public LevelWall(List <Vector2> vertices, Color color, Level level, bool giftWrap = false) { this.level = level; this.color = color; List <Vector2> originalVertices = new List <Vector2>(vertices); if (giftWrap) { vertices = MathUtils.GiftWrap(vertices); } if (vertices.Count < 3) { throw new ArgumentException("Failed to generate a wall (not enough vertices). Original vertices: " + string.Join(", ", originalVertices.Select(v => v.ToString()))); } VoronoiCell wallCell = new VoronoiCell(vertices.ToArray()); for (int i = 0; i < wallCell.Edges.Count; i++) { wallCell.Edges[i].Cell1 = wallCell; wallCell.Edges[i].IsSolid = true; } Cells = new List <VoronoiCell>() { wallCell }; Body = CaveGenerator.GeneratePolygons(Cells, level, out triangles); if (triangles.Count == 0) { throw new ArgumentException("Failed to generate a wall (not enough triangles). Original vertices: " + string.Join(", ", originalVertices.Select(v => v.ToString()))); } #if CLIENT GenerateVertices(); #endif }
private void GenerateVoronoi() { voronoiGraph = new Voronoi(minDistance); List <Vector2> sites = new List <Vector2>(); for (int i = 0; i < 50; i++) { bool tooClose = false; Vector2 newSite = new Vector2(Rand.Range(0.0f, size, false), Rand.Range(0.0f, size, false)); foreach (Vector2 site in sites) { if (Vector2.Distance(newSite, site) <= minDistance) { tooClose = true; break; } } if (!tooClose && !(newSite.X == 0 || newSite.X == size || newSite.Y == 0 || newSite.Y == size)) { sites.Add(newSite); } else { i--; } } graphEdges = voronoiGraph.MakeVoronoiGraph(sites, size, size); graphCells = CaveGenerator.GraphEdgesToCells(graphEdges, new Rectangle(0, 0, size, size), (float)size, out graphCellsGrid); sites.Clear(); }
public LevelWall(List <Vector2> vertices, Color color, Level level, bool giftWrap = false) { if (giftWrap) { vertices = MathUtils.GiftWrap(vertices); } VoronoiCell wallCell = new VoronoiCell(vertices.ToArray()); for (int i = 0; i < wallCell.Edges.Count; i++) { wallCell.Edges[i].Cell1 = wallCell; wallCell.Edges[i].IsSolid = true; } cells = new List <VoronoiCell>() { wallCell }; body = CaveGenerator.GeneratePolygons(cells, level, out List <Vector2[]> triangles); #if CLIENT List <VertexPositionTexture> bodyVertices = CaveGenerator.GenerateRenderVerticeList(triangles); SetBodyVertices(bodyVertices.ToArray(), color); SetWallVertices(CaveGenerator.GenerateWallShapes(cells, level), color); #endif }
public void GenerateVertices() { float zCoord = this is DestructibleLevelWall?Rand.Range(0.9f, 1.0f) : 0.9f; List <VertexPositionTexture> wallVertices = CaveGenerator.GenerateWallVertices(triangles, level.GenerationParams, zCoord); SetWallVertices( wallVertices.ToArray(), CaveGenerator.GenerateWallEdgeVertices(Cells, level, zCoord).ToArray(), level.GenerationParams.WallSprite.Texture, level.GenerationParams.WallEdgeSprite.Texture, color); }
public LevelWall(List <Vector2> edgePositions, Vector2 extendAmount, Color color, Level level) { cells = new List <VoronoiCell>(); for (int i = 0; i < edgePositions.Count - 1; i++) { Vector2[] vertices = new Vector2[4]; vertices[0] = edgePositions[i]; vertices[1] = edgePositions[i + 1]; vertices[2] = vertices[0] + extendAmount; vertices[3] = vertices[1] + extendAmount; VoronoiCell wallCell = new VoronoiCell(vertices); wallCell.CellType = CellType.Edge; wallCell.edges[0].cell1 = wallCell; wallCell.edges[1].cell1 = wallCell; wallCell.edges[2].cell1 = wallCell; wallCell.edges[3].cell1 = wallCell; wallCell.edges[0].isSolid = true; if (i > 1) { wallCell.edges[3].cell2 = cells[i - 1]; cells[i - 1].edges[1].cell2 = wallCell; } cells.Add(wallCell); } bodies = CaveGenerator.GeneratePolygons(cells, level, out List <Vector2[]> triangles, false); foreach (var body in bodies) { body.CollisionCategories = Physics.CollisionLevel; } #if CLIENT List <VertexPositionTexture> bodyVertices = CaveGenerator.GenerateRenderVerticeList(triangles); SetBodyVertices(bodyVertices.ToArray(), color); SetWallVertices(CaveGenerator.GenerateWallShapes(cells, level), color); #endif }
public LevelWall(List <Vector2> edgePositions, Vector2 extendAmount, Color color, Level level) { this.level = level; this.color = color; Cells = new List <VoronoiCell>(); for (int i = 0; i < edgePositions.Count - 1; i++) { Vector2[] vertices = new Vector2[4]; vertices[0] = edgePositions[i]; vertices[1] = edgePositions[i + 1]; vertices[2] = vertices[1] + extendAmount; vertices[3] = vertices[0] + extendAmount; VoronoiCell wallCell = new VoronoiCell(vertices) { CellType = CellType.Solid }; wallCell.Edges[0].Cell1 = wallCell; wallCell.Edges[1].Cell1 = wallCell; wallCell.Edges[2].Cell1 = wallCell; wallCell.Edges[3].Cell1 = wallCell; wallCell.Edges[0].IsSolid = true; if (i > 1) { wallCell.Edges[3].Cell2 = Cells[i - 1]; Cells[i - 1].Edges[1].Cell2 = wallCell; } Cells.Add(wallCell); } Body = CaveGenerator.GeneratePolygons(Cells, level, out triangles); Body.CollisionCategories = Physics.CollisionLevel; #if CLIENT GenerateVertices(); #endif }
public void Generate(bool mirror = false) { if (backgroundSpriteManager == null) { var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundSpritePrefabs); if (files.Count > 0) { backgroundSpriteManager = new BackgroundSpriteManager(files); } else { backgroundSpriteManager = new BackgroundSpriteManager("Content/BackgroundSprites/BackgroundSpritePrefabs.xml"); } } #if CLIENT if (backgroundCreatureManager == null) { var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundCreaturePrefabs); if (files.Count > 0) { backgroundCreatureManager = new BackgroundCreatureManager(files); } else { backgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml"); } } #endif Stopwatch sw = new Stopwatch(); sw.Start(); if (loaded != null) { loaded.Unload(); } loaded = this; positionsOfInterest = new List <InterestingPosition>(); Voronoi voronoi = new Voronoi(1.0); List <Vector2> sites = new List <Vector2>(); bodies = new List <Body>(); Rand.SetSyncedSeed(ToolBox.StringToInt(seed)); #if CLIENT renderer = new LevelRenderer(this); backgroundColor = generationParams.BackgroundColor; float avgValue = (backgroundColor.R + backgroundColor.G + backgroundColor.G) / 3; GameMain.LightManager.AmbientLight = new Color(backgroundColor * (10.0f / avgValue), 1.0f); #endif SeaFloorTopPos = generationParams.SeaFloorDepth + generationParams.MountainHeightMax + generationParams.SeaFloorVariance; float minWidth = 6500.0f; if (Submarine.MainSub != null) { Rectangle dockedSubBorders = Submarine.MainSub.GetDockedBorders(); minWidth = Math.Max(minWidth, Math.Max(dockedSubBorders.Width, dockedSubBorders.Height)); } Rectangle pathBorders = borders; pathBorders.Inflate(-minWidth * 2, -minWidth * 2); startPosition = new Vector2( Rand.Range(minWidth, minWidth * 2, Rand.RandSync.Server), Rand.Range(borders.Height * 0.5f, borders.Height - minWidth * 2, Rand.RandSync.Server)); endPosition = new Vector2( borders.Width - Rand.Range(minWidth, minWidth * 2, Rand.RandSync.Server), Rand.Range(borders.Height * 0.5f, borders.Height - minWidth * 2, Rand.RandSync.Server)); //---------------------------------------------------------------------------------- //generate the initial nodes for the main path and smaller tunnels //---------------------------------------------------------------------------------- List <Vector2> pathNodes = new List <Vector2>(); pathNodes.Add(new Vector2(startPosition.X, borders.Height)); Vector2 nodeInterval = generationParams.MainPathNodeIntervalRange; for (float x = startPosition.X + nodeInterval.X; x < endPosition.X - nodeInterval.X; x += Rand.Range(nodeInterval.X, nodeInterval.Y, Rand.RandSync.Server)) { pathNodes.Add(new Vector2(x, Rand.Range(pathBorders.Y, pathBorders.Bottom, Rand.RandSync.Server))); } pathNodes.Add(new Vector2(endPosition.X, borders.Height)); if (pathNodes.Count <= 2) { pathNodes.Insert(1, borders.Center.ToVector2()); } GenerateTunnels(pathNodes, minWidth); //---------------------------------------------------------------------------------- //generate voronoi sites //---------------------------------------------------------------------------------- Vector2 siteInterval = generationParams.VoronoiSiteInterval; Vector2 siteVariance = generationParams.VoronoiSiteVariance; for (float x = siteInterval.X / 2; x < borders.Width; x += siteInterval.X) { for (float y = siteInterval.Y / 2; y < borders.Height; y += siteInterval.Y) { Vector2 site = new Vector2( x + Rand.Range(-siteVariance.X, siteVariance.X, Rand.RandSync.Server), y + Rand.Range(-siteVariance.Y, siteVariance.Y, Rand.RandSync.Server)); if (smallTunnels.Any(t => t.Any(node => Vector2.Distance(node, site) < siteInterval.Length()))) { //add some more sites around the small tunnels to generate more small voronoi cells if (x < borders.Width - siteInterval.X) { sites.Add(new Vector2(x, y) + Vector2.UnitX * siteInterval * 0.5f); } if (y < borders.Height - siteInterval.Y) { sites.Add(new Vector2(x, y) + Vector2.UnitY * siteInterval * 0.5f); } if (x < borders.Width - siteInterval.X && y < borders.Height - siteInterval.Y) { sites.Add(new Vector2(x, y) + Vector2.One * siteInterval * 0.5f); } } if (mirror) { site.X = borders.Width - site.X; } sites.Add(site); } } //---------------------------------------------------------------------------------- // construct the voronoi graph and cells //---------------------------------------------------------------------------------- Stopwatch sw2 = new Stopwatch(); sw2.Start(); List <GraphEdge> graphEdges = voronoi.MakeVoronoiGraph(sites, borders.Width, borders.Height); Debug.WriteLine("MakeVoronoiGraph: " + sw2.ElapsedMilliseconds + " ms"); sw2.Restart(); //construct voronoi cells based on the graph edges cells = CaveGenerator.GraphEdgesToCells(graphEdges, borders, GridCellSize, out cellGrid); Debug.WriteLine("find cells: " + sw2.ElapsedMilliseconds + " ms"); sw2.Restart(); //---------------------------------------------------------------------------------- // generate a path through the initial path nodes //---------------------------------------------------------------------------------- List <VoronoiCell> mainPath = CaveGenerator.GeneratePath(pathNodes, cells, cellGrid, GridCellSize, new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), 0.5f, mirror); for (int i = 2; i < mainPath.Count; i += 3) { positionsOfInterest.Add(new InterestingPosition(mainPath[i].Center, PositionType.MainPath)); } List <VoronoiCell> pathCells = new List <VoronoiCell>(mainPath); //make sure the path is wide enough to pass through EnlargeMainPath(pathCells, minWidth); foreach (InterestingPosition positionOfInterest in positionsOfInterest) { WayPoint wayPoint = new WayPoint(positionOfInterest.Position, SpawnType.Enemy, null); wayPoint.MoveWithLevel = true; } startPosition.X = pathCells[0].Center.X; //---------------------------------------------------------------------------------- // tunnels through the tunnel nodes //---------------------------------------------------------------------------------- foreach (List <Vector2> tunnel in smallTunnels) { if (tunnel.Count < 2) { continue; } //find the cell which the path starts from int startCellIndex = CaveGenerator.FindCellIndex(tunnel[0], cells, cellGrid, GridCellSize, 1); if (startCellIndex < 0) { continue; } //if it wasn't one of the cells in the main path, don't create a tunnel if (cells[startCellIndex].CellType != CellType.Path) { continue; } var newPathCells = CaveGenerator.GeneratePath(tunnel, cells, cellGrid, GridCellSize, pathBorders); positionsOfInterest.Add(new InterestingPosition(tunnel.Last(), PositionType.Cave)); if (tunnel.Count > 4) { positionsOfInterest.Add(new InterestingPosition(tunnel[tunnel.Count / 2], PositionType.Cave)); } pathCells.AddRange(newPathCells); } Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms"); sw2.Restart(); //---------------------------------------------------------------------------------- // remove unnecessary cells and create some holes at the bottom of the level //---------------------------------------------------------------------------------- cells = CleanCells(pathCells); pathCells.AddRange(CreateBottomHoles(generationParams.BottomHoleProbability, new Rectangle( (int)(borders.Width * 0.2f), 0, (int)(borders.Width * 0.6f), (int)(borders.Height * 0.8f)))); foreach (VoronoiCell cell in cells) { if (cell.Center.Y < borders.Height / 2) { continue; } cell.edges.ForEach(e => e.OutsideLevel = true); } //---------------------------------------------------------------------------------- // initialize the cells that are still left and insert them into the cell grid //---------------------------------------------------------------------------------- foreach (VoronoiCell cell in pathCells) { cell.edges.ForEach(e => e.OutsideLevel = false); cell.CellType = CellType.Path; cells.Remove(cell); } for (int x = 0; x < cellGrid.GetLength(0); x++) { for (int y = 0; y < cellGrid.GetLength(1); y++) { cellGrid[x, y].Clear(); } } foreach (VoronoiCell cell in cells) { int x = (int)Math.Floor(cell.Center.X / GridCellSize); int y = (int)Math.Floor(cell.Center.Y / GridCellSize); if (x < 0 || y < 0 || x >= cellGrid.GetLength(0) || y >= cellGrid.GetLength(1)) { continue; } cellGrid[x, y].Add(cell); } //---------------------------------------------------------------------------------- // create some ruins //---------------------------------------------------------------------------------- ruins = new List <Ruin>(); for (int i = 0; i < generationParams.RuinCount; i++) { GenerateRuin(mainPath); } //---------------------------------------------------------------------------------- // generate the bodies and rendered triangles of the cells //---------------------------------------------------------------------------------- startPosition.Y = borders.Height; endPosition.Y = borders.Height; List <VoronoiCell> cellsWithBody = new List <VoronoiCell>(cells); List <Vector2[]> triangles; bodies = CaveGenerator.GeneratePolygons(cellsWithBody, out triangles); #if CLIENT renderer.SetBodyVertices(CaveGenerator.GenerateRenderVerticeList(triangles).ToArray(), generationParams.WallColor); renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells), generationParams.WallColor); #endif TopBarrier = BodyFactory.CreateEdge(GameMain.World, ConvertUnits.ToSimUnits(new Vector2(borders.X, 0)), ConvertUnits.ToSimUnits(new Vector2(borders.Right, 0))); TopBarrier.SetTransform(ConvertUnits.ToSimUnits(new Vector2(0.0f, borders.Height)), 0.0f); TopBarrier.BodyType = BodyType.Static; TopBarrier.CollisionCategories = Physics.CollisionLevel; bodies.Add(TopBarrier); GenerateSeaFloor(); backgroundSpriteManager.PlaceSprites(this, generationParams.BackgroundSpriteAmount); #if CLIENT backgroundCreatureManager.SpawnSprites(80); #endif foreach (VoronoiCell cell in cells) { foreach (GraphEdge edge in cell.edges) { edge.cell1 = null; edge.cell2 = null; edge.site1 = null; edge.site2 = null; } } //initialize MapEntities that aren't in any sub (e.g. items inside ruins) MapEntity.MapLoaded(null); Debug.WriteLine("Generatelevel: " + sw2.ElapsedMilliseconds + " ms"); sw2.Restart(); if (mirror) { Vector2 temp = startPosition; startPosition = endPosition; endPosition = temp; } Debug.WriteLine("**********************************************************************************"); Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms"); Debug.WriteLine("Seed: " + seed); Debug.WriteLine("**********************************************************************************"); if (GameSettings.VerboseLogging) { DebugConsole.NewMessage("Generated level with the seed " + seed + " (type: " + generationParams.Name + ")", Color.White); } }
public void Generate(bool mirror = false) { Stopwatch sw = new Stopwatch(); sw.Start(); if (loaded != null) { loaded.Unload(); } loaded = this; positionsOfInterest = new List <InterestingPosition>(); renderer = new LevelRenderer(this); Voronoi voronoi = new Voronoi(1.0); List <Vector2> sites = new List <Vector2>(); bodies = new List <Body>(); Rand.SetSyncedSeed(ToolBox.StringToInt(seed)); backgroundColor = generationParams.BackgroundColor; float avgValue = (backgroundColor.R + backgroundColor.G + backgroundColor.G) / 3; GameMain.LightManager.AmbientLight = new Color(backgroundColor * (10.0f / avgValue), 1.0f); float minWidth = 6500.0f; if (Submarine.MainSub != null) { Rectangle dockedSubBorders = Submarine.MainSub.GetDockedBorders(); minWidth = Math.Max(minWidth, Math.Max(dockedSubBorders.Width, dockedSubBorders.Height)); } startPosition = new Vector2( Rand.Range(minWidth, minWidth * 2, false), Rand.Range(borders.Height * 0.5f, borders.Height - minWidth * 2, false)); endPosition = new Vector2( borders.Width - Rand.Range(minWidth, minWidth * 2, false), Rand.Range(borders.Height * 0.5f, borders.Height - minWidth * 2, false)); List <Vector2> pathNodes = new List <Vector2>(); Rectangle pathBorders = borders;// new Rectangle((int)minWidth, (int)minWidth, borders.Width - (int)minWidth * 2, borders.Height - (int)minWidth); pathBorders.Inflate(-minWidth * 2, -minWidth * 2); pathNodes.Add(new Vector2(startPosition.X, borders.Height)); Vector2 nodeInterval = generationParams.MainPathNodeIntervalRange; for (float x = startPosition.X + Rand.Range(nodeInterval.X, nodeInterval.Y, false); x < endPosition.X - Rand.Range(nodeInterval.X, nodeInterval.Y, false); x += Rand.Range(nodeInterval.X, nodeInterval.Y, false)) { pathNodes.Add(new Vector2(x, Rand.Range(pathBorders.Y, pathBorders.Bottom, false))); } pathNodes.Add(new Vector2(endPosition.X, borders.Height)); if (pathNodes.Count <= 2) { pathNodes.Add((startPosition + endPosition) / 2); } List <List <Vector2> > smallTunnels = new List <List <Vector2> >(); for (int i = 0; i < generationParams.SmallTunnelCount; i++) { var tunnelStartPos = pathNodes[Rand.Range(2, pathNodes.Count - 2, false)]; tunnelStartPos.X = MathHelper.Clamp(tunnelStartPos.X, pathBorders.X, pathBorders.Right); float tunnelLength = Rand.Range( generationParams.SmallTunnelLengthRange.X, generationParams.SmallTunnelLengthRange.Y, false); var tunnelNodes = MathUtils.GenerateJaggedLine( tunnelStartPos, new Vector2(tunnelStartPos.X, pathBorders.Bottom) + Rand.Vector(tunnelLength, false), 4, 1000.0f); List <Vector2> tunnel = new List <Vector2>(); foreach (Vector2[] tunnelNode in tunnelNodes) { if (!pathBorders.Contains(tunnelNode[0])) { continue; } tunnel.Add(tunnelNode[0]); } if (tunnel.Any()) { smallTunnels.Add(tunnel); } } Vector2 siteInterval = generationParams.VoronoiSiteInterval; Vector2 siteVariance = generationParams.VoronoiSiteVariance; for (float x = siteInterval.X / 2; x < borders.Width; x += siteInterval.X) { for (float y = siteInterval.Y / 2; y < borders.Height; y += siteInterval.Y) { Vector2 site = new Vector2( x + Rand.Range(-siteVariance.X, siteVariance.X, false), y + Rand.Range(-siteVariance.Y, siteVariance.Y, false)); if (smallTunnels.Any(t => t.Any(node => Vector2.Distance(node, site) < siteInterval.Length()))) { //add some more sites around the small tunnels to generate more small voronoi cells if (x < borders.Width - siteInterval.X) { sites.Add(new Vector2(x, y) + Vector2.UnitX * siteInterval * 0.5f); } if (y < borders.Height - siteInterval.Y) { sites.Add(new Vector2(x, y) + Vector2.UnitY * siteInterval * 0.5f); } if (x < borders.Width - siteInterval.X && y < borders.Height - siteInterval.Y) { sites.Add(new Vector2(x, y) + Vector2.One * siteInterval * 0.5f); } } if (mirror) { site.X = borders.Width - site.X; } sites.Add(site); } } Stopwatch sw2 = new Stopwatch(); sw2.Start(); List <GraphEdge> graphEdges = voronoi.MakeVoronoiGraph(sites, borders.Width, borders.Height); Debug.WriteLine("MakeVoronoiGraph: " + sw2.ElapsedMilliseconds + " ms"); sw2.Restart(); //construct voronoi cells based on the graph edges cells = CaveGenerator.GraphEdgesToCells(graphEdges, borders, GridCellSize, out cellGrid); Debug.WriteLine("find cells: " + sw2.ElapsedMilliseconds + " ms"); sw2.Restart(); List <VoronoiCell> mainPath = CaveGenerator.GeneratePath(pathNodes, cells, cellGrid, GridCellSize, new Rectangle(pathBorders.X, pathBorders.Y, pathBorders.Width, borders.Height), 0.5f, mirror); for (int i = 2; i < mainPath.Count; i += 3) { positionsOfInterest.Add(new InterestingPosition(mainPath[i].Center, PositionType.MainPath)); } List <VoronoiCell> pathCells = new List <VoronoiCell>(mainPath); EnlargeMainPath(pathCells, minWidth); foreach (InterestingPosition positionOfInterest in positionsOfInterest) { WayPoint wayPoint = new WayPoint(positionOfInterest.Position, SpawnType.Enemy, null); wayPoint.MoveWithLevel = true; } startPosition.X = pathCells[0].Center.X; foreach (List <Vector2> tunnel in smallTunnels) { if (tunnel.Count < 2) { continue; } //find the cell which the path starts from int startCellIndex = CaveGenerator.FindCellIndex(tunnel[0], cells, cellGrid, GridCellSize, 1); if (startCellIndex < 0) { continue; } //if it wasn't one of the cells in the main path, don't create a tunnel if (cells[startCellIndex].CellType != CellType.Path) { continue; } var newPathCells = CaveGenerator.GeneratePath(tunnel, cells, cellGrid, GridCellSize, pathBorders); positionsOfInterest.Add(new InterestingPosition(tunnel.Last(), PositionType.Cave)); if (tunnel.Count > 4) { positionsOfInterest.Add(new InterestingPosition(tunnel[tunnel.Count / 2], PositionType.Cave)); } pathCells.AddRange(newPathCells); } Debug.WriteLine("path: " + sw2.ElapsedMilliseconds + " ms"); sw2.Restart(); cells = CleanCells(pathCells); pathCells.AddRange(CreateBottomHoles(generationParams.BottomHoleProbability, new Rectangle( (int)(borders.Width * 0.2f), 0, (int)(borders.Width * 0.6f), (int)(borders.Height * 0.8f)))); foreach (VoronoiCell cell in cells) { if (cell.Center.Y < borders.Height / 2) { continue; } cell.edges.ForEach(e => e.OutsideLevel = true); } foreach (VoronoiCell cell in pathCells) { cell.edges.ForEach(e => e.OutsideLevel = false); cell.CellType = CellType.Path; cells.Remove(cell); } //generate some narrow caves int caveAmount = 0;// Rand.Int(3, false); List <VoronoiCell> usedCaveCells = new List <VoronoiCell>(); for (int i = 0; i < caveAmount; i++) { Vector2 startPoint = Vector2.Zero; VoronoiCell startCell = null; var caveCells = new List <VoronoiCell>(); int maxTries = 5, tries = 0; while (tries < maxTries) { startCell = cells[Rand.Int(cells.Count, false)]; //find an edge between the cell and the already carved path GraphEdge startEdge = startCell.edges.Find(e => pathCells.Contains(e.AdjacentCell(startCell))); if (startEdge != null) { startPoint = (startEdge.point1 + startEdge.point2) / 2.0f; startPoint += startPoint - startCell.Center; //get the cells in which the cave will be carved caveCells = GetCells(startCell.Center, 2); //remove cells that have already been "carved" out caveCells.RemoveAll(c => c.CellType == CellType.Path); //if any of the cells have already been used as a cave, continue and find some other cells if (usedCaveCells.Any(c => caveCells.Contains(c))) { continue; } break; } tries++; } //couldn't find a place for a cave -> abort if (tries >= maxTries) { break; } if (!caveCells.Any()) { continue; } usedCaveCells.AddRange(caveCells); List <VoronoiCell> caveSolidCells; var cavePathCells = CaveGenerator.CarveCave(caveCells, startPoint, out caveSolidCells); //remove the large cells used as a "base" for the cave (they've now been replaced with smaller ones) caveCells.ForEach(c => cells.Remove(c)); cells.AddRange(caveSolidCells); foreach (VoronoiCell cell in cavePathCells) { cells.Remove(cell); } pathCells.AddRange(cavePathCells); for (int j = cavePathCells.Count / 2; j < cavePathCells.Count; j += 10) { positionsOfInterest.Add(new InterestingPosition(cavePathCells[j].Center, PositionType.Cave)); } } for (int x = 0; x < cellGrid.GetLength(0); x++) { for (int y = 0; y < cellGrid.GetLength(1); y++) { cellGrid[x, y].Clear(); } } foreach (VoronoiCell cell in cells) { int x = (int)Math.Floor(cell.Center.X / GridCellSize); int y = (int)Math.Floor(cell.Center.Y / GridCellSize); if (x < 0 || y < 0 || x >= cellGrid.GetLength(0) || y >= cellGrid.GetLength(1)) { continue; } cellGrid[x, y].Add(cell); } ruins = new List <Ruin>(); for (int i = 0; i < generationParams.RuinCount; i++) { GenerateRuin(mainPath); } startPosition.Y = borders.Height; endPosition.Y = borders.Height; List <VoronoiCell> cellsWithBody = new List <VoronoiCell>(cells); List <VertexPositionTexture> bodyVertices; bodies = CaveGenerator.GeneratePolygons(cellsWithBody, out bodyVertices); renderer.SetBodyVertices(bodyVertices.ToArray()); renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells)); renderer.PlaceSprites(generationParams.BackgroundSpriteAmount); ShaftBody = BodyFactory.CreateEdge(GameMain.World, ConvertUnits.ToSimUnits(new Vector2(borders.X, 0)), ConvertUnits.ToSimUnits(new Vector2(borders.Right, 0))); ShaftBody.SetTransform(ConvertUnits.ToSimUnits(new Vector2(0.0f, borders.Height)), 0.0f); ShaftBody.BodyType = BodyType.Static; ShaftBody.CollisionCategories = Physics.CollisionLevel; bodies.Add(ShaftBody); foreach (VoronoiCell cell in cells) { foreach (GraphEdge edge in cell.edges) { edge.cell1 = null; edge.cell2 = null; edge.site1 = null; edge.site2 = null; } } //initialize MapEntities that aren't in any sub (e.g. items inside ruins) MapEntity.MapLoaded(null); Debug.WriteLine("Generatelevel: " + sw2.ElapsedMilliseconds + " ms"); sw2.Restart(); if (mirror) { Vector2 temp = startPosition; startPosition = endPosition; endPosition = temp; } Debug.WriteLine("**********************************************************************************"); Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms"); Debug.WriteLine("Seed: " + seed); Debug.WriteLine("**********************************************************************************"); }