Fixed ruin props being placed on ruin doors, which occasionally caused artifact holders and artifacts to appear inside the doors.
Closes #72
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@@ -28,7 +28,7 @@ namespace Barotrauma.RuinGeneration
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}
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public List<Line> Walls;
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public virtual void CreateWalls() { }
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public Alignment GetLineAlignment(Line line)
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@@ -344,9 +344,68 @@ namespace Barotrauma.RuinGeneration
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Rectangle backgroundRect = new Rectangle(leaf.Rect.X, leaf.Rect.Y + leaf.Rect.Height, leaf.Rect.Width, leaf.Rect.Height);
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new Structure(backgroundRect, (background.Prefab as StructurePrefab), null).MoveWithLevel = true;
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}
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List<RuinShape> doorlessRooms = new List<RuinShape>(shapes);
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//generate doors & sensors that close them -------------------------------------------------------------
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var sensorPrefab = MapEntityPrefab.Find("Alien Motion Sensor") as ItemPrefab;
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var wirePrefab = MapEntityPrefab.Find("Wire") as ItemPrefab;
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foreach (Corridor corridor in corridors)
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{
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var doorPrefab = RuinStructure.GetRandom(corridor.IsHorizontal ? RuinStructureType.Door : RuinStructureType.Hatch, Alignment.Center);
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if (doorPrefab == null) continue;
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//find all walls that are parallel to the corridor
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var suitableWalls = corridor.IsHorizontal ?
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corridor.Walls.FindAll(c => c.A.Y == c.B.Y) : corridor.Walls.FindAll(c => c.A.X == c.B.X);
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if (!suitableWalls.Any()) continue;
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doorlessRooms.Remove(corridor);
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Vector2 doorPos = corridor.Center;
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//choose a random wall to place the door next to
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var wall = suitableWalls[Rand.Int(suitableWalls.Count, Rand.RandSync.Server)];
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if (corridor.IsHorizontal)
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{
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doorPos.X = (wall.A.X + wall.B.X) / 2.0f;
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}
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else
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{
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doorPos.Y = (wall.A.Y + wall.B.Y) / 2.0f;
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}
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var door = new Item(doorPrefab.Prefab as ItemPrefab, doorPos, null);
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door.MoveWithLevel = true;
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door.GetComponent<Items.Components.Door>().IsOpen = Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) < 0.8f;
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if (sensorPrefab == null || wirePrefab == null) continue;
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var sensorRoom = corridor.ConnectedRooms.FirstOrDefault(r => r != null && rooms.Contains(r));
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if (sensorRoom == null) continue;
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var sensor = new Item(sensorPrefab, new Vector2(
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Rand.Range(sensorRoom.Rect.X, sensorRoom.Rect.Right, Rand.RandSync.Server),
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Rand.Range(sensorRoom.Rect.Y, sensorRoom.Rect.Bottom, Rand.RandSync.Server)), null);
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sensor.MoveWithLevel = true;
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var wire = new Item(wirePrefab, sensorRoom.Center, null).GetComponent<Items.Components.Wire>();
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wire.Item.MoveWithLevel = false;
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var conn1 = door.Connections.Find(c => c.Name == "set_state");
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conn1.AddLink(0, wire);
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wire.Connect(conn1, false);
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var conn2 = sensor.Connections.Find(c => c.Name == "state_out");
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conn2.AddLink(0, wire);
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wire.Connect(conn2, false);
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}
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//generate props --------------------------------------------------------------
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for (int i = 0; i < shapes.Count*2; i++ )
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{
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@@ -356,7 +415,10 @@ namespace Barotrauma.RuinGeneration
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Vector2 size = (prop.Prefab is StructurePrefab) ? ((StructurePrefab)prop.Prefab).Size : Vector2.Zero;
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var shape = shapes[Rand.Int(shapes.Count, Rand.RandSync.Server)];
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//if the prop is placed at the center of the room, we have to use a room without a door (because they're also placed at the center)
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var shape = prop.Alignment.HasFlag(Alignment.Center) ?
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doorlessRooms[Rand.Int(doorlessRooms.Count, Rand.RandSync.Server)] :
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shapes[Rand.Int(shapes.Count, Rand.RandSync.Server)];
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Vector2 position = shape.Rect.Center.ToVector2();
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if (prop.Alignment.HasFlag(Alignment.Top))
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@@ -389,62 +451,6 @@ namespace Barotrauma.RuinGeneration
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prop.Prefab as StructurePrefab, null).MoveWithLevel = true;
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}
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}
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//generate doors & sensors that close them -------------------------------------------------------------
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var sensorPrefab = MapEntityPrefab.Find("Alien Motion Sensor") as ItemPrefab;
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var wirePrefab = MapEntityPrefab.Find("Wire") as ItemPrefab;
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foreach (Corridor corridor in corridors)
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{
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var doorPrefab = RuinStructure.GetRandom(corridor.IsHorizontal ? RuinStructureType.Door : RuinStructureType.Hatch, Alignment.Center);
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if (doorPrefab == null) continue;
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//find all walls that are parallel to the corridor
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var suitableWalls = corridor.IsHorizontal ?
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corridor.Walls.FindAll(c => c.A.Y == c.B.Y) : corridor.Walls.FindAll(c => c.A.X == c.B.X);
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if (!suitableWalls.Any()) continue;
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Vector2 doorPos = corridor.Center;
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//choose a random wall to place the door next to
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var wall = suitableWalls[Rand.Int(suitableWalls.Count, Rand.RandSync.Server)];
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if (corridor.IsHorizontal)
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{
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doorPos.X = (wall.A.X + wall.B.X) / 2.0f;
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}
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else
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{
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doorPos.Y = (wall.A.Y + wall.B.Y) / 2.0f;
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}
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var door = new Item(doorPrefab.Prefab as ItemPrefab, doorPos, null);
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door.MoveWithLevel = true;
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door.GetComponent<Items.Components.Door>().IsOpen = Rand.Range(0.0f, 1.0f, Rand.RandSync.Server) < 0.8f;
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if (sensorPrefab == null || wirePrefab == null) continue;
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var sensorRoom = corridor.ConnectedRooms.FirstOrDefault(r => r != null && rooms.Contains(r));
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if (sensorRoom == null) continue;
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var sensor = new Item(sensorPrefab, new Vector2(
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Rand.Range(sensorRoom.Rect.X, sensorRoom.Rect.Right, Rand.RandSync.Server),
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Rand.Range(sensorRoom.Rect.Y, sensorRoom.Rect.Bottom, Rand.RandSync.Server)), null);
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sensor.MoveWithLevel = true;
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var wire = new Item(wirePrefab, sensorRoom.Center, null).GetComponent<Items.Components.Wire>();
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wire.Item.MoveWithLevel = false;
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var conn1 = door.Connections.Find(c => c.Name == "set_state");
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conn1.AddLink(0, wire);
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wire.Connect(conn1, false);
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var conn2 = sensor.Connections.Find(c => c.Name == "state_out");
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conn2.AddLink(0, wire);
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wire.Connect(conn2, false);
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}
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return shapes;
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}
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