Merge branch 'level-mirroring'
This commit is contained in:
@@ -27,10 +27,17 @@ namespace Barotrauma
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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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foreach (RuinGeneration.Ruin ruin in ruins)
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{
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Rectangle ruinArea = ruin.Area;
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ruinArea.Y = -ruinArea.Y - ruinArea.Height;
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GUI.DrawRectangle(spriteBatch, ruinArea, Color.DarkSlateBlue, false, 0, 5);
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}
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}
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}
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@@ -766,7 +766,10 @@ namespace Barotrauma.Networking
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else
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{
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if (GameMain.GameSession?.CrewManager != null) GameMain.GameSession.CrewManager.Reset();
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GameMain.GameSession.StartRound(campaign.Map.SelectedConnection.Level, true, false);
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GameMain.GameSession.StartRound(campaign.Map.SelectedConnection.Level,
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reloadSub: true,
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loadSecondSub: false,
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mirrorLevel: campaign.Map.CurrentLocation != campaign.Map.SelectedConnection.Locations[0]);
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}
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if (respawnAllowed) respawnManager = new RespawnManager(this, GameMain.NetLobbyScreen.UsingShuttle ? GameMain.NetLobbyScreen.SelectedShuttle : null);
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@@ -192,7 +192,10 @@ namespace Barotrauma
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private IEnumerable<object> LoadRound()
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{
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GameMain.GameSession.StartRound(campaignUI.SelectedLevel, true);
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GameMain.GameSession.StartRound(campaignUI.SelectedLevel,
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reloadSub: true,
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loadSecondSub: false,
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mirrorLevel: GameMain.GameSession.Map.CurrentLocation != GameMain.GameSession.Map.SelectedConnection.Locations[0]);
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GameMain.GameScreen.Select();
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yield return CoroutineStatus.Success;
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@@ -182,7 +182,7 @@ namespace Barotrauma
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StartRound(randomLevel, true, loadSecondSub);
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}
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public void StartRound(Level level, bool reloadSub = true, bool loadSecondSub = false)
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public void StartRound(Level level, bool reloadSub = true, bool loadSecondSub = false, bool mirrorLevel = false)
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{
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#if CLIENT
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GameMain.LightManager.LosEnabled = GameMain.NetworkMember == null || GameMain.NetworkMember.CharacterInfo != null;
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@@ -210,11 +210,10 @@ namespace Barotrauma
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Submarine.MainSubs[1].Load(false);
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}
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}
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if (level != null)
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{
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level.Generate();
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level.Generate(mirrorLevel);
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submarine.SetPosition(submarine.FindSpawnPos(level.StartPosition - new Vector2(0.0f, 2000.0f)));
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}
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@@ -229,9 +228,9 @@ namespace Barotrauma
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if (GameMode != null)
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{
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GameMode.MsgBox();
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if (GameMode is MultiPlayerCampaign campaign && GameMain.Server != null)
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if (GameMode is MultiPlayerCampaign mpCampaign && GameMain.Server != null)
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{
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campaign.CargoManager.CreateItems();
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mpCampaign.CargoManager.CreateItems();
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}
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}
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@@ -136,9 +136,8 @@ namespace Barotrauma
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for (int i = 0 ; i < amount; i++)
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{
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BackgroundSpritePrefab prefab = GetRandomPrefab(level.GenerationParams.Name);
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GraphEdge selectedEdge = null;
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Vector2 edgeNormal = Vector2.One;
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Vector2? pos = FindSpritePosition(level, prefab, out selectedEdge, out edgeNormal);
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Vector2? pos = FindSpritePosition(level, prefab, out GraphEdge selectedEdge, out edgeNormal);
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if (pos == null) continue;
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@@ -148,7 +147,8 @@ namespace Barotrauma
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rotation = MathUtils.VectorToAngle(new Vector2(edgeNormal.Y, edgeNormal.X));
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}
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rotation += Rand.Range(prefab.RandomRotation.X, prefab.RandomRotation.Y, Rand.RandSync.Server);
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float randomRot = Rand.Range(prefab.RandomRotation.X, prefab.RandomRotation.Y, Rand.RandSync.Server);
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rotation += level.Mirrored ? -randomRot : randomRot;
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var newSprite = new BackgroundSprite(prefab,
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new Vector3((Vector2)pos, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, Rand.RandSync.Server)), Rand.Range(prefab.Scale.X, prefab.Scale.Y, Rand.RandSync.Server), rotation);
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@@ -231,6 +231,8 @@ namespace Barotrauma
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Rand.Range(0.0f, level.Size.X, Rand.RandSync.Server),
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Rand.Range(0.0f, level.Size.Y, Rand.RandSync.Server));
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if (level.Mirrored) randomPos.X = level.Size.X - randomPos.X;
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if (prefab.SpawnPos == BackgroundSpritePrefab.SpawnPosType.None) return randomPos;
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List<GraphEdge> edges = new List<GraphEdge>();
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@@ -241,6 +243,9 @@ namespace Barotrauma
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if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.Wall)) cells.AddRange(level.GetCells(randomPos));
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if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.SeaFloor)) cells.AddRange(level.ExtraWalls[0].Cells);
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//make sure the cells are in the same order regardless of whether the level is mirrored or not
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cells.Sort((c1, c2) => { return level.Mirrored ? Math.Sign(c1.Center.X - c2.Center.X) : -Math.Sign(c1.Center.X - c2.Center.X); });
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if (cells.Any())
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{
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@@ -305,10 +310,12 @@ namespace Barotrauma
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edgeNormal = normals[index];
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float length = Vector2.Distance(closestEdge.point1, closestEdge.point2);
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Vector2 dir = (closestEdge.point1 - closestEdge.point2) / length;
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Vector2 pos = closestEdge.point2 + dir * Rand.Range(prefab.Sprite.size.X / 2.0f, length - prefab.Sprite.size.X / 2.0f, Rand.RandSync.Server);
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return pos;
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Vector2 dir = (closestEdge.point1 - closestEdge.point2) / length;
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float normalizedPos = Rand.Range(0.0f, 1.0f, Rand.RandSync.Server);
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if (level.Mirrored) normalizedPos = 1.0f - normalizedPos;
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return Vector2.Lerp(closestEdge.point2 + dir * prefab.Sprite.size.X / 2.0f, closestEdge.point1 - dir * prefab.Sprite.size.X / 2.0f, normalizedPos);
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}
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public void Update(float deltaTime)
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@@ -25,12 +25,12 @@ namespace Barotrauma
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[Flags]
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public enum PositionType
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{
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MainPath=1, Cave=2, Ruin=4
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MainPath = 1, Cave = 2, Ruin = 4
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}
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struct InterestingPosition
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{
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public readonly Vector2 Position;
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public Vector2 Position;
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public readonly PositionType PositionType;
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public InterestingPosition(Vector2 position, PositionType positionType)
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@@ -55,7 +55,8 @@ namespace Barotrauma
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//private float shaftHeight;
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//List<Body> bodies;
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private List<VoronoiCell> cells;
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//TODO: change back to private
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public List<VoronoiCell> cells;
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//private VertexBuffer vertexBuffer;
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@@ -145,7 +146,11 @@ namespace Barotrauma
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private set;
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}
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public bool Mirrored
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{
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get;
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private set;
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}
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public LevelGenerationParams GenerationParams
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{
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@@ -170,7 +175,9 @@ namespace Barotrauma
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this.generationParams = generationParams;
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borders = new Rectangle(0, 0, (int)generationParams.Width, (int)generationParams.Height);
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borders = new Rectangle(0, 0,
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(int)(Math.Ceiling(generationParams.Width / GridCellSize) * GridCellSize),
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(int)(Math.Ceiling(generationParams.Height / GridCellSize) * GridCellSize));
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}
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public static Level CreateRandom(LocationConnection locationConnection)
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@@ -192,8 +199,10 @@ namespace Barotrauma
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return new Level(seed, Rand.Range(30.0f, 80.0f, Rand.RandSync.Server), LevelGenerationParams.GetRandom(seed));
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}
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public void Generate(bool mirror = false)
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public void Generate(bool mirror)
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{
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Mirrored = mirror;
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if (backgroundSpriteManager == null)
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{
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var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundSpritePrefabs);
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@@ -303,9 +312,7 @@ namespace Barotrauma
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if (y < borders.Height - siteInterval.Y) sites.Add(new Vector2(x, y) + Vector2.UnitY * siteInterval * 0.5f);
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if (x < borders.Width - siteInterval.X && y < borders.Height - siteInterval.Y) sites.Add(new Vector2(x, y) + Vector2.One * siteInterval * 0.5f);
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}
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if (mirror) site.X = borders.Width - site.X;
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sites.Add(site);
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}
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}
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@@ -334,7 +341,7 @@ namespace Barotrauma
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//----------------------------------------------------------------------------------
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List<VoronoiCell> mainPath = CaveGenerator.GeneratePath(pathNodes, cells, cellGrid, GridCellSize,
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new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), 0.5f, mirror);
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new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), 0.5f, false);
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for (int i = 2; i < mainPath.Count; i += 3)
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{
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@@ -348,8 +355,13 @@ namespace Barotrauma
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foreach (InterestingPosition positionOfInterest in positionsOfInterest)
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{
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WayPoint wayPoint = new WayPoint(positionOfInterest.Position, SpawnType.Enemy, null);
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wayPoint.MoveWithLevel = true;
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WayPoint wayPoint = new WayPoint(
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mirror ? new Vector2(borders.X - positionOfInterest.Position.X, positionOfInterest.Position.Y) : positionOfInterest.Position,
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SpawnType.Enemy,
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submarine: null)
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{
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MoveWithLevel = true
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};
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}
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startPosition.X = pathCells[0].Center.X;
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@@ -377,20 +389,19 @@ namespace Barotrauma
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pathCells.AddRange(newPathCells);
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}
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Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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//----------------------------------------------------------------------------------
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// remove unnecessary cells and create some holes at the bottom of the level
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//----------------------------------------------------------------------------------
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cells = CleanCells(pathCells);
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pathCells.AddRange(CreateBottomHoles(generationParams.BottomHoleProbability, new Rectangle(
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(int)(borders.Width * 0.2f), 0,
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(int)(borders.Width * 0.6f), (int)(borders.Height * 0.8f))));
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foreach (VoronoiCell cell in cells)
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{
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if (cell.Center.Y < borders.Height / 2) continue;
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@@ -400,7 +411,7 @@ namespace Barotrauma
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//----------------------------------------------------------------------------------
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// initialize the cells that are still left and insert them into the cell grid
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//----------------------------------------------------------------------------------
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foreach (VoronoiCell cell in pathCells)
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{
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cell.edges.ForEach(e => e.OutsideLevel = false);
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@@ -417,6 +428,62 @@ namespace Barotrauma
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}
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}
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//----------------------------------------------------------------------------------
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// mirror if needed
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//----------------------------------------------------------------------------------
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if (mirror)
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{
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HashSet<GraphEdge> mirroredEdges = new HashSet<GraphEdge>();
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HashSet<Site> mirroredSites = new HashSet<Site>();
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List<VoronoiCell> allCells = new List<VoronoiCell>(cells);
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allCells.AddRange(pathCells);
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foreach (VoronoiCell cell in allCells)
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{
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foreach (GraphEdge edge in cell.edges)
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{
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if (mirroredEdges.Contains(edge)) continue;
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edge.point1.X = borders.Width - edge.point1.X;
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edge.point2.X = borders.Width - edge.point2.X;
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if (!mirroredSites.Contains(edge.site1))
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{
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//make sure that sites right at the edge of a grid cell end up in the same cell as in the non-mirrored level
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if (edge.site1.coord.x % GridCellSize < 1.0f &&
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edge.site1.coord.x % GridCellSize >= 0.0f) edge.site1.coord.x += 1.0f;
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edge.site1.coord.x = borders.Width - edge.site1.coord.x;
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mirroredSites.Add(edge.site1);
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}
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if (!mirroredSites.Contains(edge.site2))
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{
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if (edge.site2.coord.x % GridCellSize < 1.0f &&
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edge.site2.coord.x % GridCellSize >= 0.0f) edge.site2.coord.x += 1.0f;
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edge.site2.coord.x = borders.Width - edge.site2.coord.x;
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mirroredSites.Add(edge.site2);
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}
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mirroredEdges.Add(edge);
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}
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}
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foreach (List<Vector2> smallTunnel in smallTunnels)
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{
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for (int i = 0; i < smallTunnel.Count; i++)
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{
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smallTunnel[i] = new Vector2(borders.Width - smallTunnel[i].X, smallTunnel[i].Y);
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}
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}
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for (int i = 0; i < positionsOfInterest.Count; i++)
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{
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positionsOfInterest[i] = new InterestingPosition(
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new Vector2(borders.Width - positionsOfInterest[i].Position.X, positionsOfInterest[i].Position.Y),
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positionsOfInterest[i].PositionType);
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}
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startPosition.X = borders.Width - startPosition.X;
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endPosition.X = borders.Width - endPosition.X;
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}
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foreach (VoronoiCell cell in cells)
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{
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int x = (int)Math.Floor(cell.Center.X / GridCellSize);
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@@ -435,10 +502,9 @@ namespace Barotrauma
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ruins = new List<Ruin>();
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for (int i = 0; i < generationParams.RuinCount; i++)
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{
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GenerateRuin(mainPath);
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GenerateRuin(mainPath, mirror);
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}
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//----------------------------------------------------------------------------------
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// generate the bodies and rendered triangles of the cells
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//----------------------------------------------------------------------------------
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@@ -466,7 +532,7 @@ namespace Barotrauma
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bodies.Add(TopBarrier);
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GenerateSeaFloor();
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GenerateSeaFloor(mirror);
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backgroundSpriteManager.PlaceSprites(this, generationParams.BackgroundSpriteAmount);
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#if CLIENT
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@@ -665,7 +731,7 @@ namespace Barotrauma
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return newCells;
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}
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private void GenerateSeaFloor()
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private void GenerateSeaFloor(bool mirror)
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{
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BottomPos = generationParams.SeaFloorDepth;
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SeaFloorTopPos = BottomPos;
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@@ -688,16 +754,24 @@ namespace Barotrauma
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{
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for (int i = 0; i < bottomPositions.Count - 1; i++)
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{
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bottomPositions.Insert(i+1,
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bottomPositions.Insert(i + 1,
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(bottomPositions[i] + bottomPositions[i + 1]) / 2.0f +
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Vector2.UnitY * Rand.Range(0.0f, generationParams.SeaFloorVariance, Rand.RandSync.Server));
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i++;
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}
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currInverval /= 2.0f;
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}
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||||
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||||
if (mirror)
|
||||
{
|
||||
for (int i = 0; i < bottomPositions.Count; i++)
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||||
{
|
||||
bottomPositions[i] = new Vector2(borders.Size.X - bottomPositions[i].X, bottomPositions[i].Y);
|
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}
|
||||
}
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||||
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||||
SeaFloorTopPos = bottomPositions.Max(p => p.Y);
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||||
|
||||
extraWalls = new LevelWall[] { new LevelWall(bottomPositions, new Vector2(0.0f, -2000.0f), backgroundColor, this) };
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@@ -809,12 +883,13 @@ namespace Barotrauma
|
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return tunnelNodes;
|
||||
}
|
||||
|
||||
private void GenerateRuin(List<VoronoiCell> mainPath)
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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));
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float ruinRadius = Math.Max(ruinSize.X, ruinSize.Y) * 0.5f;
|
||||
|
||||
Vector2 ruinPos = cells[Rand.Int(cells.Count, Rand.RandSync.Server)].Center;
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||||
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||||
int cellIndex = Rand.Int(cells.Count, Rand.RandSync.Server);
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||||
Vector2 ruinPos = cells[cellIndex].Center;
|
||||
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||||
//50% chance of placing the ruins at a cave
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if (Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) < 0.5f)
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||||
@@ -824,26 +899,34 @@ namespace Barotrauma
|
||||
|
||||
ruinPos.Y = Math.Min(ruinPos.Y, borders.Y + borders.Height - ruinSize.Y / 2);
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||||
ruinPos.Y = Math.Max(ruinPos.Y, SeaFloorTopPos + ruinSize.Y / 2.0f);
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||||
|
||||
float minDist = ruinRadius * 2.0f;
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float minDistSqr = minDist * minDist;
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||||
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int iter = 0;
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||||
while (mainPath.Any(p => Vector2.Distance(ruinPos, p.Center) < ruinRadius * 2.0f))
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while (mainPath.Any(p => Vector2.DistanceSquared(ruinPos, p.Center) < minDistSqr))
|
||||
{
|
||||
Vector2 weighedPathPos = ruinPos;
|
||||
iter++;
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||||
|
||||
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;
|
||||
|
||||
if (iter > 10000) break;
|
||||
}
|
||||
|
||||
@@ -858,10 +941,10 @@ namespace Barotrauma
|
||||
closestDist = dist;
|
||||
}
|
||||
}
|
||||
|
||||
var ruin = new Ruin(closestPathCell, cells, new Rectangle(MathUtils.ToPoint(ruinPos - ruinSize * 0.5f), MathUtils.ToPoint(ruinSize)));
|
||||
|
||||
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));
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
@@ -1011,15 +1094,12 @@ namespace Barotrauma
|
||||
|
||||
List<VoronoiCell> cells = new List<VoronoiCell>();
|
||||
|
||||
for (int x = startX; x <= endX; x++)
|
||||
for (int y = startY; y <= endY; y++)
|
||||
{
|
||||
for (int y = startY; y <= endY; y++)
|
||||
for (int x = startX; x <= endX; x++)
|
||||
{
|
||||
foreach (VoronoiCell cell in cellGrid[x, y])
|
||||
{
|
||||
cells.Add(cell);
|
||||
}
|
||||
}
|
||||
foreach (VoronoiCell cell in cellGrid[x, y]) cells.Add(cell);
|
||||
}
|
||||
}
|
||||
|
||||
if (extraWalls != null)
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Factories;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
@@ -35,7 +36,7 @@ namespace Barotrauma.RuinGeneration
|
||||
|
||||
public Alignment GetLineAlignment(Line line)
|
||||
{
|
||||
if (line.A.Y == line.B.Y)
|
||||
if (line.IsHorizontal)
|
||||
{
|
||||
if (line.A.Y > rect.Center.Y && line.B.Y > rect.Center.Y)
|
||||
{
|
||||
@@ -70,7 +71,7 @@ namespace Barotrauma.RuinGeneration
|
||||
|
||||
foreach (Line line in Walls)
|
||||
{
|
||||
if (line.A.X == line.B.X) //vertical line
|
||||
if (!line.IsHorizontal) //vertical line
|
||||
{
|
||||
//line doesn't intersect the rectangle
|
||||
if (rectangle.X > line.A.X || rectangle.Right < line.A.X ||
|
||||
@@ -100,7 +101,7 @@ namespace Barotrauma.RuinGeneration
|
||||
newLines.Add(new Line(new Vector2(line.A.X, rectangle.Bottom), line.B, line.Type));
|
||||
}
|
||||
}
|
||||
else if (line.A.Y == line.B.Y) //horizontal line
|
||||
else
|
||||
{
|
||||
//line doesn't intersect the rectangle
|
||||
if (rectangle.X > line.B.X || rectangle.Right < line.A.X ||
|
||||
@@ -130,23 +131,40 @@ namespace Barotrauma.RuinGeneration
|
||||
newLines.Add(new Line(new Vector2(rectangle.Right, line.A.Y), line.B, line.Type));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.ThrowError("Error in StructureGenerator.SplitLines - lines must be axis aligned");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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 bool IsHorizontal
|
||||
{
|
||||
get { return Math.Abs(A.Y - B.Y) < Math.Abs(A.X - B.X); }
|
||||
}
|
||||
|
||||
public Line(Vector2 a, Vector2 b, RuinStructureType type)
|
||||
{
|
||||
Debug.Assert(a.X <= b.X);
|
||||
@@ -183,7 +201,7 @@ namespace Barotrauma.RuinGeneration
|
||||
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;
|
||||
|
||||
@@ -194,10 +212,10 @@ namespace Barotrauma.RuinGeneration
|
||||
|
||||
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();
|
||||
rooms.Clear();
|
||||
@@ -243,7 +261,12 @@ namespace Barotrauma.RuinGeneration
|
||||
float shortestDistance = 0.0f;
|
||||
foreach (BTRoom leaf in rooms)
|
||||
{
|
||||
float distance = Vector2.Distance(leaf.Rect.Center.ToVector2(), closestPathCell.Center);
|
||||
Vector2 leafPos = leaf.Rect.Center.ToVector2();
|
||||
if (mirror)
|
||||
{
|
||||
leafPos.X = area.Center.X + (area.Center.X - leafPos.X);
|
||||
}
|
||||
float distance = Vector2.Distance(leafPos, closestPathCell.Center);
|
||||
if (entranceRoom == null || distance < shortestDistance)
|
||||
{
|
||||
entranceRoom = leaf;
|
||||
@@ -289,13 +312,21 @@ namespace Barotrauma.RuinGeneration
|
||||
|
||||
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);
|
||||
shapes.AddRange(corridors);
|
||||
|
||||
if (mirror)
|
||||
{
|
||||
foreach (RuinShape shape in shapes)
|
||||
{
|
||||
shape.MirrorX(ruinArea.Center.ToVector2());
|
||||
}
|
||||
}
|
||||
|
||||
foreach (RuinShape leaf in shapes)
|
||||
{
|
||||
|
||||
@@ -1267,7 +1267,10 @@ namespace Barotrauma.Networking
|
||||
#if CLIENT
|
||||
if (GameMain.GameSession?.CrewManager != null) GameMain.GameSession.CrewManager.Reset();
|
||||
#endif
|
||||
GameMain.GameSession.StartRound(campaign.Map.SelectedConnection.Level, true, teamCount > 1);
|
||||
GameMain.GameSession.StartRound(campaign.Map.SelectedConnection.Level,
|
||||
reloadSub: true,
|
||||
loadSecondSub: teamCount > 1,
|
||||
mirrorLevel: campaign.Map.CurrentLocation != campaign.Map.SelectedConnection.Locations[0]);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user