- Ruins are visible in sonar - Fixed ruin generation algorithm occasionally creating too narrow rooms and placing corridors so that they're blocked by corners of a room - Fix for wall textures being misaligned for map cells with no physics body
162 lines
4.9 KiB
C#
162 lines
4.9 KiB
C#
using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Barotrauma.RuinGeneration
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{
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/// <summary>
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/// nodes of a binary tree used for generating underwater "dungeons"
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/// </summary>
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class BTRoom : RuinShape
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{
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private BTRoom[] subRooms;
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public BTRoom Parent
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{
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get;
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private set;
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}
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public Corridor Corridor
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{
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get;
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set;
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}
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public BTRoom[] SubRooms
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{
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get { return subRooms; }
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}
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public BTRoom Adjacent
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{
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get;
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private set;
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}
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public BTRoom(Rectangle rect)
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{
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this.rect = rect;
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}
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public void Split(float minDivRatio, float verticalProbability = 0.5f, int minWidth = 200)
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{
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subRooms = new BTRoom[2];
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if (Rand.Range(0.0f, 1.0f, false) < verticalProbability &&
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rect.Width * minDivRatio >= minWidth)
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{
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SplitVertical(minDivRatio);
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}
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else
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{
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SplitHorizontal(minDivRatio);
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}
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subRooms[0].Parent = this;
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subRooms[1].Parent = this;
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subRooms[0].Adjacent = subRooms[1];
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subRooms[1].Adjacent = subRooms[0];
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}
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private void SplitHorizontal(float minDivRatio)
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{
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float div = Rand.Range(minDivRatio, 1.0f - minDivRatio, false);
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subRooms[0] = new BTRoom(new Rectangle(rect.X, rect.Y, rect.Width, (int)(rect.Height * div)));
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subRooms[1] = new BTRoom(new Rectangle(rect.X, rect.Y + subRooms[0].rect.Height, rect.Width, rect.Height - subRooms[0].rect.Height));
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}
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private void SplitVertical(float minDivRatio)
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{
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float div = Rand.Range(minDivRatio, 1.0f - minDivRatio, false);
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subRooms[0] = new BTRoom(new Rectangle(rect.X, rect.Y, (int)(rect.Width * div), rect.Height));
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subRooms[1] = new BTRoom(new Rectangle(rect.X + subRooms[0].rect.Width, rect.Y, rect.Width - subRooms[0].rect.Width, rect.Height));
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}
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public override void CreateWalls()
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{
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Walls = new List<Line>();
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Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.Right, Rect.Y), RuinStructureType.Wall));
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Walls.Add(new Line(new Vector2(Rect.X, Rect.Bottom), new Vector2(Rect.Right, Rect.Bottom), RuinStructureType.Wall));
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Walls.Add(new Line(new Vector2(Rect.X, Rect.Y), new Vector2(Rect.X, Rect.Bottom), RuinStructureType.Wall));
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Walls.Add(new Line(new Vector2(Rect.Right, Rect.Y), new Vector2(Rect.Right, Rect.Bottom), RuinStructureType.Wall));
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}
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public void Scale(Vector2 scale)
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{
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rect.Inflate((scale.X - 1.0f) * 0.5f * rect.Width, (scale.Y - 1.0f) * 0.5f * rect.Height);
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}
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public List<BTRoom> GetLeaves()
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{
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return GetLeaves(new List<BTRoom>());
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}
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private List<BTRoom> GetLeaves(List<BTRoom> leaves)
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{
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if (subRooms == null)
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{
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leaves.Add(this);
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}
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else
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{
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subRooms[0].GetLeaves(leaves);
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subRooms[1].GetLeaves(leaves);
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}
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return leaves;
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}
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public void GenerateCorridors(int minWidth, int maxWidth, List<Corridor> corridors)
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{
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if (Adjacent != null && Corridor == null)
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{
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Corridor = new Corridor(this, Rand.Range(minWidth, maxWidth, false), corridors);
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}
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if (subRooms != null)
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{
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subRooms[0].GenerateCorridors(minWidth, maxWidth, corridors);
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subRooms[1].GenerateCorridors(minWidth, maxWidth, corridors);
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}
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}
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public static void CalculateDistancesFromEntrance(BTRoom entrance, List<Corridor> corridors)
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{
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entrance.CalculateDistanceFromEntrance(1, new List<Corridor>(corridors));
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}
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private void CalculateDistanceFromEntrance(int currentDist, List<Corridor> corridors)
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{
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if (DistanceFromEntrance == 0)
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{
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DistanceFromEntrance = currentDist;
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}
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else
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{
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DistanceFromEntrance = Math.Min(currentDist, DistanceFromEntrance);
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}
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currentDist++;
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for (int i = corridors.Count - 1; i >= 0; i = Math.Min(i - 1, corridors.Count - 1))
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{
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var corridor = corridors[i];
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if (!corridor.ConnectedRooms.Contains(this)) continue;
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corridors.RemoveAt(i);
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corridor.ConnectedRooms[corridor.ConnectedRooms[0] == this ? 1 : 0].CalculateDistanceFromEntrance(currentDist, corridors);
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}
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}
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}
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}
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