Example #1
0
    //Generate Decorations based on Perlin noise
    public void Generate(float[,] heightMap, Vector3 position)
    {
        Tile  tile      = WorldBuilder.GetTile(position);
        bool  placeTree = true;
        float scale     = 0.17777f;

        for (int y = 0; y < 11; y = y + interval)
        {
            for (int x = 0; x < 11; x = x + interval)
            {
                double sampleX     = (x + position.x) / scale;
                double sampleY     = (y + position.z) / scale;
                float  noiseHeight = (float)(perlin.GetValue(sampleY, 0, sampleX) + 1) / 2;

                Biome biome = terrainGenerator.GetBiomeByCoordinates(new Vector2(position.x + x, position.z + y));
                if (biome.BiomeType is DefaultBiomeType || biome.BiomeType is ForestBiomeType || biome.BiomeType is PlainsBiomeType || biome.BiomeType is ShrublandBiomeType)
                {
                    if (noiseHeight >= PlantThreshold && noiseHeight <= PlantThreshold + MarginThreshold)
                    {
                        Vector3 pos = new Vector3((position.x + x), heightMap[x, y], (position.z + y));
                        tile.AddDecoration(fractalTree.GeneratePlants(pos, biome.BiomeType));
                    }
                    if (noiseHeight >= TreeThreshold && placeTree && noiseHeight <= TreeThreshold + MarginThreshold)
                    {
                        int jitterValue = Mathf.RoundToInt((float)(perlin.GetValue(sampleY + terrainGenerator.RandomNumbers[x], 0, sampleX + terrainGenerator.RandomNumbers[y])) * 5);
                        // Prevent jitterValue to exceed index elemends
                        if (jitterValue > 5 || jitterValue < -5)
                        {
                            jitterValue = 5;
                        }
                        Vector3 pos = new Vector3(position.x + 5 + jitterValue, heightMap[5 + jitterValue, 5 + jitterValue], position.z + 5 + jitterValue);
                        // Check Biome again for Tree Placement
                        Biome biome2 = terrainGenerator.GetBiomeByCoordinates(new Vector2(pos.x, pos.z));
                        if (biome2.BiomeType is DefaultBiomeType || biome2.BiomeType is ForestBiomeType || biome2.BiomeType is PlainsBiomeType || biome2.BiomeType is ShrublandBiomeType)
                        {
                            tile.AddDecoration(fractalTree.GenerateTree(pos, biome.BiomeType));
                            placeTree = false;
                        }
                    }
                }
            }
        }
    }
Example #2
0
        public void DecorateOutsideWalls(Map map, Rectangle rect, Func <int, int, string> decoFn)
        {
            for (int x = rect.Left; x < rect.Right; x++)
            {
                for (int y = rect.Top; y < rect.Bottom; y++)
                {
                    Tile tile = map.GetTileAt(x, y);
                    if (tile.Model.IsWalkable)
                    {
                        continue;
                    }
                    if (tile.IsInside)
                    {
                        continue;
                    }

                    string deco = decoFn(x, y);
                    if (deco != null)
                    {
                        tile.AddDecoration(deco);
                    }
                }
            }
        }