Mirroring levels. Mirroring the wall geometry works, but ruins and background sprites are not placed at the correct positions yet.
This commit is contained in:
@@ -27,10 +27,17 @@ namespace Barotrauma
|
|||||||
{
|
{
|
||||||
color = Color.LightGray;
|
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);
|
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -231,6 +231,8 @@ namespace Barotrauma
|
|||||||
Rand.Range(0.0f, level.Size.X, Rand.RandSync.Server),
|
Rand.Range(0.0f, level.Size.X, Rand.RandSync.Server),
|
||||||
Rand.Range(0.0f, level.Size.Y, 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;
|
if (prefab.SpawnPos == BackgroundSpritePrefab.SpawnPosType.None) return randomPos;
|
||||||
|
|
||||||
List<GraphEdge> edges = new List<GraphEdge>();
|
List<GraphEdge> edges = new List<GraphEdge>();
|
||||||
|
|||||||
@@ -25,12 +25,12 @@ namespace Barotrauma
|
|||||||
[Flags]
|
[Flags]
|
||||||
public enum PositionType
|
public enum PositionType
|
||||||
{
|
{
|
||||||
MainPath=1, Cave=2, Ruin=4
|
MainPath = 1, Cave = 2, Ruin = 4
|
||||||
}
|
}
|
||||||
|
|
||||||
struct InterestingPosition
|
struct InterestingPosition
|
||||||
{
|
{
|
||||||
public readonly Vector2 Position;
|
public Vector2 Position;
|
||||||
public readonly PositionType PositionType;
|
public readonly PositionType PositionType;
|
||||||
|
|
||||||
public InterestingPosition(Vector2 position, PositionType positionType)
|
public InterestingPosition(Vector2 position, PositionType positionType)
|
||||||
@@ -145,7 +145,11 @@ namespace Barotrauma
|
|||||||
private set;
|
private set;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public bool Mirrored
|
||||||
|
{
|
||||||
|
get;
|
||||||
|
private set;
|
||||||
|
}
|
||||||
|
|
||||||
public LevelGenerationParams GenerationParams
|
public LevelGenerationParams GenerationParams
|
||||||
{
|
{
|
||||||
@@ -170,7 +174,9 @@ namespace Barotrauma
|
|||||||
|
|
||||||
this.generationParams = generationParams;
|
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)
|
public static Level CreateRandom(LocationConnection locationConnection)
|
||||||
@@ -194,6 +200,8 @@ namespace Barotrauma
|
|||||||
|
|
||||||
public void Generate(bool mirror = false)
|
public void Generate(bool mirror = false)
|
||||||
{
|
{
|
||||||
|
Mirrored = mirror;
|
||||||
|
|
||||||
if (backgroundSpriteManager == null)
|
if (backgroundSpriteManager == null)
|
||||||
{
|
{
|
||||||
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundSpritePrefabs);
|
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 (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 (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);
|
sites.Add(site);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -334,7 +340,7 @@ namespace Barotrauma
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
List<VoronoiCell> mainPath = CaveGenerator.GeneratePath(pathNodes, cells, cellGrid, GridCellSize,
|
List<VoronoiCell> 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)
|
for (int i = 2; i < mainPath.Count; i += 3)
|
||||||
{
|
{
|
||||||
@@ -348,8 +354,13 @@ namespace Barotrauma
|
|||||||
|
|
||||||
foreach (InterestingPosition positionOfInterest in positionsOfInterest)
|
foreach (InterestingPosition positionOfInterest in positionsOfInterest)
|
||||||
{
|
{
|
||||||
WayPoint wayPoint = new WayPoint(positionOfInterest.Position, SpawnType.Enemy, null);
|
WayPoint wayPoint = new WayPoint(
|
||||||
wayPoint.MoveWithLevel = true;
|
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;
|
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
|
// initialize the cells that are still left and insert them into the cell grid
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
foreach (VoronoiCell cell in pathCells)
|
foreach (VoronoiCell cell in pathCells)
|
||||||
{
|
{
|
||||||
cell.edges.ForEach(e => e.OutsideLevel = false);
|
cell.edges.ForEach(e => e.OutsideLevel = false);
|
||||||
@@ -417,6 +428,55 @@ namespace Barotrauma
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// mirror if needed
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
if (mirror)
|
||||||
|
{
|
||||||
|
HashSet<GraphEdge> mirroredEdges = new HashSet<GraphEdge>();
|
||||||
|
HashSet<Site> mirroredSites = new HashSet<Site>();
|
||||||
|
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<Vector2> 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)
|
foreach (VoronoiCell cell in cells)
|
||||||
{
|
{
|
||||||
int x = (int)Math.Floor(cell.Center.X / GridCellSize);
|
int x = (int)Math.Floor(cell.Center.X / GridCellSize);
|
||||||
@@ -435,9 +495,12 @@ namespace Barotrauma
|
|||||||
ruins = new List<Ruin>();
|
ruins = new List<Ruin>();
|
||||||
for (int i = 0; i < generationParams.RuinCount; i++)
|
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
|
// generate the bodies and rendered triangles of the cells
|
||||||
@@ -809,40 +872,56 @@ namespace Barotrauma
|
|||||||
return tunnelNodes;
|
return tunnelNodes;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void GenerateRuin(List<VoronoiCell> mainPath)
|
private void GenerateRuin(List<VoronoiCell> 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));
|
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;
|
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
|
//50% chance of placing the ruins at a cave
|
||||||
if (Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) < 0.5f)
|
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);
|
TryGetInterestingPosition(true, PositionType.Cave, 0.0f, out ruinPos);
|
||||||
}
|
}
|
||||||
|
|
||||||
ruinPos.Y = Math.Min(ruinPos.Y, borders.Y + borders.Height - ruinSize.Y / 2);
|
ruinPos.Y = Math.Min(ruinPos.Y, borders.Y + borders.Height - ruinSize.Y / 2);
|
||||||
ruinPos.Y = Math.Max(ruinPos.Y, SeaFloorTopPos + ruinSize.Y / 2.0f);
|
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;
|
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;
|
Vector2 weighedPathPos = ruinPos;
|
||||||
iter++;
|
iter++;
|
||||||
|
|
||||||
foreach (VoronoiCell pathCell in mainPath)
|
foreach (VoronoiCell pathCell in mainPath)
|
||||||
{
|
{
|
||||||
float dist = Vector2.Distance(pathCell.Center, ruinPos);
|
Vector2 diff = ruinPos - pathCell.Center;
|
||||||
if (dist > 10000.0f) continue;
|
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 += moveAmount;
|
||||||
weighedPathPos.Y = Math.Min(borders.Y + borders.Height - ruinSize.Y / 2, weighedPathPos.Y);
|
weighedPathPos.Y = Math.Min(borders.Y + borders.Height - ruinSize.Y / 2, weighedPathPos.Y);
|
||||||
}
|
}
|
||||||
|
|
||||||
ruinPos = weighedPathPos;
|
ruinPos = weighedPathPos;
|
||||||
|
System.Diagnostics.Debug.WriteLine(iter+": " + ruinPos);
|
||||||
|
|
||||||
if (iter > 10000) break;
|
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);
|
ruins.Add(ruin);
|
||||||
|
|
||||||
ruin.RuinShapes.Sort((shape1, shape2) => shape2.DistanceFromEntrance.CompareTo(shape1.DistanceFromEntrance));
|
ruin.RuinShapes.Sort((shape1, shape2) => shape2.DistanceFromEntrance.CompareTo(shape1.DistanceFromEntrance));
|
||||||
|
|||||||
@@ -139,11 +139,28 @@ namespace Barotrauma.RuinGeneration
|
|||||||
|
|
||||||
Walls = newLines;
|
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;
|
public readonly RuinStructureType Type;
|
||||||
|
|
||||||
@@ -183,7 +200,7 @@ namespace Barotrauma.RuinGeneration
|
|||||||
private set;
|
private set;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Ruin(VoronoiCell closestPathCell, List<VoronoiCell> caveCells, Rectangle area)
|
public Ruin(VoronoiCell closestPathCell, List<VoronoiCell> caveCells, Rectangle area, bool mirror = false)
|
||||||
{
|
{
|
||||||
Area = area;
|
Area = area;
|
||||||
|
|
||||||
@@ -194,10 +211,10 @@ namespace Barotrauma.RuinGeneration
|
|||||||
|
|
||||||
allShapes = new List<RuinShape>();
|
allShapes = new List<RuinShape>();
|
||||||
|
|
||||||
Generate(closestPathCell, caveCells, area);
|
Generate(closestPathCell, caveCells, area, mirror);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Generate(VoronoiCell closestPathCell, List<VoronoiCell> caveCells, Rectangle area)
|
public void Generate(VoronoiCell closestPathCell, List<VoronoiCell> caveCells, Rectangle area, bool mirror = false)
|
||||||
{
|
{
|
||||||
corridors.Clear();
|
corridors.Clear();
|
||||||
rooms.Clear();
|
rooms.Clear();
|
||||||
@@ -289,13 +306,21 @@ namespace Barotrauma.RuinGeneration
|
|||||||
|
|
||||||
BTRoom.CalculateDistancesFromEntrance(entranceRoom, corridors);
|
BTRoom.CalculateDistancesFromEntrance(entranceRoom, corridors);
|
||||||
|
|
||||||
allShapes = GenerateStructures(caveCells);
|
allShapes = GenerateStructures(caveCells, area, mirror);
|
||||||
}
|
}
|
||||||
|
|
||||||
private List<RuinShape> GenerateStructures(List<VoronoiCell> caveCells)
|
private List<RuinShape> GenerateStructures(List<VoronoiCell> caveCells, Rectangle ruinArea, bool mirror)
|
||||||
{
|
{
|
||||||
List<RuinShape> shapes = new List<RuinShape>(rooms);
|
List<RuinShape> shapes = new List<RuinShape>(rooms);
|
||||||
shapes.AddRange(corridors);
|
shapes.AddRange(corridors);
|
||||||
|
|
||||||
|
if (mirror)
|
||||||
|
{
|
||||||
|
foreach (RuinShape shape in shapes)
|
||||||
|
{
|
||||||
|
shape.MirrorX(ruinArea.Center.ToVector2());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
foreach (RuinShape leaf in shapes)
|
foreach (RuinShape leaf in shapes)
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in New Issue
Block a user