public void Gen_Normal() { List <Enemy> AllEnemies = GetAllEnemies(GameHook.game, 0, 9); // static range, no gap Rooms = new List <RoomLayout>(); RoomLayout layout; //// Room 1 - 4 pistols, floating platforms layout = new RoomLayout(room1.ReturnEnemiesInRoom(AllEnemies)); // to avoid wrong pos spawns, I use vertical planes in the middle of the platforms // default layout.AddSpawnPlane(new SpawnPlane(new Vector3f(153148, -59471, 2832), new Vector3f(154124, -58691, 2832), new Angle(-0.75f, 0.66f)).AsVerticalPlane()); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(155664, -57651, 2833), new Vector3f(156740, -56869, 2833), new Angle(-0.53f, 0.85f)).AsVerticalPlane()); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(158191, -59078, 2832), new Vector3f(157983, -60312, 2832), new Angle(-0.87f, 0.50f)).AsVerticalPlane()); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(155531, -61958, 2832), new Vector3f(154254, -61625, 2832), new Angle(0.39f, 0.92f)).AsVerticalPlane()); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(152882, -55794, 3598), new Vector3f(155365, -54986, 3598), new Angle(-0.68f, 0.74f))); // collectible platform // special layout.AddSpawnPlane(new SpawnPlane(new Vector3f(153746, -62014, 4234), new Angle(0.76f, 0.65f)).setDiff(1)); // billboard near layout.AddSpawnPlane(new SpawnPlane(new Vector3f(158799, -58624, 4248), new Angle(0.96f, 0.28f)).setDiff(1)); // billboard far layout.AddSpawnPlane(new SpawnPlane(new Vector3f(153237, -56789, 4301), new Angle(-0.53f, 0.85f)).setDiff(1)); // collectible wall layout.AddSpawnPlane(new SpawnPlane(new Vector3f(153961, -52953, 3803), new Angle(-0.70f, 0.71f))); // slide ledge, to next room Rooms.Add(layout); //// Room 2 - 5 pistols, last room layout = new RoomLayout(room2.ReturnEnemiesInRoom(AllEnemies)); // main platforms layout.AddSpawnPlane(new SpawnPlane(new Vector3f(158225, -43241, 3198), new Vector3f(156081, -42827, 3198), new Angle(-0.89f, 0.46f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(156846, -40737, 3198), new Vector3f(157130, -41736, 3198), new Angle(-0.94f, 0.35f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(158792, -41972, 3198), new Vector3f(158922, -43343, 3198), new Angle(-0.96f, 0.27f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(152012, -48136, 3198), new Vector3f(152209, -47198, 3198), new Angle(-0.59f, 0.81f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(153685, -47214, 3198), new Vector3f(155030, -47501, 3198), new Angle(-0.89f, 0.46f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(156721, -46427, 3198), new Vector3f(156351, -45285, 3198), new Angle(-0.89f, 0.46f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(154520, -43688, 3198), new Vector3f(154647, -45111, 3198), new Angle(-0.87f, 0.49f))); // special/high spots layout.AddSpawnPlane(new SpawnPlane(new Vector3f(151930, -47267, 3948), new Angle(-0.52f, 0.85f)).setDiff(1)); // billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(153667, -50388, 3298), new Angle(-0.64f, 0.77f))); // slide edge layout.AddSpawnPlane(new SpawnPlane(new Vector3f(155839, -42364, 4052), new Angle(-0.53f, 0.85f))); // generator/server layout.AddSpawnPlane(new SpawnPlane(new Vector3f(158129, -44004, 4052), new Angle(-1.00f, 0.01f))); // generator/server 2 layout.AddSpawnPlane(new SpawnPlane(new Vector3f(155591, -45151, 3618), new Angle(0.47f, 0.89f))); // middle wall platform layout.AddSpawnPlane(new SpawnPlane(new Vector3f(153328, -47607, 3638), new Angle(-0.88f, 0.47f))); // wide generator 1 layout.AddSpawnPlane(new SpawnPlane(new Vector3f(153988, -48037, 3640), new Angle(-0.96f, 0.27f))); // wide generator 2 Rooms.Add(layout); }
protected override void Gen_PerRoom() { ////// Green Platforms ////// platforms.Add(new GreenPlatform(0x9E0, 0xE88)); platforms.Add(new GreenPlatform(0x9F8, 0xDB0)); platforms.Add(new GreenPlatform(0xA00, 0xD68)); platforms.Add(new GreenPlatform(0xA08, 0xD20)); platforms.Add(new GreenPlatform(0xA30, 0xBB8)); platforms.Add(new GreenPlatform(0xA20, 0xC48)); platforms.Add(new GreenPlatform(0xA18, 0xC90)); platforms.Add(new GreenPlatform(0xA28, 0xC00)); platforms.Add(new GreenPlatform(0xA10, 0xCD8)); platforms.Add(new GreenPlatform(0x9F0, 0xDF8)); platforms.Add(new GreenPlatform(0x9E8, 0xE40)); platforms.Add(new GreenPlatform(0x9D8, 0xED0)); platforms.Add(new GreenPlatform(0x9D0, 0xF18)); platforms.Add(new GreenPlatform(0x9C8, 0xF60)); platforms.Add(new GreenPlatform(0x9C0, 0xFA8)); platforms.Add(new GreenPlatform(0x9B8, 0xFF0)); platforms.Add(new GreenPlatform(0x9B0, 0x1038)); platforms.Add(new GreenPlatform(0x9A8, 0x1080)); ////// Platforms layouts ////// #region GreenPlatforms //// going around right, splitting in middle platformLayouts.Add(new SpawnData(new Vector3f(50232.93f, -10371.06f, 2988.9f), new Angle(1.00f, 0.00f))); platformLayouts.Add(new SpawnData(new Vector3f(50746.19f, -10623.07f, 3123.783f), new Angle(-0.45f, 0.89f))); platformLayouts.Add(new SpawnData(new Vector3f(51239.04f, -11337.36f, 3209.209f), new Angle(-0.72f, 0.70f))); platformLayouts.Add(new SpawnData(new Vector3f(51176.75f, -12164.8f, 3406.602f), new Angle(-0.71f, 0.71f))); platformLayouts.Add(new SpawnData(new Vector3f(51293.42f, -12759.18f, 3573.017f), new Angle(-0.48f, 0.87f))); platformLayouts.Add(new SpawnData(new Vector3f(51762.2f, -13277.17f, 3737.203f), new Angle(-0.28f, 0.96f))); platformLayouts.Add(new SpawnData(new Vector3f(52215.43f, -13650.36f, 3941.672f), new Angle(-0.65f, 0.76f))); platformLayouts.Add(new SpawnData(new Vector3f(52200.01f, -14317.66f, 4140.634f), new Angle(-0.72f, 0.70f))); platformLayouts.Add(new SpawnData(new Vector3f(52099.57f, -14987.48f, 4318.261f), new Angle(-0.76f, 0.65f))); platformLayouts.Add(new SpawnData(new Vector3f(51784.11f, -15663.53f, 4455.74f), new Angle(-0.88f, 0.48f))); platformLayouts.Add(new SpawnData(new Vector3f(51317.89f, -16294.11f, 4584.072f), new Angle(-0.89f, 0.45f))); platformLayouts.Add(new SpawnData(new Vector3f(50883.04f, -16784.74f, 4716.091f), new Angle(-0.85f, 0.52f))); platformLayouts.Add(new SpawnData(new Vector3f(50659.76f, -17336.82f, 4764.241f), new Angle(-0.76f, 0.65f))); platformLayouts.Add(new SpawnData(new Vector3f(50223.77f, -18020.39f, 4812.391f), new Angle(-0.82f, 0.57f))); platformLayouts.Add(new SpawnData(new Vector3f(50428.26f, -12785.69f, 3529.526f), new Angle(-1.00f, 0.02f))); platformLayouts.Add(new SpawnData(new Vector3f(49754.46f, -13154.93f, 3900.068f), new Angle(-0.96f, 0.28f))); platformLayouts.Add(new SpawnData(new Vector3f(49187.71f, -13739.8f, 4251.918f), new Angle(-0.91f, 0.42f))); platformLayouts.Add(new SpawnData(new Vector3f(49155.66f, -14196.82f, 4731.175f), new Angle(-0.51f, 0.86f))); //// splits at start, 2 paths around platformLayouts.Add(new SpawnData(new Vector3f(49928, -10312, 3170), new Angle(-0.26f, 0.97f))); platformLayouts.Add(new SpawnData(new Vector3f(50252, -10700, 3345), new Angle(-0.59f, 0.81f))); platformLayouts.Add(new SpawnData(new Vector3f(50486, -11389, 3660), new Angle(-0.61f, 0.79f))); platformLayouts.Add(new SpawnData(new Vector3f(50709, -12114, 3992), new Angle(-0.59f, 0.80f))); platformLayouts.Add(new SpawnData(new Vector3f(50921, -12905, 4346), new Angle(-0.62f, 0.79f))); platformLayouts.Add(new SpawnData(new Vector3f(51068, -13386, 4590), new Angle(-0.57f, 0.82f))); platformLayouts.Add(new SpawnData(new Vector3f(51005, -14147, 4745), new Angle(-0.79f, 0.62f))); platformLayouts.Add(new SpawnData(new Vector3f(50599, -14875, 4823), new Angle(-0.86f, 0.50f))); platformLayouts.Add(new SpawnData(new Vector3f(50122, -15624, 4883), new Angle(-0.89f, 0.45f))); platformLayouts.Add(new SpawnData(new Vector3f(48998, -10505, 3185), new Angle(-0.94f, 0.35f))); platformLayouts.Add(new SpawnData(new Vector3f(48649, -10795, 3203), new Angle(0.35f, 0.94f))); platformLayouts.Add(new SpawnData(new Vector3f(48388, -11375, 3390), new Angle(-0.74f, 0.67f))); platformLayouts.Add(new SpawnData(new Vector3f(48372, -12026, 3607), new Angle(-0.67f, 0.74f))); platformLayouts.Add(new SpawnData(new Vector3f(48418, -12612, 3793), new Angle(-0.68f, 0.74f))); platformLayouts.Add(new SpawnData(new Vector3f(48496, -13244, 4021), new Angle(-0.65f, 0.76f))); platformLayouts.Add(new SpawnData(new Vector3f(48564, -13815, 4264), new Angle(-0.62f, 0.78f))); platformLayouts.Add(new SpawnData(new Vector3f(48692, -14364, 4559), new Angle(-0.29f, 0.96f))); platformLayouts.Add(new SpawnData(new Vector3f(49049, -14572, 4826), new Angle(-0.25f, 0.97f))); //// stair-like on main platform platformLayouts.Add(new SpawnData(new Vector3f(49656f, -10212f, 3430f), new Angle(1.00f, 0.01f))); platformLayouts.Add(new SpawnData(new Vector3f(49294f, -10239f, 3790f), new Angle(0.68f, 0.73f))); platformLayouts.Add(new SpawnData(new Vector3f(49335f, -9567f, 3732f), new Angle(0.70f, 0.72f))); platformLayouts.Add(new SpawnData(new Vector3f(49368f, -8924f, 3829f), new Angle(0.32f, 0.95f))); platformLayouts.Add(new SpawnData(new Vector3f(49854f, -8735f, 4073f), new Angle(0.06f, 1.00f))); platformLayouts.Add(new SpawnData(new Vector3f(50363f, -8889f, 4317f), new Angle(-0.34f, 0.94f))); platformLayouts.Add(new SpawnData(new Vector3f(50665f, -9431f, 4532f), new Angle(-0.66f, 0.75f))); platformLayouts.Add(new SpawnData(new Vector3f(50815f, -10256f, 4561f), new Angle(-0.64f, 0.77f))); platformLayouts.Add(new SpawnData(new Vector3f(50789f, -11138f, 4572f), new Angle(-0.80f, 0.60f))); platformLayouts.Add(new SpawnData(new Vector3f(50577f, -11889f, 4677f), new Angle(-0.80f, 0.60f))); platformLayouts.Add(new SpawnData(new Vector3f(50588f, -12653f, 4775f), new Angle(-0.70f, 0.72f))); platformLayouts.Add(new SpawnData(new Vector3f(50730f, -13350f, 4952f), new Angle(-0.62f, 0.79f))); platformLayouts.Add(new SpawnData(new Vector3f(50693f, -14090f, 5075f), new Angle(-0.83f, 0.55f))); platformLayouts.Add(new SpawnData(new Vector3f(50364f, -14597f, 4911f), new Angle(-0.88f, 0.48f))); // hide rest platformLayouts.Add(new SpawnData(new Vector3f(45468f, -10094f, 4457f), new Angle(-0.03f, 1.00f))); platformLayouts.Add(new SpawnData(new Vector3f(45468f, -10094f, 4457f), new Angle(-0.03f, 1.00f))); platformLayouts.Add(new SpawnData(new Vector3f(45468f, -10094f, 4457f), new Angle(-0.03f, 1.00f))); platformLayouts.Add(new SpawnData(new Vector3f(45468f, -10094f, 4457f), new Angle(-0.03f, 1.00f))); //// early stairs, around left side platformLayouts.Add(new SpawnData(new Vector3f(49422f, -8528f, 3183f), new Angle(-0.71f, 0.70f))); platformLayouts.Add(new SpawnData(new Vector3f(49422f, -8894f, 3388f), new Angle(-0.70f, 0.71f))); platformLayouts.Add(new SpawnData(new Vector3f(49405f, -9388f, 3622f), new Angle(-0.71f, 0.70f))); platformLayouts.Add(new SpawnData(new Vector3f(49411f, -9903f, 3865f), new Angle(-0.70f, 0.71f))); platformLayouts.Add(new SpawnData(new Vector3f(49411f, -10469f, 4102f), new Angle(-0.71f, 0.71f))); platformLayouts.Add(new SpawnData(new Vector3f(49411f, -10982f, 4353f), new Angle(-0.71f, 0.71f))); platformLayouts.Add(new SpawnData(new Vector3f(49350f, -11762f, 4421f), new Angle(-0.71f, 0.71f))); platformLayouts.Add(new SpawnData(new Vector3f(49346f, -12423f, 4632f), new Angle(-0.71f, 0.71f))); platformLayouts.Add(new SpawnData(new Vector3f(48628f, -12405f, 4777f), new Angle(0.02f, 1.00f))); platformLayouts.Add(new SpawnData(new Vector3f(47640f, -12444f, 4825f), new Angle(0.00f, 1.00f))); platformLayouts.Add(new SpawnData(new Vector3f(47637f, -13124f, 4873f), new Angle(0.00f, 1.00f))); platformLayouts.Add(new SpawnData(new Vector3f(47666f, -13921f, 4921f), new Angle(0.71f, 0.70f))); platformLayouts.Add(new SpawnData(new Vector3f(47668f, -14622f, 4969f), new Angle(0.71f, 0.70f))); platformLayouts.Add(new SpawnData(new Vector3f(47692f, -15471f, 5017f), new Angle(0.71f, 0.70f))); platformLayouts.Add(new SpawnData(new Vector3f(48138f, -15964f, 5065f), new Angle(-0.36f, 0.93f))); platformLayouts.Add(new SpawnData(new Vector3f(48829f, -16554f, 4893f), new Angle(-0.34f, 0.94f))); platformLayouts.Add(new SpawnData(new Vector3f(49241f, -16973f, 4857f), new Angle(-0.39f, 0.92f))); platformLayouts.Add(new SpawnData(new Vector3f(49531f, -17340f, 4829f), new Angle(-0.60f, 0.80f))); //// Inverted spiral platformLayouts.Add(new SpawnData(new Vector3f(49701f, -11128f, 3153f), new Angle(-0.42f, 0.91f))); platformLayouts.Add(new SpawnData(new Vector3f(50386f, -11533f, 3242f), new Angle(-0.18f, 0.98f))); platformLayouts.Add(new SpawnData(new Vector3f(51231f, -11638f, 3295f), new Angle(0.09f, 1.00f))); platformLayouts.Add(new SpawnData(new Vector3f(51873f, -11280f, 3376f), new Angle(0.30f, 0.95f))); platformLayouts.Add(new SpawnData(new Vector3f(52293f, -10676f, 3505f), new Angle(0.56f, 0.83f))); platformLayouts.Add(new SpawnData(new Vector3f(52207f, -9967f, 3622f), new Angle(0.84f, 0.55f))); platformLayouts.Add(new SpawnData(new Vector3f(51557f, -9450f, 3694f), new Angle(0.98f, 0.21f))); platformLayouts.Add(new SpawnData(new Vector3f(50811f, -9420f, 3771f), new Angle(-0.99f, 0.13f))); platformLayouts.Add(new SpawnData(new Vector3f(50087f, -9632f, 3868f), new Angle(-0.99f, 0.17f))); platformLayouts.Add(new SpawnData(new Vector3f(49424f, -10042f, 3995f), new Angle(-0.94f, 0.33f))); platformLayouts.Add(new SpawnData(new Vector3f(48780f, -10568f, 4038f), new Angle(-0.92f, 0.39f))); platformLayouts.Add(new SpawnData(new Vector3f(48397f, -11260f, 4129f), new Angle(-0.81f, 0.59f))); platformLayouts.Add(new SpawnData(new Vector3f(48361f, -11940f, 4291f), new Angle(-0.68f, 0.73f))); platformLayouts.Add(new SpawnData(new Vector3f(48172f, -12515f, 4507f), new Angle(-0.84f, 0.54f))); platformLayouts.Add(new SpawnData(new Vector3f(47852f, -13104f, 4717f), new Angle(-0.79f, 0.62f))); platformLayouts.Add(new SpawnData(new Vector3f(48050f, -13880f, 5012f), new Angle(-0.59f, 0.80f))); platformLayouts.Add(new SpawnData(new Vector3f(48421f, -14681f, 4868f), new Angle(-0.42f, 0.91f))); platformLayouts.Add(new SpawnData(new Vector3f(49052f, -15132f, 4823f), new Angle(-0.22f, 0.97f))); //// high step stairs platformLayouts.Add(new SpawnData(new Vector3f(49863f, -10249f, 3185f), new Angle(-0.01f, 1.00f))); platformLayouts.Add(new SpawnData(new Vector3f(50313f, -10302f, 3641f), new Angle(-0.04f, 1.00f))); platformLayouts.Add(new SpawnData(new Vector3f(50613f, -10331f, 4008f), new Angle(-0.03f, 1.00f))); platformLayouts.Add(new SpawnData(new Vector3f(51077f, -10372f, 4508f), new Angle(0.00f, 1.00f))); platformLayouts.Add(new SpawnData(new Vector3f(51078f, -10772f, 4969f), new Angle(-0.71f, 0.70f))); platformLayouts.Add(new SpawnData(new Vector3f(51072f, -11467f, 4203f), new Angle(-0.69f, 0.73f))); platformLayouts.Add(new SpawnData(new Vector3f(51206f, -12384f, 4507f), new Angle(-0.74f, 0.67f))); platformLayouts.Add(new SpawnData(new Vector3f(51601f, -13060f, 4675f), new Angle(-0.49f, 0.87f))); platformLayouts.Add(new SpawnData(new Vector3f(51767f, -13788f, 4824f), new Angle(-0.79f, 0.61f))); platformLayouts.Add(new SpawnData(new Vector3f(51307f, -14580f, 4906f), new Angle(-0.90f, 0.43f))); platformLayouts.Add(new SpawnData(new Vector3f(50667f, -15140f, 4863f), new Angle(-0.95f, 0.32f))); platformLayouts.Add(new SpawnData(new Vector3f(50198f, -15678f, 4783f), new Angle(-0.88f, 0.47f))); platformLayouts.Add(new SpawnData(new Vector3f(51720f, -10804f, 5462f), new Angle(-0.01f, 1.00f))); platformLayouts.Add(new SpawnData(new Vector3f(51666f, -12065f, 5532f), new Angle(-0.71f, 0.70f))); platformLayouts.Add(new SpawnData(new Vector3f(51501f, -12952f, 5554f), new Angle(-0.76f, 0.65f))); platformLayouts.Add(new SpawnData(new Vector3f(51309f, -13913f, 5376f), new Angle(-0.79f, 0.62f))); // hide platformLayouts.Add(new SpawnData(new Vector3f(45468f, -10094f, 4457f), new Angle(-0.03f, 1.00f))); platformLayouts.Add(new SpawnData(new Vector3f(45468f, -10094f, 4457f), new Angle(-0.03f, 1.00f))); //// down drop platformLayouts.Add(new SpawnData(new Vector3f(49582f, -10629f, 3170f), new Angle(-0.71f, 0.71f))); platformLayouts.Add(new SpawnData(new Vector3f(49576f, -10914f, 3218f), new Angle(-0.72f, 0.69f))); platformLayouts.Add(new SpawnData(new Vector3f(49562f, -11194f, 2615f), new Angle(0.68f, 0.73f))); platformLayouts.Add(new SpawnData(new Vector3f(49589f, -11915f, 2283f), new Angle(0.72f, 0.70f))); platformLayouts.Add(new SpawnData(new Vector3f(49300f, -12588f, 2331f), new Angle(0.50f, 0.86f))); platformLayouts.Add(new SpawnData(new Vector3f(48933f, -13232f, 2380f), new Angle(0.50f, 0.86f))); platformLayouts.Add(new SpawnData(new Vector3f(48533f, -13917f, 2674f), new Angle(0.50f, 0.87f))); platformLayouts.Add(new SpawnData(new Vector3f(48192f, -14490f, 2877f), new Angle(0.49f, 0.87f))); platformLayouts.Add(new SpawnData(new Vector3f(48006f, -15053f, 3024f), new Angle(0.62f, 0.79f))); platformLayouts.Add(new SpawnData(new Vector3f(47854f, -15695f, 3302f), new Angle(0.62f, 0.78f))); platformLayouts.Add(new SpawnData(new Vector3f(47739f, -16225f, 3643f), new Angle(0.67f, 0.74f))); platformLayouts.Add(new SpawnData(new Vector3f(47716f, -16740f, 3866f), new Angle(0.69f, 0.72f))); platformLayouts.Add(new SpawnData(new Vector3f(47880f, -17336f, 4067f), new Angle(0.79f, 0.61f))); platformLayouts.Add(new SpawnData(new Vector3f(48062f, -17837f, 4349f), new Angle(0.84f, 0.55f))); platformLayouts.Add(new SpawnData(new Vector3f(48393f, -18410f, 4501f), new Angle(0.88f, 0.47f))); platformLayouts.Add(new SpawnData(new Vector3f(48788f, -18990f, 4681f), new Angle(0.90f, 0.44f))); platformLayouts.Add(new SpawnData(new Vector3f(49206f, -19520f, 4820f), new Angle(-0.46f, 0.89f))); platformLayouts.Add(new SpawnData(new Vector3f(49448f, -19729f, 4828f), new Angle(-0.58f, 0.82f))); //// left, to middle and around the right platformLayouts.Add(new SpawnData(new Vector3f(48944f, -10468f, 3179f), new Angle(-0.97f, 0.23f))); platformLayouts.Add(new SpawnData(new Vector3f(48584f, -10659f, 3344f), new Angle(-0.95f, 0.30f))); platformLayouts.Add(new SpawnData(new Vector3f(48016f, -11026f, 3478f), new Angle(-0.95f, 0.31f))); platformLayouts.Add(new SpawnData(new Vector3f(47618f, -11548f, 3628f), new Angle(-0.81f, 0.59f))); platformLayouts.Add(new SpawnData(new Vector3f(47525f, -12080f, 3718f), new Angle(0.70f, 0.71f))); platformLayouts.Add(new SpawnData(new Vector3f(48329f, -12072f, 3755f), new Angle(-1.00f, 0.00f))); platformLayouts.Add(new SpawnData(new Vector3f(49029f, -12035f, 3794f), new Angle(-1.00f, 0.00f))); platformLayouts.Add(new SpawnData(new Vector3f(49699f, -12038f, 3832f), new Angle(1.00f, 0.01f))); platformLayouts.Add(new SpawnData(new Vector3f(50417f, -12055f, 3850f), new Angle(1.00f, 0.02f))); platformLayouts.Add(new SpawnData(new Vector3f(51136f, -12137f, 3819f), new Angle(1.00f, 0.03f))); platformLayouts.Add(new SpawnData(new Vector3f(51832f, -12443f, 3965f), new Angle(0.96f, 0.29f))); platformLayouts.Add(new SpawnData(new Vector3f(52026f, -12993f, 4105f), new Angle(0.77f, 0.63f))); platformLayouts.Add(new SpawnData(new Vector3f(52078f, -13592f, 4237f), new Angle(0.70f, 0.71f))); platformLayouts.Add(new SpawnData(new Vector3f(51743f, -14260f, 4361f), new Angle(0.54f, 0.84f))); platformLayouts.Add(new SpawnData(new Vector3f(51316f, -14702f, 4477f), new Angle(0.40f, 0.92f))); platformLayouts.Add(new SpawnData(new Vector3f(50878f, -15056f, 4650f), new Angle(0.31f, 0.95f))); platformLayouts.Add(new SpawnData(new Vector3f(50412f, -15582f, 4868f), new Angle(-0.93f, 0.37f))); platformLayouts.Add(new SpawnData(new Vector3f(50042f, -15943f, 4774f), new Angle(-0.92f, 0.38f))); #endregion // Fix green platform rotations by converting it to quaternion rotation for (int i = 0; i < platformLayouts.Count; i++) { platformLayouts[i].angle = ToQuaternion(platformLayouts[i].angle); } ////// keys ////// #region Keys Rooms = new List <RoomLayout>(); RoomLayout layout; List <WorldObject> keys = new List <WorldObject>(); keys.Add(new CVKey(0xA98, 0xCF8, 0x318)); keys.Add(new CVKey(0xAB0, 0xCD8, 0x408)); keys.Add(new CVKey(0xAA8, 0xCB8, 0x510)); keys.Add(new CVKey(0xAA0, 0xCA8, 0x570)); keys.Add(new CVKey(0xA90, 0xC88, 0x5D0)); // First Room layout = new RoomLayout(keys[0]); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(45823, -37582, 8593))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(53754, -37374, 8593))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(53697, -34409, 8593))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(49089, -33463, 8593))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(47570, -39136, 8621))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(52143, -38772, 8643))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(49757, -42331, 8593))); Rooms.Add(layout); // Second Room - 2 keys layout = new RoomLayout(keys[1], keys[2]); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(47537, -34205, 11478))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(45532, -35307, 11478))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(45611, -37278, 11478))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(45647, -38806, 11337))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(45537, -40240, 11470))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(49587, -36790, 11478))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(53261, -38783, 11478))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(53310, -41370, 12917))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(53327, -37553, 12878))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(53371, -35344, 12826))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(51016, -34844, 12878))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(51075, -33337, 12878))); Rooms.Add(layout); // Third Room - architect/mara scene layout = new RoomLayout(keys[3]); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(54034, -33631, 14314), new Vector3f(45390, -36957, 14303))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(50890, -42501, 14314), new Vector3f(54199, -37696, 14303))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(45326, -37232, 14303), new Vector3f(48101, -42259, 14314))); Rooms.Add(layout); // 4'th Room, long platform layout = new RoomLayout(keys[4]); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(52483, -39739, 17498), new Vector3f(51113, -38894, 17498))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(49968, -38949, 17498), new Vector3f(45421, -39878, 17498))); Rooms.Add(layout); #endregion ////// JumpPads ////// #region JumpPad NonPlaceableObject jumppad = new JumpPad(0xB78); //5000 jumppad.AddSpawnInfo(new JumpPadSpawnInfo()); //default jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(90.0f, -60.0f, 0.0f), Speed = 6000 }); //backwards 1 platfrom jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(120.0f, -60.0f, 0.0f), Speed = 8000 }.SetRarity(0.5)); //backwards 2 platform jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(0.0f, -92.0f, 0.0f), Speed = 8500 }.SetRarity(0.35)); //3 platfrom jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(0.0f, -92.0f, 0.0f), Speed = 9500 }.SetRarity(0.2)); //to the last jumppad jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(0.0f, -95.0f, 0.0f), Speed = 14000 }.SetRarity(0.2)); //to the EOL worldObjects.Add(jumppad); CustomCheckPoints.Add(new CustomCP(mapType, new Vector3f(48575, -35900, 8230), new Vector3f(50500, -34860, 9450), new Vector3f(49740, -40875, 8650), new Angle(0.71f, 0.71f))); jumppad = new JumpPad(0xB70); //5000 jumppad.AddSpawnInfo(new JumpPadSpawnInfo()); //default jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(90.0f, -50.0f, 0.0f), Speed = 6000 }); //front without cp jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-11.0f, -40.0f, 0.0f), Speed = 8200 }); //3 green platforms jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-135.0f, -40.0f, 0.0f), Speed = 6500 }); //left side //jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-90.0f, -37.0f, 0.0f), Speed = 8000 }.SetRarity(0.2));//for hardcore worldObjects.Add(jumppad); CustomCheckPoints.Add(new CustomCP(mapType, new Vector3f(45000, -32900, 11000), new Vector3f(46350, -33875, 12000), new Vector3f(49655, -34680, 11550), new Angle(-0.71f, 0.71f))); CustomCheckPoints.Add(new CustomCP(mapType, new Vector3f(45000, -40780, 11130), new Vector3f(46180, -39500, 11775), new Vector3f(49655, -34680, 11550), new Angle(-0.71f, 0.71f))); CustomCheckPoints.Add(new CustomCP(mapType, new Vector3f(52345, -37325, 12145), new Vector3f(54945, -33385, 13470), new Vector3f(49655, -34680, 11550), new Angle(-0.71f, 0.71f))); jumppad = new JumpPad(0xB68); //5000 jumppad.AddSpawnInfo(new JumpPadSpawnInfo()); //default jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-90.0f, -50.0f, 0.0f), Speed = 6000 }); //front without cp jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(0.0f, -90.0f, 0.0f), Speed = 10200 }.SetRarity(0.5)); // last jumppad jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(0.0f, -90.0f, 0.0f), Speed = 13200 }.SetRarity(0.25)); //to the EOL worldObjects.Add(jumppad); jumppad = new JumpPad(0xB60); //5000 jumppad.AddSpawnInfo(new JumpPadSpawnInfo()); //default jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(0.0f, -90.0f, 0.0f), Speed = 6000 }); //1 up jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-125.0f, -30.0f, 0.0f), Speed = 12200 }.SetRarity(0.25)); // hard jump, easy with sideway jump jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(25.0f, -60.0f, 0.0f), Speed = 7500 }.SetRarity(0.35)); //2 up worldObjects.Add(jumppad); jumppad = new JumpPad(0xB88); //5000 jumppad.AddSpawnInfo(new JumpPadSpawnInfo()); //default jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(65.0f, -60.0f, 0.0f), Speed = 5500 }); //1 up jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(135.0f, -45.0f, 0.0f), Speed = 8200 }); // right side jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(25.0f, -40.0f, 0.0f), Speed = 6500 }); //left side up worldObjects.Add(jumppad); jumppad = new JumpPad(0x6a8); //3500 jumppad.AddSpawnInfo(new JumpPadSpawnInfo()); //default jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-36.0f, -20.0f, 0.0f), Speed = 8500 }); //climb on other side jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-33.0f, -20.0f, 0.0f), Speed = 13200 }.SetRarity(0.35)); // bounce jump,sideways(can make to the last jumppad) worldObjects.Add(jumppad); CustomCheckPoints.Add(new CustomCP(mapType, new Vector3f(53067, -35725, 19143), new Vector3f(54065, -36610, 20550), new Vector3f(50660, -34400, 19600), new Angle(0.0f, 1.0f))); jumppad = new JumpPad(0xB80); //10000 jumppad.AddSpawnInfo(new JumpPadSpawnInfo()); //default jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(0.0f, -90.0f, 0.0f), Speed = 9350 }); //short jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(0.0f, -90.0f, 0.0f), Speed = 150000 }); //teleport worldObjects.Add(jumppad); #endregion }
public void Gen_Normal() { List <Enemy> AllEnemies = GetAllEnemies(GameHook.game, 0, 13); // static range, no gap Rooms = new List <RoomLayout>(); RoomLayout layout; List <Enemy> enemies; //// room 1 - pistol enemies = room1.ReturnEnemiesInRoom(AllEnemies); RandomPickEnemiesWithoutCP(ref enemies, force: true, removeCP: false); // take pistol, force, no cp/door attached //// room 2 - pistol, sensory boost if (!IsNewGame) // skip rng if new game { enemies = room2.ReturnEnemiesInRoom(AllEnemies); RandomPickEnemiesWithoutCP(ref enemies); // chance to move enemy to EnemiesWithoutCP if (enemies != null && enemies.Count > 0) { layout = new RoomLayout(enemies); // minimal rng layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-14496, -59107, 2803), new Vector3f(-15633, -60168, 2799), new Angle(-1.00f, 0.09f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-15826, -58998, 2889), new Angle(-0.99f, 0.17f))); Rooms.Add(layout); } } //// room 3 - 3 pistol, before bridge enemies = room3.ReturnEnemiesInRoom(AllEnemies); DetachEnemyFromCP(ref enemies, force: false); layout = new RoomLayout(enemies); // default layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8179, -54300, 3408), new Vector3f(-9091, -52688, 3402), new Angle(-0.9f, 0.43f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8309, -55792, 3408), new Vector3f(-10221, -56789, 3408), new Angle(1.0f, 0.01f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-9798, -53058, 3402), new Vector3f(-10775, -54270, 3408), new Angle(-0.96f, 0.28f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12762, -55235, 4398), new Angle(-0.98f, 0.22f))); // special/high spots layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8122, -54648, 3911), new Angle(-0.99f, 0.17f)).setDiff(1)); // billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-10040, -55579, 4030), new Angle(-0.99f, 0.15f)).setDiff(1)); // billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-7336, -57117, 3408), new Angle(1.00f, 0.08f))); // SR route layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-9023, -57121, 4195), new Angle(0.99f, 0.15f)).setDiff(1)); // wall lamp layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-9582, -57001, 3788), new Angle(0.97f, 0.26f))); // small platform Rooms.Add(layout); //// Room 4 - 3 pistol, hallway enemies = room4.ReturnEnemiesInRoom(AllEnemies); DetachEnemyFromCP(ref enemies, force: false); layout = new RoomLayout(enemies); // default layout.AddSpawnPlane(new SpawnPlane(new Vector3f(5740, -63956, 1468), new Vector3f(6337, -64859, 1468), new Angle(0.72f, 0.7f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(5771, -66227, 1678), new Vector3f(6538, -67229, 1678), new Angle(0.73f, 0.68f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(5656, -68518, 1868), new Vector3f(6591, -69532, 1868), new Angle(0.73f, 0.68f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6648, -70563, 1798), new Vector3f(5848, -71930, 1798), new Angle(0.69f, 0.73f))); // special/high spots layout.AddSpawnPlane(new SpawnPlane(new Vector3f(5699, -61602, 2065), new Angle(0.83f, 0.56f))); // first small wall/building layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6764, -62525, 2116), new Angle(0.89f, 0.46f)).setDiff(1)); // first billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6779, -69590, 2587), new Angle(0.83f, 0.56f)).setDiff(1)); // last billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6404, -64078, 2241), new Angle(0.73f, 0.68f)).setDiff(1)); // pipe layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6676, -72123, 2088), new Vector3f(5889, -72129, 2088), new Angle(0.69f, 0.72f)).AsVerticalPlane()); // slide pipe Rooms.Add(layout); //// Room 5 - 5 enemies, dome enemies = room5.ReturnEnemiesInRoom(AllEnemies); layout = new RoomLayout(enemies); // default layout.AddSpawnPlane(new SpawnPlane(new Vector3f(4603, -70321, -346), new Vector3f(3303, -68684, -350), new Angle(-0.71f, 0.71f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(5128, -71555, 307), new Vector3f(3678, -71883, 307), new Angle(-0.71f, 0.71f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(997, -70468, -41), new Vector3f(1689, -68394, -41)).RandomAngle()); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(910, -72873, -160), new Vector3f(1698, -72192, -167), new Angle(-0.45f, 0.89f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(955, -76167, 362), new Vector3f(1578, -75331, 371), new Angle(0f, 1.00f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2142, -75881, -42), new Vector3f(-1468, -73341, -42), new Angle(0.12f, 0.99f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-280, -68970, -41), new Vector3f(-1275, -68147, -41), new Angle(-0.34f, 0.94f))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2226, -69843, -81), new Vector3f(-1017, -70568, -81), new Angle(-0.24f, 0.97f))); // high/special spots layout.AddSpawnPlane(new SpawnPlane(new Vector3f(3256, -68387, 237), new Angle(-0.61f, 0.79f))); // neon sign platform, far bottom layout.AddSpawnPlane(new SpawnPlane(new Vector3f(3373, -72039, 924), new Angle(-0.64f, 0.77f))); // street light layout.AddSpawnPlane(new SpawnPlane(new Vector3f(1943, -75088, 1008), new Angle(-0.26f, 0.97f))); // big pipe, right layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-1100, -74848, 340)).RandomAngle()); // small platform, right bot layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2033, -72982, 605), new Angle(-0.18f, 0.98f)).setDiff(1)); // billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-1339, -71031, 605), new Angle(-0.37f, 0.93f)).setDiff(1)); // billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2744, -71368, 473), new Angle(0.00f, 1.00f))); // fuel tank layout.AddSpawnPlane(new SpawnPlane(new Vector3f(891, -70099, 584), new Angle(-0.59f, 0.80f))); // street light Rooms.Add(layout); //// EXTRA spots layout = new RoomLayout(); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-14200, -63865, 2798), new Vector3f(-14996, -62722, 2798)).RandomAngle().setRarity(0.2)); // pistol 1, default pos layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-14729, -63919, 3591), new Angle(0.03f, 1.0f)).setDiff(1)); // pistol 1, wall lamp above layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-18060, -64136, 3598), new Vector3f(-19392, -63758, 3601), new Angle(0f, 1f))); // vent area layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-21681, -63576, 2998), new Angle(-1.00f, 0.05f))); // after first vent, left corner layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-20723, -59412, 4298), new Vector3f(-21563, -60163, 4302), new Angle(-0.99f, 0.15f))); // before sensory boost vent layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-3991, -70323, -80), new Angle(0.01f, 1.00f))); // before elevator (surprise) layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-16471, -56114, 4098), new Angle(-0.78f, 0.62f))); // after sensory boost Rooms.Add(layout); }
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))); }
public void Gen_Nightmare() { // GEN - Nightmare (classic levels) // GEN - SR routes List <Enemy> AllEnemies = GetAllEnemies(GameHook.game, 0, 13); // static range, no gap Rooms = new List <RoomLayout>(); RoomLayout layout; List <Enemy> enemies; //// room 1 - pistol enemies = room1.ReturnEnemiesInRoom(AllEnemies); RandomPickEnemiesWithoutCP(ref enemies, force: true, removeCP: false); // take pistol, force, no cp/door attached //// room 3 - 3 pistol, before bridge enemies = room3.ReturnEnemiesInRoom(AllEnemies); DetachEnemyFromCP(ref enemies, force: false); layout = new RoomLayout(enemies); // special/high spots layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12850, -56073, 4908), new Angle(-1.00f, 0.03f))); // door frame layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11519, -54938, 5039), new Angle(-0.98f, 0.18f))); // billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-10337, -54556, 4030), new Angle(-0.97f, 0.23f))); // billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-9410, -54661, 5294), new Angle(-0.92f, 0.38f))); // high spot ad layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8988, -57174, 4195), new Angle(0.98f, 0.22f))); // wall lamp layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8100, -55539, 3971), new Angle(-0.99f, 0.11f))); // billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-7492, -50434, 4798), new Angle(-0.89f, 0.45f))); // above bridge layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12441, -54370, 5670), new Angle(-0.33f, 0.95f))); // generator above entrance Rooms.Add(layout); //// Room 4 - 3 pistol, hallway enemies = room4.ReturnEnemiesInRoom(AllEnemies); DetachEnemyFromCP(ref enemies, force: false); layout = new RoomLayout(enemies); // special/high spots layout.AddSpawnPlane(new SpawnPlane(new Vector3f(5839, -61841, 2457), new Angle(0.76f, 0.65f))); // neon sign, first building/platform layout.AddSpawnPlane(new SpawnPlane(new Vector3f(5591, -65940, 2138), new Angle(0.71f, 0.71f))); // billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6417, -64113, 2239), new Angle(0.76f, 0.65f))); // pipes on right layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6412, -72908, 1798), new Angle(0.72f, 0.70f))); // after pipes layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6676, -72123, 2088), new Vector3f(5889, -72129, 2088), new Angle(0.69f, 0.72f)).AsVerticalPlane()); // slide pipe Rooms.Add(layout); //// Room 5 - 5 enemies, dome enemies = room5.ReturnEnemiesInRoom(AllEnemies); DetachEnemyFromCP(ref enemies, force: false); layout = new RoomLayout(enemies); // high/special spots layout.AddSpawnPlane(new SpawnPlane(new Vector3f(3256, -68387, 237), new Angle(-0.61f, 0.79f))); // neon sign platform, far bottom layout.AddSpawnPlane(new SpawnPlane(new Vector3f(3373, -72039, 924), new Angle(-0.64f, 0.77f))); // street light layout.AddSpawnPlane(new SpawnPlane(new Vector3f(1943, -75088, 1008), new Angle(-0.26f, 0.97f))); // big pipe, right layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-1100, -74848, 340)).RandomAngle()); // small platform, right bot layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2744, -71368, 473), new Angle(0.00f, 1.00f))); // fuel tank layout.AddSpawnPlane(new SpawnPlane(new Vector3f(891, -70099, 584), new Angle(-0.59f, 0.80f))); // street light layout.AddSpawnPlane(new SpawnPlane(new Vector3f(319, -69641, 1223), new Angle(-0.51f, 0.86f))); // above middle pos, between beams (double fuel tanks) layout.AddSpawnPlane(new SpawnPlane(new Vector3f(4606, -75429, 2298), new Angle(-1.00f, 0.03f))); // above spawn layout.AddSpawnPlane(new SpawnPlane(new Vector3f(1630, -71496, 2080), new Angle(-0.70f, 0.71f))); // middle of dome, high generator layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2451, -68522, 1842), new Angle(-0.39f, 0.92f))); // high pipes, above exit door layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-964, -67398, 1411), new Angle(-0.83f, 0.56f))); // generator Rooms.Add(layout); //// EXTRA spots layout = new RoomLayout(); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-17894, -64016, 4128), new Angle(0.08f, 1.00f))); // before first vent, on small beam, above entrance layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-27278, -64081, 3021), new Angle(0.01f, 1.00f))); // on big fan layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-20563, -58060, 4732), new Angle(-0.84f, 0.54f))); // before sensory boost, on right wall layout.AddSpawnPlane(new SpawnPlane(new Vector3f(8906, -76819, 2291), new Vector3f(7531, -76705, 2291), new Angle(0.74f, 0.67f)).AsVerticalPlane().SetMaxEnemies(2)); // before dome, dsj beam layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-4309, -70324, -80), new Angle(0.02f, 1.00f))); // before elevator Rooms.Add(layout); }
public void Gen_Hardcore() { 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[0] = new EnemyTurret(enemies[0]); enemies[1] = new EnemyTurret(enemies[1]); enemies[2] = new EnemyTurret(enemies[2]); enemies[3] = new EnemyDrone(enemies[3]); enemies[4] = new EnemyDrone(enemies[4]); // turrets layout = new RoomLayout(enemies.Take(3).ToList()); // slide ledge TurretSpawnInfo turretSpawn = new TurretSpawnInfo(); turretSpawn.VerticalAngle = 10; turretSpawn.HorizontalSpeed = 50; turretSpawn.HorizontalAngle = 60; turretSpawn.SetRange(3250); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(153916, -52963, 3803), new Angle(-0.68f, 0.73f)).SetSpawnInfo(turretSpawn)); // platform near uplink turretSpawn = new TurretSpawnInfo(); turretSpawn.VerticalAngle = 10; turretSpawn.HorizontalSpeed = 50; turretSpawn.HorizontalAngle = 90; turretSpawn.SetRange(TurretSpawnInfo.DefaultRange); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(153093, -59742, 2832), new Angle(-0.35f, 0.94f)).SetSpawnInfo(turretSpawn)); // left billboard, aiming toward last raised platform turretSpawn = new TurretSpawnInfo(); turretSpawn.VerticalAngle = -30; turretSpawn.HorizontalSpeed = 0; turretSpawn.HorizontalAngle = 0; layout.AddSpawnPlane(new SpawnPlane(new Vector3f(158809, -58789, 4248), new Angle(0.94f, 0.34f)).SetSpawnInfo(turretSpawn)); // last room, middle ledge platform turretSpawn = new TurretSpawnInfo(); turretSpawn.VerticalAngle = -10; turretSpawn.HorizontalSpeed = 50; turretSpawn.HorizontalAngle = 45; turretSpawn.SetRange(TurretSpawnInfo.DefaultRange); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(155608, -45100, 3618), new Angle(0.46f, 0.89f)).SetSpawnInfo(turretSpawn)); // last room, around left serverrack turretSpawn = new TurretSpawnInfo(); turretSpawn.VerticalAngle = 10; turretSpawn.HorizontalSpeed = 0; turretSpawn.HorizontalAngle = 0; turretSpawn.SetRange(3100); turretSpawn.SetRange(TurretSpawnInfo.DefaultRange); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(159454, -42630, 3198), new Angle(-0.97f, 0.24f)).SetSpawnInfo(turretSpawn)); // last room, middle platform, aiming towards main entry turretSpawn = new TurretSpawnInfo(); turretSpawn.VerticalAngle = 20; turretSpawn.HorizontalSpeed = 0; turretSpawn.HorizontalAngle = 0; layout.AddSpawnPlane(new SpawnPlane(new Vector3f(154429, -48413, 3198), new Angle(-0.99f, 0.13f)).SetSpawnInfo(turretSpawn)); // right platform billboard, aiming to uplink turretSpawn = new TurretSpawnInfo(); turretSpawn.VerticalAngle = 45; turretSpawn.SetRange(TurretSpawnInfo.DefaultRange); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(155018, -62253, 3356), new QuaternionAngle(0.09f, 0.70f, 0.70f, 0.09f)).SetSpawnInfo(turretSpawn)); layout.DoNotReuse(); Rooms.Add(layout); // Floating platforms layout = new RoomLayout(RemoveParentObjects(enemies.Skip(3).ToList())); // ground spawns layout.AddSpawnPlane(new SpawnPlane(new Vector3f(155878, -57543, 2833), new Vector3f(156530, -57130, 2833), new Angle(-0.72f, 0.70f)).AsVerticalPlane().Mask(SpawnPlane.Mask_Flatground)); // platform 1 layout.AddSpawnPlane(new SpawnPlane(new Vector3f(158035, -59066, 2832), new Vector3f(158265, -60201, 2832), new Angle(-0.77f, 0.64f)).AsVerticalPlane().Mask(SpawnPlane.Mask_Flatground)); // platform 2 layout.AddSpawnPlane(new SpawnPlane(new Vector3f(154542, -61364, 2832), new Vector3f(155412, -62000, 2832), new Angle(-0.18f, 0.98f)).AsVerticalPlane().Mask(SpawnPlane.Mask_Flatground)); // platform 3 layout.AddSpawnPlane(new SpawnPlane(new Vector3f(154006, -58364, 2832), new Vector3f(153574, -59231, 2832), new Angle(-0.44f, 0.90f)).AsVerticalPlane().Mask(SpawnPlane.Mask_Flatground)); // platform 4 layout.AddSpawnPlane(new SpawnPlane(new Vector3f(154862, -62325, 4234), new Angle(0.22f, 0.97f)).Mask(SpawnPlane.Mask_Highground)); // billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(158603, -59749, 4248), new Angle(-0.98f, 0.18f)).Mask(SpawnPlane.Mask_Highground)); // billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(155258, -56568, 4301), new Angle(-0.63f, 0.77f)).Mask(SpawnPlane.Mask_Highground)); // raised platform wall, left layout.AddSpawnPlane(new SpawnPlane(new Vector3f(153344, -56715, 4301), new Angle(-0.58f, 0.82f)).Mask(SpawnPlane.Mask_Highground)); // raised platform wall, right layout.AddSpawnPlane(new SpawnPlane(new Vector3f(153884, -51710, 4517), new Angle(-0.71f, 0.71f)).Mask(SpawnPlane.Mask_Highground)); // above pipes, slide // drones layout.AddSpawnPlane(new SpawnPlane(new Vector3f(153066, -60119, 3365), new Vector3f(157084, -59017, 3365), new Angle(-0.57f, 0.82f)).Mask(SpawnPlane.Mask_Airborne)); // middle floating platforms layout.AddSpawnPlane(new SpawnPlane(new Vector3f(157441, -56301, 3838), new Angle(-0.96f, 0.27f)).Mask(SpawnPlane.Mask_Airborne)); // ledge climb layout.AddSpawnPlane(new SpawnPlane(new Vector3f(153447, -53383, 4042), new Vector3f(154392, -53333, 4042), new Angle(-0.72f, 0.70f)).Mask(SpawnPlane.Mask_Airborne)); // near slide frame layout.AddSpawnPlane(new SpawnPlane(new Vector3f(152182, -58956, 3312), new Vector3f(154446, -57679, 3312), new Angle(-0.52f, 0.85f)).Mask(SpawnPlane.Mask_Airborne)); // back, floating platforms layout.AddSpawnPlane(new SpawnPlane(new Vector3f(153277, -46094, 3719), new Vector3f(155130, -47623, 3719), new Angle(-0.88f, 0.47f)).Mask(SpawnPlane.Mask_Airborne)); // last room, first section layout.AddSpawnPlane(new SpawnPlane(new Vector3f(156323, -42670, 4252), new Vector3f(157676, -43712, 4252), new Angle(-0.90f, 0.44f)).Mask(SpawnPlane.Mask_Airborne)); // last room, second section Rooms.Add(layout); // Last Room enemies = hc_room3.ReturnEnemiesInRoom(AllEnemies); // orb + 2 enemies enemies.AddRange(hc_room2.ReturnEnemiesInRoom(AllEnemies)); // shifters layout = new RoomLayout(new EnemyShieldOrb(enemies[0])); // orb layout.AddSpawnPlane(new SpawnPlane(new Vector3f(158199, -43323, 3363), new Vector3f(156247, -42835, 3363))); // default orb layout.AddSpawnPlane(new SpawnPlane(new Vector3f(158340, -44165, 4139))); // left serverrack layout.AddSpawnPlane(new SpawnPlane(new Vector3f(156293, -44027, 3288))); // floating in middle, last section layout.AddSpawnPlane(new SpawnPlane(new Vector3f(157757, -42117, 3517))); // near door layout.DoNotReuse(); Rooms.Add(layout); layout = new RoomLayout(enemies.Skip(1).ToList()); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(154503, -43834, 3198), new Vector3f(154684, -45125, 3198), new Angle(-0.89f, 0.45f)).Mask(SpawnPlane.Mask_Flatground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(153952, -46586, 3198), new Vector3f(154822, -47930, 3198), new Angle(-0.87f, 0.49f)).Mask(SpawnPlane.Mask_Flatground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(152584, -47444, 3198), new Vector3f(151648, -47889, 3198), new Angle(-0.38f, 0.92f)).Mask(SpawnPlane.Mask_Flatground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(156773, -46517, 3198), new Vector3f(156409, -45096, 3198), new Angle(-0.88f, 0.48f)).Mask(SpawnPlane.Mask_Flatground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(157709, -43922, 3198), new Angle(-0.88f, 0.47f)).Mask(SpawnPlane.Mask_Flatground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(155972, -42788, 3198), new Angle(-0.86f, 0.52f)).Mask(SpawnPlane.Mask_Flatground)); Rooms.Add(layout); // EXTRA // layout = new RoomLayout(); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(158458, -42995, 3198), new Angle(-0.98f, 0.19f)).Mask(SpawnPlane.Mask_Flatground)); // last room spawns layout.AddSpawnPlane(new SpawnPlane(new Vector3f(156573, -41959, 3198), new Angle(-0.72f, 0.70f)).Mask(SpawnPlane.Mask_Flatground)); // last room spawns layout.AddSpawnPlane(new SpawnPlane(new Vector3f(132165, -69982, 2398), new Angle(0.83f, 0.56f)).Mask(SpawnPlane.Mask_Flatground)); // infront of elevator // first part of map layout.AddSpawnPlane(new SpawnPlane(new Vector3f(133134, -75252, 3298), new Vector3f(133859, -74498, 3298), new Angle(0.78f, 0.62f)).Mask(SpawnPlane.Mask_Flatground)); // first platform layout.AddSpawnPlane(new SpawnPlane(new Vector3f(137251, -73872, 4042), new Vector3f(138452, -74746, 4052), new Angle(-0.94f, 0.35f)).Mask(SpawnPlane.Mask_Highground).AsVerticalPlane()); // slide ledge layout.AddSpawnPlane(new SpawnPlane(new Vector3f(144243, -69072, 3887), new Vector3f(144299, -69784, 3887), new Angle(-0.98f, 0.20f)).Mask(SpawnPlane.Mask_Highground).AsVerticalPlane()); // ledge before grinder layout.AddSpawnPlane(new SpawnPlane(new Vector3f(147668, -69379, 4493), new Angle(0.99f, 0.10f)).Mask(SpawnPlane.Mask_Highground)); // billboard after grinder layout.AddSpawnPlane(new SpawnPlane(new Vector3f(150356, -67284, 4804), new Angle(-0.96f, 0.28f)).Mask(SpawnPlane.Mask_Highground)); // billboard between default drones layout.AddSpawnPlane(new SpawnPlane(new Vector3f(154819, -68148, 4848), new Angle(1.00f, 0.04f)).Mask(SpawnPlane.Mask_Highground)); // last billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(154675, -66714, 3938), new Vector3f(155200, -67550, 3937), new Angle(-0.99f, 0.12f)).Mask(SpawnPlane.Mask_Highground).AsVerticalPlane()); // last slide ledge Rooms.Add(layout); //// Awakening Enemies List <Enemy> AwakeningEnemies = new List <Enemy>(); enemies = Awakening_hc_room1.ReturnEnemiesInRoom(AllEnemies); //pistol, 2 uzi, weeb, frogger AwakeningEnemies.AddRange(enemies.Take(4).ToList()); enemies = Awakening_hc_room2.ReturnEnemiesInRoom(AllEnemies); // frogger, pistol, waver enemies[1].SetEnemyType(Enemy.EnemyTypes.Waver); AwakeningEnemies.AddRange(enemies); enemies = Awakening_hc_room4.ReturnEnemiesInRoom(AllEnemies); // drone, uzi, pistol enemies[0] = new EnemyDrone(enemies[0]); AwakeningEnemies.AddRange(enemies); enemies = Awakening_hc_room5.ReturnEnemiesInRoom(AllEnemies); // pistol, waver, shielder, frogger enemies[2].SetEnemyType(Enemy.EnemyTypes.Waver); AwakeningEnemies.AddRange(enemies); RemoveParentObjects(ref AwakeningEnemies); // remove parent objects EnemiesWithoutCP.AddRange(AwakeningEnemies); // just add them to enemy pool // custom checkpoints CustomCheckPoints.Add(new CustomCP(mapType, new Vector3f(152500, -56671, 5228), new Vector3f(155863, -53898, 2256), new Vector3f(153243, -56343, 3598), new Angle(0.57f, 0.82f))); // before last room }
protected override void Gen_PerRoom() { Rooms = new List <RoomLayout>(); RoomLayout layout; List <WorldObject> orbs = new List <WorldObject>(); for (int i = 1; i <= 13; i++) { orbs.Add(new CVOrb(i)); } layout = new RoomLayout(orbs); // first platform layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-15460, -4642, -807)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-14811, -4782, -1087)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-15138, -4506, -1114)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-15118, -4659, -1441)))); ////// 2nd platform (big piece) ////// // up facing layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-13211, -4677, 98)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-13773, -4652, 89)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-12932, -5260, 8)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-12251, -5712, 22)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-13727, -4486, -413)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-13321, -4470, -414)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-13706, -4929, -800)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-13362, -5387, -775)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-12495, -5318, -801)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-12088, -4903, -1102)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-12906, -4480, -811)))); // bot facing layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-12520, -5746, -653)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-12898, -5262, -653)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-12528, -5327, -1477)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-13262, -5315, -1456)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-13746, -4691, -1456)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-13174, -4920, -1832)))); // side facing layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-13406, -4215, -115)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-11807, -5734, -311)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-12782, -5704, -305)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-13206, -5230, -305)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-12807, -4565, -305)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-12901, -4195, -1081)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-13684, -4164, -1081)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-13331, -4207, -694)))); ////// 3nd platform (tunnel) ////// // up facing layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-11319, -4916, -301)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-10838, -4647, -414)))); // bot facing layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-10878, -4667, -1119)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-11365, -4986, -1472)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-11237, -4978, -604)))); // side facing layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-11254, -4525, -755)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-10855, -4460, -755)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-11273, -5316, -755)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-11374, -5257, -1053)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-11580, -4872, -1133)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-10960, -4934, -1133)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-10625, -4649, -736)))); ////// 4nd platform (U-shaped with floating platform) ////// // up facing layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-10501, -4702, -109)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-10086, -4234, -448)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-10113, -5073, -401)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-10055, -4632, -803)))); // bot facing layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-10046, -4960, -1201)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-10093, -4332, -1201)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-10534, -4617, -420)))); // side facing layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-10102, -4111, -776)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-10097, -5144, -778)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-9803, -4673, -1041)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-9803, -4673, -1041)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-10509, -4192, -308)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-10480, -5166, -297)))); ////// 5nd platform (last one, biggest piece) ////// // up facing layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-9336, -5617, 135)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-8486, -5325, 98)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-8089, -5295, -395)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-7694, -4890, -401)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-8916, -5304, -384)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-9292, -5346, -732)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-9299, -4780, -751)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-8863, -4915, -400)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-8902, -5351, -401)))); // bot facing layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-9266, -4867, -1106)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-9339, -5339, -1106)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-8839, -4955, -1106)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-8107, -5289, -1106)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-7691, -4951, -1483)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-9316, -5667, -1483)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-8903, -5293, -1483)))); // side facing layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-9352, -5997, -1004)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-9352, -5997, -348)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-9701, -5736, -265)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-9599, -4629, -1110)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-8547, -4943, -838)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-8092, -5598, -709)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-8872, -5679, -709)))); layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-8638, -5601, -37)))); ////// Extra ////// layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-16949, -4916, -401)))); // behind spawn layout.AddSpawnPlane(new SpawnPlane(ToRelative(new Vector3f(-6261, -4865, -355)))); // end tower/platform Rooms.Add(layout); }
protected override void Gen_PerRoom() { Rooms = new List<RoomLayout>(); RoomLayout layout; ///// SECTION 1 ///// List<WorldObject> orbs = new List<WorldObject>(); orbs.Add(new CVOrb(0x120, 0x1938)); orbs.Add(new CVOrb(0x128, 0x1920)); orbs.Add(new CVOrb(0x138, 0x18f0)); orbs.Add(new CVOrb(0x130, 0x1908)); layout = new RoomLayout(orbs); // railings layout.AddSpawnPlane(new SpawnPlane(new Vector3f(102651, -25257, 298), new Vector3f(102641, -26964, 298))); // middle platform, right railing layout.AddSpawnPlane(new SpawnPlane(new Vector3f(101649, -27187, 289), new Vector3f(101651, -25313, 298))); // middle platform, left railing layout.AddSpawnPlane(new SpawnPlane(new Vector3f(103249, -27136, 298), new Vector3f(103245, -28100, 298))); // middle, right edge, corner railing layout.AddSpawnPlane(new SpawnPlane(new Vector3f(101022, -28150, 295), new Vector3f(101048, -27123, 295))); // middle, left edge, corner railing layout.AddSpawnPlane(new SpawnPlane(new Vector3f(101024, -29145, 296))); // door platform, corner railing left layout.AddSpawnPlane(new SpawnPlane(new Vector3f(103296, -29156, 280))); // door platform, corner railing, right layout.AddSpawnPlane(new SpawnPlane(new Vector3f(104737, -28165, 399))); // right platform, corner jump layout.AddSpawnPlane(new SpawnPlane(new Vector3f(104751, -27124, 457))); // right platform, corner jump 2 layout.AddSpawnPlane(new SpawnPlane(new Vector3f(99551, -27137, 433))); // left platform, corner jump 1 layout.AddSpawnPlane(new SpawnPlane(new Vector3f(99553, -28157, 408))); // left platform, corner jump 2 layout.AddSpawnPlane(new SpawnPlane(new Vector3f(103243, -23228, 298))); // behind spawn, railing right layout.AddSpawnPlane(new SpawnPlane(new Vector3f(101055, -23226, 298))); // behind spawn, railing left // Inside hallways layout.AddSpawnPlane(new SpawnPlane(new Vector3f(103969, -30261, 198))); // door platform, right layout.AddSpawnPlane(new SpawnPlane(new Vector3f(100271, -30254, 198))); // door platform, left // default platforms layout.AddSpawnPlane(new SpawnPlane(new Vector3f(101177, -27334, 198), new Vector3f(101601, -27971, 198))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(102688, -27293, 198), new Vector3f(103122, -28041, 198))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(103032, -29533, 198), new Vector3f(101283, -32102, 198)).SetMaxEnemies(2)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(101852, -29773, 198), new Vector3f(102517, -25240, 198)).SetMaxEnemies(2)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(102209, -29355, 310))); // arc Rooms.Add(layout); ///// SECTION 2 ///// orbs = new List<WorldObject>(); orbs.Add(new CVOrb(0x168, 0x1860)); orbs.Add(new CVOrb(0x170, 0x1848)); orbs.Add(new CVOrb(0x178, 0x1830)); orbs.Add(new CVOrb(0x180, 0x1818)); orbs.Add(new CVOrb(0x188, 0x1800)); orbs.Add(new CVOrb(0x190, 0x17E8)); layout = new RoomLayout(orbs); // default platforms layout.AddSpawnPlane(new SpawnPlane(new Vector3f(102944, -45880, 648))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(101431, -42426, 648))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(104838, -43916, 648))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(104773, -45813, 648))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(102707, -47428, 1398), new Vector3f(102693, -47409, 1398))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(103029, -46097, 1398), new Vector3f(101401, -45763, 1398))); // railings layout.AddSpawnPlane(new SpawnPlane(new Vector3f(103166, -45600, 1612), new Vector3f(101448, -45596, 1572))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(103145, -45798, 1686), new Vector3f(103142, -47288, 1646))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(101566, -44100, 758), new Vector3f(102732, -44109, 758))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(103150, -43817, 758), new Vector3f(103146, -42426, 758))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(104649, -42295, 758), new Vector3f(104635, -43831, 757))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(104879, -44106, 758), new Vector3f(106369, -44109, 758))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(106419, -45598, 758), new Vector3f(104913, -45599, 758))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(104668, -45878, 757), new Vector3f(104641, -47298, 758))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(101374, -45583, 757), new Vector3f(102736, -45599, 757))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(103141, -45879, 758), new Vector3f(103142, -47345, 758))); // railing corners, hovering layout.AddSpawnPlane(new SpawnPlane(new Vector3f(103155, -44120, 871))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(104643, -44088, 924))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(104627, -45610, 858))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(103149, -45604, 1652))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(102550, -46196, 1642))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(106668, -45599, 927))); //// others layout.AddSpawnPlane(new SpawnPlane(new Vector3f(104870, -42133, 939))); // right-bot, railing between buildings layout.AddSpawnPlane(new SpawnPlane(new Vector3f(104726, -48032, 648))); // between trees // inside hallways layout.AddSpawnPlane(new SpawnPlane(new Vector3f(100616, -43116, 648))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(107224, -43101, 648))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(107059, -46584, 648))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(100693, -45905, 1398))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(100747, -46601, 648))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(102836, -48000, 1398))); Rooms.Add(layout); ///// SECTION 3 ///// orbs = new List<WorldObject>(); orbs.Add(new CVOrb(0x140, 0x18D8)); orbs.Add(new CVOrb(0x148, 0x18C0)); orbs.Add(new CVOrb(0x150, 0x18A8)); orbs.Add(new CVOrb(0x158, 0x1890)); orbs.Add(new CVOrb(0x160, 0x1878)); layout = new RoomLayout(orbs); // default layout.AddSpawnPlane(new SpawnPlane(new Vector3f(106184, -65970, -2501), new Vector3f(107959, -68040, -2501))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(109818, -68014, -2501), new Vector3f(111236, -66392, -2501))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(110215, -71496, -1901), new Vector3f(111502, -72057, -1901))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(107927, -69955, -2501), new Vector3f(106114, -70584, -2501))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(106112, -72492, -2501), new Vector3f(107912, -72994, -2501))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(104237, -73035, -2501), new Vector3f(102644, -71272, -2501))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(102571, -67943, -2501), new Vector3f(104293, -66198, -2501))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(102586, -68564, -1501), new Vector3f(103486, -68935, -1501))); // railings corners layout.AddSpawnPlane(new SpawnPlane(new Vector3f(103624, -68462, -1338))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(104448, -71025, -2223))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(105938, -72257, -2211))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(108167, -72230, -2243))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(108161, -70738, -2201))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(108130, -69738, -2307))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(105927, -69755, -2214))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(105943, -70756, -2205))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(104435, -68252, -2201))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(104444, -66024, -2266))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(105930, -68267, -2214))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(108162, -68228, -2275), new Vector3f(108145, -66148, -2265))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(109664, -66031, -2216), new Vector3f(109658, -68267, -2303))); // others layout.AddSpawnPlane(new SpawnPlane(new Vector3f(102314, -67150, -1788))); // door frame (left) layout.AddSpawnPlane(new SpawnPlane(new Vector3f(103336, -66157, -1789))); // door frame 2 (left) layout.AddSpawnPlane(new SpawnPlane(new Vector3f(103349, -70371, -1501))); // bridge (after button press) // in hallways layout.AddSpawnPlane(new SpawnPlane(new Vector3f(102253, -68760, -598))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(110841, -72220, -798))); Rooms.Add(layout); ////// JumpPads ////// #region JumpPad NonPlaceableObject jumppad = new JumpPad(0x4e8);//4500 jumppad.AddSpawnInfo(new JumpPadSpawnInfo());//default jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-90.0f, -40.0f, 0.0f), Speed = 8000 });//forward high jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-90.0f, -20.0f, 0.0f), Speed = 8000 });//forward short jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-90.0f, -80.00f, 0.0f), Speed = 8100 });//3 platfrom worldObjects.Add(jumppad); jumppad = new JumpPad(0x508);//4700 jumppad.AddSpawnInfo(new JumpPadSpawnInfo());//default jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-85.0f, -40.0f, 0.0f), Speed = 8000 }.SetRarity(0.35));//skip all jumppads //jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-60.0f, -73.0f, 0.0f), Speed = 12750 }.SetRarity(0.25));//oob to the exit //jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(0.0f, -90.00f, 0.0f), Speed = 100000 }.SetRarity(0.35));//troll jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-57.0f, -45.00f, 0.0f), Speed = 7200 }.SetRarity(0.5));//skip 2 jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-35.0f, -70.00f, 0.0f), Speed = 7200 });//skip 1 worldObjects.Add(jumppad); jumppad = new JumpPad(0x500);//4800 jumppad.AddSpawnInfo(new JumpPadSpawnInfo());//default jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-75.0f, -60.0f, 0.0f), Speed = 5500 }.SetRarity(0.5));//skip all jumppads //jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-85.0f, -70.0f, 0.0f), Speed = 8000 }.SetRarity(0.5));//oob to the next section jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-42.5f, -40.0f, 0.0f), Speed = 5800 });//skip 1 jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-2.0f, -3.0f, 0.0f), Speed = 10800 });//fast bounce worldObjects.Add(jumppad); jumppad = new JumpPad(0x4F0);//4800 jumppad.AddSpawnInfo(new JumpPadSpawnInfo());//default jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-127.0f, -60.0f, 0.0f), Speed = 6500 });//skip all jumppads //jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(0.0f, -90.00f, 0.0f), Speed = 100000 }.SetRarity(0.5));//troll //jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-75.0f, -70.0f, 0.0f), Speed = 8050 }.SetRarity(0.35));//oob to the exit worldObjects.Add(jumppad); jumppad = new JumpPad(0x4F8);//4600 jumppad.AddSpawnInfo(new JumpPadSpawnInfo());//default //jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(.0f, -90.00f, 0.0f), Speed = 10000 }.SetRarity(0.35));//troll jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-170.0f, -60.00f, 0.0f), Speed = 5000 });//high jumppad.AddSpawnInfo(new JumpPadSpawnInfo { Angle = new QuaternionAngle(-177.0f, -23.00f, 0.0f), Speed = 12000 });//fast worldObjects.Add(jumppad); #endregion }
public void Gen_Hardcore() { List <Enemy> AllEnemies = GetAllEnemies(GameHook.game); Rooms = new List <RoomLayout>(); RoomLayout layout; //// Room 1 //// var enemies = room_hc_1.ReturnEnemiesInRoom(AllEnemies); enemies[0] = new EnemyShieldOrb(enemies[0]); enemies[1].SetEnemyType(Enemy.EnemyTypes.Waver); enemies[2].SetEnemyType(Enemy.EnemyTypes.Waver); RandomPickEnemiesWithoutCP(ref enemies, force: true, enemyIndex: 3); // frogger layout = new RoomLayout(enemies); // orb layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6768, -7316, 1952)).Mask(SpawnPlane.Mask_ShieldOrb)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-5607, -7288, 1845)).Mask(SpawnPlane.Mask_ShieldOrb)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-7108, -6459, 1845)).Mask(SpawnPlane.Mask_ShieldOrb)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6823, -4901, 1563)).Mask(SpawnPlane.Mask_ShieldOrb)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-5895, -5014, 1565)).Mask(SpawnPlane.Mask_ShieldOrb)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8377, -6113, 1714)).Mask(SpawnPlane.Mask_ShieldOrb)); // default layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-4284, -5851, 1301), new Vector3f(-5621, -6300, 1302), new Angle(-1.00f, 0.05f)).Mask(SpawnPlane.Mask_Flatground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6459, -6382, 1305), new Vector3f(-5936, -7750, 1302), new Angle(-0.85f, 0.53f)).Mask(SpawnPlane.Mask_Flatground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8312, -6684, 1302), new Vector3f(-7833, -7901, 1302), new Angle(-0.70f, 0.71f)).Mask(SpawnPlane.Mask_Flatground)); // high layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8403, -5657, 1498), new Vector3f(-5265, -5590, 1502), new Angle(-0.74f, 0.67f)).Mask(SpawnPlane.Mask_Highground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-5666, -6600, 1502), new Angle(-0.92f, 0.38f)).Mask(SpawnPlane.Mask_Highground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-7522, -6687, 1498), new Angle(-0.78f, 0.63f)).Mask(SpawnPlane.Mask_Highground)); layout.DoNotReuse(); Rooms.Add(layout); //// Room 2 //// enemies = room_hc_2.ReturnEnemiesInRoom(AllEnemies); List <Tuple <Vector3f, Angle> > Shifters_Room2 = new List <Tuple <Vector3f, Angle> >() { new Tuple <Vector3f, Angle>(new Vector3f(4864, -798, 2797), new Angle(-0.74f, 0.68f)), // lamp post new Tuple <Vector3f, Angle>(new Vector3f(4215, 905, 3376), new Angle(-0.66f, 0.75f)), // far big lab tube structure new Tuple <Vector3f, Angle>(new Vector3f(5616, -2995, 3472), new Angle(-0.87f, 0.50f)), // billboard new Tuple <Vector3f, Angle>(new Vector3f(3880, -5415, 3478), new Angle(0.45f, 0.89f)), // billboard 2 new Tuple <Vector3f, Angle>(new Vector3f(3905, -8080, 2745), new Angle(0.52f, 0.86f)), // boxes near exit new Tuple <Vector3f, Angle>(new Vector3f(6315, -8011, 2818), new Angle(0.94f, 0.35f)), // lab tube near exit new Tuple <Vector3f, Angle>(new Vector3f(6222, -4975, 1497), new Angle(0.95f, 0.33f)), // computers, left new Tuple <Vector3f, Angle>(new Vector3f(5435, -1169, 1367), new Angle(-0.80f, 0.60f)), // near red window new Tuple <Vector3f, Angle>(new Vector3f(4508, -606, 1608), new Angle(-0.79f, 0.61f)), // lab tube under stairs new Tuple <Vector3f, Angle>(new Vector3f(3047, 153, 2238), new Angle(-0.48f, 0.88f)), // big ad monitor new Tuple <Vector3f, Angle>(new Vector3f(4284, -6800, 2502), new Angle(0.68f, 0.73f)) // last platform ledge }; enemies[0] = new EnemyDrone(enemies[0]); enemies[1] = new EnemyDrone(enemies[1]); enemies[2] = new EnemyShifter(enemies[2]).AddFixedSpawnInfoList(ref Shifters_Room2); enemies[3] = new EnemyShifter(enemies[3]).AddFixedSpawnInfoList(ref Shifters_Room2); enemies[4].SetEnemyType(Enemy.EnemyTypes.Waver); RandomPickEnemiesWithoutCP(ref enemies, enemyIndex: 4); // waver RandomPickEnemiesWithoutCP(ref enemies, enemyIndex: 1, force: true); // drone layout = new RoomLayout(enemies); // default layout.AddSpawnPlane(new SpawnPlane(new Vector3f(3982, -5237, 1302), new Vector3f(5344, -1710, 1305), new Angle(-0.72f, 0.69f)) .Mask(SpawnPlane.Mask_Flatground).SetMaxEnemies(5)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(3411, -92, 1902), new Angle(-0.60f, 0.80f)).Mask(SpawnPlane.Mask_Flatground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(4931, 433, 2502), new Vector3f(5637, -498, 2502), new Angle(-0.92f, 0.40f)).Mask(SpawnPlane.Mask_Flatground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6112, -6931, 2502), new Vector3f(5091, -7638, 2502), new Angle(1.00f, 0.03f)).Mask(SpawnPlane.Mask_Flatground)); // high/special layout.AddSpawnPlane(new SpawnPlane(new Vector3f(3126, -6791, 2740), new Angle(0.38f, 0.92f)).Mask(SpawnPlane.Mask_Highground)); // boxes above entry layout.AddSpawnPlane(new SpawnPlane(new Vector3f(5765, -6146, 1302), new Angle(0.78f, 0.62f)).Mask(SpawnPlane.Mask_Highground)); // around left lab tubes // reuse shifter points for (int i = 0; i < Shifters_Room2.Count; i++) { layout.AddSpawnPlane(new SpawnPlane(Shifters_Room2[i].Item1, Shifters_Room2[i].Item2).Mask(SpawnPlane.Mask_Highground)); } // drones layout.AddSpawnPlane(new SpawnPlane(new Vector3f(5077, -7649, 2953), new Angle(0.84f, 0.55f)).Mask(SpawnPlane.Mask_Airborne)); // above exit layout.AddSpawnPlane(new SpawnPlane(new Vector3f(3497, 399, 2953), new Angle(-0.59f, 0.80f)).Mask(SpawnPlane.Mask_Airborne)); // above stairs, right corner Rooms.Add(layout); //// Room 3 //// enemies = room_hc_3.ReturnEnemiesInRoom(AllEnemies); List <Tuple <Vector3f, Angle> > Shifters_Room3 = new List <Tuple <Vector3f, Angle> >() { new Tuple <Vector3f, Angle>(new Vector3f(17071, -11951, 2502), new Angle(0.88f, 0.48f)), // right hallway corner new Tuple <Vector3f, Angle>(new Vector3f(17159, -7749, 2502), new Angle(0.99f, 0.14f)), // end of 1st platform new Tuple <Vector3f, Angle>(new Vector3f(15093, -7805, 2496), new Angle(1.00f, 0.04f)), // platform ledge new Tuple <Vector3f, Angle>(new Vector3f(13055, -6635, 3390), new Angle(-0.98f, 0.18f)), // right billboard new Tuple <Vector3f, Angle>(new Vector3f(14355, -6668, 3390), new Angle(-0.97f, 0.26f)), // right billboard 2 new Tuple <Vector3f, Angle>(new Vector3f(10977, -12438, 2740), new Angle(0.52f, 0.86f)), // boxes near end new Tuple <Vector3f, Angle>(new Vector3f(14630, -12098, 2740), new Angle(0.68f, 0.74f)), // boxes middle new Tuple <Vector3f, Angle>(new Vector3f(15924, -12793, 3429), new Angle(0.76f, 0.65f)), // high billboard/ad new Tuple <Vector3f, Angle>(new Vector3f(10489, -11790, 2578), new Angle(0.01f, 1.00f)), // hallway corner near exit }; enemies[0] = new EnemyShieldOrb(enemies[0]); enemies[1] = new EnemyDrone(enemies[1]); enemies[2] = new EnemyShifter(enemies[2]).AddFixedSpawnInfoList(ref Shifters_Room3); enemies[3] = new EnemyShifter(enemies[3]).AddFixedSpawnInfoList(ref Shifters_Room3); enemies[4].SetEnemyType(Enemy.EnemyTypes.Waver); RandomPickEnemiesWithoutCP(ref enemies, force: true, enemyIndex: 1); // drone // orb layout = new RoomLayout(enemies[0]); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(16280, -12539, 2691))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(16310, -10714, 2959))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(15039, -9824, 2582))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(13861, -6837, 2815))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(11599, -10551, 2785))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(15652, -12369, 2586), new Vector3f(12159, -12671, 2846))); Rooms.Add(layout); // enemies layout = new RoomLayout(enemies.Skip(1).ToList()); // default layout.AddSpawnPlane(new SpawnPlane(new Vector3f(12147, -11543, 2504), new Vector3f(14354, -12122, 2504), new Angle(0.69f, 0.73f)) .Mask(SpawnPlane.Mask_Flatground).SetMaxEnemies(2)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(15686, -11658, 2504), new Vector3f(17032, -12005, 2502), new Angle(0.76f, 0.66f)).Mask(SpawnPlane.Mask_Flatground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(16578, -7197, 2497), new Vector3f(15434, -7737, 2504), new Angle(1.00f, 0.00f)).Mask(SpawnPlane.Mask_Flatground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(11363, -14395, 2504), new Vector3f(10988, -13133, 2504), new Angle(0.70f, 0.71f)).Mask(SpawnPlane.Mask_Flatground)); // high - reuse shifter points for (int i = 0; i < Shifters_Room3.Count; i++) { layout.AddSpawnPlane(new SpawnPlane(Shifters_Room3[i].Item1, Shifters_Room3[i].Item2).Mask(SpawnPlane.Mask_Highground)); } // drones layout.AddSpawnPlane(new SpawnPlane(new Vector3f(11527, -12313, 3111), new Angle(0.47f, 0.88f)).Mask(SpawnPlane.Mask_Airborne)); Rooms.Add(layout); //// EXTRA //// //layout = new RoomLayout(); // above mara //layout.AddSpawnPlane(new SpawnPlane(new Vector3f(18352, -29019, 3338), new Vector3f(18233, -27237, 3338), new Angle(0.82f, 0.58f)).Mask(SpawnPlane.Mask_Airborne).AsVerticalPlane()); //layout.AddSpawnPlane(new SpawnPlane(new Vector3f(16222, -29200, 3134), new Vector3f(16132, -27307, 3134), new Angle(0.54f, 0.84f)).Mask(SpawnPlane.Mask_Airborne).AsVerticalPlane()); //Rooms.Add(layout); }
public void Gen_Hardcore() { List <Enemy> AllEnemies = GetAllEnemies(GameHook.game); Rooms = new List <RoomLayout>(); RoomLayout layout; //// Room 1 //// var enemies = room_HC_1.ReturnEnemiesInRoom(AllEnemies); enemies[0] = new EnemyDrone(enemies[0]); enemies[1].SetEnemyType(EnemyTypes.Splitter); RandomPickEnemiesWithoutCP(ref enemies, force: true); layout = new RoomLayout(enemies); // default layout.AddSpawnPlane(new SpawnPlane(new Vector3f(20372, -159194, -1401), new Vector3f(20358, -158300, -1406), new Angle(-0.03f, 1.00f)) .Mask(SpawnPlane.Mask_Highground).AsVerticalPlane()); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(16283, -161699, -2491), new Vector3f(17048, -160976, -2491), new Angle(0.28f, 0.96f)) .Mask(SpawnPlane.Mask_Flatground).AllowSplitter()); // drones layout.AddSpawnPlane(new SpawnPlane(new Vector3f(11145, -173357, -880), new Angle(0.25f, 0.97f)).Mask(SpawnPlane.Mask_Airborne)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(22151, -158628, -102), new Angle(0.21f, 0.98f)).Mask(SpawnPlane.Mask_Airborne)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(2159, -165656, -1289), new Angle(-0.52f, 0.85f)).Mask(SpawnPlane.Mask_Airborne)); Rooms.Add(layout); CustomCheckPoints.Add(new CustomCP(mapType, new Vector3f(17292, -162103, -1956), new Vector3f(15817, -163058, -2805), new Vector3f(16081, -162398, -2492), new Angle(-0.47f, 0.88f))); //// Room 2 //// enemies = room_HC_2.ReturnEnemiesInRoom(AllEnemies); enemies[0] = new EnemyTurret(enemies[0]); enemies[1] = new EnemyTurret(enemies[1]); enemies[2] = new EnemyShieldOrb(enemies[2]); RandomPickEnemiesWithoutCP(ref enemies, enemyIndex: 4); // pistol RandomPickEnemiesWithoutCP(ref enemies, enemyIndex: 0); // turret // orb layout = new RoomLayout(enemies.Where(x => x is EnemyShieldOrb).First()); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6152, -160976, -1188))); // default layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-7151, -163770, -1801))); // right of zipline layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-4205, -163386, -2299))); // floating between platforms, under grapple layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-7105, -167582, -1964))); // zipline 90 corner layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-4821, -161519, -1043))); // wall layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-5500, -164875, -2134))); // floating behind neon sign layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6144, -161120, -799))); // rooftop above default Rooms.Add(layout); enemies.Remove(enemies.Where(x => x is EnemyShieldOrb).First()); // enemies layout = new RoomLayout(enemies); // default layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2837, -161806, -1611), new Vector3f(-6734, -162384, -1611), new Angle(-0.52f, 0.86f)) .Mask(SpawnPlane.Mask_Flatground).SetMaxEnemies(3).AllowSplitter()); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6154, -166094, -2211), new Vector3f(-3888, -167198, -2191), new Angle(-0.01f, 1.00f)) .Mask(SpawnPlane.Mask_Flatground).SetMaxEnemies(2).AllowSplitter()); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-4310, -165849, -2211), new Vector3f(-3764, -164550, -2191), new Angle(-0.71f, 0.70f)).Mask(SpawnPlane.Mask_Flatground)); // high/special layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-4640, -164518, -1602), new Angle(-0.18f, 0.98f)).Mask(SpawnPlane.Mask_Highground)); // neon sign in middle layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2986, -166533, -1141), new Angle(-0.16f, 0.99f)).Mask(SpawnPlane.Mask_Highground)); // billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-7115, -162544, -1045), new Angle(-0.47f, 0.88f)).Mask(SpawnPlane.Mask_HighgroundLimited)); // zipline pole layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-3639, -162424, -1258), new Angle(-0.59f, 0.80f)).Mask(SpawnPlane.Mask_Highground)); // city ad layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2430, -161829, -1043), new Angle(-0.39f, 0.92f)).Mask(SpawnPlane.Mask_HighgroundLimited)); // zipline pole 2 // turrets layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-4467, -164457, -2191), new Angle(-0.54f, 0.84f)).Mask(SpawnPlane.Mask_Turret) .SetSpawnInfo(new TurretSpawnInfo { HorizontalAngle = 10, HorizontalSpeed = 20, VerticalAngle = 5 })); // default platform corner layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2489, -162374, -1591), new Angle(1.00f, 0.09f)).Mask(SpawnPlane.Mask_Turret) .SetSpawnInfo(new TurretSpawnInfo { HorizontalAngle = 0, HorizontalSpeed = 0, VerticalAngle = 5 })); // exit platform, near zipline layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6289, -161081, -1611), new Angle(-0.72f, 0.69f)).Mask(SpawnPlane.Mask_Turret) .SetSpawnInfo(new TurretSpawnInfo { HorizontalAngle = 30, HorizontalSpeed = 40, VerticalAngle = 5 })); // near exit layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6522, -166968, -2191), new Angle(0.66f, 0.75f)).Mask(SpawnPlane.Mask_Turret) .SetSpawnInfo(new TurretSpawnInfo { HorizontalAngle = 0, HorizontalSpeed = 0, VerticalAngle = 12 })); // first platform, right far corner layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-7429, -164705, -2101), new Angle(0.50f, 0.86f)).Mask(SpawnPlane.Mask_Turret) .SetSpawnInfo(new TurretSpawnInfo { HorizontalAngle = 20, HorizontalSpeed = 20, VerticalAngle = 23 })); // net/fence wall near exit, right of zipline // drones layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6368, -162295, -1062), new Vector3f(-2909, -161733, -871), new Angle(-0.73f, 0.69f)).Mask(SpawnPlane.Mask_Airborne)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6294, -163232, -1390), new Vector3f(-5787, -166775, -1390), new Angle(-0.01f, 1.00f)).Mask(SpawnPlane.Mask_Airborne)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-4794, -167849, -1390), new Angle(0.16f, 0.99f)).Mask(SpawnPlane.Mask_Airborne)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2711, -162876, -1055), new Angle(-0.41f, 0.91f)).Mask(SpawnPlane.Mask_Airborne)); Rooms.Add(layout); //// Room 3 //// enemies = room_HC_3.ReturnEnemiesInRoom(AllEnemies); enemies[0] = new EnemyTurret(enemies[0]); enemies[1] = new EnemyTurret(enemies[1]); enemies[2].SetEnemyType(EnemyTypes.Waver); enemies[3].SetEnemyType(EnemyTypes.Waver); enemies[5].SetEnemyType(EnemyTypes.Weeb); RandomPickEnemiesWithoutCP(ref enemies, force: true); layout = new RoomLayout(enemies); // default layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-9584, -163504, -1651), new Vector3f(-10005, -162787, -1651), new Angle(0.72f, 0.69f)).Mask(SpawnPlane.Mask_Flatground).AllowSplitter()); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-10144, -160860, -1651), new Angle(-0.70f, 0.71f)).Mask(SpawnPlane.Mask_Flatground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12161, -161969, -1647), new Vector3f(-10988, -162483, -1647), new Angle(0.01f, 1.00f)).Mask(SpawnPlane.Mask_Flatground).AllowSplitter()); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-13875, -162394, -1647), new Vector3f(-13241, -161806, -1647), new Angle(0.01f, 1.00f)).Mask(SpawnPlane.Mask_Flatground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-17017, -162299, -1647), new Vector3f(-15992, -161779, -1647), new Angle(-0.01f, 1.00f)).Mask(SpawnPlane.Mask_Flatground).AllowSplitter()); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12174, -162915, -1651), new Angle(0.37f, 0.93f)).Mask(SpawnPlane.Mask_Flatground)); // high/special layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-14173, -162144, -1199), new Angle(0.03f, 1.00f)).Mask(SpawnPlane.Mask_Highground)); // rooftop layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12536, -162454, -1342), new Vector3f(-12586, -161754, -1340), new Angle(0.01f, 1.00f)) .Mask(SpawnPlane.Mask_Highground).AsVerticalPlane()); // gateway arch layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-17966, -162279, -1244), new Angle(0.04f, 1.00f)).Mask(SpawnPlane.Mask_Highground)); // umbrella end layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-14240, -161740, -1025), new Angle(-0.05f, 1.00f)).Mask(SpawnPlane.Mask_HighgroundLimited)); // street light layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-18119, -158765, -770), new Angle(-0.48f, 0.88f)).Mask(SpawnPlane.Mask_Highground)); // shuriken target box layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11940, -163003, -1140), new Angle(0.42f, 0.91f)).Mask(SpawnPlane.Mask_Highground)); // rooftop layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11741, -161557, -1292), new Angle(-0.21f, 0.98f)).Mask(SpawnPlane.Mask_Highground)); // city ad // turrets layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11205, -163541, -1629), new Angle(0.89f, 0.46f)).Mask(SpawnPlane.Mask_Turret) .SetSpawnInfo(new TurretSpawnInfo { HorizontalAngle = 20, HorizontalSpeed = 10, VerticalAngle = 10 })); // behind right building layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12258, -163524, -1139), new Angle(0.91f, 0.41f)).Mask(SpawnPlane.Mask_Turret) .SetSpawnInfo(new TurretSpawnInfo { HorizontalAngle = 30, HorizontalSpeed = 20, VerticalAngle = -5 })); // rooftop layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-10810, -162952, -841), new Angle(0.97f, 0.24f)).Mask(SpawnPlane.Mask_Turret) .SetSpawnInfo(new TurretSpawnInfo { HorizontalAngle = 10, HorizontalSpeed = 5, VerticalAngle = -5 })); // building rooftop layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-15700, -162602, -1641), new Angle(0.78f, 0.63f)).Mask(SpawnPlane.Mask_Turret) .SetSpawnInfo(new TurretSpawnInfo { HorizontalAngle = 0, HorizontalSpeed = 0, VerticalAngle = 0, VisibleLaserLength = 0 })); // ninja behind last small building // drones layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-18062, -160207, -1379), new Vector3f(-15594, -160997, -938), new Angle(-0.24f, 0.97f)).Mask(SpawnPlane.Mask_Airborne)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-13518, -163157, -893), new Angle(0.30f, 0.95f)).Mask(SpawnPlane.Mask_Airborne)); Rooms.Add(layout); //// Room 4 - Train //// enemies = room_HC_4.ReturnEnemiesInRoom(AllEnemies); enemies[0].SetEnemyType(EnemyTypes.Splitter); enemies[2].SetEnemyType(EnemyTypes.Waver); RandomPickEnemiesWithoutCP(ref enemies, force: true); layout = new RoomLayout(enemies); // default layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12322, 149132, 318), new Vector3f(-11349, 145602, 318), new Angle(-0.70f, 0.71f)) .Mask(SpawnPlane.Mask_Flatground).SetMaxEnemies(4).AllowSplitter()); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11374, 144494, 308), new Angle(0.92f, 0.39f)).Mask(SpawnPlane.Mask_Highground)); // high/special layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11374, 144494, 308), new Angle(0.92f, 0.39f)).Mask(SpawnPlane.Mask_Highground)); // crate layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12190, 142962, 893), new Angle(-0.65f, 0.76f)).Mask(SpawnPlane.Mask_Highground)); // red crate // additional (drones) layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12227, 148569, 1005), new Vector3f(-11480, 145808, 1180), new Angle(-0.69f, 0.72f)).Mask(SpawnPlane.Mask_Airborne)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11193, 141624, 1425), new Angle(-0.91f, 0.41f)).Mask(SpawnPlane.Mask_Airborne)); // additional (turrets) layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12213, 143296, 303), new Angle(0.67f, 0.74f)).Mask(SpawnPlane.Mask_Turret) .SetSpawnInfo(new TurretSpawnInfo { HorizontalAngle = 0, HorizontalSpeed = 0, VerticalAngle = 5 })); // behind crates Rooms.Add(layout); //// Room 5 - Train //// enemies = room_HC_5.ReturnEnemiesInRoom(AllEnemies); enemies[0] = new EnemyShieldOrb(enemies[0]); enemies[2].SetEnemyType(EnemyTypes.Weeb); enemies[3].SetEnemyType(EnemyTypes.Weeb); // lonely weeb in next section, no cp needed enemies.Where(x => x.enemyType == EnemyTypes.Weeb && x.Pos.Y > 178000).ToList().ForEach(x => { EnemiesWithoutCP.Add(x); enemies.Remove(x); }); layout = new RoomLayout(enemies); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11495, 175989, 878), new Vector3f(-11495, 176952, 877)).Mask(SpawnPlane.Mask_ShieldOrb)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11438, 175606, 424)).Mask(SpawnPlane.Mask_ShieldOrb)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12389, 177656, 485)).Mask(SpawnPlane.Mask_ShieldOrb)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11918, 175233, 318), new Vector3f(-12367, 177373, 317), new Angle(-0.70f, 0.71f)).Mask(SpawnPlane.Mask_Flatground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11244, 177967, 360), new Angle(-0.89f, 0.46f)).Mask(SpawnPlane.Mask_Highground)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11488, 178074, 661), new Angle(-0.76f, 0.65f)).Mask(SpawnPlane.Mask_Highground)); layout.DoNotReuse(); Rooms.Add(layout); //// Room 6 - Train //// enemies = room_HC_6.ReturnEnemiesInRoom(AllEnemies); // all uzi int r = Config.GetInstance().r.Next(1, 4); for (int i = 0; i < r; i++) { RandomPickEnemiesWithoutCP(ref enemies, force: true); } layout = new RoomLayout(enemies); // default layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11558, 196728, 318), new Vector3f(-12011, 201301, 318), new Angle(-0.71f, 0.71f)) .Mask(SpawnPlane.Mask_Flatground).SetMaxEnemies(5).AllowSplitter()); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11798, 201592, 893), new Angle(-0.70f, 0.72f)).Mask(SpawnPlane.Mask_Highground)); // red boxes Rooms.Add(layout); //// Room 7 //// enemies from Hel level enemies = room_HC_7.ReturnEnemiesInRoom(AllEnemies); enemies.ForEach(x => { x.SetEnemyType(EnemyTypes.Drone); x.DisableAttachedCP(GameHook.game); }); EnemiesWithoutCP.AddRange(enemies); #region Uplinks // shuriken for fan NonPlaceableObject uplink = new UplinkShurikens(0x10, 0x368); uplink.AddSpawnInfo(new UplinkShurikensSpawnInfo { MaxAttacks = 1, Duration = 1 }); worldObjects.Add(uplink); // train slowmo uplink = new UplinkSlowmo(0x18, 0x1F8, 0xA0); uplink.AddSpawnInfo(new UplinkSlowmoSpawnInfo { TotalTime = 3 }); worldObjects.Add(uplink); #endregion }
public void Gen_Normal() { List <Enemy> AllEnemies = GetAllEnemies(GameHook.game, 0, 6); AllEnemies.AddRange(GetAllEnemies(GameHook.game, 8, 11)); Rooms = new List <RoomLayout>(); RoomLayout layout; List <Enemy> enemies; // drones enemies = room_1.ReturnEnemiesInRoom(AllEnemies); enemies[0] = new EnemyDrone(enemies[0]); enemies[1] = new EnemyDrone(enemies[1]); EnemiesWithoutCP.AddRange(enemies); enemies = room_2.ReturnEnemiesInRoom(AllEnemies); enemies[0] = new EnemyDrone(enemies[0]); layout = new RoomLayout(enemies[0]); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(6299, -173453, -1379), new Vector3f(7884, -171472, -787))); layout.Mask(SpawnPlane.Mask_Airborne); Rooms.Add(layout); enemies = room_3.ReturnEnemiesInRoom(AllEnemies); enemies[0] = new EnemyDrone(enemies[0]); enemies[4].SetEnemyType(EnemyTypes.Weeb); layout = new RoomLayout(enemies); //drone planes layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-3380, -162846, -1032), new Vector3f(-1529, -164636, -532), new Angle(-0.34f, 0.94f)).Mask(SpawnPlane.Mask_Airborne)); //near left billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6211, -163236, -1457), new Vector3f(-4321, -164490, -618), new Angle(-0.01f, 1.00f)).Mask(SpawnPlane.Mask_Airborne)); //between grapple point and door layout.AddSpawnPlane(new SpawnPlane(new Vector3f(2870, -164751, -1396), new Vector3f(841, -166047, -595), new Angle(-0.52f, 0.85f)).Mask(SpawnPlane.Mask_Airborne).setDiff(1)); //left of the cp point layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-5800, -166436, -1140), new Vector3f(-3738, -168281, -544), new Angle(-0.08f, 1.00f)).Mask(SpawnPlane.Mask_Airborne).setDiff(1)); //above pistol+uzi plane layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-1894, -162544, -1383), new Angle(-0.30f, 0.96f)).Mask(SpawnPlane.Mask_Airborne).setDiff(0)); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-4854, -161955, -1196), new Angle(-0.38f, 0.92f)).Mask(SpawnPlane.Mask_Airborne).setDiff(0)); //pistols +uzi+weeb layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2262, -165921, -1065), new Angle(-0.14f, 0.99f)).Mask(SpawnPlane.Mask_HighgroundLimited).setDiff(1)); //pole between billboards layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6285, -161101, -799), new Angle(-0.55f, 0.84f)).Mask(SpawnPlane.Mask_HighgroundLimited)); // above shuriken layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6987, -162593, -1043), new Angle(0.02f, 1.00f)).Mask(SpawnPlane.Mask_HighgroundLimited)); //zipline pole near door layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-1224, -165351, -1141), new Vector3f(-3209, -165362, -1141), new Angle(-0.17f, 0.99f)) .AsVerticalPlane().Mask(SpawnPlane.Mask_HighgroundLimited).setDiff(1)); //left billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-2422, -161895, -1043), new Angle(-0.70f, 0.72f)).Mask(SpawnPlane.Mask_HighgroundLimited)); //end of zipline on weeb platform layout.AddSpawnPlane(new SpawnPlane(new Vector3f(232, -165490, -2201), new Vector3f(-392, -167449, -2201), new Angle(-0.41f, 0.91f)).Mask(SpawnPlane.Mask_Highground)); //platform near cp layout.AddSpawnPlane(new SpawnPlane(new Vector3f(2087, -166558, -971), new Angle(-0.24f, 0.97f)).Mask(SpawnPlane.Mask_HighgroundLimited).setDiff(1)); //pole near cp layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-4725, -165273, -611), new Angle(0.03f, 1.00f)).Mask(SpawnPlane.Mask_HighgroundLimited).setDiff(1)); //sigh in the middle //defualt planes layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6153, -167230, -2191), new Vector3f(-3729, -166006, -2192), new Angle(0.24f, 0.97f)).SetMaxEnemies(2).Mask(SpawnPlane.Mask_Flatground)); //pistol+uzi layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-4328, -164639, -2191), new Vector3f(-3766, -165860, -2191), new Angle(0.01f, 1.00f)).Mask(SpawnPlane.Mask_Flatground)); //uzi near drone layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6809, -161689, -1611), new Vector3f(-4012, -162393, -1611), new Angle(-0.31f, 0.95f)).Mask(SpawnPlane.Mask_Flatground)); //weeb plane Rooms.Add(layout); //delete additional cp in that section??? DisableCP(new DeepPointer(PtrDB.DP_Faster_Train1_CP)); enemies = room_4.ReturnEnemiesInRoom(AllEnemies); enemies[1].SetEnemyType(EnemyTypes.Weeb); enemies[2].SetEnemyType(EnemyTypes.Weeb); layout = new RoomLayout(enemies); //air spawns layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11564, 149494, 1110), new Vector3f(-12251, 140205, 1110), new Angle(-0.73f, 0.68f)).SetMaxEnemies(2).Mask(SpawnPlane.Mask_Airborne)); //air spawn for drones layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11798, 138623, 340), new Angle(-0.71f, 0.71f)).Mask(SpawnPlane.Mask_Flatground)); //in front of the spawn layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11814, 135849, 1018), new Angle(0.70f, 0.72f)).Mask(SpawnPlane.Mask_HighgroundLimited)); //behind the spawn layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11686, 141284, 893), new Angle(-0.72f, 0.69f)).Mask(SpawnPlane.Mask_HighgroundLimited)); //first boxes layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11804, 142467, 299), new Angle(-0.71f, 0.70f)).Mask(SpawnPlane.Mask_Flatground)); //between the boxes layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11797, 150242, 1243), new Angle(-0.70f, 0.71f)).Mask(SpawnPlane.Mask_HighgroundLimited)); //above door layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11792, 178094, 1243), new Angle(-0.70f, 0.71f)).Mask(SpawnPlane.Mask_HighgroundLimited)); //above door 2 //default planes layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12363, 145626, 318), new Vector3f(-11238, 148925, 318), new Angle(-0.70f, 0.71f)).SetMaxEnemies(2).Mask(SpawnPlane.Mask_Flatground)); Rooms.Add(layout); enemies = room_5.ReturnEnemiesInRoom(AllEnemies); enemies[0].SetEnemyType(EnemyTypes.Waver); enemies[1].SetEnemyType(EnemyTypes.Weeb); RandomPickEnemiesWithoutCP(ref enemies, force: true, removeCP: false); layout = new RoomLayout(enemies); //air spawns layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11008, 177873, 1109), new Vector3f(-12534, 175725, 1109), new Angle(-0.68f, 0.73f)).SetMaxEnemies(2).Mask(SpawnPlane.Mask_Airborne)); //air spawn layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-10924, 178352, 336), new Angle(-0.75f, 0.66f)).Mask(SpawnPlane.Mask_Flatground)); //nearzipline layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11280, 175423, 318), new Vector3f(-11537, 175892, 318), new Angle(-0.87f, 0.49f)).Mask(SpawnPlane.Mask_Flatground)); //between pipes //deafult planes layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11903, 177370, 335), new Vector3f(-12342, 175403, 318), new Angle(-0.71f, 0.71f)).Mask(SpawnPlane.Mask_Flatground)); //weeb plane layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12157, 178006, 365), new Vector3f(-11460, 177654, 361), new Angle(-0.69f, 0.72f)).Mask(SpawnPlane.Mask_Flatground)); //waver plane Rooms.Add(layout); //Delete cp before EoL ModifyCP(new DeepPointer(PtrDB.DP_Faster_TrainLast_CP), new Vector3f(0, 0, 0), GameHook.game); enemies = room_6.ReturnEnemiesInRoom(AllEnemies); enemies[1].SetEnemyType(EnemyTypes.Weeb); enemies[2].SetEnemyType(EnemyTypes.Weeb); enemies[3].SetEnemyType(EnemyTypes.Weeb); layout = new RoomLayout(enemies); //air spawns layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11114, 198101, 1245), new Vector3f(-12437, 196885, 1245), new Angle(-0.70f, 0.71f)).Mask(SpawnPlane.Mask_Airborne)); //first plafrom air layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11120, 203207, 1245), new Vector3f(-12367, 199525, 1245), new Angle(-0.71f, 0.70f)).Mask(SpawnPlane.Mask_Airborne)); //second platform air layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11753, 201524, 893), new Angle(-0.70f, 0.71f)).Mask(SpawnPlane.Mask_HighgroundLimited)); //boxes neardoor layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12289, 201724, 317), new Angle(-0.69f, 0.72f)).Mask(SpawnPlane.Mask_Flatground)); //right side of boxes layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11436, 203800, 359), new Vector3f(-12135, 203572, 359), new Angle(-0.71f, 0.70f)).Mask(SpawnPlane.Mask_Flatground)); //before EoL //deafult planes layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11265, 198217, 318), new Vector3f(-12308, 197556, 318), new Angle(-0.70f, 0.72f)).Mask(SpawnPlane.Mask_Flatground)); //1 weeb layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11236, 201290, 318), new Vector3f(-12436, 199282, 317), new Angle(-0.72f, 0.70f)).SetMaxEnemies(2).Mask(SpawnPlane.Mask_Flatground)); //weeb+frogger Rooms.Add(layout); //random spots layout = new RoomLayout(); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-17479, -142371, -2700), new Angle(-0.72f, 0.70f)).Mask(SpawnPlane.Mask_Airborne).setDiff(1)); //slide section before second shuriken layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-10730, -161776, -1647), new Vector3f(-9819, -162463, -1647), new Angle(0.00f, 1.00f)).Mask(SpawnPlane.Mask_Flatground)); //after 1 fight layout.AddSpawnPlane(new SpawnPlane(new Vector3f(12121, -171111, -763), new Angle(0.20f, 0.98f)).Mask(SpawnPlane.Mask_Airborne)); //near second billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(27927, -152787, 605), new Angle(0.70f, 0.72f)).Mask(SpawnPlane.Mask_Highground)); //hel platform layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11928, 151164, 340), new Angle(-0.66f, 0.75f)).Mask(SpawnPlane.Mask_Flatground)); //collectible room layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11749, 179582, 1307), new Angle(0.72f, 0.70f)).Mask(SpawnPlane.Mask_Airborne)); //after second train fight Rooms.Add(layout); #region Billboards Billboard board1 = new Billboard(0x0, 0x320); board1.AddSpawnInfo(new BillboardSpawnInfo { Time1 = 3, Angle1 = 270, Time2 = 1, Angle2 = 90 }); board1.AddSpawnInfo(new BillboardSpawnInfo { Time1 = 3, Angle1 = -45, Time2 = 1, Angle2 = 45 }); board1.AddSpawnInfo(new BillboardSpawnInfo { Time1 = 2, Angle1 = 970, Time2 = 1, Angle2 = 110 }); board1.AddSpawnInfo(new BillboardSpawnInfo { Time1 = 2.25f, Angle1 = -1140, Time2 = 1, Angle2 = 60 }); board1.AddSpawnInfo(new BillboardSpawnInfo { Time1 = 1, Angle1 = 0, Time2 = 1, Angle2 = 0 }.SetRarity(0.05)); board1.AddSpawnInfo(new BillboardSpawnInfo { Time1 = 500, Angle1 = 200000, Time2 = 1, Angle2 = 90 }.SetRarity(0.05)); board1.AddSpawnInfo(new BillboardSpawnInfo()); worldObjects.Add(board1); Billboard board2 = new Billboard(0x0, 0x138); board2.AddSpawnInfo(new BillboardSpawnInfo { Time1 = 4, Angle1 = -40, Time2 = 0.5f, Angle2 = 40 }); board2.AddSpawnInfo(new BillboardSpawnInfo { Time1 = 4, Angle1 = 320, Time2 = 0.5f, Angle2 = 40 }); board2.AddSpawnInfo(new BillboardSpawnInfo { Time1 = 1, Angle1 = 700, Time2 = 0.5f, Angle2 = 20 }); board2.AddSpawnInfo(new BillboardSpawnInfo { Time1 = 1.25f, Angle1 = -1160, Time2 = 0.5f, Angle2 = 80 }); board2.AddSpawnInfo(new BillboardSpawnInfo { Time1 = 0.25f, Angle1 = 60, Time2 = 500, Angle2 = 0 }); board2.AddSpawnInfo(new BillboardSpawnInfo { Time1 = 500, Angle1 = 200000, Time2 = 1, Angle2 = 90 }.SetRarity(0.05)); board2.AddSpawnInfo(new BillboardSpawnInfo()); worldObjects.Add(board2); #endregion #region Jump NonPlaceableObject uplink = new UplinkJump(0x0, 0xFD8); var jumpSpawn = new UplinkJumpSpawnInfo { TimeToActivate = 3, JumpMultiplier = 7 }; uplink.AddSpawnInfo(jumpSpawn); jumpSpawn = new UplinkJumpSpawnInfo { TimeToActivate = Config.GetInstance().r.Next(3, 51) / 10, JumpMultiplier = 6, JumpForwardMultiplier = 1, JumpGravity = 15 }; uplink.AddSpawnInfo(jumpSpawn); jumpSpawn = new UplinkJumpSpawnInfo { TimeToActivate = Config.GetInstance().r.Next(3, 6) / 10, JumpMultiplier = 2, JumpForwardMultiplier = 8 }; uplink.AddSpawnInfo(jumpSpawn); jumpSpawn = new UplinkJumpSpawnInfo(); jumpSpawn.TimeToActivate = Config.GetInstance().r.Next(3, 51) / 10; jumpSpawn.JumpMultiplier = Config.GetInstance().r.Next(1, 11); jumpSpawn.JumpForwardMultiplier = Config.GetInstance().r.Next(0, 16) - 8; jumpSpawn.JumpGravity = Config.GetInstance().r.Next(2, 13); jumpSpawn.SetRarity(0.1); uplink.AddSpawnInfo(jumpSpawn); //default uplink.AddSpawnInfo(new UplinkJumpSpawnInfo()); worldObjects.Add(uplink); #endregion #region shuriken1 uplink = new UplinkShurikens(0x8, 0x498); uplink.AddSpawnInfo(new UplinkShurikensSpawnInfo { Duration = 50, MaxAttacks = 3 }); uplink.AddSpawnInfo(new UplinkShurikensSpawnInfo { Duration = 2, MaxAttacks = 10 }); uplink.AddSpawnInfo(new UplinkShurikensSpawnInfo { Duration = Config.GetInstance().r.Next(1, 11), MaxAttacks = Config.GetInstance().r.Next(1, 21) }); uplink.AddSpawnInfo(new UplinkShurikensSpawnInfo { Duration = 3600, MaxAttacks = 3600 }.SetRarity(0.05)); //default uplink.AddSpawnInfo(new UplinkShurikensSpawnInfo()); worldObjects.Add(uplink); #endregion #region Targets worldObjects.Add(new ShurikenTarget(0x10, 0xc98).AddSpawnInfo(new ShurikenTargetSpawnInfo { HitsNeeded = Config.GetInstance().r.Next(1, 4) })); worldObjects.Add(new ShurikenTarget(0x10, 0xd00).AddSpawnInfo(new ShurikenTargetSpawnInfo { HitsNeeded = Config.GetInstance().r.Next(1, 4) })); worldObjects.Add(new ShurikenTarget(0x10, 0xcf8).AddSpawnInfo(new ShurikenTargetSpawnInfo { HitsNeeded = Config.GetInstance().r.Next(1, 4) })); worldObjects.Add(new ShurikenTarget(0x10, 0xcf0).AddSpawnInfo(new ShurikenTargetSpawnInfo { HitsNeeded = Config.GetInstance().r.Next(1, 4) })); worldObjects.Add(new ShurikenTarget(0x10, 0xce8).AddSpawnInfo(new ShurikenTargetSpawnInfo { HitsNeeded = Config.GetInstance().r.Next(1, 4) })); worldObjects.Add(new ShurikenTarget(0x10, 0xce0).AddSpawnInfo(new ShurikenTargetSpawnInfo { HitsNeeded = Config.GetInstance().r.Next(1, 4) })); #endregion }
public void Gen_Normal() { List <Enemy> AllEnemies = GetAllEnemies(GameHook.game); Rooms = new List <RoomLayout>(); RoomLayout layout; List <Enemy> enemies = room_1.ReturnEnemiesInRoom(AllEnemies); enemies.AddRange(room_5.ReturnEnemiesInRoom(AllEnemies)); RandomPickEnemiesWithoutCP(ref enemies, force: true, removeCP: false); RandomPickEnemiesWithoutCP(ref enemies, force: true, removeCP: false); RandomPickEnemiesWithoutCP(ref enemies, force: true, removeCP: false); //// room 2 layout //// layout = new RoomLayout(room_2.ReturnEnemiesInRoom(AllEnemies)); //pistols layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-21196, -18213, 2188), new Angle(0.32f, 0.95f))); //box near cp layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-24745, -17806, 2078), new Angle(-0.18f, 0.98f))); //box on the left layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-25774, -20884, 3251), new Angle(0.25f, 0.97f)).setDiff(1)); //on right grapple line layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-25041, -19397, 2438), new Angle(0.07f, 1.00f))); //box near middle guy layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-24383, -17169, 1583), new Vector3f(-23624, -17782, 1598), new Angle(-0.24f, 0.97f))); //guy on the left spawn plane layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-24817, -20152, 1958), new Vector3f(-26861, -19575, 1958), new Angle(-0.01f, 1.00f))); //middle guy spawn plane layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-27271, -21702, 2508), new Vector3f(-26087, -22419, 2523), new Angle(0.37f, 0.93f))); //guy on the right spawn plane layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-28177, -17552, 2254), new Vector3f(-27686, -18289, 2205), new Angle(-0.02f, 1.00f))); //far guy spawn plane layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-28915, -20519, 2568), new Vector3f(-27719, -19575, 2568), new Angle(-0.02f, 1.00f))); //near button layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-26610, -20559, 3383), new Angle(0.16f, 0.99f)).setDiff(1)); //on crane near button layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-23195, -20494, 2638), new Vector3f(-24397, -20477, 2638), new Angle(0.25f, 0.97f)).SetMaxEnemies(2).setDiff(1)); //billboard on the right Rooms.Add(layout); //// room 3 layout //// layout = new RoomLayout(room_3.ReturnEnemiesInRoom(AllEnemies)); // 5 pistols layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-33411, -10404, 6202), new Vector3f(-35089, -9769, 6202), new Angle(0.68f, 0.73f))); //closer right platformspawn plane layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-37399, -10206, 6198), new Vector3f(-40051, -9827, 6203), new Angle(0.23f, 0.97f))); //far right platform spawn plane layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-38782, -8209, 6203), new Vector3f(-40321, -7547, 6203), new Angle(0.01f, 1.00f))); //far middle platform spawn plane layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-33776, -8237, 6194), new Vector3f(-36841, -7593, 6194), new Angle(0.0f, 1.00f))); //closer middle platform spawn plane layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-36922, -5423, 6198), new Vector3f(-34115, -5995, 6202), new Angle(-0.68f, 0.74f))); //closer left platformspawn plane layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-40545, -5525, 6195), new Vector3f(-38839, -6006, 6202), new Angle(-0.03f, 1.00f))); //far left platform spawn plane layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-37883, -7182, 6881), new Angle(-0.09f, 1.00f))); //billboard in the middle layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-36108, -10755, 6917), new Angle(0.38f, 0.93f))); //billboard on the right layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-37630, -5086, 6880), new Angle(-0.26f, 0.96f))); //billboard on the left layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-35764, -9000, 7410), new Vector3f(-38934, -9000, 7410), new Angle(0.09f, 1.00f)).SetMaxEnemies(2).setDiff(1)); //grapples line on the right layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-35077, -6800, 7410), new Vector3f(-36823, -6800, 7410), new Angle(-0.11f, 0.99f)).setDiff(1)); //grapples line on the left Rooms.Add(layout); //// room 4 layout //// enemies = room_4.ReturnEnemiesInRoom(AllEnemies); EnemyShieldOrb shieldOrb1 = new EnemyShieldOrb(enemies[0]); shieldOrb1.HideBeam_Range(0, 2); shieldOrb1.HideBeam_Range(1, 2); shieldOrb1.LinkObject(2); layout = new RoomLayout(shieldOrb1); //orb layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-65251, -20095, 10823), new Vector3f(-66206, -19589, 11027))); //near most left enemy layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-62300, -26600, 10131), new Vector3f(-62300, -25600, 10564)).setDiff(1)); //back side of the billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-63103, -27335, 10716)).setDiff(1)); //top of the second billboard layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-65438, -25916, 12028))); //uptop moving platform on the right layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-67475, -23533, 9396), new Vector3f(-67475, -22526, 9750))); //billboard near exit layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-68975, -23056, 9508))); // near door, on moving platform Rooms.Add(layout); layout = new RoomLayout(enemies.Skip(1).ToList()); //4 pistols + 1 uzi layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-67825, -21555, 11403), new Vector3f(-66226, -21555, 11403), new Angle(-0.08f, 1.00f)).setDiff(1)); //uptop left grapple point layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-67865, -24555, 11413), new Vector3f(-66417, -24555, 11413), new Angle(0.11f, 0.99f)).setDiff(1)); //uptop right grapple point layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-62400, -23965, 10563), new Vector3f(-62400, -21730, 10563), new Angle(0.00f, 1.00f)).SetMaxEnemies(2).setDiff(1)); //grapple line layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-60731, -24760, 10355), new Angle(0.72f, 0.70f)).setDiff(1)); //billboard on the way to that lost pistol layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-64572, -23000, 9968), new Vector3f(-63646, -23000, 9968), new Angle(0.02f, 1.00f))); //left cargo layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-64530, -24300, 9968), new Vector3f(-63576, -24300, 9968), new Angle(0.29f, 0.96f))); //right cargo layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-68054, -19559, 10152), new Vector3f(-67168, -20614, 10152)).RandomAngle()); //upper left enemy spawn plane layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-67327, -21076, 9465), new Vector3f(-66308, -22052, 9472), new Angle(-0.37f, 0.93f))); //bottom left enemy spawn plane layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-68105, -25048, 9452), new Vector3f(-66263, -24006, 9452), new Angle(0.00f, 1.00f))); //bottom right enemy spawn plane layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-67064, -26495, 10153), new Vector3f(-66309, -25499, 10154), new Angle(0.20f, 0.98f))); //upper right enemy spawn plane layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-64454, -26275, 10162), new Vector3f(-63856, -25658, 10163), new Angle(0.46f, 0.89f))); //closer right enemy spawn plane Rooms.Add(layout); //// EXTRA //// layout = new RoomLayout(); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-17322, -17173, 888), new Angle(0.04f, 1.00f))); // Room 1 layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-27473, -10452, 5892), new Angle(-0.99f, 0.12f))); // Between Room 2 & 3 layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-30844, -7872, 6513), new Angle(0.02f, 1.00f))); // Between Room 2 & 3 layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-46950, -8139, 7306), new Angle(0.02f, 1.00f))); // before button room layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-46447, -19445, 8274), new Angle(0.45f, 0.89f))); // lasers room layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-54132, -19711, 9600), new Angle(0.15f, 0.99f))); // after lasers room layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-58270, -21755, 9548), new Angle(0.59f, 0.81f))); // hallway before last fight room layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-75493, -18342, 11185), new Angle(-0.23f, 0.97f))); // before elevator layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-78881, -14708, 13053), new Angle(-0.06f, 1.00f))); // elevator hallway Rooms.Add(layout); }
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 }
protected override void Gen_PerRoom() { Rooms = new List <RoomLayout>(); RoomLayout layout; ///// SECTION 1 ///// List <WorldObject> orbs = new List <WorldObject>(); orbs.Add(new CVOrb(0x3D0, 0x830, 0xA8)); orbs.Add(new CVOrb(0x3C8, 0x830, 0xC0)); orbs.Add(new CVOrb(0x3B8, 0x830, 0xF0)); orbs.Add(new CVOrb(0x3C0, 0x830, 0xD8)); layout = new RoomLayout(orbs); // default layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8544, 31522, 398), new Vector3f(-6934, 30261, 398))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6883, 27798, 398), new Vector3f(-8493, 26694, 398))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-10379, 26737, 1648), new Vector3f(-11499, 27674, 1648))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8092, 34847, 398), new Vector3f(-7551, 35312, 398))); // railing corners layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8808, 32014, 641))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8400, 34694, 685))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8410, 35506, 627))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-7201, 35500, 617))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-7196, 34715, 702))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8810, 29683, 676))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8795, 28098, 591))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6542, 28075, 722))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6557, 26365, 692))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8789, 26353, 696))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-10053, 26384, 1917))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11795, 26379, 1970))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-11790, 28088, 1925))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-10049, 28084, 1912))); // special layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6776, 29796, 858))); // main platform, left corner rock layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-6529, 32504, 315))); // main platform, right corner, over the railing layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-7673, 27619, 2628))); // left rooftop (using moving platform) layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-8735, 28053, 1858))); // left rooftop corner layout.AddSpawnPlane(new SpawnPlane(new Vector3f(-12949, 31738, 398))); // around the corner, entry door Rooms.Add(layout); ///// SECTION 2 ///// orbs = new List <WorldObject>(); orbs.Add(new CVOrb(0x338, 0x830, 0x360)); orbs.Add(new CVOrb(0x330, 0x830, 0x378)); orbs.Add(new CVOrb(0x320, 0x830, 0x3A8)); orbs.Add(new CVOrb(0x328, 0x830, 0x390)); layout = new RoomLayout(orbs); // default layout.AddSpawnPlane(new SpawnPlane(new Vector3f(10509, 23741, 398), new Vector3f(11257, 22069, 398))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(8046, 13386, 398), new Vector3f(8811, 14803, 398))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(14307, 19884, 398), new Vector3f(11906, 19406, 398))); layout.AddSpawnPlane(new SpawnPlane(new Vector3f(10320, 19296, 398), new Vector3f(6429, 19931, 398))); // special layout.AddSpawnPlane(new SpawnPlane(new Vector3f(10320, 19296, 398), new Vector3f(6429, 19931, 398))); // floating platform layout.AddSpawnPlane(new SpawnPlane(new Vector3f(8413, 18273, 428))); // right block layout.AddSpawnPlane(new SpawnPlane(new Vector3f(14999, 19233, 395))); // entry door, around the corner Rooms.Add(layout); }