Beispiel #1
0
        public void Gen_Hardcore()
        {
            // Gen - Hardcore(for in-game Hardcore mode, requires special attention)
            List <Enemy> AllEnemies = GetAllEnemies(GameHook.game, 0, 39);

            Rooms = new List <RoomLayout>();
            RoomLayout   layout;
            List <Enemy> enemies;

            // room 1
            enemies = hc_room1.ReturnEnemiesInRoom(AllEnemies);
            enemies[4].SetEnemyType(Enemy.EnemyTypes.Weeb);
            RandomPickEnemiesWithoutCP(ref enemies, force: true, removeCP: false);
            layout = new RoomLayout(enemies);
            // default
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-19224, -64141, 3598), new Vector3f(-18365, -63753, 3598), new Angle(0.02f, 1.00f)).Mask(SpawnPlane.Mask_Flatground));  // area before vent
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12260, -64194, 3099), new Vector3f(-11507, -63194, 3099), new Angle(-0.28f, 0.96f)).Mask(SpawnPlane.Mask_Flatground)); // fakeMantle platform

            // high/special
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-9969, -67666, 2778), new Vector3f(-10971, -67635, 2778), new Angle(0.97f, 0.23f))
                                 .Mask(SpawnPlane.Mask_Highground).AsVerticalPlane());                                                                 // billboard left
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-9704, -63406, 3296), new Vector3f(-10746, -63403, 3296), new Angle(-0.66f, 0.75f))
                                 .Mask(SpawnPlane.Mask_Highground).AsVerticalPlane());                                                                 // bilboard right
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-13559, -64348, 3908), new Angle(0.21f, 0.98f)).Mask(SpawnPlane.Mask_HighgroundLimited)); // billboard before vent 1
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-14738, -63855, 3590), new Angle(0.03f, 1.00f)).Mask(SpawnPlane.Mask_HighgroundLimited)); // billboard before vent 2
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-9238, -63303, 3193), new Angle(-0.70f, 0.71f)).Mask(SpawnPlane.Mask_Highground));        // near 'billboard right'
            Rooms.Add(layout);


            // room 2
            enemies = hc_room2.ReturnEnemiesInRoom(AllEnemies);
            enemies[1].SetEnemyType(Enemy.EnemyTypes.Waver);
            RandomPickEnemiesWithoutCP(ref enemies, force: true, removeCP: false);
            layout = new RoomLayout(enemies);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-26815, -64787, 2998), new Vector3f(-26243, -63621, 2998), new Angle(-0.03f, 1.00f)).Mask(SpawnPlane.Mask_Flatground)); // before fan
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-29552, -61256, 3798), new Angle(-0.62f, 0.79f)).Mask(SpawnPlane.Mask_Highground));                                     // after fan, platform ledge
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-20779, -60233, 4298), new Vector3f(-21916, -59283, 4298), new Angle(-1.00f, 0.07f)).Mask(SpawnPlane.Mask_Flatground)); // before vent
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-20364, -59342, 4708), new Angle(-0.96f, 0.27f)).Mask(SpawnPlane.Mask_Highground));                                     // vent frame
            Rooms.Add(layout);


            // room 3 - before big slide
            enemies = hc_room3.ReturnEnemiesInRoom(AllEnemies);
            //RandomPickEnemiesWithoutCP(ref enemies, force: true, removeCP: false, enemyIndexBesides: 1); // besides shifter
            var info = new ShifterSpawnInfo();

            info.shiftPoints = new List <Tuple <Vector3f, Angle> >()
            {
                new Tuple <Vector3f, Angle>(new Vector3f(-11876, -56306, 4513), new Angle(0.03f, 1.00f)),
                new Tuple <Vector3f, Angle>(new Vector3f(-11181, -53500, 3772), new Angle(-0.56f, 0.83f)),
                new Tuple <Vector3f, Angle>(new Vector3f(-9615, -56984, 3788), new Angle(0.90f, 0.43f)),
            };

            enemies[1] = new EnemyShifter(enemies[1], 3).AddFixedSpawnInfo(info);
            layout     = new RoomLayout(enemies);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8414, -56026, 3402), new Vector3f(-9987, -56690, 3402), new Angle(-1.00f, 0.02f)).Mask(SpawnPlane.Mask_Flatground)); // default
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11531, -54906, 5040), new Angle(-0.99f, 0.17f)).Mask(SpawnPlane.Mask_HighgroundLimited));                            // billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-10315, -54501, 4030), new Angle(-0.99f, 0.17f)).Mask(SpawnPlane.Mask_HighgroundLimited));                            // billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-9994, -55723, 4030), new Angle(-1.00f, 0.09f)).Mask(SpawnPlane.Mask_HighgroundLimited));                             // billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8131, -54614, 3970), new Angle(-1.00f, 0.08f)).Mask(SpawnPlane.Mask_HighgroundLimited));                             // billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8112, -55647, 3970), new Angle(-1.00f, 0.06f)).Mask(SpawnPlane.Mask_HighgroundLimited));                             // billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-9004, -57100, 4195), new Angle(0.94f, 0.34f)).Mask(SpawnPlane.Mask_Highground));                                     // wall lamp
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-10356, -52803, 4591), new Angle(-0.78f, 0.63f)).Mask(SpawnPlane.Mask_HighgroundLimited));                            // right wall ledge
            Rooms.Add(layout);


            // room 4
            enemies    = hc_room4.ReturnEnemiesInRoom(AllEnemies);
            enemies[0] = new EnemyDrone(enemies[0]);
            RemoveParentObjects(ref enemies);
            EnemiesWithoutCP.AddRange(enemies);

            // room 5
            enemies = hc_room5.ReturnEnemiesInRoom(AllEnemies);
            enemies[2].SetEnemyType(Enemy.EnemyTypes.Waver);
            DetachEnemyFromCP(ref enemies, force: true);
            layout = new RoomLayout(enemies);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6758, -62646, 2116), new Angle(0.87f, 0.50f)).Mask(SpawnPlane.Mask_HighgroundLimited)); // billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6421, -64019, 2238), new Angle(0.77f, 0.64f)).Mask(SpawnPlane.Mask_HighgroundLimited)); // pipes
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6814, -67090, 2383), new Angle(0.86f, 0.51f)).Mask(SpawnPlane.Mask_HighgroundLimited)); // billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6779, -69609, 2587), new Angle(0.85f, 0.53f)).Mask(SpawnPlane.Mask_HighgroundLimited)); // billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(5795, -68741, 2498), new Angle(0.68f, 0.73f)).Mask(SpawnPlane.Mask_HighgroundLimited)); // rooftop
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(7050, -66729, 1982), new Angle(0.96f, 0.28f)).Mask(SpawnPlane.Mask_HighgroundLimited)); // roofotop
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(5255, -67813, 2123), new Angle(0.47f, 0.88f)).Mask(SpawnPlane.Mask_HighgroundLimited)); // small thin ad/sign
            // default
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6485, -69383, 1868), new Vector3f(5827, -68615, 1868), new Angle(0.71f, 0.71f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6450, -66512, 1681), new Vector3f(5834, -67095, 1678), new Angle(0.72f, 0.69f)).Mask(SpawnPlane.Mask_Flatground));
            Rooms.Add(layout);


            // room 6
            enemies    = hc_room6.ReturnEnemiesInRoom(AllEnemies);
            enemies[0] = new EnemyShieldOrb(enemies[0]);
            enemies[1] = new EnemyDrone(enemies[1]);

            // shifter points
            info             = new ShifterSpawnInfo();
            info.shiftPoints = new List <Tuple <Vector3f, Angle> >() // 3 street lights + billboard
            {
                new Tuple <Vector3f, Angle>(new Vector3f(3311, -71903, 969), new Angle(0.57f, 0.82f)),
                new Tuple <Vector3f, Angle>(new Vector3f(906, -70209, 630), new Angle(-0.30f, 0.95f)),
                new Tuple <Vector3f, Angle>(new Vector3f(-1086, -70504, 545), new Angle(-0.27f, 0.96f)),
                new Tuple <Vector3f, Angle>(new Vector3f(-2056, -73103, 604), new Angle(-0.19f, 0.98f))
            };
            enemies[2] = new EnemyShifter(enemies[2], 4).AddFixedSpawnInfo(info);

            // orb
            layout = new RoomLayout(enemies.Take(1).Single());
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-95, -74846, 966)));                                                         // top of billboard right
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-1265, -75711, 2797), new Vector3f(-1224, -75844, 1457)).AsVerticalPlane()); // top-up curved billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(895, -70257, 811)));                                                         // street light, middle
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2705, -68480, 1051)));                                                      // top of curve billboard, near exit
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(4773, -71128, 1276)));                                                       // left billboard, high
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(2348, -70853, -2), new Vector3f(2340, -71890, 1275)).AsVerticalPlane());     // middle left wall/net
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(4054, -71784, -200)));                                                       // under slide
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2544, -69779, 289)));                                                       // near exit door
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(673, -75451, 565), new Vector3f(-583, -75460, 912)).AsVerticalPlane());      // right small billboard
            layout.DoNotReuse();
            Rooms.Add(layout);

            // enemies
            enemies = enemies.Skip(1).ToList();
            layout  = new RoomLayout(enemies);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-1352, -70928, 605), new Angle(-0.32f, 0.95f)).Mask(SpawnPlane.Mask_Highground));                                                    // billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-1349, -72207, 605), new Angle(-0.31f, 0.95f)).Mask(SpawnPlane.Mask_Highground));                                                    // billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2038, -71712, 605), new Angle(-0.36f, 0.93f)).Mask(SpawnPlane.Mask_Highground));                                                    // billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(863, -75103, 1018), new Vector3f(2206, -75094, 1008), new Angle(-0.03f, 1.00f)).AsVerticalPlane().Mask(SpawnPlane.Mask_Highground)); // pipe right
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(198, -69741, 913), new Angle(-0.59f, 0.81f)).Mask(SpawnPlane.Mask_HighgroundLimited));                                               // wall lamp, far back
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-391, -69741, 913), new Angle(-0.66f, 0.75f)).Mask(SpawnPlane.Mask_HighgroundLimited));                                              // wall lamp, far back
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2805, -68600, 1051), new Angle(-0.47f, 0.88f)).Mask(SpawnPlane.Mask_HighgroundLimited));                                            // curved billboard near exit
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(744, -71932, 1408), new Angle(-0.45f, 0.89f)).Mask(SpawnPlane.Mask_HighgroundLimited));                                              // middle high billboard/fence
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2606, -74004, 630), new Angle(-0.07f, 1.00f)).Mask(SpawnPlane.Mask_HighgroundLimited));                                             // street light, far right corner

            // default
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2230, -70553, -80), new Vector3f(-1202, -69921, -80), new Angle(-0.02f, 1.00f)).Mask(SpawnPlane.Mask_Flatground)); // near exit
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(1130, -68547, -37), new Vector3f(1613, -70412, -40), new Angle(-0.31f, 0.95f)).Mask(SpawnPlane.Mask_Flatground));   // middle
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(4524, -71740, 307), new Angle(-0.92f, 0.39f)).Mask(SpawnPlane.Mask_Highground));                                    // slide middle platform

            // drone
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(3054, -72544, 787), new Vector3f(-1907, -73969, 787), new Angle(-0.22f, 0.97f)).Mask(SpawnPlane.Mask_Airborne)); // middle horizontal section
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(3838, -70256, 787), new Vector3f(-2210, -70176, 787), new Angle(-0.53f, 0.85f)).Mask(SpawnPlane.Mask_Airborne)); // back horizontal section
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(1456, -75623, 1655), new Angle(-0.02f, 1.00f)).Mask(SpawnPlane.Mask_Airborne));                                  // above right slide

            Rooms.Add(layout);


            //// EXTRA DRONES ////
            layout = new RoomLayout();
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-13297, -63905, 3287), new Angle(0.01f, 1.00f)));                                                   // first section, after fakeMantle platform
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-16909, -63726, 3334), new Angle(-0.01f, 1.00f)));                                                  // before first vent
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-15556, -55873, 4360), new Angle(-0.91f, 0.41f)));                                                  // after sensory boost
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8338, -56423, 4049), new Vector3f(-9328, -55028, 4049), new Angle(1.00f, 0.02f)));                 // before big slide
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6013, -68097, 2075), new Vector3f(6087, -63280, 2075), new Angle(0.70f, 0.71f)).AsVerticalPlane()); // across "3pistol hallway"
            layout.Mask(SpawnPlane.Mask_Airborne);
            Rooms.Add(layout);

            //// EXTRA ////
            layout = new RoomLayout();
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-4540, -70299, -80), new Angle(-0.02f, 1.00f)).Mask(SpawnPlane.Mask_Flatground)); // before elevator door

            Rooms.Add(layout);



            ////////////////// Combine enemies from LookInside to Awakening //////////////////
            var LIenemiesAll = LookInside.ReturnEnemiesInRoom(AllEnemies);

            // remove any cp and attached doors
            RemoveParentObjects(ref LIenemiesAll);


            // LookInside Room1
            var LIenemies = LookInisde_room1.ReturnEnemiesInRoom(LIenemiesAll);

            LIenemies[0] = new EnemyTurret(LIenemies[0]);
            LIenemies[1] = new EnemyTurret(LIenemies[1]);
            LIenemies[2] = new EnemyTurret(LIenemies[2]);
            LIenemies[3] = new EnemyDrone(LIenemies[3]);
            LIenemies[4] = new EnemyDrone(LIenemies[4]);
            EnemiesWithoutCP.AddRange(LIenemies.Skip(3).Take(2).ToList()); // both drones to EnemiesWithoutCP
            EnemiesWithoutCP.AddRange(LIenemies.Skip(5).Take(3).ToList()); // 3 normals

            LIenemies = LIenemies.Take(3).ToList();                        // leave 3 turrets
            layout    = new RoomLayout(LIenemies);

            // Last room, bottom right, scaffolding, aiming to door
            TurretSpawnInfo turretSpawn = new TurretSpawnInfo();

            turretSpawn.VerticalAngle   = 0;
            turretSpawn.HorizontalSpeed = 50;
            turretSpawn.HorizontalAngle = 45;
            turretSpawn.SetRange(TurretSpawnInfo.DefaultRange);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-1082, -74877, 339), new Angle(0.76f, 0.65f)).SetSpawnInfo(turretSpawn));

            // Last room, exit door platform, aiming to middle
            turretSpawn = new TurretSpawnInfo();
            turretSpawn.VerticalAngle   = 10;
            turretSpawn.HorizontalSpeed = 30;
            turretSpawn.HorizontalAngle = 35;
            turretSpawn.SetRange(TurretSpawnInfo.DefaultRange);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-975, -70054, -80), new Angle(-0.02f, 1.00f)).SetSpawnInfo(turretSpawn));

            // Last room, left bottom, aiming to middle/slide
            turretSpawn = new TurretSpawnInfo();
            turretSpawn.VerticalAngle   = 30;
            turretSpawn.HorizontalSpeed = 30;
            turretSpawn.HorizontalAngle = 40;
            turretSpawn.SetRange(TurretSpawnInfo.DefaultRange);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(4739, -70409, -350), new Angle(1.00f, 0.02f)).SetSpawnInfo(turretSpawn));

            // Last room, middle metal wall, aiming to door
            turretSpawn = new TurretSpawnInfo();
            turretSpawn.VerticalAngle   = 20;
            turretSpawn.HorizontalSpeed = 40;
            turretSpawn.HorizontalAngle = 30;
            turretSpawn.SetRange(TurretSpawnInfo.DefaultRange);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-66, -69760, 256), new QuaternionAngle(0.00f, -0.71f, 0.71f, 0.00f)).SetSpawnInfo(turretSpawn));


            // Before big slide, right far platform edge, aiming to middile platform
            turretSpawn = new TurretSpawnInfo();
            turretSpawn.VerticalAngle   = 10;
            turretSpawn.HorizontalSpeed = 30;
            turretSpawn.HorizontalAngle = 30;
            turretSpawn.SetRange(TurretSpawnInfo.DefaultRange);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8836, -54267, 3403), new Angle(-0.69f, 0.72f)).SetSpawnInfo(turretSpawn));


            // Before big slide, on top of metal slide, aiming at slide
            turretSpawn = new TurretSpawnInfo();
            turretSpawn.VerticalAngle   = 0;
            turretSpawn.HorizontalSpeed = 0;
            turretSpawn.HorizontalAngle = 0;
            turretSpawn.SetRange(TurretSpawnInfo.DefaultRange);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11887, -56304, 4500), new QuaternionAngle(0.00f, 0.22f, 0.00f, 0.98f)).SetSpawnInfo(turretSpawn));


            // 3DudeHallway, middle platform left corner, aiming at platform 3
            turretSpawn = new TurretSpawnInfo();
            turretSpawn.VerticalAngle   = 30;
            turretSpawn.HorizontalSpeed = 30;
            turretSpawn.HorizontalAngle = 30;
            turretSpawn.SetRange(TurretSpawnInfo.DefaultRange);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(5282, -66960, 1678), new Angle(-0.47f, 0.88f)).SetSpawnInfo(turretSpawn));


            // After fan, first platform
            turretSpawn = new TurretSpawnInfo();
            turretSpawn.VerticalAngle   = 10;
            turretSpawn.HorizontalSpeed = 50;
            turretSpawn.HorizontalAngle = 45;
            turretSpawn.SetRange(TurretSpawnInfo.DefaultRange);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-30803, -63598, 3198), new Angle(0.39f, 0.92f)).SetSpawnInfo(turretSpawn));

            // First classic pistol room, on billboard side, aiming towards main path
            turretSpawn = new TurretSpawnInfo();
            turretSpawn.VerticalAngle   = 0;
            turretSpawn.HorizontalSpeed = 0;
            turretSpawn.HorizontalAngle = 0;
            turretSpawn.SetRange(3220);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-14269, -61957, 3503), new QuaternionAngle(-0.35f, 0.61f, -0.61f, 0.35f)).SetSpawnInfo(turretSpawn));

            layout.DoNotReuse();
            Rooms.Add(layout);



            enemies = LookInisde_room2.ReturnEnemiesInRoom(LIenemiesAll); // 2 shifters
            // SHIFTER 1 : Slide area, before last room
            info = new ShifterSpawnInfo()
            {
                shiftPoints = new List <Tuple <Vector3f, Angle> >()
                {
                    new Tuple <Vector3f, Angle>(new Vector3f(8584, -79887, 878), new Angle(0.82f, 0.58f)),  // platform
                    new Tuple <Vector3f, Angle>(new Vector3f(7975, -80338, 1711), new Angle(0.70f, 0.71f)), // billboard
                    new Tuple <Vector3f, Angle>(new Vector3f(6778, -79664, 1997), new Angle(0.27f, 0.96f)), // billboard mounted
                    new Tuple <Vector3f, Angle>(new Vector3f(6363, -77943, 1348), new Angle(-0.40f, 0.91f)) // in wall, SR route(kinda)
                }
            };
            enemies[0] = new EnemyShifter(enemies[0], 4).AddFixedSpawnInfo(info);
            layout     = new RoomLayout(enemies[0]);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(8295, -78141, 1093), new Angle(0.71f, 0.71f)).DoNotReuse()); // slide (before last room)
            Rooms.Add(layout);


            // SHIFTER 2: sensory boost
            info = new ShifterSpawnInfo()
            {
                shiftPoints = new List <Tuple <Vector3f, Angle> >()
                {
                    new Tuple <Vector3f, Angle>(new Vector3f(-17375, -58267, 3909), new Angle(-0.47f, 0.88f)), // middle platform
                    new Tuple <Vector3f, Angle>(new Vector3f(-17139, -56103, 4100), new Angle(-0.61f, 0.79f)), // 3rd platform
                    new Tuple <Vector3f, Angle>(new Vector3f(-15815, -57200, 4266), new Angle(-0.89f, 0.45f)), // wall pipes (above SR route)
                    new Tuple <Vector3f, Angle>(new Vector3f(-17518, -57571, 4325), new Angle(-0.34f, 0.94f))  // middle platform, street light
                }
            };
            enemies[1] = new EnemyShifter(enemies[1], 4).AddFixedSpawnInfo(info);
            layout     = new RoomLayout(enemies[1]);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-15517, -59683, 2798), new Angle(1.00f, 0.01f)).DoNotReuse()); // sensory boost
            Rooms.Add(layout);


            // last slide, after 3dude hallway
            LIenemies    = LookInisde_room3.ReturnEnemiesInRoom(LIenemiesAll);
            LIenemies[0] = new EnemyShieldOrb(LIenemies[0]);
            // 0 - orb
            layout = new RoomLayout(LIenemies.Take(1).Single());
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(8990, -73925, 2302), new Vector3f(9006, -72959, 1917))); // billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(8149, -74709, 1975)));                                   // middle platform
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(8988, -72344, 2383)));                                   // collectible platform, right
            layout.DoNotReuse();
            Rooms.Add(layout);

            layout = new RoomLayout(LIenemies.Skip(1).ToList());
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(7479, -74629, 1948), new Angle(0.76f, 0.65f)).Mask(SpawnPlane.Mask_Flatground));                                                                      // middle platform, left
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(9033, -74727, 1948), new Angle(0.88f, 0.47f)).Mask(SpawnPlane.Mask_Flatground));                                                                      // middle platform, right
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(9811, -74741, 1948), new Angle(-1.00f, 0.02f)).Mask(SpawnPlane.Mask_Flatground));                                                                     // middle platform, right corner
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(8281, -75940, 1682), new Angle(0.72f, 0.70f)).Mask(SpawnPlane.Mask_Highground));                                                                      // slide start
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(7000, -74212, 1807), new Angle(0.40f, 0.92f)).Mask(SpawnPlane.Mask_HighgroundLimited));                                                               // left, small wall ledge
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(7389, -76764, 2291), new Vector3f(8757, -76806, 2291), new Angle(0.81f, 0.58f)).AsVerticalPlane().SetMaxEnemies(2).Mask(SpawnPlane.Mask_Highground)); // SR beam

            // drone extra
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(8851, -75820, 2415), new Vector3f(7486, -75685, 2415), new Angle(0.69f, 0.72f)).Mask(SpawnPlane.Mask_Airborne));
            Rooms.Add(layout);



            // Custom Checkpoints
            // after big slide, (just bigger/additional for speedrunners)
            CustomCheckPoints.Add(new GameObjects.CustomCP(mapType, new Vector3f(2546, -60309, 640), new Vector3f(5995, -58083, 3287),
                                                           new Vector3f(4099, -58986, 1396), new Angle(-0.22f, 0.98f)));

            // after "3dudehallway"
            CustomCheckPoints.Add(new GameObjects.CustomCP(mapType, new Vector3f(5554, -73284, 2487), new Vector3f(7084, -72234, 1285),
                                                           new Vector3f(6099, -72832, 1800), new Angle(-0.03f, 1.00f)));
        }
Beispiel #2
0
        public void Gen_Normal()
        {
            List <Enemy> AllEnemies = GetAllEnemies(GameHook.game, 0, 6);

            AllEnemies.AddRange(GetAllEnemies(GameHook.game, 8, 11));
            Rooms = new List <RoomLayout>();
            RoomLayout   layout;
            List <Enemy> enemies;

            // drones
            enemies    = room_1.ReturnEnemiesInRoom(AllEnemies);
            enemies[0] = new EnemyDrone(enemies[0]);
            enemies[1] = new EnemyDrone(enemies[1]);
            EnemiesWithoutCP.AddRange(enemies);

            enemies    = room_2.ReturnEnemiesInRoom(AllEnemies);
            enemies[0] = new EnemyDrone(enemies[0]);
            layout     = new RoomLayout(enemies[0]);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6299, -173453, -1379), new Vector3f(7884, -171472, -787)));
            layout.Mask(SpawnPlane.Mask_Airborne);
            Rooms.Add(layout);

            enemies    = room_3.ReturnEnemiesInRoom(AllEnemies);
            enemies[0] = new EnemyDrone(enemies[0]);
            enemies[4].SetEnemyType(EnemyTypes.Weeb);
            layout = new RoomLayout(enemies);

            //drone planes
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-3380, -162846, -1032), new Vector3f(-1529, -164636, -532), new Angle(-0.34f, 0.94f)).Mask(SpawnPlane.Mask_Airborne));            //near left billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6211, -163236, -1457), new Vector3f(-4321, -164490, -618), new Angle(-0.01f, 1.00f)).Mask(SpawnPlane.Mask_Airborne));            //between grapple point and door
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(2870, -164751, -1396), new Vector3f(841, -166047, -595), new Angle(-0.52f, 0.85f)).Mask(SpawnPlane.Mask_Airborne).setDiff(1));    //left of the cp point
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-5800, -166436, -1140), new Vector3f(-3738, -168281, -544), new Angle(-0.08f, 1.00f)).Mask(SpawnPlane.Mask_Airborne).setDiff(1)); //above pistol+uzi plane

            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-1894, -162544, -1383), new Angle(-0.30f, 0.96f)).Mask(SpawnPlane.Mask_Airborne).setDiff(0));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-4854, -161955, -1196), new Angle(-0.38f, 0.92f)).Mask(SpawnPlane.Mask_Airborne).setDiff(0));

            //pistols +uzi+weeb
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2262, -165921, -1065), new Angle(-0.14f, 0.99f)).Mask(SpawnPlane.Mask_HighgroundLimited).setDiff(1));                                    //pole between billboards
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6285, -161101, -799), new Angle(-0.55f, 0.84f)).Mask(SpawnPlane.Mask_HighgroundLimited));                                                // above shuriken
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6987, -162593, -1043), new Angle(0.02f, 1.00f)).Mask(SpawnPlane.Mask_HighgroundLimited));                                                //zipline pole near door
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-1224, -165351, -1141), new Vector3f(-3209, -165362, -1141), new Angle(-0.17f, 0.99f))
                                 .AsVerticalPlane().Mask(SpawnPlane.Mask_HighgroundLimited).setDiff(1));                                                                                               //left billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2422, -161895, -1043), new Angle(-0.70f, 0.72f)).Mask(SpawnPlane.Mask_HighgroundLimited));                                               //end of zipline on weeb platform
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(232, -165490, -2201), new Vector3f(-392, -167449, -2201), new Angle(-0.41f, 0.91f)).Mask(SpawnPlane.Mask_Highground));                    //platform near cp
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(2087, -166558, -971), new Angle(-0.24f, 0.97f)).Mask(SpawnPlane.Mask_HighgroundLimited).setDiff(1));                                      //pole near cp
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-4725, -165273, -611), new Angle(0.03f, 1.00f)).Mask(SpawnPlane.Mask_HighgroundLimited).setDiff(1));                                      //sigh in the middle
            //defualt planes
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6153, -167230, -2191), new Vector3f(-3729, -166006, -2192), new Angle(0.24f, 0.97f)).SetMaxEnemies(2).Mask(SpawnPlane.Mask_Flatground)); //pistol+uzi
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-4328, -164639, -2191), new Vector3f(-3766, -165860, -2191), new Angle(0.01f, 1.00f)).Mask(SpawnPlane.Mask_Flatground));                  //uzi near drone
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6809, -161689, -1611), new Vector3f(-4012, -162393, -1611), new Angle(-0.31f, 0.95f)).Mask(SpawnPlane.Mask_Flatground));                 //weeb plane

            Rooms.Add(layout);


            //delete additional cp in that section???
            DisableCP(new DeepPointer(PtrDB.DP_Faster_Train1_CP));
            enemies = room_4.ReturnEnemiesInRoom(AllEnemies);
            enemies[1].SetEnemyType(EnemyTypes.Weeb);
            enemies[2].SetEnemyType(EnemyTypes.Weeb);
            layout = new RoomLayout(enemies);
            //air spawns
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11564, 149494, 1110), new Vector3f(-12251, 140205, 1110), new Angle(-0.73f, 0.68f)).SetMaxEnemies(2).Mask(SpawnPlane.Mask_Airborne)); //air spawn for drones

            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11798, 138623, 340), new Angle(-0.71f, 0.71f)).Mask(SpawnPlane.Mask_Flatground));                                                     //in front of the spawn
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11814, 135849, 1018), new Angle(0.70f, 0.72f)).Mask(SpawnPlane.Mask_HighgroundLimited));                                              //behind the spawn
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11686, 141284, 893), new Angle(-0.72f, 0.69f)).Mask(SpawnPlane.Mask_HighgroundLimited));                                              //first boxes
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11804, 142467, 299), new Angle(-0.71f, 0.70f)).Mask(SpawnPlane.Mask_Flatground));                                                     //between the boxes
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11797, 150242, 1243), new Angle(-0.70f, 0.71f)).Mask(SpawnPlane.Mask_HighgroundLimited));                                             //above door
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11792, 178094, 1243), new Angle(-0.70f, 0.71f)).Mask(SpawnPlane.Mask_HighgroundLimited));                                             //above door 2
            //default planes
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12363, 145626, 318), new Vector3f(-11238, 148925, 318), new Angle(-0.70f, 0.71f)).SetMaxEnemies(2).Mask(SpawnPlane.Mask_Flatground));

            Rooms.Add(layout);

            enemies = room_5.ReturnEnemiesInRoom(AllEnemies);
            enemies[0].SetEnemyType(EnemyTypes.Waver);
            enemies[1].SetEnemyType(EnemyTypes.Weeb);
            RandomPickEnemiesWithoutCP(ref enemies, force: true, removeCP: false);
            layout = new RoomLayout(enemies);
            //air spawns
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11008, 177873, 1109), new Vector3f(-12534, 175725, 1109), new Angle(-0.68f, 0.73f)).SetMaxEnemies(2).Mask(SpawnPlane.Mask_Airborne)); //air spawn

            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-10924, 178352, 336), new Angle(-0.75f, 0.66f)).Mask(SpawnPlane.Mask_Flatground));                                                     //nearzipline
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11280, 175423, 318), new Vector3f(-11537, 175892, 318), new Angle(-0.87f, 0.49f)).Mask(SpawnPlane.Mask_Flatground));                  //between pipes
            //deafult planes
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11903, 177370, 335), new Vector3f(-12342, 175403, 318), new Angle(-0.71f, 0.71f)).Mask(SpawnPlane.Mask_Flatground));                  //weeb plane
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12157, 178006, 365), new Vector3f(-11460, 177654, 361), new Angle(-0.69f, 0.72f)).Mask(SpawnPlane.Mask_Flatground));                  //waver plane
            Rooms.Add(layout);

            //Delete cp before EoL
            ModifyCP(new DeepPointer(PtrDB.DP_Faster_TrainLast_CP), new Vector3f(0, 0, 0), GameHook.game);
            enemies = room_6.ReturnEnemiesInRoom(AllEnemies);
            enemies[1].SetEnemyType(EnemyTypes.Weeb);
            enemies[2].SetEnemyType(EnemyTypes.Weeb);
            enemies[3].SetEnemyType(EnemyTypes.Weeb);
            layout = new RoomLayout(enemies);
            //air spawns
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11114, 198101, 1245), new Vector3f(-12437, 196885, 1245), new Angle(-0.70f, 0.71f)).Mask(SpawnPlane.Mask_Airborne));                  //first plafrom air
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11120, 203207, 1245), new Vector3f(-12367, 199525, 1245), new Angle(-0.71f, 0.70f)).Mask(SpawnPlane.Mask_Airborne));                  //second platform air

            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11753, 201524, 893), new Angle(-0.70f, 0.71f)).Mask(SpawnPlane.Mask_HighgroundLimited));                                              //boxes neardoor
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12289, 201724, 317), new Angle(-0.69f, 0.72f)).Mask(SpawnPlane.Mask_Flatground));                                                     //right side of boxes
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11436, 203800, 359), new Vector3f(-12135, 203572, 359), new Angle(-0.71f, 0.70f)).Mask(SpawnPlane.Mask_Flatground));                  //before EoL
            //deafult planes
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11265, 198217, 318), new Vector3f(-12308, 197556, 318), new Angle(-0.70f, 0.72f)).Mask(SpawnPlane.Mask_Flatground));                  //1 weeb
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11236, 201290, 318), new Vector3f(-12436, 199282, 317), new Angle(-0.72f, 0.70f)).SetMaxEnemies(2).Mask(SpawnPlane.Mask_Flatground)); //weeb+frogger
            Rooms.Add(layout);

            //random spots
            layout = new RoomLayout();
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-17479, -142371, -2700), new Angle(-0.72f, 0.70f)).Mask(SpawnPlane.Mask_Airborne).setDiff(1));                            //slide section before second shuriken
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-10730, -161776, -1647), new Vector3f(-9819, -162463, -1647), new Angle(0.00f, 1.00f)).Mask(SpawnPlane.Mask_Flatground)); //after 1 fight
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(12121, -171111, -763), new Angle(0.20f, 0.98f)).Mask(SpawnPlane.Mask_Airborne));                                          //near second billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(27927, -152787, 605), new Angle(0.70f, 0.72f)).Mask(SpawnPlane.Mask_Highground));                                         //hel platform
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11928, 151164, 340), new Angle(-0.66f, 0.75f)).Mask(SpawnPlane.Mask_Flatground));                                        //collectible room
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11749, 179582, 1307), new Angle(0.72f, 0.70f)).Mask(SpawnPlane.Mask_Airborne));                                          //after second train fight
            Rooms.Add(layout);

            #region Billboards
            Billboard board1 = new Billboard(0x0, 0x320);
            board1.AddSpawnInfo(new BillboardSpawnInfo {
                Time1 = 3, Angle1 = 270, Time2 = 1, Angle2 = 90
            });
            board1.AddSpawnInfo(new BillboardSpawnInfo {
                Time1 = 3, Angle1 = -45, Time2 = 1, Angle2 = 45
            });
            board1.AddSpawnInfo(new BillboardSpawnInfo {
                Time1 = 2, Angle1 = 970, Time2 = 1, Angle2 = 110
            });
            board1.AddSpawnInfo(new BillboardSpawnInfo {
                Time1 = 2.25f, Angle1 = -1140, Time2 = 1, Angle2 = 60
            });
            board1.AddSpawnInfo(new BillboardSpawnInfo {
                Time1 = 1, Angle1 = 0, Time2 = 1, Angle2 = 0
            }.SetRarity(0.05));
            board1.AddSpawnInfo(new BillboardSpawnInfo {
                Time1 = 500, Angle1 = 200000, Time2 = 1, Angle2 = 90
            }.SetRarity(0.05));
            board1.AddSpawnInfo(new BillboardSpawnInfo());
            worldObjects.Add(board1);

            Billboard board2 = new Billboard(0x0, 0x138);
            board2.AddSpawnInfo(new BillboardSpawnInfo {
                Time1 = 4, Angle1 = -40, Time2 = 0.5f, Angle2 = 40
            });
            board2.AddSpawnInfo(new BillboardSpawnInfo {
                Time1 = 4, Angle1 = 320, Time2 = 0.5f, Angle2 = 40
            });
            board2.AddSpawnInfo(new BillboardSpawnInfo {
                Time1 = 1, Angle1 = 700, Time2 = 0.5f, Angle2 = 20
            });
            board2.AddSpawnInfo(new BillboardSpawnInfo {
                Time1 = 1.25f, Angle1 = -1160, Time2 = 0.5f, Angle2 = 80
            });
            board2.AddSpawnInfo(new BillboardSpawnInfo {
                Time1 = 0.25f, Angle1 = 60, Time2 = 500, Angle2 = 0
            });
            board2.AddSpawnInfo(new BillboardSpawnInfo {
                Time1 = 500, Angle1 = 200000, Time2 = 1, Angle2 = 90
            }.SetRarity(0.05));
            board2.AddSpawnInfo(new BillboardSpawnInfo());
            worldObjects.Add(board2);
            #endregion

            #region Jump
            NonPlaceableObject uplink = new UplinkJump(0x0, 0xFD8);

            var jumpSpawn = new UplinkJumpSpawnInfo {
                TimeToActivate = 3, JumpMultiplier = 7
            };
            uplink.AddSpawnInfo(jumpSpawn);

            jumpSpawn = new UplinkJumpSpawnInfo {
                TimeToActivate = Config.GetInstance().r.Next(3, 51) / 10, JumpMultiplier = 6, JumpForwardMultiplier = 1, JumpGravity = 15
            };
            uplink.AddSpawnInfo(jumpSpawn);

            jumpSpawn = new UplinkJumpSpawnInfo {
                TimeToActivate = Config.GetInstance().r.Next(3, 6) / 10, JumpMultiplier = 2, JumpForwardMultiplier = 8
            };
            uplink.AddSpawnInfo(jumpSpawn);

            jumpSpawn = new UplinkJumpSpawnInfo();
            jumpSpawn.TimeToActivate        = Config.GetInstance().r.Next(3, 51) / 10;
            jumpSpawn.JumpMultiplier        = Config.GetInstance().r.Next(1, 11);
            jumpSpawn.JumpForwardMultiplier = Config.GetInstance().r.Next(0, 16) - 8;
            jumpSpawn.JumpGravity           = Config.GetInstance().r.Next(2, 13);
            jumpSpawn.SetRarity(0.1);
            uplink.AddSpawnInfo(jumpSpawn);

            //default
            uplink.AddSpawnInfo(new UplinkJumpSpawnInfo());

            worldObjects.Add(uplink);
            #endregion

            #region shuriken1
            uplink = new UplinkShurikens(0x8, 0x498);

            uplink.AddSpawnInfo(new UplinkShurikensSpawnInfo {
                Duration = 50, MaxAttacks = 3
            });
            uplink.AddSpawnInfo(new UplinkShurikensSpawnInfo {
                Duration = 2, MaxAttacks = 10
            });
            uplink.AddSpawnInfo(new UplinkShurikensSpawnInfo {
                Duration = Config.GetInstance().r.Next(1, 11), MaxAttacks = Config.GetInstance().r.Next(1, 21)
            });
            uplink.AddSpawnInfo(new UplinkShurikensSpawnInfo {
                Duration = 3600, MaxAttacks = 3600
            }.SetRarity(0.05));
            //default
            uplink.AddSpawnInfo(new UplinkShurikensSpawnInfo());
            worldObjects.Add(uplink);
            #endregion

            #region Targets
            worldObjects.Add(new ShurikenTarget(0x10, 0xc98).AddSpawnInfo(new ShurikenTargetSpawnInfo {
                HitsNeeded = Config.GetInstance().r.Next(1, 4)
            }));
            worldObjects.Add(new ShurikenTarget(0x10, 0xd00).AddSpawnInfo(new ShurikenTargetSpawnInfo {
                HitsNeeded = Config.GetInstance().r.Next(1, 4)
            }));
            worldObjects.Add(new ShurikenTarget(0x10, 0xcf8).AddSpawnInfo(new ShurikenTargetSpawnInfo {
                HitsNeeded = Config.GetInstance().r.Next(1, 4)
            }));
            worldObjects.Add(new ShurikenTarget(0x10, 0xcf0).AddSpawnInfo(new ShurikenTargetSpawnInfo {
                HitsNeeded = Config.GetInstance().r.Next(1, 4)
            }));
            worldObjects.Add(new ShurikenTarget(0x10, 0xce8).AddSpawnInfo(new ShurikenTargetSpawnInfo {
                HitsNeeded = Config.GetInstance().r.Next(1, 4)
            }));
            worldObjects.Add(new ShurikenTarget(0x10, 0xce0).AddSpawnInfo(new ShurikenTargetSpawnInfo {
                HitsNeeded = Config.GetInstance().r.Next(1, 4)
            }));
            #endregion
        }