Esempio n. 1
0
        public override void Flush(GraphicsDevice Device, Shader Effect, Camera Camera, InstanceRenderMode Mode)
        {
            if (InstanceCount == 0)
            {
                return;
            }

            if (NeedsRendered || (AtlasTexture != null && (AtlasTexture.IsDisposed || AtlasTexture.GraphicsDevice.IsDisposed)))
            {
                if (AtlasEntries == null)
                {
                    RebuildAtlas();
                }

                AtlasTexture = new Texture2D(Device, AtlasBounds.Width, AtlasBounds.Height);

                foreach (var texture in AtlasEntries)
                {
                    var realTexture = texture.SourceTexture;
                    if (realTexture == null || realTexture.IsDisposed || realTexture.GraphicsDevice.IsDisposed)
                    {
                        texture.SourceTexture = AssetManager.GetContentTexture(texture.SourceDefinition.Texture);
                        realTexture           = texture.SourceTexture;
                    }

                    var textureData = new Color[realTexture.Width * realTexture.Height];
                    realTexture.GetData(textureData);

                    // Paste texture data into atlas.
                    AtlasTexture.SetData(0, texture.AtlasBounds, textureData, 0, realTexture.Width * realTexture.Height);
                }

                NeedsRendered = false;
            }

            if (InstanceBuffer == null || InstanceBuffer.IsDisposed || InstanceBuffer.IsContentLost)
            {
                InstanceBuffer = new DynamicVertexBuffer(Device, TiledInstancedVertex.VertexDeclaration, InstanceQueueSize, BufferUsage.None);
            }

            Device.RasterizerState = new RasterizerState {
                CullMode = CullMode.None
            };
            if (Mode == InstanceRenderMode.Normal)
            {
                Effect.SetTiledInstancedTechnique();
            }
            else
            {
                Effect.CurrentTechnique = Effect.Techniques[Shader.Technique.SelectionBufferTiledInstanced];
            }

            Effect.EnableWind      = RenderData.EnableWind;
            Effect.EnableLighting  = true;
            Effect.VertexColorTint = Color.White;

            if (RenderData.Model.VertexBuffer == null || RenderData.Model.IndexBuffer == null ||
                (RenderData.Model.VertexBuffer != null && RenderData.Model.VertexBuffer.IsContentLost) ||
                (RenderData.Model.IndexBuffer != null && RenderData.Model.IndexBuffer.IsContentLost))
            {
                RenderData.Model.ResetBuffer(Device);
            }

            Device.Indices = RenderData.Model.IndexBuffer;

            BlendState blendState = Device.BlendState;

            Device.BlendState = Mode == InstanceRenderMode.Normal ? BlendState.NonPremultiplied : BlendState.Opaque;

            Effect.MainTexture = AtlasTexture;
            Effect.LightRamp   = Color.White;

            InstanceBuffer.SetData(Instances, 0, InstanceCount, SetDataOptions.Discard);
            Device.SetVertexBuffers(new VertexBufferBinding(RenderData.Model.VertexBuffer), new VertexBufferBinding(InstanceBuffer, 0, 1));

            var ghostEnabled = Effect.GhostClippingEnabled;

            Effect.GhostClippingEnabled = RenderData.EnableGhostClipping && ghostEnabled;

            foreach (EffectPass pass in Effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                Device.DrawInstancedPrimitives(PrimitiveType.TriangleList, 0, 0,
                                               RenderData.Model.VertexCount, 0,
                                               RenderData.Model.Indexes.Length / 3,
                                               InstanceCount);
            }

            Effect.GhostClippingEnabled = ghostEnabled;
            Effect.SetTexturedTechnique();
            Effect.World      = Matrix.Identity;
            Device.BlendState = blendState;
            Effect.EnableWind = false;

            InstanceCount = 0;
        }
Esempio n. 2
0
        private void GenerateData(GraphicsDevice device, float sizeX, float sizeY, float resolution)
        {
            int        numCellsX   = (int)(sizeX / resolution);
            int        numCellsY   = (int)(sizeY / resolution);
            int        numVerts    = (numCellsX + 1) * (numCellsY + 1);
            int        numIndices  = numCellsX * numCellsY * 6;
            float      aspectRatio = sizeX / sizeY;
            const int  height      = 36;
            int        width       = (int)(aspectRatio * height);
            BannerData data        = new BannerData()
            {
                Mesh    = new VertexBuffer(device, ExtendedVertex.VertexDeclaration, numVerts, BufferUsage.None),
                Indices = new IndexBuffer(device, typeof(short), numIndices, BufferUsage.None),
                Texture = new RenderTarget2D(device, width, height),
                Verts   = new ExtendedVertex[numVerts],
                SizeX   = sizeX,
                SizeY   = sizeY,
                Idx     = new ushort[numIndices]
            };

            banners[Logo] = data;
            for (int i = 0, y = 0; y <= numCellsY; y++)
            {
                for (int x = 0; x <= numCellsX; x++, i++)
                {
                    data.Verts[i] = new ExtendedVertex(new Vector3(0, y * resolution - sizeY * 0.5f, 0), Color.White, Color.White,
                                                       new Vector2((float)x / (float)numCellsX, 1.0f - (float)y / (float)numCellsY), new Vector4(0, 0, 1, 1));
                }
            }

            for (ushort ti = 0, vi = 0, y = 0; y < numCellsY; y++, vi++)
            {
                for (int x = 0; x < numCellsX; x++, ti += 6, vi++)
                {
                    data.Idx[ti]     = vi;
                    data.Idx[ti + 3] = data.Idx[ti + 2] = (ushort)(vi + 1);
                    data.Idx[ti + 4] = data.Idx[ti + 1] = (ushort)(vi + numCellsX + 1);
                    data.Idx[ti + 5] = (ushort)(vi + numCellsX + 2);
                }
            }
            var oldView = device.Viewport;

            data.Mesh.SetData(data.Verts);
            data.Indices.SetData(data.Idx);
            device.SetRenderTarget(data.Texture);
            //device.Viewport = new Viewport(0, 0, width, height); // Must set viewport after target bound.
            device.Clear(new Color(Logo.LogoBackgroundColor * 0.5f + Logo.LogoSymbolColor * 0.5f));
            Texture2D logoBg = AssetManager.GetContentTexture("newgui/logo-bg");
            Texture2D logoFg = AssetManager.GetContentTexture("newgui/logo-fg");
            int       bgIdx  = Logo.LogoBackground.Tile;
            int       bgX    = (bgIdx % (logoBg.Width / 32)) * 32;
            int       bgY    = (bgIdx / (logoBg.Width / 32)) * 32;
            int       fgIdx  = Logo.LogoSymbol.Tile;
            int       fgX    = (fgIdx % (logoFg.Width / 32)) * 32;
            int       fgY    = (fgIdx / (logoFg.Width / 32)) * 32;

            DwarfGame.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, Drawer2D.PointMagLinearMin,
                                        DepthStencilState.None, RasterizerState.CullNone);
            Drawer2D.DrawRect(DwarfGame.SpriteBatch, new Rectangle(1, 1, width - 1, height - 2), Color.Black, 2);
            DwarfGame.SpriteBatch.Draw(logoBg, new Rectangle(width / 2 - 16, height / 2 - 16, 32, 32), new Rectangle(bgX, bgY, 32, 32), new Color(Logo.LogoBackgroundColor));
            DwarfGame.SpriteBatch.Draw(logoFg, new Rectangle(width / 2 - 16, height / 2 - 16, 32, 32), new Rectangle(fgX, fgY, 32, 32), new Color(Logo.LogoSymbolColor));
            DwarfGame.SpriteBatch.End();
            device.SetRenderTarget(null);
            device.Indices = null;
            device.SetVertexBuffer(null);
            //device.Viewport = oldView;
        }
Esempio n. 3
0
        public void Render(
            GraphicsDevice graphics,
            Shader effect,
            Camera cam,
            string mode)
        {
            effect.EnableWind = EnableWind;
            Camera            = cam;

            if (HardwareInstancingSupported && (instanceBuffer == null || instanceBuffer.IsContentLost || instanceBuffer.IsDisposed))
            {
                instanceBuffer = new DynamicVertexBuffer(graphics, InstancedVertex.VertexDeclaration, numInstances,
                                                         BufferUsage.None);
            }

            if (SortedData.Data.Count > 0 && numActiveInstances > 0)
            {
                graphics.RasterizerState = rasterState;

                effect.CurrentTechnique = effect.Techniques[mode];
                effect.EnableLighting   = true;
                effect.VertexColorTint  = Color.White;

                if (Texture == null || Texture.GraphicsDevice.IsDisposed)
                {
                    Texture = AssetManager.GetContentTexture(TextureAsset);
                }

                if (Model.VertexBuffer == null || Model.IndexBuffer == null || Model.VertexBuffer.IsDisposed || Model.VertexBuffer.IsContentLost)
                {
                    Model.ResetBuffer(graphics);
                    Model.Texture = new NamedImageFrame(TextureAsset);
                }

                bool hasIndex = Model.IndexBuffer != null;
                graphics.Indices = Model.IndexBuffer;

                BlendState blendState = graphics.BlendState;
                graphics.BlendState = BlendMode;

                effect.MainTexture = Texture;
                effect.LightRamp   = Color.White;

                if (HardwareInstancingSupported)
                {
                    instanceBuffer.SetData(instanceVertexes, 0, SortedData.Data.Count, SetDataOptions.Discard);

                    graphics.SetVertexBuffers(new VertexBufferBinding(Model.VertexBuffer), new VertexBufferBinding(instanceBuffer, 0, 1));

                    try
                    {
                        DrawInstanced(graphics, effect, cam);
                    }
                    catch (NoSuitableGraphicsDeviceException exception)
                    {
                        global::System.Console.WriteLine(exception.ToString());
                        HardwareInstancingSupported = false;
                    }
                }
                else
                {
                    // Fallback case when hardware instancing is not supported
                    effect.SetTexturedTechnique();
                    DrawNonInstanced(graphics, effect, cam);
                }

                effect.SetTexturedTechnique();
                effect.World        = Matrix.Identity;
                graphics.BlendState = blendState;
            }
            effect.EnableWind = false;
        }
Esempio n. 4
0
        public static Texture2D RenderIcons(GraphicsDevice device, Microsoft.Xna.Framework.Content.ContentManager Content, Gui.JsonTileSheet Sheet)
        {
            InitializeDefaultLibrary(device);

            var shader = new Shader(Content.Load <Effect>(ContentPaths.Shaders.TexturedShaders), true);

            var sqrt   = (int)(Math.Ceiling(Math.Sqrt(PrimitiveMap.Count)));
            var width  = MathFunctions.NearestPowerOf2(sqrt * Sheet.TileWidth);
            var height = MathFunctions.NearestPowerOf2(sqrt * Sheet.TileWidth);

            RenderTarget2D toReturn = new RenderTarget2D(device, width, height, false, SurfaceFormat.Color, DepthFormat.Depth16, 0, RenderTargetUsage.PreserveContents);

            device.SetRenderTarget(toReturn);
            device.Clear(Color.Transparent);
            shader.SetIconTechnique();
            shader.MainTexture             = AssetManager.GetContentTexture(ContentPaths.Terrain.terrain_tiles);
            shader.SelfIlluminationEnabled = true;
            shader.SelfIlluminationTexture = AssetManager.GetContentTexture(ContentPaths.Terrain.terrain_illumination);
            shader.EnableShadows           = false;
            shader.EnableLighting          = false;
            shader.ClippingEnabled         = false;
            shader.CameraPosition          = new Vector3(-0.5f, 0.5f, 0.5f);
            shader.VertexColorTint         = Color.White;
            shader.LightRamp                = Color.White;
            shader.SunlightGradient         = AssetManager.GetContentTexture(ContentPaths.Gradients.sungradient);
            shader.AmbientOcclusionGradient = AssetManager.GetContentTexture(ContentPaths.Gradients.ambientgradient);
            shader.TorchlightGradient       = AssetManager.GetContentTexture(ContentPaths.Gradients.torchgradient);

            Viewport oldview = device.Viewport;
            int      rows    = height / Sheet.TileWidth;
            int      cols    = width / Sheet.TileWidth;

            device.ScissorRectangle  = new Rectangle(0, 0, Sheet.TileWidth, Sheet.TileWidth);
            device.RasterizerState   = RasterizerState.CullNone;
            device.DepthStencilState = DepthStencilState.Default;
            Vector3 half = Vector3.One * 0.5f;

            half = new Vector3(half.X, half.Y, half.Z);

            List <VoxelType> voxelsByType = Types.Select(type => type.Value).ToList();

            voxelsByType.Sort((a, b) => a.ID < b.ID ? -1 : 1);

            foreach (EffectPass pass in shader.CurrentTechnique.Passes)
            {
                foreach (var type in voxelsByType)
                {
                    int          row       = type.ID / cols;
                    int          col       = type.ID % cols;
                    BoxPrimitive primitive = GetPrimitive(type);
                    if (primitive == null)
                    {
                        continue;
                    }

                    if (type.HasTransitionTextures)
                    {
                        primitive = new BoxPrimitive(device, 1, 1, 1, type.TransitionTextures[new BoxTransition()]);
                    }

                    device.Viewport = new Viewport(col * Sheet.TileWidth, row * Sheet.TileWidth, Sheet.TileWidth, Sheet.TileWidth);
                    Matrix viewMatrix       = Matrix.CreateLookAt(new Vector3(-1.2f, 1.0f, -1.5f), Vector3.Zero, Vector3.Up);
                    Matrix projectionMatrix = Matrix.CreateOrthographic(1.5f, 1.5f, 0, 5);
                    shader.View            = viewMatrix;
                    shader.Projection      = projectionMatrix;
                    shader.World           = Matrix.CreateTranslation(-half);
                    shader.VertexColorTint = type.Tint;
                    pass.Apply();
                    primitive.Render(device);
                }
            }
            device.Viewport = oldview;
            device.SetRenderTarget(null);
            return((Texture2D)toReturn);
        }
        private void LoadThreaded()
        {
            // Ensure we're using the invariant culture.
            Thread.CurrentThread.CurrentCulture   = CultureInfo.InvariantCulture;
            Thread.CurrentThread.CurrentUICulture = CultureInfo.InvariantCulture;
            LoadStatus = LoadingStatus.Loading;
            SetLoadingMessage("Initializing ...");

            while (GraphicsDevice == null)
            {
                Thread.Sleep(100);
            }
            Thread.Sleep(1000);

#if !DEBUG
            try
            {
#endif
            bool fileExists = !string.IsNullOrEmpty(ExistingFile);

            SetLoadingMessage("Creating Sky...");

            Sky = new SkyRenderer();

            #region Reading game file

            if (fileExists)
            {
                SetLoadingMessage("Loading " + ExistingFile);

                gameFile = SaveGame.CreateFromDirectory(ExistingFile);
                if (gameFile == null)
                {
                    throw new InvalidOperationException("Game File does not exist.");
                }

                // Todo: REMOVE THIS WHEN THE NEW SAVE SYSTEM IS COMPLETE.
                if (gameFile.Metadata.Version != Program.Version && !Program.CompatibleVersions.Contains(gameFile.Metadata.Version))
                {
                    throw new InvalidOperationException(String.Format("Game file is from version {0}. Compatible versions are {1}.", gameFile.Metadata.Version,
                                                                      TextGenerator.GetListString(Program.CompatibleVersions)));
                }

                Sky.TimeOfDay = gameFile.Metadata.TimeOfDay;
                Time          = gameFile.Metadata.Time;
                WorldOrigin   = gameFile.Metadata.WorldOrigin;
                WorldScale    = gameFile.Metadata.WorldScale;
                WorldSize     = gameFile.Metadata.NumChunks;
                GameID        = gameFile.Metadata.GameID;

                if (gameFile.Metadata.OverworldFile != null && gameFile.Metadata.OverworldFile != "flat")
                {
                    SetLoadingMessage("Loading world " + gameFile.Metadata.OverworldFile);
                    Overworld.Name = gameFile.Metadata.OverworldFile;
                    DirectoryInfo worldDirectory =
                        Directory.CreateDirectory(DwarfGame.GetWorldDirectory() +
                                                  Path.DirectorySeparatorChar + Overworld.Name);
                    var overWorldFile = new NewOverworldFile(worldDirectory.FullName);
                    Overworld.Map  = overWorldFile.Data.Data;
                    Overworld.Name = overWorldFile.Data.Name;
                }
                else
                {
                    SetLoadingMessage("Generating flat world..");
                    Overworld.CreateUniformLand(GraphicsDevice);
                }
            }

            #endregion

            #region Initialize static data

            {
                Vector3 origin  = new Vector3(0, 0, 0);
                Vector3 extents = new Vector3(1500, 1500, 1500);
                OctTree = new OctTreeNode(origin - extents, origin + extents);

                PrimitiveLibrary.Initialize(GraphicsDevice, Content);

                InstanceRenderer = new InstanceRenderer(GraphicsDevice, Content);

                Color[] white = new Color[1];
                white[0] = Color.White;
                pixel    = new Texture2D(GraphicsDevice, 1, 1);
                pixel.SetData(white);

                Tilesheet                  = AssetManager.GetContentTexture(ContentPaths.Terrain.terrain_tiles);
                AspectRatio                = GraphicsDevice.Viewport.AspectRatio;
                DefaultShader              = new Shader(Content.Load <Effect>(ContentPaths.Shaders.TexturedShaders), true);
                DefaultShader.ScreenWidth  = GraphicsDevice.Viewport.Width;
                DefaultShader.ScreenHeight = GraphicsDevice.Viewport.Height;
                CraftLibrary.InitializeDefaultLibrary();
                PotionLibrary.Initialize();
                VoxelLibrary.InitializeDefaultLibrary(GraphicsDevice);
                GrassLibrary.InitializeDefaultLibrary();
                DecalLibrary.InitializeDefaultLibrary();

                bloom = new BloomComponent(Game)
                {
                    Settings = BloomSettings.PresetSettings[5]
                };
                bloom.Initialize();

                SoundManager.Content = Content;
                if (PlanService != null)
                {
                    PlanService.Restart();
                }

                JobLibrary.Initialize();
                MonsterSpawner = new MonsterSpawner(this);
                EntityFactory.Initialize(this);
            }

            #endregion


            SetLoadingMessage("Creating Planner ...");
            PlanService = new PlanService();

            SetLoadingMessage("Creating Shadows...");
            Shadows = new ShadowRenderer(GraphicsDevice, 1024, 1024);

            SetLoadingMessage("Creating Liquids ...");

            #region liquids

            WaterRenderer = new WaterRenderer(GraphicsDevice);

            #endregion

            SetLoadingMessage("Generating Initial Terrain Chunks ...");

            if (!fileExists)
            {
                GameID = MathFunctions.Random.Next(0, 1024);
            }

            ChunkGenerator = new ChunkGenerator(VoxelLibrary, Seed, 0.02f)
            {
                SeaLevel = SeaLevel
            };


            #region Load Components

            if (fileExists)
            {
                ChunkManager = new ChunkManager(Content, this,
                                                ChunkGenerator, WorldSize.X, WorldSize.Y, WorldSize.Z);
                Splasher = new Splasher(ChunkManager);


                ChunkRenderer = new ChunkRenderer(ChunkManager.ChunkData);

                SetLoadingMessage("Loading Terrain...");
                gameFile.ReadChunks(ExistingFile);
                ChunkManager.ChunkData.LoadFromFile(ChunkManager, gameFile, SetLoadingMessage);

                SetLoadingMessage("Loading Entities...");
                gameFile.LoadPlayData(ExistingFile, this);
                Camera            = gameFile.PlayData.Camera;
                DesignationDrawer = gameFile.PlayData.Designations;

                Vector3 origin  = new Vector3(WorldOrigin.X, 0, WorldOrigin.Y);
                Vector3 extents = new Vector3(1500, 1500, 1500);

                if (gameFile.PlayData.Resources != null)
                {
                    foreach (var resource in gameFile.PlayData.Resources)
                    {
                        if (!ResourceLibrary.Resources.ContainsKey(resource.Key))
                        {
                            ResourceLibrary.Add(resource.Value);
                        }
                    }
                }
                ComponentManager = new ComponentManager(gameFile.PlayData.Components, this);

                foreach (var component in gameFile.PlayData.Components.SaveableComponents)
                {
                    if (!ComponentManager.HasComponent(component.GlobalID) &&
                        ComponentManager.HasComponent(component.Parent.GlobalID))
                    {
                        // Logically impossible.
                        throw new InvalidOperationException("Component exists in save data but not in manager.");
                    }
                }

                ConversationMemory = gameFile.PlayData.ConversationMemory;

                Factions = gameFile.PlayData.Factions;
                ComponentManager.World = this;

                Sky.TimeOfDay = gameFile.Metadata.TimeOfDay;
                Time          = gameFile.Metadata.Time;
                WorldOrigin   = gameFile.Metadata.WorldOrigin;
                WorldScale    = gameFile.Metadata.WorldScale;

                // Restore native factions from deserialized data.
                Natives = new List <Faction>();

                foreach (Faction faction in Factions.Factions.Values)
                {
                    if (faction.Race.IsNative && faction.Race.IsIntelligent && !faction.IsRaceFaction)
                    {
                        Natives.Add(faction);
                    }
                }

                Diplomacy = gameFile.PlayData.Diplomacy;

                GoalManager = new Goals.GoalManager();
                GoalManager.Initialize(new List <Goals.Goal>());// gameFile.PlayData.Goals);

                TutorialManager = new Tutorial.TutorialManager();
                TutorialManager.SetFromSaveData(gameFile.PlayData.TutorialSaveData);
            }
            else
            {
                Time = new WorldTime();

                Camera = new OrbitCamera(this,
                                         new Vector3(VoxelConstants.ChunkSizeX,
                                                     VoxelConstants.ChunkSizeY - 1.0f,
                                                     VoxelConstants.ChunkSizeZ),
                                         new Vector3(VoxelConstants.ChunkSizeY, VoxelConstants.ChunkSizeY - 1.0f,
                                                     VoxelConstants.ChunkSizeZ) +
                                         Vector3.Up * 10.0f + Vector3.Backward * 10,
                                         MathHelper.PiOver4, AspectRatio, 0.1f,
                                         GameSettings.Default.VertexCullDistance);

                ChunkManager = new ChunkManager(Content, this,
                                                ChunkGenerator, WorldSize.X, WorldSize.Y, WorldSize.Z);
                Splasher = new Splasher(ChunkManager);


                ChunkRenderer = new ChunkRenderer(ChunkManager.ChunkData);

                Camera.Position = new Vector3(0, 10, 0) + new Vector3(WorldSize.X * VoxelConstants.ChunkSizeX, 0, WorldSize.Z * VoxelConstants.ChunkSizeZ) * 0.5f;
                Camera.Target   = new Vector3(0, 10, 1) + new Vector3(WorldSize.X * VoxelConstants.ChunkSizeX, 0, WorldSize.Z * VoxelConstants.ChunkSizeZ) * 0.5f;

                // If there's no file, we have to initialize the first chunk coordinate
                if (gameFile == null)
                {
                    ChunkManager.GenerateInitialChunks(SpawnRect,
                                                       new GlobalChunkCoordinate(0, 0, 0),
                                                       SetLoadingMessage);
                }

                ComponentManager = new ComponentManager(this);
                ComponentManager.SetRootComponent(new Body(ComponentManager, "root", Matrix.Identity, Vector3.Zero, Vector3.Zero));

                if (Natives == null) // Todo: Always true??
                {
                    FactionLibrary library = new FactionLibrary();
                    library.Initialize(this, CompanyMakerState.CompanyInformation);
                    Natives = new List <Faction>();
                    for (int i = 0; i < 10; i++)
                    {
                        Natives.Add(library.GenerateFaction(this, i, 10));
                    }
                }

                #region Prepare Factions

                foreach (Faction faction in Natives)
                {
                    faction.World = this;

                    if (faction.RoomBuilder == null)
                    {
                        faction.RoomBuilder = new RoomBuilder(faction, this);
                    }
                }

                Factions = new FactionLibrary();
                if (Natives != null && Natives.Count > 0)
                {
                    Factions.AddFactions(this, Natives);
                }

                Factions.Initialize(this, CompanyMakerState.CompanyInformation);
                Point playerOrigin = new Point((int)(WorldOrigin.X), (int)(WorldOrigin.Y));

                Factions.Factions["Player"].Center         = playerOrigin;
                Factions.Factions["The Motherland"].Center = new Point(playerOrigin.X + 50, playerOrigin.Y + 50);

                #endregion

                Diplomacy = new Diplomacy(this);
                Diplomacy.Initialize(Time.CurrentDate);

                // Initialize goal manager here.
                GoalManager = new Goals.GoalManager();
                GoalManager.Initialize(new List <Goals.Goal>());

                TutorialManager = new Tutorial.TutorialManager();
                TutorialManager.TutorialEnabled = !GameSettings.Default.TutorialDisabledGlobally;
                Tutorial("new game start");

                foreach (var item in CraftLibrary.EnumerateCraftables())
                {
                    if (!String.IsNullOrEmpty(item.Tutorial))
                    {
                        TutorialManager.AddTutorial(item.Name, item.Tutorial, item.Icon);
                    }
                }
            }

            Camera.World = this;
            //Drawer3D.Camera = Camera;


            #endregion

            SetLoadingMessage("Creating Particles ...");
            ParticleManager = new ParticleManager(ComponentManager);

            SetLoadingMessage("Creating GameMaster ...");
            Master = new GameMaster(Factions.Factions["Player"], Game, ComponentManager, ChunkManager,
                                    Camera, GraphicsDevice);

            if (gameFile != null)
            {
                if (gameFile.PlayData.Tasks != null)
                {
                    Master.NewArrivals         = gameFile.PlayData.NewArrivals ?? new List <GameMaster.ApplicantArrival>();
                    Master.TaskManager         = gameFile.PlayData.Tasks;
                    Master.TaskManager.Faction = Master.Faction;
                }
                if (gameFile.PlayData.InitialEmbark != null)
                {
                    InitialEmbark = gameFile.PlayData.InitialEmbark;
                }
                ChunkManager.World.Master.SetMaxViewingLevel(gameFile.Metadata.Slice > 0
                ? gameFile.Metadata.Slice
                : ChunkManager.World.Master.MaxViewingLevel);
            }

            if (Master.Faction.Economy.Company.Information == null)
            {
                Master.Faction.Economy.Company.Information = new CompanyInformation();
            }

            CreateInitialEmbarkment();
            foreach (var chunk in ChunkManager.ChunkData.ChunkMap)
            {
                chunk.CalculateInitialSunlight();
            }

            if (RevealSurface)
            {
                VoxelHelpers.InitialReveal(ChunkManager, ChunkManager.ChunkData, new VoxelHandle(
                                               ChunkManager.ChunkData.GetChunkEnumerator().FirstOrDefault(), new LocalVoxelCoordinate(0, VoxelConstants.ChunkSizeY - 1, 0)));
            }

            foreach (var chunk in ChunkManager.ChunkData.ChunkMap)
            {
                ChunkManager.InvalidateChunk(chunk);
            }

            ChunkManager.StartThreads();
            SetLoadingMessage("Presimulating ...");
            ShowingWorld = false;
            OnLoadedEvent();

            Thread.Sleep(1000);
            ShowingWorld = true;

            SetLoadingMessage("Complete.");

            // GameFile is no longer needed.
            gameFile   = null;
            LoadStatus = LoadingStatus.Success;
#if !DEBUG
        }

        catch (Exception exception)
        {
            Game.CaptureException(exception);
            LoadingException = exception;
            LoadStatus       = LoadingStatus.Failure;
            ProgramData.WriteExceptionLog(exception);
        }
#endif
        }
Esempio n. 6
0
        public static RoomData InitializeData()
        {
            Dictionary <Resource.ResourceTags, Quantitiy <Resource.ResourceTags> > roomResources = new Dictionary <Resource.ResourceTags, Quantitiy <Resource.ResourceTags> >()
            {
                { Resource.ResourceTags.Magical, new Quantitiy <Resource.ResourceTags>(Resource.ResourceTags.Magical, 2) },
                { Resource.ResourceTags.Precious, new Quantitiy <Resource.ResourceTags>(Resource.ResourceTags.Precious, 1) },
            };


            List <RoomTemplate> libraryTemplates = new List <RoomTemplate>();

            RoomTile[,] lampTemplate =
            {
                {
                    RoomTile.None, RoomTile.Wall | RoomTile.Edge
                },
                {
                    RoomTile.Wall | RoomTile.Edge, RoomTile.Lamp
                }
            };

            RoomTile[,] lampAccessories =
            {
                {
                    RoomTile.None,
                    RoomTile.None
                },
                {
                    RoomTile.None,
                    RoomTile.None
                }
            };

            RoomTile[,]  bookshlf =
            {
                {
                    RoomTile.Edge | RoomTile.Wall, RoomTile.Edge | RoomTile.Wall, RoomTile.Edge | RoomTile.Wall,
                },
                {
                    RoomTile.Open, RoomTile.BookShelf, RoomTile.Open
                },
            };

            RoomTile[,] bookshlfAcc =
            {
                {
                    RoomTile.None,
                    RoomTile.None,
                    RoomTile.None
                },
                {
                    RoomTile.None,
                    RoomTile.None,
                    RoomTile.None
                },
                {
                    RoomTile.None,
                    RoomTile.None,
                    RoomTile.None
                }
            };

            RoomTemplate lamp = new RoomTemplate(PlacementType.All, lampTemplate, lampAccessories);

            RoomTile[,] bookTemp =
            {
                {
                    RoomTile.None,
                    RoomTile.Open | RoomTile.Edge | RoomTile.BookShelf,
                    RoomTile.None
                },
                {
                    RoomTile.Open | RoomTile.Edge | RoomTile.BookShelf,
                    RoomTile.Books,
                    RoomTile.Open | RoomTile.Edge | RoomTile.BookShelf,
                },
                {
                    RoomTile.None,
                    RoomTile.Open | RoomTile.Edge | RoomTile.BookShelf,
                    RoomTile.None
                }
            };

            RoomTile[,] bookAcc =
            {
                {
                    RoomTile.None,
                    RoomTile.None,
                    RoomTile.None
                },
                {
                    RoomTile.None,
                    RoomTile.None,
                    RoomTile.None
                },
                {
                    RoomTile.None,
                    RoomTile.None,
                    RoomTile.None
                }
            };

            RoomTemplate book = new RoomTemplate(PlacementType.Random, bookTemp, bookAcc)
            {
                Probability = 0.5f
            };


            libraryTemplates.Add(lamp);
            libraryTemplates.Add(new RoomTemplate(PlacementType.Random, bookshlf, bookshlfAcc)
            {
                Probability = 0.15f
            });
            libraryTemplates.Add(book);
            Texture2D roomIcons = AssetManager.GetContentTexture(ContentPaths.GUI.room_icons);

            return(new RoomData(LibraryRoomName, 4, "Blue Tile", roomResources, libraryTemplates,
                                new Gui.TileReference("rooms", 4))
            {
                Description = "Wizards do magical research here. Also holds mana crystals to charge magic spells.",
                CanBuildAboveGround = false
            });
        }
Esempio n. 7
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        public override void CreateCosmeticChildren(ComponentManager manager)
        {
            base.CreateCosmeticChildren(manager);

            if (Resource.Gui_NewStyle)
            {
                var       sheetName          = String.Format("{0}&{1}-{2}&{3}", Resource.Gui_Graphic.AssetPath, Resource.Gui_Graphic.Frame.X, Resource.Gui_Graphic.Frame.Y, Resource.Gui_Palette);
                var       tiledInstanceGroup = Manager.World.Renderer.InstanceRenderer.GetCombinedTiledInstance();
                Texture2D fixedTex           = null;
                if (!tiledInstanceGroup.DoesInstanceSheetExist(sheetName))
                {
                    if (DwarfSprites.LayerLibrary.FindPalette(Resource.Gui_Palette).HasValue(out var palette))
                    {
                        fixedTex = TextureTool.CropAndColorSprite(manager.World.Renderer.GraphicsDevice, AssetManager.GetContentTexture(Resource.Gui_Graphic.AssetPath),
                                                                  Resource.Gui_Graphic.FrameSize, Resource.Gui_Graphic.Frame, DwarfSprites.LayerLibrary.BasePalette.CachedPalette, palette.CachedPalette);
                    }
                }

                var sheet = new SpriteSheet(fixedTex)
                {
                    FrameWidth  = Resource.Gui_Graphic.FrameSize.X,
                    FrameHeight = Resource.Gui_Graphic.FrameSize.Y,
                    AssetName   = sheetName
                };

                var sprite = AddChild(new SimpleBobber(Manager, "Sprite", Matrix.CreateTranslation(Vector3.UnitY * 0.25f), sheet, Point.Zero, 0.15f,
                                                       MathFunctions.Rand() + 2.0f, MathFunctions.Rand() * 3.0f)) as Tinter;
                sprite.LocalTransform = Matrix.CreateTranslation(Vector3.UnitY * 0.25f + MathFunctions.RandVector3Cube() * 0.1f);
                sprite.LightRamp      = Resource.Tint;
                sprite.SetFlag(Flag.ShouldSerialize, false);
            }
            else
            {
                var compositeLayers = Resource.CompositeLayers;
                var tint            = Resource.Tint;

                Tinter sprite = null;

                // Minor optimization for single layer resources.
                if (compositeLayers.Count == 1)
                {
                    var layer = compositeLayers[0];
                    sprite = AddChild(new SimpleBobber(Manager, "Sprite",
                                                       Matrix.CreateTranslation(Vector3.UnitY * 0.25f),
                                                       new SpriteSheet(layer.Asset, layer.FrameSize.X, layer.FrameSize.Y),
                                                       layer.Frame, 0.15f, MathFunctions.Rand() + 2.0f, MathFunctions.Rand() * 3.0f)
                    {
                        OrientationType = SimpleSprite.OrientMode.Spherical,
                        WorldHeight     = 0.75f,
                        WorldWidth      = 0.75f,
                    }) as Tinter;
                    sprite.LocalTransform = Matrix.CreateTranslation(Vector3.UnitY * 0.25f + MathFunctions.RandVector3Cube() * 0.1f);
                }
                else
                {
                    var layers = new List <LayeredSimpleSprite.Layer>();

                    foreach (var layer in compositeLayers)
                    {
                        layers.Add(new LayeredSimpleSprite.Layer
                        {
                            Sheet = new SpriteSheet(layer.Asset, layer.FrameSize.X, layer.FrameSize.Y),
                            Frame = layer.Frame
                        });
                    }

                    sprite = AddChild(new LayeredBobber(Manager, "Sprite",
                                                        Matrix.CreateTranslation(Vector3.UnitY * 0.25f + MathFunctions.RandVector3Cube() * 0.1f),
                                                        layers, 0.15f, MathFunctions.Rand() + 2.0f, MathFunctions.Rand() * 3.0f)
                    {
                        OrientationType = LayeredSimpleSprite.OrientMode.Spherical,
                        WorldHeight     = 0.75f,
                        WorldWidth      = 0.75f,
                    }) as Tinter;
                }

                sprite.LightRamp = tint;
                sprite.SetFlag(Flag.ShouldSerialize, false);
            }
        }
Esempio n. 8
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        public static Texture2D RenderPatternIcons(GraphicsDevice device, Microsoft.Xna.Framework.Content.ContentManager Content, Gui.TileSheetDefinition Sheet)
        {
            InitializeRailLibrary();

            var shader = new Shader(Content.Load <Effect>(ContentPaths.Shaders.TexturedShaders), true);

            var sqrt  = (int)(Math.Ceiling(Math.Sqrt(RailPatterns.Count)));
            var width = MathFunctions.NearestPowerOf2(sqrt * Sheet.TileWidth);

            var fitHorizontal = width / Sheet.TileWidth;
            var rowCount      = (int)Math.Ceiling((float)RailPatterns.Count / (float)fitHorizontal);
            var height        = MathFunctions.NearestPowerOf2(rowCount * Sheet.TileHeight);

            RenderTarget2D toReturn  = new RenderTarget2D(device, width, height, false, SurfaceFormat.Color, DepthFormat.Depth16, 0, RenderTargetUsage.PreserveContents);
            var            tileSheet = new SpriteSheet(ContentPaths.rail_tiles, 32);

            device.SetRenderTarget(toReturn);
            device.Clear(Color.Transparent);
            shader.SetTexturedTechnique();
            shader.MainTexture             = AssetManager.GetContentTexture(ContentPaths.rail_tiles);
            shader.SelfIlluminationEnabled = true;
            shader.SelfIlluminationTexture = AssetManager.GetContentTexture(ContentPaths.Terrain.terrain_illumination);
            shader.EnableShadows           = false;
            shader.EnableLighting          = false;
            shader.ClippingEnabled         = false;
            shader.CameraPosition          = new Vector3(-0.5f, 0.5f, 0.5f);
            shader.VertexColorTint         = Color.White;
            shader.LightRamp                = Color.White;
            shader.SunlightGradient         = AssetManager.GetContentTexture(ContentPaths.Gradients.sungradient);
            shader.AmbientOcclusionGradient = AssetManager.GetContentTexture(ContentPaths.Gradients.ambientgradient);
            shader.TorchlightGradient       = AssetManager.GetContentTexture(ContentPaths.Gradients.torchgradient);

            Viewport oldview = device.Viewport;
            int      rows    = height / Sheet.TileWidth;
            int      cols    = width / Sheet.TileWidth;

            device.ScissorRectangle  = new Rectangle(0, 0, Sheet.TileWidth, Sheet.TileHeight);
            device.RasterizerState   = RasterizerState.CullNone;
            device.DepthStencilState = DepthStencilState.Default;
            Vector3 half = Vector3.One * 0.5f;

            half = new Vector3(half.X, half.Y, half.Z);

            foreach (EffectPass pass in shader.CurrentTechnique.Passes)
            {
                int ID = 0;

                foreach (var type in RailPatterns)
                {
                    int row = ID / cols;
                    int col = ID % cols;

                    var xboundsMin = 0;
                    var xboundsMax = 0;
                    var yboundsMin = 0;
                    var yboundsMax = 0;

                    var primitive = new RawPrimitive();
                    foreach (var piece in type.Pieces)
                    {
                        var rawPiece = Library.GetRailPiece(piece.RailPiece);

                        var bounds = Vector4.Zero;
                        var uvs    = tileSheet.GenerateTileUVs(rawPiece.HasValue(out var raw) ? raw.Tile : Point.Zero, out bounds);
                        primitive.AddQuad(
                            Matrix.CreateRotationY((float)Math.PI * 0.5f * (float)piece.Orientation)
                            * Matrix.CreateTranslation(new Vector3(piece.Offset.X, 0.0f, piece.Offset.Y)),
                            Color.White, Color.White, uvs, bounds);

                        xboundsMin = Math.Min(xboundsMin, piece.Offset.X);
                        xboundsMax = Math.Max(xboundsMax, piece.Offset.X);
                        yboundsMin = Math.Min(yboundsMin, piece.Offset.Y);
                        yboundsMax = Math.Max(yboundsMax, piece.Offset.Y);
                    }

                    float xSize = xboundsMax - xboundsMin + 1;
                    float ySize = yboundsMax - yboundsMin + 1;

                    var cameraPos = new Vector3(xboundsMin + (xSize / 2), 2.0f, yboundsMax + 1.0f);

                    device.Viewport = new Viewport(col * Sheet.TileWidth, row * Sheet.TileHeight, Sheet.TileWidth, Sheet.TileHeight);
                    shader.View     = Matrix.CreateLookAt(cameraPos,
                                                          new Vector3((xboundsMin + (xSize / 2)), 0.0f, yboundsMin),
                                                          Vector3.UnitY);
                    shader.Projection     = Matrix.CreatePerspectiveFieldOfView(1.0f, 1.0f, 0.1f, 10);
                    shader.World          = Matrix.Identity;
                    shader.CameraPosition = cameraPos;
                    pass.Apply();
                    primitive.Render(device);

                    ++ID;
                }
            }
            device.Viewport = oldview;
            device.SetRenderTarget(null);
            return((Texture2D)toReturn);
        }
Esempio n. 9
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        public static SpellTree CreateSpellTree(WorldManager world)
        {
            Texture2D icons = AssetManager.GetContentTexture(ContentPaths.GUI.icons);


            SpellTree toReturn = new SpellTree()
            {
                RootSpells = new List <SpellTree.Node>()
                {
                    new SpellTree.Node()
                    {
                        Spell            = new InspectSpell(world, InspectSpell.InspectType.InspectEntity),
                        ResearchProgress = 10.0f,
                        ResearchTime     = 10.0f,
                        Children         = new List <SpellTree.Node>()
                        {
                            new SpellTree.Node()
                            {
                                Spell = new BuffSpell(world,
                                                      new StatBuff(30.0f, new CreatureStats.StatNums()
                                {
                                    Dexterity    = 2.0f,
                                    Strength     = 2.0f,
                                    Wisdom       = 2.0f,
                                    Intelligence = 2.0f,
                                    Charisma     = 0.0f,
                                    Constitution = 0.0f,
                                    Size         = 0.0f
                                })
                                {
                                    Particles = "star_particle", SoundOnStart = ContentPaths.Audio.powerup, SoundOnEnd = ContentPaths.Audio.wurp
                                }
                                                      )
                                {
                                    Name        = "Minor Inspire",
                                    Description = "Makes the selected creatures work harder for 30 seconds (+2 to DEX, STR, INT and WIS)",
                                    Hint        = "Click and drag to select creatures"
                                },
                                ResearchProgress = 0.0f,
                                ResearchTime     = 30.0f,

                                Children = new List <SpellTree.Node>()
                                {
                                    new SpellTree.Node()
                                    {
                                        Spell = new BuffSpell(world,
                                                              new StatBuff(60.0f, new CreatureStats.StatNums()
                                        {
                                            Dexterity    = 5.0f,
                                            Strength     = 5.0f,
                                            Wisdom       = 5.0f,
                                            Intelligence = 5.0f,
                                            Charisma     = 0.0f,
                                            Constitution = 0.0f,
                                            Size         = 0.0f
                                        })
                                        {
                                            Particles = "star_particle", SoundOnStart = ContentPaths.Audio.powerup, SoundOnEnd = ContentPaths.Audio.wurp
                                        }
                                                              )
                                        {
                                            Name        = "Major Inspire",
                                            Description = "Makes the selected creatures work harder for 60 seconds (+5 to DEX, STR, INT and WIS)",
                                            Hint        = "Click and drag to select creatures"
                                        },
                                        Children = new List <SpellTree.Node>()
                                        {
                                            new SpellTree.Node()
                                            {
                                                Spell = new CreateEntitySpell(world, "Fairy", false)
                                                {
                                                    Name        = "Magic Helper",
                                                    Description = "Creates a magical helper employee who persists for 30 seconds",
                                                    Hint        = "Click to spawn a helper"
                                                },
                                                ResearchProgress = 0.0f,
                                                ResearchTime     = 150.0f
                                            }
                                        },
                                        ResearchProgress = 0.0f,
                                        ResearchTime     = 60.0f,
                                    },
                                    new SpellTree.Node()
                                    {
                                        Spell = new BuffSpell(world,
                                                              new ThoughtBuff(30.0f, Thought.ThoughtType.Magic)
                                        {
                                            SoundOnStart = ContentPaths.Audio.powerup
                                        })
                                        {
                                            Name        = "Minor Happiness",
                                            Description = "Makes the selected creatures happy for 30 seconds.",
                                            Hint        = "Click and drag to select creatures",
                                            Image       = new ImageFrame(AssetManager.GetContentTexture(ContentPaths.GUI.icons), 32, 5, 2),
                                            TileRef     = 21
                                        },
                                        ResearchTime     = 60.0f,
                                        ResearchProgress = 0.0f,
                                        Children         = new List <SpellTree.Node>()
                                        {
                                            new SpellTree.Node()
                                            {
                                                Spell = new BuffSpell(world,
                                                                      new ThoughtBuff(60.0f, Thought.ThoughtType.Magic)
                                                {
                                                    SoundOnStart = ContentPaths.Audio.powerup
                                                })
                                                {
                                                    Name        = "Major Happiness",
                                                    Description = "Makes the selected creatures happy for 60 seconds.",
                                                    Hint        = "Click and drag to select creatures",
                                                    Image       = new ImageFrame(AssetManager.GetContentTexture(ContentPaths.GUI.icons), 32, 5, 2),
                                                    TileRef     = 21
                                                },
                                                ResearchTime     = 120.0f,
                                                ResearchProgress = 0.0f
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    },
                    new SpellTree.Node()
                    {
                        Spell            = new InspectSpell(world, InspectSpell.InspectType.InspectBlock),
                        ResearchProgress = 25.0f,
                        ResearchTime     = 25.0f,
                        Children         = new List <SpellTree.Node>()
                        {
                            new SpellTree.Node()
                            {
                                Spell            = new PlaceBlockSpell(world, "Dirt", false),
                                ResearchProgress = 0.0f,
                                ResearchTime     = 50.0f,

                                Children = new List <SpellTree.Node>()
                                {
                                    new SpellTree.Node()
                                    {
                                        ResearchProgress = 0.0f,
                                        ResearchTime     = 100.0f,
                                        Spell            = new PlaceBlockSpell(world, "Stone", false),

                                        Children = new List <SpellTree.Node>()
                                        {
                                            new SpellTree.Node()
                                            {
                                                ResearchProgress = 0.0f,
                                                ResearchTime     = 150.0f,
                                                Spell            = new DestroyBlockSpell(world)
                                            }
                                        }
                                    }
                                }
                            },
                            new SpellTree.Node()
                            {
                                Spell = new PlaceBlockSpell(world, "Magic", false)
                                {
                                    Image       = new ImageFrame(AssetManager.GetContentTexture(ContentPaths.GUI.icons), 32, 2, 3),
                                    Description = "Creates a temporary magic wall.",
                                    TileRef     = 26
                                },
                                ResearchProgress = 0.0f,
                                ResearchTime     = 50.0f,

                                Children = new List <SpellTree.Node>()
                                {
                                    new SpellTree.Node()
                                    {
                                        ResearchProgress = 0.0f,
                                        ResearchTime     = 100.0f,
                                        Spell            = new PlaceBlockSpell(world, "Iron", true),
                                        Children         = new List <SpellTree.Node>()
                                        {
                                            new SpellTree.Node()
                                            {
                                                ResearchProgress = 0.0f,
                                                ResearchTime     = 150.0f,
                                                Spell            = new PlaceBlockSpell(world, "Gold", true)
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    },
                    new SpellTree.Node()
                    {
                        Spell = new BuffSpell(world, new OngoingHealBuff(2, 10)
                        {
                            Particles = "heart", SoundOnStart = ContentPaths.Audio.powerup, SoundOnEnd = ContentPaths.Audio.wurp
                        })
                        {
                            Name        = "Minor Heal",
                            Description = "Heals 2 damage per second for 10 seconds",
                            Hint        = "Click and drag to select creatures",
                            Image       = new ImageFrame(AssetManager.GetContentTexture(ContentPaths.GUI.icons), 32, 3, 2),
                            TileRef     = 19
                        },
                        ResearchProgress = 0.0f,
                        ResearchTime     = 30.0f,
                        Children         = new List <SpellTree.Node>()
                        {
                            new SpellTree.Node()
                            {
                                Spell = new BuffSpell(world, new OngoingHealBuff(5, 10)
                                {
                                    Particles = "heart", SoundOnStart = ContentPaths.Audio.powerup, SoundOnEnd = ContentPaths.Audio.wurp
                                })
                                {
                                    Name        = "Major Heal",
                                    Description = "Heals 5 damage per second for 10 seconds",
                                    Hint        = "Click and drag to select creatures",
                                    Image       = new ImageFrame(AssetManager.GetContentTexture(ContentPaths.GUI.icons), 32, 3, 2),
                                    TileRef     = 19
                                },
                                ResearchProgress = 0.0f,
                                ResearchTime     = 150.0f
                            }
                        }
                    }
                }
            };


            foreach (SpellTree.Node spell in toReturn.RootSpells)
            {
                spell.SetupParentsRecursive();
            }

            return(toReturn);
        }
Esempio n. 10
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        public static void InitializeDefaultLibrary(GraphicsDevice graphics)
        {
            if (TypeList != null)
            {
                return;
            }

            var cubeTexture = AssetManager.GetContentTexture(ContentPaths.Terrain.terrain_tiles);

            TypeList = FileUtils.LoadJsonListFromDirectory <VoxelType>(ContentPaths.voxel_types, null, v => v.Name);

            emptyType       = TypeList.FirstOrDefault(v => v.Name == "_empty");
            DesignationType = TypeList.FirstOrDefault(v => v.Name == "_designation");

            // Todo: Stabalize ids across save games.
            short id = 2;

            foreach (VoxelType type in TypeList)
            {
                Types[type.Name] = type;

                if (type.Name == "_empty")
                {
                    emptyType = type;
                    type.ID   = 0;
                }
                else
                {
                    PrimitiveMap[type.Name] = CreatePrimitive(graphics, cubeTexture, 32, 32, type.Top, type.Bottom, type.Sides);
                    if (type.Name == "_designation")
                    {
                        DesignationType = type;
                        type.ID         = 1;
                    }
                    else
                    {
                        type.ID = id;
                        id     += 1;
                    }
                }

                if (type.HasTransitionTextures)
                {
                    type.TransitionTextures = CreateTransitionUVs(graphics, cubeTexture, 32, 32, type.TransitionTiles, type.Transitions);
                }

                type.ExplosionSound = SoundSource.Create(type.ExplosionSoundResource);
                type.HitSound       = SoundSource.Create(type.HitSoundResources);
                if (type.ReleasesResource)
                {
                    if (ResourceLibrary.GetResourceByName(type.Name) == null)
                    {
                        var resource = new Resource(ResourceLibrary.GetResourceByName(type.ResourceToRelease))
                        {
                            Name      = type.Name,
                            ShortName = type.Name,
                            Tint      = type.Tint,
                            Generated = false
                        };
                        ResourceLibrary.Add(resource);
                        type.ResourceToRelease = resource.Name;
                    }
                }
            }

            TypeList = TypeList.OrderBy(v => v.ID).ToList();

            if (TypeList.Count > VoxelConstants.MaximumVoxelTypes)
            {
                throw new InvalidProgramException(String.Format("There can be only {0} voxel types.", VoxelConstants.MaximumVoxelTypes));
            }
        }