Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/BackgroundSprite/BackgroundSpriteManager.cs

315 lines
11 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Xml.Linq;
using Voronoi2;
namespace Barotrauma
{
class BackgroundSprite
{
public readonly BackgroundSpritePrefab Prefab;
public Vector3 Position;
public float Scale;
public float Rotation;
public BackgroundSprite(BackgroundSpritePrefab prefab, Vector3 position, float scale, float rotation = 0.0f)
{
this.Prefab = prefab;
this.Position = position;
this.Scale = scale;
this.Rotation = rotation;
}
}
class BackgroundSpriteManager
{
const int GridSize = 1000;
private List<BackgroundSpritePrefab> prefabs = new List<BackgroundSpritePrefab>();
private List<BackgroundSprite>[,] sprites;
private float swingTimer;
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 / GridSize)];
for (int x = 0; x < sprites.GetLength(0); x++)
{
for (int y = 0; y < sprites.GetLength(1); y++)
{
sprites[x, y] = new List<BackgroundSprite>();
}
}
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, false);
var newSprite = new BackgroundSprite(prefab,
new Vector3((Vector2)pos, Rand.Range(prefab.DepthRange.X, prefab.DepthRange.Y, false)), Rand.Range(prefab.Scale.X, prefab.Scale.Y, false), rotation);
Vector2 spriteSize = newSprite.Prefab.Sprite.size * newSprite.Scale;
int minX = (int)Math.Floor((newSprite.Position.X - spriteSize.X / 2 - newSprite.Position.Z) / GridSize);
int maxX = (int)Math.Floor((newSprite.Position.X + spriteSize.X / 2 + newSprite.Position.Z) / GridSize);
if (minX < 0 || maxX >= sprites.GetLength(0)) continue;
int minY = (int)Math.Floor((newSprite.Position.Y - spriteSize.Y / 2 - newSprite.Position.Z) / GridSize);
int maxY = (int)Math.Floor((newSprite.Position.Y + spriteSize.Y / 2 + newSprite.Position.Z) / GridSize);
if (minY < 0 || maxY >= sprites.GetLength(1)) continue;
for (int x = minX; x <= maxX; x++)
{
for (int y = minY; y <= maxY; y++)
{
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, false),
Rand.Range(0.0f, level.Size.Y, false));
if (!prefab.SpawnOnWalls) return randomPos;
List<GraphEdge> edges = new List<GraphEdge>();
List<Vector2> normals = new List<Vector2>();
var cells = level.GetCells(randomPos);
if (cells.Any())
{
VoronoiCell cell = cells[Rand.Int(cells.Count, false)];
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);
}
}
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, false);
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, false);
return pos;
}
public void Update(float deltaTime)
{
swingTimer += deltaTime;
}
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) / (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 / (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 swingState = (float)Math.Sin(swingTimer * 0.1f);
List<BackgroundSprite> visibleSprites = new List<BackgroundSprite>();
float z = 0.0f;
for (int x = indices.X; x <= indices.Width; x++)
{
for (int y = indices.Y; y <= indices.Height; y++)
{
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);
}
}
}
}
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);
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, false);
foreach (BackgroundSpritePrefab prefab in prefabs)
{
if (randomNumber <= prefab.GetCommonness(levelType))
{
return prefab;
}
randomNumber -= prefab.GetCommonness(levelType);
}
return null;
}
}
}