// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.Biomes.Desert.ChambersEntrance // 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 System.Collections.Generic; using Terraria.Utilities; using Terraria.WorldBuilding; namespace Terraria.GameContent.Biomes.Desert { public static class ChambersEntrance { public static void Place(DesertDescription description) { int num = description.Desert.Center.X + WorldGen.genRand.Next(-40, 41); Point position = new Point(num, (int) description.Surface[num]); ChambersEntrance.PlaceAt(description, position); } private static void PlaceAt(DesertDescription description, Point position) { ShapeData shapeData = new ShapeData(); Point origin = new Point(position.X, position.Y + 2); WorldUtils.Gen(origin, (GenShape) new Shapes.Circle(24, 12), Actions.Chain((GenAction) new Modifiers.Blotches(), new Actions.SetTile((ushort) 53).Output(shapeData))); UnifiedRandom genRand = WorldGen.genRand; ShapeData data = new ShapeData(); int num1 = description.Hive.Top - position.Y; int direction = genRand.Next(2) == 0 ? -1 : 1; List pathConnectionList = new List() { new ChambersEntrance.PathConnection(new Point(position.X + -direction * 26, position.Y - 8), direction) }; int num2 = genRand.Next(2, 4); for (int index = 0; index < num2; ++index) { int y = (int) ((double) (index + 1) / (double) num2 * (double) num1) + genRand.Next(-8, 9); int x = direction * genRand.Next(20, 41); int num3 = genRand.Next(18, 29); WorldUtils.Gen(position, (GenShape) new Shapes.Circle(num3 / 2, 3), Actions.Chain((GenAction) new Modifiers.Offset(x, y), (GenAction) new Modifiers.Blotches(), new Actions.Clear().Output(data), (GenAction) new Actions.PlaceWall((ushort) 187))); pathConnectionList.Add(new ChambersEntrance.PathConnection(new Point(x + num3 / 2 * -direction + position.X, y + position.Y), -direction)); direction *= -1; } WorldUtils.Gen(position, (GenShape) new ModShapes.OuterOutline(data), Actions.Chain((GenAction) new Modifiers.Expand(1), (GenAction) new Modifiers.OnlyTiles(new ushort[1] { (ushort) 53 }), (GenAction) new Actions.SetTile((ushort) 397), (GenAction) new Actions.PlaceWall((ushort) 187))); GenShapeActionPair pair = new GenShapeActionPair((GenShape) new Shapes.Rectangle(2, 4), Actions.Chain((GenAction) new Modifiers.IsSolid(), (GenAction) new Modifiers.Blotches(), (GenAction) new Actions.Clear(), (GenAction) new Modifiers.Expand(1), (GenAction) new Actions.PlaceWall((ushort) 187), (GenAction) new Modifiers.OnlyTiles(new ushort[1] { (ushort) 53 }), (GenAction) new Actions.SetTile((ushort) 397))); for (int index = 1; index < pathConnectionList.Count; ++index) { ChambersEntrance.PathConnection pathConnection1 = pathConnectionList[index - 1]; ChambersEntrance.PathConnection pathConnection2 = pathConnectionList[index]; float num4 = Math.Abs(pathConnection2.Position.X - pathConnection1.Position.X) * 1.5f; for (float amount = 0.0f; (double) amount <= 1.0; amount += 0.02f) { Vector2 vector2_1 = new Vector2(pathConnection1.Position.X + pathConnection1.Direction * num4 * amount, pathConnection1.Position.Y); Vector2 vector2_2 = new Vector2(pathConnection2.Position.X + (float) ((double) pathConnection2.Direction * (double) num4 * (1.0 - (double) amount)), pathConnection2.Position.Y); Vector2 vector2_3 = Vector2.Lerp(pathConnection1.Position, pathConnection2.Position, amount); Vector2 vector2_4 = vector2_3; double num5 = (double) amount; WorldUtils.Gen(Vector2.Lerp(Vector2.Lerp(vector2_1, vector2_4, (float) num5), Vector2.Lerp(vector2_3, vector2_2, amount), amount).ToPoint(), pair); } } WorldUtils.Gen(origin, (GenShape) new Shapes.Rectangle(new Microsoft.Xna.Framework.Rectangle(-29, -12, 58, 12)), Actions.Chain((GenAction) new Modifiers.NotInShape(shapeData), (GenAction) new Modifiers.Expand(1), (GenAction) new Actions.PlaceWall((ushort) 0))); } private struct PathConnection { public readonly Vector2 Position; public readonly float Direction; public PathConnection(Point position, int direction) { this.Position = new Vector2((float) position.X, (float) position.Y); this.Direction = (float) direction; } } } }