- Added "LevelTriggers", areas that apply statuseffects and/or damage to entities. Atm can only be attached to background sprites.
- Moved background sprites to the shared project. - The debug textures of physics bodies have a maximum size of 128x128 pixels to prevent large bodies from taking up excessive amounts of memory. - Attacks can be set to only affect humans.
This commit is contained in:
@@ -0,0 +1,316 @@
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#if CLIENT
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using Barotrauma.Particles;
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#endif
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using Voronoi2;
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namespace Barotrauma
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{
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partial class BackgroundSprite
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{
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public readonly BackgroundSpritePrefab Prefab;
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public Vector3 Position;
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public float Scale;
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public float Rotation;
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public LevelTrigger Trigger;
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public BackgroundSprite(BackgroundSpritePrefab prefab, Vector3 position, float scale, float rotation = 0.0f)
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{
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this.Prefab = prefab;
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this.Position = position;
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this.Scale = scale;
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this.Rotation = rotation;
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if (prefab.LevelTriggerElement != null)
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{
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Vector2 triggerPosition = ToolBox.GetAttributeVector2(prefab.LevelTriggerElement, "position", Vector2.Zero) * scale;
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if (rotation != 0.0f)
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{
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var ca = (float)Math.Cos(rotation);
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var sa = (float)Math.Sin(rotation);
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triggerPosition = new Vector2(
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ca * triggerPosition.X + sa * triggerPosition.Y,
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-sa * triggerPosition.X + ca * triggerPosition.Y);
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}
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this.Trigger = new LevelTrigger(prefab.LevelTriggerElement, new Vector2(position.X, position.Y) + triggerPosition, -rotation);
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}
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#if CLIENT
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if (prefab.ParticleEmitterPrefab != null)
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{
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this.ParticleEmitter = new ParticleEmitter(prefab.ParticleEmitterPrefab);
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}
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#endif
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}
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}
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partial class BackgroundSpriteManager
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{
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const int GridSize = 2000;
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private List<BackgroundSpritePrefab> prefabs = new List<BackgroundSpritePrefab>();
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private List<BackgroundSprite> sprites;
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private List<BackgroundSprite>[,] spriteGrid;
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private float swingTimer, swingState;
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public BackgroundSpriteManager(string configPath)
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{
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LoadConfig(configPath);
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}
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public BackgroundSpriteManager(List<string> files)
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{
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foreach (var file in files)
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{
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LoadConfig(file);
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}
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}
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private void LoadConfig(string configPath)
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{
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try
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{
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XDocument doc = ToolBox.TryLoadXml(configPath);
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if (doc == null || doc.Root == null) return;
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foreach (XElement element in doc.Root.Elements())
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{
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prefabs.Add(new BackgroundSpritePrefab(element));
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}
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError(String.Format("Failed to load BackgroundSprites from {0}", configPath), e);
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}
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}
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public void PlaceSprites(Level level, int amount)
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{
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spriteGrid = new List<BackgroundSprite>[
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(int)Math.Ceiling(level.Size.X / GridSize),
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(int)Math.Ceiling((level.Size.Y - level.BottomPos) / GridSize)];
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sprites = new List<BackgroundSprite>();
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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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if (pos == null) continue;
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float rotation = 0.0f;
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if (prefab.AlignWithSurface)
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{
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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.ClientOnly);
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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.ClientOnly)), Rand.Range(prefab.Scale.X, prefab.Scale.Y, Rand.RandSync.ClientOnly), rotation);
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//calculate the positions of the corners of the rotated sprite
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Vector2 halfSize = newSprite.Prefab.Sprite.size * newSprite.Scale / 2;
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var spriteCorners = new List<Vector2>
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{
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-halfSize, new Vector2(-halfSize.X, halfSize.Y),
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halfSize, new Vector2(halfSize.X, -halfSize.Y)
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};
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Vector2 pivotOffset = newSprite.Prefab.Sprite.Origin * newSprite.Scale - halfSize;
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pivotOffset.X = -pivotOffset.X;
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pivotOffset = new Vector2(
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(float)(pivotOffset.X * Math.Cos(-rotation) - pivotOffset.Y * Math.Sin(-rotation)),
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(float)(pivotOffset.X * Math.Sin(-rotation) + pivotOffset.Y * Math.Cos(-rotation)));
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for (int j = 0; j < 4; j++)
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{
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spriteCorners[j] = new Vector2(
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(float)(spriteCorners[j].X * Math.Cos(-rotation) - spriteCorners[j].Y * Math.Sin(-rotation)),
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(float)(spriteCorners[j].X * Math.Sin(-rotation) + spriteCorners[j].Y * Math.Cos(-rotation)));
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spriteCorners[j] += pos.Value + pivotOffset;
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}
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#if CLIENT
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if (newSprite.ParticleEmitter != null)
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{
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Rectangle particleBounds = newSprite.ParticleEmitter.CalculateParticleBounds(pos.Value);
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spriteCorners.Add(particleBounds.Location.ToVector2());
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spriteCorners.Add(new Vector2(particleBounds.Right, particleBounds.Bottom));
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}
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#endif
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sprites.Add(newSprite);
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int minX = (int)Math.Floor((spriteCorners.Min(c => c.X) - newSprite.Position.Z) / GridSize);
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int maxX = (int)Math.Floor((spriteCorners.Max(c => c.X) + newSprite.Position.Z) / GridSize);
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if (maxX < 0 || minX >= spriteGrid.GetLength(0)) continue;
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int minY = (int)Math.Floor((spriteCorners.Min(c => c.Y) - newSprite.Position.Z - level.BottomPos) / GridSize);
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int maxY = (int)Math.Floor((spriteCorners.Max(c => c.Y) + newSprite.Position.Z - level.BottomPos) / GridSize);
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if (maxY < 0 || minY >= spriteGrid.GetLength(1)) continue;
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minX = Math.Max(minX, 0);
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maxX = Math.Min(maxX, spriteGrid.GetLength(0) - 1);
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minY = Math.Max(minY, 0);
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maxY = Math.Min(maxY, spriteGrid.GetLength(1) - 1);
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for (int x = minX; x <= maxX; x++)
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{
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for (int y = minY; y <= maxY; y++)
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{
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if (spriteGrid[x, y] == null) spriteGrid[x, y] = new List<BackgroundSprite>();
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spriteGrid[x, y].Add(newSprite);
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}
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}
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}
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}
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private Vector2? FindSpritePosition(Level level, BackgroundSpritePrefab prefab, out GraphEdge closestEdge, out Vector2 edgeNormal)
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{
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closestEdge = null;
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edgeNormal = Vector2.One;
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Vector2 randomPos = new Vector2(
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Rand.Range(0.0f, level.Size.X, Rand.RandSync.ClientOnly),
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Rand.Range(0.0f, level.Size.Y, Rand.RandSync.ClientOnly));
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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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List<Vector2> normals = new List<Vector2>();
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System.Diagnostics.Debug.Assert(level.ExtraWalls.Length == 1);
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List<VoronoiCell> cells = new List<VoronoiCell>();
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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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if (cells.Any())
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{
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VoronoiCell cell = cells[Rand.Int(cells.Count, Rand.RandSync.ClientOnly)];
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foreach (GraphEdge edge in cell.edges)
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{
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if (!edge.isSolid || edge.OutsideLevel) continue;
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Vector2 normal = edge.GetNormal(cell);
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if (prefab.Alignment.HasFlag(Alignment.Bottom) && normal.Y < -0.5f)
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{
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edges.Add(edge);
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}
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else if (prefab.Alignment.HasFlag(Alignment.Top) && normal.Y > 0.5f)
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{
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edges.Add(edge);
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}
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else if (prefab.Alignment.HasFlag(Alignment.Left) && normal.X < -0.5f)
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{
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edges.Add(edge);
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}
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else if (prefab.Alignment.HasFlag(Alignment.Right) && normal.X > 0.5f)
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{
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edges.Add(edge);
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}
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else
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{
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continue;
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}
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normals.Add(normal);
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}
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}
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if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.RuinWall))
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{
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foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
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{
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Rectangle expandedArea = ruin.Area;
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expandedArea.Inflate(ruin.Area.Width, ruin.Area.Height);
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if (!expandedArea.Contains(randomPos)) continue;
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foreach (var ruinShape in ruin.RuinShapes)
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{
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foreach (var wall in ruinShape.Walls)
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{
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if (!prefab.Alignment.HasFlag(ruinShape.GetLineAlignment(wall))) continue;
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edges.Add(new GraphEdge(wall.A, wall.B));
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normals.Add((wall.A + wall.B) / 2.0f - ruinShape.Center);
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}
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}
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}
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}
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if (!edges.Any()) return null;
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int index = Rand.Int(edges.Count, Rand.RandSync.ClientOnly);
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closestEdge = edges[index];
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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.ClientOnly);
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return pos;
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}
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public void Update(float deltaTime)
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{
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swingTimer += deltaTime;
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swingState = (float)Math.Sin(swingTimer * 0.1f);
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foreach (BackgroundSprite sprite in sprites)
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{
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sprite.Trigger?.Update(deltaTime);
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}
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UpdateProjSpecific(deltaTime);
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}
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partial void UpdateProjSpecific(float deltaTime);
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private BackgroundSpritePrefab GetRandomPrefab(string levelType)
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{
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int totalCommonness = 0;
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foreach (BackgroundSpritePrefab prefab in prefabs)
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{
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totalCommonness += prefab.GetCommonness(levelType);
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}
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float randomNumber = Rand.Int(totalCommonness+1, Rand.RandSync.ClientOnly);
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foreach (BackgroundSpritePrefab prefab in prefabs)
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{
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if (randomNumber <= prefab.GetCommonness(levelType))
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{
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return prefab;
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}
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randomNumber -= prefab.GetCommonness(levelType);
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}
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return null;
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}
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}
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}
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@@ -0,0 +1,117 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class BackgroundSpritePrefab
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{
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[Flags]
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public enum SpawnPosType
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{
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None = 0,
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Wall = 1,
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RuinWall = 2,
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SeaFloor = 4
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}
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public readonly Alignment Alignment;
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public readonly Vector2 DepthRange;
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public readonly Sprite Sprite;
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public readonly Vector2 Scale;
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public SpawnPosType SpawnPos;
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public readonly bool AlignWithSurface;
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public readonly Vector2 RandomRotation;
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public readonly float SwingAmount;
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public readonly int Commonness;
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public Dictionary<string, int> OverrideCommonness;
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public readonly XElement LevelTriggerElement;
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public BackgroundSpritePrefab(XElement element)
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{
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string alignmentStr = ToolBox.GetAttributeString(element, "alignment", "");
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if (string.IsNullOrEmpty(alignmentStr) || !Enum.TryParse(alignmentStr, out Alignment))
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{
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Alignment = Alignment.Top | Alignment.Bottom | Alignment.Left | Alignment.Right;
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}
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Commonness = ToolBox.GetAttributeInt(element, "commonness", 1);
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string[] spawnPosStrs = ToolBox.GetAttributeString(element, "spawnpos", "Wall").Split(',');
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foreach (string spawnPosStr in spawnPosStrs)
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{
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SpawnPosType parsedSpawnPos;
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if (Enum.TryParse(spawnPosStr.Trim(), out parsedSpawnPos))
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{
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SpawnPos |= parsedSpawnPos;
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}
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}
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Scale.X = ToolBox.GetAttributeFloat(element, "minsize", 1.0f);
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Scale.Y = ToolBox.GetAttributeFloat(element, "maxsize", 1.0f);
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DepthRange = ToolBox.GetAttributeVector2(element, "depthrange", new Vector2(0.0f, 1.0f));
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AlignWithSurface = ToolBox.GetAttributeBool(element, "alignwithsurface", false);
|
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RandomRotation = ToolBox.GetAttributeVector2(element, "randomrotation", Vector2.Zero);
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RandomRotation.X = MathHelper.ToRadians(RandomRotation.X);
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RandomRotation.Y = MathHelper.ToRadians(RandomRotation.Y);
|
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SwingAmount = MathHelper.ToRadians(ToolBox.GetAttributeFloat(element, "swingamount", 0.0f));
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|
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OverrideCommonness = new Dictionary<string, int>();
|
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|
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foreach (XElement subElement in element.Elements())
|
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{
|
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switch(subElement.Name.ToString().ToLowerInvariant())
|
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{
|
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case "sprite":
|
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Sprite = new Sprite(subElement);
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break;
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case "overridecommonness":
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string levelType = ToolBox.GetAttributeString(subElement, "leveltype", "");
|
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if (!OverrideCommonness.ContainsKey(levelType))
|
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{
|
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OverrideCommonness.Add(levelType, ToolBox.GetAttributeInt(subElement, "commonness", 1));
|
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}
|
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break;
|
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case "leveltrigger":
|
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case "trigger":
|
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LevelTriggerElement = subElement;
|
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break;
|
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#if CLIENT
|
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case "particleemitter":
|
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ParticleEmitterPrefab = new Particles.ParticleEmitterPrefab(subElement);
|
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EmitterPosition = ToolBox.GetAttributeVector2(subElement, "position", Vector2.Zero);
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public int GetCommonness(string levelType)
|
||||
{
|
||||
int commonness = 0;
|
||||
if (!OverrideCommonness.TryGetValue(levelType, out commonness))
|
||||
{
|
||||
return Commonness;
|
||||
}
|
||||
|
||||
return commonness;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -15,7 +15,6 @@ namespace Barotrauma
|
||||
{
|
||||
//all entities are disabled after they reach this depth
|
||||
public const float MaxEntityDepth = -300000.0f;
|
||||
|
||||
public const float ShaftHeight = 1000.0f;
|
||||
|
||||
public static Level Loaded
|
||||
@@ -75,6 +74,8 @@ namespace Barotrauma
|
||||
|
||||
private LevelGenerationParams generationParams;
|
||||
|
||||
private static BackgroundSpriteManager backgroundSpriteManager;
|
||||
|
||||
public Vector2 StartPosition
|
||||
{
|
||||
get { return startPosition; }
|
||||
@@ -150,7 +151,7 @@ namespace Barotrauma
|
||||
{
|
||||
get { return wallColor; }
|
||||
}
|
||||
|
||||
|
||||
public Level(string seed, float difficulty, LevelGenerationParams generationParams)
|
||||
{
|
||||
this.seed = seed;
|
||||
@@ -183,6 +184,25 @@ namespace Barotrauma
|
||||
|
||||
public void Generate(bool mirror = false)
|
||||
{
|
||||
if (backgroundSpriteManager == null)
|
||||
{
|
||||
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundSpritePrefabs);
|
||||
if (files.Count > 0)
|
||||
backgroundSpriteManager = new BackgroundSpriteManager(files);
|
||||
else
|
||||
backgroundSpriteManager = new BackgroundSpriteManager("Content/BackgroundSprites/BackgroundSpritePrefabs.xml");
|
||||
}
|
||||
#if CLIENT
|
||||
if (backgroundCreatureManager == null)
|
||||
{
|
||||
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundCreaturePrefabs);
|
||||
if (files.Count > 0)
|
||||
backgroundCreatureManager = new BackgroundCreatureManager(files);
|
||||
else
|
||||
backgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml");
|
||||
}
|
||||
#endif
|
||||
|
||||
Stopwatch sw = new Stopwatch();
|
||||
sw.Start();
|
||||
|
||||
@@ -485,8 +505,9 @@ namespace Barotrauma
|
||||
|
||||
GenerateSeaFloor();
|
||||
|
||||
backgroundSpriteManager.PlaceSprites(this, generationParams.BackgroundSpriteAmount);
|
||||
#if CLIENT
|
||||
renderer.PlaceSprites(generationParams.BackgroundSpriteAmount);
|
||||
backgroundCreatureManager.SpawnSprites(80);
|
||||
#endif
|
||||
|
||||
foreach (VoronoiCell cell in cells)
|
||||
@@ -872,15 +893,13 @@ namespace Barotrauma
|
||||
return matchingPositions[Rand.Int(matchingPositions.Count, (useSyncedRand ? Rand.RandSync.Server : Rand.RandSync.Unsynced))].Position;
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
public void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
/*
|
||||
if (Submarine.MainSub != null)
|
||||
{
|
||||
WrappingWall.UpdateWallShift(Submarine.MainSub.WorldPosition, wrappingWalls);
|
||||
}*/
|
||||
backgroundSpriteManager.Update(deltaTime);
|
||||
|
||||
#if CLIENT
|
||||
backgroundCreatureManager.Update(deltaTime, cam);
|
||||
|
||||
if (Hull.renderer != null)
|
||||
{
|
||||
Hull.renderer.ScrollWater((float)deltaTime);
|
||||
|
||||
@@ -0,0 +1,134 @@
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class LevelTrigger
|
||||
{
|
||||
private PhysicsBody physicsBody;
|
||||
|
||||
/// <summary>
|
||||
/// Effects applied to entities that are inside the trigger
|
||||
/// </summary>
|
||||
private List<StatusEffect> statusEffects = new List<StatusEffect>();
|
||||
|
||||
/// <summary>
|
||||
/// Attacks applied to entities that are inside the trigger
|
||||
/// </summary>
|
||||
private List<Attack> attacks = new List<Attack>();
|
||||
|
||||
private List<Entity> triggerers = new List<Entity>();
|
||||
|
||||
public Vector2 WorldPosition
|
||||
{
|
||||
get { return ConvertUnits.ToDisplayUnits(physicsBody.Position); }
|
||||
set { physicsBody.SetTransform(ConvertUnits.ToSimUnits(value), physicsBody.Rotation); }
|
||||
}
|
||||
|
||||
public float Rotation
|
||||
{
|
||||
get { return physicsBody.Rotation; }
|
||||
set { physicsBody.SetTransform(physicsBody.Position, value); }
|
||||
}
|
||||
|
||||
public PhysicsBody PhysicsBody
|
||||
{
|
||||
get { return physicsBody; }
|
||||
}
|
||||
|
||||
public LevelTrigger(XElement element, Vector2 position, float rotation, float scale = 1.0f)
|
||||
{
|
||||
physicsBody = new PhysicsBody(element, scale);
|
||||
physicsBody.CollisionCategories = Physics.CollisionLevel;
|
||||
physicsBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionProjectile | Physics.CollisionWall;
|
||||
physicsBody.FarseerBody.OnCollision += PhysicsBody_OnCollision;
|
||||
physicsBody.FarseerBody.OnSeparation += PhysicsBody_OnSeparation;
|
||||
physicsBody.FarseerBody.IsSensor = true;
|
||||
physicsBody.FarseerBody.IsStatic = true;
|
||||
physicsBody.FarseerBody.IsKinematic = true;
|
||||
|
||||
physicsBody.SetTransform(ConvertUnits.ToSimUnits(position), rotation);
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "statuseffect":
|
||||
statusEffects.Add(StatusEffect.Load(subElement));
|
||||
break;
|
||||
case "attack":
|
||||
case "damage":
|
||||
attacks.Add(new Attack(subElement));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool PhysicsBody_OnCollision(Fixture fixtureA, Fixture fixtureB, FarseerPhysics.Dynamics.Contacts.Contact contact)
|
||||
{
|
||||
Entity entity = GetEntity(fixtureB);
|
||||
if (entity == null) return false;
|
||||
|
||||
if (!triggerers.Contains(entity))
|
||||
{
|
||||
triggerers.Add(entity);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private void PhysicsBody_OnSeparation(Fixture fixtureA, Fixture fixtureB)
|
||||
{
|
||||
Entity entity = GetEntity(fixtureB);
|
||||
if (entity == null) return;
|
||||
|
||||
if (triggerers.Contains(entity))
|
||||
{
|
||||
triggerers.Remove(entity);
|
||||
}
|
||||
}
|
||||
|
||||
private Entity GetEntity(Fixture fixture)
|
||||
{
|
||||
if (fixture.Body == null || fixture.Body.UserData == null) return null;
|
||||
|
||||
var entity = fixture.Body.UserData as Entity;
|
||||
if (entity != null) return entity;
|
||||
|
||||
var limb = fixture.Body.UserData as Limb;
|
||||
if (limb != null) return limb.character;
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
foreach (Entity triggerer in triggerers)
|
||||
{
|
||||
foreach (StatusEffect effect in statusEffects)
|
||||
{
|
||||
if (triggerer is Character)
|
||||
{
|
||||
effect.Apply(effect.type, deltaTime, triggerer, (Character)triggerer);
|
||||
}
|
||||
else if (triggerer is Item)
|
||||
{
|
||||
effect.Apply(effect.type, deltaTime, triggerer, ((Item)triggerer).AllPropertyObjects);
|
||||
}
|
||||
}
|
||||
|
||||
IDamageable damageable = triggerer as IDamageable;
|
||||
if (damageable != null)
|
||||
{
|
||||
foreach (Attack attack in attacks)
|
||||
{
|
||||
attack.DoDamage(null, damageable, WorldPosition, deltaTime, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user