diff --git a/Barotrauma/BarotraumaClient/Source/Map/Levels/Level.cs b/Barotrauma/BarotraumaClient/Source/Map/Levels/Level.cs index 0fcdf9623..04fbb87e9 100644 --- a/Barotrauma/BarotraumaClient/Source/Map/Levels/Level.cs +++ b/Barotrauma/BarotraumaClient/Source/Map/Levels/Level.cs @@ -27,10 +27,17 @@ namespace Barotrauma { color = Color.LightGray; } - - + GUI.DrawRectangle(spriteBatch, new Vector2(pos.Position.X - 15.0f, -pos.Position.Y - 15.0f), new Vector2(30.0f, 30.0f), color, true); } + + foreach (RuinGeneration.Ruin ruin in ruins) + { + Rectangle ruinArea = ruin.Area; + ruinArea.Y = -ruinArea.Y - ruinArea.Height; + + GUI.DrawRectangle(spriteBatch, ruinArea, Color.DarkSlateBlue, false, 0, 5); + } } } diff --git a/Barotrauma/BarotraumaShared/Source/Map/Levels/BackgroundSpriteManager.cs b/Barotrauma/BarotraumaShared/Source/Map/Levels/BackgroundSpriteManager.cs index a5b52b7c8..565d8e90f 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Levels/BackgroundSpriteManager.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Levels/BackgroundSpriteManager.cs @@ -231,6 +231,8 @@ namespace Barotrauma Rand.Range(0.0f, level.Size.X, Rand.RandSync.Server), Rand.Range(0.0f, level.Size.Y, Rand.RandSync.Server)); + if (level.Mirrored) randomPos.X = level.Size.X - randomPos.X; + if (prefab.SpawnPos == BackgroundSpritePrefab.SpawnPosType.None) return randomPos; List edges = new List(); diff --git a/Barotrauma/BarotraumaShared/Source/Map/Levels/Level.cs b/Barotrauma/BarotraumaShared/Source/Map/Levels/Level.cs index 7d7ce68e1..a7314c6dd 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Levels/Level.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Levels/Level.cs @@ -25,12 +25,12 @@ namespace Barotrauma [Flags] public enum PositionType { - MainPath=1, Cave=2, Ruin=4 + MainPath = 1, Cave = 2, Ruin = 4 } - + struct InterestingPosition { - public readonly Vector2 Position; + public Vector2 Position; public readonly PositionType PositionType; public InterestingPosition(Vector2 position, PositionType positionType) @@ -145,7 +145,11 @@ namespace Barotrauma private set; } - + public bool Mirrored + { + get; + private set; + } public LevelGenerationParams GenerationParams { @@ -170,7 +174,9 @@ namespace Barotrauma this.generationParams = generationParams; - borders = new Rectangle(0, 0, (int)generationParams.Width, (int)generationParams.Height); + borders = new Rectangle(0, 0, + (int)(Math.Ceiling(generationParams.Width / GridCellSize) * GridCellSize), + (int)(Math.Ceiling(generationParams.Height / GridCellSize) * GridCellSize)); } public static Level CreateRandom(LocationConnection locationConnection) @@ -194,6 +200,8 @@ namespace Barotrauma public void Generate(bool mirror = false) { + Mirrored = mirror; + if (backgroundSpriteManager == null) { var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundSpritePrefabs); @@ -303,9 +311,7 @@ namespace Barotrauma if (y < borders.Height - siteInterval.Y) sites.Add(new Vector2(x, y) + Vector2.UnitY * siteInterval * 0.5f); if (x < borders.Width - siteInterval.X && y < borders.Height - siteInterval.Y) sites.Add(new Vector2(x, y) + Vector2.One * siteInterval * 0.5f); } - - if (mirror) site.X = borders.Width - site.X; - + sites.Add(site); } } @@ -334,7 +340,7 @@ namespace Barotrauma //---------------------------------------------------------------------------------- List mainPath = CaveGenerator.GeneratePath(pathNodes, cells, cellGrid, GridCellSize, - new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), 0.5f, mirror); + new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), 0.5f, false); for (int i = 2; i < mainPath.Count; i += 3) { @@ -348,8 +354,13 @@ namespace Barotrauma foreach (InterestingPosition positionOfInterest in positionsOfInterest) { - WayPoint wayPoint = new WayPoint(positionOfInterest.Position, SpawnType.Enemy, null); - wayPoint.MoveWithLevel = true; + WayPoint wayPoint = new WayPoint( + mirror ? new Vector2(borders.X - positionOfInterest.Position.X, positionOfInterest.Position.Y) : positionOfInterest.Position, + SpawnType.Enemy, + submarine: null) + { + MoveWithLevel = true + }; } startPosition.X = pathCells[0].Center.X; @@ -400,7 +411,7 @@ namespace Barotrauma //---------------------------------------------------------------------------------- // initialize the cells that are still left and insert them into the cell grid //---------------------------------------------------------------------------------- - + foreach (VoronoiCell cell in pathCells) { cell.edges.ForEach(e => e.OutsideLevel = false); @@ -417,6 +428,55 @@ namespace Barotrauma } } + //---------------------------------------------------------------------------------- + // mirror if needed + //---------------------------------------------------------------------------------- + + if (mirror) + { + HashSet mirroredEdges = new HashSet(); + HashSet mirroredSites = new HashSet(); + foreach (VoronoiCell cell in cells) + { + foreach (GraphEdge edge in cell.edges) + { + if (mirroredEdges.Contains(edge)) continue; + edge.point1.X = borders.Width - edge.point1.X; + edge.point2.X = borders.Width - edge.point2.X; + if (!mirroredSites.Contains(edge.site1)) + { + edge.site1.coord.x = borders.Width - edge.site1.coord.x; + mirroredSites.Add(edge.site1); + } + if (!mirroredSites.Contains(edge.site2)) + { + edge.site2.coord.x = borders.Width - edge.site2.coord.x; + mirroredSites.Add(edge.site2); + } + mirroredEdges.Add(edge); + } + } + + + foreach (List smallTunnel in smallTunnels) + { + for (int i = 0; i < smallTunnel.Count; i++) + { + smallTunnel[i] = new Vector2(borders.Width - smallTunnel[i].X, smallTunnel[i].Y); + } + } + + for (int i = 0; i < positionsOfInterest.Count; i++) + { + positionsOfInterest[i] = new InterestingPosition( + new Vector2(borders.Width - positionsOfInterest[i].Position.X, positionsOfInterest[i].Position.Y), + positionsOfInterest[i].PositionType); + } + + startPosition.X = borders.Width - startPosition.X; + endPosition.X = borders.Width - endPosition.X; + } + foreach (VoronoiCell cell in cells) { int x = (int)Math.Floor(cell.Center.X / GridCellSize); @@ -435,9 +495,12 @@ namespace Barotrauma ruins = new List(); for (int i = 0; i < generationParams.RuinCount; i++) { - GenerateRuin(mainPath); + System.Diagnostics.Debug.WriteLine("Generating ruin "+i+" *******************************************"); + GenerateRuin(mainPath, mirror); } + int testSync = Rand.Int(1000, Rand.RandSync.Server); + DebugConsole.NewMessage("TESTSYNC: " + testSync + " ---------------------------------------------",Color.White); //---------------------------------------------------------------------------------- // generate the bodies and rendered triangles of the cells @@ -809,40 +872,56 @@ namespace Barotrauma return tunnelNodes; } - private void GenerateRuin(List mainPath) + private void GenerateRuin(List mainPath, bool mirror) { Vector2 ruinSize = new Vector2(Rand.Range(5000.0f, 8000.0f, Rand.RandSync.Server), Rand.Range(5000.0f, 8000.0f, Rand.RandSync.Server)); float ruinRadius = Math.Max(ruinSize.X, ruinSize.Y) * 0.5f; - Vector2 ruinPos = cells[Rand.Int(cells.Count, Rand.RandSync.Server)].Center; + System.Diagnostics.Debug.WriteLine("Cell count " + cells.Count); + int cellIndex = Rand.Int(cells.Count, Rand.RandSync.Server); + System.Diagnostics.Debug.WriteLine("Cell index " + cellIndex); + Vector2 ruinPos = cells[cellIndex].Center; //50% chance of placing the ruins at a cave if (Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) < 0.5f) { + System.Diagnostics.Debug.WriteLine("Placing at cave"); TryGetInterestingPosition(true, PositionType.Cave, 0.0f, out ruinPos); } ruinPos.Y = Math.Min(ruinPos.Y, borders.Y + borders.Height - ruinSize.Y / 2); ruinPos.Y = Math.Max(ruinPos.Y, SeaFloorTopPos + ruinSize.Y / 2.0f); - + + float minDist = ruinRadius * 2.0f; + float minDistSqr = minDist * minDist; + + System.Diagnostics.Debug.WriteLine("Initial ruin pos "+ruinPos); + int iter = 0; - while (mainPath.Any(p => Vector2.Distance(ruinPos, p.Center) < ruinRadius * 2.0f)) + while (mainPath.Any(p => Vector2.DistanceSquared(ruinPos, p.Center) < minDistSqr)) { Vector2 weighedPathPos = ruinPos; iter++; foreach (VoronoiCell pathCell in mainPath) { - float dist = Vector2.Distance(pathCell.Center, ruinPos); - if (dist > 10000.0f) continue; + Vector2 diff = ruinPos - pathCell.Center; + float distSqr = diff.LengthSquared(); + if (distSqr < 1.0f) + { + diff = Vector2.UnitY; + distSqr = 1.0f; + } + if (distSqr > 10000.0f * 10000.0f) continue; - Vector2 moveAmount = Vector2.Normalize(ruinPos - pathCell.Center) * 100000.0f / dist; + Vector2 moveAmount = Vector2.Normalize(diff) * 100000.0f / (float)Math.Sqrt(distSqr); weighedPathPos += moveAmount; weighedPathPos.Y = Math.Min(borders.Y + borders.Height - ruinSize.Y / 2, weighedPathPos.Y); } ruinPos = weighedPathPos; + System.Diagnostics.Debug.WriteLine(iter+": " + ruinPos); if (iter > 10000) break; } @@ -859,7 +938,8 @@ namespace Barotrauma } } - var ruin = new Ruin(closestPathCell, cells, new Rectangle(MathUtils.ToPoint(ruinPos - ruinSize * 0.5f), MathUtils.ToPoint(ruinSize))); + System.Diagnostics.Debug.WriteLine("Final ruin pos: " + ruinPos); + var ruin = new Ruin(closestPathCell, cells, new Rectangle(MathUtils.ToPoint(ruinPos - ruinSize * 0.5f), MathUtils.ToPoint(ruinSize)), mirror); ruins.Add(ruin); ruin.RuinShapes.Sort((shape1, shape2) => shape2.DistanceFromEntrance.CompareTo(shape1.DistanceFromEntrance)); diff --git a/Barotrauma/BarotraumaShared/Source/Map/Levels/Ruins/RuinGenerator.cs b/Barotrauma/BarotraumaShared/Source/Map/Levels/Ruins/RuinGenerator.cs index ad9c9a4d0..3fc1a12a0 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Levels/Ruins/RuinGenerator.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Levels/Ruins/RuinGenerator.cs @@ -139,11 +139,28 @@ namespace Barotrauma.RuinGeneration Walls = newLines; } + + public void MirrorX(Vector2 mirrorOrigin) + { + rect.X = (int)(mirrorOrigin.X + (mirrorOrigin.X - rect.Right)); + for (int i = 0; i < Walls.Count; i++) + { + Walls[i].A = new Vector2(mirrorOrigin.X + (mirrorOrigin.X - Walls[i].A.X), Walls[i].A.Y); + Walls[i].B = new Vector2(mirrorOrigin.X + (mirrorOrigin.X - Walls[i].B.X), Walls[i].B.Y); + + if (Walls[i].B.X < Walls[i].A.X) + { + var temp = Walls[i].A.X; + Walls[i].A.X = Walls[i].B.X; + Walls[i].B.X = temp; + } + } + } } - struct Line + class Line { - public readonly Vector2 A, B; + public Vector2 A, B; public readonly RuinStructureType Type; @@ -183,7 +200,7 @@ namespace Barotrauma.RuinGeneration private set; } - public Ruin(VoronoiCell closestPathCell, List caveCells, Rectangle area) + public Ruin(VoronoiCell closestPathCell, List caveCells, Rectangle area, bool mirror = false) { Area = area; @@ -194,10 +211,10 @@ namespace Barotrauma.RuinGeneration allShapes = new List(); - Generate(closestPathCell, caveCells, area); + Generate(closestPathCell, caveCells, area, mirror); } - public void Generate(VoronoiCell closestPathCell, List caveCells, Rectangle area) + public void Generate(VoronoiCell closestPathCell, List caveCells, Rectangle area, bool mirror = false) { corridors.Clear(); rooms.Clear(); @@ -289,13 +306,21 @@ namespace Barotrauma.RuinGeneration BTRoom.CalculateDistancesFromEntrance(entranceRoom, corridors); - allShapes = GenerateStructures(caveCells); + allShapes = GenerateStructures(caveCells, area, mirror); } - private List GenerateStructures(List caveCells) + private List GenerateStructures(List caveCells, Rectangle ruinArea, bool mirror) { List shapes = new List(rooms); shapes.AddRange(corridors); + + if (mirror) + { + foreach (RuinShape shape in shapes) + { + shape.MirrorX(ruinArea.Center.ToVector2()); + } + } foreach (RuinShape leaf in shapes) {