1195 lines
43 KiB
C#
1195 lines
43 KiB
C#
using FarseerPhysics;
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using FarseerPhysics.Common;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Factories;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using System.Diagnostics;
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using Voronoi2;
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namespace Barotrauma
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{
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class Level
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{
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public static Level Loaded
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{
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get { return loaded; }
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}
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struct InterestingPosition
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{
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public readonly Vector2 Position;
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public readonly bool IsLarge;
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public InterestingPosition(Vector2 position, bool isLarge)
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{
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Position = position;
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IsLarge = isLarge;
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}
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}
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static Level loaded;
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private LevelRenderer renderer;
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//how close the sub has to be to start/endposition to exit
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public const float ExitDistance = 6000.0f;
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private string seed;
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private int siteInterval;
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public const int GridCellWidth = 2000;
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private List<VoronoiCell>[,] cellGrid;
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private WrappingWall[,] wrappingWalls;
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private float shaftHeight;
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//List<Body> bodies;
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private List<VoronoiCell> cells;
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//private VertexBuffer vertexBuffer;
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private Vector2 startPosition, endPosition;
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private Rectangle borders;
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private List<Body> bodies;
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private List<InterestingPosition> positionsOfInterest;
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public Vector2 StartPosition
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{
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get { return startPosition; }
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}
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public Vector2 Size
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{
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get { return new Vector2(borders.Width, borders.Height); }
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}
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public Vector2 EndPosition
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{
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get { return endPosition; }
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}
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public WrappingWall[,] WrappingWalls
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{
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get { return wrappingWalls; }
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}
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public string Seed
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{
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get { return seed; }
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}
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public float Difficulty
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{
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get;
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private set;
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}
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public Body[] ShaftBodies
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{
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get;
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private set;
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}
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public Level(string seed, float difficulty, int width, int height, int siteInterval)
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{
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this.seed = seed;
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this.siteInterval = siteInterval;
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this.Difficulty = difficulty;
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positionsOfInterest = new List<InterestingPosition>();
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borders = new Rectangle(0, 0, width, height);
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}
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public static Level CreateRandom(LocationConnection locationConnection)
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{
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string seed = locationConnection.Locations[0].Name + locationConnection.Locations[1].Name;
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return new Level(seed, locationConnection.Difficulty, 100000, 50000, 2000);
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}
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public static Level CreateRandom(string seed = "")
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{
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if (seed == "")
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{
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seed = Rand.Range(0, int.MaxValue, false).ToString();
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}
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return new Level(seed, Rand.Range(30.0f,80.0f,false), 100000, 50000, 2000);
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}
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public void Generate(bool mirror=false)
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{
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Stopwatch sw = new Stopwatch();
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sw.Start();
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if (loaded != null) loaded.Unload();
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loaded = this;
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renderer = new LevelRenderer(this);
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Voronoi voronoi = new Voronoi(1.0);
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List<Vector2> sites = new List<Vector2>();
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bodies = new List<Body>();
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Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
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float minWidth = Submarine.Loaded == null ? 0.0f : Math.Max(Submarine.Borders.Width, Submarine.Borders.Height);
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minWidth = Math.Max(minWidth, 3500.0f);
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startPosition = new Vector2((int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
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endPosition = new Vector2(borders.Width - (int)minWidth * 2, Rand.Range((int)minWidth * 2, borders.Height - (int)minWidth * 2, false));
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List<Vector2> pathNodes = new List<Vector2>();
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Rectangle pathBorders = borders;// new Rectangle((int)minWidth, (int)minWidth, borders.Width - (int)minWidth * 2, borders.Height - (int)minWidth);
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pathBorders.Inflate(-minWidth*2, -minWidth*2);
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pathNodes.Add(new Vector2(startPosition.X, borders.Height));
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pathNodes.Add(startPosition);
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for (float x = startPosition.X; x < endPosition.X; x += Rand.Range(5000.0f, 10000.0f, false))
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{
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pathNodes.Add(new Vector2(x, Rand.Range(pathBorders.Y, pathBorders.Bottom, false)));
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}
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for (int i = 2; i < pathNodes.Count; i+=3 )
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{
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positionsOfInterest.Add(new InterestingPosition(pathNodes[i], true));
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}
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pathNodes.Add(endPosition);
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pathNodes.Add(new Vector2(endPosition.X, borders.Height));
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int smallTunnelCount = 5;
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List<List<Vector2>> smallTunnels = new List<List<Vector2>>();
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for (int i = 0; i < smallTunnelCount; i++)
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{
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var tunnelStartPos = pathNodes[Rand.Range(2, pathNodes.Count - 2, false)];
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tunnelStartPos.X = MathHelper.Clamp(tunnelStartPos.X, pathBorders.X, pathBorders.Right);
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float tunnelLength = Rand.Range(5000.0f, 10000.0f, false);
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var tunnelNodes = MathUtils.GenerateJaggedLine(tunnelStartPos, tunnelStartPos + Rand.Vector(tunnelLength,false) + Vector2.UnitY*5000.0f, 3, 1000.0f);
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List<Vector2> tunnel = new List<Vector2>();
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foreach (Vector2[] tunnelNode in tunnelNodes)
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{
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if (!pathBorders.Contains(tunnelNode[0])) break;
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tunnel.Add(tunnelNode[0]);
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}
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if (tunnel.Any())
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{
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smallTunnels.Add(tunnel);
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positionsOfInterest.Add(new InterestingPosition(tunnel.Last(), false));
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if (tunnel.Count() > 4) positionsOfInterest.Add(new InterestingPosition(tunnel[tunnel.Count()/2], false));
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}
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}
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float siteVariance = siteInterval * 0.4f;
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for (int x = siteInterval / 2; x < borders.Width; x += siteInterval)
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{
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for (int y = siteInterval / 2; y < borders.Height; y += siteInterval)
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{
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Vector2 site = new Vector2(x, y) + Rand.Vector(siteVariance, false);
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if (smallTunnels.Any(t => t.Any(node => Vector2.Distance(node, site) < siteInterval)))
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{
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if (x < borders.Width - siteInterval) sites.Add(new Vector2(x, y) + Vector2.UnitX * siteInterval * 0.2f);
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if (y < borders.Height - siteInterval) sites.Add(new Vector2(x, y) + Vector2.UnitY * siteInterval * 0.2f);
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if (x < borders.Width - siteInterval && y < borders.Height - siteInterval) sites.Add(new Vector2(x, y) + Vector2.One * siteInterval * 0.2f);
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}
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if (mirror) site.X = borders.Width - site.X;
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sites.Add(site);
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}
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}
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Stopwatch sw2 = new Stopwatch();
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sw2.Start();
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List<GraphEdge> graphEdges = voronoi.MakeVoronoiGraph(sites, borders.Width, borders.Height);
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Debug.WriteLine("MakeVoronoiGraph: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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cellGrid = new List<VoronoiCell>[borders.Width / GridCellWidth, borders.Height / GridCellWidth];
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for (int x = 0; x < borders.Width / GridCellWidth; x++)
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{
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for (int y = 0; y < borders.Height / GridCellWidth; y++)
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{
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cellGrid[x, y] = new List<VoronoiCell>();
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}
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}
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//construct voronoi cells based on the graph edges
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cells = new List<VoronoiCell>();
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foreach (GraphEdge ge in graphEdges)
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{
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for (int i = 0; i < 2; i++)
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{
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Site site = (i == 0) ? ge.site1 : ge.site2;
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VoronoiCell cell = cellGrid[
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(int)Math.Floor(site.coord.x / GridCellWidth),
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(int)Math.Floor(site.coord.y / GridCellWidth)].Find(c => c.site == site);
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if (cell == null)
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{
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cell = new VoronoiCell(site);
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cellGrid[(int)Math.Floor(cell.Center.X / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell);
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cells.Add(cell);
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}
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if (ge.cell1 == null)
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{
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ge.cell1 = cell;
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}
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else
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{
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ge.cell2 = cell;
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}
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cell.edges.Add(ge);
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}
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}
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Debug.WriteLine("find cells: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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//if (mirror)
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//{
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// pathNodes.Reverse();
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//}
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List<VoronoiCell> pathCells = GeneratePath(pathNodes, cells,
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new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), minWidth, 0.3f, mirror, true);
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foreach (InterestingPosition positionOfInterest in positionsOfInterest)
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{
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WayPoint wayPoint = new WayPoint(positionOfInterest.Position, SpawnType.Enemy, null);
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wayPoint.MoveWithLevel = true;
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}
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//startPosition = pathCells[0].Center;
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//endPosition = pathCells[pathCells.Count - 1].Center;
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foreach (List<Vector2> tunnel in smallTunnels)
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{
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if (tunnel.Count<2) continue;
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var newPathCells = GeneratePath(tunnel, cells, pathBorders, 0.0f, 0.0f);
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//for (int n = 0; n < newPathCells.Count; n += 5)
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//{
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// positionsOfInterest.Add(newPathCells[n].Center);
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//}
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pathCells.AddRange(newPathCells);
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}
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////generate a couple of random paths
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//for (int i = 0; i <= Rand.Range(1,4,false); i++)
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//{
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// //pathBorders = new Rectangle(
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// //borders.X + siteInterval * 2, borders.Y - siteInterval * 2,
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// //borders.Right - siteInterval * 2, borders.Y + borders.Height - siteInterval * 2);
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// Vector2 start = pathCells[Rand.Range(1, pathCells.Count - 2,false)].Center;
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// float x = pathBorders.X + Rand.Range(0, pathBorders.Right - pathBorders.X, false);
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// float y = pathBorders.Y + Rand.Range(0,pathBorders.Bottom - pathBorders.Y, false);
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// if (mirror) x = borders.Width - x;
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// Vector2 end = new Vector2(x, y);
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// var newPathCells = GeneratePath(new List<Vector2> { start, end }, cells, pathBorders, 0.0f, 0.8f, mirror);
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// for (int n = 0; n < newPathCells.Count; n += 5)
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// {
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// positionsOfInterest.Add(newPathCells[n].Center);
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// }
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// pathCells.AddRange(newPathCells);
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//}
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Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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//for (int i = 0; i < 2; i++ )
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//{
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// Vector2 tunnelStart = (i == 0) ? startPosition : endPosition;
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// pathCells.AddRange
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// (
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// GeneratePath(rand, tunnelStart, new Vector2(tunnelStart.X, borders.Height), cells, pathBorders, minWidth, 0.1f, mirror)
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// );
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//}
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cells = CleanCells(pathCells);
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pathCells.AddRange(CreateBottomHoles(Rand.Range(0.2f,0.8f, false), new Rectangle(
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(int)(borders.Width * 0.2f), 0,
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(int)(borders.Width * 0.6f), (int)(borders.Height * 0.3f))));
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foreach (VoronoiCell cell in pathCells)
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{
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cells.Remove(cell);
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}
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for (int x = 0; x < cellGrid.GetLength(0); x++)
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{
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for (int y = 0; y < cellGrid.GetLength(1); y++)
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{
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cellGrid[x, y].Clear();
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}
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}
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foreach (VoronoiCell cell in cells)
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{
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cellGrid[(int)Math.Floor(cell.Center.X / GridCellWidth), (int)Math.Floor(cell.Center.Y / GridCellWidth)].Add(cell);
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}
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startPosition.Y = borders.Height;
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endPosition.Y = borders.Height;
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renderer.SetBodyVertices(GeneratePolygons(cells, pathCells));
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renderer.SetWallVertices(GenerateWallShapes(cells));
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wrappingWalls = new WrappingWall[2, 2];
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for (int side = 0; side < 2; side++)
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{
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for (int i = 0; i < 2; i++)
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{
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wrappingWalls[side, i] = new WrappingWall(pathCells, cells, borders.Height * 0.5f,
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(side == 0 ? -1 : 1) * (i == 0 ? 1 : 2));
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wrappingWalls[side, i].SetBodyVertices(GeneratePolygons(wrappingWalls[side, i].Cells, new List<VoronoiCell>(), false));
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wrappingWalls[side, i].SetWallVertices(GenerateWallShapes(wrappingWalls[side, i].Cells));
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//wrappingWalls[side, i].Cells[0].edges[1].isSolid = false;
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//wrappingWalls[side, i].Cells[0].edges[3].isSolid = false;
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//wrappingWalls[side, i].Cells[wrappingWalls[side, i].Cells.Count-1].edges[1].isSolid = false;
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//wrappingWalls[side, i].Cells[wrappingWalls[side, i].Cells.Count - 1].edges[3].isSolid = false;
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}
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}
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for (int side = 0; side < 2; side++)
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{
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for (int i = 0; i < 2; i++)
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{
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cells.AddRange(wrappingWalls[side, i].Cells);
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}
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}
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ShaftBodies = new Body[2];
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for (int i = 0; i < 2; i++)
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{
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ShaftBodies[i] = BodyFactory.CreateRectangle(GameMain.World, 100.0f, 10.0f, 5.0f);
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ShaftBodies[i].BodyType = BodyType.Static;
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ShaftBodies[i].CollisionCategories = Physics.CollisionLevel;
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Vector2 shaftPos = (i == 0) ? startPosition : endPosition;
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shaftPos.Y = borders.Height;
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ShaftBodies[i].SetTransform(ConvertUnits.ToSimUnits(shaftPos), 0.0f);
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bodies.Add(ShaftBodies[i]);
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}
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foreach (VoronoiCell cell in cells)
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{
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foreach (GraphEdge edge in cell.edges)
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{
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edge.cell1 = null;
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edge.cell2 = null;
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edge.site1 = null;
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edge.site2 = null;
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}
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}
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Debug.WriteLine("Generatelevel: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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//vertexBuffer = new VertexBuffer(GameMain.CurrGraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
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//vertexBuffer.SetData(vertices);
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if (mirror)
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{
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Vector2 temp = startPosition;
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startPosition = endPosition;
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endPosition = temp;
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}
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renderer.PlaceSprites(100);
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Debug.WriteLine("**********************************************************************************");
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Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms");
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Debug.WriteLine("Seed: "+seed);
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Debug.WriteLine("**********************************************************************************");
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}
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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)
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{
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Stopwatch sw2 = new Stopwatch();
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sw2.Start();
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//how heavily the path "steers" towards the endpoint
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//lower values will cause the path to "wander" more, higher will make it head straight to the end
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wanderAmount = MathHelper.Clamp(wanderAmount, 0.0f, 1.0f);
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List<GraphEdge> allowedEdges = new List<GraphEdge>();
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List<VoronoiCell> pathCells = new List<VoronoiCell>();
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VoronoiCell[] targetCells = new VoronoiCell[points.Count];
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for (int i = 0; i <targetCells.Length; i++)
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{
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targetCells[i]= cells[FindCellIndex(points[i])];
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}
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VoronoiCell currentCell = targetCells[0];
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pathCells.Add(currentCell);
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int currentTargetIndex = 1;
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do
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{
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int edgeIndex = 0;
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allowedEdges.Clear();
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foreach (GraphEdge edge in currentCell.edges)
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{
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if (!limits.Contains(edge.AdjacentCell(currentCell).Center)) continue;
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allowedEdges.Add(edge);
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}
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//steer towards target
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if (Rand.Range(0.0f, 1.0f, false) > wanderAmount || allowedEdges.Count == 0)
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{
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for (int i = 0; i < currentCell.edges.Count; i++)
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{
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if (!MathUtils.LinesIntersect(currentCell.Center, targetCells[currentTargetIndex].Center,
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currentCell.edges[i].point1, currentCell.edges[i].point2)) continue;
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edgeIndex = i;
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break;
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}
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}
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//choose random edge (ignoring ones where the adjacent cell is outside limits)
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else
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{
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//if (allowedEdges.Count==0)
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//{
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// edgeIndex = Rand.Int(currentCell.edges.Count, false);
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//}
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//else
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//{
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edgeIndex = Rand.Int(allowedEdges.Count, false);
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if (mirror && edgeIndex > 0) edgeIndex = allowedEdges.Count - edgeIndex;
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edgeIndex = currentCell.edges.IndexOf(allowedEdges[edgeIndex]);
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//}
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}
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currentCell = currentCell.edges[edgeIndex].AdjacentCell(currentCell);
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pathCells.Add(currentCell);
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|
|
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(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(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;
|
|
}
|
|
|
|
}
|
|
|
|
}
|