/// <summary>
 ///
 /// </summary>
 /// <param name="count"></param>
 /// <returns></returns>
 protected Location pickPlace(int count)
 {
     while (count-- > 0)
     {
         Location        loc = target.baseLocation;
         WorldDefinition w   = WorldDefinition.World;
         int             amp = F_PopAmpBase + (int)(Math.Pow(w[loc].LandPrice, F_PopAmpPower) * F_PopAmpScale);
         // then randomly pick nearby voxel
         loc.x = Rand(loc.x, amp);
         loc.y = Rand(loc.y, amp);
         loc.z = w.GetGroundLevel(loc);
         if (w.IsOutsideWorld(loc))
         {
             continue;
         }
         if (loc.z < w.WaterLevel)
         {
             continue;                      // below water
         }
         Voxel v = w[loc];
         if (v != null)
         {
             if (!IsReplaceable(v.Entity, v.LandPrice))
             {
                 continue;
             }
         }
         return(loc);
     }
     return(Location.Unplaced);
 }
Example #2
0
        /// <summary>
        /// Gets 4*height + mountain height.
        ///
        /// This method computes the height of the given location in fine scale.
        /// It returns -1 if the given location is out of the world.
        /// </summary>
        public static int getTotalHeight(Location loc, Direction d)
        {
            WorldDefinition w = WorldDefinition.World;

            if (w.IsOutsideWorld(loc))
            {
                return(-1);
            }

            int           z  = w.GetGroundLevel(loc);
            MountainVoxel mv = MountainVoxel.get(new Location(loc.x, loc.y, z));

            if (mv == null)
            {
                return(z * 4);
            }
            else
            {
                return(z * 4 + mv.getHeight(d));
            }
        }
Example #3
0
        // clean it up by using MountainVoxel.isCornerMatched

        /// <summary>
        /// Return true iff the north-eastern corner of the given location
        /// can be raised by a quarter height unit.
        /// </summary>
        private bool canBeRaised(Location loc)
        {
            WorldDefinition w = WorldDefinition.World;

            if (!isFourAdjacentCornersMatched(loc))
            {
                return(false);
            }


            Voxel baseVoxel = w[loc];
            int   glevel    = w.GetGroundLevel(loc);

            if (loc.z != glevel)
            {
                return(false);                  //mountain can be placed only at the ground level
            }
            // true if this ground level is too close to the roof.
            bool nearRoof = (glevel == WorldDefinition.World.Size.z - 1);

            for (int x = 0; x <= 1; x++)
            {
                for (int y = -1; y <= 0; y++)
                {
                    Location  l = new Location(loc.x + x, loc.y + y, loc.z);
                    Direction d = Direction.get(1 - x * 2, -y * 2 - 1); // corner to modify

                    if (w.IsOutsideWorld(l))
                    {
                        continue;       // it's OK if it's beyond the border
                    }
                    Voxel v = w[l];

                    if (glevel != w.GetGroundLevel(l))
                    {
                        return(false);   // different ground level
                    }
                    if (v == null)
                    {
                        continue;       // this voxel is unoccupied.
                    }
                    if (v is MountainVoxel)
                    {
                        int h = ((MountainVoxel)v).getHeight(d);
                        if (h == 4)
                        {
                            return(false);       // corner saturated.
                        }
                        if (nearRoof && h == 3)
                        {
                            return(false); // too close to the roof
                        }
                        continue;          // otherwise OK
                    }

                    return(false);       // occupied for another purpose
                }
            }

            if (WorldDefinition.World.IsOutsideWorld(loc))
            {
                return(false);
            }

            return(true);
        }