Level cells that overlap with ruins are removed during level generation (instead of just disabling collisions with them), background sprites can spawn on ruin walls
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@@ -732,7 +732,13 @@ namespace Barotrauma
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{
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if (MathUtils.GetLineRectangleIntersection(e.point1, e.point2, ruinShape.Rect) != null)
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{
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cell.CellType = CellType.Empty;
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cell.CellType = CellType.Removed;
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int x = (int)Math.Floor(cell.Center.X / GridCellSize);
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int y = (int)Math.Floor(cell.Center.Y / GridCellSize);
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cellGrid[x, y].Remove(cell);
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cells.Remove(cell);
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break;
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}
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}
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@@ -538,10 +538,8 @@ namespace Voronoi2
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private void pushGraphEdge( Site leftSite, Site rightSite, Vector2 point1, Vector2 point2 )
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{
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GraphEdge newEdge = new GraphEdge ();
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GraphEdge newEdge = new GraphEdge(point1, point2);
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allEdges.Add ( newEdge );
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newEdge.point1 = point1;
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newEdge.point2 = point2;
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newEdge.site1 = leftSite;
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newEdge.site2 = rightSite;
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@@ -155,18 +155,14 @@ namespace Voronoi2
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for (int i = 1; i < vertices.Length; i++ )
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{
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GraphEdge ge = new GraphEdge();
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ge.point1 = vertices[i-1];
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ge.point2 = vertices[i];
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GraphEdge ge = new GraphEdge(vertices[i-1], vertices[i]);
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System.Diagnostics.Debug.Assert(ge.point1 != ge.point2);
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edges.Add(ge);
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}
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GraphEdge lastEdge = new GraphEdge();
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lastEdge.point1 = vertices[0];
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lastEdge.point2 = vertices[vertices.Length-1];
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GraphEdge lastEdge = new GraphEdge(vertices[0], vertices[vertices.Length-1]);
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edges.Add(lastEdge);
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@@ -208,6 +204,12 @@ namespace Voronoi2
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get { return (point1 + point2) / 2.0f; }
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}
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public GraphEdge(Vector2 point1, Vector2 point2)
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{
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this.point1 = point1;
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this.point2 = point2;
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}
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public VoronoiCell AdjacentCell(VoronoiCell cell)
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{
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if (cell1==cell)
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