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