"Infinite walls", converting old InputTypes in saved subs to new ones
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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.Diagnostics;
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using System.Linq;
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using System.Text;
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using Voronoi2;
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namespace Barotrauma
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{
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class WrappingWall
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{
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const float wallWidth = 10000.0f;
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public VertexPositionTexture[] Vertices;
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private Vector2 midPos;
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private int slot;
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private Vector2 offset;
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private List<VoronoiCell> cells;
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public Vector2 Offset
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{
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get { return offset; }
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}
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public List<VoronoiCell> Cells
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{
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get { return cells; }
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}
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public WrappingWall(List<VoronoiCell> pathCells, List<VoronoiCell> mapCells, float maxY, int dir = -1)
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{
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cells = new List<VoronoiCell>();
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VoronoiCell lowestPathCell = null;
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foreach (VoronoiCell pathCell in pathCells)
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{
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if (lowestPathCell == null || pathCell.Center.Y < lowestPathCell.Center.Y)
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{
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lowestPathCell = pathCell;
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}
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}
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float bottomY = Math.Max(lowestPathCell.Center.Y, maxY);
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VoronoiCell edgeCell = null;
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foreach (VoronoiCell cell in mapCells)
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{
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if (cell.Center.Y > bottomY) continue;
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if (edgeCell == null
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|| (dir < 0 && cell.Center.X < edgeCell.Center.X)
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|| (dir > 0 && cell.Center.X > edgeCell.Center.X))
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{
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edgeCell = cell;
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}
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}
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Vector2 wallSectionSize = new Vector2(2000.0f, 2000.0f);
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Vector2 startPos = (dir < 0) ?
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edgeCell.Center + Vector2.UnitX * wallWidth * dir :
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edgeCell.Center + wallWidth * Vector2.UnitX * (dir - 1);
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midPos = startPos + Vector2.UnitX * wallWidth/2;
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List<Vector2> bottomVertices = new List<Vector2>();
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for (float x = 0; x <= wallWidth; x += wallSectionSize.X)
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{
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Vector2 center = new Vector2(startPos.X + x, edgeCell.Center.Y);
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float distFromCenter = Math.Abs(x - wallWidth / 2);
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float distFromEdge = wallWidth / 2 - distFromCenter;
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float normalizedDist = distFromEdge / (wallWidth / 2);
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float variance = 1000.0f * normalizedDist;
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bottomVertices.Add(center + new Vector2(Rand.Range(-variance, variance, false), Rand.Range(-variance, variance, false)*5.0f));
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}
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for (int i = 1; i < bottomVertices.Count; i++)
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{
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Vector2[] vertices = new Vector2[4];
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vertices[0] = bottomVertices[i];
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vertices[1] = bottomVertices[i - 1];
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vertices[2] = vertices[1] + Vector2.UnitY * wallSectionSize.Y;
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vertices[3] = vertices[0] + Vector2.UnitY * wallSectionSize.Y;
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VoronoiCell wallCell = new VoronoiCell(vertices);
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cells.Add(wallCell);
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}
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//for (float x = 0; x<=wallWidth; x+=wallSectionSize.X)
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//{
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// Vector2 center = new Vector2(startPos.X+x, edgeCell.Center.Y);
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// Vector2[] vertices = new Vector2[4];
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// vertices[0] = center - wallSectionSize / 2;
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// vertices[2] = center + wallSectionSize / 2;
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// vertices[1] = new Vector2(vertices[2].X, vertices[0].Y);
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// vertices[3] = new Vector2(vertices[0].X, vertices[2].Y);
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// VoronoiCell wallCell = new VoronoiCell(vertices);
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// wallCells.Add(wallCell);
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//}
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}
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public static void UpdateWallShift(Vector2 pos, WrappingWall[,] walls)
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{
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if (pos.X < walls[0, 1].midPos.X && walls[0,0].midPos.X > pos.X)
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{
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walls[0, 0].Shift(-2);
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var temp = walls[0, 0];
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walls[0, 0] = walls[0, 1];
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walls[0, 1] = temp;
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}
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else if (pos.X > walls[0, 0].midPos.X && walls[0,1].midPos.X < pos.X && walls[0,1].slot<0)
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{
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walls[0, 1].Shift(2);
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var temp = walls[0, 0];
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walls[0, 0] = walls[0, 1];
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walls[0, 1] = temp;
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}
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}
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public void Shift(int amount)
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{
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slot += amount;
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Vector2 moveAmount = Vector2.UnitX * wallWidth * amount;
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foreach (VoronoiCell cell in cells)
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{
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cell.body.SetTransform(cell.body.Position + moveAmount, 0.0f);
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}
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midPos += moveAmount;
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offset += moveAmount;
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}
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}
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}
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