public static MyMwcObjectBuilder_StaticAsteroid GenerateStaticAsteroid(float sizeInMeters, MyStaticAsteroidTypeSetEnum typeSet, MyMwcVoxelMaterialsEnum material, Vector3 position, Random rnd, List<MyMwcObjectBuilder_StaticAsteroid_TypesEnum> asteroids) { int size = FindAsteroidSize(sizeInMeters, MyMwcObjectBuilder_StaticAsteroid.AsteroidSizes); asteroids.Clear(); MyMwcObjectBuilder_StaticAsteroid.GetAsteroids(size, typeSet, asteroids); int rndIndex = rnd.Next(0, asteroids.Count); var builder = new MyMwcObjectBuilder_StaticAsteroid(asteroids[rndIndex], material); builder.PositionAndOrientation.Position = position; builder.PositionAndOrientation.Forward = rnd.Vector(1); builder.PositionAndOrientation.Up = rnd.Vector(1); builder.IsDestructible = false; return builder; }
public void GenerateSectorObjectBuildersFromSolarEntities(List<MySolarSystemMapEntity> entities, List<MyMwcObjectBuilder_Base> addToList, Random rnd, MyWeightDictionary<MyMwcVoxelMaterialsEnum> primaryMaterials, MyWeightDictionary<MyMwcVoxelMaterialsEnum> secondaryMaterials, MyStaticAsteroidTypeSetEnum staticAsteroidTypesets, MyMwcVoxelMaterialsEnum? fieldMaterial = null, MySolarSystemArea.AreaEnum? areaType = null) { List<MyMwcObjectBuilder_StaticAsteroid_TypesEnum> asteroids = new List<MyMwcObjectBuilder_StaticAsteroid_TypesEnum>(5); List<MyMwcVoxelFilesEnum> voxelAsteroids = new List<MyMwcVoxelFilesEnum>(10); int count = addToList.Count; foreach (var e in entities) { if (e.EntityType == MySolarSystemEntityEnum.VoxelAsteroid) { int voxelAsteroidSize = FindAsteroidSize(e.Radius, MyVoxelMap.AsteroidSizes); int rndIndex = rnd.Next(0, voxelAsteroids.Count); MyVoxelMap.GetAsteroidsBySizeInMeters(voxelAsteroidSize, voxelAsteroids, false); MyMwcObjectBuilder_VoxelMap builder = GenerateVoxelMap(voxelAsteroidSize, e.PositionInSector, rnd, voxelAsteroids, primaryMaterials, secondaryMaterials); addToList.Add(builder); } else if (e.EntityType == MySolarSystemEntityEnum.StaticAsteroid) { float radius = 100; if (e.Radius == 10000) radius = rnd.Next(2000, 11000); if (e.Radius == 1000) radius = rnd.Next(100, 1100); if (e.Radius == 100) radius = rnd.Next(10, 100); MyMwcVoxelMaterialsEnum asteroidMaterial = MyMwcVoxelMaterialsEnum.Stone_01; if (primaryMaterials.Count > 0) primaryMaterials.GetRandomItem(rnd); MyStaticAsteroidTypeSetEnum asteroidType = MyStaticAsteroidTypeSetEnum.A; //for (int i = 0; i < 40000000; i++) { asteroidType = (MyStaticAsteroidTypeSetEnum)rnd.Item(Enum.GetValues(typeof(MyStaticAsteroidTypeSetEnum))); } if ((staticAsteroidTypesets & MyStaticAsteroidTypeSetEnum.A) == MyStaticAsteroidTypeSetEnum.A) asteroidType = MyStaticAsteroidTypeSetEnum.A; if ((staticAsteroidTypesets & MyStaticAsteroidTypeSetEnum.B) == MyStaticAsteroidTypeSetEnum.B) asteroidType = MyStaticAsteroidTypeSetEnum.B; if ((staticAsteroidTypesets & MyStaticAsteroidTypeSetEnum.All) == MyStaticAsteroidTypeSetEnum.All) asteroidType = rnd.Float(0, 1) > 0.5f ? MyStaticAsteroidTypeSetEnum.A : MyStaticAsteroidTypeSetEnum.B; var builder = GenerateStaticAsteroid(radius, asteroidType, asteroidMaterial, e.PositionInSector, rnd, asteroids); builder.AsteroidMaterial1 = fieldMaterial; if (areaType == MySolarSystemArea.AreaEnum.Sun) { builder.FieldDir = MinerWars.AppCode.Game.GUI.MyGuiScreenGamePlay.Static.GetDirectionToSunNormalized(); } builder.Generated = true; addToList.Add(builder); //MyEntity ent = MyEntities.CreateFromObjectBuilderAndAdd(null, new MyMwcObjectBuilder_StaticAsteroid(asteroids[rndIndex], mat), // Matrix.CreateWorld(e.PositionInSector, rnd.Vector(1), rnd.Vector(1))); } else if (e.EntityType == MySolarSystemEntityEnum.LargeShip) { var shipType = rnd.Enum<MyMwcObjectBuilder_PrefabLargeShip_TypesEnum>(); MyMwcObjectBuilder_Prefab_AppearanceEnum appearance = rnd.Enum<MyMwcObjectBuilder_Prefab_AppearanceEnum>(); var ship = new MyMwcObjectBuilder_PrefabLargeShip(shipType, appearance, new MyMwcVector3Short(0, 0, 0), rnd.Vector(1), null, rnd.FloatNormal(), "Abandoned large ship", 0, false, 0); var gamePlayProperties = MyGameplayConstants.GetGameplayProperties(MyMwcObjectBuilderTypeEnum.PrefabLargeShip, (int)shipType, MyMwcObjectBuilder_FactionEnum.Euroamerican); ship.PrefabHealthRatio = MyGameplayConstants.HEALTH_RATIO_MAX; ship.PrefabMaxHealth = gamePlayProperties.MaxHealth; var prefabs = new List<MyMwcObjectBuilder_PrefabBase>(); prefabs.Add(ship); var container = new MyMwcObjectBuilder_PrefabContainer(0, MyMwcObjectBuilder_PrefabContainer_TypesEnum.INSTANCE, prefabs, 0, rnd.Enum<MyMwcObjectBuilder_FactionEnum>(), null); container.PositionAndOrientation = new MyMwcPositionAndOrientation(e.PositionInSector, Vector3.Forward, Vector3.Up); addToList.Add(container); } else if (e.EntityType == MySolarSystemEntityEnum.DebrisField) { MyMwcObjectBuilder_LargeDebrisField objectBuilder = new MyMwcObjectBuilder_LargeDebrisField(MyMwcObjectBuilder_LargeDebrisField_TypesEnum.Debris84); objectBuilder.PositionAndOrientation = new MyMwcPositionAndOrientation(e.PositionInSector, rnd.Vector(1), rnd.Vector(1)); addToList.Add(objectBuilder); } } }
/// <summary> /// /// </summary> /// <param name="existingEntities"></param> /// <param name="rnd"></param> /// <param name="radius"></param> /// <param name="positionMultiplier">How far from offset shoud be position generated</param> /// <param name="spacing"></param> /// <param name="offset"></param> /// <returns></returns> private Vector3? FindEntityPosition(MyDynamicAABBTree existingEntities, Random rnd, float radius, float positionMultiplier = 0.8f, float spacing = 1.0f, Vector3 offset = new Vector3()) { bool collide = true; Vector3 pos = new Vector3(); int testCount = 0; //collide = false; Vector3 halfSize = MyMwcSectorConstants.SECTOR_SIZE / 2.0f * new Vector3(positionMultiplier); halfSize -= new Vector3(radius); while (collide && testCount < MaxCollisionsTestsForEntity) { pos = offset + rnd.Vector(halfSize); testCount++; collide = false; // try detect collisions with safe areas // collide = IsEntityCollideWithSafeAreas(pos, radius); //if (collide) // continue; /* foreach (var e in existingEntities) { if ((e.PositionInSector - pos).Length() < (e.Radius + radius) * spacing) { collide = true; break; } } */ BoundingBox bb = new BoundingBox(pos - new Vector3(radius) * spacing, pos + new Vector3(radius) * spacing); existingEntities.OverlapAllBoundingBox(ref bb, m_elements); if (m_elements.Count > 0) { collide = true; continue; } } return !collide ? (Vector3?)pos : null; }
public static void AddVeins(MyWeightDictionary<MyMwcVoxelMaterialsEnum> secondaryMaterials, Random rnd, Vector3 positionInSector, int veinCount, int voxelAsteroidSize, MyMwcObjectBuilder_VoxelMap builder, float veinAngleDev, int maxLevel, float baseThickness) { MyMwcVoxelMaterialsEnum material = MyMwcVoxelMaterialsEnum.Magnesium_01; if (secondaryMaterials.Count > 0) { material = secondaryMaterials.GetRandomItem(rnd); } for (int i = 0; i < veinCount; i++) { Vector3 position = positionInSector + new Vector3(voxelAsteroidSize / 2); position += rnd.Vector(voxelAsteroidSize / 3); AddVein(builder, baseThickness, position, rnd, material, veinAngleDev, maxLevel); } }