public void FloodFill(IntVec3 root, Predicate <IntVec3> passCheck, Func <IntVec3, int, bool> processor, int maxCellsToProcess = 2147483647, bool rememberParents = false, IEnumerable <IntVec3> extraRoots = null)
        {
            if (this.working)
            {
                Log.Error("Nested FloodFill calls are not allowed. This will cause bugs.", false);
            }
            this.working = true;
            this.ClearVisited();
            if (rememberParents && this.parentGrid == null)
            {
                this.parentGrid = new CellGrid(this.map);
            }
            if (root.IsValid && extraRoots == null && !passCheck(root))
            {
                if (rememberParents)
                {
                    this.parentGrid[root] = IntVec3.Invalid;
                }
                this.working = false;
                return;
            }
            int area = this.map.Area;

            IntVec3[]   cardinalDirectionsAround = GenAdj.CardinalDirectionsAround;
            int         num         = cardinalDirectionsAround.Length;
            CellIndices cellIndices = this.map.cellIndices;
            int         num2        = 0;

            this.openSet.Clear();
            if (root.IsValid)
            {
                int num3 = cellIndices.CellToIndex(root);
                this.visited.Add(num3);
                this.traversalDistance[num3] = 0;
                this.openSet.Enqueue(root);
            }
            if (extraRoots != null)
            {
                IList <IntVec3> list = extraRoots as IList <IntVec3>;
                if (list != null)
                {
                    for (int i = 0; i < list.Count; i++)
                    {
                        int num4 = cellIndices.CellToIndex(list[i]);
                        this.visited.Add(num4);
                        this.traversalDistance[num4] = 0;
                        this.openSet.Enqueue(list[i]);
                    }
                }
                else
                {
                    foreach (IntVec3 intVec in extraRoots)
                    {
                        int num5 = cellIndices.CellToIndex(intVec);
                        this.visited.Add(num5);
                        this.traversalDistance[num5] = 0;
                        this.openSet.Enqueue(intVec);
                    }
                }
            }
            if (rememberParents)
            {
                for (int j = 0; j < this.visited.Count; j++)
                {
                    IntVec3 intVec2 = cellIndices.IndexToCell(this.visited[j]);
                    this.parentGrid[this.visited[j]] = ((!passCheck(intVec2)) ? IntVec3.Invalid : intVec2);
                }
            }
            while (this.openSet.Count > 0)
            {
                IntVec3 intVec3 = this.openSet.Dequeue();
                int     num6    = this.traversalDistance[cellIndices.CellToIndex(intVec3)];
                if (processor(intVec3, num6))
                {
                    break;
                }
                num2++;
                if (num2 == maxCellsToProcess)
                {
                    break;
                }
                for (int k = 0; k < num; k++)
                {
                    IntVec3 intVec4 = intVec3 + cardinalDirectionsAround[k];
                    int     num7    = cellIndices.CellToIndex(intVec4);
                    if (intVec4.InBounds(this.map) && this.traversalDistance[num7] == -1 && passCheck(intVec4))
                    {
                        this.visited.Add(num7);
                        this.openSet.Enqueue(intVec4);
                        this.traversalDistance[num7] = num6 + 1;
                        if (rememberParents)
                        {
                            this.parentGrid[num7] = intVec3;
                        }
                    }
                }
                if (this.openSet.Count > area)
                {
                    Log.Error("Overflow on flood fill (>" + area + " cells). Make sure we're not flooding over the same area after we check it.", false);
                    this.working = false;
                    return;
                }
            }
            this.working = false;
        }
示例#2
0
        private bool CheckCellBasedReachability(IntVec3 start, LocalTargetInfo dest, PathEndMode peMode, TraverseParms traverseParams)
        {
            IntVec3 foundCell = IntVec3.Invalid;

            Region[]    directRegionGrid = regionGrid.DirectGrid;
            PathGrid    pathGrid         = map.pathGrid;
            CellIndices cellIndices      = map.cellIndices;

            map.floodFiller.FloodFill(start, delegate(IntVec3 c)
            {
                int num = cellIndices.CellToIndex(c);
                if ((traverseParams.mode == TraverseMode.PassAllDestroyableThingsNotWater || traverseParams.mode == TraverseMode.NoPassClosedDoorsOrWater) && c.GetTerrain(map).IsWater)
                {
                    return(false);
                }
                if (traverseParams.mode == TraverseMode.PassAllDestroyableThings || traverseParams.mode == TraverseMode.PassAllDestroyableThingsNotWater)
                {
                    if (!pathGrid.WalkableFast(num))
                    {
                        Building edifice = c.GetEdifice(map);
                        if (edifice == null || !PathFinder.IsDestroyable(edifice))
                        {
                            return(false);
                        }
                    }
                }
                else if (traverseParams.mode != TraverseMode.NoPassClosedDoorsOrWater)
                {
                    Log.ErrorOnce("Do not use this method for non-cell based modes!", 938476762);
                    if (!pathGrid.WalkableFast(num))
                    {
                        return(false);
                    }
                }
                Region region = directRegionGrid[num];
                return((region == null || region.Allows(traverseParams, isDestination: false)) ? true : false);
            }, delegate(IntVec3 c)
            {
                if (ReachabilityImmediate.CanReachImmediate(c, dest, map, peMode, traverseParams.pawn))
                {
                    foundCell = c;
                    return(true);
                }
                return(false);
            });
            if (foundCell.IsValid)
            {
                if (CanUseCache(traverseParams.mode))
                {
                    Region validRegionAt = regionGrid.GetValidRegionAt(foundCell);
                    if (validRegionAt != null)
                    {
                        for (int i = 0; i < startingRegions.Count; i++)
                        {
                            cache.AddCachedResult(startingRegions[i].Room, validRegionAt.Room, traverseParams, reachable: true);
                        }
                    }
                }
                return(true);
            }
            if (CanUseCache(traverseParams.mode))
            {
                for (int j = 0; j < startingRegions.Count; j++)
                {
                    for (int k = 0; k < destRegions.Count; k++)
                    {
                        cache.AddCachedResult(startingRegions[j].Room, destRegions[k].Room, traverseParams, reachable: false);
                    }
                }
            }
            return(false);
        }
        public override void Regenerate()
        {
            if (!MatBases.SunShadow.shader.isSupported)
            {
                return;
            }
            LayerSubMesh subMesh = GetSubMesh(MatBases.IndoorMask);

            subMesh.Clear(MeshParts.All);
            Building[] innerArray = base.Map.edificeGrid.InnerArray;
            CellRect   cellRect   = new CellRect(section.botLeft.x, section.botLeft.z, 17, 17);

            cellRect.ClipInsideMap(base.Map);
            subMesh.verts.Capacity = cellRect.Area * 2;
            subMesh.tris.Capacity  = cellRect.Area * 4;
            float       y           = AltitudeLayer.MetaOverlays.AltitudeFor();
            CellIndices cellIndices = base.Map.cellIndices;

            for (int i = cellRect.minX; i <= cellRect.maxX; i++)
            {
                for (int j = cellRect.minZ; j <= cellRect.maxZ; j++)
                {
                    IntVec3 intVec = new IntVec3(i, 0, j);
                    if (!HideRainPrimary(intVec))
                    {
                        bool flag  = intVec.Roofed(base.Map);
                        bool flag2 = false;
                        if (flag)
                        {
                            for (int k = 0; k < 8; k++)
                            {
                                IntVec3 c = intVec + GenAdj.AdjacentCells[k];
                                if (c.InBounds(base.Map) && HideRainPrimary(c))
                                {
                                    flag2 = true;
                                    break;
                                }
                            }
                        }
                        if (!flag || !flag2)
                        {
                            continue;
                        }
                    }
                    Thing thing = innerArray[cellIndices.CellToIndex(i, j)];
                    float num   = ((thing == null || (thing.def.passability != Traversability.Impassable && !thing.def.IsDoor)) ? 0.16f : 0f);
                    subMesh.verts.Add(new Vector3((float)i - num, y, (float)j - num));
                    subMesh.verts.Add(new Vector3((float)i - num, y, (float)(j + 1) + num));
                    subMesh.verts.Add(new Vector3((float)(i + 1) + num, y, (float)(j + 1) + num));
                    subMesh.verts.Add(new Vector3((float)(i + 1) + num, y, (float)j - num));
                    int count = subMesh.verts.Count;
                    subMesh.tris.Add(count - 4);
                    subMesh.tris.Add(count - 3);
                    subMesh.tris.Add(count - 2);
                    subMesh.tris.Add(count - 4);
                    subMesh.tris.Add(count - 2);
                    subMesh.tris.Add(count - 1);
                }
            }
            if (subMesh.verts.Count > 0)
            {
                subMesh.FinalizeMesh(MeshParts.Verts | MeshParts.Tris);
            }
        }
示例#4
0
 public void ConstructComponents()
 {
     this.spawnedThings      = new ThingOwner <Thing>(this);
     this.cellIndices        = new CellIndices(this);
     this.listerThings       = new ListerThings(ListerThingsUse.Global);
     this.listerBuildings    = new ListerBuildings();
     this.mapPawns           = new MapPawns(this);
     this.dynamicDrawManager = new DynamicDrawManager(this);
     this.mapDrawer          = new MapDrawer(this);
     this.tooltipGiverList   = new TooltipGiverList();
     this.pawnDestinationReservationManager = new PawnDestinationReservationManager();
     this.reservationManager = new ReservationManager(this);
     this.physicalInteractionReservationManager = new PhysicalInteractionReservationManager();
     this.designationManager             = new DesignationManager(this);
     this.lordManager                    = new LordManager(this);
     this.debugDrawer                    = new DebugCellDrawer();
     this.passingShipManager             = new PassingShipManager(this);
     this.haulDestinationManager         = new HaulDestinationManager(this);
     this.gameConditionManager           = new GameConditionManager(this);
     this.weatherManager                 = new WeatherManager(this);
     this.zoneManager                    = new ZoneManager(this);
     this.resourceCounter                = new ResourceCounter(this);
     this.mapTemperature                 = new MapTemperature(this);
     this.temperatureCache               = new TemperatureCache(this);
     this.areaManager                    = new AreaManager(this);
     this.attackTargetsCache             = new AttackTargetsCache(this);
     this.attackTargetReservationManager = new AttackTargetReservationManager(this);
     this.lordsStarter                   = new VoluntarilyJoinableLordsStarter(this);
     this.thingGrid                  = new ThingGrid(this);
     this.coverGrid                  = new CoverGrid(this);
     this.edificeGrid                = new EdificeGrid(this);
     this.blueprintGrid              = new BlueprintGrid(this);
     this.fogGrid                    = new FogGrid(this);
     this.glowGrid                   = new GlowGrid(this);
     this.regionGrid                 = new RegionGrid(this);
     this.terrainGrid                = new TerrainGrid(this);
     this.pathGrid                   = new PathGrid(this);
     this.roofGrid                   = new RoofGrid(this);
     this.fertilityGrid              = new FertilityGrid(this);
     this.snowGrid                   = new SnowGrid(this);
     this.deepResourceGrid           = new DeepResourceGrid(this);
     this.exitMapGrid                = new ExitMapGrid(this);
     this.avoidGrid                  = new AvoidGrid(this);
     this.linkGrid                   = new LinkGrid(this);
     this.glowFlooder                = new GlowFlooder(this);
     this.powerNetManager            = new PowerNetManager(this);
     this.powerNetGrid               = new PowerNetGrid(this);
     this.regionMaker                = new RegionMaker(this);
     this.pathFinder                 = new PathFinder(this);
     this.pawnPathPool               = new PawnPathPool(this);
     this.regionAndRoomUpdater       = new RegionAndRoomUpdater(this);
     this.regionLinkDatabase         = new RegionLinkDatabase();
     this.moteCounter                = new MoteCounter();
     this.gatherSpotLister           = new GatherSpotLister();
     this.windManager                = new WindManager(this);
     this.listerBuildingsRepairable  = new ListerBuildingsRepairable();
     this.listerHaulables            = new ListerHaulables(this);
     this.listerMergeables           = new ListerMergeables(this);
     this.listerFilthInHomeArea      = new ListerFilthInHomeArea(this);
     this.reachability               = new Reachability(this);
     this.itemAvailability           = new ItemAvailability(this);
     this.autoBuildRoofAreaSetter    = new AutoBuildRoofAreaSetter(this);
     this.roofCollapseBufferResolver = new RoofCollapseBufferResolver(this);
     this.roofCollapseBuffer         = new RoofCollapseBuffer();
     this.wildAnimalSpawner          = new WildAnimalSpawner(this);
     this.wildPlantSpawner           = new WildPlantSpawner(this);
     this.steadyEnvironmentEffects   = new SteadyEnvironmentEffects(this);
     this.skyManager                 = new SkyManager(this);
     this.overlayDrawer              = new OverlayDrawer();
     this.floodFiller                = new FloodFiller(this);
     this.weatherDecider             = new WeatherDecider(this);
     this.fireWatcher                = new FireWatcher(this);
     this.dangerWatcher              = new DangerWatcher(this);
     this.damageWatcher              = new DamageWatcher();
     this.strengthWatcher            = new StrengthWatcher(this);
     this.wealthWatcher              = new WealthWatcher(this);
     this.regionDirtyer              = new RegionDirtyer(this);
     this.cellsInRandomOrder         = new MapCellsInRandomOrder(this);
     this.rememberedCameraPos        = new RememberedCameraPos(this);
     this.mineStrikeManager          = new MineStrikeManager();
     this.storyState                 = new StoryState(this);
     this.retainedCaravanData        = new RetainedCaravanData(this);
     this.components.Clear();
     this.FillComponents();
 }
        public override void Regenerate()
        {
            LayerSubMesh subMesh = base.GetSubMesh(MatBases.FogOfWar);

            if (subMesh.mesh.vertexCount == 0)
            {
                SectionLayerGeometryMaker_Solid.MakeBaseGeometry(base.section, subMesh, AltitudeLayer.FogOfWar);
            }
            subMesh.Clear(MeshParts.Colors);
            bool[]      fogGrid     = base.Map.fogGrid.fogGrid;
            CellRect    cellRect    = base.section.CellRect;
            IntVec3     size        = base.Map.Size;
            int         num         = size.z - 1;
            IntVec3     size2       = base.Map.Size;
            int         num2        = size2.x - 1;
            bool        flag        = false;
            CellIndices cellIndices = base.Map.cellIndices;

            for (int i = cellRect.minX; i <= cellRect.maxX; i++)
            {
                for (int j = cellRect.minZ; j <= cellRect.maxZ; j++)
                {
                    if (fogGrid[cellIndices.CellToIndex(i, j)])
                    {
                        for (int k = 0; k < 9; k++)
                        {
                            this.vertsCovered[k] = true;
                        }
                    }
                    else
                    {
                        for (int l = 0; l < 9; l++)
                        {
                            this.vertsCovered[l] = false;
                        }
                        if (j < num && fogGrid[cellIndices.CellToIndex(i, j + 1)])
                        {
                            this.vertsCovered[2] = true;
                            this.vertsCovered[3] = true;
                            this.vertsCovered[4] = true;
                        }
                        if (j > 0 && fogGrid[cellIndices.CellToIndex(i, j - 1)])
                        {
                            this.vertsCovered[6] = true;
                            this.vertsCovered[7] = true;
                            this.vertsCovered[0] = true;
                        }
                        if (i < num2 && fogGrid[cellIndices.CellToIndex(i + 1, j)])
                        {
                            this.vertsCovered[4] = true;
                            this.vertsCovered[5] = true;
                            this.vertsCovered[6] = true;
                        }
                        if (i > 0 && fogGrid[cellIndices.CellToIndex(i - 1, j)])
                        {
                            this.vertsCovered[0] = true;
                            this.vertsCovered[1] = true;
                            this.vertsCovered[2] = true;
                        }
                        if (j > 0 && i > 0 && fogGrid[cellIndices.CellToIndex(i - 1, j - 1)])
                        {
                            this.vertsCovered[0] = true;
                        }
                        if (j < num && i > 0 && fogGrid[cellIndices.CellToIndex(i - 1, j + 1)])
                        {
                            this.vertsCovered[2] = true;
                        }
                        if (j < num && i < num2 && fogGrid[cellIndices.CellToIndex(i + 1, j + 1)])
                        {
                            this.vertsCovered[4] = true;
                        }
                        if (j > 0 && i < num2 && fogGrid[cellIndices.CellToIndex(i + 1, j - 1)])
                        {
                            this.vertsCovered[6] = true;
                        }
                    }
                    for (int m = 0; m < 9; m++)
                    {
                        byte a;
                        if (this.vertsCovered[m])
                        {
                            a    = 255;
                            flag = true;
                        }
                        else
                        {
                            a = 0;
                        }
                        subMesh.colors.Add(new Color32(255, 255, 255, a));
                    }
                }
            }
            if (flag)
            {
                subMesh.disabled = false;
                subMesh.FinalizeMesh(MeshParts.Colors);
            }
            else
            {
                subMesh.disabled = true;
            }
        }
        public override void Regenerate()
        {
            if (!MatBases.SunShadow.shader.isSupported)
            {
                return;
            }
            Building[] innerArray = base.Map.edificeGrid.InnerArray;
            float      y          = AltitudeLayer.Shadows.AltitudeFor();
            CellRect   cellRect   = new CellRect(this.section.botLeft.x, this.section.botLeft.z, 17, 17);

            cellRect.ClipInsideMap(base.Map);
            LayerSubMesh subMesh = base.GetSubMesh(MatBases.SunShadow);

            subMesh.Clear(MeshParts.All);
            subMesh.verts.Capacity  = cellRect.Area * 2;
            subMesh.tris.Capacity   = cellRect.Area * 4;
            subMesh.colors.Capacity = cellRect.Area * 2;
            CellIndices cellIndices = base.Map.cellIndices;

            for (int i = cellRect.minX; i <= cellRect.maxX; i++)
            {
                for (int j = cellRect.minZ; j <= cellRect.maxZ; j++)
                {
                    Thing thing = innerArray[cellIndices.CellToIndex(i, j)];
                    if (thing != null && thing.def.staticSunShadowHeight > 0f)
                    {
                        float   staticSunShadowHeight = thing.def.staticSunShadowHeight;
                        Color32 item  = new Color32(0, 0, 0, (byte)(255f * staticSunShadowHeight));
                        int     count = subMesh.verts.Count;
                        subMesh.verts.Add(new Vector3((float)i, y, (float)j));
                        subMesh.verts.Add(new Vector3((float)i, y, (float)(j + 1)));
                        subMesh.verts.Add(new Vector3((float)(i + 1), y, (float)(j + 1)));
                        subMesh.verts.Add(new Vector3((float)(i + 1), y, (float)j));
                        subMesh.colors.Add(SectionLayer_SunShadows.LowVertexColor);
                        subMesh.colors.Add(SectionLayer_SunShadows.LowVertexColor);
                        subMesh.colors.Add(SectionLayer_SunShadows.LowVertexColor);
                        subMesh.colors.Add(SectionLayer_SunShadows.LowVertexColor);
                        int count2 = subMesh.verts.Count;
                        subMesh.tris.Add(count2 - 4);
                        subMesh.tris.Add(count2 - 3);
                        subMesh.tris.Add(count2 - 2);
                        subMesh.tris.Add(count2 - 4);
                        subMesh.tris.Add(count2 - 2);
                        subMesh.tris.Add(count2 - 1);
                        if (i > 0)
                        {
                            thing = innerArray[cellIndices.CellToIndex(i - 1, j)];
                            if (thing == null || thing.def.staticSunShadowHeight < staticSunShadowHeight)
                            {
                                int count3 = subMesh.verts.Count;
                                subMesh.verts.Add(new Vector3((float)i, y, (float)j));
                                subMesh.verts.Add(new Vector3((float)i, y, (float)(j + 1)));
                                subMesh.colors.Add(item);
                                subMesh.colors.Add(item);
                                subMesh.tris.Add(count + 1);
                                subMesh.tris.Add(count);
                                subMesh.tris.Add(count3);
                                subMesh.tris.Add(count3);
                                subMesh.tris.Add(count3 + 1);
                                subMesh.tris.Add(count + 1);
                            }
                        }
                        if (i < base.Map.Size.x - 1)
                        {
                            thing = innerArray[cellIndices.CellToIndex(i + 1, j)];
                            if (thing == null || thing.def.staticSunShadowHeight < staticSunShadowHeight)
                            {
                                int count4 = subMesh.verts.Count;
                                subMesh.verts.Add(new Vector3((float)(i + 1), y, (float)(j + 1)));
                                subMesh.verts.Add(new Vector3((float)(i + 1), y, (float)j));
                                subMesh.colors.Add(item);
                                subMesh.colors.Add(item);
                                subMesh.tris.Add(count + 2);
                                subMesh.tris.Add(count4);
                                subMesh.tris.Add(count4 + 1);
                                subMesh.tris.Add(count4 + 1);
                                subMesh.tris.Add(count + 3);
                                subMesh.tris.Add(count + 2);
                            }
                        }
                        if (j > 0)
                        {
                            thing = innerArray[cellIndices.CellToIndex(i, j - 1)];
                            if (thing == null || thing.def.staticSunShadowHeight < staticSunShadowHeight)
                            {
                                int count5 = subMesh.verts.Count;
                                subMesh.verts.Add(new Vector3((float)i, y, (float)j));
                                subMesh.verts.Add(new Vector3((float)(i + 1), y, (float)j));
                                subMesh.colors.Add(item);
                                subMesh.colors.Add(item);
                                subMesh.tris.Add(count);
                                subMesh.tris.Add(count + 3);
                                subMesh.tris.Add(count5);
                                subMesh.tris.Add(count + 3);
                                subMesh.tris.Add(count5 + 1);
                                subMesh.tris.Add(count5);
                            }
                        }
                    }
                }
            }
            if (subMesh.verts.Count > 0)
            {
                subMesh.FinalizeMesh(MeshParts.Verts | MeshParts.Tris | MeshParts.Colors);
                float   num  = Mathf.Max(15f, 15f);
                Vector3 size = subMesh.mesh.bounds.size;
                size.x += 2f * num + 2f;
                size.z += 2f * num + 2f;
                subMesh.mesh.bounds = new Bounds(subMesh.mesh.bounds.center, size);
            }
        }
示例#7
0
        public override void Regenerate()
        {
            LayerSubMesh subMesh = GetSubMesh(MatBases.LightOverlay);

            if (subMesh.verts.Count == 0)
            {
                MakeBaseGeometry(subMesh);
            }
            Color32[] array = new Color32[subMesh.verts.Count];
            int       maxX  = sectRect.maxX;
            int       maxZ  = sectRect.maxZ;
            int       width = sectRect.Width;
            Map       map   = base.Map;
            int       x     = map.Size.x;

            Thing[]     innerArray  = map.edificeGrid.InnerArray;
            Thing[]     array2      = innerArray;
            int         num         = array2.Length;
            RoofGrid    roofGrid    = map.roofGrid;
            CellIndices cellIndices = map.cellIndices;

            CalculateVertexIndices(sectRect.minX, sectRect.minZ, out int botLeft, out int _, out int _, out int _, out int _);
            int num2 = cellIndices.CellToIndex(new IntVec3(sectRect.minX, 0, sectRect.minZ));

            int[] array3 = new int[4]
            {
                -map.Size.x - 1,
                -map.Size.x,
                -1,
                0
            };
            int[] array4 = new int[4]
            {
                -1,
                -1,
                0,
                0
            };
            for (int i = sectRect.minZ; i <= maxZ + 1; i++)
            {
                int num3 = num2 / x;
                int num4 = sectRect.minX;
                while (num4 <= maxX + 1)
                {
                    ColorInt a    = new ColorInt(0, 0, 0, 0);
                    int      num5 = 0;
                    bool     flag = false;
                    for (int j = 0; j < 4; j++)
                    {
                        int num6 = num2 + array3[j];
                        if (num6 >= 0 && num6 < num && num6 / x == num3 + array4[j])
                        {
                            Thing   thing   = array2[num6];
                            RoofDef roofDef = roofGrid.RoofAt(num6);
                            if (roofDef != null && (roofDef.isThickRoof || thing == null || !thing.def.holdsRoof || thing.def.altitudeLayer == AltitudeLayer.DoorMoveable))
                            {
                                flag = true;
                            }
                            if (thing == null || !thing.def.blockLight)
                            {
                                a += glowGrid[num6];
                                num5++;
                            }
                        }
                    }
                    if (num5 > 0)
                    {
                        array[botLeft] = (a / num5).ToColor32;
                    }
                    else
                    {
                        array[botLeft] = new Color32(0, 0, 0, 0);
                    }
                    if (flag && array[botLeft].a < 100)
                    {
                        array[botLeft].a = 100;
                    }
                    num4++;
                    botLeft++;
                    num2++;
                }
                int num7 = maxX + 2 - sectRect.minX;
                botLeft -= num7;
                num2    -= num7;
                botLeft += width + 1;
                num2    += map.Size.x;
            }
            CalculateVertexIndices(sectRect.minX, sectRect.minZ, out int botLeft2, out int _, out int _, out int _, out int center2);
            int num8 = cellIndices.CellToIndex(sectRect.minX, sectRect.minZ);

            for (int k = sectRect.minZ; k <= maxZ; k++)
            {
                int num9 = sectRect.minX;
                while (num9 <= maxX)
                {
                    ColorInt colorInt = default(ColorInt) + array[botLeft2];
                    colorInt      += array[botLeft2 + 1];
                    colorInt      += array[botLeft2 + width + 1];
                    colorInt      += array[botLeft2 + width + 2];
                    array[center2] = new Color32((byte)(colorInt.r / 4), (byte)(colorInt.g / 4), (byte)(colorInt.b / 4), (byte)(colorInt.a / 4));
                    if (array[center2].a < 100 && roofGrid.Roofed(num8))
                    {
                        Thing thing2 = array2[num8];
                        if (thing2 == null || !thing2.def.holdsRoof)
                        {
                            array[center2].a = 100;
                        }
                    }
                    num9++;
                    botLeft2++;
                    center2++;
                    num8++;
                }
                botLeft2++;
                num8 -= width;
                num8 += map.Size.x;
            }
            subMesh.mesh.colors32 = array;
        }
示例#8
0
        public void AddFloodGlowFor(CompGlower theGlower, Color32[] glowGrid)
        {
            cellIndices      = map.cellIndices;
            this.glowGrid    = glowGrid;
            glower           = theGlower;
            attenLinearSlope = -1f / theGlower.Props.glowRadius;
            Building[] innerArray = map.edificeGrid.InnerArray;
            IntVec3    position   = theGlower.parent.Position;
            int        num        = Mathf.RoundToInt(glower.Props.glowRadius * 100f);
            int        curIndex   = cellIndices.CellToIndex(position);
            int        num2       = 0;
            bool       flag       = UnityData.isDebugBuild && DebugViewSettings.drawGlow;

            InitStatusesAndPushStartNode(ref curIndex, position);
            while (openSet.Count != 0)
            {
                curIndex = openSet.Pop();
                IntVec3 c = cellIndices.IndexToCell(curIndex);
                calcGrid[curIndex].status = statusFinalizedValue;
                SetGlowGridFromDist(curIndex);
                if (flag)
                {
                    map.debugDrawer.FlashCell(c, (float)calcGrid[curIndex].intDist / 10f, calcGrid[curIndex].intDist.ToString("F2"));
                    num2++;
                }
                for (int i = 0; i < 8; i++)
                {
                    uint num3 = (uint)(c.x + Directions[i, 0]);
                    uint num4 = (uint)(c.z + Directions[i, 1]);
                    if (num3 < mapSizeX && num4 < mapSizeZ)
                    {
                        int x    = (int)num3;
                        int z    = (int)num4;
                        int num5 = cellIndices.CellToIndex(x, z);
                        if (calcGrid[num5].status != statusFinalizedValue)
                        {
                            blockers[i] = innerArray[num5];
                            if (blockers[i] != null)
                            {
                                if (blockers[i].def.blockLight)
                                {
                                    continue;
                                }
                                blockers[i] = null;
                            }
                            int num6 = (i >= 4) ? 141 : 100;
                            int num7 = calcGrid[curIndex].intDist + num6;
                            if (num7 <= num)
                            {
                                switch (i)
                                {
                                case 4:
                                    if (blockers[0] != null && blockers[1] != null)
                                    {
                                        break;
                                    }
                                    goto default;

                                case 5:
                                    if (blockers[1] != null && blockers[2] != null)
                                    {
                                        break;
                                    }
                                    goto default;

                                case 6:
                                    if (blockers[2] != null && blockers[3] != null)
                                    {
                                        break;
                                    }
                                    goto default;

                                case 7:
                                    if (blockers[0] != null && blockers[3] != null)
                                    {
                                        break;
                                    }
                                    goto default;

                                default:
                                    if (calcGrid[num5].status <= statusUnseenValue)
                                    {
                                        calcGrid[num5].intDist = 999999;
                                        calcGrid[num5].status  = statusOpenValue;
                                    }
                                    if (num7 < calcGrid[num5].intDist)
                                    {
                                        calcGrid[num5].intDist = num7;
                                        calcGrid[num5].status  = statusOpenValue;
                                        openSet.Push(num5);
                                    }
                                    break;
                                }
                            }
                        }
                    }
                }
            }
        }
示例#9
0
        public void AddFloodGlowFor(CompGlower theGlower, Color32[] glowGrid)
        {
            cellIndices      = map.cellIndices;
            this.glowGrid    = glowGrid;
            glower           = theGlower;
            attenLinearSlope = -1f / theGlower.Props.glowRadius;
            Building[] innerArray = map.edificeGrid.InnerArray;
            IntVec3    position   = theGlower.parent.Position;
            int        num        = Mathf.RoundToInt(glower.Props.glowRadius * 100f);
            int        curIndex   = cellIndices.CellToIndex(position);
            int        num2       = 0;

            InitStatusesAndPushStartNode(ref curIndex, position);
            while (openSet.Count != 0)
            {
                curIndex = openSet.Pop();
                IntVec3 intVec = cellIndices.IndexToCell(curIndex);
                calcGrid[curIndex].status = statusFinalizedValue;
                SetGlowGridFromDist(curIndex);
                for (int i = 0; i < 8; i++)
                {
                    uint num3 = (uint)(intVec.x + Directions[i, 0]);
                    uint num4 = (uint)(intVec.z + Directions[i, 1]);
                    if (num3 >= mapSizeX || num4 >= mapSizeZ)
                    {
                        continue;
                    }
                    int x    = (int)num3;
                    int z    = (int)num4;
                    int num5 = cellIndices.CellToIndex(x, z);
                    if (calcGrid[num5].status == statusFinalizedValue)
                    {
                        continue;
                    }
                    blockers[i] = innerArray[num5];
                    if (blockers[i] != null)
                    {
                        if (blockers[i].def.blockLight)
                        {
                            continue;
                        }
                        blockers[i] = null;
                    }
                    int num6 = (i >= 4) ? 141 : 100;
                    int num7 = calcGrid[curIndex].intDist + num6;
                    if (num7 > num)
                    {
                        continue;
                    }
                    switch (i)
                    {
                    case 4:
                        if (blockers[0] != null && blockers[1] != null)
                        {
                            continue;
                        }
                        break;

                    case 5:
                        if (blockers[1] != null && blockers[2] != null)
                        {
                            continue;
                        }
                        break;

                    case 6:
                        if (blockers[2] != null && blockers[3] != null)
                        {
                            continue;
                        }
                        break;

                    case 7:
                        if (blockers[0] != null && blockers[3] != null)
                        {
                            continue;
                        }
                        break;
                    }
                    if (calcGrid[num5].status <= statusUnseenValue)
                    {
                        calcGrid[num5].intDist = 999999;
                        calcGrid[num5].status  = statusOpenValue;
                    }
                    if (num7 < calcGrid[num5].intDist)
                    {
                        calcGrid[num5].intDist = num7;
                        calcGrid[num5].status  = statusOpenValue;
                        openSet.Push(num5);
                    }
                }
            }
        }
        public override void Regenerate()
        {
            Building[] innerArray = base.Map.edificeGrid.InnerArray;
            float      y          = AltitudeLayer.Shadows.AltitudeFor();
            CellRect   cellRect   = new CellRect(this.section.botLeft.x, this.section.botLeft.z, 17, 17);

            cellRect.ClipInsideMap(base.Map);
            LayerSubMesh sm = base.GetSubMesh(MatBases.EdgeShadow);

            sm.Clear(MeshParts.All);
            sm.verts.Capacity  = cellRect.Area * 4;
            sm.colors.Capacity = cellRect.Area * 4;
            sm.tris.Capacity   = cellRect.Area * 8;
            bool[]      array       = new bool[4];
            bool[]      array2      = new bool[4];
            bool[]      array3      = new bool[4];
            CellIndices cellIndices = base.Map.cellIndices;

            for (int i = cellRect.minX; i <= cellRect.maxX; i++)
            {
                for (int j = cellRect.minZ; j <= cellRect.maxZ; j++)
                {
                    Thing thing = innerArray[cellIndices.CellToIndex(i, j)];
                    if (thing != null && thing.def.castEdgeShadows)
                    {
                        sm.verts.Add(new Vector3((float)i, y, (float)j));
                        sm.verts.Add(new Vector3((float)i, y, (float)(j + 1)));
                        sm.verts.Add(new Vector3((float)(i + 1), y, (float)(j + 1)));
                        sm.verts.Add(new Vector3((float)(i + 1), y, (float)j));
                        sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                        sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                        sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                        sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                        int count = sm.verts.Count;
                        sm.tris.Add(count - 4);
                        sm.tris.Add(count - 3);
                        sm.tris.Add(count - 2);
                        sm.tris.Add(count - 4);
                        sm.tris.Add(count - 2);
                        sm.tris.Add(count - 1);
                    }
                    else
                    {
                        array[0]  = false;
                        array[1]  = false;
                        array[2]  = false;
                        array[3]  = false;
                        array2[0] = false;
                        array2[1] = false;
                        array2[2] = false;
                        array2[3] = false;
                        array3[0] = false;
                        array3[1] = false;
                        array3[2] = false;
                        array3[3] = false;
                        IntVec3   a = new IntVec3(i, 0, j);
                        IntVec3[] cardinalDirectionsAround = GenAdj.CardinalDirectionsAround;
                        for (int k = 0; k < 4; k++)
                        {
                            IntVec3 c = a + cardinalDirectionsAround[k];
                            if (c.InBounds(base.Map))
                            {
                                thing = innerArray[cellIndices.CellToIndex(c)];
                                if (thing != null && thing.def.castEdgeShadows)
                                {
                                    array2[k]          = true;
                                    array[(k + 3) % 4] = true;
                                    array[k]           = true;
                                }
                            }
                        }
                        IntVec3[] diagonalDirectionsAround = GenAdj.DiagonalDirectionsAround;
                        for (int l = 0; l < 4; l++)
                        {
                            if (!array[l])
                            {
                                IntVec3 c = a + diagonalDirectionsAround[l];
                                if (c.InBounds(base.Map))
                                {
                                    thing = innerArray[cellIndices.CellToIndex(c)];
                                    if (thing != null && thing.def.castEdgeShadows)
                                    {
                                        array[l]  = true;
                                        array3[l] = true;
                                    }
                                }
                            }
                        }
                        Action <int> action = delegate(int idx)
                        {
                            sm.tris.Add(sm.verts.Count - 2);
                            sm.tris.Add(idx);
                            sm.tris.Add(sm.verts.Count - 1);
                            sm.tris.Add(sm.verts.Count - 1);
                            sm.tris.Add(idx);
                            sm.tris.Add(idx + 1);
                        };
                        Action action2 = delegate()
                        {
                            sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                            sm.colors.Add(SectionLayer_EdgeShadows.Lit);
                            sm.colors.Add(SectionLayer_EdgeShadows.Lit);
                            sm.tris.Add(sm.verts.Count - 3);
                            sm.tris.Add(sm.verts.Count - 2);
                            sm.tris.Add(sm.verts.Count - 1);
                        };
                        int count2 = sm.verts.Count;
                        if (array[0])
                        {
                            if (array2[0] || array2[1])
                            {
                                float num2;
                                float num = num2 = 0f;
                                if (array2[0])
                                {
                                    num = 0.45f;
                                }
                                if (array2[1])
                                {
                                    num2 = 0.45f;
                                }
                                sm.verts.Add(new Vector3((float)i, y, (float)j));
                                sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                                sm.verts.Add(new Vector3((float)i + num2, y, (float)j + num));
                                sm.colors.Add(SectionLayer_EdgeShadows.Lit);
                                if (array[1] && !array3[1])
                                {
                                    action(sm.verts.Count);
                                }
                            }
                            else
                            {
                                sm.verts.Add(new Vector3((float)i, y, (float)j));
                                sm.verts.Add(new Vector3((float)i, y, (float)j + 0.45f));
                                sm.verts.Add(new Vector3((float)i + 0.45f, y, (float)j));
                                action2();
                            }
                        }
                        if (array[1])
                        {
                            if (array2[1] || array2[2])
                            {
                                float num2;
                                float num = num2 = 0f;
                                if (array2[1])
                                {
                                    num2 = 0.45f;
                                }
                                if (array2[2])
                                {
                                    num = -0.45f;
                                }
                                sm.verts.Add(new Vector3((float)i, y, (float)(j + 1)));
                                sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                                sm.verts.Add(new Vector3((float)i + num2, y, (float)(j + 1) + num));
                                sm.colors.Add(SectionLayer_EdgeShadows.Lit);
                                if (array[2] && !array3[2])
                                {
                                    action(sm.verts.Count);
                                }
                            }
                            else
                            {
                                sm.verts.Add(new Vector3((float)i, y, (float)(j + 1)));
                                sm.verts.Add(new Vector3((float)i + 0.45f, y, (float)(j + 1)));
                                sm.verts.Add(new Vector3((float)i, y, (float)(j + 1) - 0.45f));
                                action2();
                            }
                        }
                        if (array[2])
                        {
                            if (array2[2] || array2[3])
                            {
                                float num2;
                                float num = num2 = 0f;
                                if (array2[2])
                                {
                                    num = -0.45f;
                                }
                                if (array2[3])
                                {
                                    num2 = -0.45f;
                                }
                                sm.verts.Add(new Vector3((float)(i + 1), y, (float)(j + 1)));
                                sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                                sm.verts.Add(new Vector3((float)(i + 1) + num2, y, (float)(j + 1) + num));
                                sm.colors.Add(SectionLayer_EdgeShadows.Lit);
                                if (array[3] && !array3[3])
                                {
                                    action(sm.verts.Count);
                                }
                            }
                            else
                            {
                                sm.verts.Add(new Vector3((float)(i + 1), y, (float)(j + 1)));
                                sm.verts.Add(new Vector3((float)(i + 1), y, (float)(j + 1) - 0.45f));
                                sm.verts.Add(new Vector3((float)(i + 1) - 0.45f, y, (float)(j + 1)));
                                action2();
                            }
                        }
                        if (array[3])
                        {
                            if (array2[3] || array2[0])
                            {
                                float num2;
                                float num = num2 = 0f;
                                if (array2[3])
                                {
                                    num2 = -0.45f;
                                }
                                if (array2[0])
                                {
                                    num = 0.45f;
                                }
                                sm.verts.Add(new Vector3((float)(i + 1), y, (float)j));
                                sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                                sm.verts.Add(new Vector3((float)(i + 1) + num2, y, (float)j + num));
                                sm.colors.Add(SectionLayer_EdgeShadows.Lit);
                                if (array[0] && !array3[0])
                                {
                                    action(count2);
                                }
                            }
                            else
                            {
                                sm.verts.Add(new Vector3((float)(i + 1), y, (float)j));
                                sm.verts.Add(new Vector3((float)(i + 1) - 0.45f, y, (float)j));
                                sm.verts.Add(new Vector3((float)(i + 1), y, (float)j + 0.45f));
                                action2();
                            }
                        }
                    }
                }
            }
            if (sm.verts.Count > 0)
            {
                sm.FinalizeMesh(MeshParts.Verts | MeshParts.Tris | MeshParts.Colors);
            }
        }
示例#11
0
        public override void Regenerate()
        {
            LayerSubMesh subMesh = base.GetSubMesh(MatBases.Snow);

            if (subMesh.mesh.vertexCount == 0)
            {
                SectionLayerGeometryMaker_Solid.MakeBaseGeometry(this.section, subMesh, AltitudeLayer.Terrain);
            }
            subMesh.Clear(MeshParts.Colors);
            float[]     depthGridDirect_Unsafe = base.Map.snowGrid.DepthGridDirect_Unsafe;
            CellRect    cellRect    = this.section.CellRect;
            int         num         = base.Map.Size.z - 1;
            int         num2        = base.Map.Size.x - 1;
            bool        flag        = false;
            CellIndices cellIndices = base.Map.cellIndices;

            for (int i = cellRect.minX; i <= cellRect.maxX; i++)
            {
                for (int j = cellRect.minZ; j <= cellRect.maxZ; j++)
                {
                    float num3 = depthGridDirect_Unsafe[cellIndices.CellToIndex(i, j)];
                    int   num4 = cellIndices.CellToIndex(i, j - 1);
                    float num5 = (j <= 0) ? num3 : depthGridDirect_Unsafe[num4];
                    num4 = cellIndices.CellToIndex(i - 1, j - 1);
                    float num6 = (j <= 0 || i <= 0) ? num3 : depthGridDirect_Unsafe[num4];
                    num4 = cellIndices.CellToIndex(i - 1, j);
                    float num7 = (i <= 0) ? num3 : depthGridDirect_Unsafe[num4];
                    num4 = cellIndices.CellToIndex(i - 1, j + 1);
                    float num8 = (j >= num || i <= 0) ? num3 : depthGridDirect_Unsafe[num4];
                    num4 = cellIndices.CellToIndex(i, j + 1);
                    float num9 = (j >= num) ? num3 : depthGridDirect_Unsafe[num4];
                    num4 = cellIndices.CellToIndex(i + 1, j + 1);
                    float num10 = (j >= num || i >= num2) ? num3 : depthGridDirect_Unsafe[num4];
                    num4 = cellIndices.CellToIndex(i + 1, j);
                    float num11 = (i >= num2) ? num3 : depthGridDirect_Unsafe[num4];
                    num4 = cellIndices.CellToIndex(i + 1, j - 1);
                    float num12 = (j <= 0 || i >= num2) ? num3 : depthGridDirect_Unsafe[num4];
                    this.vertDepth[0] = (num5 + num6 + num7 + num3) / 4f;
                    this.vertDepth[1] = (num7 + num3) / 2f;
                    this.vertDepth[2] = (num7 + num8 + num9 + num3) / 4f;
                    this.vertDepth[3] = (num9 + num3) / 2f;
                    this.vertDepth[4] = (num9 + num10 + num11 + num3) / 4f;
                    this.vertDepth[5] = (num11 + num3) / 2f;
                    this.vertDepth[6] = (num11 + num12 + num5 + num3) / 4f;
                    this.vertDepth[7] = (num5 + num3) / 2f;
                    this.vertDepth[8] = num3;
                    for (int k = 0; k < 9; k++)
                    {
                        if (this.vertDepth[k] > 0.01f)
                        {
                            flag = true;
                        }
                        subMesh.colors.Add(SectionLayer_Snow.SnowDepthColor(this.vertDepth[k]));
                    }
                }
            }
            if (flag)
            {
                subMesh.disabled = false;
                subMesh.FinalizeMesh(MeshParts.Colors);
            }
            else
            {
                subMesh.disabled = true;
            }
        }
示例#12
0
        public void AddFloodGlowFor(CompGlower theGlower, Color32[] glowGrid)
        {
            this.cellIndices      = this.map.cellIndices;
            this.glowGrid         = glowGrid;
            this.glower           = theGlower;
            this.attenLinearSlope = (float)(-1.0 / theGlower.Props.glowRadius);
            Building[] innerArray = this.map.edificeGrid.InnerArray;
            IntVec3    position   = theGlower.parent.Position;
            int        num        = Mathf.RoundToInt((float)(this.glower.Props.glowRadius * 100.0));
            int        num2       = this.cellIndices.CellToIndex(position);
            int        num3       = 0;
            bool       flag       = UnityData.isDebugBuild && DebugViewSettings.drawGlow;

            this.InitStatusesAndPushStartNode(ref num2, position);
            while (this.openSet.Count != 0)
            {
                num2 = this.openSet.Pop();
                IntVec3 c = this.cellIndices.IndexToCell(num2);
                this.calcGrid[num2].status = this.statusFinalizedValue;
                this.SetGlowGridFromDist(num2);
                if (flag)
                {
                    this.map.debugDrawer.FlashCell(c, (float)((float)this.calcGrid[num2].intDist / 10.0), this.calcGrid[num2].intDist.ToString("F2"), 50);
                    num3++;
                }
                for (int i = 0; i < 8; i++)
                {
                    uint num4 = (uint)(c.x + GlowFlooder.Directions[i, 0]);
                    uint num5 = (uint)(c.z + GlowFlooder.Directions[i, 1]);
                    if (num4 < this.mapSizeX && num5 < this.mapSizeZ)
                    {
                        int x    = (int)num4;
                        int z    = (int)num5;
                        int num6 = this.cellIndices.CellToIndex(x, z);
                        if (this.calcGrid[num6].status != this.statusFinalizedValue)
                        {
                            this.blockers[i] = innerArray[num6];
                            if (this.blockers[i] != null)
                            {
                                if (this.blockers[i].def.blockLight)
                                {
                                    continue;
                                }
                                this.blockers[i] = null;
                            }
                            int num7 = (i >= 4) ? 141 : 100;
                            int num8 = this.calcGrid[num2].intDist + num7;
                            if (num8 <= num)
                            {
                                switch (i)
                                {
                                case 4:
                                    if (this.blockers[0] != null && this.blockers[1] != null)
                                    {
                                        break;
                                    }
                                    goto default;

                                case 5:
                                    if (this.blockers[1] != null && this.blockers[2] != null)
                                    {
                                        break;
                                    }
                                    goto default;

                                case 6:
                                    if (this.blockers[2] != null && this.blockers[3] != null)
                                    {
                                        break;
                                    }
                                    goto default;

                                case 7:
                                    if (this.blockers[0] != null && this.blockers[3] != null)
                                    {
                                        break;
                                    }
                                    goto default;

                                default:
                                    if (this.calcGrid[num6].status <= this.statusUnseenValue)
                                    {
                                        this.calcGrid[num6].intDist = 999999;
                                        this.calcGrid[num6].status  = this.statusOpenValue;
                                    }
                                    if (num8 < this.calcGrid[num6].intDist)
                                    {
                                        this.calcGrid[num6].intDist = num8;
                                        this.calcGrid[num6].status  = this.statusOpenValue;
                                        this.openSet.Push(num6);
                                    }
                                    break;
                                }
                            }
                        }
                    }
                }
            }
        }