Terraria 1.4.0.5 Source Code

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MikeyIsBaeYT 2021-10-26 12:45:26 -04:00
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// Decompiled with JetBrains decompiler
// Type: Terraria.GameContent.Biomes.MarbleBiome
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using Microsoft.Xna.Framework;
using System;
using Terraria.ID;
using Terraria.WorldBuilding;
namespace Terraria.GameContent.Biomes
{
public class MarbleBiome : MicroBiome
{
private const int SCALE = 3;
private MarbleBiome.Slab[,] _slabs;
private void SmoothSlope(int x, int y)
{
MarbleBiome.Slab slab = this._slabs[x, y];
if (!slab.IsSolid)
return;
int num = this._slabs[x, y - 1].IsSolid ? 1 : 0;
bool isSolid1 = this._slabs[x, y + 1].IsSolid;
bool isSolid2 = this._slabs[x - 1, y].IsSolid;
bool isSolid3 = this._slabs[x + 1, y].IsSolid;
switch ((num != 0 ? 1 : 0) << 3 | (isSolid1 ? 1 : 0) << 2 | (isSolid2 ? 1 : 0) << 1 | (isSolid3 ? 1 : 0))
{
case 4:
this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.HalfBrick));
break;
case 5:
this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.BottomRightFilled));
break;
case 6:
this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.BottomLeftFilled));
break;
case 9:
this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.TopRightFilled));
break;
case 10:
this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.TopLeftFilled));
break;
default:
this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.Solid));
break;
}
}
private void PlaceSlab(MarbleBiome.Slab slab, int originX, int originY, int scale)
{
ushort num1 = 367;
ushort num2 = 178;
if (WorldGen.drunkWorldGen)
{
num1 = (ushort) 368;
num2 = (ushort) 180;
}
int num3 = -1;
int num4 = scale + 1;
int num5 = 0;
int num6 = scale;
for (int x = num3; x < num4; ++x)
{
if (x != num3 && x != num4 - 1 || WorldGen.genRand.Next(2) != 0)
{
if (WorldGen.genRand.Next(2) == 0)
--num5;
if (WorldGen.genRand.Next(2) == 0)
++num6;
for (int y = num5; y < num6; ++y)
{
Tile tile = GenBase._tiles[originX + x, originY + y];
tile.ResetToType(TileID.Sets.Ore[(int) tile.type] ? tile.type : num1);
bool active = slab.State(x, y, scale);
tile.active(active);
if (slab.HasWall)
tile.wall = num2;
WorldUtils.TileFrame(originX + x, originY + y, true);
WorldGen.SquareWallFrame(originX + x, originY + y);
Tile.SmoothSlope(originX + x, originY + y);
if (WorldGen.SolidTile(originX + x, originY + y - 1) && GenBase._random.Next(4) == 0)
WorldGen.PlaceTight(originX + x, originY + y);
if (WorldGen.SolidTile(originX + x, originY + y) && GenBase._random.Next(4) == 0)
WorldGen.PlaceTight(originX + x, originY + y - 1);
}
}
}
}
private static bool IsGroupSolid(int x, int y, int scale)
{
int num = 0;
for (int index1 = 0; index1 < scale; ++index1)
{
for (int index2 = 0; index2 < scale; ++index2)
{
if (WorldGen.SolidOrSlopedTile(x + index1, y + index2))
++num;
}
}
return num > scale / 4 * 3;
}
public override bool Place(Point origin, StructureMap structures)
{
if (WorldGen.BiomeTileCheck(origin.X, origin.Y))
return false;
if (this._slabs == null)
this._slabs = new MarbleBiome.Slab[56, 26];
int num1 = GenBase._random.Next(80, 150) / 3;
int num2 = GenBase._random.Next(40, 60) / 3;
int num3 = (num2 * 3 - GenBase._random.Next(20, 30)) / 3;
origin.X -= num1 * 3 / 2;
origin.Y -= num2 * 3 / 2;
for (int index1 = -1; index1 < num1 + 1; ++index1)
{
double num4 = (double) (index1 - num1 / 2) / (double) num1 + 0.5;
int num5 = (int) ((0.5 - Math.Abs(num4 - 0.5)) * 5.0) - 2;
for (int index2 = -1; index2 < num2 + 1; ++index2)
{
bool hasWall = true;
bool flag1 = false;
bool flag2 = MarbleBiome.IsGroupSolid(index1 * 3 + origin.X, index2 * 3 + origin.Y, 3);
int num6 = Math.Abs(index2 - num2 / 2) - num3 / 4 + num5;
if (num6 > 3)
{
flag1 = flag2;
hasWall = false;
}
else if (num6 > 0)
{
flag1 = index2 - num2 / 2 > 0 | flag2;
hasWall = index2 - num2 / 2 < 0 || num6 <= 2;
}
else if (num6 == 0)
flag1 = GenBase._random.Next(2) == 0 && index2 - num2 / 2 > 0 | flag2;
if (Math.Abs(num4 - 0.5) > 0.349999994039536 + (double) GenBase._random.NextFloat() * 0.100000001490116 && !flag2)
{
hasWall = false;
flag1 = false;
}
this._slabs[index1 + 1, index2 + 1] = MarbleBiome.Slab.Create(flag1 ? new MarbleBiome.SlabState(MarbleBiome.SlabStates.Solid) : new MarbleBiome.SlabState(MarbleBiome.SlabStates.Empty), hasWall);
}
}
for (int index3 = 0; index3 < num1; ++index3)
{
for (int index4 = 0; index4 < num2; ++index4)
this.SmoothSlope(index3 + 1, index4 + 1);
}
int num7 = num1 / 2;
int val1 = num2 / 2;
int num8 = (val1 + 1) * (val1 + 1);
float num9 = (float) ((double) GenBase._random.NextFloat() * 2.0 - 1.0);
float num10 = (float) ((double) GenBase._random.NextFloat() * 2.0 - 1.0);
float num11 = (float) ((double) GenBase._random.NextFloat() * 2.0 - 1.0);
float num12 = 0.0f;
for (int index5 = 0; index5 <= num1; ++index5)
{
float num13 = (float) val1 / (float) num7 * (float) (index5 - num7);
int num14 = Math.Min(val1, (int) Math.Sqrt((double) Math.Max(0.0f, (float) num8 - num13 * num13)));
if (index5 < num1 / 2)
num12 += MathHelper.Lerp(num9, num10, (float) index5 / (float) (num1 / 2));
else
num12 += MathHelper.Lerp(num10, num11, (float) ((double) index5 / (double) (num1 / 2) - 1.0));
for (int index6 = val1 - num14; index6 <= val1 + num14; ++index6)
this.PlaceSlab(this._slabs[index5 + 1, index6 + 1], index5 * 3 + origin.X, index6 * 3 + origin.Y + (int) num12, 3);
}
structures.AddStructure(new Microsoft.Xna.Framework.Rectangle(origin.X, origin.Y, num1 * 3, num2 * 3), 8);
return true;
}
private delegate bool SlabState(int x, int y, int scale);
private static class SlabStates
{
public static bool Empty(int x, int y, int scale) => false;
public static bool Solid(int x, int y, int scale) => true;
public static bool HalfBrick(int x, int y, int scale) => y >= scale / 2;
public static bool BottomRightFilled(int x, int y, int scale) => x >= scale - y;
public static bool BottomLeftFilled(int x, int y, int scale) => x < y;
public static bool TopRightFilled(int x, int y, int scale) => x > y;
public static bool TopLeftFilled(int x, int y, int scale) => x < scale - y;
}
private struct Slab
{
public readonly MarbleBiome.SlabState State;
public readonly bool HasWall;
public bool IsSolid => this.State != new MarbleBiome.SlabState(MarbleBiome.SlabStates.Empty);
private Slab(MarbleBiome.SlabState state, bool hasWall)
{
this.State = state;
this.HasWall = hasWall;
}
public MarbleBiome.Slab WithState(MarbleBiome.SlabState state) => new MarbleBiome.Slab(state, this.HasWall);
public static MarbleBiome.Slab Create(MarbleBiome.SlabState state, bool hasWall) => new MarbleBiome.Slab(state, hasWall);
}
}
}