public override void Generate(Chunk Chunk)
        {
            for (int cs = 0; cs < 16; cs++)
            {
                ChunkSection ChunkPart = Chunk.ChunkParts[cs];
                int          i         = 0;
                for (int y = 0; y < 16; y++)
                {
                    for (int z = 0; z < 16; z++)
                    {
                        for (int x = 0; x < 16; x++)
                        {
                            int ty = y + (16 * cs);                             //this is the totalY (spanned across chunk sections

                            if (ty > 30)
                            {
                                ChunkPart.Blocks[i] = 0;
                            }
                            else
                            {
                                if (ty.Equals(30))
                                {
                                    ChunkPart.Blocks[i] = 2;
                                }
                                else if (ty <= 29 && ty > 25)
                                {
                                    ChunkPart.Blocks[i] = 3;
                                }
                                else if (ty.Equals(0))
                                {
                                    ChunkPart.Blocks[i] = 7;
                                }
                                else
                                {
                                    ChunkPart.Blocks[i] = 1;
                                }
                            }

                            //tick our block number
                            i++;
                        }
                    }
                }
            }
            if (new Random().NextDouble() > 0.7)
            {
                WorldGeneratorUtils.GenerateFlower(new FlowerDecorator(R, 37), R, Chunk, 8);
            }
            else
            {
                WorldGeneratorUtils.GenerateFlower(new FlowerDecorator(R, 38), R, Chunk, 8);
            }
            WorldGeneratorUtils.GenerateFlower(new StalkDecorator(R, 81), R, Chunk, 1);
            WorldGeneratorUtils.GenerateOre(new OreDecorator(R, 16, 16), R, Chunk, 20, 0, 128);
            WorldGeneratorUtils.GenerateOre(new OreDecorator(R, 15, 8), R, Chunk, 20, 0, 64);
            WorldGeneratorUtils.GenerateOre(new OreDecorator(R, 14, 8), R, Chunk, 2, 0, 32);
            WorldGeneratorUtils.GenerateOre(new OreDecorator(R, 73, 7), R, Chunk, 8, 0, 16);
            WorldGeneratorUtils.GenerateOre(new OreDecorator(R, 21, 6), R, Chunk, 1, 16, 16);
            WorldGeneratorUtils.GenerateOre(new OreDecorator(R, 56, 7), R, Chunk, 1, 0, 16);
        }
Exemple #2
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        public override void Decorate(Chunk C, int X, byte Y, int Z)
        {
            for (int I = 0; I < 10; I++)
            {
                int  _X = X + R.Next(8) - R.Next(8);
                byte _Y = (byte)(Y + R.Next(4) - R.Next(4));
                int  _Z = Z + R.Next(8) - R.Next(8);
                byte H  = (byte)new Random().Next(3);

                if (ID.Equals(81) && C.GetBlock(new BlockLocation(_X, (byte)(_Y - 1), _Z, C.World)).Equals(MaterialManager.GetBlock(12)))
                {
                    //Cactus
                    WorldGeneratorUtils.GenerateTower(ID, 0, C, _X, _Y, _Z, H);
                }
            }
        }
        public override void Generate(Chunk Chunk)
        {
            for (int cs = 0; cs < 16; cs++)
            {
                ChunkSection ChunkPart = Chunk.ChunkParts[cs];
                int          i         = 0;
                for (int y = 0; y < 16; y++)
                {
                    for (int z = 0; z < 16; z++)
                    {
                        for (int x = 0; x < 16; x++)
                        {
                            int ty = y + (16 * cs);                             //this is the totalY (spanned across chunk sections

                            if (ty > 30)
                            {
                                ChunkPart.Blocks[i] = 0;
                            }
                            else
                            {
                                if (ty.Equals(30))
                                {
                                    ChunkPart.Blocks[i] = 2;
                                }
                                else if (ty <= 29 && ty > 25)
                                {
                                    ChunkPart.Blocks[i] = 3;
                                }
                                else if (ty.Equals(0))
                                {
                                    ChunkPart.Blocks[i] = 7;
                                }
                                else
                                {
                                    ChunkPart.Blocks[i] = 1;
                                }
                            }

                            //tick our block number
                            i++;
                        }
                    }
                }
            }
            WorldGeneratorUtils.GenerateTree(Chunk, 4, 31, 4, 3, 17, 18);
        }