Exemple #1
0
    public void OldBuild(World world, BlockPos chunkPos, BlockPos pos, OldTerrainGen gen)
    {
        int leaves = gen.GetNoise(pos.x, 0, pos.z, 1f, 2, 1) + 1;
        pos = pos.Add(chunkPos);

        for (int x = -leaves; x <= leaves; x++)
        {
            for (int y = 3; y <= 6; y++)
            {
                for (int z = -leaves; z <= leaves; z++)
                {
                    if (Chunk.InRange(pos.x + x - chunkPos.x) && Chunk.InRange(pos.z + z - chunkPos.z))
                    {
                        Block block = "leaves";
                        block.modified = false;
                        world.SetBlock(pos.Add(x, y, z), block, false);
                    }
                }
            }
        }
        for (int y = 0; y <= 5; y++)
        {
            if (y < Config.Env.WorldMaxY)
            {
                Block block = "log";
                block.modified = false;
                world.SetBlock(pos.Add(0, y, 0), block, false);
            }
        }
    }
Exemple #2
0
    public void OldBuild(World world, BlockPos chunkPos, BlockPos pos, OldTerrainGen gen)
    {
        int leaves = gen.GetNoise(pos.x, 0, pos.z, 1f, 2, 1) + 1;

        pos = pos.Add(chunkPos);

        for (int x = -leaves; x <= leaves; x++)
        {
            for (int y = 3; y <= 6; y++)
            {
                for (int z = -leaves; z <= leaves; z++)
                {
                    if (Chunk.InRange(pos.x + x - chunkPos.x) && Chunk.InRange(pos.z + z - chunkPos.z))
                    {
                        Block block = "leaves";
                        block.modified = false;
                        world.SetBlock(pos.Add(x, y, z), block, false);
                    }
                }
            }
        }
        for (int y = 0; y <= 5; y++)
        {
            if (y < Config.Env.WorldMaxY)
            {
                Block block = "log";
                block.modified = false;
                world.SetBlock(pos.Add(0, y, 0), block, false);
            }
        }
    }
Exemple #3
0
    public void GenerateTerrainForChunkColumn(BlockPos pos)
    {
        if (Config.Toggle.UseOldTerrainGen)
        {
            if (oldTerrainGen == null)
            {
                oldTerrainGen = new OldTerrainGen(noiseGen);
            }

            for (int y = Config.Env.WorldMinY; y < Config.Env.WorldMaxY; y += Config.Env.ChunkSize)
            {
                Chunk chunk = world.GetChunk(pos.Add(0, y, 0));

                if (chunk != null)
                {
                    oldTerrainGen.ChunkGen(chunk);
                }

                for (int x = 0; x < Config.Env.ChunkSize; x++)
                {
                    for (int z = 0; z < Config.Env.ChunkSize; z++)
                    {
                    }
                }
            }
        }
        else
        {
            for (int x = pos.x; x < pos.x + Config.Env.ChunkSize; x++)
            {
                for (int z = pos.z; z < pos.z + Config.Env.ChunkSize; z++)
                {
                    GenerateTerrainForBlockColumn(x, z);
                }
            }

            GenerateStructuresForChunk(pos);
        }
    }
Exemple #4
0
    public void GenerateTerrainForChunkColumn(BlockPos pos)
    {
        if (Config.Toggle.UseOldTerrainGen)
        {
            if (oldTerrainGen == null)
                oldTerrainGen = new OldTerrainGen(noiseGen);

            for (int y = Config.Env.WorldMinY; y < Config.Env.WorldMaxY; y += Config.Env.ChunkSize)
            {
                Chunk chunk = world.GetChunk(pos.Add(0, y, 0));

                if(chunk != null)
                    oldTerrainGen.ChunkGen(chunk);

                for (int x = 0; x < Config.Env.ChunkSize; x++)
                {
                    for (int z = 0; z < Config.Env.ChunkSize; z++)
                    {

                    }
                }
            }
        }
        else
        {
            for (int x = pos.x; x < pos.x + Config.Env.ChunkSize; x++)
            {
                for (int z = pos.z; z < pos.z + Config.Env.ChunkSize; z++)
                {
                    GenerateTerrainForBlockColumn(x, z);
                }
            }

            GenerateStructuresForChunk(pos);
        }
    }