Ejemplo n.º 1
0
        public override int GenerateLandLayer(WorldGenerator worldGenerator, ILandChunk landChunk, IntRect area, int seed, int minAltitude, int maxAltitude)
        {
            ALandLayerGenerator groundLandLayerGenerator = worldGenerator.Generators["defaultGround"];

            ALandLayerGenerator altitudeLandLayerGenerator = worldGenerator.Generators["altitude"];

            ALandLayerGenerator cliffLandLayerGenerator = worldGenerator.Generators["cliff"];

            ALandLayerGenerator elementLandLayerGenerator = worldGenerator.Generators["element"];

            bool isThereSandElement = false;

            Random random = new Random(seed);

            for (int i = 0; i < area.Height; i++)
            {
                for (int j = 0; j < area.Width; j++)
                {
                    int altitude = altitudeLandLayerGenerator.GetComputedPowerAt(j, i);

                    int altitudeOffset = cliffLandLayerGenerator.GetComputedPowerAt(j, i);

                    int elementIndex = random.Next(0, 8);

                    int power = this.GetElementPower(elementLandLayerGenerator.GetComputedPowerAt(j, i));

                    LandType landType = (LandType)groundLandLayerGenerator.GetComputedPowerAt(j, i);

                    if (landType == LandType.SAND)
                    {
                        if (power >= 8 && random.Next(0, 3) > 0 && altitudeOffset == 0)
                        {
                            float trueAltitude = altitudeLandLayerGenerator.GetPowerAt(new SFML.System.Vector2f(area.Left + j, area.Top + i));

                            if ((elementIndex == 1 || elementIndex == 3) &&
                                trueAltitude > 0.6 && random.Next(0, 4) > 0)
                            {
                                elementIndex -= 1;
                            }

                            GroundElementLandObject groundElement = new GroundElementLandObject(area.Left + j, area.Top + i, altitude, landType, elementIndex);

                            LandCase landCase = landChunk.GetLandCase(i, j, altitude);

                            landCase.LandOverGround = groundElement;

                            isThereSandElement = true;
                        }
                    }
                }
            }

            if (isThereSandElement)
            {
                landChunk.AddTypeInChunk(typeof(GroundElementLandObject));
            }

            return(random.Next());
        }
Ejemplo n.º 2
0
        public override ILandObject Clone(LandTransition wallLandTransition)
        {
            if (wallLandTransition != LandTransition.NONE)
            {
                GroundElementLandObject groundLandObject = new GroundElementLandObject(this.Position.X, this.Position.Y, this.Altitude, this.LandType, this.ElementIndex);

                return(groundLandObject);
            }
            return(null);
        }
Ejemplo n.º 3
0
        public override ILandObject Clone()
        {
            GroundElementLandObject groundLandObject = new GroundElementLandObject(this.Position.X, this.Position.Y, this.Altitude, this.LandType, this.ElementIndex);

            return(groundLandObject);
        }