Beispiel #1
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        public void Init()
        {
            CharacterPrefab.LoadAll();
            MissionPrefab.Init();
            TraitorMissionPrefab.Init();
            MapEntityPrefab.Init();
            MapGenerationParams.Init();
            LevelGenerationParams.LoadPresets();
            ScriptedEventSet.LoadPrefabs();
            Order.Init();
            EventManagerSettings.Init();

            AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
            SkillSettings.Load(GetFilesOfType(ContentType.SkillSettings));
            StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure));
            ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item));
            JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs));
            CorpsePrefab.LoadAll(GetFilesOfType(ContentType.Corpses));
            NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations));
            ItemAssemblyPrefab.LoadAll();
            LevelObjectPrefab.LoadAll();

            GameModePreset.Init();
            LocationType.Init();

            SubmarineInfo.RefreshSavedSubs();

            Screen.SelectNull();

            NetLobbyScreen = new NetLobbyScreen();

            CheckContentPackage();
        }
Beispiel #2
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        public static LevelData CreateRandom(string seed = "", float?difficulty = null, LevelGenerationParams generationParams = null)
        {
            if (string.IsNullOrEmpty(seed))
            {
                seed = Rand.Range(0, int.MaxValue, Rand.RandSync.Server).ToString();
            }

            Rand.SetSyncedSeed(ToolBox.StringToInt(seed));

            LevelType type = generationParams == null ? LevelData.LevelType.LocationConnection : generationParams.Type;

            if (generationParams == null)
            {
                generationParams = LevelGenerationParams.GetRandom(seed, type);
            }
            var biome =
                LevelGenerationParams.GetBiomes().FirstOrDefault(b => generationParams.AllowedBiomes.Contains(b)) ??
                LevelGenerationParams.GetBiomes().GetRandom(Rand.RandSync.Server);

            var levelData = new LevelData(
                seed,
                difficulty ?? Rand.Range(30.0f, 80.0f, Rand.RandSync.Server),
                Rand.Range(0.0f, 1.0f, Rand.RandSync.Server),
                generationParams,
                biome);

            if (type == LevelType.LocationConnection)
            {
                float beaconRng = Rand.Range(0.0f, 1.0f, Rand.RandSync.Server);
                levelData.HasBeaconStation = beaconRng < 0.5f;
                levelData.IsBeaconActive   = beaconRng > 0.25f;
            }
            GameMain.GameSession?.GameMode?.Mission?.AdjustLevelData(levelData);
            return(levelData);
        }
Beispiel #3
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        private void AssignBiomes()
        {
            float locationRadius = size * 0.5f * generationParams.LocationRadius;

            var     biomes    = LevelGenerationParams.GetBiomes();
            Vector2 centerPos = new Vector2(size, size) / 2;

            for (int i = 0; i < generationParams.DifficultyZones; i++)
            {
                List <Biome> allowedBiomes = biomes.FindAll(b => b.AllowedZones.Contains(generationParams.DifficultyZones - i));
                float        zoneRadius    = locationRadius * ((i + 1.0f) / generationParams.DifficultyZones);
                foreach (LocationConnection connection in connections)
                {
                    if (connection.Biome != null)
                    {
                        continue;
                    }

                    if (i == generationParams.DifficultyZones - 1 ||
                        Vector2.Distance(connection.Locations[0].MapPosition, centerPos) < zoneRadius ||
                        Vector2.Distance(connection.Locations[1].MapPosition, centerPos) < zoneRadius)
                    {
                        connection.Biome = allowedBiomes[Rand.Range(0, allowedBiomes.Count, Rand.RandSync.Server)];
                    }
                }
            }
        }
Beispiel #4
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        private void Serialize(LevelGenerationParams genParams)
        {
            foreach (string configFile in GameMain.Instance.GetFilesOfType(ContentType.LevelGenerationParameters))
            {
                XDocument doc = XMLExtensions.TryLoadXml(configFile);
                if (doc == null || doc.Root == null) continue;

                bool elementFound = false;
                foreach (XElement element in doc.Root.Elements())
                {
                    if (element.Name.ToString().ToLowerInvariant() != genParams.Name.ToLowerInvariant()) continue;
                    SerializableProperty.SerializeProperties(genParams, element, true);
                    elementFound = true;
                }                

                if (elementFound)
                {
                    XmlWriterSettings settings = new XmlWriterSettings
                    {
                        Indent = true,
                        NewLineOnAttributes = true
                    };

                    using (var writer = XmlWriter.Create(configFile, settings))
                    {
                        doc.WriteTo(writer);
                        writer.Flush();
                    }
                    return;
                }
            }
        }
Beispiel #5
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        private void AssignBiomes()
        {
            var   biomes    = LevelGenerationParams.GetBiomes();
            float zoneWidth = Width / generationParams.DifficultyZones;

            List <Biome> allowedBiomes = new List <Biome>(10);

            for (int i = 0; i < generationParams.DifficultyZones; i++)
            {
                allowedBiomes.Clear();
                allowedBiomes.AddRange(biomes.Where(b => b.AllowedZones.Contains(generationParams.DifficultyZones - i)));
                float zoneX = Width - zoneWidth * i;

                foreach (Location location in Locations)
                {
                    if (location.MapPosition.X < zoneX)
                    {
                        location.Biome = allowedBiomes[Rand.Range(0, allowedBiomes.Count, Rand.RandSync.Server)];
                    }
                }
            }
            foreach (LocationConnection connection in Connections)
            {
                if (connection.Biome != null)
                {
                    continue;
                }
                connection.Biome = connection.Locations[0].Biome;
            }

            System.Diagnostics.Debug.Assert(Locations.All(l => l.Biome != null));
            System.Diagnostics.Debug.Assert(Connections.All(c => c.Biome != null));
        }
Beispiel #6
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        public void Init()
        {
            MissionPrefab.Init();
            MapEntityPrefab.Init();
            MapGenerationParams.Init();
            LevelGenerationParams.LoadPresets();
            ScriptedEventSet.LoadPrefabs();

            AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
            StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure));
            ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item));
            JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs));
            ItemAssemblyPrefab.LoadAll();
            NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations));
            ItemAssemblyPrefab.LoadAll();
            LevelObjectPrefab.LoadAll();

            GameModePreset.Init();
            LocationType.Init();

            Submarine.RefreshSavedSubs();

            Screen.SelectNull();

            NetLobbyScreen = new NetLobbyScreen();

            CheckContentPackage();
        }
Beispiel #7
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        public static LevelData CreateRandom(string seed = "", float?difficulty = null, LevelGenerationParams generationParams = null)
        {
            if (string.IsNullOrEmpty(seed))
            {
                seed = Rand.Range(0, int.MaxValue, Rand.RandSync.Server).ToString();
            }

            Rand.SetSyncedSeed(ToolBox.StringToInt(seed));

            LevelType type = generationParams == null ? LevelData.LevelType.LocationConnection : generationParams.Type;

            if (generationParams == null)
            {
                generationParams = LevelGenerationParams.GetRandom(seed, type);
            }
            var biome =
                LevelGenerationParams.GetBiomes().FirstOrDefault(b => generationParams.AllowedBiomes.Contains(b)) ??
                LevelGenerationParams.GetBiomes().GetRandom(Rand.RandSync.Server);

            return(new LevelData(
                       seed,
                       difficulty ?? Rand.Range(30.0f, 80.0f, Rand.RandSync.Server),
                       Rand.Range(0.0f, 1.0f, Rand.RandSync.Server),
                       generationParams,
                       biome));
        }
Beispiel #8
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        private void SortLevelObjectsList(LevelGenerationParams selectedParams)
        {
            //fade out levelobjects that don't spawn in this type of level
            foreach (GUIComponent levelObjFrame in levelObjectList.Content.Children)
            {
                var   levelObj   = levelObjFrame.UserData as LevelObjectPrefab;
                float commonness = levelObj.GetCommonness(selectedParams.Name);
                levelObjFrame.Color         = commonness > 0.0f ? GUI.Style.Green * 0.4f : Color.Transparent;
                levelObjFrame.SelectedColor = commonness > 0.0f ? GUI.Style.Green * 0.6f : Color.White * 0.5f;
                levelObjFrame.HoverColor    = commonness > 0.0f ? GUI.Style.Green * 0.7f : Color.White * 0.6f;

                levelObjFrame.GetAnyChild <GUIImage>().Color = commonness > 0.0f ? Color.White : Color.DarkGray;
                if (commonness <= 0.0f)
                {
                    levelObjFrame.GetAnyChild <GUITextBlock>().TextColor = Color.DarkGray;
                }
            }

            //sort the levelobjects according to commonness in this level
            levelObjectList.Content.RectTransform.SortChildren((c1, c2) =>
            {
                var levelObj1 = c1.GUIComponent.UserData as LevelObjectPrefab;
                var levelObj2 = c2.GUIComponent.UserData as LevelObjectPrefab;
                return(Math.Sign(levelObj2.GetCommonness(selectedParams.Name) - levelObj1.GetCommonness(selectedParams.Name)));
            });
        }
Beispiel #9
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        /// <summary>
        /// Instantiates level data using the properties of the connection (seed, size, difficulty)
        /// </summary>
        public LevelData(LocationConnection locationConnection)
        {
            Seed             = locationConnection.Locations[0].BaseName + locationConnection.Locations[1].BaseName;
            Biome            = locationConnection.Biome;
            Type             = LevelType.LocationConnection;
            GenerationParams = LevelGenerationParams.GetRandom(Seed, LevelType.LocationConnection, Biome);
            Difficulty       = locationConnection.Difficulty;

            float sizeFactor = MathUtils.InverseLerp(
                MapGenerationParams.Instance.SmallLevelConnectionLength,
                MapGenerationParams.Instance.LargeLevelConnectionLength,
                locationConnection.Length);
            int width = (int)MathHelper.Lerp(GenerationParams.MinWidth, GenerationParams.MaxWidth, sizeFactor);

            Size = new Point(
                (int)MathUtils.Round(width, Level.GridCellSize),
                (int)MathUtils.Round(GenerationParams.Height, Level.GridCellSize));

            var rand = new MTRandom(ToolBox.StringToInt(Seed));

            InitialDepth = (int)MathHelper.Lerp(GenerationParams.InitialDepthMin, GenerationParams.InitialDepthMax, (float)rand.NextDouble());

            HasBeaconStation = rand.NextDouble() < locationConnection.Locations.Select(l => l.Type.BeaconStationChance).Max();
            IsBeaconActive   = false;
        }
Beispiel #10
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        public LevelData(XElement element)
        {
            Seed       = element.GetAttributeString("seed", "");
            Difficulty = element.GetAttributeFloat("difficulty", 0.0f);
            Size       = element.GetAttributePoint("size", new Point(1000));
            Enum.TryParse(element.GetAttributeString("type", "LocationConnection"), out Type);

            string generationParamsId = element.GetAttributeString("generationparams", "");

            GenerationParams = LevelGenerationParams.LevelParams.Find(l => l.Identifier == generationParamsId);
            if (GenerationParams == null)
            {
                DebugConsole.ThrowError($"Error while loading a level. Could not find level generation params with the ID \"{generationParamsId}\".");
                GenerationParams = LevelGenerationParams.LevelParams.FirstOrDefault(l => l.Type == Type);
                if (GenerationParams == null)
                {
                    GenerationParams = LevelGenerationParams.LevelParams.First();
                }
            }

            string biomeIdentifier = element.GetAttributeString("biome", "");

            Biome = LevelGenerationParams.GetBiomes().FirstOrDefault(b => b.Identifier == biomeIdentifier);
            if (Biome == null)
            {
                DebugConsole.ThrowError($"Error in level data: could not find the biome \"{biomeIdentifier}\".");
                Biome = LevelGenerationParams.GetBiomes().First();
            }

            string[] prefabNames = element.GetAttributeStringArray("eventhistory", new string[] { });
            EventHistory.AddRange(EventSet.PrefabList.Where(p => prefabNames.Any(n => p.Identifier.Equals(n, StringComparison.InvariantCultureIgnoreCase))));

            string[] nonRepeatablePrefabNames = element.GetAttributeStringArray("nonrepeatableevents", new string[] { });
            NonRepeatableEvents.AddRange(EventSet.PrefabList.Where(p => prefabNames.Any(n => p.Identifier.Equals(n, StringComparison.InvariantCultureIgnoreCase))));
        }
Beispiel #11
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        /// <summary>
        /// Instantiates level data using the properties of the connection (seed, size, difficulty)
        /// </summary>
        public LevelData(LocationConnection locationConnection)
        {
            Seed             = locationConnection.Locations[0].BaseName + locationConnection.Locations[1].BaseName;
            Biome            = locationConnection.Biome;
            Type             = LevelType.LocationConnection;
            GenerationParams = LevelGenerationParams.GetRandom(Seed, LevelType.LocationConnection, Biome);
            Difficulty       = locationConnection.Difficulty;

            float sizeFactor = MathUtils.InverseLerp(
                MapGenerationParams.Instance.SmallLevelConnectionLength,
                MapGenerationParams.Instance.LargeLevelConnectionLength,
                locationConnection.Length);
            int width = (int)MathHelper.Lerp(GenerationParams.MinWidth, GenerationParams.MaxWidth, sizeFactor);

            Size = new Point(
                (int)MathUtils.Round(width, Level.GridCellSize),
                (int)MathUtils.Round(GenerationParams.Height, Level.GridCellSize));

            var rand = new MTRandom(ToolBox.StringToInt(Seed));

            InitialDepth = (int)MathHelper.Lerp(GenerationParams.InitialDepthMin, GenerationParams.InitialDepthMax, (float)rand.NextDouble());

            //minimum difficulty of the level before hunting grounds can appear
            float huntingGroundsDifficultyThreshold = 25;
            //probability of hunting grounds appearing in 100% difficulty levels
            float maxHuntingGroundsProbability = 0.3f;

            HasHuntingGrounds = OriginallyHadHuntingGrounds = rand.NextDouble() < MathUtils.InverseLerp(huntingGroundsDifficultyThreshold, 100.0f, Difficulty) * maxHuntingGroundsProbability;

            HasBeaconStation = !HasHuntingGrounds && rand.NextDouble() < locationConnection.Locations.Select(l => l.Type.BeaconStationChance).Max();
            IsBeaconActive   = false;
        }
Beispiel #12
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        private void AssignBiomes()
        {
            List <LocationConnection> biomeSeeds = new List <LocationConnection>();

            List <Biome> centerBiomes = LevelGenerationParams.GetBiomes().FindAll(b => b.Placement.HasFlag(Biome.MapPlacement.Center));

            if (centerBiomes.Count > 0)
            {
                Vector2 mapCenter = new Vector2(locations.Sum(l => l.MapPosition.X), locations.Sum(l => l.MapPosition.Y)) / locations.Count;
                foreach (Biome centerBiome in centerBiomes)
                {
                    LocationConnection closestConnection = null;
                    float closestDist = float.PositiveInfinity;
                    foreach (LocationConnection connection in connections)
                    {
                        if (connection.Biome != null)
                        {
                            continue;
                        }

                        float dist = Vector2.Distance(connection.CenterPos, mapCenter);
                        if (closestConnection == null || dist < closestDist)
                        {
                            closestConnection = connection;
                            closestDist       = dist;
                        }
                    }

                    closestConnection.Biome = centerBiome;
                    biomeSeeds.Add(closestConnection);
                }
            }

            List <Biome> edgeBiomes = LevelGenerationParams.GetBiomes().FindAll(b => b.Placement.HasFlag(Biome.MapPlacement.Edge));

            if (edgeBiomes.Count > 0)
            {
                List <LocationConnection> edges = GetMapEdges();
                foreach (LocationConnection edge in edges)
                {
                    edge.Biome = edgeBiomes[Rand.Range(0, edgeBiomes.Count, Rand.RandSync.Server)];
                }
            }

            List <Biome> randomBiomes = LevelGenerationParams.GetBiomes().FindAll(b => b.Placement.HasFlag(Biome.MapPlacement.Random));

            foreach (Biome biome in randomBiomes)
            {
                LocationConnection seed = connections[0];
                while (seed.Biome != null)
                {
                    seed = connections[Rand.Range(0, connections.Count, Rand.RandSync.Server)];
                }
                seed.Biome = biome;
                biomeSeeds.Add(seed);
            }

            ExpandBiomes(biomeSeeds);
        }
 public static CaveGenerationParams GetRandom(LevelGenerationParams generationParams, bool abyss, Rand.RandSync rand)
 {
     if (CaveParams.All(p => p.GetCommonness(generationParams, abyss) <= 0.0f))
     {
         return(CaveParams.First());
     }
     return(ToolBox.SelectWeightedRandom(CaveParams, CaveParams.Select(p => p.GetCommonness(generationParams, abyss)).ToList(), rand));
 }
 public float GetCommonness(LevelGenerationParams generationParams, bool abyss)
 {
     if (generationParams?.Identifier != null &&
         OverrideCommonness.TryGetValue(abyss ? "abyss" : generationParams.Identifier, out float commonness))
     {
         return(commonness);
     }
     return(Commonness);
 }
Beispiel #15
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        public Level(string seed, float difficulty, LevelGenerationParams generationParams)
        {
            this.seed = seed;

            this.Difficulty = difficulty;

            this.generationParams = generationParams;

            borders = new Rectangle(0, 0, (int)generationParams.Width, (int)generationParams.Height);
        }
 public float GetCommonness(LevelGenerationParams generationParams)
 {
     if (generationParams?.Identifier != null &&
         (OverrideCommonness.TryGetValue(generationParams.Identifier, out float commonness) ||
          (generationParams.OldIdentifier != null && OverrideCommonness.TryGetValue(generationParams.OldIdentifier, out commonness))))
     {
         return(commonness);
     }
     return(Commonness);
 }
 private LevelObjectPrefab GetRandomPrefab(LevelGenerationParams generationParams, IList <LevelObjectPrefab> availablePrefabs)
 {
     if (availablePrefabs.Sum(p => p.GetCommonness(generationParams)) <= 0.0f)
     {
         return(null);
     }
     return(ToolBox.SelectWeightedRandom(
                availablePrefabs,
                availablePrefabs.Select(p => p.GetCommonness(generationParams)).ToList(), Rand.RandSync.Server));
 }
Beispiel #18
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        public static Level CreateRandom(string seed = "")
        {
            if (seed == "")
            {
                seed = Rand.Range(0, int.MaxValue, Rand.RandSync.Server).ToString();
            }

            Rand.SetSyncedSeed(ToolBox.StringToInt(seed));

            return(new Level(seed, Rand.Range(30.0f, 80.0f, Rand.RandSync.Server), LevelGenerationParams.GetRandom(seed)));
        }
Beispiel #19
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        public Level(string seed, float difficulty, LevelGenerationParams generationParams)
        {
            this.seed = seed;

            this.Difficulty = difficulty;

            this.generationParams = generationParams;

            borders = new Rectangle(0, 0,
                                    (int)(Math.Ceiling(generationParams.Width / GridCellSize) * GridCellSize),
                                    (int)(Math.Ceiling(generationParams.Height / GridCellSize) * GridCellSize));
        }
Beispiel #20
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        public Biome GetBiome(float xPos)
        {
            float zoneWidth = Width / generationParams.DifficultyZones;
            int   zoneIndex = (int)Math.Floor(xPos / zoneWidth) + 1;

            if (zoneIndex < 1)
            {
                return(LevelGenerationParams.GetBiomes().First());
            }
            else if (zoneIndex >= generationParams.DifficultyZones)
            {
                return(LevelGenerationParams.GetBiomes().Last());
            }
            return(LevelGenerationParams.GetBiomes().FirstOrDefault(b => b.AllowedZones.Contains(zoneIndex)));
        }
Beispiel #21
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        public LevelData(string seed, float difficulty, float sizeFactor, LevelGenerationParams generationParams, Biome biome)
        {
            Seed             = seed ?? throw new ArgumentException("Seed was null");
            Biome            = biome ?? throw new ArgumentException("Biome was null");
            GenerationParams = generationParams ?? throw new ArgumentException("Level generation parameters were null");
            Type             = GenerationParams.Type;
            Difficulty       = difficulty;

            sizeFactor = MathHelper.Clamp(sizeFactor, 0.0f, 1.0f);
            int width = (int)MathHelper.Lerp(generationParams.MinWidth, generationParams.MaxWidth, sizeFactor);

            Size = new Point(
                (int)MathUtils.Round(width, Level.GridCellSize),
                (int)MathUtils.Round(generationParams.Height, Level.GridCellSize));
        }
Beispiel #22
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        /// <summary>
        /// Instantiates level data using the properties of the location
        /// </summary>
        public LevelData(Location location)
        {
            Seed             = location.BaseName;
            Biome            = location.Biome;
            Type             = LevelType.Outpost;
            GenerationParams = LevelGenerationParams.GetRandom(Seed, LevelType.Outpost, Biome);
            Difficulty       = 0.0f;

            var rand  = new MTRandom(ToolBox.StringToInt(Seed));
            int width = (int)MathHelper.Lerp(GenerationParams.MinWidth, GenerationParams.MaxWidth, (float)rand.NextDouble());

            Size = new Point(
                (int)MathUtils.Round(width, Level.GridCellSize),
                (int)MathUtils.Round(GenerationParams.Height, Level.GridCellSize));
        }
Beispiel #23
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        /// <summary>
        /// Instantiates level data using the properties of the connection (seed, size, difficulty)
        /// </summary>
        public LevelData(LocationConnection locationConnection)
        {
            Seed             = locationConnection.Locations[0].BaseName + locationConnection.Locations[1].BaseName;
            Biome            = locationConnection.Biome;
            Type             = LevelType.LocationConnection;
            GenerationParams = LevelGenerationParams.GetRandom(Seed, LevelType.LocationConnection, Biome);
            Difficulty       = locationConnection.Difficulty;

            float sizeFactor = MathUtils.InverseLerp(
                MapGenerationParams.Instance.SmallLevelConnectionLength,
                MapGenerationParams.Instance.LargeLevelConnectionLength,
                locationConnection.Length);
            int width = (int)MathHelper.Lerp(GenerationParams.MinWidth, GenerationParams.MaxWidth, sizeFactor);

            Size = new Point(
                (int)MathUtils.Round(width, Level.GridCellSize),
                (int)MathUtils.Round(GenerationParams.Height, Level.GridCellSize));
        }
Beispiel #24
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        public LevelData(XElement element)
        {
            Seed       = element.GetAttributeString("seed", "");
            Difficulty = element.GetAttributeFloat("difficulty", 0.0f);
            Size       = element.GetAttributePoint("size", new Point(1000));
            Enum.TryParse(element.GetAttributeString("type", "LocationConnection"), out Type);

            HasBeaconStation = element.GetAttributeBool("hasbeaconstation", false);
            IsBeaconActive   = element.GetAttributeBool("isbeaconactive", false);

            HasHuntingGrounds           = element.GetAttributeBool("hashuntinggrounds", false);
            OriginallyHadHuntingGrounds = element.GetAttributeBool("originallyhadhuntinggrounds", HasHuntingGrounds);

            string generationParamsId = element.GetAttributeString("generationparams", "");

            GenerationParams = LevelGenerationParams.LevelParams.Find(l => l.Identifier == generationParamsId || l.OldIdentifier == generationParamsId);
            if (GenerationParams == null)
            {
                DebugConsole.ThrowError($"Error while loading a level. Could not find level generation params with the ID \"{generationParamsId}\".");
                GenerationParams = LevelGenerationParams.LevelParams.FirstOrDefault(l => l.Type == Type);
                if (GenerationParams == null)
                {
                    GenerationParams = LevelGenerationParams.LevelParams.First();
                }
            }

            InitialDepth = element.GetAttributeInt("initialdepth", GenerationParams.InitialDepthMin);

            string biomeIdentifier = element.GetAttributeString("biome", "");

            Biome = LevelGenerationParams.GetBiomes().FirstOrDefault(b => b.Identifier == biomeIdentifier || b.OldIdentifier == biomeIdentifier);
            if (Biome == null)
            {
                DebugConsole.ThrowError($"Error in level data: could not find the biome \"{biomeIdentifier}\".");
                Biome = LevelGenerationParams.GetBiomes().First();
            }

            string[] prefabNames = element.GetAttributeStringArray("eventhistory", new string[] { });
            EventHistory.AddRange(EventSet.PrefabList.Where(p => prefabNames.Any(n => p.Identifier.Equals(n, StringComparison.InvariantCultureIgnoreCase))));

            string[] nonRepeatablePrefabNames = element.GetAttributeStringArray("nonrepeatableevents", new string[] { });
            NonRepeatableEvents.AddRange(EventSet.PrefabList.Where(p => nonRepeatablePrefabNames.Any(n => p.Identifier.Equals(n, StringComparison.InvariantCultureIgnoreCase))));
        }
Beispiel #25
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        private void SortLevelObjectsList(LevelGenerationParams selectedParams)
        {
            //fade out levelobjects that don't spawn in this type of level
            foreach (GUIComponent levelObjFrame in levelObjectList.Content.Children)
            {
                var   levelObj = levelObjFrame.UserData as LevelObjectPrefab;
                Color color    = levelObj.GetCommonness(selectedParams.Name) > 0.0f ? Color.White : Color.White * 0.3f;
                levelObjFrame.Color = color;
                levelObjFrame.GetAnyChild <GUIImage>().Color = color;
            }

            //sort the levelobjects according to commonness in this level
            levelObjectList.Content.RectTransform.SortChildren((c1, c2) =>
            {
                var levelObj1 = c1.GUIComponent.UserData as LevelObjectPrefab;
                var levelObj2 = c2.GUIComponent.UserData as LevelObjectPrefab;
                return(Math.Sign(levelObj2.GetCommonness(selectedParams.Name) - levelObj1.GetCommonness(selectedParams.Name)));
            });
        }
Beispiel #26
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        public void Init()
        {
            NPCSet.LoadSets();
            FactionPrefab.LoadFactions();
            CharacterPrefab.LoadAll();
            MissionPrefab.Init();
            TraitorMissionPrefab.Init();
            MapEntityPrefab.Init();
            MapGenerationParams.Init();
            LevelGenerationParams.LoadPresets();
            CaveGenerationParams.LoadPresets();
            OutpostGenerationParams.LoadPresets();
            EventSet.LoadPrefabs();
            Order.Init();
            EventManagerSettings.Init();
            ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item));
            AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
            SkillSettings.Load(GetFilesOfType(ContentType.SkillSettings));
            StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure));
            UpgradePrefab.LoadAll(GetFilesOfType(ContentType.UpgradeModules));
            JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs));
            CorpsePrefab.LoadAll(GetFilesOfType(ContentType.Corpses));
            NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations));
            ItemAssemblyPrefab.LoadAll();
            LevelObjectPrefab.LoadAll();
            BallastFloraPrefab.LoadAll(GetFilesOfType(ContentType.MapCreature));
            TalentPrefab.LoadAll(GetFilesOfType(ContentType.Talents));
            TalentTree.LoadAll(GetFilesOfType(ContentType.TalentTrees));

            GameModePreset.Init();
            DecalManager = new DecalManager();
            LocationType.Init();

            SubmarineInfo.RefreshSavedSubs();

            Screen.SelectNull();

            NetLobbyScreen = new NetLobbyScreen();

            CheckContentPackage();
        }
Beispiel #27
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        public void Init()
        {
            Mission.Init();
            MapEntityPrefab.Init();
            LevelGenerationParams.LoadPresets();

            JobPrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Jobs));
            StructurePrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Structure));

            ItemPrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Item));

            GameModePreset.Init();

            LocationType.Init();

            Submarine.RefreshSavedSubs();

            Screen.SelectNull();

            NetLobbyScreen = new NetLobbyScreen();
        }
Beispiel #28
0
        private void Serialize(LevelGenerationParams genParams)
        {
            foreach (ContentFile configFile in GameMain.Instance.GetFilesOfType(ContentType.LevelGenerationParameters))
            {
                XDocument doc = XMLExtensions.TryLoadXml(configFile.Path);
                if (doc == null)
                {
                    continue;
                }

                bool elementFound = false;
                foreach (XElement element in doc.Root.Elements())
                {
                    string id = element.GetAttributeString("identifier", null) ?? element.Name.ToString();
                    if (!id.Equals(genParams.Name, StringComparison.OrdinalIgnoreCase))
                    {
                        continue;
                    }
                    SerializableProperty.SerializeProperties(genParams, element, true);
                    elementFound = true;
                }

                if (elementFound)
                {
                    System.Xml.XmlWriterSettings settings = new System.Xml.XmlWriterSettings
                    {
                        Indent = true,
                        NewLineOnAttributes = true
                    };

                    using (var writer = XmlWriter.Create(configFile.Path, settings))
                    {
                        doc.WriteTo(writer);
                        writer.Flush();
                    }
                    return;
                }
            }
        }
Beispiel #29
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        public static Level CreateRandom(LocationConnection locationConnection)
        {
            string seed = locationConnection.Locations[0].Name + locationConnection.Locations[1].Name;

            return(new Level(seed, locationConnection.Difficulty, LevelGenerationParams.GetRandom(seed, locationConnection.Biome)));
        }
Beispiel #30
0
        private IEnumerable <object> Load(bool isSeparateThread)
        {
            if (GameSettings.VerboseLogging)
            {
                DebugConsole.NewMessage("LOADING COROUTINE", Color.Lime);
            }

            while (TitleScreen.WaitForLanguageSelection)
            {
                yield return(CoroutineStatus.Running);
            }

            SoundManager = new Sounds.SoundManager();
            SoundManager.SetCategoryGainMultiplier("default", Config.SoundVolume, 0);
            SoundManager.SetCategoryGainMultiplier("ui", Config.SoundVolume, 0);
            SoundManager.SetCategoryGainMultiplier("waterambience", Config.SoundVolume, 0);
            SoundManager.SetCategoryGainMultiplier("music", Config.MusicVolume, 0);
            SoundManager.SetCategoryGainMultiplier("voip", Math.Min(Config.VoiceChatVolume, 1.0f), 0);

            if (Config.EnableSplashScreen && !ConsoleArguments.Contains("-skipintro"))
            {
                var   pendingSplashScreens = TitleScreen.PendingSplashScreens;
                float baseVolume           = MathHelper.Clamp(Config.SoundVolume * 2.0f, 0.0f, 1.0f);
                pendingSplashScreens?.Enqueue(new LoadingScreen.PendingSplashScreen("Content/SplashScreens/Splash_UTG.webm", baseVolume * 0.5f));
                pendingSplashScreens?.Enqueue(new LoadingScreen.PendingSplashScreen("Content/SplashScreens/Splash_FF.webm", baseVolume));
                pendingSplashScreens?.Enqueue(new LoadingScreen.PendingSplashScreen("Content/SplashScreens/Splash_Daedalic.webm", baseVolume * 0.1f));
            }

            //if not loading in a separate thread, wait for the splash screens to finish before continuing the loading
            //otherwise the videos will look extremely choppy
            if (!isSeparateThread)
            {
                while (TitleScreen.PlayingSplashScreen || TitleScreen.PendingSplashScreens.Count > 0)
                {
                    yield return(CoroutineStatus.Running);
                }
            }

            GUI.Init(Window, Config.AllEnabledPackages, GraphicsDevice);
            DebugConsole.Init();

            if (Config.AutoUpdateWorkshopItems)
            {
                Config.WaitingForAutoUpdate = true;
                TaskPool.Add("AutoUpdateWorkshopItemsAsync",
                             SteamManager.AutoUpdateWorkshopItemsAsync(), (task) =>
                {
                    bool result = ((Task <bool>)task).Result;

                    Config.WaitingForAutoUpdate = false;
                });

                while (Config.WaitingForAutoUpdate)
                {
                    yield return(CoroutineStatus.Running);
                }
            }

#if DEBUG
            if (Config.ModBreakerMode)
            {
                Config.SelectCorePackage(ContentPackage.CorePackages.GetRandom());
                foreach (var regularPackage in ContentPackage.RegularPackages)
                {
                    if (Rand.Range(0.0, 1.0) <= 0.5)
                    {
                        Config.EnableRegularPackage(regularPackage);
                    }
                    else
                    {
                        Config.DisableRegularPackage(regularPackage);
                    }
                }
                ContentPackage.SortContentPackages(p =>
                {
                    return(Rand.Int(int.MaxValue));
                });
            }
#endif

            if (Config.AllEnabledPackages.None())
            {
                DebugConsole.Log("No content packages selected");
            }
            else
            {
                DebugConsole.Log("Selected content packages: " + string.Join(", ", Config.AllEnabledPackages.Select(cp => cp.Name)));
            }

#if DEBUG
            GameSettings.ShowUserStatisticsPrompt = false;
            GameSettings.SendUserStatistics       = false;
#endif

            InitUserStats();

            yield return(CoroutineStatus.Running);

            Debug.WriteLine("sounds");

            int i = 0;
            foreach (object crObj in SoundPlayer.Init())
            {
                CoroutineStatus status = (CoroutineStatus)crObj;
                if (status == CoroutineStatus.Success)
                {
                    break;
                }

                i++;
                TitleScreen.LoadState = SoundPlayer.SoundCount == 0 ?
                                        1.0f :
                                        Math.Min(40.0f * i / Math.Max(SoundPlayer.SoundCount, 1), 40.0f);

                yield return(CoroutineStatus.Running);
            }

            TitleScreen.LoadState = 40.0f;
            yield return(CoroutineStatus.Running);

            LightManager = new Lights.LightManager(base.GraphicsDevice, Content);

            TitleScreen.LoadState = 41.0f;
            yield return(CoroutineStatus.Running);

            GUI.LoadContent();
            TitleScreen.LoadState = 42.0f;

            yield return(CoroutineStatus.Running);

            TaskPool.Add("InitRelayNetworkAccess", SteamManager.InitRelayNetworkAccess(), (t) => { });

            FactionPrefab.LoadFactions();
            NPCSet.LoadSets();
            CharacterPrefab.LoadAll();
            MissionPrefab.Init();
            TraitorMissionPrefab.Init();
            MapEntityPrefab.Init();
            Tutorials.Tutorial.Init();
            MapGenerationParams.Init();
            LevelGenerationParams.LoadPresets();
            CaveGenerationParams.LoadPresets();
            OutpostGenerationParams.LoadPresets();
            WreckAIConfig.LoadAll();
            EventSet.LoadPrefabs();
            ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item));
            AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
            SkillSettings.Load(GetFilesOfType(ContentType.SkillSettings));
            Order.Init();
            EventManagerSettings.Init();
            BallastFloraPrefab.LoadAll(GetFilesOfType(ContentType.MapCreature));
            HintManager.Init();
            TitleScreen.LoadState = 50.0f;
            yield return(CoroutineStatus.Running);

            StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure));
            TitleScreen.LoadState = 55.0f;
            yield return(CoroutineStatus.Running);

            UpgradePrefab.LoadAll(GetFilesOfType(ContentType.UpgradeModules));
            TitleScreen.LoadState = 56.0f;
            yield return(CoroutineStatus.Running);

            JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs));
            CorpsePrefab.LoadAll(GetFilesOfType(ContentType.Corpses));

            NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations));

            ItemAssemblyPrefab.LoadAll();
            TitleScreen.LoadState = 60.0f;
            yield return(CoroutineStatus.Running);

            GameModePreset.Init();

            SaveUtil.DeleteDownloadedSubs();
            SubmarineInfo.RefreshSavedSubs();

            TitleScreen.LoadState = 65.0f;
            yield return(CoroutineStatus.Running);

            GameScreen = new GameScreen(GraphicsDeviceManager.GraphicsDevice, Content);

            TitleScreen.LoadState = 68.0f;
            yield return(CoroutineStatus.Running);

            MainMenuScreen   = new MainMenuScreen(this);
            ServerListScreen = new ServerListScreen();

            TitleScreen.LoadState = 70.0f;
            yield return(CoroutineStatus.Running);

#if USE_STEAM
            SteamWorkshopScreen = new SteamWorkshopScreen();
            if (SteamManager.IsInitialized)
            {
                Steamworks.SteamFriends.OnGameRichPresenceJoinRequested += OnInvitedToGame;
                Steamworks.SteamFriends.OnGameLobbyJoinRequested        += OnLobbyJoinRequested;
            }
#endif

            SubEditorScreen = new SubEditorScreen();

            TitleScreen.LoadState = 75.0f;
            yield return(CoroutineStatus.Running);

            ParticleEditorScreen = new ParticleEditorScreen();

            TitleScreen.LoadState = 80.0f;
            yield return(CoroutineStatus.Running);

            LevelEditorScreen     = new LevelEditorScreen();
            SpriteEditorScreen    = new SpriteEditorScreen();
            EventEditorScreen     = new EventEditorScreen();
            CharacterEditorScreen = new CharacterEditor.CharacterEditorScreen();
            CampaignEndScreen     = new CampaignEndScreen();

            yield return(CoroutineStatus.Running);

            TitleScreen.LoadState = 85.0f;
            ParticleManager       = new ParticleManager(GameScreen.Cam);
            ParticleManager.LoadPrefabs();
            TitleScreen.LoadState = 88.0f;
            LevelObjectPrefab.LoadAll();

            TitleScreen.LoadState = 90.0f;
            yield return(CoroutineStatus.Running);

            DecalManager = new DecalManager();
            LocationType.Init();
            MainMenuScreen.Select();

            foreach (string steamError in SteamManager.InitializationErrors)
            {
                new GUIMessageBox(TextManager.Get("Error"), TextManager.Get(steamError));
            }

            TitleScreen.LoadState = 100.0f;
            hasLoaded             = true;
            if (GameSettings.VerboseLogging)
            {
                DebugConsole.NewMessage("LOADING COROUTINE FINISHED", Color.Lime);
            }
            yield return(CoroutineStatus.Success);
        }