Пример #1
0
 private static GameComponent __factory6(ComponentManager Manager, Vector3 Position, Blackboard Data)
 {
     return(new Table("Metal Table", Manager, Position, Data.GetData <List <ResourceAmount> >("Resources", null), new Point(4, 7), new Point(5, 7)));
 }
Пример #2
0
        public static List <Body> GenerateRoomComponentsTemplate(
            RoomData roomData,
            List <VoxelHandle> voxels,
            ComponentManager componentManager,
            Microsoft.Xna.Framework.Content.ContentManager content,
            GraphicsDevice graphics)
        {
            List <Body> components = new List <Body>();

            RoomTile[,] currentTiles = RoomTemplate.CreateFromRoom(
                voxels, componentManager.World.ChunkManager);
            float[,] rotations = new float[currentTiles.GetLength(0), currentTiles.GetLength(1)];
            foreach (RoomTemplate myTemp in roomData.Templates)
            {
                RoomTemplate template = new RoomTemplate(myTemp)
                {
                    Rotation = 0
                };
                for (int r = -2; r < currentTiles.GetLength(0) + 1; r++)
                {
                    for (int c = -2; c < currentTiles.GetLength(1) + 1; c++)
                    {
                        for (int rotation = 0; rotation < 5; rotation++)
                        {
                            template.PlaceTemplate(ref currentTiles, ref rotations, r, c);
                            template.RotateClockwise(1);
                        }
                    }
                }
            }

            var box        = VoxelHelpers.GetVoxelBoundingBox(voxels);
            int thingsMade = 0;

            for (int r = 0; r < currentTiles.GetLength(0); r++)
            {
                for (int c = 0; c < currentTiles.GetLength(1); c++)
                {
                    RoomTile tile             = currentTiles[r, c];
                    Body     createdComponent = null;
                    Vector3  noise            =
                        VertexNoise.GetNoiseVectorFromRepeatingTexture(box.Min +
                                                                       new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1));
                    switch (tile)
                    {
                    case RoomTile.Barrel:
                        createdComponent = EntityFactory.CreateEntity <Body>("Barrel", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Wheat:
                        createdComponent = EntityFactory.CreateEntity <Body>("Wheat", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Mushroom:
                        createdComponent = EntityFactory.CreateEntity <Body>("Mushroom", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Table:
                        createdComponent = EntityFactory.CreateEntity <Body>("Table", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Stove:
                        createdComponent = EntityFactory.CreateEntity <Body>("Stove", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.KitchenTable:
                        createdComponent = EntityFactory.CreateEntity <Body>("Kitchen Table", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Lamp:
                        createdComponent = EntityFactory.CreateEntity <Body>("Lamp", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Flag:
                        createdComponent = EntityFactory.CreateEntity <Body>("Flag", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Chair:
                        createdComponent = EntityFactory.CreateEntity <Body>("Chair", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Books:
                        createdComponent = EntityFactory.CreateEntity <Body>(MathFunctions.RandEvent(0.5f) ? "Books" : "Potions", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Anvil:
                        createdComponent = EntityFactory.CreateEntity <Body>("Anvil", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Forge:
                        createdComponent = EntityFactory.CreateEntity <Body>("Forge", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Target:
                        createdComponent = EntityFactory.CreateEntity <Body>("Target", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Strawman:
                        createdComponent = EntityFactory.CreateEntity <Body>("Strawman", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.BookShelf:
                        createdComponent = EntityFactory.CreateEntity <Body>("Bookshelf", box.Min + new Vector3(r - 1 + 0.5f, 1.5f, c - 1 + 0.5f) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Pillow:

                        for (int dx = -1; dx < 2; dx++)
                        {
                            for (int dy = -1; dy < 2; dy++)
                            {
                                if (Math.Abs(dx) + Math.Abs(dy) != 1 || r + dx < 0 || r + dx >= currentTiles.GetLength(0) || c + dy < 0 || c + dy >= currentTiles.GetLength(1))
                                {
                                    continue;
                                }

                                if (currentTiles[r + dx, c + dy] != RoomTile.Bed)
                                {
                                    continue;
                                }

                                createdComponent = EntityFactory.CreateEntity <Body>("Bed", box.Min + new Vector3(r - 1 + 0.5f, 1.5f, c - 1 + 0.5f) + noise);
                                break;
                            }
                        }


                        thingsMade++;
                        break;

                    default:
                        break;
                    }

                    if (createdComponent == null)
                    {
                        continue;
                    }
                    createdComponent.Tags.Add("Moveable");
                    createdComponent.LocalTransform = Matrix.CreateRotationY(-(rotations[r, c] + (float)Math.PI * 0.5f)) * createdComponent.LocalTransform;
                    components.Add(createdComponent);
                }
            }
            return(components);
        }
Пример #3
0
 private static GameComponent __factory00(ComponentManager Manager, Vector3 Position, Blackboard Data)
 {
     return(new HealingTower(Manager, Position, Data));
 }
Пример #4
0
 public GameComponent(string name, ComponentManager manager) :
     this(manager)
 {
     Name = name;
 }
Пример #5
0
        public override void CreateCosmeticChildren(ComponentManager manager)
        {
            CreateDwarfSprite(Stats.CurrentClass, manager);
            Physics.AddChild(Shadow.Create(0.75f, manager));
            Physics.AddChild(new VoxelRevealer(manager, Physics, 5)).SetFlag(Flag.ShouldSerialize, false);
            Physics.AddChild(new MinimapIcon(Manager, new NamedImageFrame(ContentPaths.GUI.map_icons, 16, 0, 0))).SetFlag(Flag.ShouldSerialize, false);

            NoiseMaker = new NoiseMaker();
            NoiseMaker.Noises["Hurt"] = new List <string>
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_hurt_1,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_hurt_2,
            };

            NoiseMaker.Noises["Ok"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_ok_1,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_ok_2,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_ok_3
            };

            NoiseMaker.Noises["Die"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_death
            };

            NoiseMaker.Noises["Pleased"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_pleased
            };

            NoiseMaker.Noises["Tantrum"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_tantrum_1,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_tantrum_2,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_tantrum_3,
            };
            NoiseMaker.Noises["Jump"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_jump
            };

            NoiseMaker.Noises["Climb"] = new List <string>()
            {
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_climb_1,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_climb_2,
                ContentPaths.Audio.Oscar.sfx_ic_dwarf_climb_3
            };

            Physics.AddChild(new ParticleTrigger("blood_particle", Manager, "Death Gibs", Matrix.Identity, Vector3.One, Vector3.Zero)
            {
                TriggerOnDeath  = true,
                TriggerAmount   = 1,
                BoxTriggerTimes = 10,
                SoundToPlay     = ContentPaths.Entities.Dwarf.Audio.dwarfhurt1,
            }).SetFlag(Flag.ShouldSerialize, false);

            if (Equipment.HasValue(out var equipment) && GetRoot().GetComponent <DwarfSprites.LayeredCharacterSprite>().HasValue(out var sprite))
            {
                equipment.AddLayersToSprite(sprite);
            }

            base.CreateCosmeticChildren(manager);
        }
Пример #6
0
 private void Initialize(ComponentManager manager)
 {
     Tags.Add("Chair");
     CollisionType = CollisionType.Static;
 }
Пример #7
0
 public override void CreateCosmeticChildren(ComponentManager manager)
 {
     CreateSprite(ContentPaths.Entities.Animals.fowl[Species], manager);
     Physics.AddChild(Shadow.Create(0.5f, manager));
     base.CreateCosmeticChildren(manager);
 }
Пример #8
0
 public BatAI(ComponentManager Manager, string name, EnemySensor sensor) :
     base(Manager, name, sensor)
 {
 }
Пример #9
0
 private static GameComponent __factory00(ComponentManager Manager, Vector3 Position, Blackboard Data)
 {
     return new SummoningCircle(Manager, Position, Data);
 }
Пример #10
0
        public Goblin(CreatureStats stats, string allies, PlanService planService, Faction faction, ComponentManager manager, string name, Vector3 position) :
            base(manager, stats, allies, planService, faction, name)
        {
            Physics = new Physics(manager, "goblin", Matrix.CreateTranslation(position), new Vector3(0.5f, 0.5f, 0.5f), new Vector3(0.0f, -0.25f, 0.0f), 1.0f, 1.0f, 0.999f, 0.999f, new Vector3(0, -10, 0));

            Physics.AddChild(this);

            Initialize();
        }
Пример #11
0
        private void LoadThreaded()
        {
            // Ensure we're using the invariant culture.
            Thread.CurrentThread.CurrentCulture   = CultureInfo.InvariantCulture;
            Thread.CurrentThread.CurrentUICulture = CultureInfo.InvariantCulture;
            LoadStatus = LoadingStatus.Loading;
            SetLoadingMessage("Initializing ...");

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

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

            SetLoadingMessage("Creating Sky...");

            Sky = new SkyRenderer(
                AssetManager.GetContentTexture(ContentPaths.Sky.moon),
                AssetManager.GetContentTexture(ContentPaths.Sky.sun),
                Content.Load <TextureCube>(AssetManager.ResolveContentPath(ContentPaths.Sky.day_sky)),
                Content.Load <TextureCube>(AssetManager.ResolveContentPath(ContentPaths.Sky.night_sky)),
                AssetManager.GetContentTexture(ContentPaths.Gradients.skygradient),
                Content.Load <Model>(AssetManager.ResolveContentPath(ContentPaths.Models.sphereLowPoly)),
                Content.Load <Effect>(ContentPaths.Shaders.SkySphere),
                Content.Load <Effect>(ContentPaths.Shaders.Background));

            #region Reading game file

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

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

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

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

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

            #endregion

            #region Initialize static data

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

                PrimitiveLibrary.Initialize(GraphicsDevice, Content);

                InstanceRenderer = new InstanceRenderer(GraphicsDevice, Content);

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

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

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


                fxaa = new FXAA();
                fxaa.Initialize();

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

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

            #endregion


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

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

            SetLoadingMessage("Creating Liquids ...");

            #region liquids

            WaterRenderer = new WaterRenderer(GraphicsDevice);

            #endregion

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

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

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


            #region Load Components

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


                ChunkRenderer = new ChunkRenderer(ChunkManager.ChunkData);

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

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

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

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

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

                ConversationMemory = gameFile.PlayData.ConversationMemory;

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

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

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

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

                Diplomacy = gameFile.PlayData.Diplomacy;

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

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

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

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


                ChunkRenderer = new ChunkRenderer(ChunkManager.ChunkData);

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

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

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

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

                #region Prepare Factions

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

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

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

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

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

                #endregion

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

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

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

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

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


            #endregion

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

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

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

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

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

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

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

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

            Thread.Sleep(1000);
            ShowingWorld = true;

            SetLoadingMessage("Complete.");

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

        catch (Exception exception)
        {
            Game.CaptureException(exception);
            LoadingException = exception;
            LoadStatus       = LoadingStatus.Failure;
        }
#endif
        }
Пример #12
0
 public override void CreateCosmeticChildren(ComponentManager manager)
 {
     CreateSprite(Stats.CurrentClass, manager);
     Physics.AddChild(Shadow.Create(0.75f, manager));
     base.CreateCosmeticChildren(manager);
 }
Пример #13
0
 public CharacterSprite(ComponentManager manager, string name, Matrix localTransform) :
     base(manager, name, localTransform)
 {
     currentMode = "Idle";
 }
Пример #14
0
        public static void GenerateRoomComponentsTemplate(Room room, ComponentManager componentManager, Microsoft.Xna.Framework.Content.ContentManager content, GraphicsDevice graphics)
        {
            RoomTile[,] currentTiles = RoomTemplate.CreateFromRoom(room, room.Chunks);
            float[,] rotations       = new float[currentTiles.GetLength(0), currentTiles.GetLength(1)];
            foreach (RoomTemplate template in room.RoomData.Templates)
            {
                for (int r = -2; r < currentTiles.GetLength(0) + 1; r++)
                {
                    for (int c = -2; c < currentTiles.GetLength(1) + 1; c++)
                    {
                        for (int rotation = 0; rotation < 5; rotation++)
                        {
                            if (MathFunctions.RandEvent(template.Probability))
                            {
                                template.PlaceTemplate(ref currentTiles, ref rotations, r, c);
                                template.RotateClockwise(1);
                            }
                        }
                    }
                }
            }

            BoundingBox box = room.GetBoundingBox();

            int thingsMade = 0;

            for (int r = 0; r < currentTiles.GetLength(0); r++)
            {
                for (int c = 0; c < currentTiles.GetLength(1); c++)
                {
                    RoomTile tile             = currentTiles[r, c];
                    Body     createdComponent = null;
                    Vector3  noise            =
                        VertexNoise.GetNoiseVectorFromRepeatingTexture(box.Min +
                                                                       new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1));
                    switch (tile)
                    {
                    case RoomTile.Barrel:
                        createdComponent = EntityFactory.CreateEntity <Body>("Barrel", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Wheat:
                        createdComponent = EntityFactory.CreateEntity <Body>("Wheat", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Mushroom:
                        createdComponent = EntityFactory.CreateEntity <Body>("Mushroom", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Table:
                        createdComponent = EntityFactory.CreateEntity <Body>("Table", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Stove:
                        createdComponent = EntityFactory.CreateEntity <Body>("Stove", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.KitchenTable:
                        createdComponent = EntityFactory.CreateEntity <Body>("KitchenTable", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Lamp:
                        createdComponent = EntityFactory.CreateEntity <Body>("Lamp", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Flag:
                        createdComponent = EntityFactory.CreateEntity <Body>("Flag", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Chair:
                        createdComponent = EntityFactory.CreateEntity <Body>("Chair", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.BookTable:
                        createdComponent = EntityFactory.CreateEntity <Body>(MathFunctions.RandEvent(0.5f) ? "BookTable" : "PotionTable", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Anvil:
                        createdComponent = EntityFactory.CreateEntity <Body>("Anvil", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Forge:
                        createdComponent = EntityFactory.CreateEntity <Body>("Forge", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Target:
                        createdComponent = EntityFactory.CreateEntity <Body>("Target", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Strawman:
                        createdComponent = EntityFactory.CreateEntity <Body>("Strawman", box.Min + new Vector3(r + 0.5f - 1, 1.5f, c + 0.5f - 1) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.BookShelf:
                        createdComponent = EntityFactory.CreateEntity <Body>("Bookshelf", box.Min + new Vector3(r - 1 + 0.5f, 1.5f, c - 1 + 0.5f) + noise);
                        thingsMade++;
                        break;

                    case RoomTile.Pillow:

                        for (int dx = -1; dx < 2; dx++)
                        {
                            for (int dy = -1; dy < 2; dy++)
                            {
                                if (Math.Abs(dx) + Math.Abs(dy) != 1 || r + dx < 0 || r + dx >= currentTiles.GetLength(0) || c + dy < 0 || c + dy >= currentTiles.GetLength(1))
                                {
                                    continue;
                                }

                                if (currentTiles[r + dx, c + dy] != RoomTile.Bed)
                                {
                                    continue;
                                }

                                createdComponent = EntityFactory.CreateEntity <Body>("Bed", box.Min + new Vector3(r - 1 + 0.5f, 1.5f, c - 1 + 0.5f) + noise);
                                break;
                            }
                        }


                        thingsMade++;
                        break;

                    default:
                        break;
                    }

                    if (createdComponent != null)
                    {
                        createdComponent.LocalTransform = Matrix.CreateRotationY(-(rotations[r, c] + (float)Math.PI * 0.5f)) * createdComponent.LocalTransform;
                        Vector3 endPos          = createdComponent.LocalTransform.Translation;
                        Matrix  offsetTransform = createdComponent.LocalTransform;
                        offsetTransform.Translation    += new Vector3(0, -1, 0);
                        createdComponent.LocalTransform = offsetTransform;
                        createdComponent.AnimationQueue.Add(new EaseMotion(0.8f, offsetTransform, endPos));
                        room.AddBody(createdComponent);
                        PlayState.ParticleManager.Trigger("puff", endPos + new Vector3(0.5f, 0.5f, 0.5f), Color.White, 10);
                    }
                }
            }
        }
Пример #15
0
 private static GameComponent __factory1(ComponentManager Manager, Vector3 Position, Blackboard Data)
 {
     return(new Chair(Manager, Position, Data.GetData <List <ResourceAmount> >("Resources", null), "Wooden Chair", DefaultTopSprite, DefaultLegsSprite));
 }
Пример #16
0
 private static GameComponent __factory(ComponentManager Manager, Vector3 Position, Blackboard Data)
 {
     return(new Fairy(Manager, Position));
 }
Пример #17
0
 private static GameComponent __factory3(ComponentManager Manager, Vector3 Position, Blackboard Data)
 {
     return(new Chair(Manager, Position, Data.GetData <List <ResourceAmount> >("Resources", null), "Metal Chair", new Point(6, 7), new Point(7, 7)));
 }
Пример #18
0
 public GremlinAI(ComponentManager Manager, String Name, EnemySensor Sensor)
     : base(Manager, Name, Sensor)
 {
 }
Пример #19
0
 public LightEmitter(ComponentManager Manager, string name, Matrix localTransform, Vector3 boundingBoxExtents, Vector3 boundingBoxPos, float intensity, float range) :
     base(Manager, name, localTransform, boundingBoxExtents, boundingBoxPos)
 {
     Light = new DynamicLight(intensity, range);
 }
Пример #20
0
 public PacingCreatureAI(ComponentManager Manager, string name, EnemySensor sensors, PlanService planService) :
     base(Manager, name, sensors, planService)
 {
 }
Пример #21
0
 private static GameComponent __factory2(ComponentManager Manager, Vector3 Position, Blackboard Data)
 {
     return(new Chicken(Position, Manager, "Penguin", "Penguin"));
 }
Пример #22
0
 private static GameComponent __factory(ComponentManager Manager, Vector3 Position, Blackboard Data)
 {
     return(new BearTrap(Manager, Position, Data.GetData <Resource>("Resources", null)));
 }
Пример #23
0
 public void PostSerialization(ComponentManager Manager)
 {
     Children = SerializableChildren.Select(id => Manager.FindComponent(id)).ToList();
     Children.RemoveAll(c => c == this || c == null);
     SerializableChildren = null;
 }
Пример #24
0
 private static GameComponent __factory(ComponentManager Manager, Vector3 Position, Blackboard Data)
 {
     return(new IronDoor(Manager, Position, Manager.World.PlayerFaction, Data.GetData <Resource>("Resource", null), "Iron Door"));
 }
Пример #25
0
 public DwarfThoughts(ComponentManager Manager, string name) : base(name, Manager)
 {
 }
Пример #26
0
 public IronDoor(ComponentManager manager, Vector3 position, Faction team, Resource Resource, string craftType) :
     base(manager, position, team, new SpriteSheet(ContentPaths.Entities.Furniture.interior_furniture, 32, 32), new Point(1, 8), Resource, craftType, 75.0f)
 {
     Name = "Iron Door";
 }
Пример #27
0
 private static GameComponent __factory(ComponentManager Manager, Vector3 Position, Blackboard Data)
 {
     return(new TurretTrap(Manager, Position, Manager.World.PlayerFaction, Data.GetData <List <ResourceAmount> >("Resources", null)));
 }
Пример #28
0
 private static GameComponent __factory(ComponentManager Manager, Vector3 Position, Blackboard Data)
 {
     return(new Balloon(Manager, Position, Position + new Vector3(0, 1000, 0), Manager.World.PlayerFaction));
 }
Пример #29
0
 public OrientedAnimation(ComponentManager manager, string name,
                          GameComponent parent, Matrix localTransform) :
     base(manager, name, parent, localTransform, null, false)
 {
 }
Пример #30
0
 private static GameComponent __factory4(ComponentManager Manager, Vector3 Position, Blackboard Data)
 {
     return(new Table("Wooden Table", Manager, Position, Data.GetData <List <ResourceAmount> >("Resources", null), DefaultTopFrame, DefaultLegsFrame));
 }