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

190 lines
6.1 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Xml.Linq;
namespace Barotrauma
{
class LevelGenerationParams : IPropertyObject
{
private static List<LevelGenerationParams> presets;
public string Name
{
get;
private set;
}
private float width, height;
private Vector2 voronoiSiteInterval;
//how much the sites are "scattered" on x- and y-axis
//if Vector2.Zero, the sites will just be placed in a regular grid pattern
private Vector2 voronoiSiteVariance;
//how far apart the nodes of the main path can be
//x = min interval, y = max interval
private Vector2 mainPathNodeIntervalRange;
private int smallTunnelCount;
//x = min length, y = max length
private Vector2 smallTunnelLengthRange;
//how large portion of the bottom of the level should be "carved out"
//if 0.0f, the bottom will be completely solid (making the abyss unreachable)
//if 1.0f, the bottom will be completely open
private float bottomHoleProbability;
private int ruinCount;
public Color BackgroundColor
{
get;
set;
}
[HasDefaultValue(1000, false)]
public int BackgroundSpriteAmount
{
get;
set;
}
public Dictionary<string, ObjectProperty> ObjectProperties
{
get;
set;
}
[HasDefaultValue(100000.0f, false)]
public float Width
{
get { return width; }
set { width = Math.Max(value, 2000.0f); }
}
[HasDefaultValue(50000.0f, false)]
public float Height
{
get { return height; }
set { height = Math.Max(value, 2000.0f); }
}
public Vector2 VoronoiSiteInterval
{
get { return voronoiSiteInterval; }
set {
voronoiSiteInterval.X = MathHelper.Clamp(value.X, 100.0f, width/2);
voronoiSiteInterval.Y = MathHelper.Clamp(value.Y, 100.0f, height/2);
}
}
public Vector2 VoronoiSiteVariance
{
get { return voronoiSiteVariance; }
set
{
voronoiSiteVariance = new Vector2(
MathHelper.Clamp(value.X, 0, voronoiSiteInterval.X),
MathHelper.Clamp(value.Y, 0, voronoiSiteInterval.Y));
}
}
public Vector2 MainPathNodeIntervalRange
{
get { return mainPathNodeIntervalRange; }
set
{
mainPathNodeIntervalRange.X = MathHelper.Clamp(value.X, 100.0f, width / 2);
mainPathNodeIntervalRange.Y = MathHelper.Clamp(value.Y, mainPathNodeIntervalRange.X, width / 2);
}
}
[HasDefaultValue(5, false)]
public int SmallTunnelCount
{
get { return smallTunnelCount; }
set { smallTunnelCount = MathHelper.Clamp(value, 0, 100); }
}
public Vector2 SmallTunnelLengthRange
{
get { return smallTunnelLengthRange; }
set
{
smallTunnelLengthRange.X = MathHelper.Clamp(value.X, 100.0f, width);
smallTunnelLengthRange.Y = MathHelper.Clamp(value.Y, smallTunnelLengthRange.X, width);
}
}
[HasDefaultValue(1, false)]
public int RuinCount
{
get { return ruinCount; }
set { ruinCount = MathHelper.Clamp(value, 0, 10); }
}
[HasDefaultValue(0.4f, false)]
public float BottomHoleProbability
{
get { return bottomHoleProbability; }
set { bottomHoleProbability = MathHelper.Clamp(value, 0.0f, 1.0f); }
}
public static LevelGenerationParams GetRandom(string seed)
{
Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
if (presets == null || !presets.Any())
{
DebugConsole.ThrowError("Level generation presets not found - using default presets");
return new LevelGenerationParams(null);
}
return presets[Rand.Range(0, presets.Count, false)];
}
private LevelGenerationParams(XElement element)
{
Name = element==null ? "default" : element.Name.ToString();
ObjectProperties = ObjectProperty.InitProperties(this, element);
Vector3 colorVector = ToolBox.GetAttributeVector3(element, "BackgroundColor", new Vector3(50, 46, 20));
BackgroundColor = new Color((int)colorVector.X, (int)colorVector.Y, (int)colorVector.Z);
VoronoiSiteInterval = ToolBox.GetAttributeVector2(element, "VoronoiSiteInterval", new Vector2(3000, 3000));
VoronoiSiteVariance = ToolBox.GetAttributeVector2(element, "VoronoiSiteVariance", new Vector2(voronoiSiteInterval.X, voronoiSiteInterval.Y) * 0.4f);
MainPathNodeIntervalRange = ToolBox.GetAttributeVector2(element, "MainPathNodeIntervalRange", new Vector2(5000.0f, 10000.0f));
SmallTunnelLengthRange = ToolBox.GetAttributeVector2(element, "SmallTunnelLengthRange", new Vector2(5000.0f, 10000.0f));
}
public static void LoadPresets()
{
presets = new List<LevelGenerationParams>();
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.LevelGenerationParameters);
if (!files.Any())
{
files.Add("Content/Map/LevelGenerationParameters.xml");
}
foreach (string file in files)
{
XDocument doc = ToolBox.TryLoadXml(file);
if (doc == null || doc.Root == null) return;
foreach (XElement element in doc.Root.Elements())
{
presets.Add(new LevelGenerationParams(element));
}
}
}
}
}