Files
LuaCsForBarotraumaEP/Subsurface/Source/Map/Levels/Level.cs

1195 lines
43 KiB
C#

using FarseerPhysics;
using FarseerPhysics.Common;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Factories;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Linq;
using System.Collections.Generic;
using System.Diagnostics;
using Voronoi2;
namespace Barotrauma
{
class Level
{
public static Level Loaded
{
get { return loaded; }
}
struct InterestingPosition
{
public readonly Vector2 Position;
public readonly bool IsLarge;
public InterestingPosition(Vector2 position, bool isLarge)
{
Position = position;
IsLarge = isLarge;
}
}
static Level loaded;
private LevelRenderer renderer;
//how close the sub has to be to start/endposition to exit
public const float ExitDistance = 6000.0f;
private string seed;
private int siteInterval;
public const int GridCellWidth = 2000;
private List<VoronoiCell>[,] cellGrid;
private WrappingWall[,] wrappingWalls;
private float shaftHeight;
//List<Body> bodies;
private List<VoronoiCell> cells;
//private VertexBuffer vertexBuffer;
private Vector2 startPosition, endPosition;
private Rectangle borders;
private List<Body> bodies;
private List<InterestingPosition> positionsOfInterest;
public Vector2 StartPosition
{
get { return startPosition; }
}
public Vector2 Size
{
get { return new Vector2(borders.Width, borders.Height); }
}
public Vector2 EndPosition
{
get { return endPosition; }
}
public WrappingWall[,] WrappingWalls
{
get { return wrappingWalls; }
}
public string Seed
{
get { return seed; }
}
public float Difficulty
{
get;
private set;
}
public Body[] ShaftBodies
{
get;
private set;
}
public Level(string seed, float difficulty, int width, int height, int siteInterval)
{
this.seed = seed;
this.siteInterval = siteInterval;
this.Difficulty = difficulty;
positionsOfInterest = new List<InterestingPosition>();
borders = new Rectangle(0, 0, width, height);
}
public static Level CreateRandom(LocationConnection locationConnection)
{
string seed = locationConnection.Locations[0].Name + locationConnection.Locations[1].Name;
return new Level(seed, locationConnection.Difficulty, 100000, 50000, 2000);
}
public static Level CreateRandom(string seed = "")
{
if (seed == "")
{
seed = Rand.Range(0, int.MaxValue, false).ToString();
}
return new Level(seed, Rand.Range(30.0f,80.0f,false), 100000, 50000, 2000);
}
public void Generate(bool mirror=false)
{
Stopwatch sw = new Stopwatch();
sw.Start();
if (loaded != null) loaded.Unload();
loaded = this;
renderer = new LevelRenderer(this);
Voronoi voronoi = new Voronoi(1.0);
List<Vector2> sites = new List<Vector2>();
bodies = new List<Body>();
Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
float minWidth = Submarine.Loaded == null ? 0.0f : Math.Max(Submarine.Borders.Width, Submarine.Borders.Height);
minWidth = Math.Max(minWidth, 3500.0f);
startPosition = new Vector2((int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
endPosition = new Vector2(borders.Width - (int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
List<Vector2> pathNodes = new List<Vector2>();
Rectangle pathBorders = borders;// new Rectangle((int)minWidth, (int)minWidth, borders.Width - (int)minWidth * 2, borders.Height - (int)minWidth);
pathBorders.Inflate(-minWidth*2, -minWidth*2);
pathNodes.Add(new Vector2(startPosition.X, borders.Height));
pathNodes.Add(startPosition);
for (float x = startPosition.X; x < endPosition.X; x += Rand.Range(5000.0f, 10000.0f, false))
{
pathNodes.Add(new Vector2(x, Rand.Range(pathBorders.Y, pathBorders.Bottom, false)));
//if (x > borders.Center.X)
//{
// positionsOfInterest.Add(pathNodes.Last());
//}
}
pathNodes.Add(endPosition);
pathNodes.Add(new Vector2(endPosition.X, borders.Height));
int smallTunnelCount = 5;
List<List<Vector2>> smallTunnels = new List<List<Vector2>>();
for (int i = 0; i < smallTunnelCount; i++)
{
var tunnelStartPos = pathNodes[Rand.Range(2, pathNodes.Count - 2, false)];
tunnelStartPos.X = MathHelper.Clamp(tunnelStartPos.X, pathBorders.X, pathBorders.Right);
float tunnelLength = Rand.Range(5000.0f, 10000.0f, false);
var tunnelNodes = MathUtils.GenerateJaggedLine(tunnelStartPos, tunnelStartPos + Rand.Vector(tunnelLength,false) + Vector2.UnitY*5000.0f, 3, 1000.0f);
List<Vector2> tunnel = new List<Vector2>();
foreach (Vector2[] tunnelNode in tunnelNodes)
{
if (!pathBorders.Contains(tunnelNode[0])) break;
tunnel.Add(tunnelNode[0]);
}
if (tunnel.Any())
{
smallTunnels.Add(tunnel);
positionsOfInterest.Add(new InterestingPosition(tunnel.Last(), false));
if (tunnel.Count() > 4) positionsOfInterest.Add(new InterestingPosition(tunnel[tunnel.Count()/2], false));
}
}
float siteVariance = siteInterval * 0.4f;
for (int x = siteInterval / 2; x < borders.Width; x += siteInterval)
{
for (int y = siteInterval / 2; y < borders.Height; y += siteInterval)
{
Vector2 site = new Vector2(x, y) + Rand.Vector(siteVariance, false);
if (smallTunnels.Any(t => t.Any(node => Vector2.Distance(node, site) < siteInterval)))
{
if (x < borders.Width - siteInterval) sites.Add(new Vector2(x, y) + Vector2.UnitX * siteInterval * 0.2f);
if (y < borders.Height - siteInterval) sites.Add(new Vector2(x, y) + Vector2.UnitY * siteInterval * 0.2f);
if (x < borders.Width - siteInterval && y < borders.Height - siteInterval) sites.Add(new Vector2(x, y) + Vector2.One * siteInterval * 0.2f);
}
if (mirror) site.X = borders.Width - site.X;
sites.Add(site);
}
}
Stopwatch sw2 = new Stopwatch();
sw2.Start();
List<GraphEdge> graphEdges = voronoi.MakeVoronoiGraph(sites, borders.Width, borders.Height);
Debug.WriteLine("MakeVoronoiGraph: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
cellGrid = new List<VoronoiCell>[borders.Width / GridCellWidth, borders.Height / GridCellWidth];
for (int x = 0; x < borders.Width / GridCellWidth; x++)
{
for (int y = 0; y < borders.Height / GridCellWidth; y++)
{
cellGrid[x, y] = new List<VoronoiCell>();
}
}
//construct voronoi cells based on the graph edges
cells = new List<VoronoiCell>();
foreach (GraphEdge ge in graphEdges)
{
for (int i = 0; i < 2; i++)
{
Site site = (i == 0) ? ge.site1 : ge.site2;
VoronoiCell cell = cellGrid[
(int)Math.Floor(site.coord.x / GridCellWidth),
(int)Math.Floor(site.coord.y / GridCellWidth)].Find(c => c.site == site);
if (cell == null)
{
cell = new VoronoiCell(site);
cellGrid[(int)Math.Floor(cell.Center.X / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell);
cells.Add(cell);
}
if (ge.cell1 == null)
{
ge.cell1 = cell;
}
else
{
ge.cell2 = cell;
}
cell.edges.Add(ge);
}
}
Debug.WriteLine("find cells: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
//if (mirror)
//{
// pathNodes.Reverse();
//}
List<VoronoiCell> pathCells = GeneratePath(pathNodes, cells,
new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), minWidth, 0.3f, mirror, true);
foreach (InterestingPosition positionOfInterest in positionsOfInterest)
{
WayPoint wayPoint = new WayPoint(positionOfInterest.Position, SpawnType.Enemy, null);
wayPoint.MoveWithLevel = true;
}
//startPosition = pathCells[0].Center;
//endPosition = pathCells[pathCells.Count - 1].Center;
foreach (List<Vector2> tunnel in smallTunnels)
{
if (tunnel.Count<2) continue;
var newPathCells = GeneratePath(tunnel, cells, pathBorders, 0.0f, 0.0f);
//for (int n = 0; n < newPathCells.Count; n += 5)
//{
// positionsOfInterest.Add(newPathCells[n].Center);
//}
pathCells.AddRange(newPathCells);
}
////generate a couple of random paths
//for (int i = 0; i <= Rand.Range(1,4,false); i++)
//{
// //pathBorders = new Rectangle(
// //borders.X + siteInterval * 2, borders.Y - siteInterval * 2,
// //borders.Right - siteInterval * 2, borders.Y + borders.Height - siteInterval * 2);
// Vector2 start = pathCells[Rand.Range(1, pathCells.Count - 2,false)].Center;
// float x = pathBorders.X + Rand.Range(0, pathBorders.Right - pathBorders.X, false);
// float y = pathBorders.Y + Rand.Range(0,pathBorders.Bottom - pathBorders.Y, false);
// if (mirror) x = borders.Width - x;
// Vector2 end = new Vector2(x, y);
// var newPathCells = GeneratePath(new List<Vector2> { start, end }, cells, pathBorders, 0.0f, 0.8f, mirror);
// for (int n = 0; n < newPathCells.Count; n += 5)
// {
// positionsOfInterest.Add(newPathCells[n].Center);
// }
// pathCells.AddRange(newPathCells);
//}
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))));
foreach (VoronoiCell cell in pathCells)
{
cells.Remove(cell);
}
for (int x = 0; x < cellGrid.GetLength(0); x++)
{
for (int y = 0; y < cellGrid.GetLength(1); y++)
{
cellGrid[x, y].Clear();
}
}
foreach (VoronoiCell cell in cells)
{
cellGrid[(int)Math.Floor(cell.Center.X / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell);
}
startPosition.Y = borders.Height;
endPosition.Y = borders.Height;
renderer.SetBodyVertices(GeneratePolygons(cells, pathCells));
renderer.SetWallVertices(GenerateWallShapes(cells));
wrappingWalls = new WrappingWall[2, 2];
for (int side = 0; side < 2; side++)
{
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));
wrappingWalls[side, i].SetBodyVertices(GeneratePolygons(wrappingWalls[side, i].Cells, new List<VoronoiCell>(), false));
wrappingWalls[side, i].SetWallVertices(GenerateWallShapes(wrappingWalls[side, i].Cells));
//wrappingWalls[side, i].Cells[0].edges[1].isSolid = false;
//wrappingWalls[side, i].Cells[0].edges[3].isSolid = false;
//wrappingWalls[side, i].Cells[wrappingWalls[side, i].Cells.Count-1].edges[1].isSolid = false;
//wrappingWalls[side, i].Cells[wrappingWalls[side, i].Cells.Count - 1].edges[3].isSolid = false;
}
}
for (int side = 0; side < 2; side++)
{
for (int i = 0; i < 2; i++)
{
cells.AddRange(wrappingWalls[side, i].Cells);
}
}
ShaftBodies = new Body[2];
for (int i = 0; i < 2; i++)
{
ShaftBodies[i] = BodyFactory.CreateRectangle(GameMain.World, 100.0f, 10.0f, 5.0f);
ShaftBodies[i].BodyType = BodyType.Static;
ShaftBodies[i].CollisionCategories = Physics.CollisionLevel;
Vector2 shaftPos = (i == 0) ? startPosition : endPosition;
shaftPos.Y = borders.Height;
ShaftBodies[i].SetTransform(ConvertUnits.ToSimUnits(shaftPos), 0.0f);
bodies.Add(ShaftBodies[i]);
}
foreach (VoronoiCell cell in cells)
{
foreach (GraphEdge edge in cell.edges)
{
edge.cell1 = null;
edge.cell2 = null;
edge.site1 = null;
edge.site2 = null;
}
}
Debug.WriteLine("Generatelevel: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
//vertexBuffer = new VertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
//vertexBuffer.SetData(vertices);
if (mirror)
{
Vector2 temp = startPosition;
startPosition = endPosition;
endPosition = temp;
}
renderer.PlaceSprites(100);
Debug.WriteLine("**********************************************************************************");
Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms");
Debug.WriteLine("Seed: "+seed);
Debug.WriteLine("**********************************************************************************");
}
private List<VoronoiCell> GeneratePath(List<Vector2> points, List<VoronoiCell> cells, Microsoft.Xna.Framework.Rectangle limits, float minWidth, float wanderAmount = 0.3f, bool mirror=false, bool placeWaypoints=false)
{
Stopwatch sw2 = new Stopwatch();
sw2.Start();
//how heavily the path "steers" towards the endpoint
//lower values will cause the path to "wander" more, higher will make it head straight to the end
wanderAmount = MathHelper.Clamp(wanderAmount, 0.0f, 1.0f);
List<GraphEdge> allowedEdges = new List<GraphEdge>();
List<VoronoiCell> pathCells = new List<VoronoiCell>();
VoronoiCell[] targetCells = new VoronoiCell[points.Count];
for (int i = 0; i <targetCells.Length; i++)
{
targetCells[i]= cells[FindCellIndex(points[i])];
}
VoronoiCell currentCell = targetCells[0];
pathCells.Add(currentCell);
int currentTargetIndex = 1;
do
{
int edgeIndex = 0;
allowedEdges.Clear();
foreach (GraphEdge edge in currentCell.edges)
{
if (!limits.Contains(edge.AdjacentCell(currentCell).Center)) continue;
allowedEdges.Add(edge);
}
//steer towards target
if (Rand.Range(0.0f, 1.0f, false) > wanderAmount || allowedEdges.Count == 0)
{
for (int i = 0; i < currentCell.edges.Count; i++)
{
if (!MathUtils.LinesIntersect(currentCell.Center, targetCells[currentTargetIndex].Center,
currentCell.edges[i].point1, currentCell.edges[i].point2)) continue;
edgeIndex = i;
break;
}
}
//choose random edge (ignoring ones where the adjacent cell is outside limits)
else
{
//if (allowedEdges.Count==0)
//{
// edgeIndex = Rand.Int(currentCell.edges.Count, false);
//}
//else
//{
edgeIndex = Rand.Int(allowedEdges.Count, false);
if (mirror && edgeIndex > 0) edgeIndex = allowedEdges.Count - edgeIndex;
edgeIndex = currentCell.edges.IndexOf(allowedEdges[edgeIndex]);
//}
}
currentCell = currentCell.edges[edgeIndex].AdjacentCell(currentCell);
pathCells.Add(currentCell);
if (currentCell==targetCells[currentTargetIndex])
{
currentTargetIndex += 1;
if (currentTargetIndex>=targetCells.Length) break;
}
} while (currentCell != targetCells[targetCells.Length-1]);
if (placeWaypoints)
{
WayPoint newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null);
newWaypoint.MoveWithLevel = true;
WayPoint prevWaypoint = newWaypoint;
for (int i = 0; i < pathCells.Count; i++)
{
//clean "loops" from the path
for (int n = 0; n < i; n++)
{
if (pathCells[n] != pathCells[i]) continue;
pathCells.RemoveRange(n+1, i-n);
break;
}
if (i >= pathCells.Count) break;
newWaypoint = new WayPoint(new Rectangle((int)pathCells[i].Center.X, (int)pathCells[i].Center.Y, 10, 10), null);
newWaypoint.MoveWithLevel = true;
if (prevWaypoint != null)
{
prevWaypoint.linkedTo.Add(newWaypoint);
newWaypoint.linkedTo.Add(prevWaypoint);
}
prevWaypoint = newWaypoint;
}
newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, (int)(borders.Height + shaftHeight), 10, 10), null);
newWaypoint.MoveWithLevel = true;
prevWaypoint.linkedTo.Add(newWaypoint);
newWaypoint.linkedTo.Add(prevWaypoint);
}
Debug.WriteLine("genpath: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
List<VoronoiCell> removedCells = GetTooCloseCells(pathCells, minWidth);
foreach (VoronoiCell removedCell in removedCells)
{
if (pathCells.Contains(removedCell)) continue;
pathCells.Add(removedCell);
}
Debug.WriteLine("gettooclose: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
return pathCells;
}
private List<VoronoiCell> CreateBottomHoles(float holeProbability, Rectangle limits)
{
List<VoronoiCell> toBeRemoved = new List<VoronoiCell>();
foreach (VoronoiCell cell in cells)
{
if (Rand.Range(0.0f, 1.0f, false) > holeProbability) continue;
if (!limits.Contains(cell.Center)) continue;
toBeRemoved.Add(cell);
}
return toBeRemoved;
//foreach (VoronoiCell cell in toBeRemoved)
//{
// cells.Remove(cell);
//}
}
private List<VoronoiCell> GetTooCloseCells(List<VoronoiCell> emptyCells, float minDistance)
{
List<VoronoiCell> tooCloseCells = new List<VoronoiCell>();
Vector2 position = emptyCells[0].Center;
if (minDistance == 0.0f) return tooCloseCells;
float step = 100.0f;
int targetCellIndex = 1;
minDistance *= 0.5f;
do
{
var closeCells = GetCells(position, 1);
foreach (VoronoiCell cell in closeCells)
{
bool tooClose = false;
foreach (GraphEdge edge in cell.edges)
{
if (Math.Abs(position.X - edge.point1.X) < minDistance ||
Math.Abs(position.Y - edge.point1.Y) < minDistance ||
Math.Abs(position.X - edge.point2.X) < minDistance ||
Math.Abs(position.Y - edge.point2.Y) < minDistance)
{
tooClose = true;
break;
}
}
if (tooClose && !tooCloseCells.Contains(cell)) tooCloseCells.Add(cell);
}
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
if (x == 0 && y == 0) continue;
Vector2 cornerPos = position + new Vector2(x * minDistance, y * minDistance);
int cellIndex = FindCellIndex(cornerPos);
if (cellIndex == -1) continue;
if (!tooCloseCells.Contains(cells[cellIndex]))
{
tooCloseCells.Add(cells[cellIndex]);
}
}
}
position += Vector2.Normalize(emptyCells[targetCellIndex].Center - position) * step;
if (Vector2.Distance(emptyCells[targetCellIndex].Center, position) < step * 2.0f) targetCellIndex++;
} while (Vector2.Distance(position, emptyCells[emptyCells.Count - 1].Center) > step * 2.0f);
return tooCloseCells;
}
/// <summary>
/// remove all cells except those that are adjacent to the empty cells
/// </summary>
private List<VoronoiCell> CleanCells(List<VoronoiCell> emptyCells)
{
List<VoronoiCell> newCells = new List<VoronoiCell>();
foreach (VoronoiCell cell in emptyCells)
{
foreach (GraphEdge edge in cell.edges)
{
VoronoiCell adjacent = edge.AdjacentCell(cell);
if (adjacent!=null && !newCells.Contains(adjacent)) newCells.Add(adjacent);
}
}
return newCells;
}
/// <summary>
/// find the index of the cell which the point is inside
/// (actually finds the cell whose center is closest, but it's always the correct cell assuming the point is inside the borders of the diagram)
/// </summary>
private int FindCellIndex(Vector2 position, int searchDepth = 1)
{
float closestDist = 0.0f;
VoronoiCell closestCell = null;
int gridPosX = (int)Math.Floor(position.X / GridCellWidth);
int gridPosY = (int)Math.Floor(position.Y / GridCellWidth);
for (int x = Math.Max(gridPosX - searchDepth, 0); x <= Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1); x++)
{
for (int y = Math.Max(gridPosY - searchDepth, 0); y <= Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1); y++)
{
for (int i = 0; i < cellGrid[x, y].Count; i++)
{
float dist = Vector2.Distance(cellGrid[x, y][i].Center, position);
if (closestDist != 0.0f && dist > closestDist) continue;
closestDist = dist;
closestCell = cellGrid[x, y][i];
}
}
}
return cells.IndexOf(closestCell);
}
private VertexPositionColor[] GeneratePolygons(List<VoronoiCell> cells, List<VoronoiCell> emptyCells, bool setSolid=true)
{
List<VertexPositionColor> verticeList = new List<VertexPositionColor>();
//bodies = new List<Body>();
List<Vector2> tempVertices = new List<Vector2>();
List<Vector2> bodyPoints = new List<Vector2>();
for (int n = cells.Count - 1; n >= 0; n-- )
{
VoronoiCell cell = cells[n];
bodyPoints.Clear();
tempVertices.Clear();
foreach (GraphEdge ge in cell.edges)
{
if (Math.Abs(Vector2.Distance(ge.point1, ge.point2))<0.1f) continue;
if (!tempVertices.Contains(ge.point1)) tempVertices.Add(ge.point1);
if (!tempVertices.Contains(ge.point2)) tempVertices.Add(ge.point2);
VoronoiCell adjacentCell = ge.AdjacentCell(cell);
if (adjacentCell!=null && cells.Contains(adjacentCell)) continue;
if (setSolid) ge.isSolid = true;
if (!bodyPoints.Contains(ge.point1)) bodyPoints.Add(ge.point1);
if (!bodyPoints.Contains(ge.point2)) bodyPoints.Add(ge.point2);
}
if (tempVertices.Count < 3 || bodyPoints.Count < 2)
{
cells.RemoveAt(n);
continue;
}
var triangles = MathUtils.TriangulateConvexHull(tempVertices, cell.Center);
for (int i = 0; i < triangles.Count; i++)
{
foreach (Vector2 vertex in triangles[i])
{
verticeList.Add(new VertexPositionColor(new Vector3(vertex, 0.0f), Color.Black));
}
}
if (bodyPoints.Count < 2) continue;
if (bodyPoints.Count < 3)
{
foreach (Vector2 vertex in tempVertices)
{
if (bodyPoints.Contains(vertex)) continue;
bodyPoints.Add(vertex);
break;
}
}
for (int i = 0; i < bodyPoints.Count; i++)
{
cell.bodyVertices.Add(bodyPoints[i]);
bodyPoints[i] = ConvertUnits.ToSimUnits(bodyPoints[i]);
}
triangles = MathUtils.TriangulateConvexHull(bodyPoints, cell.Center);
Body edgeBody = new Body(GameMain.World);
for (int i = 0; i < triangles.Count; i++)
{
if (triangles[i][0].Y == triangles[i][1].Y && triangles[i][0].Y == triangles[i][2].Y) continue;
if (triangles[i][0].X == triangles[i][1].X && triangles[i][0].X == triangles[i][2].X) continue;
if (Vector2.DistanceSquared(triangles[i][0], triangles[i][1]) < 0.1f) continue;
if (Vector2.DistanceSquared(triangles[i][1], triangles[i][2]) < 0.1f) continue;
Vertices bodyVertices = new Vertices(triangles[i]);
FixtureFactory.AttachPolygon(bodyVertices, 5.0f, edgeBody);
}
edgeBody.UserData = cell;
edgeBody.SleepingAllowed = false;
edgeBody.BodyType = BodyType.Kinematic;
edgeBody.CollisionCategories = Physics.CollisionLevel;
cell.body = edgeBody;
bodies.Add(edgeBody);
}
return verticeList.ToArray();
}
private VertexPositionTexture[] GenerateWallShapes(List<VoronoiCell> cells)
{
float inwardThickness = 500.0f, outWardThickness = 30.0f;
List<VertexPositionTexture> verticeList = new List<VertexPositionTexture>();
foreach (VoronoiCell cell in cells)
{
if (cell.body == null) continue;
foreach (GraphEdge edge in cell.edges)
{
if (edge.cell1 != null && edge.cell1.body == null) edge.cell1 = null;
if (edge.cell2 != null && edge.cell2.body == null) edge.cell2 = null;
CompareCCW compare = new CompareCCW(cell.Center);
if (compare.Compare(edge.point1, edge.point2) == -1)
{
var temp = edge.point1;
edge.point1 = edge.point2;
edge.point2 = temp;
}
}
}
foreach (VoronoiCell cell in cells)
{
if (cell.body == null) continue;
foreach (GraphEdge edge in cell.edges)
{
if (!edge.isSolid) continue;
GraphEdge leftEdge = null, rightEdge = null;
foreach (GraphEdge edge2 in cell.edges)
{
if (edge == edge2) continue;
if (edge.point1 == edge2.point1 ||
edge.point1 == edge2.point2)
{
leftEdge = edge2;
}
else if(edge.point2 == edge2.point2 || edge.point2 == edge2.point1)
{
rightEdge = edge2;
}
}
Vector2 leftNormal = Vector2.Zero, rightNormal = Vector2.Zero;
if (leftEdge == null)
{
leftNormal = GetEdgeNormal(edge, cell);
}
else
{
leftNormal = (leftEdge.isSolid) ?
Vector2.Normalize(GetEdgeNormal(leftEdge) + GetEdgeNormal(edge, cell)) :
Vector2.Normalize(leftEdge.Center - edge.point1);
}
if (!leftNormal.IsValid())
{
#if DEBUG
DebugConsole.ThrowError("Invalid right normal");
#endif
GameMain.World.RemoveBody(cell.body);
cell.body = null;
leftNormal = Vector2.UnitX;
break;
}
if (rightEdge == null)
{
rightNormal = GetEdgeNormal(edge, cell);
}
else
{
rightNormal = (rightEdge.isSolid) ?
Vector2.Normalize(GetEdgeNormal(rightEdge) + GetEdgeNormal(edge, cell)) :
Vector2.Normalize(rightEdge.Center - edge.point2);
}
if (!rightNormal.IsValid())
{
#if DEBUG
DebugConsole.ThrowError("Invalid right normal");
#endif
GameMain.World.RemoveBody(cell.body);
cell.body = null;
rightNormal = Vector2.UnitX;
break;
}
for (int i = 0; i < 2; i++)
{
Vector2[] verts = new Vector2[3];
VertexPositionTexture[] vertPos = new VertexPositionTexture[3];
if (i==0)
{
verts[0] = edge.point1 - leftNormal * outWardThickness;
verts[1] = edge.point2 - rightNormal * outWardThickness;
verts[2] = edge.point1 + leftNormal * inwardThickness;
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], 0.0f), Vector2.Zero);
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], 0.0f), Vector2.UnitX);
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], 0.0f), new Vector2(0, 0.5f));
}
else
{
verts[0] = edge.point1 + leftNormal * inwardThickness;
verts[1] = edge.point2 - rightNormal * outWardThickness;
verts[2] = edge.point2 + rightNormal * inwardThickness;
vertPos[0] = new VertexPositionTexture(new Vector3(verts[0], 0.0f), new Vector2(0.0f, 0.5f));
vertPos[1] = new VertexPositionTexture(new Vector3(verts[1], 0.0f), Vector2.UnitX);
vertPos[2] = new VertexPositionTexture(new Vector3(verts[2], 0.0f), new Vector2(1.0f, 0.5f));
}
var comparer = new CompareCCW((verts[0] + verts[1] + verts[2]) / 3.0f);
Array.Sort(verts, vertPos, comparer);
for (int j = 0; j<3; j++)
{
verticeList.Add(vertPos[j]);
}
}
}
}
return verticeList.ToArray();
}
private Vector2 GetEdgeNormal(GraphEdge edge, VoronoiCell cell = null)
{
if (cell == null) cell = edge.AdjacentCell(null);
if (cell == null) return Vector2.UnitX;
CompareCCW compare = new CompareCCW(cell.Center);
if (compare.Compare(edge.point1, edge.point2) == -1)
{
var temp = edge.point1;
edge.point1 = edge.point2;
edge.point2 = temp;
}
Vector2 normal = Vector2.Zero;
normal = Vector2.Normalize(edge.point2 - edge.point1);
Vector2 diffToCell = Vector2.Normalize(cell.Center - edge.point2);
normal = new Vector2(-normal.Y, normal.X);
if (Vector2.Dot(normal, diffToCell) < 0)
{
normal = -normal;
}
return normal;
}
public Vector2 GetRandomItemPos(float offsetFromWall = 10.0f)
{
if (!positionsOfInterest.Any()) return Size*0.5f;
Vector2 position = Vector2.Zero;
offsetFromWall = ConvertUnits.ToSimUnits(offsetFromWall);
int tries = 0;
do
{
Vector2 startPos = ConvertUnits.ToSimUnits(Level.Loaded.GetRandomInterestingPosition(true, false));
Vector2 endPos = startPos - ConvertUnits.ToSimUnits(Vector2.UnitY * Size.Y);
if (Submarine.PickBody(
startPos,
endPos,
null, Physics.CollisionLevel) != null)
{
position = ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition + Vector2.Normalize(startPos - endPos)*offsetFromWall);
break;
}
tries++;
if (tries == 10)
{
position = EndPosition - Vector2.UnitY * 300.0f;
}
} while (tries < 10);
return position;
}
public Vector2 GetRandomInterestingPosition(bool useSyncedRand, bool? preferLarge)
{
if (!positionsOfInterest.Any()) return Size * 0.5f;
if (preferLarge==null)
{
return positionsOfInterest[Rand.Int(positionsOfInterest.Count, !useSyncedRand)].Position;
}
else
{
var positionsWithSpace = positionsOfInterest.FindAll(p => (bool)preferLarge == p.IsLarge);
if (!positionsWithSpace.Any()) return Size * 0.5f;
return positionsWithSpace[Rand.Int(positionsOfInterest.Count, !useSyncedRand)].Position;
}
}
public void Update (float deltaTime)
{
if (Submarine.Loaded!=null)
{
WrappingWall.UpdateWallShift(Submarine.Loaded.WorldPosition, wrappingWalls);
}
renderer.Update(deltaTime);
}
public void DrawFront(SpriteBatch spriteBatch)
{
if (renderer == null) return;
renderer.Draw(spriteBatch);
if (GameMain.DebugDraw)
{
foreach (InterestingPosition pos in positionsOfInterest)
{
GUI.DrawRectangle(spriteBatch, new Vector2(pos.Position.X-15.0f, -pos.Position.Y-15.0f), new Vector2(30.0f, 30.0f), Color.Gold, true);
}
}
}
public void DrawBack(SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundSpriteManager = null)
{
if (renderer == null) return;
renderer.DrawBackground(spriteBatch, cam, backgroundSpriteManager);
}
public List<VoronoiCell> GetCells(Vector2 pos, int searchDepth = 2)
{
int gridPosX = (int)Math.Floor(pos.X / GridCellWidth);
int gridPosY = (int)Math.Floor(pos.Y / GridCellWidth);
int startX = Math.Max(gridPosX - searchDepth, 0);
int endX = Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1);
int startY = Math.Max(gridPosY - searchDepth, 0);
int endY = Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1);
List<VoronoiCell> cells = new List<VoronoiCell>();
for (int x = startX; x < endX; x++)
{
for (int y = startY; y < endY; y++)
{
foreach (VoronoiCell cell in cellGrid[x, y])
{
cells.Add(cell);
}
}
}
if (wrappingWalls == null) return cells;
for (int side = 0; side < 2; side++)
{
for (int n = 0; n < 2; n++)
{
if (wrappingWalls[side, n] == null) continue;
if (Vector2.Distance(wrappingWalls[side, n].MidPos, pos) > WrappingWall.WallWidth) continue;
foreach (VoronoiCell cell in wrappingWalls[side, n].Cells)
{
cells.Add(cell);
}
}
}
return cells;
}
public List<Vector2[]> GetCellEdges(Vector2 refPos, int searchDepth = 2, bool onlySolid = true)
{
int gridPosX = (int)Math.Floor(refPos.X / GridCellWidth);
int gridPosY = (int)Math.Floor(refPos.Y / GridCellWidth);
int startX = Math.Max(gridPosX - searchDepth, 0);
int endX = Math.Min(gridPosX + searchDepth, cellGrid.GetLength(0) - 1);
int startY = Math.Max(gridPosY - searchDepth, 0);
int endY = Math.Min(gridPosY + searchDepth, cellGrid.GetLength(1) - 1);
List<Vector2[]> edges = new List<Vector2[]>();
for (int x = startX; x < endX; x++)
{
for (int y = startY; y < endY; y++)
{
foreach (VoronoiCell cell in cellGrid[x, y])
{
for (int i = 0; i < cell.edges.Count; i++)
{
if (onlySolid && !cell.edges[i].isSolid) continue;
Vector2 start = cell.edges[i].point1;
start.Y = -start.Y;
Vector2 end = cell.edges[i].point2;
end.Y = -end.Y;
edges.Add(new Vector2[] { start, end });
//GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Green : Color.Red);
}
}
}
}
for (int side = 0; side < 2; side++ )
{
for (int n = 0 ; n<2; n++)
{
if (Vector2.Distance(wrappingWalls[side, n].MidPos, refPos) > WrappingWall.WallWidth) continue;
foreach (VoronoiCell cell in wrappingWalls[side, n].Cells)
{
Vector2 offset = wrappingWalls[side, n].Offset;
for (int i = 0; i < cell.edges.Count; i++)
{
if (onlySolid && !cell.edges[i].isSolid) continue;
Vector2 start = cell.edges[i].point1 + offset;
start.Y = -start.Y;
Vector2 end = cell.edges[i].point2 + offset;
end.Y = -end.Y;
edges.Add(new Vector2[] { start, end });
}
}
}
}
return edges;
}
private void Unload()
{
renderer.Dispose();
renderer = null;
for (int side = 0; side < 2; side++)
{
for (int i = 0; i < 2; i++)
{
wrappingWalls[side, i].Dispose();
}
}
cells = null;
bodies.Clear();
bodies = null;
loaded = null;
//vertexBuffer.Dispose();
//vertexBuffer = null;
}
}
}