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

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

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

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


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


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

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

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


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

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


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

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

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

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

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

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

            Rooms.Add(layout);


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

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

            Rooms.Add(layout);



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

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


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

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

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

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

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

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

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

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


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


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


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


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

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

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



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


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


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

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

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



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

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

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


            //// Room 1 ////
            var enemies = HC_room_1.ReturnEnemiesInRoom(AllEnemies);

            EnemiesWithoutCP.AddRange(enemies);


            //// Room 2 ////
            enemies = HC_room_2.ReturnEnemiesInRoom(AllEnemies);
            enemies[2].SetEnemyType(Enemy.EnemyTypes.Waver);
            RemoveParentObjects(ref enemies);

            // SHIFTER LAYOUT
            var Shifter = new EnemyShifter(enemies[0], 3);

            layout = new RoomLayout(Shifter);

            // ROOM 6
            var info = new ShifterSpawnInfo();

            info.shiftPoints = new List <Tuple <Vector3f, Angle> >()
            {
                new Tuple <Vector3f, Angle>(new Vector3f(-65105, -19758, 10419), new Angle(-0.48f, 0.88f)),
                new Tuple <Vector3f, Angle>(new Vector3f(-66265, -26261, 10153), new Angle(0.50f, 0.87f)),
                new Tuple <Vector3f, Angle>(new Vector3f(-63713, -26258, 10283), new Angle(0.56f, 0.83f))
            };
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-60848, -21594, 9558), new Angle(0.07f, 1.00f)).SetSpawnInfo(info));

            // LAST ROOM
            info             = new ShifterSpawnInfo();
            info.shiftPoints = new List <Tuple <Vector3f, Angle> >()
            {
                new Tuple <Vector3f, Angle>(new Vector3f(-73999, -18201, 9448), new Angle(-0.69f, 0.72f)),
                new Tuple <Vector3f, Angle>(new Vector3f(-75569, -18357, 10182), new Angle(-0.07f, 1.00f)),
                new Tuple <Vector3f, Angle>(new Vector3f(-73826, -17115, 10835), new Angle(-0.70f, 0.71f))
            };
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-72762, -23132, 9445), new Angle(0.04f, 1.00f)).SetSpawnInfo(info));

            // ROOM 5
            info             = new ShifterSpawnInfo();
            info.shiftPoints = new List <Tuple <Vector3f, Angle> >()
            {
                new Tuple <Vector3f, Angle>(new Vector3f(-54514, -22173, 9148), new Angle(0.36f, 0.93f)),
                new Tuple <Vector3f, Angle>(new Vector3f(-55268, -19687, 9600), new Angle(0.34f, 0.94f)),
                new Tuple <Vector3f, Angle>(new Vector3f(-51200, -16905, 8348), new Angle(0.00f, 1.00f))
            };
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-51610, -15989, 6948), new Angle(-0.13f, 0.99f)).SetSpawnInfo(info));

            // ROOM 4
            info             = new ShifterSpawnInfo();
            info.shiftPoints = new List <Tuple <Vector3f, Angle> >()
            {
                new Tuple <Vector3f, Angle>(new Vector3f(-51710, -5461, 7298), new Angle(-0.27f, 0.96f)),
                new Tuple <Vector3f, Angle>(new Vector3f(-47920, -3635, 7299), new Angle(-0.74f, 0.67f)),
                new Tuple <Vector3f, Angle>(new Vector3f(-52382, 728, 7598), new Angle(-0.53f, 0.85f))
            };
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-47052, -7710, 7303), new Angle(0.04f, 1.00f)).SetSpawnInfo(info));

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

            enemies.RemoveAt(0);                // remove shifter from list.
            EnemiesWithoutCP.AddRange(enemies); // to dynamic enemy list


            //// Room 3 ////
            enemies    = HC_room_3.ReturnEnemiesInRoom(AllEnemies);
            enemies[0] = new EnemyShieldOrb(enemies[0]);
            // orb
            layout = new RoomLayout(enemies[0]);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-37977, -5307, 6943)));  // floating between billboards, left
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-36410, -6743, 5877)));  // below platform level, left near (grapple above)
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-39168, -8963, 5925)));  // below platform level, right far
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-36917, -7967, 6198)));  // middle platform
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-40562, -8001, 6758)));  // near exit door
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-38650, -6785, 6268)));  // behind pillar
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-38129, -10303, 6557))); // above platform light
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-37417, -4448, 5899)));  // below billboard, left
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-35567, -11227, 5899))); // below billboard, right
            Rooms.Add(layout);

            // enemies
            layout = new RoomLayout(enemies.Skip(1).ToList());
            // flatground, default
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-39945, -10210, 6198), new Vector3f(-36948, -9821, 6203), new Angle(0.31f, 0.95f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-34518, -10335, 6198), new Vector3f(-33647, -9851, 6195), new Angle(0.70f, 0.71f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-35445, -7664, 6194), new Vector3f(-36837, -8129, 6194), new Angle(-0.01f, 1.00f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-36922, -5967, 6198), new Vector3f(-35200, -5469, 6198), new Angle(-0.57f, 0.82f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-39038, -6021, 6202), new Vector3f(-40427, -5554, 6195), new Angle(-0.03f, 1.00f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-40329, -8199, 6203), new Vector3f(-38930, -7652, 6198), new Angle(0.04f, 1.00f)).Mask(SpawnPlane.Mask_Flatground));
            // high grounds
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-40727, -5961, 6378), new Angle(0.04f, 1.00f)).Mask(SpawnPlane.Mask_Highground));  // red crate
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-40519, -10220, 6702), new Angle(0.07f, 1.00f)).Mask(SpawnPlane.Mask_Highground)); // scaffolding
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-33227, -10274, 6584), new Angle(0.92f, 0.39f)).Mask(SpawnPlane.Mask_Highground)); // scaffolding 2
            // billboards
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-37450, -7193, 6881), new Vector3f(-38250, -7194, 6881), new Angle(-0.34f, 0.94f)).Mask(SpawnPlane.Mask_Highground).AsVerticalPlane());
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-36578, -10740, 6917), new Vector3f(-35658, -10743, 6917), new Angle(0.75f, 0.66f)).Mask(SpawnPlane.Mask_Highground).AsVerticalPlane());
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-38474, -5058, 6881), new Vector3f(-37492, -5067, 6881), new Angle(-0.39f, 0.92f)).Mask(SpawnPlane.Mask_Highground).AsVerticalPlane());
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-37336, -6406, 6881), new Vector3f(-38446, -6403, 6881), new Angle(0.32f, 0.95f)).Mask(SpawnPlane.Mask_Highground).AsVerticalPlane());
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-38269, -4831, 7048), new Vector3f(-37686, -4838, 7048), new Angle(-0.66f, 0.75f)).Mask(SpawnPlane.Mask_Highground).AsVerticalPlane());  // beam behind billboard
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-35827, -10920, 7049), new Vector3f(-36396, -10932, 7049), new Angle(0.70f, 0.72f)).Mask(SpawnPlane.Mask_Highground).AsVerticalPlane()); // beam behind billboard
            // high places
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-40492, -8742, 7518), new Angle(0.24f, 0.97f)).Mask(SpawnPlane.Mask_HighgroundLimited));                                                 // grappling hook spawner block
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-40477, -7042, 7518), new Angle(-0.30f, 0.95f)).Mask(SpawnPlane.Mask_HighgroundLimited));                                                // grappling hook spawner block
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-37388, -4945, 7660), new Angle(-0.44f, 0.90f)).Mask(SpawnPlane.Mask_HighgroundLimited).setRarity(0.3));                                 // beam top
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-38476, -4916, 7660), new Angle(-0.36f, 0.93f)).Mask(SpawnPlane.Mask_HighgroundLimited).setRarity(0.3));                                 // beam top
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-36627, -10897, 7660), new Angle(0.52f, 0.85f)).Mask(SpawnPlane.Mask_HighgroundLimited).setRarity(0.3));                                 // beam top
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-35544, -10856, 7660), new Angle(0.45f, 0.89f)).Mask(SpawnPlane.Mask_HighgroundLimited).setRarity(0.3));                                 // beam top
            // additional (drones)
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-39581, -10103, 6802), new Vector3f(-37440, -10169, 6802), new Angle(0.26f, 0.96f)).Mask(SpawnPlane.Mask_Airborne));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-37845, -7930, 6886), new Angle(0.01f, 1.00f)).Mask(SpawnPlane.Mask_Airborne));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-36212, -5727, 6723), new Angle(-0.41f, 0.91f)).Mask(SpawnPlane.Mask_Airborne));
            Rooms.Add(layout);



            //// Room 4 ////
            enemies    = HC_room_4.ReturnEnemiesInRoom(AllEnemies);
            enemies[0] = new EnemyDrone(enemies[0]);
            enemies[1] = new EnemyDrone(enemies[1]);
            enemies[3].SetEnemyType(Enemy.EnemyTypes.Waver);
            enemies[4].SetEnemyType(Enemy.EnemyTypes.Weeb);
            RemoveParentObjects(ref enemies);
            EnemiesWithoutCP.AddRange(enemies);


            //// Room 5 ////
            enemies    = HC_room_5.ReturnEnemiesInRoom(AllEnemies);
            enemies[0] = new EnemyShieldOrb(enemies[0]);
            enemies[1] = new EnemyShieldOrb(enemies[1]);
            enemies[2] = new EnemyShieldOrb(enemies[2]);
            enemies[3] = new EnemyShieldOrb(enemies[3]);
            enemies[5].SetEnemyType(Enemy.EnemyTypes.Weeb);
            // orbs
            layout = new RoomLayout(enemies.Take(4).ToList());
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-51746, -21124, 9288)));                                                       // moving platform
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-52927, -18843, 8129), new Vector3f(-55267, -18846, 8129)).AsVerticalPlane()); // moving platform range
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-51488, -15531, 9107)));                                                       // vertical moving platform
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-48998, -15981, 8648), new Vector3f(-49007, -17450, 8648)).AsVerticalPlane()); // pipes above entrance
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-50208, -19290, 9186), new Vector3f(-50201, -18359, 9186)));                   // platform spawner rectangle
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-55360, -13667, 8210), new Vector3f(-51692, -13733, 8210)).AsVerticalPlane()); // moving platform range
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-55843, -17560, 9897)));                                                       // near exit door
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-52566, -19788, 9394)));                                                       // wall light
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-55443, -20536, 8276), new Vector3f(-54148, -20544, 8276)).AsVerticalPlane()); // moving platform beam
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-55623, -16391, 5849)));                                                       // under moving platform (cp)
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-54675, -14645, 7727), new Vector3f(-54675, -14645, 9758)).AsVerticalPlane()); // vertical moving platform range
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-55708, -16032, 9143)));                                                       // wall pipes
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-54025, -15095, 9780)));                                                       // high between vertical beams
            Rooms.Add(layout);

            // enemies
            layout = new RoomLayout(enemies.Skip(4).ToList());
            // default
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-51417, -17609, 6798), new Vector3f(-51657, -16889, 6798), new Angle(0.04f, 1.00f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-52321, -17229, 6798), new Angle(0.04f, 1.00f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-51883, -17690, 8348), new Vector3f(-51376, -17114, 8348), new Angle(0.48f, 0.88f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-51189, -17989, 8358), new Vector3f(-50553, -17744, 8348), new Angle(0.83f, 0.55f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-50417, -22478, 8348), new Vector3f(-52324, -22892, 8348), new Angle(0.70f, 0.72f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-54479, -22928, 9148), new Vector3f(-54797, -22455, 9148), new Angle(0.32f, 0.95f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-54325, -20263, 9500), new Vector3f(-55745, -19865, 9498), new Angle(0.28f, 0.96f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-55416, -19718, 9498), new Vector3f(-55733, -17936, 9498), new Angle(-0.06f, 1.00f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-53904, -14532, 8098), new Angle(-0.32f, 0.95f)).Mask(SpawnPlane.Mask_Flatground));
            // high
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-55864, -18080, 10195), new Angle(-0.32f, 0.95f)).Mask(SpawnPlane.Mask_Highground));                                                      // exit sign
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-54601, -23262, 9298), new Angle(0.36f, 0.93f)).Mask(SpawnPlane.Mask_Highground));                                                        // crate
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-53393, -19821, 8648), new Angle(0.58f, 0.81f)).Mask(SpawnPlane.Mask_Highground));                                                        // crates
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-51852, -17776, 9633), new Angle(0.34f, 0.94f)).Mask(SpawnPlane.Mask_Highground));                                                        // extruded wall piece
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-49005, -16982, 8998), new Vector3f(-48984, -17680, 8998), new Angle(-1.00f, 0.00f)).Mask(SpawnPlane.Mask_Highground).AsVerticalPlane()); // pipe above entrance
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-51420, -14610, 9398), new Angle(-0.82f, 0.57f)).Mask(SpawnPlane.Mask_Highground));
            // special
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-52560, -18860, 7748), new Angle(0.24f, 0.97f)).Mask(SpawnPlane.Mask_HighgroundLimited).setRarity(0.25));  // below moving platform, on small ledge
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-52721, -12971, 8209), new Angle(-0.60f, 0.80f)).Mask(SpawnPlane.Mask_HighgroundLimited).setRarity(0.25)); // far left, small pipe
            // additional(drones)
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-53769, -17060, 7764), new Angle(-0.03f, 1.00f)).Mask(SpawnPlane.Mask_Airborne));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-53335, -23387, 9054), new Angle(0.40f, 0.91f)).Mask(SpawnPlane.Mask_Airborne));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-55338, -19881, 9996), new Angle(0.42f, 0.91f)).Mask(SpawnPlane.Mask_Airborne));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-51617, -16141, 7470), new Angle(-0.16f, 0.99f)).Mask(SpawnPlane.Mask_Airborne));
            Rooms.Add(layout);


            //// Room 6 ////
            enemies    = HC_room_6.ReturnEnemiesInRoom(AllEnemies);
            enemies[0] = new EnemyShieldOrb(enemies[0]);
            enemies[5].SetEnemyType(Enemy.EnemyTypes.Waver);
            enemies[6].SetEnemyType(Enemy.EnemyTypes.Waver);
            layout = new RoomLayout(enemies[0]);
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-68920, -27801, 9476)));                                                         // moving platform
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-66788, -25615, 9643)));                                                         // under platform (easy)
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-70038, -20384, 13023)).setRarity(0.3));                                         // highest platform
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-67754, -21519, 11403)));                                                        // floating beam 1
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-66263, -24560, 11413)));                                                        // floating beam 2
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-63118, -27884, 10840)));                                                        // on billboard, right fan
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-71038, -22705, 9847)));                                                         // light near exit, left
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-71072, -23471, 9847)));                                                         // light near exit, right
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-65927, -21556, 11403)));                                                        // floating beam 1 right
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-68176, -22354, 10408), new Vector3f(-68174, -23776, 10408)).AsVerticalPlane()); // slowmo ledge
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-65458, -24902, 13437)).setRarity(0.3));                                         // very high, (need to use vertical elevator)
            Rooms.Add(layout);

            // enemies
            layout = new RoomLayout(enemies.Skip(1).ToList());
            // default
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-60772, -26787, 10163), new Vector3f(-61630, -27405, 10162), new Angle(0.70f, 0.71f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-62280, -27505, 10162), new Angle(0.43f, 0.90f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-63088, -25627, 10161), new Vector3f(-64585, -26063, 10162), new Angle(0.73f, 0.68f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-66337, -26449, 10153), new Vector3f(-66962, -25605, 10154), new Angle(0.71f, 0.70f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-65372, -20007, 10140), new Vector3f(-66435, -19762, 10140), new Angle(-0.39f, 0.92f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-68005, -20481, 10143), new Vector3f(-67462, -19705, 10143), new Angle(-0.64f, 0.77f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-67275, -21134, 9465), new Vector3f(-66383, -21965, 9468), new Angle(-0.24f, 0.97f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-68059, -25051, 9450), new Vector3f(-66412, -24286, 9445), new Angle(0.14f, 0.99f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-70833, -23329, 9448), new Vector3f(-69862, -22777, 9448), new Angle(0.00f, 1.00f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-66184, -22484, 10408), new Vector3f(-66731, -23676, 10408), new Angle(0.08f, 1.00f)).Mask(SpawnPlane.Mask_Flatground));
            // high
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-63099, -26938, 10716), new Angle(0.61f, 0.79f)).Mask(SpawnPlane.Mask_Highground));                                                         // billboard, near fan
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-64558, -24322, 9968), new Angle(0.27f, 0.96f)).Mask(SpawnPlane.Mask_Highground));                                                          // middle floating block 1
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-64551, -22973, 9968), new Angle(0.11f, 0.99f)).Mask(SpawnPlane.Mask_Highground));                                                          // middle flopating block 2
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-71067, -23034, 10286), new Angle(0.01f, 1.00f)).Mask(SpawnPlane.Mask_Highground));                                                         // light above exit door
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-67662, -24594, 11413), new Vector3f(-66446, -24611, 11413), new Angle(-0.65f, 0.76f)).AsVerticalPlane().Mask(SpawnPlane.Mask_Highground)); // floating beam
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-66481, -21551, 11403), new Vector3f(-67585, -21543, 11403), new Angle(-0.70f, 0.72f)).AsVerticalPlane().Mask(SpawnPlane.Mask_Highground)); // floating beam
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-60293, -23460, 10285), new Angle(0.95f, 0.30f)).Mask(SpawnPlane.Mask_Highground));                                                         // extruded wall part, near start
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-68011, -21274, 9765), new Angle(-0.22f, 0.98f)).Mask(SpawnPlane.Mask_Highground));                                                         // crate
            // additional (drone)
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-66118, -21743, 10275), new Angle(-0.18f, 0.98f)).Mask(SpawnPlane.Mask_Airborne));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-68175, -24704, 10690), new Angle(0.30f, 0.95f)).Mask(SpawnPlane.Mask_Airborne));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-67049, -26723, 10797), new Angle(0.45f, 0.89f)).Mask(SpawnPlane.Mask_Airborne));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-65458, -25058, 10815), new Vector3f(-65466, -21297, 10815), new Angle(0.01f, 1.00f)).AsVerticalPlane().Mask(SpawnPlane.Mask_Airborne));
            Rooms.Add(layout);


            //// Room 7 ////
            enemies = HC_room_7.ReturnEnemiesInRoom(AllEnemies);
            enemies[3].SetEnemyType(Enemy.EnemyTypes.Waver);
            enemies[5].SetEnemyType(Enemy.EnemyTypes.Weeb);
            EnemiesWithoutCP.AddRange(enemies);


            //// EXTRA ////
            layout = new RoomLayout();
            // room 1
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-17625, -16367, 888), new Angle(-0.12f, 0.99f)).Mask(SpawnPlane.Mask_Flatground));  // near exit door
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-17287, -17283, 1374), new Angle(0.12f, 0.99f)).Mask(SpawnPlane.Mask_Airborne));    // near exit door
            // room 2
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-21877, -19096, 1608), new Angle(0.18f, 0.98f)).Mask(SpawnPlane.Mask_Highground));  // after cp, on ledge
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-27779, -19847, 2568), new Angle(0.06f, 1.00f)).Mask(SpawnPlane.Mask_Highground));  // middle platform
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-31017, -20938, 2998), new Angle(0.20f, 0.98f)));                                   // verical lasers room
            // between room 2 and 3
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-32163, -12508, 5903), new Angle(-0.65f, 0.76f)).Mask(SpawnPlane.Mask_Highground)); // aiming down the laser walls hallway
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-31085, -7885, 6513), new Angle(-0.01f, 1.00f)).Mask(SpawnPlane.Mask_Flatground));  // hallway
            // between room 3 and 4 (button)
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-49218, -7660, 7689), new Angle(-0.07f, 1.00f)).Mask(SpawnPlane.Mask_Highground));  // scaffolding
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-52185, 533, 7298), new Angle(-0.51f, 0.86f)).Mask(SpawnPlane.Mask_Highground));    // near button
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-48468, -3795, 7298), new Angle(-0.65f, 0.76f)).Mask(SpawnPlane.Mask_Highground));  // middle platform
            // moving laser coridor
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-48055, -11608, 8202), new Angle(0.82f, 0.57f)).Mask(SpawnPlane.Mask_Highground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-48690, -13023, 8193), new Angle(0.66f, 0.75f)).Mask(SpawnPlane.Mask_Highground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-45700, -19190, 8580), new Angle(0.59f, 0.81f)).Mask(SpawnPlane.Mask_Airborne));
            // before room 6
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-58091, -21274, 9548), new Angle(0.63f, 0.77f)).Mask(SpawnPlane.Mask_Flatground));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-57595, -22183, 10293), new Angle(0.73f, 0.69f)).Mask(SpawnPlane.Mask_HighgroundLimited));
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-58237, -21765, 10166), new Angle(0.60f, 0.80f)).Mask(SpawnPlane.Mask_Airborne));
            // room 7 (before elevator)
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-74640, -20592, 9947), new Angle(-0.33f, 0.94f)).Mask(SpawnPlane.Mask_Highground));  // pipe
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-83129, -14731, 13038), new Angle(0.01f, 1.00f)).Mask(SpawnPlane.Mask_Flatground));  // before elevator
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-75398, -15344, 12748), new Angle(-0.61f, 0.80f)).Mask(SpawnPlane.Mask_Highground)); // last platform
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-78044, -14506, 13386), new Angle(-0.28f, 0.96f)).Mask(SpawnPlane.Mask_Airborne));   // above vertical laser
            layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-74187, -22740, 9948), new Angle(-0.12f, 0.99f)).Mask(SpawnPlane.Mask_Airborne));    // infront of door
            Rooms.Add(layout);

            #region Uplinks
            var uplink = new UplinkSlowmo(0x40, 0x120, 0xA0);
            uplink.AddSpawnInfo(new UplinkSlowmoSpawnInfo {
                TotalTime = Config.GetInstance().r.Next(2, 6)
            });
            worldObjects.Add(uplink);
            #endregion
        }