Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Characters/BackgroundSprite/BackgroundSpriteManager.cs
T
Joonas Rikkonen 15a31c5291 - The commonness of scripted events can be overridden for specific level types (e.g. some monsters can be set to spawn more frequently in specific types of levels).
- The sub can be moved from location to another in the map view by double clicking in debug builds.
- Level wall color can be changed in level generation parameters.
- Fixed level geometry not being rendered if the ocean floor is visible (which isn't a problem in most level types, but there can be levels where the ocean floor is so close to the actual level that they can both be visible at the same time).
- Background sprite scale is taken into account when calculating particle emitter positions.
- Fixed limb lights being rendered even if the character is disabled.
2017-08-22 19:04:49 +03:00

391 lines
15 KiB
C#

using Barotrauma.Particles;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Voronoi2;
namespace Barotrauma
{
class BackgroundSprite
{
public readonly BackgroundSpritePrefab Prefab;
public Vector3 Position;
public float Scale;
public float Rotation;
public Particles.ParticleEmitter ParticleEmitter;
//public Vector2[] spriteCorners;
public BackgroundSprite(BackgroundSpritePrefab prefab, Vector3 position, float scale, float rotation = 0.0f)
{
this.Prefab = prefab;
this.Position = position;
this.Scale = scale;
this.Rotation = rotation;
if (prefab.ParticleEmitterPrefab != null)
{
this.ParticleEmitter = new ParticleEmitter(prefab.ParticleEmitterPrefab);
}
}
}
class BackgroundSpriteManager
{
const int GridSize = 2000;
private List<BackgroundSpritePrefab> prefabs = new List<BackgroundSpritePrefab>();
private List<BackgroundSprite>[,] sprites;
private List<BackgroundSprite> visibleSprites = new List<BackgroundSprite>();
private Rectangle currentGridIndices;
private float swingTimer, swingState;
public BackgroundSpriteManager(string configPath)
{
LoadConfig(configPath);
}
public BackgroundSpriteManager(List<string> files)
{
foreach (var file in files)
{
LoadConfig(file);
}
}
private void LoadConfig(string configPath)
{
try
{
XDocument doc = ToolBox.TryLoadXml(configPath);
if (doc == null || doc.Root == null) return;
foreach (XElement element in doc.Root.Elements())
{
prefabs.Add(new BackgroundSpritePrefab(element));
}
}
catch (Exception e)
{
DebugConsole.ThrowError(String.Format("Failed to load BackgroundSprites from {0}", configPath), e);
}
}
public void PlaceSprites(Level level, int amount)
{
sprites = new List<BackgroundSprite>[
(int)Math.Ceiling(level.Size.X / GridSize),
(int)Math.Ceiling((level.Size.Y - level.BottomPos) / GridSize)];
for (int i = 0 ; i < amount; i++)
{
BackgroundSpritePrefab prefab = GetRandomPrefab(level.GenerationParams.Name);
GraphEdge selectedEdge = null;
Vector2 edgeNormal = Vector2.One;
Vector2? pos = FindSpritePosition(level, prefab, out selectedEdge, out edgeNormal);
if (pos == null) continue;
float rotation = 0.0f;
if (prefab.AlignWithSurface)
{
rotation = MathUtils.VectorToAngle(new Vector2(edgeNormal.Y, edgeNormal.X));
}
rotation += Rand.Range(prefab.RandomRotation.X, prefab.RandomRotation.Y, Rand.RandSync.ClientOnly);
var newSprite = new BackgroundSprite(prefab,
new Vector3((Vector2)pos, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, Rand.RandSync.ClientOnly)), Rand.Range(prefab.Scale.X, prefab.Scale.Y, Rand.RandSync.ClientOnly), rotation);
//calculate the positions of the corners of the rotated sprite
Vector2 halfSize = newSprite.Prefab.Sprite.size * newSprite.Scale / 2;
var spriteCorners = new List<Vector2>
{
-halfSize, new Vector2(-halfSize.X, halfSize.Y),
halfSize, new Vector2(halfSize.X, -halfSize.Y)
};
Vector2 pivotOffset = newSprite.Prefab.Sprite.Origin * newSprite.Scale - halfSize;
pivotOffset.X = -pivotOffset.X;
pivotOffset = new Vector2(
(float)(pivotOffset.X * Math.Cos(-rotation) - pivotOffset.Y * Math.Sin(-rotation)),
(float)(pivotOffset.X * Math.Sin(-rotation) + pivotOffset.Y * Math.Cos(-rotation)));
for (int j = 0; j < 4; j++)
{
spriteCorners[j] = new Vector2(
(float)(spriteCorners[j].X * Math.Cos(-rotation) - spriteCorners[j].Y * Math.Sin(-rotation)),
(float)(spriteCorners[j].X * Math.Sin(-rotation) + spriteCorners[j].Y * Math.Cos(-rotation)));
spriteCorners[j] += pos.Value + pivotOffset;
}
if (newSprite.ParticleEmitter != null)
{
Rectangle particleBounds = newSprite.ParticleEmitter.CalculateParticleBounds(pos.Value);
spriteCorners.Add(particleBounds.Location.ToVector2());
spriteCorners.Add(new Vector2(particleBounds.Right, particleBounds.Bottom));
}
int minX = (int)Math.Floor((spriteCorners.Min(c => c.X) - newSprite.Position.Z) / GridSize);
int maxX = (int)Math.Floor((spriteCorners.Max(c => c.X) + newSprite.Position.Z) / GridSize);
if (minX < 0 || maxX >= sprites.GetLength(0)) continue;
int minY = (int)Math.Floor((spriteCorners.Min(c => c.Y) - newSprite.Position.Z - level.BottomPos) / GridSize);
int maxY = (int)Math.Floor((spriteCorners.Max(c => c.Y) + newSprite.Position.Z - level.BottomPos) / GridSize);
if (minY < 0 || maxY >= sprites.GetLength(1)) continue;
for (int x = minX; x <= maxX; x++)
{
for (int y = minY; y <= maxY; y++)
{
if (sprites[x, y] == null) sprites[x, y] = new List<BackgroundSprite>();
sprites[x, y].Add(newSprite);
}
}
}
}
private Vector2? FindSpritePosition(Level level, BackgroundSpritePrefab prefab, out GraphEdge closestEdge, out Vector2 edgeNormal)
{
closestEdge = null;
edgeNormal = Vector2.One;
Vector2 randomPos = new Vector2(
Rand.Range(0.0f, level.Size.X, Rand.RandSync.ClientOnly),
Rand.Range(0.0f, level.Size.Y, Rand.RandSync.ClientOnly));
if (prefab.SpawnPos == BackgroundSpritePrefab.SpawnPosType.None) return randomPos;
List<GraphEdge> edges = new List<GraphEdge>();
List<Vector2> normals = new List<Vector2>();
System.Diagnostics.Debug.Assert(level.ExtraWalls.Length == 1);
List<VoronoiCell> cells = new List<VoronoiCell>();
if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.Wall)) cells.AddRange(level.GetCells(randomPos));
if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.SeaFloor)) cells.AddRange(level.ExtraWalls[0].Cells);
if (cells.Any())
{
VoronoiCell cell = cells[Rand.Int(cells.Count, Rand.RandSync.ClientOnly)];
foreach (GraphEdge edge in cell.edges)
{
if (!edge.isSolid || edge.OutsideLevel) continue;
Vector2 normal = edge.GetNormal(cell);
if (prefab.Alignment.HasFlag(Alignment.Bottom) && normal.Y < -0.5f)
{
edges.Add(edge);
}
else if (prefab.Alignment.HasFlag(Alignment.Top) && normal.Y > 0.5f)
{
edges.Add(edge);
}
else if (prefab.Alignment.HasFlag(Alignment.Left) && normal.X < -0.5f)
{
edges.Add(edge);
}
else if (prefab.Alignment.HasFlag(Alignment.Right) && normal.X > 0.5f)
{
edges.Add(edge);
}
else
{
continue;
}
normals.Add(normal);
}
}
if (prefab.SpawnPos.HasFlag(BackgroundSpritePrefab.SpawnPosType.RuinWall))
{
foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
{
Rectangle expandedArea = ruin.Area;
expandedArea.Inflate(ruin.Area.Width, ruin.Area.Height);
if (!expandedArea.Contains(randomPos)) continue;
foreach (var ruinShape in ruin.RuinShapes)
{
foreach (var wall in ruinShape.Walls)
{
if (!prefab.Alignment.HasFlag(ruinShape.GetLineAlignment(wall))) continue;
edges.Add(new GraphEdge(wall.A, wall.B));
normals.Add((wall.A + wall.B) / 2.0f - ruinShape.Center);
}
}
}
}
if (!edges.Any()) return null;
int index = Rand.Int(edges.Count, Rand.RandSync.ClientOnly);
closestEdge = edges[index];
edgeNormal = normals[index];
float length = Vector2.Distance(closestEdge.point1, closestEdge.point2);
Vector2 dir = (closestEdge.point1 - closestEdge.point2) / length;
Vector2 pos = closestEdge.point2 + dir * Rand.Range(prefab.Sprite.size.X / 2.0f, length - prefab.Sprite.size.X / 2.0f, Rand.RandSync.ClientOnly);
return pos;
}
public void Update(float deltaTime)
{
swingTimer += deltaTime;
swingState = (float)Math.Sin(swingTimer * 0.1f);
foreach (BackgroundSprite s in visibleSprites)
{
if (s.Prefab.ParticleEmitterPrefab != null)
{
Vector2 emitterPos = new Vector2(s.Prefab.EmitterPosition.X, s.Prefab.EmitterPosition.Y) * s.Scale;
if (s.Rotation != 0.0f || s.Prefab.SwingAmount != 0.0f)
{
var ca = (float)Math.Cos(s.Rotation + swingState * s.Prefab.SwingAmount);
var sa = (float)Math.Sin(s.Rotation + swingState * s.Prefab.SwingAmount);
emitterPos = new Vector2(
ca * emitterPos.X + sa * emitterPos.Y,
-sa * emitterPos.X + ca * emitterPos.Y);
}
s.ParticleEmitter.Emit(deltaTime, new Vector2(s.Position.X, s.Position.Y) + emitterPos);
}
}
}
public void DrawSprites(SpriteBatch spriteBatch, Camera cam)
{
Rectangle indices = Rectangle.Empty;
indices.X = (int)Math.Floor(cam.WorldView.X / (float)GridSize);
if (indices.X >= sprites.GetLength(0)) return;
indices.Y = (int)Math.Floor((cam.WorldView.Y - cam.WorldView.Height - Level.Loaded.BottomPos) / (float)GridSize);
if (indices.Y >= sprites.GetLength(1)) return;
indices.Width = (int)Math.Floor(cam.WorldView.Right / (float)GridSize)+1;
if (indices.Width < 0) return;
indices.Height = (int)Math.Floor((cam.WorldView.Y - Level.Loaded.BottomPos) / (float)GridSize)+1;
if (indices.Height < 0) return;
indices.X = Math.Max(indices.X, 0);
indices.Y = Math.Max(indices.Y, 0);
indices.Width = Math.Min(indices.Width, sprites.GetLength(0)-1);
indices.Height = Math.Min(indices.Height, sprites.GetLength(1)-1);
float z = 0.0f;
if (currentGridIndices != indices)
{
visibleSprites.Clear();
for (int x = indices.X; x <= indices.Width; x++)
{
for (int y = indices.Y; y <= indices.Height; y++)
{
if (sprites[x, y] == null) continue;
foreach (BackgroundSprite sprite in sprites[x, y])
{
int drawOrderIndex = 0;
for (int i = 0; i < visibleSprites.Count; i++)
{
if (visibleSprites[i] == sprite)
{
drawOrderIndex = -1;
break;
}
if (visibleSprites[i].Position.Z > sprite.Position.Z)
{
break;
}
else
{
drawOrderIndex = i + 1;
}
}
if (drawOrderIndex >= 0)
{
visibleSprites.Insert(drawOrderIndex, sprite);
}
}
}
}
currentGridIndices = indices;
}
foreach (BackgroundSprite sprite in visibleSprites)
{
Vector2 camDiff = new Vector2(sprite.Position.X, sprite.Position.Y) - cam.WorldViewCenter;
camDiff.Y = -camDiff.Y;
sprite.Prefab.Sprite.Draw(
spriteBatch,
new Vector2(sprite.Position.X, -sprite.Position.Y) - camDiff * sprite.Position.Z / 10000.0f,
Color.Lerp(Color.White, Level.Loaded.BackgroundColor, sprite.Position.Z / 5000.0f),
sprite.Rotation + swingState * sprite.Prefab.SwingAmount,
sprite.Scale,
SpriteEffects.None,
z);
/*for (int i = 0; i < 4; i++)
{
GUI.DrawLine(spriteBatch,
new Vector2(sprite.spriteCorners[i].X, -sprite.spriteCorners[i].Y),
new Vector2(sprite.spriteCorners[(i + 1) % 4].X, -sprite.spriteCorners[(i + 1) % 4].Y),
Color.White, 0, 5);
}*/
if (GameMain.DebugDraw)
{
GUI.DrawRectangle(spriteBatch, new Vector2(sprite.Position.X, -sprite.Position.Y), new Vector2(10.0f, 10.0f), Color.Red, true);
}
z += 0.0001f;
}
}
private BackgroundSpritePrefab GetRandomPrefab(string levelType)
{
int totalCommonness = 0;
foreach (BackgroundSpritePrefab prefab in prefabs)
{
totalCommonness += prefab.GetCommonness(levelType);
}
float randomNumber = Rand.Int(totalCommonness+1, Rand.RandSync.ClientOnly);
foreach (BackgroundSpritePrefab prefab in prefabs)
{
if (randomNumber <= prefab.GetCommonness(levelType))
{
return prefab;
}
randomNumber -= prefab.GetCommonness(levelType);
}
return null;
}
}
}