Console colors, begin RNG rework
This is gonna be a PAIN
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@@ -202,9 +202,9 @@ namespace Barotrauma.RuinGeneration
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//area = new Rectangle(area.X, area.Y - area.Height, area.Width, area.Height);
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int iterations = Rand.Range(3, 4, false);
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int iterations = Rand.Range(3, 4, Rand.RandSync.Server);
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float verticalProbability = Rand.Range(0.4f, 0.6f, false);
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float verticalProbability = Rand.Range(0.4f, 0.6f, Rand.RandSync.Server);
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BTRoom baseRoom = new BTRoom(area);
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@@ -221,7 +221,7 @@ namespace Barotrauma.RuinGeneration
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{
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leaf.Scale
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(
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new Vector2(Rand.Range(0.5f, 0.9f, false), Rand.Range(0.5f, 0.9f, false))
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new Vector2(Rand.Range(0.5f, 0.9f, Rand.RandSync.Server), Rand.Range(0.5f, 0.9f, Rand.RandSync.Server))
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);
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}
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@@ -304,7 +304,7 @@ namespace Barotrauma.RuinGeneration
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wallType = RuinStructureType.CorridorWall;
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}
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//rooms further from the entrance are more likely to have hard-to-break walls
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else if (Rand.Range(0.0f, leaf.DistanceFromEntrance, false) > 1.5f)
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else if (Rand.Range(0.0f, leaf.DistanceFromEntrance, Rand.RandSync.Server) > 1.5f)
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{
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wallType = RuinStructureType.HeavyWall;
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}
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@@ -352,28 +352,28 @@ namespace Barotrauma.RuinGeneration
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{
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Alignment[] alignments = new Alignment[] { Alignment.Top, Alignment.Bottom, Alignment.Right, Alignment.Left, Alignment.Center };
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var prop = RuinStructure.GetRandom(RuinStructureType.Prop, alignments[Rand.Int(alignments.Length, false)]);
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var prop = RuinStructure.GetRandom(RuinStructureType.Prop, alignments[Rand.Int(alignments.Length, Rand.RandSync.Server)]);
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Vector2 size = (prop.Prefab is StructurePrefab) ? ((StructurePrefab)prop.Prefab).Size : Vector2.Zero;
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var shape = shapes[Rand.Int(shapes.Count, false)];
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var shape = shapes[Rand.Int(shapes.Count, Rand.RandSync.Server)];
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Vector2 position = shape.Rect.Center.ToVector2();
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if (prop.Alignment.HasFlag(Alignment.Top))
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{
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position = new Vector2(Rand.Range(shape.Rect.X+size.X, shape.Rect.Right - size.X, false), shape.Rect.Bottom - 64);
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position = new Vector2(Rand.Range(shape.Rect.X+size.X, shape.Rect.Right - size.X, Rand.RandSync.Server), shape.Rect.Bottom - 64);
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}
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else if (prop.Alignment.HasFlag(Alignment.Bottom))
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{
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position = new Vector2(Rand.Range(shape.Rect.X + size.X, shape.Rect.Right - size.X, false), shape.Rect.Top + 64);
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position = new Vector2(Rand.Range(shape.Rect.X + size.X, shape.Rect.Right - size.X, Rand.RandSync.Server), shape.Rect.Top + 64);
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}
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else if (prop.Alignment.HasFlag(Alignment.Right))
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{
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position = new Vector2(shape.Rect.Right - 64, Rand.Range(shape.Rect.Y + size.X, shape.Rect.Bottom - size.Y, false));
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position = new Vector2(shape.Rect.Right - 64, Rand.Range(shape.Rect.Y + size.X, shape.Rect.Bottom - size.Y, Rand.RandSync.Server));
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}
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else if (prop.Alignment.HasFlag(Alignment.Left))
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{
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position = new Vector2(shape.Rect.X + 64, Rand.Range(shape.Rect.Y + size.X, shape.Rect.Bottom - size.Y, false));
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position = new Vector2(shape.Rect.X + 64, Rand.Range(shape.Rect.Y + size.X, shape.Rect.Bottom - size.Y, Rand.RandSync.Server));
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}
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if (prop.Prefab is ItemPrefab)
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@@ -410,7 +410,7 @@ namespace Barotrauma.RuinGeneration
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Vector2 doorPos = corridor.Center;
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//choose a random wall to place the door next to
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var wall = suitableWalls[Rand.Int(suitableWalls.Count, false)];
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var wall = suitableWalls[Rand.Int(suitableWalls.Count, Rand.RandSync.Server)];
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if (corridor.IsHorizontal)
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{
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doorPos.X = (wall.A.X + wall.B.X) / 2.0f;
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@@ -423,7 +423,7 @@ namespace Barotrauma.RuinGeneration
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var door = new Item(doorPrefab.Prefab as ItemPrefab, doorPos, null);
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door.MoveWithLevel = true;
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door.GetComponent<Items.Components.Door>().IsOpen = Rand.Range(0.0f, 1.0f, false) < 0.8f;
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door.GetComponent<Items.Components.Door>().IsOpen = Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) < 0.8f;
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if (sensorPrefab == null || wirePrefab == null) continue;
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@@ -431,8 +431,8 @@ namespace Barotrauma.RuinGeneration
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if (sensorRoom == null) continue;
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var sensor = new Item(sensorPrefab, new Vector2(
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Rand.Range(sensorRoom.Rect.X, sensorRoom.Rect.Right, false),
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Rand.Range(sensorRoom.Rect.Y, sensorRoom.Rect.Bottom,false)), null);
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Rand.Range(sensorRoom.Rect.X, sensorRoom.Rect.Right, Rand.RandSync.Server),
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Rand.Range(sensorRoom.Rect.Y, sensorRoom.Rect.Bottom, Rand.RandSync.Server)), null);
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sensor.MoveWithLevel = true;
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var wire = new Item(wirePrefab, sensorRoom.Center, null).GetComponent<Items.Components.Wire>();
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