Some more commenting & cleanup

This commit is contained in:
Regalis11
2016-04-10 21:03:40 +03:00
parent c6df095a8b
commit f9d64ea5c4
3 changed files with 54 additions and 66 deletions

View File

@@ -80,39 +80,21 @@ namespace Barotrauma
{
Vector2 leftPoint = selectedEdge.point2;
Vector2 rightPoint = selectedEdge.point1;
//if (leftPoint.X > rightPoint.X)
//{
// leftPoint = selectedEdge.point2;
// rightPoint = selectedEdge.point1;
//}
rotation = -MathUtils.VectorToAngle(rightPoint - leftPoint);
}
rotation += Rand.Range(prefab.RandomRotation.X, prefab.RandomRotation.Y, false);
var newSprite = new BackgroundSprite(prefab, (Vector2)pos, Rand.Range(prefab.Scale.X, prefab.Scale.Y), rotation);
int n = 0;
var newSprite = new BackgroundSprite(prefab,
(Vector2)pos, Rand.Range(prefab.Scale.X, prefab.Scale.Y, false), rotation);
int x = (int)Math.Floor(((Vector2)pos).X / GridSize);
if (x<0 || x >= sprites.GetLength(0)) continue;
int y = (int)Math.Floor(((Vector2)pos).Y / GridSize);
if (y<0 || 1 >= sprites.GetLength(1)) continue;
sprites[x,y].Add(newSprite);
//while (n < sprites.Count)
//{
// n++;
// Sprite existingSprite = sprites[n - 1].Prefab.Sprite;
// if (existingSprite == null) continue;
// if (existingSprite.Texture == newSprite.Prefab.Sprite.Texture) break;
//}
//sprites.Insert(n, newSprite);
}
}
@@ -120,7 +102,10 @@ namespace Barotrauma
{
closestEdge = null;
Vector2 randomPos = new Vector2(Rand.Range(0.0f, level.Size.X, false), Rand.Range(0.0f, level.Size.Y, false));
Vector2 randomPos = new Vector2(
Rand.Range(0.0f, level.Size.X, false),
Rand.Range(0.0f, level.Size.Y, false));
var cells = level.GetCells(randomPos);
if (!cells.Any()) return null;

View File

@@ -21,7 +21,8 @@ namespace Barotrauma
List<Vector2> sites = new List<Vector2>();
float sideInterval = 400.0f;
float siteInterval = 400.0f;
float siteVariance = siteInterval * 0.4f;
Vector4 edges = new Vector4(
cells.Min(x => x.edges.Min(e => e.point1.X)),
@@ -29,20 +30,20 @@ namespace Barotrauma
cells.Max(x => x.edges.Max(e => e.point1.X)),
cells.Max(x => x.edges.Max(e => e.point1.Y)));
edges.X -= sideInterval * 2;
edges.Y -= sideInterval * 2;
edges.Z += sideInterval * 2;
edges.W += sideInterval * 2;
edges.X -= siteInterval * 2;
edges.Y -= siteInterval * 2;
edges.Z += siteInterval * 2;
edges.W += siteInterval * 2;
Rectangle borders = new Rectangle((int)edges.X, (int)edges.Y, (int)(edges.Z - edges.X), (int)(edges.W - edges.Y));
for (float x = edges.X + sideInterval; x < edges.Z - sideInterval; x += sideInterval)
for (float x = edges.X + siteInterval; x < edges.Z - siteInterval; x += siteInterval)
{
for (float y = edges.Y + sideInterval; y < edges.W - sideInterval; y += sideInterval)
for (float y = edges.Y + siteInterval; y < edges.W - siteInterval; y += siteInterval)
{
if (Rand.Int(10, false) == 0) continue;
if (Rand.Int(5, false) == 0) continue; //skip some positions to make the cells more irregular
sites.Add(new Vector2(x, y) + Rand.Vector(sideInterval*0.4f, false));
sites.Add(new Vector2(x, y) + Rand.Vector(siteVariance, false));
}
}
@@ -51,9 +52,9 @@ namespace Barotrauma
List<VoronoiCell>[,] cellGrid;
newCells = GraphEdgesToCells(graphEdges, borders, 1000, out cellGrid);
//remove cells that aren't inside any of the original "base cells"
foreach (VoronoiCell cell in newCells)
{
//if the cell is at the edge of the graph, remove it
if (cell.edges.Any(e =>
e.point1.X == edges.X || e.point1.X == edges.Z ||
e.point1.Y == edges.Z || e.point1.Y == edges.W))
@@ -61,10 +62,12 @@ namespace Barotrauma
cell.CellType = CellType.Removed;
continue;
}
//remove cells that aren't inside any of the original "base cells"
if (cells.Any(c => c.IsPointInside(cell.Center))) continue;
foreach (GraphEdge edge in cell.edges)
{
//mark all the cells adjacent to the removed cell as edges of the cave
var adjacent = edge.AdjacentCell(cell);
if (adjacent != null && adjacent.CellType != CellType.Removed) adjacent.CellType = CellType.Edge;
}
@@ -74,6 +77,7 @@ namespace Barotrauma
newCells.RemoveAll(newCell => newCell.CellType == CellType.Removed);
//start carving from the edge cell closest to the startPoint
VoronoiCell startCell = null;
float closestDist = 0.0f;
foreach (VoronoiCell cell in newCells)
@@ -94,13 +98,11 @@ namespace Barotrauma
VoronoiCell pathCell = startCell;
for (int i = 0; i < newCells.Count / 2; i++)
{
var allowedNextCells = new List<VoronoiCell>();
foreach (GraphEdge edge in pathCell.edges)
{
var adjacent = edge.AdjacentCell(pathCell);
if (adjacent == null ||
//adjacent.CellType == CellType.Path ||
adjacent.CellType == CellType.Removed ||
adjacent.CellType == CellType.Edge) continue;
@@ -109,8 +111,11 @@ namespace Barotrauma
if (allowedNextCells.Count == 0) break;
//randomly pick one of the adjacent cells as the next cell
pathCell = allowedNextCells[Rand.Int(allowedNextCells.Count, false)];
if (Rand.Int(4,false)==0)
//randomly take steps further away from the startpoint to make the cave expand further
if (Rand.Int(4, false) == 0)
{
float furthestDist = 0.0f;
foreach (VoronoiCell nextCell in allowedNextCells)
@@ -128,6 +133,7 @@ namespace Barotrauma
path.Add(pathCell);
}
//make sure the tunnel is always wider than minPathWidth
float minPathWidth = 100.0f;
for (int i = 0; i < path.Count; i++)
{
@@ -137,7 +143,6 @@ namespace Barotrauma
if (edge.point1 == edge.point2) continue;
if (Vector2.Distance(edge.point1, edge.point2) > minPathWidth) continue;
GraphEdge adjacentEdge = cell.edges.Find(e => e != edge && (e.point1 == edge.point1 || e.point2 == edge.point1));
var adjacentCell = adjacentEdge.AdjacentCell(cell);

View File

@@ -288,22 +288,8 @@ namespace Barotrauma
Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
//for (int i = 0; i < 2; i++ )
//{
// Vector2 tunnelStart = (i == 0) ? startPosition : endPosition;
// pathCells.AddRange
// (
// GeneratePath(rand, tunnelStart, new Vector2(tunnelStart.X, borders.Height), cells, pathBorders, minWidth, 0.1f, mirror)
// );
//}
cells = CleanCells(pathCells);
pathCells.AddRange(CreateBottomHoles(Rand.Range(0.2f,0.8f, false), new Rectangle(
(int)(borders.Width * 0.2f), 0,
(int)(borders.Width * 0.6f), (int)(borders.Height * 0.3f))));
@@ -313,46 +299,55 @@ namespace Barotrauma
cell.CellType = CellType.Path;
cells.Remove(cell);
}
//generate some narrow caves
int caveAmount = Rand.Int(3, false);
List<VoronoiCell> usedCaveCells = new List<VoronoiCell>();
for (int i = 0; i < 3; i++)
for (int i = 0; i < caveAmount; i++)
{
Vector2 startPoint = Vector2.Zero;
VoronoiCell startCell = null;
var caveCells = new List<VoronoiCell>();
while (true)
int maxTries = 5, tries = 0;
while (tries<maxTries)
{
startCell = cells[Rand.Int(cells.Count, false)];
//find an edge between the cell and the already carved path
GraphEdge startEdge =
startCell.edges.Find(e => pathCells.Contains(e.AdjacentCell(startCell)));
if (startEdge != null)
{
startPoint = (startEdge.point1 + startEdge.point2) / 2.0f;
startPoint += startPoint - startCell.Center;
//get the cells in which the cave will be carved
caveCells = GetCells(startCell.Center, 2);
//remove cells that have already been "carved" out
caveCells.RemoveAll(c => c.CellType == CellType.Path);
//if any of the cells have already been used as a cave, continue and find some other cells
if (usedCaveCells.Any(c => caveCells.Contains(c))) continue;
break;
}
tries++;
}
//couldn't find a place for a cave -> abort
if (tries >= maxTries) break;
usedCaveCells.AddRange(caveCells);
List<VoronoiCell> caveSolidCells;
var cavePathCells = CaveGenerator.CarveCave(caveCells, startPoint, out caveSolidCells);
//remove the large cells used as a "base" for the cave (they've now been replaced with smaller ones)
caveCells.ForEach(c => cells.Remove(c));
//caveSolidCells = CleanCells(cavePathCells);
cells.AddRange(caveSolidCells);
foreach (VoronoiCell cell in cavePathCells)
@@ -361,13 +356,18 @@ namespace Barotrauma
}
pathCells.AddRange(cavePathCells);
for (int j = cavePathCells.Count / 2; j < cavePathCells.Count; j+=10)
{
positionsOfInterest.Add(new InterestingPosition(cavePathCells[i].Center, false));
}
}
for (int x = 0; x < cellGrid.GetLength(0); x++)
{
for (int y = 0; y < cellGrid.GetLength(1); y++)
{
cellGrid[x, y].Clear();
cellGrid[x, y] .Clear();
}
}
@@ -376,8 +376,6 @@ namespace Barotrauma
cellGrid[(int)Math.Floor(cell.Center.X / GridCellSize), (int)Math.Floor(cell.Center.Y / GridCellSize)].Add(cell);
}
startPosition.Y = borders.Height;
endPosition.Y = borders.Height;
@@ -396,7 +394,7 @@ namespace Barotrauma
for (int i = 0; i < 2; i++)
{
wrappingWalls[side, i] = new WrappingWall(pathCells, cells, borders.Height * 0.5f,
(side == 0 ? -1 : 1) * (i == 0 ? 1 : 2));
(side == 0 ? -1 : 1) * (i + 1));
List<VertexPositionColor> wrappingWallVertices;
CaveGenerator.GeneratePolygons(wrappingWalls[side, i].Cells, out wrappingWallVertices, false);