A separate class for parameters used by the level generator, different "level types" with configurable parameters
This commit is contained in:
216
Subsurface/Source/Map/Levels/LevelGenerationParams.cs
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216
Subsurface/Source/Map/Levels/LevelGenerationParams.cs
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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.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class LevelGenerationParams : IPropertyObject
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{
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private static List<LevelGenerationParams> presets;
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public string Name
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{
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get;
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private set;
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}
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private float width, height;
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private Vector2 voronoiSiteInterval;
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//how much the sites are "scattered" on x- and y-axis
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//if Vector2.Zero, the sites will just be placed in a regular grid pattern
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private Vector2 voronoiSiteVariance;
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//how far apart the nodes of the main path can be
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//x = min interval, y = max interval
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private Vector2 mainPathNodeIntervalRange;
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private int smallTunnelCount;
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//x = min length, y = max length
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private Vector2 smallTunnelLengthRange;
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//how large portion of the bottom of the level should be "carved out"
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//if 0.0f, the bottom will be completely solid (making the abyss unreachable)
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//if 1.0f, the bottom will be completely open
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private float bottomHoleProbability;
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private int ruinCount;
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public Color BackgroundColor
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{
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get;
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set;
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}
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[HasDefaultValue(1000, false)]
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public int BackgroundSpriteAmount
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{
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get;
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set;
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}
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public Dictionary<string, ObjectProperty> ObjectProperties
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{
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get;
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set;
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}
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[HasDefaultValue(100000.0f, false)]
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public float Width
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{
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get { return width; }
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set { width = Math.Max(value, 2000.0f); }
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}
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[HasDefaultValue(50000.0f, false)]
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public float Height
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{
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get { return height; }
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set { height = Math.Max(value, 2000.0f); }
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}
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public Vector2 VoronoiSiteInterval
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{
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get { return voronoiSiteInterval; }
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set {
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voronoiSiteInterval.X = MathHelper.Clamp(value.X, 100.0f, width/2);
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voronoiSiteInterval.Y = MathHelper.Clamp(value.Y, 100.0f, height/2);
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}
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}
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public Vector2 VoronoiSiteVariance
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{
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get { return voronoiSiteVariance; }
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set
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{
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voronoiSiteVariance = new Vector2(
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MathHelper.Clamp(value.X, 0, voronoiSiteInterval.X),
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MathHelper.Clamp(value.Y, 0, voronoiSiteInterval.Y));
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}
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}
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public Vector2 MainPathNodeIntervalRange
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{
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get { return mainPathNodeIntervalRange; }
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set
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{
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mainPathNodeIntervalRange.X = MathHelper.Clamp(value.X, 100.0f, width / 2);
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mainPathNodeIntervalRange.Y = MathHelper.Clamp(value.Y, mainPathNodeIntervalRange.X, width / 2);
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}
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}
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[HasDefaultValue(5, false)]
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public int SmallTunnelCount
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{
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get { return smallTunnelCount; }
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set { smallTunnelCount = MathHelper.Clamp(value, 0, 100); }
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}
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public Vector2 SmallTunnelLengthRange
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{
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get { return smallTunnelLengthRange; }
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set
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{
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smallTunnelLengthRange.X = MathHelper.Clamp(value.X, 100.0f, width);
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smallTunnelLengthRange.Y = MathHelper.Clamp(value.Y, smallTunnelLengthRange.X, width);
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}
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}
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[HasDefaultValue(1, false)]
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public int RuinCount
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{
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get { return ruinCount; }
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set { ruinCount = MathHelper.Clamp(value, 0, 10); }
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}
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[HasDefaultValue(0.4f, false)]
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public float BottomHoleProbability
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{
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get { return bottomHoleProbability; }
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set { bottomHoleProbability = MathHelper.Clamp(value, 0.0f, 1.0f); }
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}
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//public LevelGenerationParams()
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//{
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// Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
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// width = 100000.0f;
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// height = 50000.0f;
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// voronoiSiteInterval = 2000.0f;
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// voronoiSiteVariance = new Vector2(voronoiSiteInterval, voronoiSiteInterval) * 0.4f;
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// mainPathNodeIntervalRange = new Vector2(5000.0f, 10000.0f);
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// float brightness = Rand.Range(1.0f, 1.3f, false);
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// BackgroundColor = Color.Lerp(new Color(11, 18, 26), new Color(50, 46, 20), Rand.Range(0.0f, 1.0f, false)) * brightness;
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// BackgroundColor = new Color(BackgroundColor, 1.0f);
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// smallTunnelCount = 5;
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// smallTunnelLengthRange = new Vector2(5000.0f, 10000.0f);
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// ruinCount = 1;
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// bottomHoleProbability = Rand.Range(0.1f, 0.8f, false);
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// BackgroundSpriteAmount = (int)((new Vector2(width, height)).Length() / 100);
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//}
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public static LevelGenerationParams GetRandom(string seed)
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{
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Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
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if (presets == null || !presets.Any())
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{
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DebugConsole.ThrowError("Level generation presets not found - using default presets");
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return new LevelGenerationParams(null);
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}
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return presets[Rand.Range(0, presets.Count, false)];
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}
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private LevelGenerationParams(XElement element)
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{
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Name = element==null ? "default" : element.Name.ToString();
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ObjectProperties = ObjectProperty.InitProperties(this, element);
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Vector3 colorVector = ToolBox.GetAttributeVector3(element, "BackgroundColor", new Vector3(50, 46, 20));
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BackgroundColor = new Color((int)colorVector.X, (int)colorVector.Y, (int)colorVector.Z);
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VoronoiSiteInterval = ToolBox.GetAttributeVector2(element, "VoronoiSiteInterval", new Vector2(3000, 3000));
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VoronoiSiteVariance = ToolBox.GetAttributeVector2(element, "VoronoiSiteVariance", new Vector2(voronoiSiteInterval.X, voronoiSiteInterval.Y) * 0.4f);
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MainPathNodeIntervalRange = ToolBox.GetAttributeVector2(element, "MainPathNodeIntervalRange", new Vector2(5000.0f, 10000.0f));
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SmallTunnelLengthRange = ToolBox.GetAttributeVector2(element, "SmallTunnelLengthRange", new Vector2(5000.0f, 10000.0f));
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}
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public static void LoadPresets()
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{
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presets = new List<LevelGenerationParams>();
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var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.LevelGenerationPresets);
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if (!files.Any())
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{
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files.Add("Content/Map/LevelGenerationParameters.xml");
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}
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foreach (string file in files)
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{
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XDocument doc = ToolBox.TryLoadXml(file);
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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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presets.Add(new LevelGenerationParams(element));
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}
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}
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}
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}
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}
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