Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Map/Levels/LevelGenerationParams.cs
2025-03-12 12:56:27 +00:00

859 lines
37 KiB
C#

using Barotrauma.Extensions;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
namespace Barotrauma
{
class LevelGenerationParams : PrefabWithUintIdentifier, ISerializableEntity
{
public readonly static PrefabCollection<LevelGenerationParams> LevelParams = new PrefabCollection<LevelGenerationParams>();
public LocalizedString DisplayName { get; private set; }
public LocalizedString Description { get; private set; }
public string Name => Identifier.Value;
public Identifier OldIdentifier { get; }
private int minWidth, maxWidth, height;
private Point 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 Point voronoiSiteVariance;
//how far apart the nodes of the main path can be
//x = min interval, y = max interval
private Point mainPathNodeIntervalRange;
private int caveCount;
//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;
//the y-position of the ocean floor (= the position from which the bottom formations extend upwards)
private int seaFloorBaseDepth;
//how much random variance there can be in the height of the formations
private int seaFloorVariance;
private int cellSubdivisionLength;
private float cellRoundingAmount;
private float cellIrregularity;
private int mountainCountMin, mountainCountMax;
private int mountainHeightMin, mountainHeightMax;
private float waterParticleScale;
private int initialDepthMin, initialDepthMax;
//which biomes can this type of level appear in
public readonly ImmutableHashSet<Identifier> AllowedBiomeIdentifiers;
public readonly bool AnyBiomeAllowed;
public Dictionary<Identifier, SerializableProperty> SerializableProperties
{
get;
set;
}
[Header("General")]
[Serialize(LevelData.LevelType.LocationConnection, IsPropertySaveable.Yes), Editable]
public LevelData.LevelType Type
{
get;
set;
}
[Serialize(false, IsPropertySaveable.Yes, "If the given level is only used in PvP modes"), Editable]
public bool IsPvPLevel { get; set; }
[Serialize(100.0f, IsPropertySaveable.Yes, "If there are multiple level generation parameters available for a level in a given biome, their commonness determines how likely it is for one to get selected."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
public float Commonness
{
get;
set;
}
[Serialize(false, IsPropertySaveable.Yes, "If the level is a transition from the previous biome to this one."), Editable]
public bool TransitionFromPreviousBiome { get; set; }
[Serialize(0.0f, IsPropertySaveable.Yes, "The difficulty of the level has to be above or equal to this for these parameters to get chosen for the level."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
public float MinLevelDifficulty
{
get;
set;
}
[Serialize(100.0f, IsPropertySaveable.Yes, "The difficulty of the level has to be below or equal to this for these parameters to get chosen for the level."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
public float MaxLevelDifficulty
{
get;
set;
}
private Vector2 startPosition;
[Header("Layout")]
[Serialize("0,0", IsPropertySaveable.Yes, "Start position of the level (relative to the size of the level. 0,0 = top left corner, 1,1 = bottom right corner)"), Editable(DecimalCount = 2)]
public Vector2 StartPosition
{
get { return startPosition; }
set
{
startPosition = new Vector2(
MathHelper.Clamp(value.X, 0.0f, 1.0f),
MathHelper.Clamp(value.Y, 0.0f, 1.0f));
}
}
private Vector2 endPosition;
[Serialize("1,0", IsPropertySaveable.Yes, "End position of the level (relative to the size of the level. 0,0 = top left corner, 1,1 = bottom right corner)"), Editable(DecimalCount = 2)]
public Vector2 EndPosition
{
get { return endPosition; }
set
{
endPosition = new Vector2(
MathHelper.Clamp(value.X, 0.0f, 1.0f),
MathHelper.Clamp(value.Y, 0.0f, 1.0f));
}
}
private Vector2 forceOutpostPosition;
[Serialize("0,0", IsPropertySaveable.Yes, "Position of the outpost (relative to the size of the level. 0,0 = top left corner, 1,1 = bottom right corner). If set to 0,0, the outpost is placed in a suitable position automatically."), Editable(DecimalCount = 2)]
public Vector2 ForceOutpostPosition
{
get { return forceOutpostPosition; }
set
{
forceOutpostPosition = new Vector2(
MathHelper.Clamp(value.X, 0.0f, 1.0f),
MathHelper.Clamp(value.Y, 0.0f, 1.0f));
}
}
[Serialize(true, IsPropertySaveable.Yes, "Should there be a hole in the wall next to the end outpost (can be used to prevent players from having to backtrack if they approach the outpost from the wrong side of the main path's walls)."), Editable]
public bool CreateHoleNextToEnd
{
get;
set;
}
[Serialize(0.4f, IsPropertySaveable.Yes, description: "The probability for wall cells to be removed from the bottom of the map. A value of 0 will produce a completely enclosed tunnel and 1 will make the entire bottom of the level completely open."), Editable()]
public float BottomHoleProbability
{
get { return bottomHoleProbability; }
set { bottomHoleProbability = MathHelper.Clamp(value, 0.0f, 1.0f); }
}
[Serialize(100000, IsPropertySaveable.Yes), Editable]
public int MinWidth
{
get { return minWidth; }
set { minWidth = MathHelper.Clamp(value, 2000, 1000000); }
}
[Serialize(100000, IsPropertySaveable.Yes), Editable]
public int MaxWidth
{
get { return maxWidth; }
set { maxWidth = MathHelper.Clamp(value, 2000, 1000000); }
}
[Serialize(50000, IsPropertySaveable.Yes), Editable]
public int Height
{
get { return height; }
set { height = MathHelper.Clamp(value, 2000, 1000000); }
}
[Serialize(80000, IsPropertySaveable.Yes, description: "Minimum depth at the top of the level (100 corresponds to 1 meter)."), Editable(MinValueInt = 0, MaxValueInt = 1000000)]
public int InitialDepthMin
{
get { return initialDepthMin; }
set { initialDepthMin = Math.Max(value, 0); }
}
[Serialize(80000, IsPropertySaveable.Yes, description: "Maximum depth at the top of the level (100 corresponds to 1 meter)."), Editable(MinValueInt = 0, MaxValueInt = 1000000)]
public int InitialDepthMax
{
get { return initialDepthMax; }
set { initialDepthMax = Math.Max(value, initialDepthMin); }
}
[Header("Level geometry")]
[Serialize(false, IsPropertySaveable.Yes, description: "If enabled, no walls generate in the level. Can be useful for e.g. levels that are just supposed to consist of a pre-built outpost."), Editable]
public bool NoLevelGeometry
{
get;
set;
}
[Editable, Serialize("3000, 3000", IsPropertySaveable.Yes, description: "How far from each other voronoi sites are placed. " +
"Sites determine shape of the voronoi graph which the level walls are generated from. " +
"(Decreasing this value causes the number of sites, and the complexity of the level, to increase exponentially - be careful when adjusting)")]
public Point VoronoiSiteInterval
{
get { return voronoiSiteInterval; }
set
{
voronoiSiteInterval.X = MathHelper.Clamp(value.X, 100, MinWidth / 2);
voronoiSiteInterval.Y = MathHelper.Clamp(value.Y, 100, height / 2);
}
}
[Editable, Serialize("700,700", IsPropertySaveable.Yes, description: "How much random variation to apply to the positions of the voronoi sites on each axis. " +
"Small values produce roughly rectangular level walls. The larger the values are, the less uniform the shapes get.")]
public Point VoronoiSiteVariance
{
get { return voronoiSiteVariance; }
set
{
voronoiSiteVariance = new Point(
MathHelper.Clamp(value.X, 0, voronoiSiteInterval.X),
MathHelper.Clamp(value.Y, 0, voronoiSiteInterval.Y));
}
}
[Editable(MinValueInt = 500, MaxValueInt = 10000), Serialize(5000, IsPropertySaveable.Yes, description: "The edges of the individual wall cells are subdivided into edges of this size. "
+ "Can be used in conjunction with the rounding values to make the cells rounder. Smaller values will make the cells look smoother, " +
"but make the level more performance-intensive as the number of polygons used in rendering and physics calculations increases.")]
public int CellSubdivisionLength
{
get { return cellSubdivisionLength; }
set
{
cellSubdivisionLength = Math.Max(value, 10);
}
}
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f, DecimalCount = 2), Serialize(0.5f, IsPropertySaveable.Yes, description: "How much the individual wall cells are rounded. "
+ "Note that the final shape of the cells is also affected by the CellSubdivisionLength parameter.")]
public float CellRoundingAmount
{
get { return cellRoundingAmount; }
set
{
cellRoundingAmount = MathHelper.Clamp(value, 0.0f, 1.0f);
}
}
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f, DecimalCount = 2), Serialize(0.1f, IsPropertySaveable.Yes, description: "How much random variance is applied to the edges of the cells. "
+ "Note that the final shape of the cells is also affected by the CellSubdivisionLength parameter.")]
public float CellIrregularity
{
get { return cellIrregularity; }
set
{
cellIrregularity = MathHelper.Clamp(value, 0.0f, 1.0f);
}
}
[Header("Tunnels")]
[Serialize(6500, IsPropertySaveable.Yes, description: "Minimum width of the main tunnel going through the level, in pixels. Can be automatically increased by the level editor if the submarine is larger than this."), Editable(MinValueInt = 5000, MaxValueInt = 1000000)]
public int MinTunnelRadius
{
get;
set;
}
[Serialize("0,1", IsPropertySaveable.Yes, description: "Amount of side tunnels in the level (min,max)."), Editable]
public Point SideTunnelCount
{
get;
set;
}
[Serialize(0.5f, IsPropertySaveable.Yes, description: "How much the side tunnels can \"zigzag\". 0 = completely straight tunnel, 1 = can go all the way from the top of the level to the bottom."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f)]
public float SideTunnelVariance
{
get;
set;
}
[Serialize("2000,6000", IsPropertySaveable.Yes, description: "Minimum width of the side tunnels, in pixels. Unlike the main tunnel, does not get adjusted based on the size of the submarine."), Editable]
public Point MinSideTunnelRadius
{
get;
set;
}
[Editable(VectorComponentLabels = new string[] { "editable.minvalue", "editable.maxvalue" }),
Serialize("5000, 10000", IsPropertySaveable.Yes, description: "The distance between the nodes that are used to generate the main path through the level (min, max). Larger values produce a straighter path.")]
public Point MainPathNodeIntervalRange
{
get { return mainPathNodeIntervalRange; }
set
{
mainPathNodeIntervalRange.X = MathHelper.Clamp(value.X, 100, MinWidth / 2);
mainPathNodeIntervalRange.Y = MathHelper.Clamp(value.Y, mainPathNodeIntervalRange.X, MinWidth / 2);
}
}
[Serialize(0.5f, IsPropertySaveable.Yes, description: "How much the side tunnels can \"zigzag\". 0 = completely straight tunnel, 1 = can go all the way from the top of the level to the bottom."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f)]
public float MainPathVariance
{
get;
set;
}
[Header("Contents")]
[Serialize(1000, IsPropertySaveable.Yes, description: "The total number of level objects (vegetation, vents, etc) in the level."), Editable(MinValueInt = 0, MaxValueInt = 100000)]
public int LevelObjectAmount
{
get;
set;
}
[Serialize(80, IsPropertySaveable.Yes, description: "The total number of decorative background creatures."), Editable(MinValueInt = 0, MaxValueInt = 1000)]
public int BackgroundCreatureAmount
{
get;
set;
}
[Editable, Serialize(5, IsPropertySaveable.Yes, description: "The number of caves placed along the main path.")]
public int CaveCount
{
get { return caveCount; }
set { caveCount = MathHelper.Clamp(value, 0, 100); }
}
[Serialize(100, IsPropertySaveable.Yes, description: "The maximum number of level resources in the level."), Editable(MinValueInt = 0, MaxValueInt = 10000)]
public int ItemCount
{
get;
set;
}
[Serialize("19200,38400", IsPropertySaveable.Yes, description: "The minimum and maximum distance between two resource spawn points on a path."), Editable(100, 100000)]
public Point ResourceIntervalRange
{
get;
set;
}
[Serialize("9600,19200", IsPropertySaveable.Yes, description: "The minimum and maximum distance between two resource spawn points on a cave path."), Editable(100, 100000)]
public Point CaveResourceIntervalRange
{
get;
set;
}
[Serialize("3,6", IsPropertySaveable.Yes, description: "The minimum and maximum amount of resources in a single cluster. " +
"In addition to this, resource commonness affects the cluster size. Less common resources spawn in smaller clusters."), Editable(1, 20)]
public Point ResourceClusterSizeRange
{
get;
set;
}
[Serialize(0.3f, IsPropertySaveable.Yes, description: "How likely a resource spawn point on a path is to contain resources."), Editable(MinValueFloat = 0, MaxValueFloat = 1)]
public float ResourceSpawnChance { get; set; }
[Serialize(1.0f, IsPropertySaveable.Yes, description: "How likely a resource spawn point on a cave path is to contain resources."), Editable(MinValueFloat = 0, MaxValueFloat = 1)]
public float CaveResourceSpawnChance { get; set; }
[Serialize(0, IsPropertySaveable.Yes, description: "Number of floating, destructible ice chunks in the level."), Editable(MinValueInt = 0, MaxValueInt = 20)]
public int FloatingIceChunkCount
{
get;
set;
}
[Serialize(0, IsPropertySaveable.Yes, description: "Number of islands (static wall chunks along the main path) in the level."), Editable(MinValueInt = 0, MaxValueInt = 100)]
public int IslandCount
{
get;
set;
}
[Serialize(0, IsPropertySaveable.Yes, description: "Number of ice spires in the level."), Editable(MinValueInt = 0, MaxValueInt = 20)]
public int IceSpireCount
{
get;
set;
}
[Header("Abyss")]
[Serialize(true, IsPropertySaveable.Yes, "Should the generator force a hole to the bottom of the level to ensure there's a way to the abyss."), Editable]
public bool CreateHoleToAbyss
{
get;
set;
}
[Serialize(5, IsPropertySaveable.Yes, description: "Number of abyss islands in the level."), Editable(MinValueInt = 0, MaxValueInt = 20)]
public int AbyssIslandCount
{
get;
set;
}
[Serialize("4000,7000", IsPropertySaveable.Yes), Editable]
public Point AbyssIslandSizeMin
{
get;
set;
}
[Serialize("8000,10000", IsPropertySaveable.Yes), Editable]
public Point AbyssIslandSizeMax
{
get;
set;
}
[Serialize(0.5f, IsPropertySaveable.Yes, description: "The probability of an abyss island having a cave. There is always a cave in at least one of the islands regardless of this setting."), Editable()]
public float AbyssIslandCaveProbability
{
get;
set;
}
[Serialize(10, IsPropertySaveable.Yes, description: "Minimum number of resource clusters in the abyss (the actual number is picked between min and max according to the level difficulty)"), Editable(MinValueInt = 0, MaxValueInt = 1000)]
public int AbyssResourceClustersMin
{
get;
set;
}
[Serialize(40, IsPropertySaveable.Yes, description: "Maximum number of resource clusters in the abyss (the actual number is picked between min and max according to the level difficulty)"), Editable(MinValueInt = 0, MaxValueInt = 1000)]
public int AbyssResourceClustersMax
{
get;
set;
}
[Header("Sea floor")]
[Serialize(-300000, IsPropertySaveable.Yes, description: "How far below the level the sea floor is placed."), Editable(MinValueFloat = Level.MaxEntityDepth, MaxValueFloat = 0.0f)]
public int SeaFloorDepth
{
get { return seaFloorBaseDepth; }
set { seaFloorBaseDepth = MathHelper.Clamp(value, Level.MaxEntityDepth, 0); }
}
[Serialize(1000, IsPropertySaveable.Yes, description: "Variance of the depth of the sea floor. Smaller values produce a smoother sea floor."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 100000.0f)]
public int SeaFloorVariance
{
get { return seaFloorVariance; }
set { seaFloorVariance = value; }
}
[Serialize(0, IsPropertySaveable.Yes, description: "The minimum number of mountains on the sea floor."), Editable(MinValueInt = 0, MaxValueInt = 20)]
public int MountainCountMin
{
get { return mountainCountMin; }
set
{
mountainCountMin = Math.Max(value, 0);
}
}
[Serialize(0, IsPropertySaveable.Yes, description: "The maximum number of mountains on the sea floor."), Editable(MinValueInt = 0, MaxValueInt = 20)]
public int MountainCountMax
{
get { return mountainCountMax; }
set
{
mountainCountMax = Math.Max(value, 0);
}
}
[Serialize(1000, IsPropertySaveable.Yes, description: "The minimum height of the mountains on the sea floor."), Editable(MinValueInt = 0, MaxValueInt = 1000000)]
public int MountainHeightMin
{
get { return mountainHeightMin; }
set
{
mountainHeightMin = Math.Max(value, 0);
}
}
[Serialize(5000, IsPropertySaveable.Yes, description: "The maximum height of the mountains on the sea floor."), Editable(MinValueInt = 0, MaxValueInt = 1000000)]
public int MountainHeightMax
{
get { return mountainHeightMax; }
set
{
mountainHeightMax = Math.Max(value, 0);
}
}
public bool UseRandomRuinCount() => MinRuinCount >= 0 && MaxRuinCount > 0;
public int GetMaxRuinCount() => UseRandomRuinCount() ? MaxRuinCount : RuinCount;
[Header("Ruins")]
[Serialize(1, IsPropertySaveable.Yes, description: "The number of alien ruins in the level. Ignored, if both MinRuinCount and MaxRuinCount are defined."), Editable(MinValueInt = 0, MaxValueInt = 10)]
public int RuinCount { get; set; }
[Serialize(0, IsPropertySaveable.Yes, description: "The minimum number of alien ruins in the level."), Editable(MinValueInt = 0, MaxValueInt = 10)]
public int MinRuinCount { get; set; }
[Serialize(0, IsPropertySaveable.Yes, description: "The maximum number of alien ruins in the level."), Editable(MinValueInt = 0, MaxValueInt = 10)]
public int MaxRuinCount { get; set; }
[Serialize(1.0f, IsPropertySaveable.Yes, description: "The probability of spawning a ruin in the level. If the level can have multiple ruins, the probability is evaluated separately for each."), Editable(MinValueFloat = 0.0f, MaxValueFloat = 1.0f, DecimalCount = 2)]
public float RuinSpawnProbability { get; set; }
// TODO: Move the wreck parameters under a separate class?
#region Wreck parameters
[Header("Wrecks")]
[Serialize(1, IsPropertySaveable.Yes, description: "The minimum number of wrecks in the level. Note that this value cannot be higher than the amount of wreck prefabs (subs)."), Editable(MinValueInt = 0, MaxValueInt = 10)]
public int MinWreckCount { get; set; }
[Serialize(1, IsPropertySaveable.Yes, description: "The maximum number of wrecks in the level. Note that this value cannot be higher than the amount of wreck prefabs (subs)."), Editable(MinValueInt = 0, MaxValueInt = 10)]
public int MaxWreckCount { get; set; }
[Serialize(1, IsPropertySaveable.Yes, description: "The minimum number of corpses per wreck."), Editable(MinValueInt = 0, MaxValueInt = 20)]
public int MinCorpseCount { get; set; }
[Serialize(5, IsPropertySaveable.Yes, description: "The maximum number of corpses per wreck."), Editable(MinValueInt = 0, MaxValueInt = 20)]
public int MaxCorpseCount { get; set; }
[Serialize(0.0f, IsPropertySaveable.Yes, description: "How likely is it that a character set to be spawned as a corpse spawns as a human husk instead? Percentage from 0 to 1 per character."), Editable(MinValueFloat = 0, MaxValueFloat = 1, DecimalCount = 2)]
public float HuskProbability { get; set; }
[Serialize(0.0f, IsPropertySaveable.Yes, description: "How likely is it that a Thalamus inhabits a wreck. Percentage from 0 to 1 per wreck."), Editable(MinValueFloat = 0, MaxValueFloat = 1, DecimalCount = 2)]
public float ThalamusProbability { get; set; }
[Serialize(0.5f, IsPropertySaveable.Yes, description: "How likely the water level of a hull inside a wreck is randomly set."), Editable(MinValueFloat = 0, MaxValueFloat = 1, DecimalCount = 2)]
public float WreckHullFloodingChance { get; set; }
[Serialize(0.1f, IsPropertySaveable.Yes, description: "The min water percentage of randomly flooding hulls in wrecks."), Editable(MinValueFloat = 0, MaxValueFloat = 1, DecimalCount = 2)]
public float WreckFloodingHullMinWaterPercentage { get; set; }
[Serialize(1.0f, IsPropertySaveable.Yes, description: "The min water percentage of randomly flooding hulls in wrecks."), Editable(MinValueFloat = 0, MaxValueFloat = 1, DecimalCount = 2)]
public float WreckFloodingHullMaxWaterPercentage { get; set; }
#endregion
[Serialize("", IsPropertySaveable.Yes, description: "Should a beacon station always spawn in this type of level?")]
public string ForceBeaconStation { get; set; }
[Header("Visuals")]
[Serialize(1.0f, IsPropertySaveable.Yes, description: "Scale of the water particle texture."), Editable]
public float WaterParticleScale
{
get { return waterParticleScale; }
private set { waterParticleScale = Math.Max(value, 0.01f); }
}
private Vector2 waterParticleVelocity;
[Serialize("0,10", IsPropertySaveable.Yes, description: "How fast the water particle texture scrolls."), Editable]
public Vector2 WaterParticleVelocity
{
get { return waterParticleVelocity; }
private set { waterParticleVelocity = value; }
}
[Serialize(2048.0f, IsPropertySaveable.Yes, description: "Size of the level wall texture."), Editable(minValue: 10.0f, maxValue: 10000.0f)]
public float WallTextureSize
{
get;
private set;
}
[Serialize(2048.0f, IsPropertySaveable.Yes), Editable(minValue: 10.0f, maxValue: 10000.0f)]
public float WallEdgeTextureWidth
{
get;
private set;
}
[Serialize("0,0", IsPropertySaveable.Yes, description: "Interval of lightning-like flashes of light in the level."), Editable]
public Vector2 FlashInterval
{
get;
set;
}
[Serialize("0,0,0,0", IsPropertySaveable.Yes, description: "Color of lightning-like flashes of light in the level."), Editable]
public Color FlashColor
{
get;
set;
}
[Serialize(120.0f, IsPropertySaveable.Yes, description: "How far the level walls' edge texture portrudes outside the actual, \"physical\" edge of the cell."), Editable(minValue: 0.0f, maxValue: 1000.0f)]
public float WallEdgeExpandOutwardsAmount
{
get;
private set;
}
[Serialize(1000.0f, IsPropertySaveable.Yes, description: "How far inside the level walls the edge texture continues."), Editable(minValue: 0.0f, maxValue: 10000.0f)]
public float WallEdgeExpandInwardsAmount
{
get;
private set;
}
[Serialize(1000.0f, IsPropertySaveable.Yes, description: "How deep inside the walls the wall texture extends to before fading to black."), Editable(minValue: 0.0f, maxValue: 10000.0f)]
public float WallTextureExpandInwardsAmount
{
get;
private set;
}
[Header("Colors")]
[Serialize("27,30,36", IsPropertySaveable.Yes), Editable]
public Color AmbientLightColor
{
get;
set;
}
[Serialize("20,40,50", IsPropertySaveable.Yes), Editable]
public Color BackgroundTextureColor
{
get;
set;
}
[Serialize("20,40,50", IsPropertySaveable.Yes), Editable]
public Color BackgroundColor
{
get;
set;
}
[Serialize("255,255,255", IsPropertySaveable.Yes), Editable]
public Color WallColor
{
get;
set;
}
[Serialize("255,255,255", IsPropertySaveable.Yes), Editable]
public Color WaterParticleColor
{
get;
set;
}
[Header("Sounds")]
[Serialize(false, IsPropertySaveable.Yes, description: "Should the \"ambient noise\" of the biome play in this level if it's an outpost level."), Editable]
public bool PlayNoiseLoopInOutpostLevel
{
get;
set;
}
[Serialize(1.0f, IsPropertySaveable.Yes), Editable]
public float WaterAmbienceVolume
{
get;
set;
}
public Sprite BackgroundSprite { get; private set; }
public Sprite BackgroundTopSprite { get; private set; }
public Sprite WallSprite { get; private set; }
public Sprite WallEdgeSprite { get; private set; }
public Sprite DestructibleWallSprite { get; private set; }
public Sprite DestructibleWallEdgeSprite { get; private set; }
public Sprite WallSpriteDestroyed { get; private set; }
public Sprite WaterParticles { get; private set; }
#if CLIENT
public Sounds.Sound FlashSound { get; private set; }
#endif
#warning TODO: this should be in the unit test project (#3164)
public static void CheckValidity()
{
foreach (Biome biome in Biome.Prefabs)
{
for (float i = 0.0f; i <= 100.0f; i += 0.5f)
{
if (GetRandom("test", LevelData.LevelType.LocationConnection, i, biome.Identifier) == null)
{
DebugConsole.ThrowError($"No suitable level generation parameters found for a specific type of level (level type: LocationConnection, difficulty: {i}, biome: {biome.Identifier})");
}
if (GetRandom("test", LevelData.LevelType.Outpost, i, biome.Identifier) == null)
{
DebugConsole.ThrowError($"No suitable level generation parameters found for a specific type of level (level type: Outpost, difficulty: {i}, biome: {biome.Identifier})");
}
}
}
}
public static LevelGenerationParams GetRandom(string seed, LevelData.LevelType type, float difficulty, Identifier biomeId = default, bool pvpOnly = false, bool biomeTransition = false)
{
Rand.SetSyncedSeed(ToolBox.StringToInt(seed));
if (!LevelParams.Any())
{
throw new InvalidOperationException("Level generation presets not found - using default presets");
}
var levelParamsOrdered = LevelParams.OrderBy(l => l.UintIdentifier);
var matchingLevelParams = levelParamsOrdered.Where(lp =>
lp.Type == type &&
(lp.AnyBiomeAllowed || lp.AllowedBiomeIdentifiers.Any()) &&
!lp.AllowedBiomeIdentifiers.Contains("None".ToIdentifier()));
if (biomeTransition)
{
var biomeTransitionParams = matchingLevelParams.Where(lp =>
lp.TransitionFromPreviousBiome && lp.AllowedBiomeIdentifiers.Contains(biomeId));
if (biomeTransitionParams.Any())
{
return ToolBox.SelectWeightedRandom(biomeTransitionParams, p => p.Commonness, Rand.RandSync.ServerAndClient);
}
}
else
{
matchingLevelParams = matchingLevelParams.Where(lp => !lp.TransitionFromPreviousBiome);
}
if (pvpOnly)
{
var pvpOnlyLevels = matchingLevelParams.Where(static lp => lp.IsPvPLevel);
if (pvpOnlyLevels.Any())
{
matchingLevelParams = pvpOnlyLevels;
}
else
{
DebugConsole.AddWarning("No PvP specific level generation presets found - using all level generation presets instead.");
}
}
else
{
matchingLevelParams = matchingLevelParams.Where(static lp => !lp.IsPvPLevel);
}
if (biomeId.IsEmpty || biomeId == "Random")
{
//we don't want end levels when generating a completely random level (e.g. in mission mode)
matchingLevelParams = matchingLevelParams.Where(lp => lp.AnyBiomeAllowed || !lp.AllowedBiomeIdentifiers.All(b => Biome.Prefabs[b].IsEndBiome));
}
else
{
bool isEndBiome = Biome.Prefabs.TryGet(biomeId, out Biome biome) && biome.IsEndBiome;
if (isEndBiome && matchingLevelParams.Any(lp => lp.AllowedBiomeIdentifiers.Contains(biomeId)))
{
//in the end biome, we must choose level parameters meant specifically for the end levels
matchingLevelParams = matchingLevelParams.Where(lp => lp.AllowedBiomeIdentifiers.Contains(biomeId));
}
else
{
matchingLevelParams = matchingLevelParams.Where(lp => lp.AnyBiomeAllowed || lp.AllowedBiomeIdentifiers.Contains(biomeId));
}
}
if (!matchingLevelParams.Any())
{
DebugConsole.ThrowError($"Suitable level generation presets not found (biome \"{biomeId.IfEmpty("null".ToIdentifier())}\", type: \"{type}\")");
if (!biomeId.IsEmpty)
{
//try to find params that at least have a suitable type
matchingLevelParams = levelParamsOrdered.Where(lp => lp.Type == type);
if (!matchingLevelParams.Any())
{
//still not found, give up and choose some params randomly
matchingLevelParams = levelParamsOrdered;
}
}
}
if (!matchingLevelParams.Any(lp => difficulty >= lp.MinLevelDifficulty && difficulty <= lp.MaxLevelDifficulty))
{
DebugConsole.ThrowError($"Suitable level generation presets not found (biome \"{biomeId.IfEmpty("null".ToIdentifier())}\", type: \"{type}\", difficulty: {difficulty})");
}
else
{
matchingLevelParams = matchingLevelParams.Where(lp => difficulty >= lp.MinLevelDifficulty && difficulty <= lp.MaxLevelDifficulty);
}
return ToolBox.SelectWeightedRandom(matchingLevelParams, p => p.Commonness, Rand.RandSync.ServerAndClient);
}
public LevelGenerationParams(ContentXElement element, LevelGenerationParametersFile file) : base(file, element.GetAttributeIdentifier("identifier", element.Name.LocalName))
{
OldIdentifier = element.GetAttributeIdentifier("oldidentifier", Identifier.Empty);
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
if (element is null) { throw new ArgumentNullException($"{nameof(element)} is null"); }
var allowedBiomeIdentifiers = element.GetAttributeIdentifierArray("biomes", Array.Empty<Identifier>()).ToHashSet();
AnyBiomeAllowed = allowedBiomeIdentifiers.Contains("any".ToIdentifier());
allowedBiomeIdentifiers.Remove("any".ToIdentifier());
AllowedBiomeIdentifiers = allowedBiomeIdentifiers.ToImmutableHashSet();
DisplayName = TextManager.Get($"levelname.{Identifier}");
Description = TextManager.Get($"leveldescription.{Identifier}");
var nameIdentifier = element.GetAttributeIdentifier("nameidentifier", Identifier.Empty);
var descriptionIdentifier = element.GetAttributeIdentifier("descriptionidentifier", Identifier.Empty);
if (!nameIdentifier.IsEmpty)
{
DisplayName = TextManager.Get(nameIdentifier);
}
if (!descriptionIdentifier.IsEmpty)
{
Description = TextManager.Get(descriptionIdentifier);
}
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "background":
BackgroundSprite = new Sprite(subElement);
break;
case "backgroundtop":
BackgroundTopSprite = new Sprite(subElement);
break;
case "wall":
WallSprite = new Sprite(subElement);
break;
case "walledge":
WallEdgeSprite = new Sprite(subElement);
break;
case "destructiblewall":
DestructibleWallSprite = new Sprite(subElement);
break;
case "destructiblewalledge":
DestructibleWallEdgeSprite = new Sprite(subElement);
break;
case "walldestroyed":
WallSpriteDestroyed = new Sprite(subElement);
break;
case "waterparticles":
WaterParticles = new Sprite(subElement);
break;
#if CLIENT
case "flashsound":
FlashSound = GameMain.SoundManager.LoadSound(subElement);
break;
#endif
}
}
}
public override void Dispose() { }
}
}