Added a near-indestructible ruin wall variant that has a higher chance of being used in rooms further away from the ruin entrance
This commit is contained in:
@@ -811,6 +811,9 @@
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<Content Include="Content\Map\ruins2.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Map\ruins3.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Map\shaft.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@@ -6,7 +6,12 @@
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<structure prefab="RuinWallVertical" alignment="Left,Right" type="Wall"/>
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<structure prefab="RuinWallVerticalSmall" alignment="Left,Right" type="CorridorWall"/>
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<structure prefab="RuinWallHeavyHorizontal" alignment="Top, Bottom" type="HeavyWall"/>
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<structure prefab="RuinWallHeavyVertical" alignment="Left,Right" type="HeavyWall"/>
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<structure prefab="RuinBack" alignment="Center" type="Back" commonness="3"/>
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<structure prefab="RuinBackFractal" alignment="Center" type="Back" commonness="2"/>
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<structure prefab="RuinBackCarvings" alignment="Center" type="Back" commonness="1"/>
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<item prefab="RuinBlock" alignment="Right,Top,Bottom,Left" type="Prop" commonness="5"/>
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@@ -15,7 +20,6 @@
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<item prefab="RuinClaw" alignment="Bottom" type="Prop" commonness="5"/>
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<item prefab="Oxygenite Shard" alignment="Center,Right,Top,Bottom,Left" type="Prop" commonness="5"/>
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<item prefab="Sulphurite Shard" alignment="Center,Right,Top,Bottom,Left" type="Prop" commonness="5"/>
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@@ -200,6 +200,18 @@
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<sprite texture="Content/Map/ruins.png" sourcerect="896,192,128,832" depth ="0.061"/>
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</RuinWallVertical>
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<RuinWallHeavyHorizontal category="Alien" castshadow="true"
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width="128" height="128" resizehorizontal="true" body="true" health="100000">
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<sprite texture="Content/Map/ruins3.png" sourcerect="352,896,672,128" depth ="0.06"/>
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</RuinWallHeavyHorizontal>
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<RuinWallHeavyVertical category="Alien" castshadow="true"
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width="128" height="128" resizevertical="true" body="true" health="100000">
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<sprite texture="Content/Map/ruins3.png" sourcerect="896,0,128,672" depth ="0.061"/>
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</RuinWallHeavyVertical>
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<RuinWallHorizontalSmall category="Alien" castshadow="true"
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width="128" height="54" resizehorizontal="true" body="true" health="500">
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<sprite texture="Content/Map/ruins.png" sourcerect="0,842,832,54" depth ="0.062"/>
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@@ -221,6 +233,11 @@
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<sprite texture="Content/Map/ruins.png" sourcerect="512,0,233,512" depth ="0.981" />
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</RuinBackCarvings>
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<RuinBackFractal category="Alien"
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width="64" height="64" resizehorizontal="true" resizevertical="true">
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<sprite texture="Content/Map/ruins3.png" sourcerect="0,0,640,896" depth ="0.98"/>
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</RuinBackFractal>
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<RuinBlock category="Alien"
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width="514" height="296">
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<sprite texture="Content/Map/ruins.png" sourcerect="0,513,514,296" depth ="0.99" />
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BIN
Subsurface/Content/Map/ruins3.png
Normal file
BIN
Subsurface/Content/Map/ruins3.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 1.4 MiB |
@@ -301,17 +301,30 @@ namespace Barotrauma.RuinGeneration
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{
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List<RuinShape> shapes = new List<RuinShape>(rooms);
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shapes.AddRange(corridors);
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//MapEntityPrefab hullPrefab = MapEntityPrefab.list.Find(m => m.Name == "Hull");
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foreach (RuinShape leaf in shapes)
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{
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RuinStructureType wallType = RuinStructureType.Wall;
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if (!(leaf is BTRoom))
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{
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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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{
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wallType = RuinStructureType.HeavyWall;
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}
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//generate walls --------------------------------------------------------------
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foreach (Line wall in leaf.Walls)
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{
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var structurePrefab = RuinStructure.GetRandom(leaf is BTRoom ? RuinStructureType.Wall : RuinStructureType.CorridorWall, leaf.GetLineAlignment(wall));
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var structurePrefab = RuinStructure.GetRandom(wallType, leaf.GetLineAlignment(wall));
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if (structurePrefab == null) continue;
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float radius = (wall.A.X == wall.B.X) ? (structurePrefab.Prefab as StructurePrefab).Size.X * 0.5f : (structurePrefab.Prefab as StructurePrefab).Size.Y * 0.5f;
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float radius = (wall.A.X == wall.B.X) ?
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(structurePrefab.Prefab as StructurePrefab).Size.X * 0.5f :
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(structurePrefab.Prefab as StructurePrefab).Size.Y * 0.5f;
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Rectangle rect = new Rectangle(
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(int)(wall.A.X - radius),
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@@ -331,7 +344,7 @@ namespace Barotrauma.RuinGeneration
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structure.SetCollisionCategory(Physics.CollisionLevel);
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}
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//generate backgrounds --------------------------------------------------------------
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var background = RuinStructure.GetRandom(RuinStructureType.Back, Alignment.Center);
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if (background == null) continue;
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@@ -341,6 +354,7 @@ namespace Barotrauma.RuinGeneration
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}
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//generate props --------------------------------------------------------------
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for (int i = 0; i < shapes.Count*2; i++ )
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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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@@ -383,9 +397,11 @@ namespace Barotrauma.RuinGeneration
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}
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}
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//generate doors & sensors that close them -------------------------------------------------------------
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var sensorPrefab = ItemPrefab.list.Find(ip => ip.Name == "Alien Motion Sensor") as ItemPrefab;
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var wirePrefab = ItemPrefab.list.Find(ip => ip.Name == "Wire") as ItemPrefab;
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var wirePrefab = ItemPrefab.list.Find(ip => ip.Name == "Wire") as ItemPrefab;
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foreach (Corridor corridor in corridors)
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{
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@@ -10,7 +10,7 @@ namespace Barotrauma.RuinGeneration
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[Flags]
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enum RuinStructureType
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{
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Wall = 1, CorridorWall = 2, Prop = 4, Back = 8, Door=16, Hatch=32
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Wall = 1, CorridorWall = 2, Prop = 4, Back = 8, Door=16, Hatch=32, HeavyWall=64
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}
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class RuinStructure
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@@ -88,7 +88,6 @@ namespace Barotrauma.RuinGeneration
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foreach (RuinStructure ruinStructure in matchingStructures)
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{
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if (randomNumber <= ruinStructure.commonness)
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{
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return ruinStructure;
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