Merge branch 'level-mirroring'

This commit is contained in:
Joonas Rikkonen
2018-08-08 15:30:41 +03:00
8 changed files with 209 additions and 76 deletions
@@ -28,9 +28,16 @@ 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);
}
} }
} }
@@ -766,7 +766,10 @@ namespace Barotrauma.Networking
else else
{ {
if (GameMain.GameSession?.CrewManager != null) GameMain.GameSession.CrewManager.Reset(); if (GameMain.GameSession?.CrewManager != null) GameMain.GameSession.CrewManager.Reset();
GameMain.GameSession.StartRound(campaign.Map.SelectedConnection.Level, true, false); GameMain.GameSession.StartRound(campaign.Map.SelectedConnection.Level,
reloadSub: true,
loadSecondSub: false,
mirrorLevel: campaign.Map.CurrentLocation != campaign.Map.SelectedConnection.Locations[0]);
} }
if (respawnAllowed) respawnManager = new RespawnManager(this, GameMain.NetLobbyScreen.UsingShuttle ? GameMain.NetLobbyScreen.SelectedShuttle : null); if (respawnAllowed) respawnManager = new RespawnManager(this, GameMain.NetLobbyScreen.UsingShuttle ? GameMain.NetLobbyScreen.SelectedShuttle : null);
@@ -192,7 +192,10 @@ namespace Barotrauma
private IEnumerable<object> LoadRound() private IEnumerable<object> LoadRound()
{ {
GameMain.GameSession.StartRound(campaignUI.SelectedLevel, true); GameMain.GameSession.StartRound(campaignUI.SelectedLevel,
reloadSub: true,
loadSecondSub: false,
mirrorLevel: GameMain.GameSession.Map.CurrentLocation != GameMain.GameSession.Map.SelectedConnection.Locations[0]);
GameMain.GameScreen.Select(); GameMain.GameScreen.Select();
yield return CoroutineStatus.Success; yield return CoroutineStatus.Success;
@@ -182,7 +182,7 @@ namespace Barotrauma
StartRound(randomLevel, true, loadSecondSub); StartRound(randomLevel, true, loadSecondSub);
} }
public void StartRound(Level level, bool reloadSub = true, bool loadSecondSub = false) public void StartRound(Level level, bool reloadSub = true, bool loadSecondSub = false, bool mirrorLevel = false)
{ {
#if CLIENT #if CLIENT
GameMain.LightManager.LosEnabled = GameMain.NetworkMember == null || GameMain.NetworkMember.CharacterInfo != null; GameMain.LightManager.LosEnabled = GameMain.NetworkMember == null || GameMain.NetworkMember.CharacterInfo != null;
@@ -213,8 +213,7 @@ namespace Barotrauma
if (level != null) if (level != null)
{ {
level.Generate(); level.Generate(mirrorLevel);
submarine.SetPosition(submarine.FindSpawnPos(level.StartPosition - new Vector2(0.0f, 2000.0f))); submarine.SetPosition(submarine.FindSpawnPos(level.StartPosition - new Vector2(0.0f, 2000.0f)));
} }
@@ -229,9 +228,9 @@ namespace Barotrauma
if (GameMode != null) if (GameMode != null)
{ {
GameMode.MsgBox(); GameMode.MsgBox();
if (GameMode is MultiPlayerCampaign campaign && GameMain.Server != null) if (GameMode is MultiPlayerCampaign mpCampaign && GameMain.Server != null)
{ {
campaign.CargoManager.CreateItems(); mpCampaign.CargoManager.CreateItems();
} }
} }
@@ -136,9 +136,8 @@ namespace Barotrauma
for (int i = 0 ; i < amount; i++) for (int i = 0 ; i < amount; i++)
{ {
BackgroundSpritePrefab prefab = GetRandomPrefab(level.GenerationParams.Name); BackgroundSpritePrefab prefab = GetRandomPrefab(level.GenerationParams.Name);
GraphEdge selectedEdge = null;
Vector2 edgeNormal = Vector2.One; Vector2 edgeNormal = Vector2.One;
Vector2? pos = FindSpritePosition(level, prefab, out selectedEdge, out edgeNormal); Vector2? pos = FindSpritePosition(level, prefab, out GraphEdge selectedEdge, out edgeNormal);
if (pos == null) continue; if (pos == null) continue;
@@ -148,7 +147,8 @@ namespace Barotrauma
rotation = MathUtils.VectorToAngle(new Vector2(edgeNormal.Y, edgeNormal.X)); rotation = MathUtils.VectorToAngle(new Vector2(edgeNormal.Y, edgeNormal.X));
} }
rotation += Rand.Range(prefab.RandomRotation.X, prefab.RandomRotation.Y, Rand.RandSync.Server); float randomRot = Rand.Range(prefab.RandomRotation.X, prefab.RandomRotation.Y, Rand.RandSync.Server);
rotation += level.Mirrored ? -randomRot : randomRot;
var newSprite = new BackgroundSprite(prefab, var newSprite = new BackgroundSprite(prefab,
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); 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);
@@ -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>();
@@ -242,6 +244,9 @@ namespace Barotrauma
if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.Wall)) cells.AddRange(level.GetCells(randomPos)); if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.Wall)) cells.AddRange(level.GetCells(randomPos));
if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.SeaFloor)) cells.AddRange(level.ExtraWalls[0].Cells); if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.SeaFloor)) cells.AddRange(level.ExtraWalls[0].Cells);
//make sure the cells are in the same order regardless of whether the level is mirrored or not
cells.Sort((c1, c2) => { return level.Mirrored ? Math.Sign(c1.Center.X - c2.Center.X) : -Math.Sign(c1.Center.X - c2.Center.X); });
if (cells.Any()) if (cells.Any())
{ {
VoronoiCell cell = cells[Rand.Int(cells.Count, Rand.RandSync.Server)]; VoronoiCell cell = cells[Rand.Int(cells.Count, Rand.RandSync.Server)];
@@ -305,10 +310,12 @@ namespace Barotrauma
edgeNormal = normals[index]; edgeNormal = normals[index];
float length = Vector2.Distance(closestEdge.point1, closestEdge.point2); float length = Vector2.Distance(closestEdge.point1, closestEdge.point2);
Vector2 dir = (closestEdge.point1 - closestEdge.point2) / length;
Vector2 pos = closestEdge.point2 + dir * Rand.Range(prefab.Sprite.size.X / 2.0f, length - prefab.Sprite.size.X / 2.0f, Rand.RandSync.Server);
return pos; Vector2 dir = (closestEdge.point1 - closestEdge.point2) / length;
float normalizedPos = Rand.Range(0.0f, 1.0f, Rand.RandSync.Server);
if (level.Mirrored) normalizedPos = 1.0f - normalizedPos;
return Vector2.Lerp(closestEdge.point2 + dir * prefab.Sprite.size.X / 2.0f, closestEdge.point1 - dir * prefab.Sprite.size.X / 2.0f, normalizedPos);
} }
public void Update(float deltaTime) public void Update(float deltaTime)
@@ -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)
@@ -55,7 +55,8 @@ namespace Barotrauma
//private float shaftHeight; //private float shaftHeight;
//List<Body> bodies; //List<Body> bodies;
private List<VoronoiCell> cells; //TODO: change back to private
public List<VoronoiCell> cells;
//private VertexBuffer vertexBuffer; //private VertexBuffer vertexBuffer;
@@ -145,7 +146,11 @@ namespace Barotrauma
private set; private set;
} }
public bool Mirrored
{
get;
private set;
}
public LevelGenerationParams GenerationParams public LevelGenerationParams GenerationParams
{ {
@@ -170,7 +175,9 @@ 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)
@@ -192,8 +199,10 @@ namespace Barotrauma
return new Level(seed, Rand.Range(30.0f, 80.0f, Rand.RandSync.Server), LevelGenerationParams.GetRandom(seed)); return new Level(seed, Rand.Range(30.0f, 80.0f, Rand.RandSync.Server), LevelGenerationParams.GetRandom(seed));
} }
public void Generate(bool mirror = false) public void Generate(bool mirror)
{ {
Mirrored = mirror;
if (backgroundSpriteManager == null) if (backgroundSpriteManager == null)
{ {
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundSpritePrefabs); var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundSpritePrefabs);
@@ -304,8 +313,6 @@ namespace Barotrauma
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 +341,7 @@ 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 +355,13 @@ 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;
@@ -378,7 +390,6 @@ namespace Barotrauma
pathCells.AddRange(newPathCells); pathCells.AddRange(newPathCells);
} }
Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart(); sw2.Restart();
@@ -417,6 +428,62 @@ namespace Barotrauma
} }
} }
//----------------------------------------------------------------------------------
// mirror if needed
//----------------------------------------------------------------------------------
if (mirror)
{
HashSet<GraphEdge> mirroredEdges = new HashSet<GraphEdge>();
HashSet<Site> mirroredSites = new HashSet<Site>();
List<VoronoiCell> allCells = new List<VoronoiCell>(cells);
allCells.AddRange(pathCells);
foreach (VoronoiCell cell in allCells)
{
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))
{
//make sure that sites right at the edge of a grid cell end up in the same cell as in the non-mirrored level
if (edge.site1.coord.x % GridCellSize < 1.0f &&
edge.site1.coord.x % GridCellSize >= 0.0f) edge.site1.coord.x += 1.0f;
edge.site1.coord.x = borders.Width - edge.site1.coord.x;
mirroredSites.Add(edge.site1);
}
if (!mirroredSites.Contains(edge.site2))
{
if (edge.site2.coord.x % GridCellSize < 1.0f &&
edge.site2.coord.x % GridCellSize >= 0.0f) edge.site2.coord.x += 1.0f;
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);
@@ -435,10 +502,9 @@ 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); GenerateRuin(mainPath, mirror);
} }
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// generate the bodies and rendered triangles of the cells // generate the bodies and rendered triangles of the cells
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@@ -466,7 +532,7 @@ namespace Barotrauma
bodies.Add(TopBarrier); bodies.Add(TopBarrier);
GenerateSeaFloor(); GenerateSeaFloor(mirror);
backgroundSpriteManager.PlaceSprites(this, generationParams.BackgroundSpriteAmount); backgroundSpriteManager.PlaceSprites(this, generationParams.BackgroundSpriteAmount);
#if CLIENT #if CLIENT
@@ -665,7 +731,7 @@ namespace Barotrauma
return newCells; return newCells;
} }
private void GenerateSeaFloor() private void GenerateSeaFloor(bool mirror)
{ {
BottomPos = generationParams.SeaFloorDepth; BottomPos = generationParams.SeaFloorDepth;
SeaFloorTopPos = BottomPos; SeaFloorTopPos = BottomPos;
@@ -688,7 +754,7 @@ namespace Barotrauma
{ {
for (int i = 0; i < bottomPositions.Count - 1; i++) for (int i = 0; i < bottomPositions.Count - 1; i++)
{ {
bottomPositions.Insert(i+1, bottomPositions.Insert(i + 1,
(bottomPositions[i] + bottomPositions[i + 1]) / 2.0f + (bottomPositions[i] + bottomPositions[i + 1]) / 2.0f +
Vector2.UnitY * Rand.Range(0.0f, generationParams.SeaFloorVariance, Rand.RandSync.Server)); Vector2.UnitY * Rand.Range(0.0f, generationParams.SeaFloorVariance, Rand.RandSync.Server));
@@ -698,6 +764,14 @@ namespace Barotrauma
currInverval /= 2.0f; currInverval /= 2.0f;
} }
if (mirror)
{
for (int i = 0; i < bottomPositions.Count; i++)
{
bottomPositions[i] = new Vector2(borders.Size.X - bottomPositions[i].X, bottomPositions[i].Y);
}
}
SeaFloorTopPos = bottomPositions.Max(p => p.Y); SeaFloorTopPos = bottomPositions.Max(p => p.Y);
extraWalls = new LevelWall[] { new LevelWall(bottomPositions, new Vector2(0.0f, -2000.0f), backgroundColor, this) }; extraWalls = new LevelWall[] { new LevelWall(bottomPositions, new Vector2(0.0f, -2000.0f), backgroundColor, this) };
@@ -809,12 +883,13 @@ 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; int cellIndex = Rand.Int(cells.Count, Rand.RandSync.Server);
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)
@@ -825,25 +900,33 @@ namespace Barotrauma
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;
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;
if (iter > 10000) break; if (iter > 10000) break;
} }
@@ -859,7 +942,7 @@ namespace Barotrauma
} }
} }
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); ruins.Add(ruin);
ruin.RuinShapes.Sort((shape1, shape2) => shape2.DistanceFromEntrance.CompareTo(shape1.DistanceFromEntrance)); ruin.RuinShapes.Sort((shape1, shape2) => shape2.DistanceFromEntrance.CompareTo(shape1.DistanceFromEntrance));
@@ -1011,14 +1094,11 @@ namespace Barotrauma
List<VoronoiCell> cells = new List<VoronoiCell>(); 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]) foreach (VoronoiCell cell in cellGrid[x, y]) cells.Add(cell);
{
cells.Add(cell);
}
} }
} }
@@ -1,6 +1,7 @@
using FarseerPhysics; using FarseerPhysics;
using FarseerPhysics.Factories; using FarseerPhysics.Factories;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.Linq; using System.Linq;
@@ -35,7 +36,7 @@ namespace Barotrauma.RuinGeneration
public Alignment GetLineAlignment(Line line) 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) 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) 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 //line doesn't intersect the rectangle
if (rectangle.X > line.A.X || rectangle.Right < line.A.X || 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)); 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 //line doesn't intersect the rectangle
if (rectangle.X > line.B.X || rectangle.Right < line.A.X || 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)); 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; 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;
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) public Line(Vector2 a, Vector2 b, RuinStructureType type)
{ {
Debug.Assert(a.X <= b.X); Debug.Assert(a.X <= b.X);
@@ -183,7 +201,7 @@ 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 +212,10 @@ 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();
@@ -243,7 +261,12 @@ namespace Barotrauma.RuinGeneration
float shortestDistance = 0.0f; float shortestDistance = 0.0f;
foreach (BTRoom leaf in rooms) 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) if (entranceRoom == null || distance < shortestDistance)
{ {
entranceRoom = leaf; entranceRoom = leaf;
@@ -289,14 +312,22 @@ 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)
{ {
RuinStructureType wallType = RuinStructureType.Wall; RuinStructureType wallType = RuinStructureType.Wall;
@@ -1267,7 +1267,10 @@ namespace Barotrauma.Networking
#if CLIENT #if CLIENT
if (GameMain.GameSession?.CrewManager != null) GameMain.GameSession.CrewManager.Reset(); if (GameMain.GameSession?.CrewManager != null) GameMain.GameSession.CrewManager.Reset();
#endif #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 else
{ {