;
|
||||
int nvertices;
|
||||
int nedges;
|
||||
int nsites;
|
||||
Site[] sites;
|
||||
Site bottomsite;
|
||||
int sqrt_nsites;
|
||||
double minDistanceBetweenSites;
|
||||
int PQcount;
|
||||
int PQmin;
|
||||
int PQhashsize;
|
||||
Halfedge[] PQhash;
|
||||
|
||||
const int LE = 0;
|
||||
const int RE = 1;
|
||||
|
||||
int ELhashsize;
|
||||
Halfedge[] ELhash;
|
||||
Halfedge ELleftend, ELrightend;
|
||||
List<GraphEdge> allEdges;
|
||||
|
||||
|
||||
// ************* Public methods ******************
|
||||
// ******************************************
|
||||
|
||||
// constructor
|
||||
public Voronoi ( double minDistanceBetweenSites )
|
||||
{
|
||||
siteidx = 0;
|
||||
sites = null;
|
||||
|
||||
allEdges = null;
|
||||
this.minDistanceBetweenSites = minDistanceBetweenSites;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param xValuesIn Array of X values for each site.
|
||||
* @param yValuesIn Array of Y values for each site. Must be identical length to yValuesIn
|
||||
* @param minX The minimum X of the bounding box around the voronoi
|
||||
* @param maxX The maximum X of the bounding box around the voronoi
|
||||
* @param minY The minimum Y of the bounding box around the voronoi
|
||||
* @param maxY The maximum Y of the bounding box around the voronoi
|
||||
* @return
|
||||
*/
|
||||
// تستدعى هذه العملية لإنشاء مخطط فورونوي
|
||||
public List<GraphEdge> generateVoronoi ( double[] xValuesIn, double[] yValuesIn, double minX, double maxX, double minY, double maxY )
|
||||
{
|
||||
sort(xValuesIn, yValuesIn, xValuesIn.Length);
|
||||
|
||||
// Check bounding box inputs - if mins are bigger than maxes, swap them
|
||||
double temp = 0;
|
||||
if ( minX > maxX )
|
||||
{
|
||||
temp = minX;
|
||||
minX = maxX;
|
||||
maxX = temp;
|
||||
}
|
||||
if ( minY > maxY )
|
||||
{
|
||||
temp = minY;
|
||||
minY = maxY;
|
||||
maxY = temp;
|
||||
}
|
||||
|
||||
borderMinX = minX;
|
||||
borderMinY = minY;
|
||||
borderMaxX = maxX;
|
||||
borderMaxY = maxY;
|
||||
|
||||
siteidx = 0;
|
||||
voronoi_bd ();
|
||||
return allEdges;
|
||||
}
|
||||
|
||||
|
||||
/*********************************************************
|
||||
* Private methods - implementation details
|
||||
********************************************************/
|
||||
|
||||
private void sort ( double[] xValuesIn, double[] yValuesIn, int count )
|
||||
{
|
||||
sites = null;
|
||||
allEdges = new List<GraphEdge>();
|
||||
|
||||
nsites = count;
|
||||
nvertices = 0;
|
||||
nedges = 0;
|
||||
|
||||
double sn = (double)nsites + 4;
|
||||
sqrt_nsites = (int) Math.Sqrt ( sn );
|
||||
|
||||
// Copy the inputs so we don't modify the originals
|
||||
double[] xValues = new double[count];
|
||||
double[] yValues = new double[count];
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
xValues[i] = xValuesIn[i];
|
||||
yValues[i] = yValuesIn[i];
|
||||
}
|
||||
sortNode ( xValues, yValues, count );
|
||||
}
|
||||
|
||||
private void qsort ( Site[] sites )
|
||||
{
|
||||
List<Site> listSites = new List<Site>( sites.Length );
|
||||
for ( int i = 0; i < sites.Length; i++ )
|
||||
{
|
||||
listSites.Add ( sites[i] );
|
||||
}
|
||||
|
||||
listSites.Sort ( new SiteSorterYX () );
|
||||
|
||||
// Copy back into the array
|
||||
for (int i=0; i < sites.Length; i++)
|
||||
{
|
||||
sites[i] = listSites[i];
|
||||
}
|
||||
}
|
||||
|
||||
private void sortNode ( double[] xValues, double[] yValues, int numPoints )
|
||||
{
|
||||
nsites = numPoints;
|
||||
sites = new Site[nsites];
|
||||
xmin = xValues[0];
|
||||
ymin = yValues[0];
|
||||
xmax = xValues[0];
|
||||
ymax = yValues[0];
|
||||
|
||||
for ( int i = 0; i < nsites; i++ )
|
||||
{
|
||||
sites[i] = new Site();
|
||||
sites[i].coord.setPoint ( xValues[i], yValues[i] );
|
||||
sites[i].sitenbr = i;
|
||||
|
||||
if ( xValues[i] < xmin )
|
||||
xmin = xValues[i];
|
||||
else if ( xValues[i] > xmax )
|
||||
xmax = xValues[i];
|
||||
|
||||
if ( yValues[i] < ymin )
|
||||
ymin = yValues[i];
|
||||
else if ( yValues[i] > ymax )
|
||||
ymax = yValues[i];
|
||||
}
|
||||
|
||||
qsort ( sites );
|
||||
deltax = xmax - xmin;
|
||||
deltay = ymax - ymin;
|
||||
}
|
||||
|
||||
private Site nextone ()
|
||||
{
|
||||
Site s;
|
||||
if ( siteidx < nsites )
|
||||
{
|
||||
s = sites[siteidx];
|
||||
siteidx++;
|
||||
return s;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private Edge bisect ( Site s1, Site s2 )
|
||||
{
|
||||
double dx, dy, adx, ady;
|
||||
Edge newedge;
|
||||
|
||||
newedge = new Edge();
|
||||
|
||||
newedge.reg[0] = s1;
|
||||
newedge.reg[1] = s2;
|
||||
|
||||
newedge.ep [0] = null;
|
||||
newedge.ep[1] = null;
|
||||
|
||||
dx = s2.coord.x - s1.coord.x;
|
||||
dy = s2.coord.y - s1.coord.y;
|
||||
|
||||
adx = dx > 0 ? dx : -dx;
|
||||
ady = dy > 0 ? dy : -dy;
|
||||
newedge.c = (double)(s1.coord.x * dx + s1.coord.y * dy + (dx * dx + dy* dy) * 0.5);
|
||||
|
||||
if ( adx > ady )
|
||||
{
|
||||
newedge.a = 1.0;
|
||||
newedge.b = dy / dx;
|
||||
newedge.c /= dx;
|
||||
}
|
||||
else
|
||||
{
|
||||
newedge.a = dx / dy;
|
||||
newedge.b = 1.0;
|
||||
newedge.c /= dy;
|
||||
}
|
||||
|
||||
newedge.edgenbr = nedges;
|
||||
nedges++;
|
||||
|
||||
return newedge;
|
||||
}
|
||||
|
||||
private void makevertex ( Site v )
|
||||
{
|
||||
v.sitenbr = nvertices;
|
||||
nvertices++;
|
||||
}
|
||||
|
||||
private bool PQinitialize ()
|
||||
{
|
||||
PQcount = 0;
|
||||
PQmin = 0;
|
||||
PQhashsize = 4 * sqrt_nsites;
|
||||
PQhash = new Halfedge[ PQhashsize ];
|
||||
|
||||
for ( int i = 0; i < PQhashsize; i++ )
|
||||
{
|
||||
PQhash [i] = new Halfedge();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private int PQbucket ( Halfedge he )
|
||||
{
|
||||
int bucket;
|
||||
|
||||
bucket = (int) ((he.ystar - ymin) / deltay * PQhashsize);
|
||||
if ( bucket < 0 )
|
||||
bucket = 0;
|
||||
if ( bucket >= PQhashsize )
|
||||
bucket = PQhashsize - 1;
|
||||
if ( bucket < PQmin )
|
||||
PQmin = bucket;
|
||||
|
||||
return bucket;
|
||||
}
|
||||
|
||||
// push the HalfEdge into the ordered linked list of vertices
|
||||
private void PQinsert ( Halfedge he, Site v, double offset )
|
||||
{
|
||||
Halfedge last, next;
|
||||
|
||||
he.vertex = v;
|
||||
he.ystar = (double)(v.coord.y + offset);
|
||||
last = PQhash [ PQbucket (he) ];
|
||||
|
||||
while
|
||||
(
|
||||
(next = last.PQnext) != null
|
||||
&&
|
||||
(he.ystar > next.ystar || (he.ystar == next.ystar && v.coord.x > next.vertex.coord.x))
|
||||
)
|
||||
{
|
||||
last = next;
|
||||
}
|
||||
|
||||
he.PQnext = last.PQnext;
|
||||
last.PQnext = he;
|
||||
PQcount++;
|
||||
}
|
||||
|
||||
// remove the HalfEdge from the list of vertices
|
||||
private void PQdelete ( Halfedge he )
|
||||
{
|
||||
Halfedge last;
|
||||
|
||||
if (he.vertex != null)
|
||||
{
|
||||
last = PQhash [ PQbucket (he) ];
|
||||
while ( last.PQnext != he )
|
||||
{
|
||||
last = last.PQnext;
|
||||
}
|
||||
|
||||
last.PQnext = he.PQnext;
|
||||
PQcount--;
|
||||
he.vertex = null;
|
||||
}
|
||||
}
|
||||
|
||||
private bool PQempty ()
|
||||
{
|
||||
return ( PQcount == 0 );
|
||||
}
|
||||
|
||||
private Point PQ_min ()
|
||||
{
|
||||
Point answer = new Point ();
|
||||
|
||||
while ( PQhash[PQmin].PQnext == null )
|
||||
{
|
||||
PQmin++;
|
||||
}
|
||||
|
||||
answer.x = PQhash[PQmin].PQnext.vertex.coord.x;
|
||||
answer.y = PQhash[PQmin].PQnext.ystar;
|
||||
return answer;
|
||||
}
|
||||
|
||||
private Halfedge PQextractmin ()
|
||||
{
|
||||
Halfedge curr;
|
||||
|
||||
curr = PQhash[PQmin].PQnext;
|
||||
PQhash[PQmin].PQnext = curr.PQnext;
|
||||
PQcount--;
|
||||
|
||||
return curr;
|
||||
}
|
||||
|
||||
private Halfedge HEcreate(Edge e, int pm)
|
||||
{
|
||||
Halfedge answer = new Halfedge();
|
||||
answer.ELedge = e;
|
||||
answer.ELpm = pm;
|
||||
answer.PQnext = null;
|
||||
answer.vertex = null;
|
||||
|
||||
return answer;
|
||||
}
|
||||
|
||||
private bool ELinitialize()
|
||||
{
|
||||
ELhashsize = 2 * sqrt_nsites;
|
||||
ELhash = new Halfedge[ELhashsize];
|
||||
|
||||
for (int i = 0; i < ELhashsize; i++)
|
||||
{
|
||||
ELhash[i] = null;
|
||||
}
|
||||
|
||||
ELleftend = HEcreate ( null, 0 );
|
||||
ELrightend = HEcreate ( null, 0 );
|
||||
ELleftend.ELleft = null;
|
||||
ELleftend.ELright = ELrightend;
|
||||
ELrightend.ELleft = ELleftend;
|
||||
ELrightend.ELright = null;
|
||||
ELhash[0] = ELleftend;
|
||||
ELhash[ELhashsize - 1] = ELrightend;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private Halfedge ELright( Halfedge he )
|
||||
{
|
||||
return he.ELright;
|
||||
}
|
||||
|
||||
private Halfedge ELleft( Halfedge he )
|
||||
{
|
||||
return he.ELleft;
|
||||
}
|
||||
|
||||
private Site leftreg( Halfedge he )
|
||||
{
|
||||
if (he.ELedge == null)
|
||||
{
|
||||
return bottomsite;
|
||||
}
|
||||
return (he.ELpm == LE ? he.ELedge.reg[LE] : he.ELedge.reg[RE]);
|
||||
}
|
||||
|
||||
private void ELinsert( Halfedge lb, Halfedge newHe )
|
||||
{
|
||||
newHe.ELleft = lb;
|
||||
newHe.ELright = lb.ELright;
|
||||
(lb.ELright).ELleft = newHe;
|
||||
lb.ELright = newHe;
|
||||
}
|
||||
|
||||
/*
|
||||
* This delete routine can't reclaim node, since pointers from hash table
|
||||
* may be present.
|
||||
*/
|
||||
private void ELdelete( Halfedge he )
|
||||
{
|
||||
(he.ELleft).ELright = he.ELright;
|
||||
(he.ELright).ELleft = he.ELleft;
|
||||
he.deleted = true;
|
||||
}
|
||||
|
||||
/* Get entry from hash table, pruning any deleted nodes */
|
||||
private Halfedge ELgethash( int b )
|
||||
{
|
||||
Halfedge he;
|
||||
if (b < 0 || b >= ELhashsize)
|
||||
return null;
|
||||
|
||||
he = ELhash[b];
|
||||
if (he == null || !he.deleted )
|
||||
return he;
|
||||
|
||||
/* Hash table points to deleted half edge. Patch as necessary. */
|
||||
ELhash[b] = null;
|
||||
return null;
|
||||
}
|
||||
|
||||
private Halfedge ELleftbnd( Point p )
|
||||
{
|
||||
int bucket;
|
||||
Halfedge he;
|
||||
|
||||
/* Use hash table to get close to desired halfedge */
|
||||
// use the hash function to find the place in the hash map that this
|
||||
// HalfEdge should be
|
||||
bucket = (int) ((p.x - xmin) / deltax * ELhashsize);
|
||||
|
||||
// make sure that the bucket position is within the range of the hash
|
||||
// array
|
||||
if ( bucket < 0 ) bucket = 0;
|
||||
if ( bucket >= ELhashsize ) bucket = ELhashsize - 1;
|
||||
|
||||
he = ELgethash ( bucket );
|
||||
|
||||
// if the HE isn't found, search backwards and forwards in the hash map
|
||||
// for the first non-null entry
|
||||
if ( he == null )
|
||||
{
|
||||
for ( int i = 1; i < ELhashsize; i++ )
|
||||
{
|
||||
if ( (he = ELgethash ( bucket - i ) ) != null )
|
||||
break;
|
||||
if ( (he = ELgethash ( bucket + i ) ) != null )
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* Now search linear list of halfedges for the correct one */
|
||||
if ( he == ELleftend || ( he != ELrightend && right_of (he, p) ) )
|
||||
{
|
||||
// keep going right on the list until either the end is reached, or
|
||||
// you find the 1st edge which the point isn't to the right of
|
||||
do
|
||||
{
|
||||
he = he.ELright;
|
||||
}
|
||||
while ( he != ELrightend && right_of(he, p) );
|
||||
he = he.ELleft;
|
||||
}
|
||||
else
|
||||
// if the point is to the left of the HalfEdge, then search left for
|
||||
// the HE just to the left of the point
|
||||
{
|
||||
do
|
||||
{
|
||||
he = he.ELleft;
|
||||
}
|
||||
while ( he != ELleftend && !right_of(he, p) );
|
||||
}
|
||||
|
||||
/* Update hash table and reference counts */
|
||||
if ( bucket > 0 && bucket < ELhashsize - 1)
|
||||
{
|
||||
ELhash[bucket] = he;
|
||||
}
|
||||
|
||||
return he;
|
||||
}
|
||||
|
||||
private void pushGraphEdge( Site leftSite, Site rightSite, Vector2 point1, Vector2 point2 )
|
||||
{
|
||||
GraphEdge newEdge = new GraphEdge(point1, point2);
|
||||
allEdges.Add ( newEdge );
|
||||
|
||||
newEdge.site1 = leftSite;
|
||||
newEdge.site2 = rightSite;
|
||||
}
|
||||
|
||||
private void clip_line( Edge e )
|
||||
{
|
||||
double pxmin, pxmax, pymin, pymax;
|
||||
Site s1, s2;
|
||||
|
||||
double x1 = e.reg[0].coord.x;
|
||||
double y1 = e.reg[0].coord.y;
|
||||
double x2 = e.reg[1].coord.x;
|
||||
double y2 = e.reg[1].coord.y;
|
||||
double x = x2- x1;
|
||||
double y = y2 - y1;
|
||||
|
||||
// if the distance between the two points this line was created from is
|
||||
// less than the square root of 2 عن جد؟, then ignore it
|
||||
if ( Math.Sqrt ( (x*x) + (y*y) ) < minDistanceBetweenSites )
|
||||
{
|
||||
return;
|
||||
}
|
||||
pxmin = borderMinX;
|
||||
pymin = borderMinY;
|
||||
pxmax = borderMaxX;
|
||||
pymax = borderMaxY;
|
||||
|
||||
if ( e.a == 1.0 && e.b >= 0.0 )
|
||||
{
|
||||
s1 = e.ep[1];
|
||||
s2 = e.ep[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
s1 = e.ep[0];
|
||||
s2 = e.ep[1];
|
||||
}
|
||||
|
||||
if ( e.a == 1.0 )
|
||||
{
|
||||
y1 = pymin;
|
||||
|
||||
if ( s1 != null && s1.coord.y > pymin )
|
||||
y1 = s1.coord.y;
|
||||
if ( y1 > pymax )
|
||||
y1 = pymax;
|
||||
x1 = e.c - e.b * y1;
|
||||
y2 = pymax;
|
||||
|
||||
if ( s2 != null && s2.coord.y < pymax )
|
||||
y2 = s2.coord.y;
|
||||
if ( y2 < pymin )
|
||||
y2 = pymin;
|
||||
x2 = e.c - e.b * y2;
|
||||
if ( ( (x1 > pxmax) & (x2 > pxmax) ) | ( (x1 < pxmin) & (x2 < pxmin) ) )
|
||||
return;
|
||||
|
||||
if ( x1 > pxmax )
|
||||
{
|
||||
x1 = pxmax;
|
||||
y1 = ( e.c - x1 ) / e.b;
|
||||
}
|
||||
if ( x1 < pxmin )
|
||||
{
|
||||
x1 = pxmin;
|
||||
y1 = ( e.c - x1 ) / e.b;
|
||||
}
|
||||
if ( x2 > pxmax )
|
||||
{
|
||||
x2 = pxmax;
|
||||
y2 = ( e.c - x2 ) / e.b;
|
||||
}
|
||||
if ( x2 < pxmin )
|
||||
{
|
||||
x2 = pxmin;
|
||||
y2 = ( e.c - x2 ) / e.b;
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
x1 = pxmin;
|
||||
if ( s1 != null && s1.coord.x > pxmin )
|
||||
x1 = s1.coord.x;
|
||||
if ( x1 > pxmax )
|
||||
x1 = pxmax;
|
||||
y1 = e.c - e.a * x1;
|
||||
|
||||
x2 = pxmax;
|
||||
if ( s2 != null && s2.coord.x < pxmax )
|
||||
x2 = s2.coord.x;
|
||||
if ( x2 < pxmin )
|
||||
x2 = pxmin;
|
||||
y2 = e.c - e.a * x2;
|
||||
|
||||
if (((y1 > pymax) & (y2 > pymax)) | ((y1 < pymin) & (y2 < pymin)))
|
||||
return;
|
||||
|
||||
if ( y1 > pymax )
|
||||
{
|
||||
y1 = pymax;
|
||||
x1 = ( e.c - y1 ) / e.a;
|
||||
}
|
||||
if ( y1 < pymin )
|
||||
{
|
||||
y1 = pymin;
|
||||
x1 = ( e.c - y1 ) / e.a;
|
||||
}
|
||||
if ( y2 > pymax )
|
||||
{
|
||||
y2 = pymax;
|
||||
x2 = ( e.c - y2 ) / e.a;
|
||||
}
|
||||
if ( y2 < pymin )
|
||||
{
|
||||
y2 = pymin;
|
||||
x2 = ( e.c - y2 ) / e.a;
|
||||
}
|
||||
}
|
||||
|
||||
pushGraphEdge(e.reg[0], e.reg[1], new Vector2((float)x1, (float)y1), new Vector2((float)x2, (float)y2));
|
||||
}
|
||||
|
||||
private void endpoint( Edge e, int lr, Site s )
|
||||
{
|
||||
e.ep[lr] = s;
|
||||
if ( e.ep[RE - lr] == null )
|
||||
return;
|
||||
clip_line ( e );
|
||||
}
|
||||
|
||||
/* returns true if p is to right of halfedge e */
|
||||
private bool right_of(Halfedge el, Point p)
|
||||
{
|
||||
Edge e;
|
||||
Site topsite;
|
||||
bool right_of_site;
|
||||
bool above, fast;
|
||||
double dxp, dyp, dxs, t1, t2, t3, yl;
|
||||
|
||||
e = el.ELedge;
|
||||
topsite = e.reg[1];
|
||||
|
||||
if ( p.x > topsite.coord.x )
|
||||
right_of_site = true;
|
||||
else
|
||||
right_of_site = false;
|
||||
|
||||
if ( right_of_site && el.ELpm == LE )
|
||||
return true;
|
||||
if (!right_of_site && el.ELpm == RE )
|
||||
return false;
|
||||
|
||||
if ( e.a == 1.0 )
|
||||
{
|
||||
dxp = p.x - topsite.coord.x;
|
||||
dyp = p.y - topsite.coord.y;
|
||||
fast = false;
|
||||
|
||||
if ( (!right_of_site & (e.b < 0.0)) | (right_of_site & (e.b >= 0.0)) )
|
||||
{
|
||||
above = dyp >= e.b * dxp;
|
||||
fast = above;
|
||||
}
|
||||
else
|
||||
{
|
||||
above = p.x + p.y * e.b > e.c;
|
||||
if ( e.b < 0.0 )
|
||||
above = !above;
|
||||
if ( !above )
|
||||
fast = true;
|
||||
}
|
||||
if ( !fast )
|
||||
{
|
||||
dxs = topsite.coord.x - ( e.reg[0] ).coord.x;
|
||||
above = e.b * (dxp * dxp - dyp * dyp)
|
||||
< dxs * dyp * (1.0 + 2.0 * dxp / dxs + e.b * e.b);
|
||||
|
||||
if ( e.b < 0 )
|
||||
above = !above;
|
||||
}
|
||||
}
|
||||
else // e.b == 1.0
|
||||
{
|
||||
yl = e.c - e.a * p.x;
|
||||
t1 = p.y - yl;
|
||||
t2 = p.x - topsite.coord.x;
|
||||
t3 = yl - topsite.coord.y;
|
||||
above = t1 * t1 > t2 * t2 + t3 * t3;
|
||||
}
|
||||
return ( el.ELpm == LE ? above : !above );
|
||||
}
|
||||
|
||||
private Site rightreg(Halfedge he)
|
||||
{
|
||||
if (he.ELedge == (Edge) null)
|
||||
// if this halfedge has no edge, return the bottom site (whatever
|
||||
// that is)
|
||||
{
|
||||
return (bottomsite);
|
||||
}
|
||||
|
||||
// if the ELpm field is zero, return the site 0 that this edge bisects,
|
||||
// otherwise return site number 1
|
||||
return (he.ELpm == LE ? he.ELedge.reg[RE] : he.ELedge.reg[LE]);
|
||||
}
|
||||
|
||||
private double dist( Site s, Site t )
|
||||
{
|
||||
double dx, dy;
|
||||
dx = s.coord.x - t.coord.x;
|
||||
dy = s.coord.y - t.coord.y;
|
||||
return Math.Sqrt ( dx * dx + dy * dy );
|
||||
}
|
||||
|
||||
// create a new site where the HalfEdges el1 and el2 intersect - note that
|
||||
// the Point in the argument list is not used, don't know why it's there
|
||||
private Site intersect( Halfedge el1, Halfedge el2 )
|
||||
{
|
||||
Edge e1, e2, e;
|
||||
Halfedge el;
|
||||
double d, xint, yint;
|
||||
bool right_of_site;
|
||||
Site v; // vertex
|
||||
|
||||
e1 = el1.ELedge;
|
||||
e2 = el2.ELedge;
|
||||
|
||||
if ( e1 == null || e2 == null )
|
||||
return null;
|
||||
|
||||
// if the two edges bisect the same parent, return null
|
||||
if ( e1.reg[1] == e2.reg[1] )
|
||||
return null;
|
||||
|
||||
d = e1.a * e2.b - e1.b * e2.a;
|
||||
if ( -1.0e-10 < d && d < 1.0e-10 )
|
||||
return null;
|
||||
|
||||
xint = ( e1.c * e2.b - e2.c * e1.b ) / d;
|
||||
yint = ( e2.c * e1.a - e1.c * e2.a ) / d;
|
||||
|
||||
if ( (e1.reg[1].coord.y < e2.reg[1].coord.y)
|
||||
|| (e1.reg[1].coord.y == e2.reg[1].coord.y && e1.reg[1].coord.x < e2.reg[1].coord.x) )
|
||||
{
|
||||
el = el1;
|
||||
e = e1;
|
||||
}
|
||||
else
|
||||
{
|
||||
el = el2;
|
||||
e = e2;
|
||||
}
|
||||
|
||||
right_of_site = xint >= e.reg[1].coord.x;
|
||||
if ((right_of_site && el.ELpm == LE)
|
||||
|| (!right_of_site && el.ELpm == RE))
|
||||
return null;
|
||||
|
||||
// create a new site at the point of intersection - this is a new vector
|
||||
// event waiting to happen
|
||||
v = new Site();
|
||||
v.coord.x = xint;
|
||||
v.coord.y = yint;
|
||||
return v;
|
||||
}
|
||||
|
||||
/*
|
||||
* implicit parameters: nsites, sqrt_nsites, xmin, xmax, ymin, ymax, deltax,
|
||||
* deltay (can all be estimates). Performance suffers if they are wrong;
|
||||
* better to make nsites, deltax, and deltay too big than too small. (?)
|
||||
*/
|
||||
private bool voronoi_bd()
|
||||
{
|
||||
Site newsite, bot, top, temp, p;
|
||||
Site v;
|
||||
Point newintstar = null;
|
||||
int pm;
|
||||
Halfedge lbnd, rbnd, llbnd, rrbnd, bisector;
|
||||
Edge e;
|
||||
|
||||
PQinitialize();
|
||||
ELinitialize();
|
||||
|
||||
bottomsite = nextone();
|
||||
newsite = nextone();
|
||||
while (true)
|
||||
{
|
||||
if (!PQempty())
|
||||
{
|
||||
newintstar = PQ_min();
|
||||
}
|
||||
// if the lowest site has a smaller y value than the lowest vector
|
||||
// intersection,
|
||||
// process the site otherwise process the vector intersection
|
||||
|
||||
if (newsite != null && (PQempty()
|
||||
|| newsite.coord.y < newintstar.y
|
||||
|| (newsite.coord.y == newintstar.y
|
||||
&& newsite.coord.x < newintstar.x)))
|
||||
{
|
||||
/* new site is smallest -this is a site event */
|
||||
// get the first HalfEdge to the LEFT of the new site
|
||||
lbnd = ELleftbnd((newsite.coord));
|
||||
// get the first HalfEdge to the RIGHT of the new site
|
||||
rbnd = ELright(lbnd);
|
||||
// if this halfedge has no edge,bot =bottom site (whatever that
|
||||
// is)
|
||||
bot = rightreg(lbnd);
|
||||
// create a new edge that bisects
|
||||
e = bisect(bot, newsite);
|
||||
|
||||
// create a new HalfEdge, setting its ELpm field to 0
|
||||
bisector = HEcreate(e, LE);
|
||||
// insert this new bisector edge between the left and right
|
||||
// vectors in a linked list
|
||||
ELinsert(lbnd, bisector);
|
||||
|
||||
// if the new bisector intersects with the left edge,
|
||||
// remove the left edge's vertex, and put in the new one
|
||||
if ((p = intersect(lbnd, bisector)) != null)
|
||||
{
|
||||
PQdelete(lbnd);
|
||||
PQinsert(lbnd, p, dist(p, newsite));
|
||||
}
|
||||
lbnd = bisector;
|
||||
// create a new HalfEdge, setting its ELpm field to 1
|
||||
bisector = HEcreate(e, RE);
|
||||
// insert the new HE to the right of the original bisector
|
||||
// earlier in the IF stmt
|
||||
ELinsert(lbnd, bisector);
|
||||
|
||||
// if this new bisector intersects with the new HalfEdge
|
||||
if ((p = intersect(bisector, rbnd)) != null)
|
||||
{
|
||||
// push the HE into the ordered linked list of vertices
|
||||
PQinsert(bisector, p, dist(p, newsite));
|
||||
}
|
||||
newsite = nextone();
|
||||
} else if (!PQempty())
|
||||
/* intersection is smallest - this is a vector event */
|
||||
{
|
||||
// pop the HalfEdge with the lowest vector off the ordered list
|
||||
// of vectors
|
||||
lbnd = PQextractmin();
|
||||
// get the HalfEdge to the left of the above HE
|
||||
llbnd = ELleft(lbnd);
|
||||
// get the HalfEdge to the right of the above HE
|
||||
rbnd = ELright(lbnd);
|
||||
// get the HalfEdge to the right of the HE to the right of the
|
||||
// lowest HE
|
||||
rrbnd = ELright(rbnd);
|
||||
// get the Site to the left of the left HE which it bisects
|
||||
bot = leftreg(lbnd);
|
||||
// get the Site to the right of the right HE which it bisects
|
||||
top = rightreg(rbnd);
|
||||
|
||||
v = lbnd.vertex; // get the vertex that caused this event
|
||||
makevertex(v); // set the vertex number - couldn't do this
|
||||
// earlier since we didn't know when it would be processed
|
||||
endpoint(lbnd.ELedge, lbnd.ELpm, v);
|
||||
// set the endpoint of
|
||||
// the left HalfEdge to be this vector
|
||||
endpoint(rbnd.ELedge, rbnd.ELpm, v);
|
||||
// set the endpoint of the right HalfEdge to
|
||||
// be this vector
|
||||
ELdelete(lbnd); // mark the lowest HE for
|
||||
// deletion - can't delete yet because there might be pointers
|
||||
// to it in Hash Map
|
||||
PQdelete(rbnd);
|
||||
// remove all vertex events to do with the right HE
|
||||
ELdelete(rbnd); // mark the right HE for
|
||||
// deletion - can't delete yet because there might be pointers
|
||||
// to it in Hash Map
|
||||
pm = LE; // set the pm variable to zero
|
||||
|
||||
if (bot.coord.y > top.coord.y)
|
||||
// if the site to the left of the event is higher than the
|
||||
// Site
|
||||
{ // to the right of it, then swap them and set the 'pm'
|
||||
// variable to 1
|
||||
temp = bot;
|
||||
bot = top;
|
||||
top = temp;
|
||||
pm = RE;
|
||||
}
|
||||
e = bisect(bot, top); // create an Edge (or line)
|
||||
// that is between the two Sites. This creates the formula of
|
||||
// the line, and assigns a line number to it
|
||||
bisector = HEcreate(e, pm); // create a HE from the Edge 'e',
|
||||
// and make it point to that edge
|
||||
// with its ELedge field
|
||||
ELinsert(llbnd, bisector); // insert the new bisector to the
|
||||
// right of the left HE
|
||||
endpoint(e, RE - pm, v); // set one endpoint to the new edge
|
||||
// to be the vector point 'v'.
|
||||
// If the site to the left of this bisector is higher than the
|
||||
// right Site, then this endpoint
|
||||
// is put in position 0; otherwise in pos 1
|
||||
|
||||
// if left HE and the new bisector intersect, then delete
|
||||
// the left HE, and reinsert it
|
||||
if ((p = intersect(llbnd, bisector)) != null)
|
||||
{
|
||||
PQdelete(llbnd);
|
||||
PQinsert(llbnd, p, dist(p, bot));
|
||||
}
|
||||
|
||||
// if right HE and the new bisector intersect, then
|
||||
// reinsert it
|
||||
if ((p = intersect(bisector, rrbnd)) != null)
|
||||
{
|
||||
PQinsert(bisector, p, dist(p, bot));
|
||||
}
|
||||
} else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (lbnd = ELright(ELleftend); lbnd != ELrightend; lbnd = ELright(lbnd))
|
||||
{
|
||||
e = lbnd.ELedge;
|
||||
clip_line(e);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public List<GraphEdge> MakeVoronoiGraph(List<Vector2> sites, float minX, float minY, float maxX, float maxY)
|
||||
{
|
||||
double[] xVal = new double[sites.Count];
|
||||
double[] yVal = new double[sites.Count];
|
||||
for (int i = 0; i < sites.Count; i++)
|
||||
{
|
||||
xVal[i] = sites[i].X;
|
||||
yVal[i] = sites[i].Y;
|
||||
}
|
||||
return generateVoronoi(xVal, yVal, minX, maxX, minY, maxY);
|
||||
}
|
||||
|
||||
public List<GraphEdge> MakeVoronoiGraph(List<Vector2> sites, int width, int height)
|
||||
{
|
||||
double[] xVal = new double[sites.Count];
|
||||
double[] yVal = new double[sites.Count];
|
||||
for (int i = 0; i < sites.Count; i++)
|
||||
{
|
||||
xVal[i] = sites[i].X;
|
||||
yVal[i] = sites[i].Y;
|
||||
}
|
||||
return generateVoronoi(xVal, yVal, 0, width, 0, height);
|
||||
}
|
||||
|
||||
} // Voronoi Class End
|
||||
} // namespace Voronoi2 End
|
||||
@@ -1,263 +0,0 @@
|
||||
/*
|
||||
* Created by SharpDevelop.
|
||||
* User: Burhan
|
||||
* Date: 17/06/2014
|
||||
* Time: 09:29 م
|
||||
*
|
||||
* To change this template use Tools | Options | Coding | Edit Standard Headers.
|
||||
*/
|
||||
|
||||
/*
|
||||
Copyright 2011 James Humphreys. All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without modification, are
|
||||
permitted provided that the following conditions are met:
|
||||
|
||||
1. Redistributions of source code must retain the above copyright notice, this list of
|
||||
conditions and the following disclaimer.
|
||||
|
||||
2. Redistributions in binary form must reproduce the above copyright notice, this list
|
||||
of conditions and the following disclaimer in the documentation and/or other materials
|
||||
provided with the distribution.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY James Humphreys ``AS IS\" AND ANY EXPRESS OR IMPLIED
|
||||
WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
||||
FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> OR
|
||||
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
|
||||
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
||||
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
The views and conclusions contained in the software and documentation are those of the
|
||||
authors and should not be interpreted as representing official policies, either expressed
|
||||
or implied, of James Humphreys.
|
||||
*/
|
||||
|
||||
/*
|
||||
* C# Version by Burhan Joukhadar
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose without fee is hereby granted, provided that this entire notice
|
||||
* is included in all copies of any software which is or includes a copy
|
||||
* or modification of this software and in all copies of the supporting
|
||||
* documentation for such software.
|
||||
* THIS SOFTWARE IS BEING PROVIDED "AS IS", WITHOUT ANY EXPRESS OR IMPLIED
|
||||
* WARRANTY. IN PARTICULAR, NEITHER THE AUTHORS NOR AT&T MAKE ANY
|
||||
* REPRESENTATION OR WARRANTY OF ANY KIND CONCERNING THE MERCHANTABILITY
|
||||
* OF THIS SOFTWARE OR ITS FITNESS FOR ANY PARTICULAR PURPOSE.
|
||||
*/
|
||||
|
||||
|
||||
using Barotrauma;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Voronoi2
|
||||
{
|
||||
public class Point
|
||||
{
|
||||
public double x, y;
|
||||
|
||||
public void setPoint ( double x, double y )
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
}
|
||||
|
||||
// use for sites and vertecies
|
||||
public class Site
|
||||
{
|
||||
public Point coord;
|
||||
public int sitenbr;
|
||||
|
||||
public void SetPoint(Vector2 point)
|
||||
{
|
||||
coord.setPoint(point.X, point.Y);
|
||||
}
|
||||
|
||||
public Site ()
|
||||
{
|
||||
coord = new Point();
|
||||
}
|
||||
}
|
||||
|
||||
public class Edge
|
||||
{
|
||||
public double a = 0, b = 0, c = 0;
|
||||
public Site[] ep;
|
||||
public Site[] reg;
|
||||
public int edgenbr;
|
||||
|
||||
public Edge ()
|
||||
{
|
||||
ep = new Site[2];
|
||||
reg = new Site[2];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class Halfedge
|
||||
{
|
||||
public Halfedge ELleft, ELright;
|
||||
public Edge ELedge;
|
||||
public bool deleted;
|
||||
public int ELpm;
|
||||
public Site vertex;
|
||||
public double ystar;
|
||||
public Halfedge PQnext;
|
||||
|
||||
public Halfedge ()
|
||||
{
|
||||
PQnext = null;
|
||||
}
|
||||
}
|
||||
|
||||
public enum CellType
|
||||
{
|
||||
Solid, Empty, Edge, Path, Removed
|
||||
}
|
||||
|
||||
public class VoronoiCell
|
||||
{
|
||||
public List<GraphEdge> edges;
|
||||
public Site site;
|
||||
|
||||
public List<Vector2> bodyVertices;
|
||||
|
||||
public Body body;
|
||||
|
||||
public CellType CellType;
|
||||
|
||||
public Vector2 Translation;
|
||||
|
||||
public Vector2 Center
|
||||
{
|
||||
get { return new Vector2((float)site.coord.x, (float)site.coord.y)+Translation; }
|
||||
}
|
||||
|
||||
public VoronoiCell(Vector2[] vertices)
|
||||
{
|
||||
edges = new List<GraphEdge>();
|
||||
bodyVertices = new List<Vector2>();
|
||||
|
||||
Vector2 midPoint = Vector2.Zero;
|
||||
foreach (Vector2 vertex in vertices)
|
||||
{
|
||||
midPoint += vertex;
|
||||
}
|
||||
midPoint /= vertices.Length;
|
||||
|
||||
|
||||
for (int i = 1; i < vertices.Length; i++ )
|
||||
{
|
||||
GraphEdge ge = new GraphEdge(vertices[i-1], vertices[i]);
|
||||
|
||||
System.Diagnostics.Debug.Assert(ge.point1 != ge.point2);
|
||||
|
||||
edges.Add(ge);
|
||||
}
|
||||
|
||||
GraphEdge lastEdge = new GraphEdge(vertices[0], vertices[vertices.Length-1]);
|
||||
|
||||
edges.Add(lastEdge);
|
||||
|
||||
site = new Site();
|
||||
site.SetPoint(midPoint);
|
||||
}
|
||||
|
||||
public VoronoiCell(Site site)
|
||||
{
|
||||
edges = new List<GraphEdge>();
|
||||
bodyVertices = new List<Vector2>();
|
||||
//bodies = new List<Body>();
|
||||
this.site = site;
|
||||
}
|
||||
|
||||
public bool IsPointInside(Vector2 point)
|
||||
{
|
||||
foreach (GraphEdge edge in edges)
|
||||
{
|
||||
if (MathUtils.LinesIntersect(point, Center, edge.point1, edge.point2)) return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public class GraphEdge
|
||||
{
|
||||
public Vector2 point1, point2;
|
||||
public Site site1, site2;
|
||||
public VoronoiCell cell1, cell2;
|
||||
|
||||
public bool isSolid;
|
||||
|
||||
public bool OutsideLevel;
|
||||
|
||||
public Vector2 Center
|
||||
{
|
||||
get { return (point1 + point2) / 2.0f; }
|
||||
}
|
||||
|
||||
public GraphEdge(Vector2 point1, Vector2 point2)
|
||||
{
|
||||
this.point1 = point1;
|
||||
this.point2 = point2;
|
||||
}
|
||||
|
||||
public VoronoiCell AdjacentCell(VoronoiCell cell)
|
||||
{
|
||||
if (cell1 == cell)
|
||||
{
|
||||
return cell2;
|
||||
}
|
||||
else if (cell2 == cell)
|
||||
{
|
||||
return cell1;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the normal of the edge that points outwards from the specified cell
|
||||
/// </summary>
|
||||
public Vector2 GetNormal(VoronoiCell cell)
|
||||
{
|
||||
Vector2 dir = Vector2.Normalize(point1 - point2);
|
||||
|
||||
Vector2 normal = new Vector2(dir.Y, -dir.X);
|
||||
|
||||
if (cell != null && Vector2.Dot(normal, Vector2.Normalize(Center - cell.Center)) < 0)
|
||||
{
|
||||
normal = -normal;
|
||||
}
|
||||
|
||||
return normal;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "GraphEdge (" + point1.ToString() + ", " + point2.ToString() + ")";
|
||||
}
|
||||
}
|
||||
|
||||
// للترتيب
|
||||
public class SiteSorterYX : IComparer<Site>
|
||||
{
|
||||
public int Compare ( Site p1, Site p2 )
|
||||
{
|
||||
Point s1 = p1.coord;
|
||||
Point s2 = p2.coord;
|
||||
if ( s1.y < s2.y ) return -1;
|
||||
if ( s1.y > s2.y ) return 1;
|
||||
if ( s1.x < s2.x ) return -1;
|
||||
if ( s1.x > s2.x ) return 1;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user