Voting for round to end, level generation improvements

This commit is contained in:
Regalis
2016-02-12 19:39:24 +02:00
parent 3ffc19485b
commit c6f52cc68f
20 changed files with 294 additions and 129 deletions
+54 -44
View File
@@ -87,57 +87,67 @@ namespace Barotrauma
{
this.submarine = sub;
List<Vector2> convexHull = GenerateConvexHull();
HullVertices = convexHull;
for (int i = 0; i < convexHull.Count; i++)
if (!Hull.hullList.Any())
{
convexHull[i] = ConvertUnits.ToSimUnits(convexHull[i]);
body = BodyFactory.CreateRectangle(GameMain.World, 1.0f, 1.0f, 1.0f);
DebugConsole.ThrowError("WARNING: no hulls found, generating a physics body for the submarine failed.");
}
convexHull.Reverse();
//get farseer 'vertices' from vectors
Vertices shapevertices = new Vertices(convexHull);
AABB hullAABB = shapevertices.GetAABB();
Borders = new Rectangle(
(int)ConvertUnits.ToDisplayUnits(hullAABB.LowerBound.X),
(int)ConvertUnits.ToDisplayUnits(hullAABB.UpperBound.Y),
(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.X * 2.0f),
(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.Y * 2.0f));
//var triangulatedVertices = Triangulate.ConvexPartition(shapevertices, TriangulationAlgorithm.Bayazit);
body = BodyFactory.CreateBody(GameMain.World, this);
foreach (Hull hull in Hull.hullList)
else
{
Rectangle rect = hull.Rect;
foreach (Structure wall in Structure.WallList)
List<Vector2> convexHull = GenerateConvexHull();
HullVertices = convexHull;
for (int i = 0; i < convexHull.Count; i++)
{
if (!Submarine.RectsOverlap(wall.Rect, hull.Rect)) continue;
Rectangle wallRect = wall.IsHorizontal ?
new Rectangle(hull.Rect.X, wall.Rect.Y, hull.Rect.Width, wall.Rect.Height) :
new Rectangle(wall.Rect.X, hull.Rect.Y, wall.Rect.Width, hull.Rect.Height);
rect = Rectangle.Union(
new Rectangle(wallRect.X, wallRect.Y-wallRect.Height, wallRect.Width, wallRect.Height),
new Rectangle(rect.X, rect.Y - rect.Height, rect.Width, rect.Height));
rect.Y = rect.Y + rect.Height;
convexHull[i] = ConvertUnits.ToSimUnits(convexHull[i]);
}
FixtureFactory.AttachRectangle(
ConvertUnits.ToSimUnits(rect.Width),
ConvertUnits.ToSimUnits(rect.Height),
5.0f,
ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width/2, rect.Y - rect.Height/2)),
body, this);
convexHull.Reverse();
//get farseer 'vertices' from vectors
Vertices shapevertices = new Vertices(convexHull);
AABB hullAABB = shapevertices.GetAABB();
Borders = new Rectangle(
(int)ConvertUnits.ToDisplayUnits(hullAABB.LowerBound.X),
(int)ConvertUnits.ToDisplayUnits(hullAABB.UpperBound.Y),
(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.X * 2.0f),
(int)ConvertUnits.ToDisplayUnits(hullAABB.Extents.Y * 2.0f));
//var triangulatedVertices = Triangulate.ConvexPartition(shapevertices, TriangulationAlgorithm.Bayazit);
body = BodyFactory.CreateBody(GameMain.World, this);
foreach (Hull hull in Hull.hullList)
{
Rectangle rect = hull.Rect;
foreach (Structure wall in Structure.WallList)
{
if (!Submarine.RectsOverlap(wall.Rect, hull.Rect)) continue;
Rectangle wallRect = wall.IsHorizontal ?
new Rectangle(hull.Rect.X, wall.Rect.Y, hull.Rect.Width, wall.Rect.Height) :
new Rectangle(wall.Rect.X, hull.Rect.Y, wall.Rect.Width, hull.Rect.Height);
rect = Rectangle.Union(
new Rectangle(wallRect.X, wallRect.Y - wallRect.Height, wallRect.Width, wallRect.Height),
new Rectangle(rect.X, rect.Y - rect.Height, rect.Width, rect.Height));
rect.Y = rect.Y + rect.Height;
}
FixtureFactory.AttachRectangle(
ConvertUnits.ToSimUnits(rect.Width),
ConvertUnits.ToSimUnits(rect.Height),
5.0f,
ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2)),
body, this);
}
}
body.BodyType = BodyType.Dynamic;
body.CollisionCategories = Physics.CollisionMisc | Physics.CollisionWall;
body.CollidesWith = Physics.CollisionLevel | Physics.CollisionCharacter;
@@ -275,7 +285,7 @@ namespace Barotrauma
volume += hull.FullVolume;
}
float waterPercentage = waterVolume / volume;
float waterPercentage = volume==0.0f ? 0.0f : waterVolume / volume;
float neutralPercentage = 0.07f;