Beispiel #1
0
        public IChunk Deserialize(Stream stream, PlanetIndex3 position)
        {
            Chunk chunk = new Chunk(position.ChunkIndex, position.Planet);

            using (BinaryReader br = new BinaryReader(stream))
            {
                List <IBlockDefinition>     types = new List <IBlockDefinition>();
                Dictionary <ushort, ushort> map   = new Dictionary <ushort, ushort>();

                bool longIndex = br.ReadByte() > 0;

                int typecount = longIndex ? br.ReadUInt16() : br.ReadByte();

                // Im Falle eines Luftchunks
                if (typecount == 0)
                {
                    return(chunk);
                }

                for (int i = 0; i < typecount; i++)
                {
                    string             typeName    = br.ReadString();
                    IBlockDefinition[] definitions = DefinitionManager.GetBlockDefinitions().ToArray();
                    var blockDefinition            = definitions.FirstOrDefault(d => d.GetType().FullName == typeName);
                    types.Add(blockDefinition);

                    map.Add((ushort)types.Count, (ushort)(Array.IndexOf(definitions, blockDefinition) + 1));
                }

                for (int i = 0; i < chunk.Blocks.Length; i++)
                {
                    ushort typeIndex = longIndex ? br.ReadUInt16() : br.ReadByte();
                    chunk.MetaData[i] = 0;
                    if (typeIndex > 0)
                    {
                        chunk.Blocks[i] = map[typeIndex];

                        var definition = DefinitionManager.GetBlockDefinitionByIndex(map[typeIndex]);
                        if (definition.HasMetaData)
                        {
                            chunk.MetaData[i] = br.ReadInt32();
                        }
                    }
                }
            }

            return(chunk);
        }
Beispiel #2
0
        public void AllBlocksDebug()
        {
            var blockDefinitions = DefinitionManager.GetBlockDefinitions();

            foreach (var blockDefinition in blockDefinitions)
            {
                var slot = Player.Inventory.Where(s => s.Definition == blockDefinition && s.Amount < blockDefinition.StackLimit).FirstOrDefault();

                // Wenn noch kein Slot da ist oder der vorhandene voll, dann neuen Slot
                if (slot == null || slot.Amount >= blockDefinition.StackLimit)
                {
                    slot = new InventorySlot()
                    {
                        Definition = blockDefinition,
                        Amount     = 0
                    };
                    Player.Inventory.Add(slot);
                }
                slot.Amount++;
            }
        }
        private IChunk loadChunk(int planetId, Index3 index)
        {
            IUniverse universe = GetUniverse(0);
            IPlanet   planet   = GetPlanet(planetId);

            // Load from disk
            IChunk first = chunkPersistence.Load(universe.Id, planetId, index);

            if (first != null)
            {
                return(first);
            }

            IChunk[] result = mapGenerator.GenerateChunk(DefinitionManager.GetBlockDefinitions(), planet, new Index2(index.X, index.Y));
            if (result != null && result.Length > index.Z && index.Z >= 0)
            {
                result[index.Z].ChangeCounter = 0;
                return(result[index.Z]);
            }

            return(null);
        }
Beispiel #4
0
        public void Update(GameTime frameTime)
        {
            #region Inputverarbeitung

            // Input verarbeiten
            Player.Angle += (float)frameTime.ElapsedGameTime.TotalSeconds * Head.X;
            Player.Tilt  += (float)frameTime.ElapsedGameTime.TotalSeconds * Head.Y;
            Player.Tilt   = Math.Min(1.5f, Math.Max(-1.5f, Player.Tilt));

            #endregion

            #region Physik

            float lookX             = (float)Math.Cos(Player.Angle);
            float lookY             = -(float)Math.Sin(Player.Angle);
            var   velocitydirection = new Vector3(lookX, lookY, 0) * Move.Y;

            float stafeX = (float)Math.Cos(Player.Angle + MathHelper.PiOver2);
            float stafeY = -(float)Math.Sin(Player.Angle + MathHelper.PiOver2);
            velocitydirection += new Vector3(stafeX, stafeY, 0) * Move.X;

            Player.Velocity += PhysicalUpdate(velocitydirection, frameTime.ElapsedGameTime, !Player.FlyMode, Player.FlyMode);

            #endregion

            #region Playerbewegung

            Vector3 move = Player.Velocity * (float)frameTime.ElapsedGameTime.TotalSeconds;

            Player.OnGround = false;
            bool collision = false;
            int  loop      = 0;

            do
            {
                int minx = (int)Math.Floor(Math.Min(
                                               Player.Position.BlockPosition.X - Player.Radius,
                                               Player.Position.BlockPosition.X - Player.Radius + move.X));
                int maxx = (int)Math.Floor(Math.Max(
                                               Player.Position.BlockPosition.X + Player.Radius,
                                               Player.Position.BlockPosition.X + Player.Radius + move.X));
                int miny = (int)Math.Floor(Math.Min(
                                               Player.Position.BlockPosition.Y - Player.Radius,
                                               Player.Position.BlockPosition.Y - Player.Radius + move.Y));
                int maxy = (int)Math.Floor(Math.Max(
                                               Player.Position.BlockPosition.Y + Player.Radius,
                                               Player.Position.BlockPosition.Y + Player.Radius + move.Y));
                int minz = (int)Math.Floor(Math.Min(
                                               Player.Position.BlockPosition.Z,
                                               Player.Position.BlockPosition.Z + move.Z));
                int maxz = (int)Math.Floor(Math.Max(
                                               Player.Position.BlockPosition.Z + Player.Height,
                                               Player.Position.BlockPosition.Z + Player.Height + move.Z));

                // Relative PlayerBox
                BoundingBox playerBox = new BoundingBox(
                    new Vector3(
                        Player.Position.BlockPosition.X - Player.Radius,
                        Player.Position.BlockPosition.Y - Player.Radius,
                        Player.Position.BlockPosition.Z),
                    new Vector3(
                        Player.Position.BlockPosition.X + Player.Radius,
                        Player.Position.BlockPosition.Y + Player.Radius,
                        Player.Position.BlockPosition.Z + Player.Height));

                collision = false;
                float min     = 1f;
                Axis  minAxis = Axis.None;

                for (int z = minz; z <= maxz; z++)
                {
                    for (int y = miny; y <= maxy; y++)
                    {
                        for (int x = minx; x <= maxx; x++)
                        {
                            Index3 pos      = new Index3(x, y, z);
                            Index3 blockPos = pos + Player.Position.GlobalBlockIndex;
                            ushort block    = localChunkCache.GetBlock(blockPos);
                            if (block == 0)
                            {
                                continue;
                            }

                            Axis?            localAxis;
                            IBlockDefinition blockDefinition = DefinitionManager.GetBlockDefinitionByIndex(block);
                            float?           moveFactor      = Block.Intersect(
                                blockDefinition.GetCollisionBoxes(localChunkCache, blockPos.X, blockPos.Y, blockPos.Z),
                                pos, playerBox, move, out localAxis);

                            if (moveFactor.HasValue && moveFactor.Value < min)
                            {
                                collision = true;
                                min       = moveFactor.Value;
                                minAxis   = localAxis.Value;
                            }
                        }
                    }
                }

                Player.Position += (move * min);
                move            *= (1f - min);
                switch (minAxis)
                {
                case Axis.X:
                    Player.Velocity *= new Vector3(0, 1, 1);
                    Player.Position += new Vector3(move.X > 0 ? -Gap : Gap, 0, 0);
                    move.X           = 0f;
                    break;

                case Axis.Y:
                    Player.Velocity *= new Vector3(1, 0, 1);
                    Player.Position += new Vector3(0, move.Y > 0 ? -Gap : Gap, 0);
                    move.Y           = 0f;
                    break;

                case Axis.Z:
                    Player.OnGround  = true;
                    Player.Velocity *= new Vector3(1, 1, 0);
                    Player.Position += new Vector3(0, 0, move.Z > 0 ? -Gap : Gap);
                    move.Z           = 0f;
                    break;
                }

                // Koordinate normalisieren (Rundwelt)
                Coordinate position = Player.Position;
                position.NormalizeChunkIndexXY(planet.Size);

                //Beam me up
                KeyboardState ks = Keyboard.GetState();
                if (ks.IsKeyDown(Keys.P))
                {
                    position = position + new Vector3(0, 0, 10);
                }

                Player.Position = position;

                loop++;
            }while (collision && loop < 3);



            if (Player.Position.ChunkIndex != _oldIndex)
            {
                _oldIndex  = Player.Position.ChunkIndex;
                ReadyState = false;
                localChunkCache.SetCenter(planet, Player.Position.ChunkIndex, (success) =>
                {
                    ReadyState = success;
                });
            }

            #endregion

            #region Block Interaction

            if (lastInteract.HasValue)
            {
                ushort lastBlock = localChunkCache.GetBlock(lastInteract.Value);
                localChunkCache.SetBlock(lastInteract.Value, 0);

                if (lastBlock != 0)
                {
                    var blockDefinition = DefinitionManager.GetBlockDefinitionByIndex(lastBlock);

                    var slot = Player.Inventory.Where(s => s.Definition == blockDefinition && s.Amount < blockDefinition.StackLimit).FirstOrDefault();

                    // Wenn noch kein Slot da ist oder der vorhandene voll, dann neuen Slot
                    if (slot == null || slot.Amount >= blockDefinition.StackLimit)
                    {
                        slot = new InventorySlot()
                        {
                            Definition = blockDefinition,
                            Amount     = 0
                        };
                        Player.Inventory.Add(slot);
                    }
                    slot.Amount++;
                }
                lastInteract = null;
            }

            if (lastApply.HasValue)
            {
                if (ActiveTool != null)
                {
                    Index3 add = new Index3();
                    switch (lastOrientation)
                    {
                    case OrientationFlags.SideWest: add = new Index3(-1, 0, 0); break;

                    case OrientationFlags.SideEast: add = new Index3(1, 0, 0); break;

                    case OrientationFlags.SideSouth: add = new Index3(0, -1, 0); break;

                    case OrientationFlags.SideNorth: add = new Index3(0, 1, 0); break;

                    case OrientationFlags.SideBottom: add = new Index3(0, 0, -1); break;

                    case OrientationFlags.SideTop: add = new Index3(0, 0, 1); break;
                    }

                    if (ActiveTool.Definition is IBlockDefinition)
                    {
                        IBlockDefinition definition = ActiveTool.Definition as IBlockDefinition;
                        localChunkCache.SetBlock(lastApply.Value + add, DefinitionManager.GetBlockDefinitionIndex(definition));

                        ActiveTool.Amount--;
                        if (ActiveTool.Amount <= 0)
                        {
                            Player.Inventory.Remove(ActiveTool);
                            ActiveTool = null;
                        }
                    }

                    // TODO: Fix Interaction ;)
                    //ushort block = _manager.GetBlock(lastApply.Value);
                    //IBlockDefinition blockDefinition = BlockDefinitionManager.GetForType(block);
                    //IItemDefinition itemDefinition = ActiveTool.Definition;

                    //blockDefinition.Hit(blockDefinition, itemDefinition.GetProperties(null));
                    //itemDefinition.Hit(null, blockDefinition.GetProperties(block));
                }

                lastApply = null;
            }

            #endregion
        }
Beispiel #5
0
        public void Serialize(Stream stream, IChunk chunk)
        {
            using (BinaryWriter bw = new BinaryWriter(stream))
            {
                List <IBlockDefinition> definitions = new List <IBlockDefinition>();

                // Types sammeln
                for (int i = 0; i < chunk.Blocks.Length; i++)
                {
                    if (chunk.Blocks[i] != 0)
                    {
                        IBlockDefinition definition = DefinitionManager.GetBlockDefinitionByIndex(chunk.Blocks[i]);
                        if (!definitions.Contains(definition))
                        {
                            definitions.Add(definition);
                        }
                    }
                }

                bool longIndex = definitions.Count > 254;
                bw.Write((byte)((longIndex) ? 1 : 0));

                // Schreibe Phase 1
                if (longIndex)
                {
                    bw.Write((ushort)definitions.Count);
                }
                else
                {
                    bw.Write((byte)definitions.Count);
                }

                // Im Falle eines Luft-Chunks...
                if (definitions.Count == 0)
                {
                    return;
                }

                foreach (var definition in definitions)
                {
                    bw.Write(definition.GetType().FullName);
                }

                // Schreibe Phase 2
                for (int i = 0; i < chunk.Blocks.Length; i++)
                {
                    if (chunk.Blocks[i] == 0)
                    {
                        // Definition Index (Air)
                        if (longIndex)
                        {
                            bw.Write((ushort)0);
                        }
                        else
                        {
                            bw.Write((byte)0);
                        }
                    }
                    else
                    {
                        // Definition Index
                        IBlockDefinition definition = DefinitionManager.GetBlockDefinitionByIndex(chunk.Blocks[i]);

                        if (longIndex)
                        {
                            bw.Write((ushort)(definitions.IndexOf(definition) + 1));
                        }
                        else
                        {
                            bw.Write((byte)(definitions.IndexOf(definition) + 1));
                        }

                        // Meta Data
                        if (definition.HasMetaData)
                        {
                            bw.Write(chunk.MetaData[i]);
                        }
                    }
                }
            }
        }
        public void Update(GameTime frameTime)
        {
            if (!Player.FlyMode)
            {
                Player.ExternalForce = new Vector3(0, 0, -20f) * Player.Mass;
            }
            else
            {
                Player.ExternalForce = Vector3.Zero;
            }

            #region Inputverarbeitung

            Vector3 externalPower = ((Player.ExternalForce * Player.ExternalForce) / (2 * Player.Mass)) * (float)frameTime.ElapsedGameTime.TotalSeconds;
            externalPower *= new Vector3(Math.Sign(Player.ExternalForce.X), Math.Sign(Player.ExternalForce.Y), Math.Sign(Player.ExternalForce.Z));

            // Input verarbeiten
            Player.Angle += (float)frameTime.ElapsedGameTime.TotalSeconds * Head.X;
            Player.Tilt  += (float)frameTime.ElapsedGameTime.TotalSeconds * Head.Y;
            Player.Tilt   = Math.Min(1.5f, Math.Max(-1.5f, Player.Tilt));

            float lookX             = (float)Math.Cos(Player.Angle);
            float lookY             = -(float)Math.Sin(Player.Angle);
            var   VelocityDirection = new Vector3(lookX, lookY, 0) * Move.Y;

            float stafeX = (float)Math.Cos(Player.Angle + MathHelper.PiOver2);
            float stafeY = -(float)Math.Sin(Player.Angle + MathHelper.PiOver2);
            VelocityDirection += new Vector3(stafeX, stafeY, 0) * Move.X;

            Vector3 Friction       = new Vector3(1, 1, 0.1f) * Player.FRICTION;
            Vector3 powerdirection = new Vector3();

            if (Player.FlyMode)
            {
                VelocityDirection += new Vector3(0, 0, (float)Math.Sin(Player.Tilt) * Move.Y);
                Friction           = Vector3.One * Player.FRICTION;
            }

            powerdirection += externalPower;
            powerdirection += (Player.POWER * VelocityDirection);
            // if (OnGround && input.JumpTrigger)
            if (lastJump)
            {
                lastJump = false;
                Vector3 jumpDirection = new Vector3(lookX, lookY, 0f) * Move.Y * 0.1f;
                jumpDirection.Z = 1f;
                jumpDirection.Normalize();
                powerdirection += jumpDirection * Player.JUMPPOWER;
            }

            Vector3 VelocityChange = (2.0f / Player.Mass * (powerdirection - Friction * Player.Velocity)) *
                                     (float)frameTime.ElapsedGameTime.TotalSeconds;

            Player.Velocity += new Vector3(
                (float)(VelocityChange.X < 0 ? -Math.Sqrt(-VelocityChange.X) : Math.Sqrt(VelocityChange.X)),
                (float)(VelocityChange.Y < 0 ? -Math.Sqrt(-VelocityChange.Y) : Math.Sqrt(VelocityChange.Y)),
                (float)(VelocityChange.Z < 0 ? -Math.Sqrt(-VelocityChange.Z) : Math.Sqrt(VelocityChange.Z)));

            #endregion

            #region Playerbewegung

            Vector3 move = Player.Velocity * (float)frameTime.ElapsedGameTime.TotalSeconds;

            Player.OnGround = false;
            bool collision = false;
            int  loop      = 0;

            do
            {
                int minx = (int)Math.Floor(Math.Min(
                                               Player.Position.BlockPosition.X - Player.Radius,
                                               Player.Position.BlockPosition.X - Player.Radius + move.X));
                int maxx = (int)Math.Floor(Math.Max(
                                               Player.Position.BlockPosition.X + Player.Radius,
                                               Player.Position.BlockPosition.X + Player.Radius + move.X));
                int miny = (int)Math.Floor(Math.Min(
                                               Player.Position.BlockPosition.Y - Player.Radius,
                                               Player.Position.BlockPosition.Y - Player.Radius + move.Y));
                int maxy = (int)Math.Floor(Math.Max(
                                               Player.Position.BlockPosition.Y + Player.Radius,
                                               Player.Position.BlockPosition.Y + Player.Radius + move.Y));
                int minz = (int)Math.Floor(Math.Min(
                                               Player.Position.BlockPosition.Z,
                                               Player.Position.BlockPosition.Z + move.Z));
                int maxz = (int)Math.Floor(Math.Max(
                                               Player.Position.BlockPosition.Z + Player.Height,
                                               Player.Position.BlockPosition.Z + Player.Height + move.Z));

                // Relative PlayerBox
                BoundingBox playerBox = new BoundingBox(
                    new Vector3(
                        Player.Position.BlockPosition.X - Player.Radius,
                        Player.Position.BlockPosition.Y - Player.Radius,
                        Player.Position.BlockPosition.Z),
                    new Vector3(
                        Player.Position.BlockPosition.X + Player.Radius,
                        Player.Position.BlockPosition.Y + Player.Radius,
                        Player.Position.BlockPosition.Z + Player.Height));

                collision = false;
                float min     = 1f;
                Axis  minAxis = Axis.None;

                for (int z = minz; z <= maxz; z++)
                {
                    for (int y = miny; y <= maxy; y++)
                    {
                        for (int x = minx; x <= maxx; x++)
                        {
                            Index3 pos      = new Index3(x, y, z);
                            Index3 blockPos = pos + Player.Position.GlobalBlockIndex;
                            ushort block    = _manager.GetBlock(blockPos);
                            if (block == 0)
                            {
                                continue;
                            }

                            Axis?            localAxis;
                            IBlockDefinition blockDefinition = DefinitionManager.GetBlockDefinitionByIndex(block);
                            float?           moveFactor      = Block.Intersect(
                                blockDefinition.GetCollisionBoxes(_manager, blockPos.X, blockPos.Y, blockPos.Z),
                                pos, playerBox, move, out localAxis);

                            if (moveFactor.HasValue && moveFactor.Value < min)
                            {
                                collision = true;
                                min       = moveFactor.Value;
                                minAxis   = localAxis.Value;
                            }
                        }
                    }
                }

                Player.Position += (move * min);
                move            *= (1f - min);
                switch (minAxis)
                {
                case Axis.X:
                    Player.Velocity *= new Vector3(0, 1, 1);
                    Player.Position += new Vector3(move.X > 0 ? -Gap : Gap, 0, 0);
                    move.X           = 0f;
                    break;

                case Axis.Y:
                    Player.Velocity *= new Vector3(1, 0, 1);
                    Player.Position += new Vector3(0, move.Y > 0 ? -Gap : Gap, 0);
                    move.Y           = 0f;
                    break;

                case Axis.Z:
                    Player.OnGround  = true;
                    Player.Velocity *= new Vector3(1, 1, 0);
                    Player.Position += new Vector3(0, 0, move.Z > 0 ? -Gap : Gap);
                    move.Z           = 0f;
                    break;
                }

                // Koordinate normalisieren (Rundwelt)
                Coordinate position = Player.Position;
                position.NormalizeChunkIndexXY(planet.Size);
                Player.Position = position;

                loop++;
            }while (collision && loop < 3);

            if (Player.Position.ChunkIndex != _oldIndex)
            {
                //TODO: Planeten rundung beachten :)

                _chunkLoader.UpdatePosition(Player.Position.ChunkIndex.X - _oldIndex.X, Player.Position.ChunkIndex.Y - _oldIndex.Y, Player.Position.ChunkIndex.Z - _oldIndex.Z);
                _oldIndex = Player.Position.ChunkIndex;
            }

            #endregion

            #region Block Interaction

            if (lastInteract.HasValue)
            {
                ushort lastBlock = _manager.GetBlock(lastInteract.Value);
                _manager.SetBlock(lastInteract.Value, 0);

                if (lastBlock != 0)
                {
                    var blockDefinition = DefinitionManager.GetBlockDefinitionByIndex(lastBlock);

                    var slot = Player.Inventory.Where(s => s.Definition == blockDefinition && s.Amount < blockDefinition.StackLimit).FirstOrDefault();

                    // Wenn noch kein Slot da ist oder der vorhandene voll, dann neuen Slot
                    if (slot == null || slot.Amount >= blockDefinition.StackLimit)
                    {
                        slot = new InventorySlot()
                        {
                            Definition = blockDefinition,
                            Amount     = 0
                        };
                        Player.Inventory.Add(slot);
                    }
                    slot.Amount++;
                }
                lastInteract = null;
            }

            if (lastApply.HasValue)
            {
                if (ActiveTool != null)
                {
                    Index3 add = new Index3();
                    switch (lastOrientation)
                    {
                    case OrientationFlags.SideWest: add = new Index3(-1, 0, 0); break;

                    case OrientationFlags.SideEast: add = new Index3(1, 0, 0); break;

                    case OrientationFlags.SideSouth: add = new Index3(0, -1, 0); break;

                    case OrientationFlags.SideNorth: add = new Index3(0, 1, 0); break;

                    case OrientationFlags.SideBottom: add = new Index3(0, 0, -1); break;

                    case OrientationFlags.SideTop: add = new Index3(0, 0, 1); break;
                    }

                    if (ActiveTool.Definition is IBlockDefinition)
                    {
                        IBlockDefinition definition = ActiveTool.Definition as IBlockDefinition;
                        _manager.SetBlock(lastApply.Value + add, DefinitionManager.GetBlockDefinitionIndex(definition));

                        ActiveTool.Amount--;
                        if (ActiveTool.Amount <= 0)
                        {
                            Player.Inventory.Remove(ActiveTool);
                            ActiveTool = null;
                        }
                    }

                    // TODO: Fix Interaction ;)
                    //ushort block = _manager.GetBlock(lastApply.Value);
                    //IBlockDefinition blockDefinition = BlockDefinitionManager.GetForType(block);
                    //IItemDefinition itemDefinition = ActiveTool.Definition;

                    //blockDefinition.Hit(blockDefinition, itemDefinition.GetProperties(null));
                    //itemDefinition.Hit(null, blockDefinition.GetProperties(block));
                }

                lastApply = null;
            }

            #endregion
        }