Beispiel #1
0
        void GenerateTrees([NotNull] Map map)
        {
            if (map == null)
            {
                throw new ArgumentNullException("map");
            }
            int          minHeight       = args.TreeHeightMin;
            int          maxHeight       = args.TreeHeightMax;
            int          minTrunkPadding = args.TreeSpacingMin;
            int          maxTrunkPadding = args.TreeSpacingMax;
            const int    topLayers       = 2;
            const double odds            = 0.618;

            Random rn = new Random();

            map.CalculateShadows();

            for (int x = 0; x < map.Width; x += rn.Next(minTrunkPadding, maxTrunkPadding + 1))
            {
                for (int y = 0; y < map.Length; y += rn.Next(minTrunkPadding, maxTrunkPadding + 1))
                {
                    int nx = x + rn.Next(-(minTrunkPadding / 2), (maxTrunkPadding / 2) + 1);
                    int ny = y + rn.Next(-(minTrunkPadding / 2), (maxTrunkPadding / 2) + 1);
                    if (nx < 0 || nx >= map.Width || ny < 0 || ny >= map.Length)
                    {
                        continue;
                    }
                    int nz = map.Shadows[nx, ny];

                    if ((map.GetBlock(nx, ny, nz) == bGroundSurface) && slopemap[nx, ny] < .5)
                    {
                        // Pick a random height for the tree between Min and Max,
                        // discarding this tree if it would breach the top of the map
                        int nh;
                        if ((nh = rn.Next(minHeight, maxHeight + 1)) + nz + nh / 2 > map.Height)
                        {
                            continue;
                        }

                        // Generate the trunk of the tree
                        for (int z = 1; z <= nh; z++)
                        {
                            map.SetBlock(nx, ny, nz + z, Block.Log);
                        }

                        for (int i = -1; i < nh / 2; i++)
                        {
                            // Should we draw thin (2x2) or thicker (4x4) foliage
                            int radius = (i >= (nh / 2) - topLayers) ? 1 : 2;
                            // Draw the foliage
                            for (int xoff = -radius; xoff < radius + 1; xoff++)
                            {
                                for (int yoff = -radius; yoff < radius + 1; yoff++)
                                {
                                    // Drop random leaves from the edges
                                    if (rn.NextDouble() > odds && Math.Abs(xoff) == Math.Abs(yoff) && Math.Abs(xoff) == radius)
                                    {
                                        continue;
                                    }
                                    // By default only replace an existing block if its air
                                    if (map.GetBlock(nx + xoff, ny + yoff, nz + nh + i) == Block.Air)
                                    {
                                        map.SetBlock(nx + xoff, ny + yoff, nz + nh + i, Block.Leaves);
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }