using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Barotrauma.RuinGeneration { /// /// nodes of a binary tree used for generating underwater "dungeons" /// 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) { subRooms = new BTRoom[2]; if (Rand.Range(0.0f, 1.0f, false) < verticalProbability && rect.Width * minDivRatio >= minWidth) { 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, false); 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, false); 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(); Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.Right, Rect.Y), RuinStructureType.Wall)); Walls.Add(new Line(new Vector2(Rect.X, Rect.Bottom), new Vector2(Rect.Right, Rect.Bottom), RuinStructureType.Wall)); Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.X, Rect.Bottom), RuinStructureType.Wall)); Walls.Add(new Line(new Vector2(Rect.Right, Rect.Y), new Vector2(Rect.Right, Rect.Bottom), RuinStructureType.Wall)); } 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 GetLeaves() { return GetLeaves(new List()); } private List GetLeaves(List 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 corridors) { if (Adjacent != null && Corridor == null) { Corridor = new Corridor(this, Rand.Range(minWidth, maxWidth, false), corridors); } if (subRooms != null) { subRooms[0].GenerateCorridors(minWidth, maxWidth, corridors); subRooms[1].GenerateCorridors(minWidth, maxWidth, corridors); } } public static void CalculateDistancesFromEntrance(BTRoom entrance, List corridors) { entrance.CalculateDistanceFromEntrance(1, new List(corridors)); } private void CalculateDistanceFromEntrance(int currentDist, List corridors) { if (DistanceFromEntrance == 0) { DistanceFromEntrance = currentDist; } else { DistanceFromEntrance = Math.Min(currentDist, DistanceFromEntrance); } currentDist++; for (int i = corridors.Count - 1; i >= 0; i = Math.Min(i - 1, corridors.Count - 1)) { var corridor = corridors[i]; if (!corridor.ConnectedRooms.Contains(this)) continue; corridors.RemoveAt(i); corridor.ConnectedRooms[corridor.ConnectedRooms[0] == this ? 1 : 0].CalculateDistanceFromEntrance(currentDist, corridors); } } } }