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_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 }
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_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 = 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 }