Split Machines ItemComponents
There's still a lot of work to do before we can get the server to compile
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@@ -14,8 +14,7 @@ using Barotrauma.RuinGeneration;
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namespace Barotrauma
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{
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class Level
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partial class Level
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{
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public const float ShaftHeight = 1000.0f;
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@@ -44,8 +43,6 @@ namespace Barotrauma
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static Level loaded;
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private LevelRenderer renderer;
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//how close the sub has to be to start/endposition to exit
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public const float ExitDistance = 6000.0f;
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@@ -168,9 +165,7 @@ namespace Barotrauma
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loaded = this;
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positionsOfInterest = new List<InterestingPosition>();
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renderer = new LevelRenderer(this);
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Voronoi voronoi = new Voronoi(1.0);
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List<Vector2> sites = new List<Vector2>();
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@@ -178,10 +173,14 @@ namespace Barotrauma
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bodies = new List<Body>();
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Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
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#if CLIENT
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renderer = new LevelRenderer(this);
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backgroundColor = generationParams.BackgroundColor;
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float avgValue = (backgroundColor.R + backgroundColor.G + backgroundColor.G) / 3;
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GameMain.LightManager.AmbientLight = new Color(backgroundColor * (10.0f / avgValue), 1.0f);
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#endif
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float minWidth = 6500.0f;
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if (Submarine.MainSub != null)
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@@ -440,7 +439,8 @@ namespace Barotrauma
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endPosition.Y = borders.Height;
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List<VoronoiCell> cellsWithBody = new List<VoronoiCell>(cells);
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#if CLIENT
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List<VertexPositionTexture> bodyVertices;
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bodies = CaveGenerator.GeneratePolygons(cellsWithBody, out bodyVertices);
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@@ -448,6 +448,7 @@ namespace Barotrauma
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renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells));
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renderer.PlaceSprites(generationParams.BackgroundSpriteAmount);
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#endif
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ShaftBody = BodyFactory.CreateEdge(GameMain.World,
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ConvertUnits.ToSimUnits(new Vector2(borders.X, 0)),
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@@ -817,50 +818,14 @@ namespace Barotrauma
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WrappingWall.UpdateWallShift(Submarine.MainSub.WorldPosition, wrappingWalls);
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}*/
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#if CLIENT
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if (Hull.renderer != null)
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{
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Hull.renderer.ScrollWater((float)deltaTime);
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}
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renderer.Update(deltaTime);
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}
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public void DrawFront(SpriteBatch spriteBatch)
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{
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if (renderer == null) return;
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renderer.Draw(spriteBatch);
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if (GameMain.DebugDraw)
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{
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foreach (InterestingPosition pos in positionsOfInterest)
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{
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Color color = Color.Yellow;
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if (pos.PositionType == PositionType.Cave)
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{
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color = Color.DarkOrange;
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}
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else if (pos.PositionType == PositionType.Ruin)
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{
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color = Color.LightGray;
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}
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GUI.DrawRectangle(spriteBatch, new Vector2(pos.Position.X-15.0f, -pos.Position.Y-15.0f), new Vector2(30.0f, 30.0f), color, true);
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}
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}
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}
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public void DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundSpriteManager = null)
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{
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float brightness = MathHelper.Clamp(50.0f + (cam.Position.Y - Size.Y) / 2000.0f, 10.0f, 40.0f);
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float avgValue = (backgroundColor.R + backgroundColor.G + backgroundColor.G) / 3;
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GameMain.LightManager.AmbientLight = new Color(backgroundColor * (brightness / avgValue), 1.0f);
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graphics.Clear(backgroundColor);
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if (renderer == null) return;
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renderer.DrawBackground(spriteBatch, cam, backgroundSpriteManager);
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#endif
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}
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public List<VoronoiCell> GetCells(Vector2 pos, int searchDepth = 2)
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@@ -910,11 +875,13 @@ namespace Barotrauma
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private void Unload()
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{
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#if CLIENT
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if (renderer!=null)
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{
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renderer.Dispose();
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renderer = null;
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}
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#endif
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if (ruins != null)
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{
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