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

768 lines
26 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 GridCellSize = 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;
private Color backgroundColor;
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 Color BackgroundColor
{
get { return backgroundColor; }
}
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 brightness = Rand.Range(1.0f, 1.3f, false);
backgroundColor = Color.Lerp(new Color(11, 18, 26), new Color(11, 26, 18), Rand.Range(0.0f, 1.0f, false)) * brightness;
backgroundColor = new Color(backgroundColor, 1.0f);
float minWidth = Submarine.Loaded == null ? 0.0f : Math.Max(Submarine.Borders.Width, Submarine.Borders.Height);
minWidth = Math.Max(minWidth, 6500.0f);
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)));
}
for (int i = 2; i < pathNodes.Count; i+=3 )
{
positionsOfInterest.Add(new InterestingPosition(pathNodes[i], true));
}
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,
new Vector2(tunnelStartPos.X, pathBorders.Bottom)+Rand.Vector(tunnelLength,false),
4, 1000.0f);
List<Vector2> tunnel = new List<Vector2>();
foreach (Vector2[] tunnelNode in tunnelNodes)
{
if (!pathBorders.Contains(tunnelNode[0])) continue;
tunnel.Add(tunnelNode[0]);
}
if (tunnel.Any()) smallTunnels.Add(tunnel);
}
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 * 0.5f);
if (y < borders.Height - siteInterval) sites.Add(new Vector2(x, y) + Vector2.UnitY * siteInterval * 0.5f);
if (x < borders.Width - siteInterval && y < borders.Height - siteInterval) sites.Add(new Vector2(x, y) + Vector2.One * siteInterval * 0.5f);
}
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();
//construct voronoi cells based on the graph edges
cells = CaveGenerator.GraphEdgesToCells(graphEdges, borders, GridCellSize, out cellGrid);
Debug.WriteLine("find cells: " + sw2.ElapsedMilliseconds + " ms");
sw2.Restart();
List<VoronoiCell> pathCells = CaveGenerator.GeneratePath(pathNodes, cells, cellGrid, GridCellSize,
new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), 0.3f, mirror);
EnlargeMainPath(pathCells, minWidth);
foreach (InterestingPosition positionOfInterest in positionsOfInterest)
{
WayPoint wayPoint = new WayPoint(positionOfInterest.Position, SpawnType.Enemy, null);
wayPoint.MoveWithLevel = true;
}
startPosition.X = pathCells[0].Center.X;
foreach (List<Vector2> tunnel in smallTunnels)
{
if (tunnel.Count<2) continue;
//find the cell which the path starts from
int startCellIndex = CaveGenerator.FindCellIndex(tunnel[0], cells, cellGrid, GridCellSize, 1);
if (startCellIndex < 0) continue;
//if it wasn't one of the cells in the main path, don't create a tunnel
if (cells[startCellIndex].CellType != CellType.Path) continue;
var newPathCells = CaveGenerator.GeneratePath(tunnel, cells, cellGrid, GridCellSize, pathBorders);
positionsOfInterest.Add(new InterestingPosition(tunnel.Last(), false));
if (tunnel.Count() > 4) positionsOfInterest.Add(new InterestingPosition(tunnel[tunnel.Count() / 2], false));
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)
{
cell.CellType = CellType.Path;
cells.Remove(cell);
}
List<VoronoiCell> usedCaveCells = new List<VoronoiCell>();
for (int i = 0; i < 3; i++)
{
Vector2 startPoint = Vector2.Zero;
VoronoiCell startCell = null;
var caveCells = new List<VoronoiCell>();
while (true)
{
startCell = cells[Rand.Int(cells.Count, false)];
GraphEdge startEdge =
startCell.edges.Find(e => pathCells.Contains(e.AdjacentCell(startCell)));
if (startEdge != null)
{
startPoint = (startEdge.point1 + startEdge.point2) / 2.0f;
startPoint += startPoint - startCell.Center;
caveCells = GetCells(startCell.Center, 2);
caveCells.RemoveAll(c => c.CellType == CellType.Path);
if (usedCaveCells.Any(c => caveCells.Contains(c))) continue;
break;
}
}
usedCaveCells.AddRange(caveCells);
List<VoronoiCell> caveSolidCells;
var cavePathCells = CaveGenerator.CarveCave(caveCells, startPoint, out caveSolidCells);
caveCells.ForEach(c => cells.Remove(c));
//caveSolidCells = CleanCells(cavePathCells);
cells.AddRange(caveSolidCells);
foreach (VoronoiCell cell in cavePathCells)
{
cells.Remove(cell);
}
pathCells.AddRange(cavePathCells);
}
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)
{
int x = (int)Math.Floor(cell.Center.X / GridCellSize);
int y = (int)Math.Floor(cell.Center.Y / GridCellSize);
if (x < 0 || y < 0 || x >= cellGrid.GetLength(0) || y >= cellGrid.GetLength(1)) continue;
cellGrid[x,y].Add(cell);
}
startPosition.Y = borders.Height;
endPosition.Y = borders.Height;
List<VertexPositionColor> bodyVertices;
bodies = CaveGenerator.GeneratePolygons(cells, out bodyVertices);
renderer.SetBodyVertices(bodyVertices.ToArray());
renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells));
renderer.PlaceSprites(1000);
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));
List<VertexPositionColor> wrappingWallVertices;
CaveGenerator.GeneratePolygons(wrappingWalls[side, i].Cells, out wrappingWallVertices, false);
wrappingWalls[side, i].SetBodyVertices(wrappingWallVertices.ToArray());
wrappingWalls[side, i].SetWallVertices(CaveGenerator.GenerateWallShapes(wrappingWalls[side, i].Cells));
}
}
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;
}
Debug.WriteLine("**********************************************************************************");
Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms");
Debug.WriteLine("Seed: "+seed);
Debug.WriteLine("**********************************************************************************");
}
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 void EnlargeMainPath(List<VoronoiCell> pathCells, float minWidth)
{
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);
if (minWidth > 0.0f)
{
List<VoronoiCell> removedCells = GetTooCloseCells(pathCells, minWidth);
foreach (VoronoiCell removedCell in removedCells)
{
if (removedCell.CellType == CellType.Path) continue;
pathCells.Add(removedCell);
removedCell.CellType = CellType.Path;
}
}
}
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 (float x = -minDistance; x <= minDistance; x+=siteInterval)
{
for (float y = -minDistance; y <= minDistance; y += siteInterval)
{
Vector2 cornerPos = position + new Vector2(x,y);
int cellIndex = CaveGenerator.FindCellIndex(cornerPos, cells, cellGrid, GridCellSize);
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;
}
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;
var positionsWithSpace = positionsOfInterest.FindAll(p => (bool)preferLarge == p.IsLarge);
if (!positionsWithSpace.Any()) return Size * 0.5f;
return positionsWithSpace[Rand.Int(positionsWithSpace.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(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundSpriteManager = null)
{
graphics.Clear(backgroundColor);
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 / GridCellSize);
int gridPosY = (int)Math.Floor(pos.Y / GridCellSize);
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;
}
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;
}
}
}