(77d1794a) Tester's build January 10th, 2020
This commit is contained in:
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using FarseerPhysics;
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using FarseerPhysics.Common;
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using FarseerPhysics.Dynamics;
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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.Diagnostics;
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using System.Linq;
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using Voronoi2;
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namespace Barotrauma
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{
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static partial class CaveGenerator
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{
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public static List<VoronoiCell> GraphEdgesToCells(List<GraphEdge> graphEdges, Rectangle borders, float gridCellSize, out List<VoronoiCell>[,] cellGrid)
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{
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List<VoronoiCell> cells = new List<VoronoiCell>();
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cellGrid = new List<VoronoiCell>[(int)Math.Ceiling(borders.Width / gridCellSize), (int)Math.Ceiling(borders.Height / gridCellSize)];
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for (int x = 0; x < borders.Width / gridCellSize; x++)
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{
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for (int y = 0; y < borders.Height / gridCellSize; y++)
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{
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cellGrid[x, y] = new List<VoronoiCell>();
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}
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}
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foreach (GraphEdge ge in graphEdges)
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{
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if (Vector2.DistanceSquared(ge.Point1, ge.Point2) < 0.001f) continue;
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for (int i = 0; i < 2; i++)
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{
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Site site = (i == 0) ? ge.Site1 : ge.Site2;
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int x = (int)(Math.Floor((site.Coord.X-borders.X) / gridCellSize));
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int y = (int)(Math.Floor((site.Coord.Y-borders.Y) / gridCellSize));
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x = MathHelper.Clamp(x, 0, cellGrid.GetLength(0)-1);
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y = MathHelper.Clamp(y, 0, cellGrid.GetLength(1)-1);
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VoronoiCell cell = cellGrid[x,y].Find(c => c.Site == site);
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if (cell == null)
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{
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cell = new VoronoiCell(site);
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cellGrid[x, y].Add(cell);
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cells.Add(cell);
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}
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if (ge.Cell1 == null)
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{
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ge.Cell1 = cell;
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}
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else
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{
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ge.Cell2 = cell;
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}
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cell.Edges.Add(ge);
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}
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}
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return cells;
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}
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private static Vector2 GetEdgeNormal(GraphEdge edge, VoronoiCell cell = null)
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{
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if (cell == null) cell = edge.AdjacentCell(null);
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if (cell == null) return Vector2.UnitX;
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CompareCCW compare = new CompareCCW(cell.Center);
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if (compare.Compare(edge.Point1, edge.Point2) == -1)
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{
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var temp = edge.Point1;
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edge.Point1 = edge.Point2;
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edge.Point2 = temp;
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}
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Vector2 normal = Vector2.Zero;
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normal = Vector2.Normalize(edge.Point2 - edge.Point1);
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Vector2 diffToCell = Vector2.Normalize(cell.Center - edge.Point2);
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normal = new Vector2(-normal.Y, normal.X);
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if (Vector2.Dot(normal, diffToCell) < 0)
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{
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normal = -normal;
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}
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return normal;
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}
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public static List<VoronoiCell> GeneratePath(
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List<Point> pathNodes, List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid,
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int gridCellSize, Rectangle limits, float wanderAmount = 0.3f, bool mirror = false)
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{
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var targetCells = new List<VoronoiCell>();
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for (int i = 0; i < pathNodes.Count; i++)
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{
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//a search depth of 2 is large enough to find a cell in almost all maps, but in case it fails, we increase the depth
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int searchDepth = 2;
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while (searchDepth < 5)
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{
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int cellIndex = FindCellIndex(pathNodes[i], cells, cellGrid, gridCellSize, searchDepth);
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if (cellIndex > -1)
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{
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targetCells.Add(cells[cellIndex]);
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break;
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}
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searchDepth++;
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}
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}
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return GeneratePath(targetCells, cells, cellGrid, gridCellSize, limits, wanderAmount, mirror);
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}
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public static List<VoronoiCell> GeneratePath(
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List<VoronoiCell> targetCells, List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid,
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int gridCellSize, Rectangle limits, float wanderAmount = 0.3f, bool mirror = false)
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{
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Stopwatch sw2 = new Stopwatch();
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sw2.Start();
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//how heavily the path "steers" towards the endpoint
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//lower values will cause the path to "wander" more, higher will make it head straight to the end
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wanderAmount = MathHelper.Clamp(wanderAmount, 0.0f, 1.0f);
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List<GraphEdge> allowedEdges = new List<GraphEdge>();
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List<VoronoiCell> pathCells = new List<VoronoiCell>();
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VoronoiCell currentCell = targetCells[0];
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currentCell.CellType = CellType.Path;
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pathCells.Add(currentCell);
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int currentTargetIndex = 1;
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int iterationsLeft = cells.Count;
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do
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{
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int edgeIndex = 0;
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allowedEdges.Clear();
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foreach (GraphEdge edge in currentCell.Edges)
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{
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var adjacentCell = edge.AdjacentCell(currentCell);
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if (limits.Contains(adjacentCell.Site.Coord.X, adjacentCell.Site.Coord.Y))
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{
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allowedEdges.Add(edge);
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}
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}
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//steer towards target
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if (Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) > wanderAmount || allowedEdges.Count == 0)
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{
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double smallestDist = double.PositiveInfinity;
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for (int i = 0; i < currentCell.Edges.Count; i++)
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{
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var adjacentCell = currentCell.Edges[i].AdjacentCell(currentCell);
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double dist = MathUtils.Distance(
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adjacentCell.Site.Coord.X, adjacentCell.Site.Coord.Y,
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targetCells[currentTargetIndex].Site.Coord.X, targetCells[currentTargetIndex].Site.Coord.Y);
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if (dist < smallestDist)
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{
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edgeIndex = i;
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smallestDist = dist;
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}
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}
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}
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//choose random edge (ignoring ones where the adjacent cell is outside limits)
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else
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{
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edgeIndex = Rand.Int(allowedEdges.Count, Rand.RandSync.Server);
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if (mirror && edgeIndex > 0) edgeIndex = allowedEdges.Count - edgeIndex;
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edgeIndex = currentCell.Edges.IndexOf(allowedEdges[edgeIndex]);
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}
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currentCell = currentCell.Edges[edgeIndex].AdjacentCell(currentCell);
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currentCell.CellType = CellType.Path;
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pathCells.Add(currentCell);
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iterationsLeft--;
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if (currentCell == targetCells[currentTargetIndex])
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{
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currentTargetIndex += 1;
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if (currentTargetIndex >= targetCells.Count) break;
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}
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} while (currentCell != targetCells[targetCells.Count - 1] && iterationsLeft > 0);
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Debug.WriteLine("gettooclose: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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return pathCells;
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}
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/// <summary>
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/// Makes the cell rounder by subdividing the edges and offsetting them at the middle
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/// </summary>
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/// <param name="minEdgeLength">How small the individual subdivided edges can be (smaller values produce rounder shapes, but require more geometry)</param>
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public static void RoundCell(VoronoiCell cell, float minEdgeLength = 500.0f, float roundingAmount = 0.5f, float irregularity = 0.1f)
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{
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List<GraphEdge> tempEdges = new List<GraphEdge>();
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foreach (GraphEdge edge in cell.Edges)
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{
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if (!edge.IsSolid)
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{
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tempEdges.Add(edge);
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continue;
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}
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List<Vector2> edgePoints = new List<Vector2>();
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Vector2 edgeNormal = GetEdgeNormal(edge, cell);
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float edgeLength = Vector2.Distance(edge.Point1, edge.Point2);
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int pointCount = (int)Math.Max(Math.Ceiling(edgeLength / minEdgeLength), 1);
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Vector2 edgeDir = (edge.Point2 - edge.Point1);
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for (int i = 0; i <= pointCount; i++)
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{
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if (i == 0)
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{
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edgePoints.Add(edge.Point1);
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}
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else if (i == pointCount)
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{
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edgePoints.Add(edge.Point2);
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}
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else
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{
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float centerF = 0.5f - Math.Abs(0.5f - (i / (float)pointCount));
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float randomVariance = Rand.Range(0, irregularity, Rand.RandSync.Server);
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edgePoints.Add(
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edge.Point1 +
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edgeDir * (i / (float)pointCount) -
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edgeNormal * edgeLength * (roundingAmount + randomVariance) * centerF);
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}
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}
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for (int i = 0; i < pointCount; i++)
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{
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tempEdges.Add(new GraphEdge(edgePoints[i], edgePoints[i + 1])
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{
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Cell1 = edge.Cell1,
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Cell2 = edge.Cell2,
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IsSolid = edge.IsSolid,
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Site1 = edge.Site1,
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Site2 = edge.Site2,
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OutsideLevel = edge.OutsideLevel
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});
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}
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}
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cell.Edges = tempEdges;
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}
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public static Body GeneratePolygons(List<VoronoiCell> cells, Level level, out List<Vector2[]> renderTriangles)
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{
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renderTriangles = new List<Vector2[]>();
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List<Vector2> tempVertices = new List<Vector2>();
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List<Vector2> bodyPoints = new List<Vector2>();
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Body cellBody = new Body()
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{
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SleepingAllowed = false,
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BodyType = BodyType.Static,
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CollisionCategories = Physics.CollisionLevel
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};
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GameMain.World.Add(cellBody);
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for (int n = cells.Count - 1; n >= 0; n-- )
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{
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VoronoiCell cell = cells[n];
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bodyPoints.Clear();
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tempVertices.Clear();
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foreach (GraphEdge ge in cell.Edges)
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{
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if (Vector2.DistanceSquared(ge.Point1, ge.Point2) < 0.01f) continue;
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if (!tempVertices.Any(v => Vector2.DistanceSquared(ge.Point1, v) < 1.0f))
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{
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tempVertices.Add(ge.Point1);
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bodyPoints.Add(ge.Point1);
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}
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if (!tempVertices.Any(v => Vector2.DistanceSquared(ge.Point2, v) < 1.0f))
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{
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tempVertices.Add(ge.Point2);
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bodyPoints.Add(ge.Point2);
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}
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}
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if (tempVertices.Count < 3 || bodyPoints.Count < 2)
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{
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cells.RemoveAt(n);
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continue;
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}
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renderTriangles.AddRange(MathUtils.TriangulateConvexHull(tempVertices, cell.Center));
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if (bodyPoints.Count < 2) continue;
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if (bodyPoints.Count < 3)
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{
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foreach (Vector2 vertex in tempVertices)
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{
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if (bodyPoints.Contains(vertex)) continue;
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bodyPoints.Add(vertex);
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break;
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}
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}
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for (int i = 0; i < bodyPoints.Count; i++)
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{
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cell.BodyVertices.Add(bodyPoints[i]);
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bodyPoints[i] = ConvertUnits.ToSimUnits(bodyPoints[i]);
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}
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if (cell.CellType == CellType.Empty) continue;
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cellBody.UserData = cell;
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var triangles = MathUtils.TriangulateConvexHull(bodyPoints, ConvertUnits.ToSimUnits(cell.Center));
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for (int i = 0; i < triangles.Count; i++)
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{
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//don't create a triangle if the area of the triangle is too small
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//(apparently Farseer doesn't like polygons with a very small area, see Shape.ComputeProperties)
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Vector2 a = triangles[i][0];
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Vector2 b = triangles[i][1];
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Vector2 c = triangles[i][2];
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float area = Math.Abs(a.X * (b.Y - c.Y) + b.X * (c.Y - a.Y) + c.X * (a.Y - b.Y)) / 2.0f;
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if (area < 1.0f) continue;
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Vertices bodyVertices = new Vertices(triangles[i]);
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var newFixture = cellBody.CreatePolygon(bodyVertices, 5.0f);
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newFixture.UserData = cell;
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if (newFixture.Shape.MassData.Area < FarseerPhysics.Settings.Epsilon)
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{
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DebugConsole.ThrowError("Invalid triangle created by CaveGenerator (" + triangles[i][0] + ", " + triangles[i][1] + ", " + triangles[i][2] + ")");
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GameAnalyticsManager.AddErrorEventOnce(
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"CaveGenerator.GeneratePolygons:InvalidTriangle",
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GameAnalyticsSDK.Net.EGAErrorSeverity.Warning,
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"Invalid triangle created by CaveGenerator (" + triangles[i][0] + ", " + triangles[i][1] + ", " + triangles[i][2] + "). Seed: " + level.Seed);
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}
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}
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cell.Body = cellBody;
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}
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return cellBody;
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}
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public static List<Vector2> CreateRandomChunk(float radius, int vertexCount, float radiusVariance)
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{
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Debug.Assert(radiusVariance < radius);
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Debug.Assert(vertexCount >= 3);
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List<Vector2> verts = new List<Vector2>();
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float angleStep = MathHelper.TwoPi / vertexCount;
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float angle = 0.0f;
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for (int i = 0; i < vertexCount; i++)
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{
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verts.Add(new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) *
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(radius + Rand.Range(-radiusVariance, radiusVariance, Rand.RandSync.Server)));
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angle += angleStep;
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}
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return verts;
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}
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/// <summary>
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/// find the index of the cell which the point is inside
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/// (actually finds the cell whose center is closest, but it's always the correct cell assuming the point is inside the borders of the diagram)
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/// </summary>
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public static int FindCellIndex(Vector2 position,List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid, int gridCellSize, int searchDepth = 1, Vector2? offset = null)
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{
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float closestDist = float.PositiveInfinity;
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VoronoiCell closestCell = null;
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Vector2 gridOffset = offset == null ? Vector2.Zero : (Vector2)offset;
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position -= gridOffset;
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int gridPosX = (int)Math.Floor(position.X / gridCellSize);
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int gridPosY = (int)Math.Floor(position.Y / gridCellSize);
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for (int x = Math.Max(gridPosX - searchDepth, 0); x <= Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1); x++)
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{
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for (int y = Math.Max(gridPosY - searchDepth, 0); y <= Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1); y++)
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{
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for (int i = 0; i < cellGrid[x, y].Count; i++)
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{
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float dist = Vector2.DistanceSquared(cellGrid[x, y][i].Center, position);
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if (dist > closestDist) continue;
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closestDist = dist;
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closestCell = cellGrid[x, y][i];
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}
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}
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}
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return cells.IndexOf(closestCell);
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}
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public static int FindCellIndex(Point position, List<VoronoiCell> cells, List<VoronoiCell>[,] cellGrid, int gridCellSize, int searchDepth = 1)
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{
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int closestDist = int.MaxValue;
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VoronoiCell closestCell = null;
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int gridPosX = position.X / gridCellSize;
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int gridPosY = position.Y / gridCellSize;
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for (int x = Math.Max(gridPosX - searchDepth, 0); x <= Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1); x++)
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{
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for (int y = Math.Max(gridPosY - searchDepth, 0); y <= Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1); y++)
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{
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for (int i = 0; i < cellGrid[x, y].Count; i++)
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{
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int dist = MathUtils.DistanceSquared(
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(int)cellGrid[x, y][i].Site.Coord.X, (int)cellGrid[x, y][i].Site.Coord.Y,
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position.X, position.Y);
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if (dist > closestDist) continue;
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closestDist = dist;
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closestCell = cellGrid[x, y][i];
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}
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}
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}
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return cells.IndexOf(closestCell);
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}
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}
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}
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,522 @@
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using Barotrauma.Extensions;
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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.Xml.Linq;
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namespace Barotrauma
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||||
{
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class Biome
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{
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||||
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public readonly string Identifier;
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||||
public readonly string DisplayName;
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public readonly string Description;
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public readonly List<int> AllowedZones = new List<int>();
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||||
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public Biome(string name, string description)
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{
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Identifier = name;
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Description = description;
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}
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public Biome(XElement element)
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{
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Identifier = element.GetAttributeString("identifier", "");
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||||
if (string.IsNullOrEmpty(Identifier))
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||||
{
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||||
Identifier = element.GetAttributeString("name", "");
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||||
DebugConsole.ThrowError("Error in biome \"" + Identifier + "\": identifier missing, using name as the identifier.");
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||||
}
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||||
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||||
DisplayName =
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||||
TextManager.Get("biomename." + Identifier, returnNull: true) ??
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||||
element.GetAttributeString("name", "Biome") ??
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TextManager.Get("biomename." + Identifier);
|
||||
|
||||
Description =
|
||||
TextManager.Get("biomedescription." + Identifier, returnNull: true) ??
|
||||
element.GetAttributeString("description", "") ??
|
||||
TextManager.Get("biomedescription." + Identifier);
|
||||
|
||||
string allowedZonesStr = element.GetAttributeString("AllowedZones", "1,2,3,4,5,6,7,8,9");
|
||||
string[] zoneIndices = allowedZonesStr.Split(',');
|
||||
for (int i = 0; i < zoneIndices.Length; i++)
|
||||
{
|
||||
int zoneIndex = -1;
|
||||
if (!int.TryParse(zoneIndices[i].Trim(), out zoneIndex))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in biome config \"" + Identifier + "\" - \"" + zoneIndices[i] + "\" is not a valid zone index.");
|
||||
continue;
|
||||
}
|
||||
AllowedZones.Add(zoneIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class LevelGenerationParams : ISerializableEntity
|
||||
{
|
||||
public static List<LevelGenerationParams> LevelParams
|
||||
{
|
||||
get { return levelParams; }
|
||||
}
|
||||
|
||||
private static List<LevelGenerationParams> levelParams;
|
||||
private static List<Biome> biomes;
|
||||
|
||||
public string Name
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private int minWidth, maxWidth, height;
|
||||
|
||||
private Point voronoiSiteInterval;
|
||||
//how much the sites are "scattered" on x- and y-axis
|
||||
//if Vector2.Zero, the sites will just be placed in a regular grid pattern
|
||||
private Point voronoiSiteVariance;
|
||||
|
||||
//how far apart the nodes of the main path can be
|
||||
//x = min interval, y = max interval
|
||||
private Point mainPathNodeIntervalRange;
|
||||
|
||||
private int smallTunnelCount;
|
||||
//x = min length, y = max length
|
||||
private Point smallTunnelLengthRange;
|
||||
|
||||
//how large portion of the bottom of the level should be "carved out"
|
||||
//if 0.0f, the bottom will be completely solid (making the abyss unreachable)
|
||||
//if 1.0f, the bottom will be completely open
|
||||
private float bottomHoleProbability;
|
||||
|
||||
//the y-position of the ocean floor (= the position from which the bottom formations extend upwards)
|
||||
private int seaFloorBaseDepth;
|
||||
//how much random variance there can be in the height of the formations
|
||||
private int seaFloorVariance;
|
||||
|
||||
private int cellSubdivisionLength;
|
||||
private float cellRoundingAmount;
|
||||
private float cellIrregularity;
|
||||
|
||||
private int mountainCountMin, mountainCountMax;
|
||||
|
||||
private int mountainHeightMin, mountainHeightMax;
|
||||
|
||||
private int ruinCount;
|
||||
|
||||
private float waterParticleScale;
|
||||
|
||||
//which biomes can this type of level appear in
|
||||
private List<Biome> allowedBiomes = new List<Biome>();
|
||||
|
||||
public IEnumerable<Biome> AllowedBiomes
|
||||
{
|
||||
get { return allowedBiomes; }
|
||||
}
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize("27,30,36", true), Editable]
|
||||
public Color AmbientLightColor
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize("20,40,50", true), Editable()]
|
||||
public Color BackgroundTextureColor
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize("20,40,50", true), Editable]
|
||||
public Color BackgroundColor
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize("255,255,255", true), Editable]
|
||||
public Color WallColor
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(1000, true, description: "The total number of level objects (vegetation, vents, etc) in the level."), Editable(MinValueInt = 0, MaxValueInt = 100000)]
|
||||
public int LevelObjectAmount
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(100000, true), Editable(MinValueInt = 10000, MaxValueInt = 1000000)]
|
||||
public int MinWidth
|
||||
{
|
||||
get { return minWidth; }
|
||||
set { minWidth = Math.Max(value, 2000); }
|
||||
}
|
||||
|
||||
[Serialize(100000, true), Editable(MinValueInt = 10000, MaxValueInt = 1000000)]
|
||||
public int MaxWidth
|
||||
{
|
||||
get { return maxWidth; }
|
||||
set { maxWidth = Math.Max(value, 2000); }
|
||||
}
|
||||
|
||||
[Serialize(50000, true), Editable(MinValueInt = 10000, MaxValueInt = 1000000)]
|
||||
public int Height
|
||||
{
|
||||
get { return height; }
|
||||
set { height = Math.Max(value, 2000); }
|
||||
}
|
||||
|
||||
[Editable, Serialize("3000, 3000", true, description: "How far from each other voronoi sites are placed. " +
|
||||
"Sites determine shape of the voronoi graph which the level walls are generated from. " +
|
||||
"(Decreasing this value causes the number of sites, and the complexity of the level, to increase exponentially - be careful when adjusting)")]
|
||||
public Point VoronoiSiteInterval
|
||||
{
|
||||
get { return voronoiSiteInterval; }
|
||||
set
|
||||
{
|
||||
voronoiSiteInterval.X = MathHelper.Clamp(value.X, 100, MinWidth / 2);
|
||||
voronoiSiteInterval.Y = MathHelper.Clamp(value.Y, 100, height / 2);
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, Serialize("700,700", true, description: "How much random variation to apply to the positions of the voronoi sites on each axis. " +
|
||||
"Small values produce roughly rectangular level walls. The larger the values are, the less uniform the shapes get.")]
|
||||
public Point VoronoiSiteVariance
|
||||
{
|
||||
get { return voronoiSiteVariance; }
|
||||
set
|
||||
{
|
||||
voronoiSiteVariance = new Point(
|
||||
MathHelper.Clamp(value.X, 0, voronoiSiteInterval.X),
|
||||
MathHelper.Clamp(value.Y, 0, voronoiSiteInterval.Y));
|
||||
}
|
||||
}
|
||||
|
||||
[Editable(MinValueInt = 100, MaxValueInt = 10000), Serialize(1000, true, description: "The edges of the individual wall cells are subdivided into edges of this size. "
|
||||
+ "Can be used in conjunction with the rounding values to make the cells rounder. Smaller values will make the cells look smoother, " +
|
||||
"but make the level more performance-intensive as the number of polygons used in rendering and physics calculations increases.")]
|
||||
public int CellSubdivisionLength
|
||||
{
|
||||
get { return cellSubdivisionLength; }
|
||||
set
|
||||
{
|
||||
cellSubdivisionLength = Math.Max(value, 10);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f), Serialize(0.5f, true, description: "How much the individual wall cells are rounded. "
|
||||
+ "Note that the final shape of the cells is also affected by the CellSubdivisionLength parameter.")]
|
||||
public float CellRoundingAmount
|
||||
{
|
||||
get { return cellRoundingAmount; }
|
||||
set
|
||||
{
|
||||
cellRoundingAmount = MathHelper.Clamp(value, 0.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f), Serialize(0.1f, true, description: "How much random variance is applied to the edges of the cells. "
|
||||
+ "Note that the final shape of the cells is also affected by the CellSubdivisionLength parameter.")]
|
||||
public float CellIrregularity
|
||||
{
|
||||
get { return cellIrregularity; }
|
||||
set
|
||||
{
|
||||
cellIrregularity = MathHelper.Clamp(value, 0.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[Editable, Serialize("5000, 10000", true, description: "The distance between the nodes that are used to generate the main path through the level (min, max). Larger values produce a straighter path.")]
|
||||
public Point MainPathNodeIntervalRange
|
||||
{
|
||||
get { return mainPathNodeIntervalRange; }
|
||||
set
|
||||
{
|
||||
mainPathNodeIntervalRange.X = MathHelper.Clamp(value.X, 100, MinWidth / 2);
|
||||
mainPathNodeIntervalRange.Y = MathHelper.Clamp(value.Y, mainPathNodeIntervalRange.X, MinWidth / 2);
|
||||
}
|
||||
}
|
||||
|
||||
[Editable, Serialize(5, true, description: "The number of small tunnels placed along the main path.")]
|
||||
public int SmallTunnelCount
|
||||
{
|
||||
get { return smallTunnelCount; }
|
||||
set { smallTunnelCount = MathHelper.Clamp(value, 0, 100); }
|
||||
}
|
||||
|
||||
[Editable, Serialize("5000, 10000", true, description: "The minimum and maximum length of small tunnels placed along the main path.")]
|
||||
public Point SmallTunnelLengthRange
|
||||
{
|
||||
get { return smallTunnelLengthRange; }
|
||||
set
|
||||
{
|
||||
smallTunnelLengthRange.X = MathHelper.Clamp(value.X, 100, MinWidth);
|
||||
smallTunnelLengthRange.Y = MathHelper.Clamp(value.Y, smallTunnelLengthRange.X, MinWidth);
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(100, true), Editable(MinValueInt = 0, MaxValueInt = 10000)]
|
||||
public int ItemCount
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(0, true), Editable(MinValueInt = 0, MaxValueInt = 20)]
|
||||
public int FloatingIceChunkCount
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(300000, true, description: "How far below the level the sea floor is placed."), Editable(MinValueFloat = Level.MaxEntityDepth, MaxValueFloat = 0.0f)]
|
||||
public int SeaFloorDepth
|
||||
{
|
||||
get { return seaFloorBaseDepth; }
|
||||
set { seaFloorBaseDepth = MathHelper.Clamp(value, Level.MaxEntityDepth, 0); }
|
||||
}
|
||||
|
||||
[Serialize(1000, true, description: "Variance of the depth of the sea floor. Smaller values produce a smoother sea floor."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100000.0f)]
|
||||
public int SeaFloorVariance
|
||||
{
|
||||
get { return seaFloorVariance; }
|
||||
set { seaFloorVariance = value; }
|
||||
}
|
||||
|
||||
[Serialize(0, true, description: "The minimum number of mountains on the sea floor."), Editable(MinValueInt = 0, MaxValueInt = 20)]
|
||||
public int MountainCountMin
|
||||
{
|
||||
get { return mountainCountMin; }
|
||||
set
|
||||
{
|
||||
mountainCountMin = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(0, true, description: "The maximum number of mountains on the sea floor."), Editable(MinValueInt = 0, MaxValueInt = 20)]
|
||||
public int MountainCountMax
|
||||
{
|
||||
get { return mountainCountMax; }
|
||||
set
|
||||
{
|
||||
mountainCountMax = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(1000, true, description: "The minimum height of the mountains on the sea floor."), Editable(MinValueInt = 0, MaxValueInt = 1000000)]
|
||||
public int MountainHeightMin
|
||||
{
|
||||
get { return mountainHeightMin; }
|
||||
set
|
||||
{
|
||||
mountainHeightMin = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(5000, true, description: "The maximum height of the mountains on the sea floor."), Editable(MinValueInt = 0, MaxValueInt = 1000000)]
|
||||
public int MountainHeightMax
|
||||
{
|
||||
get { return mountainHeightMax; }
|
||||
set
|
||||
{
|
||||
mountainHeightMax = Math.Max(value, 0);
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(1, true, description: "The number of alien ruins in the level."), Editable(MinValueInt = 0, MaxValueInt = 50)]
|
||||
public int RuinCount
|
||||
{
|
||||
get { return ruinCount; }
|
||||
set { ruinCount = MathHelper.Clamp(value, 0, 10); }
|
||||
}
|
||||
|
||||
[Serialize(0.4f, true, description: "The probability for wall cells to be removed from the bottom of the map. A value of 0 will produce a completely enclosed tunnel and 1 will make the entire bottom of the level completely open."), Editable()]
|
||||
public float BottomHoleProbability
|
||||
{
|
||||
get { return bottomHoleProbability; }
|
||||
set { bottomHoleProbability = MathHelper.Clamp(value, 0.0f, 1.0f); }
|
||||
}
|
||||
|
||||
[Serialize(1.0f, true, description: "Scale of the water particle texture."), Editable]
|
||||
public float WaterParticleScale
|
||||
{
|
||||
get { return waterParticleScale; }
|
||||
private set { waterParticleScale = Math.Max(value, 0.01f); }
|
||||
}
|
||||
|
||||
public Sprite BackgroundSprite { get; private set; }
|
||||
public Sprite BackgroundTopSprite { get; private set; }
|
||||
public Sprite WallSprite { get; private set; }
|
||||
public Sprite WallSpriteSpecular { get; private set; }
|
||||
public Sprite WallEdgeSprite { get; private set; }
|
||||
public Sprite WallEdgeSpriteSpecular { get; private set; }
|
||||
public Sprite WaterParticles { get; private set; }
|
||||
|
||||
public static List<Biome> GetBiomes()
|
||||
{
|
||||
return biomes;
|
||||
}
|
||||
|
||||
public static LevelGenerationParams GetRandom(string seed, Biome biome = null)
|
||||
{
|
||||
Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
|
||||
|
||||
if (levelParams == null || !levelParams.Any())
|
||||
{
|
||||
DebugConsole.ThrowError("Level generation presets not found - using default presets");
|
||||
return new LevelGenerationParams(null);
|
||||
}
|
||||
|
||||
if (biome == null)
|
||||
{
|
||||
return levelParams.GetRandom(lp => lp.allowedBiomes.Count > 0, Rand.RandSync.Server);
|
||||
}
|
||||
|
||||
var matchingLevelParams = levelParams.FindAll(lp => lp.allowedBiomes.Contains(biome));
|
||||
if (matchingLevelParams.Count == 0)
|
||||
{
|
||||
DebugConsole.ThrowError("Level generation presets not found for the biome \"" + biome.Identifier + "\"!");
|
||||
return new LevelGenerationParams(null);
|
||||
}
|
||||
|
||||
return matchingLevelParams[Rand.Range(0, matchingLevelParams.Count, Rand.RandSync.Server)];
|
||||
}
|
||||
|
||||
private LevelGenerationParams(XElement element)
|
||||
{
|
||||
Name = element == null ? "default" : element.Name.ToString();
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
|
||||
string biomeStr = element.GetAttributeString("biomes", "");
|
||||
if (string.IsNullOrWhiteSpace(biomeStr))
|
||||
{
|
||||
allowedBiomes = new List<Biome>(biomes);
|
||||
}
|
||||
else
|
||||
{
|
||||
string[] biomeNames = biomeStr.Split(',');
|
||||
for (int i = 0; i < biomeNames.Length; i++)
|
||||
{
|
||||
string biomeName = biomeNames[i].Trim().ToLowerInvariant();
|
||||
if (biomeName == "none") { continue; }
|
||||
|
||||
Biome matchingBiome = biomes.Find(b => b.Identifier.ToLowerInvariant() == biomeName);
|
||||
if (matchingBiome == null)
|
||||
{
|
||||
matchingBiome = biomes.Find(b => b.DisplayName.ToLowerInvariant() == biomeName);
|
||||
if (matchingBiome == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in level generation parameters: biome \"" + biomeName + "\" not found.");
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.NewMessage("Please use biome identifiers instead of names in level generation parameter \"" + Name + "\".", Color.Orange);
|
||||
}
|
||||
}
|
||||
|
||||
allowedBiomes.Add(matchingBiome);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "background":
|
||||
BackgroundSprite = new Sprite(subElement);
|
||||
break;
|
||||
case "backgroundtop":
|
||||
BackgroundTopSprite = new Sprite(subElement);
|
||||
break;
|
||||
case "wall":
|
||||
WallSprite = new Sprite(subElement);
|
||||
break;
|
||||
case "wallspecular":
|
||||
WallSpriteSpecular = new Sprite(subElement);
|
||||
break;
|
||||
case "walledge":
|
||||
WallEdgeSprite = new Sprite(subElement);
|
||||
break;
|
||||
case "walledgespecular":
|
||||
WallEdgeSpriteSpecular = new Sprite(subElement);
|
||||
break;
|
||||
case "waterparticles":
|
||||
WaterParticles = new Sprite(subElement);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void LoadPresets()
|
||||
{
|
||||
levelParams = new List<LevelGenerationParams>();
|
||||
biomes = new List<Biome>();
|
||||
|
||||
var files = GameMain.Instance.GetFilesOfType(ContentType.LevelGenerationParameters);
|
||||
if (!files.Any())
|
||||
{
|
||||
files = new List<ContentFile>() { new ContentFile("Content/Map/LevelGenerationParameters.xml", ContentType.LevelGenerationParameters) };
|
||||
}
|
||||
|
||||
List<XElement> biomeElements = new List<XElement>();
|
||||
List<XElement> levelParamElements = new List<XElement>();
|
||||
|
||||
foreach (ContentFile file in files)
|
||||
{
|
||||
XDocument doc = XMLExtensions.TryLoadXml(file.Path);
|
||||
if (doc == null) { continue; }
|
||||
var mainElement = doc.Root;
|
||||
if (doc.Root.IsOverride())
|
||||
{
|
||||
mainElement = doc.Root.FirstElement();
|
||||
biomeElements.Clear();
|
||||
levelParamElements.Clear();
|
||||
DebugConsole.NewMessage($"Overriding the level generation parameters with '{file.Path}'", Color.Yellow);
|
||||
}
|
||||
else if (biomeElements.Any() || levelParamElements.Any())
|
||||
{
|
||||
DebugConsole.ThrowError($"Error in '{file.Path}': Another level generation parameter file already loaded! Use <override></override> tags to override it.");
|
||||
break;
|
||||
}
|
||||
|
||||
foreach (XElement element in mainElement.Elements())
|
||||
{
|
||||
if (element.Name.ToString().ToLowerInvariant() == "biomes")
|
||||
{
|
||||
biomeElements.AddRange(element.Elements());
|
||||
}
|
||||
else
|
||||
{
|
||||
levelParamElements.Add(element);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (XElement biomeElement in biomeElements)
|
||||
{
|
||||
biomes.Add(new Biome(biomeElement));
|
||||
}
|
||||
|
||||
foreach (XElement levelParamElement in levelParamElements)
|
||||
{
|
||||
levelParams.Add(new LevelGenerationParams(levelParamElement));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,133 @@
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class LevelObject
|
||||
{
|
||||
public readonly LevelObjectPrefab Prefab;
|
||||
public Vector3 Position;
|
||||
|
||||
public float NetworkUpdateTimer;
|
||||
|
||||
public float Scale;
|
||||
|
||||
public float Rotation;
|
||||
|
||||
private int spriteIndex;
|
||||
|
||||
public LevelObjectPrefab ActivePrefab;
|
||||
|
||||
public PhysicsBody PhysicsBody
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public List<LevelTrigger> Triggers
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public bool NeedsNetworkSyncing
|
||||
{
|
||||
get { return Triggers.Any(t => t.NeedsNetworkSyncing); }
|
||||
set { Triggers.ForEach(t => t.NeedsNetworkSyncing = false); }
|
||||
}
|
||||
|
||||
public Sprite Sprite
|
||||
{
|
||||
get { return spriteIndex < 0 || Prefab.Sprites.Count == 0 ? null : Prefab.Sprites[spriteIndex % Prefab.Sprites.Count]; }
|
||||
}
|
||||
public Sprite SpecularSprite
|
||||
{
|
||||
get { return spriteIndex < 0 || Prefab.SpecularSprites.Count == 0 ? null : Prefab.SpecularSprites[spriteIndex % Prefab.SpecularSprites.Count]; }
|
||||
}
|
||||
|
||||
public LevelObject(LevelObjectPrefab prefab, Vector3 position, float scale, float rotation = 0.0f)
|
||||
{
|
||||
Triggers = new List<LevelTrigger>();
|
||||
|
||||
ActivePrefab = Prefab = prefab;
|
||||
Position = position;
|
||||
Scale = scale;
|
||||
Rotation = rotation;
|
||||
|
||||
spriteIndex = ActivePrefab.Sprites.Any() ? Rand.Int(ActivePrefab.Sprites.Count, Rand.RandSync.Server) : -1;
|
||||
|
||||
if (prefab.PhysicsBodyElement != null)
|
||||
{
|
||||
PhysicsBody = new PhysicsBody(prefab.PhysicsBodyElement, ConvertUnits.ToSimUnits(new Vector2(position.X, position.Y)), Scale);
|
||||
}
|
||||
|
||||
foreach (XElement triggerElement in prefab.LevelTriggerElements)
|
||||
{
|
||||
Vector2 triggerPosition = triggerElement.GetAttributeVector2("position", Vector2.Zero) * scale;
|
||||
|
||||
if (rotation != 0.0f)
|
||||
{
|
||||
var ca = (float)Math.Cos(rotation);
|
||||
var sa = (float)Math.Sin(rotation);
|
||||
|
||||
triggerPosition = new Vector2(
|
||||
ca * triggerPosition.X + sa * triggerPosition.Y,
|
||||
-sa * triggerPosition.X + ca * triggerPosition.Y);
|
||||
}
|
||||
|
||||
var newTrigger = new LevelTrigger(triggerElement, new Vector2(position.X, position.Y) + triggerPosition, -rotation, scale, prefab.Name);
|
||||
int parentTriggerIndex = prefab.LevelTriggerElements.IndexOf(triggerElement.Parent);
|
||||
if (parentTriggerIndex > -1) newTrigger.ParentTrigger = Triggers[parentTriggerIndex];
|
||||
Triggers.Add(newTrigger);
|
||||
}
|
||||
|
||||
InitProjSpecific();
|
||||
}
|
||||
|
||||
partial void InitProjSpecific();
|
||||
|
||||
public Vector2 LocalToWorld(Vector2 localPosition, float swingState = 0.0f)
|
||||
{
|
||||
Vector2 emitterPos = localPosition * Scale;
|
||||
|
||||
if (Rotation != 0.0f || Prefab.SwingAmountRad != 0.0f)
|
||||
{
|
||||
float rot = Rotation + swingState * Prefab.SwingAmountRad;
|
||||
|
||||
var ca = (float)Math.Cos(rot);
|
||||
var sa = (float)Math.Sin(rot);
|
||||
|
||||
emitterPos = new Vector2(
|
||||
ca * emitterPos.X + sa * emitterPos.Y,
|
||||
-sa * emitterPos.X + ca * emitterPos.Y);
|
||||
}
|
||||
return new Vector2(Position.X, Position.Y) + emitterPos;
|
||||
}
|
||||
|
||||
public void Remove()
|
||||
{
|
||||
RemoveProjSpecific();
|
||||
}
|
||||
|
||||
partial void RemoveProjSpecific();
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "LevelObject (" + ActivePrefab.Name + ")";
|
||||
}
|
||||
|
||||
public void ServerWrite(IWriteMessage msg, Client c)
|
||||
{
|
||||
for (int j = 0; j < Triggers.Count; j++)
|
||||
{
|
||||
if (!Triggers[j].UseNetworkSyncing) continue;
|
||||
Triggers[j].ServerWrite(msg, c);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+416
@@ -0,0 +1,416 @@
|
||||
#if CLIENT
|
||||
using Barotrauma.Particles;
|
||||
#endif
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using Voronoi2;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class LevelObjectManager : Entity, IServerSerializable
|
||||
{
|
||||
const int GridSize = 2000;
|
||||
|
||||
private List<LevelObject> objects;
|
||||
private List<LevelObject>[,] objectGrid;
|
||||
|
||||
public LevelObjectManager() : base(null)
|
||||
{
|
||||
}
|
||||
|
||||
class SpawnPosition
|
||||
{
|
||||
public readonly GraphEdge GraphEdge;
|
||||
public readonly Vector2 Normal;
|
||||
public readonly LevelObjectPrefab.SpawnPosType SpawnPosType;
|
||||
public readonly Alignment Alignment;
|
||||
public readonly float Length;
|
||||
|
||||
public SpawnPosition(GraphEdge graphEdge, Vector2 normal, LevelObjectPrefab.SpawnPosType spawnPosType, Alignment alignment)
|
||||
{
|
||||
GraphEdge = graphEdge;
|
||||
Normal = normal;
|
||||
SpawnPosType = spawnPosType;
|
||||
Alignment = alignment;
|
||||
|
||||
Length = Vector2.Distance(graphEdge.Point1, graphEdge.Point2);
|
||||
}
|
||||
|
||||
public float GetSpawnProbability(LevelObjectPrefab prefab)
|
||||
{
|
||||
if (prefab.ClusteringAmount <= 0.0f) return Length;
|
||||
|
||||
float noise = (float)(
|
||||
PerlinNoise.CalculatePerlin(GraphEdge.Point1.X / 10000.0f, GraphEdge.Point1.Y / 10000.0f, prefab.ClusteringGroup) +
|
||||
PerlinNoise.CalculatePerlin(GraphEdge.Point1.X / 20000.0f, GraphEdge.Point1.Y / 20000.0f, prefab.ClusteringGroup));
|
||||
|
||||
return Length * (float)Math.Pow(noise, prefab.ClusteringAmount);
|
||||
}
|
||||
}
|
||||
|
||||
public void PlaceObjects(Level level, int amount)
|
||||
{
|
||||
objectGrid = new List<LevelObject>[
|
||||
level.Size.X / GridSize,
|
||||
(level.Size.Y - level.BottomPos) / GridSize];
|
||||
|
||||
List<SpawnPosition> availableSpawnPositions = new List<SpawnPosition>();
|
||||
var levelCells = level.GetAllCells();
|
||||
availableSpawnPositions.AddRange(GetAvailableSpawnPositions(levelCells, LevelObjectPrefab.SpawnPosType.Wall));
|
||||
availableSpawnPositions.AddRange(GetAvailableSpawnPositions(level.SeaFloor.Cells, LevelObjectPrefab.SpawnPosType.SeaFloor));
|
||||
|
||||
foreach (RuinGeneration.Ruin ruin in level.Ruins)
|
||||
{
|
||||
foreach (var ruinShape in ruin.RuinShapes)
|
||||
{
|
||||
foreach (var wall in ruinShape.Walls)
|
||||
{
|
||||
availableSpawnPositions.Add(new SpawnPosition(
|
||||
new GraphEdge(wall.A, wall.B),
|
||||
(wall.A + wall.B) / 2.0f - ruinShape.Center,
|
||||
LevelObjectPrefab.SpawnPosType.RuinWall,
|
||||
ruinShape.GetLineAlignment(wall)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var posOfInterest in level.PositionsOfInterest)
|
||||
{
|
||||
if (posOfInterest.PositionType != Level.PositionType.MainPath) continue;
|
||||
|
||||
availableSpawnPositions.Add(new SpawnPosition(
|
||||
new GraphEdge(posOfInterest.Position.ToVector2(), posOfInterest.Position.ToVector2() + Vector2.UnitX),
|
||||
Vector2.UnitY,
|
||||
LevelObjectPrefab.SpawnPosType.MainPath,
|
||||
Alignment.Top));
|
||||
}
|
||||
|
||||
objects = new List<LevelObject>();
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
//get a random prefab and find a place to spawn it
|
||||
LevelObjectPrefab prefab = GetRandomPrefab(level.GenerationParams.Name);
|
||||
|
||||
SpawnPosition spawnPosition = FindObjectPosition(availableSpawnPositions, level, prefab);
|
||||
|
||||
if (spawnPosition == null && prefab.SpawnPos != LevelObjectPrefab.SpawnPosType.None) continue;
|
||||
|
||||
float rotation = 0.0f;
|
||||
if (prefab.AlignWithSurface && spawnPosition != null)
|
||||
{
|
||||
rotation = MathUtils.VectorToAngle(new Vector2(spawnPosition.Normal.Y, spawnPosition.Normal.X));
|
||||
}
|
||||
rotation += Rand.Range(prefab.RandomRotationRad.X, prefab.RandomRotationRad.Y, Rand.RandSync.Server);
|
||||
|
||||
Vector2 position = Vector2.Zero;
|
||||
Vector2 edgeDir = Vector2.UnitX;
|
||||
if (spawnPosition == null)
|
||||
{
|
||||
position = new Vector2(
|
||||
Rand.Range(0.0f, level.Size.X, Rand.RandSync.Server),
|
||||
Rand.Range(0.0f, level.Size.Y, Rand.RandSync.Server));
|
||||
}
|
||||
else
|
||||
{
|
||||
edgeDir = (spawnPosition.GraphEdge.Point1 - spawnPosition.GraphEdge.Point2) / spawnPosition.Length;
|
||||
position = spawnPosition.GraphEdge.Point2 + edgeDir * Rand.Range(prefab.MinSurfaceWidth / 2.0f, spawnPosition.Length - prefab.MinSurfaceWidth / 2.0f, Rand.RandSync.Server);
|
||||
}
|
||||
|
||||
var newObject = new LevelObject(prefab,
|
||||
new Vector3(position, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, Rand.RandSync.Server)), Rand.Range(prefab.MinSize, prefab.MaxSize, Rand.RandSync.Server), rotation);
|
||||
AddObject(newObject, level);
|
||||
|
||||
foreach (LevelObjectPrefab.ChildObject child in prefab.ChildObjects)
|
||||
{
|
||||
int childCount = Rand.Range(child.MinCount, child.MaxCount, Rand.RandSync.Server);
|
||||
for (int j = 0; j < childCount; j++)
|
||||
{
|
||||
var matchingPrefabs = LevelObjectPrefab.List.Where(p => child.AllowedNames.Contains(p.Name));
|
||||
int prefabCount = matchingPrefabs.Count();
|
||||
var childPrefab = prefabCount == 0 ? null : matchingPrefabs.ElementAt(Rand.Range(0, prefabCount, Rand.RandSync.Server));
|
||||
if (childPrefab == null) continue;
|
||||
|
||||
Vector2 childPos = position + edgeDir * Rand.Range(-0.5f, 0.5f, Rand.RandSync.Server) * prefab.MinSurfaceWidth;
|
||||
|
||||
var childObject = new LevelObject(childPrefab,
|
||||
new Vector3(childPos, Rand.Range(childPrefab.DepthRange.X, childPrefab.DepthRange.Y, Rand.RandSync.Server)),
|
||||
Rand.Range(childPrefab.MinSize, childPrefab.MaxSize, Rand.RandSync.Server),
|
||||
rotation + Rand.Range(childPrefab.RandomRotationRad.X, childPrefab.RandomRotationRad.Y, Rand.RandSync.Server));
|
||||
|
||||
AddObject(childObject, level);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void AddObject(LevelObject newObject, Level level)
|
||||
{
|
||||
foreach (LevelTrigger trigger in newObject.Triggers)
|
||||
{
|
||||
trigger.OnTriggered += (levelTrigger, obj) =>
|
||||
{
|
||||
OnObjectTriggered(newObject, levelTrigger, obj);
|
||||
};
|
||||
}
|
||||
|
||||
var spriteCorners = new List<Vector2>
|
||||
{
|
||||
Vector2.Zero, Vector2.Zero, Vector2.Zero, Vector2.Zero
|
||||
};
|
||||
|
||||
Sprite sprite = newObject.Sprite ?? newObject.Prefab.DeformableSprite?.Sprite;
|
||||
|
||||
//calculate the positions of the corners of the rotated sprite
|
||||
if (sprite != null)
|
||||
{
|
||||
Vector2 halfSize = sprite.size * newObject.Scale / 2;
|
||||
spriteCorners[0] = -halfSize;
|
||||
spriteCorners[1] = new Vector2(-halfSize.X, halfSize.Y);
|
||||
spriteCorners[2] = halfSize;
|
||||
spriteCorners[3] = new Vector2(halfSize.X, -halfSize.Y);
|
||||
|
||||
Vector2 pivotOffset = sprite.Origin * newObject.Scale - halfSize;
|
||||
pivotOffset.X = -pivotOffset.X;
|
||||
pivotOffset = new Vector2(
|
||||
(float)(pivotOffset.X * Math.Cos(-newObject.Rotation) - pivotOffset.Y * Math.Sin(-newObject.Rotation)),
|
||||
(float)(pivotOffset.X * Math.Sin(-newObject.Rotation) + pivotOffset.Y * Math.Cos(-newObject.Rotation)));
|
||||
|
||||
for (int j = 0; j < 4; j++)
|
||||
{
|
||||
spriteCorners[j] = new Vector2(
|
||||
(float)(spriteCorners[j].X * Math.Cos(-newObject.Rotation) - spriteCorners[j].Y * Math.Sin(-newObject.Rotation)),
|
||||
(float)(spriteCorners[j].X * Math.Sin(-newObject.Rotation) + spriteCorners[j].Y * Math.Cos(-newObject.Rotation)));
|
||||
|
||||
spriteCorners[j] += new Vector2(newObject.Position.X, newObject.Position.Y) + pivotOffset;
|
||||
}
|
||||
}
|
||||
|
||||
float minX = spriteCorners.Min(c => c.X) - newObject.Position.Z;
|
||||
float maxX = spriteCorners.Max(c => c.X) + newObject.Position.Z;
|
||||
|
||||
float minY = spriteCorners.Min(c => c.Y) - newObject.Position.Z - level.BottomPos;
|
||||
float maxY = spriteCorners.Max(c => c.Y) + newObject.Position.Z - level.BottomPos;
|
||||
|
||||
foreach (LevelTrigger trigger in newObject.Triggers)
|
||||
{
|
||||
if (trigger.PhysicsBody == null) continue;
|
||||
for (int i = 0; i < trigger.PhysicsBody.FarseerBody.FixtureList.Count; i++)
|
||||
{
|
||||
trigger.PhysicsBody.FarseerBody.GetTransform(out FarseerPhysics.Common.Transform transform);
|
||||
trigger.PhysicsBody.FarseerBody.FixtureList[i].Shape.ComputeAABB(out FarseerPhysics.Collision.AABB aabb, ref transform, i);
|
||||
|
||||
minX = Math.Min(minX, ConvertUnits.ToDisplayUnits(aabb.LowerBound.X));
|
||||
maxX = Math.Max(maxX, ConvertUnits.ToDisplayUnits(aabb.UpperBound.X));
|
||||
minY = Math.Min(minY, ConvertUnits.ToDisplayUnits(aabb.LowerBound.Y) - level.BottomPos);
|
||||
maxY = Math.Max(maxY, ConvertUnits.ToDisplayUnits(aabb.UpperBound.Y) - level.BottomPos);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#if CLIENT
|
||||
if (newObject.ParticleEmitters != null)
|
||||
{
|
||||
foreach (ParticleEmitter emitter in newObject.ParticleEmitters)
|
||||
{
|
||||
Rectangle particleBounds = emitter.CalculateParticleBounds(new Vector2(newObject.Position.X, newObject.Position.Y));
|
||||
minX = Math.Min(minX, particleBounds.X);
|
||||
maxX = Math.Max(maxX, particleBounds.Right);
|
||||
minY = Math.Min(minY, particleBounds.Y - level.BottomPos);
|
||||
maxY = Math.Max(maxY, particleBounds.Bottom - level.BottomPos);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
objects.Add(newObject);
|
||||
newObject.Position.Z += (minX + minY) % 100.0f * 0.00001f;
|
||||
|
||||
int xStart = (int)Math.Floor(minX / GridSize);
|
||||
int xEnd = (int)Math.Floor(maxX / GridSize);
|
||||
if (xEnd < 0 || xStart >= objectGrid.GetLength(0)) return;
|
||||
|
||||
int yStart = (int)Math.Floor(minY / GridSize);
|
||||
int yEnd = (int)Math.Floor(maxY / GridSize);
|
||||
if (yEnd < 0 || yStart >= objectGrid.GetLength(1)) return;
|
||||
|
||||
xStart = Math.Max(xStart, 0);
|
||||
xEnd = Math.Min(xEnd, objectGrid.GetLength(0) - 1);
|
||||
yStart = Math.Max(yStart, 0);
|
||||
yEnd = Math.Min(yEnd, objectGrid.GetLength(1) - 1);
|
||||
|
||||
for (int x = xStart; x <= xEnd; x++)
|
||||
{
|
||||
for (int y = yStart; y <= yEnd; y++)
|
||||
{
|
||||
if (objectGrid[x, y] == null) objectGrid[x, y] = new List<LevelObject>();
|
||||
objectGrid[x, y].Add(newObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Microsoft.Xna.Framework.Point GetGridIndices(Vector2 worldPosition)
|
||||
{
|
||||
return new Microsoft.Xna.Framework.Point(
|
||||
(int)Math.Floor(worldPosition.X / GridSize),
|
||||
(int)Math.Floor((worldPosition.Y - Level.Loaded.BottomPos) / GridSize));
|
||||
}
|
||||
|
||||
public IEnumerable<LevelObject> GetAllObjects()
|
||||
{
|
||||
return objects;
|
||||
}
|
||||
|
||||
private readonly static List<LevelObject> objectsInRange = new List<LevelObject>();
|
||||
public IEnumerable<LevelObject> GetAllObjects(Vector2 worldPosition, float radius)
|
||||
{
|
||||
var minIndices = GetGridIndices(worldPosition - Vector2.One * radius);
|
||||
if (minIndices.X >= objectGrid.GetLength(0) || minIndices.Y >= objectGrid.GetLength(1)) return Enumerable.Empty<LevelObject>();
|
||||
|
||||
var maxIndices = GetGridIndices(worldPosition + Vector2.One * radius);
|
||||
if (maxIndices.X < 0 || maxIndices.Y < 0) return Enumerable.Empty<LevelObject>();
|
||||
|
||||
minIndices.X = Math.Max(0, minIndices.X);
|
||||
minIndices.Y = Math.Max(0, minIndices.Y);
|
||||
maxIndices.X = Math.Min(objectGrid.GetLength(0) - 1, maxIndices.X);
|
||||
maxIndices.Y = Math.Min(objectGrid.GetLength(1) - 1, maxIndices.Y);
|
||||
|
||||
objectsInRange.Clear();
|
||||
for (int x = minIndices.X; x <= maxIndices.X; x++)
|
||||
{
|
||||
for (int y = minIndices.Y; y <= maxIndices.Y; y++)
|
||||
{
|
||||
if (objectGrid[x, y] == null) continue;
|
||||
foreach (LevelObject obj in objectGrid[x, y])
|
||||
{
|
||||
if (!objectsInRange.Contains(obj)) objectsInRange.Add(obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return objectsInRange;
|
||||
}
|
||||
|
||||
private List<SpawnPosition> GetAvailableSpawnPositions(IEnumerable<VoronoiCell> cells, LevelObjectPrefab.SpawnPosType spawnPosType)
|
||||
{
|
||||
List<SpawnPosition> availableSpawnPositions = new List<SpawnPosition>();
|
||||
foreach (var cell in cells)
|
||||
{
|
||||
foreach (var edge in cell.Edges)
|
||||
{
|
||||
if (!edge.IsSolid || edge.OutsideLevel) continue;
|
||||
Vector2 normal = edge.GetNormal(cell);
|
||||
|
||||
Alignment edgeAlignment = 0;
|
||||
if (normal.Y < -0.5f)
|
||||
edgeAlignment |= Alignment.Bottom;
|
||||
else if (normal.Y > 0.5f)
|
||||
edgeAlignment |= Alignment.Top;
|
||||
else if (normal.X < -0.5f)
|
||||
edgeAlignment |= Alignment.Left;
|
||||
else if(normal.X > 0.5f)
|
||||
edgeAlignment |= Alignment.Right;
|
||||
|
||||
availableSpawnPositions.Add(new SpawnPosition(edge, normal, spawnPosType, edgeAlignment));
|
||||
}
|
||||
}
|
||||
return availableSpawnPositions;
|
||||
}
|
||||
|
||||
private SpawnPosition FindObjectPosition(List<SpawnPosition> availableSpawnPositions, Level level, LevelObjectPrefab prefab)
|
||||
{
|
||||
if (prefab.SpawnPos == LevelObjectPrefab.SpawnPosType.None) return null;
|
||||
|
||||
var suitableSpawnPositions = availableSpawnPositions.Where(sp =>
|
||||
prefab.SpawnPos.HasFlag(sp.SpawnPosType) && sp.Length >= prefab.MinSurfaceWidth && prefab.Alignment.HasFlag(sp.Alignment)).ToList();
|
||||
|
||||
return ToolBox.SelectWeightedRandom(suitableSpawnPositions, suitableSpawnPositions.Select(sp => sp.GetSpawnProbability(prefab)).ToList(), Rand.RandSync.Server);
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
foreach (LevelObject obj in objects)
|
||||
{
|
||||
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
|
||||
{
|
||||
obj.NetworkUpdateTimer -= deltaTime;
|
||||
if (obj.NeedsNetworkSyncing && obj.NetworkUpdateTimer <= 0.0f)
|
||||
{
|
||||
GameMain.NetworkMember.CreateEntityEvent(this, new object[] { obj });
|
||||
obj.NeedsNetworkSyncing = false;
|
||||
obj.NetworkUpdateTimer = NetConfig.LevelObjectUpdateInterval;
|
||||
}
|
||||
}
|
||||
|
||||
obj.ActivePrefab = obj.Prefab;
|
||||
for (int i = 0; i < obj.Triggers.Count; i++)
|
||||
{
|
||||
obj.Triggers[i].Update(deltaTime);
|
||||
if (obj.Triggers[i].IsTriggered && obj.Prefab.OverrideProperties[i] != null)
|
||||
{
|
||||
obj.ActivePrefab = obj.Prefab.OverrideProperties[i];
|
||||
}
|
||||
}
|
||||
|
||||
if (obj.PhysicsBody != null)
|
||||
{
|
||||
if (obj.Prefab.PhysicsBodyTriggerIndex > -1) obj.PhysicsBody.Enabled = obj.Triggers[obj.Prefab.PhysicsBodyTriggerIndex].IsTriggered;
|
||||
obj.Position = new Vector3(obj.PhysicsBody.Position, obj.Position.Z);
|
||||
obj.Rotation = obj.PhysicsBody.Rotation;
|
||||
}
|
||||
}
|
||||
|
||||
UpdateProjSpecific(deltaTime);
|
||||
}
|
||||
|
||||
partial void UpdateProjSpecific(float deltaTime);
|
||||
|
||||
private void OnObjectTriggered(LevelObject triggeredObject, LevelTrigger trigger, Entity triggerer)
|
||||
{
|
||||
if (trigger.TriggerOthersDistance <= 0.0f) return;
|
||||
foreach (LevelObject obj in objects)
|
||||
{
|
||||
if (obj == triggeredObject) continue;
|
||||
foreach (LevelTrigger otherTrigger in obj.Triggers)
|
||||
{
|
||||
otherTrigger.OtherTriggered(triggeredObject, trigger);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private LevelObjectPrefab GetRandomPrefab(string levelType)
|
||||
{
|
||||
return ToolBox.SelectWeightedRandom(
|
||||
LevelObjectPrefab.List,
|
||||
LevelObjectPrefab.List.Select(p => p.GetCommonness(levelType)).ToList(), Rand.RandSync.Server);
|
||||
}
|
||||
|
||||
public override void Remove()
|
||||
{
|
||||
if (objects != null)
|
||||
{
|
||||
foreach (LevelObject obj in objects)
|
||||
{
|
||||
obj.Remove();
|
||||
}
|
||||
objects.Clear();
|
||||
}
|
||||
RemoveProjSpecific();
|
||||
|
||||
base.Remove();
|
||||
}
|
||||
|
||||
partial void RemoveProjSpecific();
|
||||
|
||||
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
|
||||
{
|
||||
LevelObject obj = extraData[0] as LevelObject;
|
||||
msg.WriteRangedInteger(objects.IndexOf(obj), 0, objects.Count);
|
||||
obj.ServerWrite(msg, c);
|
||||
}
|
||||
}
|
||||
}
|
||||
+397
@@ -0,0 +1,397 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class LevelObjectPrefab : ISerializableEntity
|
||||
{
|
||||
private static List<LevelObjectPrefab> list = new List<LevelObjectPrefab>();
|
||||
public static List<LevelObjectPrefab> List
|
||||
{
|
||||
get { return list; }
|
||||
}
|
||||
|
||||
public class ChildObject
|
||||
{
|
||||
public List<string> AllowedNames;
|
||||
public int MinCount, MaxCount;
|
||||
|
||||
public ChildObject()
|
||||
{
|
||||
AllowedNames = new List<string>();
|
||||
MinCount = 1;
|
||||
MaxCount = 1;
|
||||
}
|
||||
|
||||
public ChildObject(XElement element)
|
||||
{
|
||||
AllowedNames = element.GetAttributeStringArray("names", new string[0]).ToList();
|
||||
MinCount = element.GetAttributeInt("mincount", 1);
|
||||
MaxCount = Math.Max(element.GetAttributeInt("maxcount", 1), MinCount);
|
||||
}
|
||||
}
|
||||
|
||||
[Flags]
|
||||
public enum SpawnPosType
|
||||
{
|
||||
None = 0,
|
||||
Wall = 1,
|
||||
RuinWall = 2,
|
||||
SeaFloor = 4,
|
||||
MainPath = 8
|
||||
}
|
||||
|
||||
public List<Sprite> Sprites
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
} = new List<Sprite>();
|
||||
|
||||
public List<Sprite> SpecularSprites
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
} = new List<Sprite>();
|
||||
|
||||
public DeformableSprite DeformableSprite
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(1.0f, false), Editable(MinValueFloat = 0.01f, MaxValueFloat = 10.0f)]
|
||||
public float MinSize
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
[Serialize(1.0f, false), Editable(MinValueFloat = 0.01f, MaxValueFloat = 10.0f)]
|
||||
public float MaxSize
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Which sides of a wall the object can appear on.
|
||||
/// </summary>
|
||||
[Serialize((Alignment.Top | Alignment.Bottom | Alignment.Left | Alignment.Right), true, description: "Which sides of a wall the object can spawn on."), Editable]
|
||||
public Alignment Alignment
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(SpawnPosType.Wall, false), Editable()]
|
||||
public SpawnPosType SpawnPos
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public XElement Config
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public readonly List<XElement> LevelTriggerElements;
|
||||
|
||||
/// <summary>
|
||||
/// Overrides the commonness of the object in a specific level type.
|
||||
/// Key = name of the level type, value = commonness in that level type.
|
||||
/// </summary>
|
||||
public Dictionary<string, float> OverrideCommonness;
|
||||
|
||||
public XElement PhysicsBodyElement
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
public int PhysicsBodyTriggerIndex
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize("0.0,1.0", true), Editable]
|
||||
public Vector2 DepthRange
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f),
|
||||
Serialize(0.0f, true, description: "The tendency for the prefab to form clusters. Used as an exponent for perlin noise values that are used to determine the probability for an object to spawn at a specific position.")]
|
||||
/// <summary>
|
||||
/// The tendency for the prefab to form clusters. Used as an exponent for perlin noise values
|
||||
/// that are used to determine the probability for an object to spawn at a specific position.
|
||||
/// </summary>
|
||||
public float ClusteringAmount
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f),
|
||||
Serialize(0.0f, true, description: "A value between 0-1 that determines the z-coordinate to sample perlin noise from when determining the probability " +
|
||||
" for an object to spawn at a specific position. Using the same (or close) value for different objects means the objects tend " +
|
||||
"to form clusters in the same areas.")]
|
||||
/// <summary>
|
||||
/// A value between 0-1 that determines the z-coordinate to sample perlin noise from when
|
||||
/// determining the probability for an object to spawn at a specific position.
|
||||
/// Using the same (or close) value for different objects means the objects tend to form clusters
|
||||
/// in the same areas.
|
||||
/// </summary>
|
||||
public float ClusteringGroup
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Editable, Serialize(false, true, description: "Should the object be rotated to align it with the wall surface it spawns on.")]
|
||||
public bool AlignWithSurface
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(0.0f, true, description: "Minimum length of a graph edge the object can spawn on."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1000.0f)]
|
||||
/// <summary>
|
||||
/// Minimum length of a graph edge the object can spawn on.
|
||||
/// </summary>
|
||||
public float MinSurfaceWidth
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private Vector2 randomRotation;
|
||||
[Editable, Serialize("0.0,0.0", true, description: "How much the rotation of the object can vary (min and max values in degrees).")]
|
||||
public Vector2 RandomRotation
|
||||
{
|
||||
get { return new Vector2(MathHelper.ToDegrees(randomRotation.X), MathHelper.ToDegrees(randomRotation.Y)); }
|
||||
private set
|
||||
{
|
||||
randomRotation = new Vector2(MathHelper.ToRadians(value.X), MathHelper.ToRadians(value.Y));
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 RandomRotationRad => randomRotation;
|
||||
|
||||
private float swingAmount;
|
||||
[Serialize(0.0f, true, description: "How much the object swings (in degrees)."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 360.0f)]
|
||||
public float SwingAmount
|
||||
{
|
||||
get { return MathHelper.ToDegrees(swingAmount); }
|
||||
private set
|
||||
{
|
||||
swingAmount = MathHelper.ToRadians(value);
|
||||
}
|
||||
}
|
||||
|
||||
public float SwingAmountRad => swingAmount;
|
||||
|
||||
[Serialize(0.0f, true, description: "How fast the object swings."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
|
||||
public float SwingFrequency
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Editable, Serialize("0.0,0.0", true, description: "How much the scale of the object oscillates on each axis. A value of 0.5,0.5 would make the object's scale oscillate from 100% to 150%.")]
|
||||
public Vector2 ScaleOscillation
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(0.0f, true, description: "How fast the object's scale oscillates."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
|
||||
public float ScaleOscillationFrequency
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Editable, Serialize(1.0f, true, description: "How likely it is for the object to spawn in a level. " +
|
||||
"This is relative to the commonness of the other objects - for example, having an object with " +
|
||||
"a commonness of 1 and another with a commonness of 10 would mean the latter appears in levels 10 times as frequently as the former. " +
|
||||
"The commonness value can be overridden on specific level types.")]
|
||||
public float Commonness
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(0.0f, true, description: "How much the object disrupts submarine's sonar."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
|
||||
public float SonarDisruption
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public string Name
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public List<ChildObject> ChildObjects
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties
|
||||
{
|
||||
get; private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A list of prefabs whose properties override this one's properties when a trigger is active.
|
||||
/// E.g. if a trigger in the index 1 of the trigger list is active, the properties in index 1 in this list are used (unless it's null)
|
||||
/// </summary>
|
||||
public List<LevelObjectPrefab> OverrideProperties
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "LevelObjectPrefab (" + Name + ")";
|
||||
}
|
||||
|
||||
public static void LoadAll()
|
||||
{
|
||||
list.Clear();
|
||||
var files = GameMain.Instance.GetFilesOfType(ContentType.LevelObjectPrefabs);
|
||||
if (files.Count() > 0)
|
||||
{
|
||||
foreach (var file in files)
|
||||
{
|
||||
LoadConfig(file.Path);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
LoadConfig("Content/LevelObjects/LevelObject/Prefabs.xml");
|
||||
}
|
||||
}
|
||||
|
||||
private static void LoadConfig(string configPath)
|
||||
{
|
||||
try
|
||||
{
|
||||
XDocument doc = XMLExtensions.TryLoadXml(configPath);
|
||||
if (doc == null) { return; }
|
||||
var mainElement = doc.Root;
|
||||
if (doc.Root.IsOverride())
|
||||
{
|
||||
mainElement = doc.Root.FirstElement();
|
||||
DebugConsole.NewMessage($"Overriding all level object prefabs with '{configPath}'", Color.Yellow);
|
||||
list.Clear();
|
||||
}
|
||||
else if (list.Any())
|
||||
{
|
||||
DebugConsole.NewMessage($"Loading additional level object prefabs from file '{configPath}'");
|
||||
}
|
||||
foreach (XElement element in mainElement.Elements())
|
||||
{
|
||||
list.Add(new LevelObjectPrefab(element));
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError(String.Format("Failed to load LevelObject prefabs from {0}", configPath), e);
|
||||
}
|
||||
}
|
||||
|
||||
public LevelObjectPrefab(XElement element)
|
||||
{
|
||||
ChildObjects = new List<ChildObject>();
|
||||
LevelTriggerElements = new List<XElement>();
|
||||
OverrideProperties = new List<LevelObjectPrefab>();
|
||||
OverrideCommonness = new Dictionary<string, float>();
|
||||
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
if (element != null)
|
||||
{
|
||||
Config = element;
|
||||
Name = element.Name.ToString();
|
||||
LoadElements(element, -1);
|
||||
InitProjSpecific(element);
|
||||
}
|
||||
|
||||
//use the maximum width of the sprite as the minimum surface width if no value is given
|
||||
if (element != null && !element.Attributes("minsurfacewidth").Any())
|
||||
{
|
||||
if (Sprites.Any()) MinSurfaceWidth = Sprites[0].size.X * MaxSize;
|
||||
if (DeformableSprite != null) MinSurfaceWidth = Math.Max(MinSurfaceWidth, DeformableSprite.Size.X * MaxSize);
|
||||
}
|
||||
}
|
||||
|
||||
private void LoadElements(XElement element, int parentTriggerIndex)
|
||||
{
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "sprite":
|
||||
Sprites.Add( new Sprite(subElement, lazyLoad: true));
|
||||
break;
|
||||
case "specularsprite":
|
||||
SpecularSprites.Add(new Sprite(subElement, lazyLoad: true));
|
||||
break;
|
||||
case "deformablesprite":
|
||||
DeformableSprite = new DeformableSprite(subElement, lazyLoad: true);
|
||||
break;
|
||||
case "overridecommonness":
|
||||
string levelType = subElement.GetAttributeString("leveltype", "");
|
||||
if (!OverrideCommonness.ContainsKey(levelType))
|
||||
{
|
||||
OverrideCommonness.Add(levelType, subElement.GetAttributeFloat("commonness", 1.0f));
|
||||
}
|
||||
break;
|
||||
case "leveltrigger":
|
||||
case "trigger":
|
||||
OverrideProperties.Add(null);
|
||||
LevelTriggerElements.Add(subElement);
|
||||
LoadElements(subElement, LevelTriggerElements.Count - 1);
|
||||
break;
|
||||
case "childobject":
|
||||
ChildObjects.Add(new ChildObject(subElement));
|
||||
break;
|
||||
case "overrideproperties":
|
||||
var propertyOverride = new LevelObjectPrefab(subElement);
|
||||
OverrideProperties[OverrideProperties.Count - 1] = propertyOverride;
|
||||
if (!propertyOverride.Sprites.Any() && propertyOverride.DeformableSprite == null)
|
||||
{
|
||||
propertyOverride.Sprites = Sprites;
|
||||
propertyOverride.DeformableSprite = DeformableSprite;
|
||||
}
|
||||
break;
|
||||
case "body":
|
||||
case "physicsbody":
|
||||
PhysicsBodyElement = subElement;
|
||||
PhysicsBodyTriggerIndex = parentTriggerIndex;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
partial void InitProjSpecific(XElement element);
|
||||
|
||||
public float GetCommonness(string levelType)
|
||||
{
|
||||
if (!OverrideCommonness.TryGetValue(levelType, out float commonness))
|
||||
{
|
||||
return Commonness;
|
||||
}
|
||||
return commonness;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,612 @@
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Dynamics.Contacts;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class LevelTrigger
|
||||
{
|
||||
[Flags]
|
||||
enum TriggererType
|
||||
{
|
||||
None = 0,
|
||||
Human = 1,
|
||||
Creature = 2,
|
||||
Character = Human | Creature,
|
||||
Submarine = 4,
|
||||
Item = 8,
|
||||
OtherTrigger = 16
|
||||
}
|
||||
|
||||
public enum TriggerForceMode
|
||||
{
|
||||
Force, //default, apply a force to the object over time
|
||||
Acceleration, //apply an acceleration to the object, ignoring it's mass
|
||||
Impulse, //apply an instant force, ignoring deltaTime
|
||||
LimitVelocity //clamp the velocity of the triggerer to some value
|
||||
}
|
||||
|
||||
public Action<LevelTrigger, Entity> OnTriggered;
|
||||
|
||||
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 float cameraShake;
|
||||
private Vector2 unrotatedForce;
|
||||
private float forceFluctuationTimer, currentForceFluctuation = 1.0f;
|
||||
|
||||
private HashSet<Entity> triggerers = new HashSet<Entity>();
|
||||
|
||||
private TriggererType triggeredBy;
|
||||
|
||||
private float randomTriggerInterval;
|
||||
private float randomTriggerProbability;
|
||||
private float randomTriggerTimer;
|
||||
|
||||
private float triggeredTimer;
|
||||
|
||||
//how far away this trigger can activate other triggers from
|
||||
private float triggerOthersDistance;
|
||||
|
||||
private HashSet<string> tags = new HashSet<string>();
|
||||
|
||||
//other triggers have to have at least one of these tags to trigger this one
|
||||
private HashSet<string> allowedOtherTriggerTags = new HashSet<string>();
|
||||
|
||||
/// <summary>
|
||||
/// How long the trigger stays in the triggered state after triggerers have left
|
||||
/// </summary>
|
||||
private float stayTriggeredDelay;
|
||||
|
||||
public LevelTrigger ParentTrigger;
|
||||
|
||||
public Dictionary<Entity, Vector2> TriggererPosition
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private Vector2 worldPosition;
|
||||
public Vector2 WorldPosition
|
||||
{
|
||||
get { return worldPosition; }
|
||||
set
|
||||
{
|
||||
worldPosition = value;
|
||||
physicsBody?.SetTransform(ConvertUnits.ToSimUnits(value), physicsBody.Rotation);
|
||||
}
|
||||
}
|
||||
|
||||
public float Rotation
|
||||
{
|
||||
get { return physicsBody == null ? 0.0f : physicsBody.Rotation; }
|
||||
set
|
||||
{
|
||||
if (physicsBody == null) return;
|
||||
physicsBody.SetTransform(physicsBody.Position, value);
|
||||
CalculateDirectionalForce();
|
||||
}
|
||||
}
|
||||
|
||||
public PhysicsBody PhysicsBody
|
||||
{
|
||||
get { return physicsBody; }
|
||||
}
|
||||
|
||||
public float TriggerOthersDistance
|
||||
{
|
||||
get { return triggerOthersDistance; }
|
||||
}
|
||||
|
||||
public IEnumerable<Entity> Triggerers
|
||||
{
|
||||
get { return triggerers.AsEnumerable(); }
|
||||
}
|
||||
|
||||
public bool IsTriggered
|
||||
{
|
||||
get
|
||||
{
|
||||
return (triggerers.Count > 0 || triggeredTimer > 0.0f) &&
|
||||
(ParentTrigger == null || ParentTrigger.IsTriggered);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 Force
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// does the force diminish by distance
|
||||
/// </summary>
|
||||
public bool ForceFalloff
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float ForceFluctuationInterval
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
public float ForceFluctuationStrength
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private TriggerForceMode forceMode;
|
||||
public TriggerForceMode ForceMode
|
||||
{
|
||||
get { return forceMode; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop applying forces to objects if they're moving faster than this
|
||||
/// </summary>
|
||||
public float ForceVelocityLimit
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float ColliderRadius
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
|
||||
public bool UseNetworkSyncing
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public bool NeedsNetworkSyncing
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public LevelTrigger(XElement element, Vector2 position, float rotation, float scale = 1.0f, string parentDebugName = "")
|
||||
{
|
||||
TriggererPosition = new Dictionary<Entity, Vector2>();
|
||||
|
||||
worldPosition = position;
|
||||
if (element.Attributes("radius").Any() || element.Attributes("width").Any() || element.Attributes("height").Any())
|
||||
{
|
||||
physicsBody = new PhysicsBody(element, scale)
|
||||
{
|
||||
CollisionCategories = Physics.CollisionLevel,
|
||||
CollidesWith = Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionProjectile | Physics.CollisionWall
|
||||
};
|
||||
physicsBody.FarseerBody.OnCollision += PhysicsBody_OnCollision;
|
||||
physicsBody.FarseerBody.OnSeparation += PhysicsBody_OnSeparation;
|
||||
physicsBody.FarseerBody.SetIsSensor(true);
|
||||
physicsBody.FarseerBody.BodyType = BodyType.Static;
|
||||
physicsBody.FarseerBody.BodyType = BodyType.Kinematic;
|
||||
|
||||
ColliderRadius = ConvertUnits.ToDisplayUnits(Math.Max(Math.Max(PhysicsBody.radius, PhysicsBody.width / 2.0f), PhysicsBody.height / 2.0f));
|
||||
|
||||
physicsBody.SetTransform(ConvertUnits.ToSimUnits(position), rotation);
|
||||
}
|
||||
|
||||
cameraShake = element.GetAttributeFloat("camerashake", 0.0f);
|
||||
|
||||
stayTriggeredDelay = element.GetAttributeFloat("staytriggereddelay", 0.0f);
|
||||
randomTriggerInterval = element.GetAttributeFloat("randomtriggerinterval", 0.0f);
|
||||
randomTriggerProbability = element.GetAttributeFloat("randomtriggerprobability", 0.0f);
|
||||
|
||||
UseNetworkSyncing = element.GetAttributeBool("networksyncing", false);
|
||||
|
||||
unrotatedForce =
|
||||
element.Attribute("force") != null && element.Attribute("force").Value.Contains(',') ?
|
||||
element.GetAttributeVector2("force", Vector2.Zero) :
|
||||
new Vector2(element.GetAttributeFloat("force", 0.0f), 0.0f);
|
||||
|
||||
ForceFluctuationInterval = element.GetAttributeFloat("forcefluctuationinterval", 0.01f);
|
||||
ForceFluctuationStrength = Math.Max(element.GetAttributeFloat("forcefluctuationstrength", 0.0f), 0.0f);
|
||||
ForceFalloff = element.GetAttributeBool("forcefalloff", true);
|
||||
|
||||
ForceVelocityLimit = ConvertUnits.ToSimUnits(element.GetAttributeFloat("forcevelocitylimit", float.MaxValue));
|
||||
string forceModeStr = element.GetAttributeString("forcemode", "Force");
|
||||
if (!Enum.TryParse(forceModeStr, out forceMode))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in LevelTrigger config: \"" + forceModeStr + "\" is not a valid force mode.");
|
||||
}
|
||||
CalculateDirectionalForce();
|
||||
|
||||
string triggeredByStr = element.GetAttributeString("triggeredby", "Character");
|
||||
if (!Enum.TryParse(triggeredByStr, out triggeredBy))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in LevelTrigger config: \"" + triggeredByStr + "\" is not a valid triggerer type.");
|
||||
}
|
||||
UpdateCollisionCategories();
|
||||
triggerOthersDistance = element.GetAttributeFloat("triggerothersdistance", 0.0f);
|
||||
|
||||
var tagsArray = element.GetAttributeStringArray("tags", new string[0]);
|
||||
foreach (string tag in tagsArray)
|
||||
{
|
||||
tags.Add(tag.ToLower());
|
||||
}
|
||||
|
||||
if (triggeredBy.HasFlag(TriggererType.OtherTrigger))
|
||||
{
|
||||
var otherTagsArray = element.GetAttributeStringArray("allowedothertriggertags", new string[0]);
|
||||
foreach (string tag in otherTagsArray)
|
||||
{
|
||||
allowedOtherTriggerTags.Add(tag.ToLower());
|
||||
}
|
||||
}
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "statuseffect":
|
||||
statusEffects.Add(StatusEffect.Load(subElement, string.IsNullOrEmpty(parentDebugName) ? "LevelTrigger" : "LevelTrigger in "+ parentDebugName));
|
||||
break;
|
||||
case "attack":
|
||||
case "damage":
|
||||
var attack = new Attack(subElement, string.IsNullOrEmpty(parentDebugName) ? "LevelTrigger" : "LevelTrigger in " + parentDebugName);
|
||||
var multipliedAfflictions = attack.GetMultipliedAfflictions((float)Timing.Step);
|
||||
attack.Afflictions.Clear();
|
||||
foreach (Affliction affliction in multipliedAfflictions)
|
||||
{
|
||||
attack.Afflictions.Add(affliction, null);
|
||||
}
|
||||
attacks.Add(attack);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
forceFluctuationTimer = Rand.Range(0.0f, ForceFluctuationInterval);
|
||||
randomTriggerTimer = Rand.Range(0.0f, randomTriggerInterval);
|
||||
}
|
||||
|
||||
private void UpdateCollisionCategories()
|
||||
{
|
||||
if (physicsBody == null) return;
|
||||
|
||||
var collidesWith = Physics.CollisionNone;
|
||||
if (triggeredBy.HasFlag(TriggererType.Character) || triggeredBy.HasFlag(TriggererType.Creature)) collidesWith |= Physics.CollisionCharacter;
|
||||
if (triggeredBy.HasFlag(TriggererType.Item)) collidesWith |= Physics.CollisionItem | Physics.CollisionProjectile;
|
||||
if (triggeredBy.HasFlag(TriggererType.Submarine)) collidesWith |= Physics.CollisionWall;
|
||||
|
||||
physicsBody.CollidesWith = collidesWith;
|
||||
}
|
||||
|
||||
private void CalculateDirectionalForce()
|
||||
{
|
||||
var ca = (float)Math.Cos(-Rotation);
|
||||
var sa = (float)Math.Sin(-Rotation);
|
||||
|
||||
Force = new Vector2(
|
||||
ca * unrotatedForce.X + sa * unrotatedForce.Y,
|
||||
-sa * unrotatedForce.X + ca * unrotatedForce.Y);
|
||||
}
|
||||
|
||||
private bool PhysicsBody_OnCollision(Fixture fixtureA, Fixture fixtureB, FarseerPhysics.Dynamics.Contacts.Contact contact)
|
||||
{
|
||||
Entity entity = GetEntity(fixtureB);
|
||||
if (entity == null) return false;
|
||||
|
||||
if (entity is Character character)
|
||||
{
|
||||
if (character.CurrentHull != null) return false;
|
||||
if (character.IsHuman)
|
||||
{
|
||||
if (!triggeredBy.HasFlag(TriggererType.Human)) return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!triggeredBy.HasFlag(TriggererType.Creature)) return false;
|
||||
}
|
||||
}
|
||||
else if (entity is Item item)
|
||||
{
|
||||
if (item.CurrentHull != null) return false;
|
||||
if (!triggeredBy.HasFlag(TriggererType.Item)) return false;
|
||||
}
|
||||
else if (entity is Submarine)
|
||||
{
|
||||
if (!triggeredBy.HasFlag(TriggererType.Submarine)) return false;
|
||||
}
|
||||
|
||||
if (!triggerers.Contains(entity))
|
||||
{
|
||||
if (!IsTriggered)
|
||||
{
|
||||
OnTriggered?.Invoke(this, entity);
|
||||
}
|
||||
TriggererPosition[entity] = entity.WorldPosition;
|
||||
triggerers.Add(entity);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private void PhysicsBody_OnSeparation(Fixture fixtureA, Fixture fixtureB, Contact contact)
|
||||
{
|
||||
Entity entity = GetEntity(fixtureB);
|
||||
if (entity == null) return;
|
||||
|
||||
if (entity is Character character &&
|
||||
(!character.Enabled || character.Removed) &&
|
||||
triggerers.Contains(entity))
|
||||
{
|
||||
TriggererPosition.Remove(entity);
|
||||
triggerers.Remove(entity);
|
||||
return;
|
||||
}
|
||||
|
||||
//check if there are any other contacts with the entity
|
||||
//(the OnSeparation callback happens when two fixtures separate,
|
||||
//e.g. if a body stops touching the circular fixture at the end of a capsule-shaped body)
|
||||
ContactEdge contactEdge = fixtureA.Body.ContactList;
|
||||
while (contactEdge != null)
|
||||
{
|
||||
if (contactEdge.Contact != null &&
|
||||
contactEdge.Contact.IsTouching)
|
||||
{
|
||||
var otherEntity = GetEntity(contactEdge.Contact.FixtureB == fixtureB ?
|
||||
contactEdge.Contact.FixtureB :
|
||||
contactEdge.Contact.FixtureA);
|
||||
if (otherEntity == entity) return;
|
||||
}
|
||||
contactEdge = contactEdge.Next;
|
||||
}
|
||||
|
||||
if (triggerers.Contains(entity))
|
||||
{
|
||||
TriggererPosition.Remove(entity);
|
||||
triggerers.Remove(entity);
|
||||
}
|
||||
}
|
||||
|
||||
private Entity GetEntity(Fixture fixture)
|
||||
{
|
||||
if (fixture.Body == null || fixture.Body.UserData == null) return null;
|
||||
if (fixture.Body.UserData is Entity entity) return entity;
|
||||
if (fixture.Body.UserData is Limb limb) return limb.character;
|
||||
if (fixture.Body.UserData is SubmarineBody subBody) return subBody.Submarine;
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Another trigger was triggered, check if this one should react to it
|
||||
/// </summary>
|
||||
public void OtherTriggered(LevelObject levelObject, LevelTrigger otherTrigger)
|
||||
{
|
||||
if (!triggeredBy.HasFlag(TriggererType.OtherTrigger) || stayTriggeredDelay <= 0.0f) return;
|
||||
|
||||
//check if the other trigger has appropriate tags
|
||||
if (allowedOtherTriggerTags.Count > 0)
|
||||
{
|
||||
if (!allowedOtherTriggerTags.Any(t => otherTrigger.tags.Contains(t))) return;
|
||||
}
|
||||
|
||||
if (Vector2.DistanceSquared(WorldPosition, otherTrigger.WorldPosition) <= otherTrigger.triggerOthersDistance * otherTrigger.triggerOthersDistance)
|
||||
{
|
||||
bool wasAlreadyTriggered = IsTriggered;
|
||||
triggeredTimer = stayTriggeredDelay;
|
||||
if (!wasAlreadyTriggered)
|
||||
{
|
||||
OnTriggered?.Invoke(this, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
if (ParentTrigger != null && !ParentTrigger.IsTriggered) return;
|
||||
|
||||
triggerers.RemoveWhere(t => t.Removed);
|
||||
|
||||
bool isNotClient = true;
|
||||
#if CLIENT
|
||||
isNotClient = GameMain.Client == null;
|
||||
#endif
|
||||
|
||||
if (!UseNetworkSyncing || isNotClient)
|
||||
{
|
||||
if (ForceFluctuationStrength > 0.0f)
|
||||
{
|
||||
//no need for force fluctuation (or network updates) if the trigger limits velocity and there are no triggerers
|
||||
if (forceMode != TriggerForceMode.LimitVelocity || triggerers.Any())
|
||||
{
|
||||
forceFluctuationTimer += deltaTime;
|
||||
if (forceFluctuationTimer > ForceFluctuationInterval)
|
||||
{
|
||||
NeedsNetworkSyncing = true;
|
||||
currentForceFluctuation = Rand.Range(1.0f - ForceFluctuationStrength, 1.0f);
|
||||
forceFluctuationTimer = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (randomTriggerProbability > 0.0f)
|
||||
{
|
||||
randomTriggerTimer += deltaTime;
|
||||
if (randomTriggerTimer > randomTriggerInterval)
|
||||
{
|
||||
if (Rand.Range(0.0f, 1.0f) < randomTriggerProbability)
|
||||
{
|
||||
NeedsNetworkSyncing = true;
|
||||
triggeredTimer = stayTriggeredDelay;
|
||||
}
|
||||
randomTriggerTimer = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (stayTriggeredDelay > 0.0f)
|
||||
{
|
||||
if (triggerers.Count == 0)
|
||||
{
|
||||
triggeredTimer -= deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
triggeredTimer = stayTriggeredDelay;
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
if (triggerer is IDamageable damageable)
|
||||
{
|
||||
foreach (Attack attack in attacks)
|
||||
{
|
||||
attack.DoDamage(null, damageable, WorldPosition, deltaTime, false);
|
||||
}
|
||||
}
|
||||
else if (triggerer is Submarine submarine)
|
||||
{
|
||||
foreach (Attack attack in attacks)
|
||||
{
|
||||
float structureDamage = attack.GetStructureDamage(deltaTime);
|
||||
if (structureDamage > 0.0f)
|
||||
{
|
||||
Explosion.RangedStructureDamage(worldPosition, attack.DamageRange, structureDamage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Force.LengthSquared() > 0.01f)
|
||||
{
|
||||
if (triggerer is Character character)
|
||||
{
|
||||
ApplyForce(character.AnimController.Collider, deltaTime);
|
||||
foreach (Limb limb in character.AnimController.Limbs)
|
||||
{
|
||||
ApplyForce(limb.body, deltaTime);
|
||||
}
|
||||
}
|
||||
else if (triggerer is Submarine submarine)
|
||||
{
|
||||
ApplyForce(submarine.SubBody.Body, deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
if (triggerer == Character.Controlled || triggerer == Character.Controlled?.Submarine)
|
||||
{
|
||||
GameMain.GameScreen.Cam.Shake = Math.Max(GameMain.GameScreen.Cam.Shake, cameraShake);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplyForce(PhysicsBody body, float deltaTime)
|
||||
{
|
||||
float distFactor = 1.0f;
|
||||
if (ForceFalloff)
|
||||
{
|
||||
distFactor = 1.0f - ConvertUnits.ToDisplayUnits(Vector2.Distance(body.SimPosition, PhysicsBody.SimPosition)) / ColliderRadius;
|
||||
if (distFactor < 0.0f) return;
|
||||
}
|
||||
|
||||
switch (ForceMode)
|
||||
{
|
||||
case TriggerForceMode.Force:
|
||||
if (ForceVelocityLimit < 1000.0f)
|
||||
body.ApplyForce(Force * currentForceFluctuation * distFactor, ForceVelocityLimit);
|
||||
else
|
||||
body.ApplyForce(Force * currentForceFluctuation * distFactor, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
break;
|
||||
case TriggerForceMode.Acceleration:
|
||||
if (ForceVelocityLimit < 1000.0f)
|
||||
body.ApplyForce(Force * body.Mass * currentForceFluctuation * distFactor, ForceVelocityLimit);
|
||||
else
|
||||
body.ApplyForce(Force * body.Mass * currentForceFluctuation * distFactor, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
break;
|
||||
case TriggerForceMode.Impulse:
|
||||
if (ForceVelocityLimit < 1000.0f)
|
||||
body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor, maxVelocity: ForceVelocityLimit);
|
||||
else
|
||||
body.ApplyLinearImpulse(Force * currentForceFluctuation * distFactor, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
break;
|
||||
case TriggerForceMode.LimitVelocity:
|
||||
float maxVel = ForceVelocityLimit * currentForceFluctuation * distFactor;
|
||||
if (body.LinearVelocity.LengthSquared() > maxVel * maxVel)
|
||||
{
|
||||
body.ApplyForce(
|
||||
Vector2.Normalize(-body.LinearVelocity) *
|
||||
Force.Length() * body.Mass * currentForceFluctuation * distFactor,
|
||||
maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 GetWaterFlowVelocity(Vector2 viewPosition)
|
||||
{
|
||||
Vector2 baseVel = GetWaterFlowVelocity();
|
||||
if (baseVel.LengthSquared() < 0.1f) return Vector2.Zero;
|
||||
|
||||
float triggerSize = ConvertUnits.ToDisplayUnits(Math.Max(Math.Max(PhysicsBody.radius, PhysicsBody.width / 2.0f), PhysicsBody.height / 2.0f));
|
||||
float dist = Vector2.Distance(viewPosition, WorldPosition);
|
||||
if (dist > triggerSize) return Vector2.Zero;
|
||||
|
||||
return baseVel * (1.0f - dist / triggerSize);
|
||||
}
|
||||
|
||||
public Vector2 GetWaterFlowVelocity()
|
||||
{
|
||||
if (Force == Vector2.Zero) return Vector2.Zero;
|
||||
|
||||
Vector2 vel = Force;
|
||||
if (ForceMode == TriggerForceMode.Acceleration)
|
||||
{
|
||||
vel *= 1000.0f;
|
||||
}
|
||||
else if (ForceMode == TriggerForceMode.Impulse)
|
||||
{
|
||||
vel /= (float)Timing.Step;
|
||||
}
|
||||
return vel.ClampLength(ConvertUnits.ToDisplayUnits(ForceVelocityLimit)) * currentForceFluctuation;
|
||||
}
|
||||
|
||||
public void ServerWrite(IWriteMessage msg, Client c)
|
||||
{
|
||||
if (ForceFluctuationStrength > 0.0f)
|
||||
{
|
||||
msg.WriteRangedSingle(MathHelper.Clamp(currentForceFluctuation, 0.0f, 1.0f), 0.0f, 1.0f, 8);
|
||||
}
|
||||
if (stayTriggeredDelay > 0.0f)
|
||||
{
|
||||
msg.WriteRangedSingle(MathHelper.Clamp(triggeredTimer, 0.0f, stayTriggeredDelay), 0.0f, stayTriggeredDelay, 16);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,153 @@
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Voronoi2;
|
||||
#if CLIENT
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
#endif
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class LevelWall : IDisposable
|
||||
{
|
||||
private List<VoronoiCell> cells;
|
||||
public List<VoronoiCell> Cells
|
||||
{
|
||||
get { return cells; }
|
||||
}
|
||||
|
||||
private Body body;
|
||||
public Body Body
|
||||
{
|
||||
get { return body; }
|
||||
}
|
||||
|
||||
private float moveState;
|
||||
private float moveLength;
|
||||
|
||||
private Vector2 moveAmount;
|
||||
public Vector2 MoveAmount
|
||||
{
|
||||
get { return moveAmount; }
|
||||
set
|
||||
{
|
||||
moveAmount = value;
|
||||
moveLength = moveAmount.Length();
|
||||
}
|
||||
}
|
||||
|
||||
public float MoveSpeed;
|
||||
|
||||
private Vector2? originalPos;
|
||||
|
||||
public float MoveState
|
||||
{
|
||||
get { return moveState; }
|
||||
set { moveState = MathHelper.Clamp(value, 0.0f, MathHelper.TwoPi); }
|
||||
}
|
||||
|
||||
public LevelWall(List<Vector2> vertices, Color color, Level level, bool giftWrap = false)
|
||||
{
|
||||
if (giftWrap)
|
||||
{
|
||||
vertices = MathUtils.GiftWrap(vertices);
|
||||
}
|
||||
|
||||
VoronoiCell wallCell = new VoronoiCell(vertices.ToArray());
|
||||
for (int i = 0; i < wallCell.Edges.Count; i++)
|
||||
{
|
||||
wallCell.Edges[i].Cell1 = wallCell;
|
||||
wallCell.Edges[i].IsSolid = true;
|
||||
}
|
||||
cells = new List<VoronoiCell>() { wallCell };
|
||||
|
||||
body = CaveGenerator.GeneratePolygons(cells, level, out List<Vector2[]> triangles);
|
||||
#if CLIENT
|
||||
List<VertexPositionTexture> bodyVertices = CaveGenerator.GenerateRenderVerticeList(triangles);
|
||||
SetBodyVertices(bodyVertices.ToArray(), color);
|
||||
SetWallVertices(CaveGenerator.GenerateWallShapes(cells, level), color);
|
||||
#endif
|
||||
}
|
||||
|
||||
public LevelWall(List<Vector2> edgePositions, Vector2 extendAmount, Color color, Level level)
|
||||
{
|
||||
cells = new List<VoronoiCell>();
|
||||
for (int i = 0; i < edgePositions.Count - 1; i++)
|
||||
{
|
||||
Vector2[] vertices = new Vector2[4];
|
||||
vertices[0] = edgePositions[i];
|
||||
vertices[1] = edgePositions[i + 1];
|
||||
vertices[2] = vertices[0] + extendAmount;
|
||||
vertices[3] = vertices[1] + extendAmount;
|
||||
|
||||
VoronoiCell wallCell = new VoronoiCell(vertices);
|
||||
wallCell.CellType = CellType.Edge;
|
||||
wallCell.Edges[0].Cell1 = wallCell;
|
||||
wallCell.Edges[1].Cell1 = wallCell;
|
||||
wallCell.Edges[2].Cell1 = wallCell;
|
||||
wallCell.Edges[3].Cell1 = wallCell;
|
||||
wallCell.Edges[0].IsSolid = true;
|
||||
|
||||
if (i > 1)
|
||||
{
|
||||
wallCell.Edges[3].Cell2 = cells[i - 1];
|
||||
cells[i - 1].Edges[1].Cell2 = wallCell;
|
||||
}
|
||||
|
||||
cells.Add(wallCell);
|
||||
}
|
||||
|
||||
body = CaveGenerator.GeneratePolygons(cells, level, out List<Vector2[]> triangles);
|
||||
body.CollisionCategories = Physics.CollisionLevel;
|
||||
|
||||
#if CLIENT
|
||||
List<VertexPositionTexture> bodyVertices = CaveGenerator.GenerateRenderVerticeList(triangles);
|
||||
SetBodyVertices(bodyVertices.ToArray(), color);
|
||||
SetWallVertices(CaveGenerator.GenerateWallShapes(cells, level), color);
|
||||
#endif
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
if (body.BodyType == BodyType.Static) return;
|
||||
|
||||
Vector2 bodyPos = ConvertUnits.ToDisplayUnits(body.Position);
|
||||
Cells.ForEach(c => c.Translation = bodyPos);
|
||||
|
||||
if (!originalPos.HasValue) originalPos = bodyPos;
|
||||
|
||||
if (moveLength > 0.0f && MoveSpeed > 0.0f)
|
||||
{
|
||||
moveState += MoveSpeed / moveLength * deltaTime;
|
||||
moveState %= MathHelper.TwoPi;
|
||||
|
||||
Vector2 targetPos = ConvertUnits.ToSimUnits(originalPos.Value + moveAmount * (float)Math.Sin(moveState));
|
||||
body.ApplyForce((targetPos - body.Position).ClampLength(1.0f) * body.Mass);
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Dispose(true);
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
#if CLIENT
|
||||
if (wallVertices != null)
|
||||
{
|
||||
wallVertices.Dispose();
|
||||
wallVertices = null;
|
||||
}
|
||||
if (bodyVertices != null)
|
||||
{
|
||||
BodyVertices.Dispose();
|
||||
bodyVertices = null;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,190 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Barotrauma.RuinGeneration
|
||||
{
|
||||
/// <summary>
|
||||
/// nodes of a binary tree used for generating underwater "dungeons"
|
||||
/// </summary>
|
||||
class BTRoom : RuinShape
|
||||
{
|
||||
private BTRoom[] subRooms;
|
||||
|
||||
public BTRoom Parent
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public Corridor Corridor
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public BTRoom[] SubRooms
|
||||
{
|
||||
get { return subRooms; }
|
||||
}
|
||||
|
||||
public BTRoom Adjacent
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public BTRoom(Rectangle rect)
|
||||
{
|
||||
this.rect = rect;
|
||||
}
|
||||
|
||||
public void Split(float minDivRatio, float verticalProbability = 0.5f, int minWidth = 200, int minHeight = 200)
|
||||
{
|
||||
bool verticalSplit = Rand.Range(0.0f, rect.Height / (float)rect.Width, Rand.RandSync.Server) < verticalProbability;
|
||||
if (rect.Width * minDivRatio < minWidth && rect.Height * minDivRatio < minHeight)
|
||||
{
|
||||
minDivRatio = 0.5f;
|
||||
}
|
||||
else if (rect.Width * minDivRatio < minWidth)
|
||||
{
|
||||
verticalSplit = false;
|
||||
}
|
||||
else if (rect.Height * minDivRatio < minHeight)
|
||||
{
|
||||
verticalSplit = true;
|
||||
}
|
||||
|
||||
subRooms = new BTRoom[2];
|
||||
if (verticalSplit)
|
||||
{
|
||||
SplitVertical(minDivRatio);
|
||||
}
|
||||
else
|
||||
{
|
||||
SplitHorizontal(minDivRatio);
|
||||
}
|
||||
|
||||
subRooms[0].Parent = this;
|
||||
subRooms[1].Parent = this;
|
||||
|
||||
subRooms[0].Adjacent = subRooms[1];
|
||||
subRooms[1].Adjacent = subRooms[0];
|
||||
}
|
||||
|
||||
private void SplitHorizontal(float minDivRatio)
|
||||
{
|
||||
float div = Rand.Range(minDivRatio, 1.0f - minDivRatio, Rand.RandSync.Server);
|
||||
subRooms[0] = new BTRoom(new Rectangle(rect.X, rect.Y, rect.Width, (int)(rect.Height * div)));
|
||||
subRooms[1] = new BTRoom(new Rectangle(rect.X, rect.Y + subRooms[0].rect.Height, rect.Width, rect.Height - subRooms[0].rect.Height));
|
||||
|
||||
}
|
||||
|
||||
private void SplitVertical(float minDivRatio)
|
||||
{
|
||||
float div = Rand.Range(minDivRatio, 1.0f - minDivRatio, Rand.RandSync.Server);
|
||||
subRooms[0] = new BTRoom(new Rectangle(rect.X, rect.Y, (int)(rect.Width * div), rect.Height));
|
||||
subRooms[1] = new BTRoom(new Rectangle(rect.X + subRooms[0].rect.Width, rect.Y, rect.Width - subRooms[0].rect.Width, rect.Height));
|
||||
}
|
||||
|
||||
public override void CreateWalls()
|
||||
{
|
||||
Walls = new List<Line>
|
||||
{
|
||||
new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.Right, Rect.Y)),
|
||||
new Line(new Vector2(Rect.X, Rect.Bottom), new Vector2(Rect.Right, Rect.Bottom)),
|
||||
new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.X, Rect.Bottom)),
|
||||
new Line(new Vector2(Rect.Right, Rect.Y), new Vector2(Rect.Right, Rect.Bottom))
|
||||
};
|
||||
}
|
||||
|
||||
public void Scale(Vector2 scale)
|
||||
{
|
||||
rect.Inflate((scale.X - 1.0f) * 0.5f * rect.Width, (scale.Y - 1.0f) * 0.5f * rect.Height);
|
||||
}
|
||||
|
||||
public List<BTRoom> GetLeaves()
|
||||
{
|
||||
return GetLeaves(new List<BTRoom>());
|
||||
}
|
||||
|
||||
private List<BTRoom> GetLeaves(List<BTRoom> leaves)
|
||||
{
|
||||
if (subRooms == null)
|
||||
{
|
||||
leaves.Add(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
subRooms[0].GetLeaves(leaves);
|
||||
subRooms[1].GetLeaves(leaves);
|
||||
}
|
||||
|
||||
return leaves;
|
||||
}
|
||||
|
||||
public void GenerateCorridors(int minWidth, int maxWidth, List<Corridor> corridors)
|
||||
{
|
||||
if (Adjacent != null && Corridor == null)
|
||||
{
|
||||
Corridor = new Corridor(this, Rand.Range(minWidth, maxWidth, Rand.RandSync.Server), corridors);
|
||||
}
|
||||
|
||||
if (subRooms != null)
|
||||
{
|
||||
subRooms[0].GenerateCorridors(minWidth, maxWidth, corridors);
|
||||
subRooms[1].GenerateCorridors(minWidth, maxWidth, corridors);
|
||||
}
|
||||
}
|
||||
|
||||
public static void CalculateDistancesFromEntrance(BTRoom entrance, List<BTRoom> rooms, List<Corridor> corridors)
|
||||
{
|
||||
entrance.CalculateDistanceFromEntrance(0, rooms, new List<Corridor>(corridors));
|
||||
}
|
||||
|
||||
private void CalculateDistanceFromEntrance(int currentDist, List<BTRoom> rooms, List<Corridor> corridors)
|
||||
{
|
||||
DistanceFromEntrance = DistanceFromEntrance == 0 ? currentDist : Math.Min(currentDist, DistanceFromEntrance);
|
||||
|
||||
currentDist++;
|
||||
|
||||
var roomRect = Rect;
|
||||
roomRect.Inflate(5, 5);
|
||||
foreach (var corridor in corridors)
|
||||
{
|
||||
var corridorRect = corridor.Rect;
|
||||
corridorRect.Inflate(5, 5);
|
||||
if (!corridorRect.Intersects(roomRect)) continue;
|
||||
|
||||
corridor.DistanceFromEntrance = corridor.DistanceFromEntrance == 0 ?
|
||||
DistanceFromEntrance + 1 :
|
||||
Math.Min(corridor.DistanceFromEntrance, DistanceFromEntrance + 1);
|
||||
|
||||
|
||||
List<BTRoom> connectedRooms = new List<BTRoom>();
|
||||
foreach (var otherRoom in rooms)
|
||||
{
|
||||
if (otherRoom == this) continue;
|
||||
if (otherRoom.DistanceFromEntrance > 0 && otherRoom.DistanceFromEntrance < currentDist) continue;
|
||||
|
||||
var otherRoomRect = otherRoom.Rect;
|
||||
otherRoomRect.Inflate(5, 5);
|
||||
if (corridorRect.Intersects(otherRoomRect)) { connectedRooms.Add(otherRoom); }
|
||||
}
|
||||
|
||||
connectedRooms.Sort((r1, r2) =>
|
||||
{
|
||||
return
|
||||
(Math.Abs(r1.Rect.Center.X - Rect.Center.X) + Math.Abs(r1.Rect.Center.Y - Rect.Center.Y)) -
|
||||
(Math.Abs(r2.Rect.Center.X - Rect.Center.X) + Math.Abs(r2.Rect.Center.Y - Rect.Center.Y));
|
||||
});
|
||||
|
||||
for (int i = 0; i < connectedRooms.Count; i++)
|
||||
{
|
||||
connectedRooms[i].CalculateDistanceFromEntrance(currentDist + 1 + i, rooms, corridors);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,210 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Barotrauma.RuinGeneration
|
||||
{
|
||||
|
||||
class Corridor : RuinShape
|
||||
{
|
||||
private readonly bool isHorizontal;
|
||||
|
||||
public bool IsHorizontal
|
||||
{
|
||||
get { return isHorizontal; }
|
||||
}
|
||||
|
||||
public BTRoom[] ConnectedRooms
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public Corridor(Rectangle rect)
|
||||
{
|
||||
this.rect = rect;
|
||||
|
||||
isHorizontal = rect.Width > rect.Height;
|
||||
}
|
||||
|
||||
public Corridor(BTRoom room, int width, List<Corridor> corridors)
|
||||
{
|
||||
System.Diagnostics.Debug.Assert(room.Adjacent != null);
|
||||
|
||||
ConnectedRooms = new BTRoom[2];
|
||||
ConnectedRooms[0] = room;
|
||||
ConnectedRooms[1] = room.Adjacent;
|
||||
|
||||
Rectangle room1, room2;
|
||||
|
||||
room1 = room.Rect;
|
||||
room2 = room.Adjacent.Rect;
|
||||
|
||||
isHorizontal = (room1.Right <= room2.X || room2.Right <= room1.X);
|
||||
|
||||
//use the leaves as starting points for the corridor
|
||||
if (room.SubRooms != null)
|
||||
{
|
||||
var leaves1 = room.GetLeaves();
|
||||
var leaves2 = room.Adjacent.GetLeaves();
|
||||
|
||||
var suitableLeaves = GetSuitableLeafRooms(leaves1, leaves2, width, isHorizontal);
|
||||
if (suitableLeaves == null || suitableLeaves.Length < 2)
|
||||
{
|
||||
// No suitable leaves found due to intersections
|
||||
//DebugConsole.ThrowError("Error while generating ruins. Could not find a suitable position for a corridor. The width of the corridors may be too large compared to the sizes of the rooms.");
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
ConnectedRooms[0] = suitableLeaves[0];
|
||||
ConnectedRooms[1] = suitableLeaves[1];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
rect = CalculateRectangle(room1, room2, width, isHorizontal);
|
||||
if (rect.Width <= 0 || rect.Height <= 0)
|
||||
{
|
||||
DebugConsole.ThrowError("Error while generating ruins. Attempted to create a corridor with a width or height of <= 0");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
room.Corridor = this;
|
||||
room.Adjacent.Corridor = this;
|
||||
|
||||
for (int i = corridors.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var corridor = corridors[i];
|
||||
|
||||
if (corridor.rect.Intersects(this.rect))
|
||||
{
|
||||
if (isHorizontal && corridor.isHorizontal)
|
||||
{
|
||||
if (this.rect.Width < corridor.rect.Width)
|
||||
return;
|
||||
else
|
||||
corridors.RemoveAt(i);
|
||||
}
|
||||
else if (!isHorizontal && !corridor.isHorizontal)
|
||||
{
|
||||
if (this.rect.Height < corridor.rect.Height)
|
||||
return;
|
||||
else
|
||||
corridors.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
corridors.Add(this);
|
||||
}
|
||||
|
||||
public override void CreateWalls()
|
||||
{
|
||||
Walls = new List<Line>();
|
||||
if (IsHorizontal)
|
||||
{
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.Right, Rect.Y)));
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Bottom), new Vector2(Rect.Right, Rect.Bottom)));
|
||||
}
|
||||
else
|
||||
{
|
||||
Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.X, Rect.Bottom)));
|
||||
Walls.Add(new Line(new Vector2(Rect.Right, Rect.Y), new Vector2(Rect.Right, Rect.Bottom)));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Find two rooms which have two face-two-face walls that we can place a corridor in between
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private BTRoom[] GetSuitableLeafRooms(List<BTRoom> leaves1, List<BTRoom> leaves2, int width, bool isHorizontal)
|
||||
{
|
||||
int iOffset = Rand.Int(leaves1.Count, Rand.RandSync.Server);
|
||||
int jOffset = Rand.Int(leaves2.Count, Rand.RandSync.Server);
|
||||
|
||||
for (int iCount = 0; iCount < leaves1.Count; iCount++)
|
||||
{
|
||||
int i = (iCount + iOffset) % leaves1.Count;
|
||||
|
||||
for (int jCount = 0; jCount < leaves2.Count; jCount++)
|
||||
{
|
||||
int j = (jCount + jOffset) % leaves2.Count;
|
||||
|
||||
if (isHorizontal)
|
||||
{
|
||||
if (leaves1[i].Rect.Y > leaves2[j].Rect.Bottom - width) continue;
|
||||
if (leaves1[i].Rect.Bottom < leaves2[j].Rect.Y + width) continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (leaves1[i].Rect.X > leaves2[j].Rect.Right - width) continue;
|
||||
if (leaves1[i].Rect.Right < leaves2[j].Rect.X + width) continue;
|
||||
}
|
||||
|
||||
// Check if the given corridor rect would intersect over a third room
|
||||
if (CheckForIntersection(leaves1[i], leaves2[j], leaves1, leaves2, width, isHorizontal)) continue;
|
||||
|
||||
return new BTRoom[] { leaves1[i], leaves2[j] };
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private bool CheckForIntersection(BTRoom potential1, BTRoom potential2, List<BTRoom> leaves1, List<BTRoom> leaves2, int width, bool isHorizontal)
|
||||
{
|
||||
Rectangle potentialCorridorRectangle = CalculateRectangle(potential1.Rect, potential2.Rect, width, isHorizontal);
|
||||
|
||||
if (potentialCorridorRectangle.Width <= 0 || potentialCorridorRectangle.Height <= 0) return true; // Invalid rectangle
|
||||
|
||||
for (int i = 0; i < leaves1.Count; i++)
|
||||
{
|
||||
if (leaves1[i] == potential1) continue;
|
||||
if (potentialCorridorRectangle.Intersects(leaves1[i].Rect)) return true;
|
||||
}
|
||||
|
||||
for (int i = 0; i < leaves2.Count; i++)
|
||||
{
|
||||
if (leaves2[i] == potential2) continue;
|
||||
if (potentialCorridorRectangle.Intersects(leaves2[i].Rect)) return true;
|
||||
}
|
||||
|
||||
rect = potentialCorridorRectangle; // Save the rectangle that passes the test
|
||||
return false;
|
||||
}
|
||||
|
||||
private Rectangle CalculateRectangle(Rectangle rect1, Rectangle rect2, int width, bool isHorizontal)
|
||||
{
|
||||
if (isHorizontal)
|
||||
{
|
||||
int left = Math.Min(rect1.Right, rect2.Right);
|
||||
int right = Math.Max(rect1.X, rect2.X);
|
||||
|
||||
int top = Math.Max(rect1.Y, rect2.Y);
|
||||
//int bottom = Math.Min(room1.Bottom, room2.Bottom);
|
||||
int yPos = top;//Rand.Range(top, bottom - width, Rand.RandSync.Server);
|
||||
|
||||
return new Rectangle(left, yPos, right - left, width);
|
||||
}
|
||||
else if (rect1.Y > rect2.Bottom || rect2.Y > rect1.Bottom)
|
||||
{
|
||||
int left = Math.Max(rect1.X, rect2.X);
|
||||
int right = Math.Min(rect1.Right, rect2.Right);
|
||||
|
||||
int top = Math.Min(rect1.Bottom, rect2.Bottom);
|
||||
int bottom = Math.Max(rect1.Y, rect2.Y);
|
||||
|
||||
int xPos = Rand.Range(left, right - width, Rand.RandSync.Server);
|
||||
|
||||
return new Rectangle(xPos, top, width, bottom - top);
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugConsole.ThrowError("wat");
|
||||
return new Rectangle();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,497 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.RuinGeneration
|
||||
{
|
||||
[Flags]
|
||||
enum RuinEntityType
|
||||
{
|
||||
Wall, Back, Door, Hatch, Prop
|
||||
}
|
||||
|
||||
class RuinGenerationParams : ISerializableEntity
|
||||
{
|
||||
public static List<RuinGenerationParams> List
|
||||
{
|
||||
get
|
||||
{
|
||||
if (paramsList == null)
|
||||
{
|
||||
LoadAll();
|
||||
}
|
||||
return paramsList;
|
||||
}
|
||||
}
|
||||
|
||||
private static List<RuinGenerationParams> paramsList;
|
||||
|
||||
private string filePath;
|
||||
|
||||
private List<RuinRoom> roomTypeList;
|
||||
|
||||
public string Name => "RuinGenerationParams";
|
||||
|
||||
[Serialize("5000,5000", false), Editable]
|
||||
public Point SizeMin
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
[Serialize("8000,8000", false), Editable]
|
||||
public Point SizeMax
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(3, false, description: "The ruin generation algorithm \"splits\" the ruin area into two, splits these areas again, repeats this for some number of times and creates a room at each of the final split areas. This is value determines the minimum number of times the split is done."), Editable(MinValueInt = 1, MaxValueInt = 10)]
|
||||
public int RoomDivisionIterationsMin
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(4, false, description: "The ruin generation algorithm \"splits\" the ruin area into two, splits these areas again, repeats this for some number of times and creates a room at each of the final split areas. This is value determines the maximum number of times the split is done."), Editable(MinValueInt = 1, MaxValueInt = 10)]
|
||||
public int RoomDivisionIterationsMax
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(0.5f, false, description: "The probability for the split algorithm to split the area vertically. High values tend to create tall, vertical rooms, and low values wide, horizontal rooms."), Editable(MinValueFloat = 0.1f, MaxValueFloat = 0.9f)]
|
||||
public float VerticalSplitProbability
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(400, false, description: "The splitting algorithm attempts to keep the width of the split areas larger than this. If the width of the split areas would be smaller than this after a vertical split, the algorithm would do a horizontal split."), Editable]
|
||||
public int MinSplitWidth
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
[Serialize(400, false, description: "The splitting algorithm attempts to keep the height of the split areas larger than this. If the height of the split areas would be smaller than this after a vertical split, the algorithm would do a horizontal split."), Editable]
|
||||
public int MinSplitHeight
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize("0.5,0.9", false, description: "The minimum and maximum width of a room relative to the areas created by the split algorithm."), Editable]
|
||||
public Vector2 RoomWidthRange
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
[Serialize("0.5,0.9", false, description: "The minimum and maximum height of a room relative to the areas created by the split algorithm."), Editable]
|
||||
public Vector2 RoomHeightRange
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize("200,256", false, description: "The minimum and maximum width of the corridors between rooms."), Editable]
|
||||
public Point CorridorWidthRange
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
} = new Dictionary<string, SerializableProperty>();
|
||||
|
||||
public IEnumerable<RuinRoom> RoomTypeList
|
||||
{
|
||||
get { return roomTypeList; }
|
||||
}
|
||||
|
||||
private RuinGenerationParams(XElement element)
|
||||
{
|
||||
roomTypeList = new List<RuinRoom>();
|
||||
|
||||
if (element != null)
|
||||
{
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
roomTypeList.Add(new RuinRoom(subElement));
|
||||
}
|
||||
}
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
}
|
||||
|
||||
public static RuinGenerationParams GetRandom()
|
||||
{
|
||||
if (paramsList == null) { LoadAll(); }
|
||||
|
||||
if (paramsList.Count == 0)
|
||||
{
|
||||
DebugConsole.ThrowError("No ruin configuration files found in any content package.");
|
||||
return new RuinGenerationParams(null);
|
||||
}
|
||||
|
||||
return paramsList[Rand.Int(paramsList.Count, Rand.RandSync.Server)];
|
||||
}
|
||||
|
||||
private static void LoadAll()
|
||||
{
|
||||
paramsList = new List<RuinGenerationParams>();
|
||||
foreach (ContentFile configFile in GameMain.Instance.GetFilesOfType(ContentType.RuinConfig))
|
||||
{
|
||||
XDocument doc = XMLExtensions.TryLoadXml(configFile.Path);
|
||||
if (doc == null) { continue; }
|
||||
var mainElement = doc.Root;
|
||||
if (doc.Root.IsOverride())
|
||||
{
|
||||
mainElement = doc.Root.FirstElement();
|
||||
paramsList.Clear();
|
||||
DebugConsole.NewMessage($"Overriding all ruin configuration parameters using the file {configFile.Path}.", Color.Yellow);
|
||||
}
|
||||
else if (paramsList.Any())
|
||||
{
|
||||
DebugConsole.NewMessage($"Adding additional ruin configuration parameters from file '{configFile.Path}'");
|
||||
}
|
||||
var newParams = new RuinGenerationParams(mainElement)
|
||||
{
|
||||
filePath = configFile.Path
|
||||
};
|
||||
paramsList.Add(newParams);
|
||||
}
|
||||
}
|
||||
|
||||
public static void ClearAll()
|
||||
{
|
||||
paramsList?.Clear();
|
||||
paramsList = null;
|
||||
}
|
||||
|
||||
public static void SaveAll()
|
||||
{
|
||||
XmlWriterSettings settings = new XmlWriterSettings
|
||||
{
|
||||
Indent = true,
|
||||
NewLineOnAttributes = true
|
||||
};
|
||||
|
||||
foreach (RuinGenerationParams generationParams in List)
|
||||
{
|
||||
foreach (ContentFile configFile in GameMain.Instance.GetFilesOfType(ContentType.RuinConfig))
|
||||
{
|
||||
if (configFile.Path != generationParams.filePath) continue;
|
||||
|
||||
XDocument doc = XMLExtensions.TryLoadXml(configFile.Path);
|
||||
if (doc == null) { continue; }
|
||||
|
||||
SerializableProperty.SerializeProperties(generationParams, doc.Root);
|
||||
|
||||
using (var writer = XmlWriter.Create(configFile.Path, settings))
|
||||
{
|
||||
doc.WriteTo(writer);
|
||||
writer.Flush();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class RuinRoom : ISerializableEntity
|
||||
{
|
||||
public enum RoomPlacement
|
||||
{
|
||||
Any,
|
||||
First,
|
||||
Last
|
||||
}
|
||||
|
||||
public string Name
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(1.0f, false), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
|
||||
public float Commonness { get; private set; }
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
} = new Dictionary<string, SerializableProperty>();
|
||||
|
||||
[Serialize(RoomPlacement.Any, false), Editable]
|
||||
public RoomPlacement Placement
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(0, false), Editable]
|
||||
public int PlacementOffset
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(false, false), Editable]
|
||||
public bool IsCorridor
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
[Serialize(1.0f, false), Editable]
|
||||
public float MinWaterAmount
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
[Serialize(1.0f, false), Editable]
|
||||
public float MaxWaterAmount
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
private List<RuinEntityConfig> entityList = new List<RuinEntityConfig>();
|
||||
|
||||
public RuinRoom(XElement element)
|
||||
{
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
|
||||
Name = element.GetAttributeString("name", "");
|
||||
|
||||
if (element != null)
|
||||
{
|
||||
int groupIndex = 0;
|
||||
LoadEntities(element, ref groupIndex);
|
||||
}
|
||||
|
||||
void LoadEntities(XElement element2, ref int groupIndex)
|
||||
{
|
||||
foreach (XElement subElement in element2.Elements())
|
||||
{
|
||||
if (subElement.Name.ToString().ToLowerInvariant() == "chooseone")
|
||||
{
|
||||
groupIndex++;
|
||||
LoadEntities(subElement, ref groupIndex);
|
||||
}
|
||||
else
|
||||
{
|
||||
entityList.Add(new RuinEntityConfig(subElement) { SingleGroupIndex = groupIndex });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public RuinEntityConfig GetRandomEntity(RuinEntityType type, Alignment alignment)
|
||||
{
|
||||
var matchingEntities = entityList.FindAll(rs =>
|
||||
rs.Type == type &&
|
||||
rs.Alignment.HasFlag(alignment));
|
||||
|
||||
if (!matchingEntities.Any()) return null;
|
||||
|
||||
return ToolBox.SelectWeightedRandom(
|
||||
matchingEntities,
|
||||
matchingEntities.Select(s => s.Commonness).ToList(),
|
||||
Rand.RandSync.Server);
|
||||
}
|
||||
|
||||
public List<RuinEntityConfig> GetPropList(RuinShape room, Rand.RandSync randSync)
|
||||
{
|
||||
Dictionary<int, List<RuinEntityConfig>> propGroups = new Dictionary<int, List<RuinEntityConfig>>();
|
||||
foreach (RuinEntityConfig entityConfig in entityList)
|
||||
{
|
||||
if (entityConfig.Type != RuinEntityType.Prop) { continue; }
|
||||
if (room.Rect.Width < entityConfig.MinRoomSize.X || room.Rect.Height < entityConfig.MinRoomSize.Y) { continue; }
|
||||
if (room.Rect.Width > entityConfig.MaxRoomSize.X || room.Rect.Height > entityConfig.MaxRoomSize.Y) { continue; }
|
||||
if (!propGroups.ContainsKey(entityConfig.SingleGroupIndex))
|
||||
{
|
||||
propGroups[entityConfig.SingleGroupIndex] = new List<RuinEntityConfig>();
|
||||
}
|
||||
propGroups[entityConfig.SingleGroupIndex].Add(entityConfig);
|
||||
}
|
||||
|
||||
List<RuinEntityConfig> props = new List<RuinEntityConfig>();
|
||||
foreach (KeyValuePair<int, List<RuinEntityConfig>> propGroup in propGroups)
|
||||
{
|
||||
if (propGroup.Key == 0)
|
||||
{
|
||||
props.AddRange(propGroup.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
props.Add(propGroup.Value[Rand.Int(propGroup.Value.Count, randSync)]);
|
||||
}
|
||||
}
|
||||
return props;
|
||||
}
|
||||
}
|
||||
|
||||
class RuinEntityConfig : ISerializableEntity
|
||||
{
|
||||
public readonly MapEntityPrefab Prefab;
|
||||
|
||||
public enum RelativePlacement
|
||||
{
|
||||
SameRoom,
|
||||
NextRoom,
|
||||
NextCorridor,
|
||||
PreviousRoom,
|
||||
PreviousCorridor,
|
||||
FirstRoom,
|
||||
FirstCorridor,
|
||||
LastRoom,
|
||||
LastCorridor
|
||||
}
|
||||
|
||||
public class EntityConnection
|
||||
{
|
||||
//which type of room to search for the item to connect to
|
||||
//sameroom, nextroom, previousroom, firstroom and lastroom are also valid
|
||||
public string RoomName
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public string TargetEntityIdentifier
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
//Identifier of the item to run the wire from. Only needed in item assemblies to determine which item in the assembly to use.
|
||||
public string SourceEntityIdentifier
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
//if set, the connection is done by running a wire from
|
||||
//(Pair.First = the name of the connection in this item) to (Pair.Second = the name of the connection in the target item)
|
||||
public Pair<string, string> WireConnection
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public EntityConnection(XElement element)
|
||||
{
|
||||
RoomName = element.GetAttributeString("roomname", "");
|
||||
TargetEntityIdentifier = element.GetAttributeString("targetentity", "");
|
||||
SourceEntityIdentifier = element.GetAttributeString("sourceentity", "");
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
if (subElement.Name.ToString().ToLowerInvariant() == "wire")
|
||||
{
|
||||
WireConnection = new Pair<string, string>(
|
||||
subElement.GetAttributeString("from", ""),
|
||||
subElement.GetAttributeString("to", ""));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Serialize(Alignment.Bottom, false), Editable]
|
||||
public Alignment Alignment { get; private set; }
|
||||
|
||||
[Serialize("0,0", false, description: "Minimum offset from the anchor position, relative to the size of the room." +
|
||||
" For example, a value of { -0.5,0 } with a Bottom alignment would mean the entity can be placed anywhere between the bottom-left corner of the room and bottom-center."), Editable]
|
||||
public Vector2 MinOffset { get; private set; }
|
||||
[Serialize("0,0", false, description: "Maximum offset from the anchor position, relative to the size of the room." +
|
||||
" For example, a value of { 0.5,0 } with a Bottom alignment would mean the entity can be placed anywhere between the bottom-right corner of the room and bottom-center."), Editable]
|
||||
public Vector2 MaxOffset { get; private set; }
|
||||
|
||||
[Serialize(RuinEntityType.Prop, false), Editable]
|
||||
public RuinEntityType Type { get; private set; }
|
||||
|
||||
[Serialize(false, false), Editable]
|
||||
public bool Expand { get; private set; }
|
||||
|
||||
[Serialize(RelativePlacement.SameRoom, false), Editable]
|
||||
public RelativePlacement PlacementRelativeToParent { get; private set; }
|
||||
|
||||
[Serialize(1.0f, false), Editable(MinValueFloat = 0.0f, MaxValueFloat = 10.0f)]
|
||||
public float Commonness { get; private set; }
|
||||
|
||||
[Serialize(1, false)]
|
||||
public int MinAmount { get; private set; }
|
||||
[Serialize(1, false)]
|
||||
public int MaxAmount { get; private set; }
|
||||
|
||||
[Serialize("0,0", false)]
|
||||
public Point MinRoomSize { get; private set; }
|
||||
|
||||
[Serialize("100000,100000", false)]
|
||||
public Point MaxRoomSize { get; private set; }
|
||||
|
||||
[Serialize("", false)]
|
||||
public string TargetContainer { get; private set; }
|
||||
|
||||
public List<EntityConnection> EntityConnections { get; private set; } = new List<EntityConnection>();
|
||||
|
||||
|
||||
public int SingleGroupIndex;
|
||||
|
||||
private readonly List<RuinEntityConfig> childEntities = new List<RuinEntityConfig>();
|
||||
|
||||
public IEnumerable<RuinEntityConfig> ChildEntities
|
||||
{
|
||||
get { return childEntities; }
|
||||
}
|
||||
|
||||
public string Name => Prefab == null ? "null" : Prefab.Name;
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
} = new Dictionary<string, SerializableProperty>();
|
||||
|
||||
public RuinEntityConfig(XElement element)
|
||||
{
|
||||
string name = element.GetAttributeString("prefab", "");
|
||||
Prefab = MapEntityPrefab.Find(name: null, identifier: name);
|
||||
|
||||
if (Prefab == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Loading ruin entity config failed - map entity prefab \"" + name + "\" not found.");
|
||||
return;
|
||||
}
|
||||
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
|
||||
int gIndex = 0;
|
||||
LoadChildren(element, ref gIndex);
|
||||
|
||||
void LoadChildren(XElement element2, ref int groupIndex)
|
||||
{
|
||||
foreach (XElement subElement in element2.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "connection":
|
||||
case "entityconnection":
|
||||
EntityConnections.Add(new EntityConnection(subElement));
|
||||
break;
|
||||
case "chooseone":
|
||||
groupIndex++;
|
||||
LoadChildren(subElement, ref groupIndex);
|
||||
break;
|
||||
default:
|
||||
childEntities.Add(new RuinEntityConfig(subElement) { SingleGroupIndex = groupIndex });
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user