Esempio n. 1
0
        protected void GenerateRiver(IChunk c, int x, int y, int z, double heightPercentage, BIOME_TYPE type)
        {
            // Rivers under water? Nope.
            if (y <= 63)
            {
                return;
            }

            double lakeIntens   = CalcLakeIntensity(x + c.Coords.ChunkX * 16, z + c.Coords.ChunkZ * 16);
            short  currentIndex = (short)(x << 11 | z << 7 | y);

            if (lakeIntens < 0.2)
            {
                if (heightPercentage < 0.001)
                {
                    c.SetType(x, y, z, BlockData.Blocks.Air, false);
                }
                else if (heightPercentage < 0.02)
                {
                    if (type == BIOME_TYPE.SNOW)
                    {
                        // To be sure that there's no snow above us
                        c.SetType(x, y + 1, z, BlockData.Blocks.Air, false);
                        c.SetType(x, y, z, BlockData.Blocks.Ice, false);
                    }
                    else
                    {
                        c.SetType(x, y, z, BlockData.Blocks.Still_Water, false);
                    }
                }
            }
        }
Esempio n. 2
0
        private void GenerateTree(IChunk c, int x, int y, int z)
        {
            // Trees should only be placed in direct sunlight
            if (!CanSeeTheSky(x, y + 1, z, c))
            {
                return;
            }

            double r2 = _FastRandom.standNormalDistrDouble();

            /*if (r2 > -2 && r2 < -1)
             * {*/
            // Standard tree

            for (int by = y + 4; by < y + 6; by++)
            {
                for (int bx = x - 2; bx <= x + 2; bx++)
                {
                    for (int bz = z - 2; bz <= z + 2; bz++)
                    {
                        c.SetType(bx, by, bz, BlockData.Blocks.Leaves, false);
                        c.SetData(bx, by, bz, 0, false);
                    }
                }
            }

            for (int bx = x - 1; bx <= x + 1; bx++)
            {
                for (int bz = z - 1; bz <= z + 1; bz++)
                {
                    c.SetType(bx, y + 6, bz, BlockData.Blocks.Leaves, false);
                    c.SetData(bx, y + 6, bz, 0, false);
                }
            }

            for (int by = y + 1; by < y + 6; by++)
            {
                c.SetType(x, by, z, BlockData.Blocks.Wood, false);
                c.SetData(x, by, z, 0, false);
            }
            //}
            // TODO: other tree types

            /*else if (r2 > 1 && r2 < 2)
             * {
             *  c.setBlock(x, y + 1, z, (byte)0x0);
             *  c.getParent().getObjectGenerator("firTree").generate(c.getBlockWorldPosX(x), y + 1, c.getBlockWorldPosZ(z), false);
             * }
             * else
             * {
             *  c.setBlock(x, y + 1, z, (byte)0x0);
             *  c.getParent().getObjectGenerator("tree").generate(c.getBlockWorldPosX(x), y + 1, c.getBlockWorldPosZ(z), false);
             * }*/
        }
Esempio n. 3
0
 private void GenerateResource(int x, int y, int z, IChunk c)
 {
     if (r.Next(100 * y) == 0)
     {
         c.SetType(x, y, z, BlockData.Blocks.Diamond_Ore, false);
     }
     else if (r.Next(100 * y) == 0)
     {
         c.SetType(x, y, z, BlockData.Blocks.Lapis_Lazuli_Ore, false);
     }
     else if (r.Next(40 * y) == 0)
     {
         c.SetType(x, y, z, BlockData.Blocks.Gold_Ore, false);
     }
     else if (r.Next(10 * y) == 0)
     {
         c.SetType(x, y, z, BlockData.Blocks.Redstone_Ore_Glowing, false);
     }
     else if (r.Next(4 * y) == 0)
     {
         c.SetType(x, y, z, BlockData.Blocks.Iron_Ore, false);
     }
     else if (r.Next(2 * y) == 0)
     {
         c.SetType(x, y, z, BlockData.Blocks.Coal_Ore, false);
     }
 }
Esempio n. 4
0
        private void GenerateCactus(IChunk c, int x, int y, int z)
        {
            int height = (_FastRandom.randomInt() + 1) % 3;

            if (!CanSeeTheSky(x, y + 1, z, c))
            {
                return;
            }

            for (int by = height; by < y + height; ++y)
            {
                c.SetType(x, y, z, BlockData.Blocks.Cactus, false);
            }
        }
Esempio n. 5
0
        private void GenerateInnerLayer(int x, int y, int z, BIOME_TYPE type, IChunk c)
        {
            c.SetType(x, y, z, BlockData.Blocks.Stone, false);

        }
Esempio n. 6
0
        protected void GenerateRiver(IChunk c, int x, int y, int z, double heightPercentage, BIOME_TYPE type)
        {
            // Rivers under water? Nope.
            if (y <= 63)
                return;

            double lakeIntens = CalcLakeIntensity(x + c.Coords.ChunkX * 16, z + c.Coords.ChunkZ * 16);
            short currentIndex = (short)(x << 11 | z << 7 | y);

            if (lakeIntens < 0.2)
            {
                if (heightPercentage < 0.001)
                    c.SetType(x, y, z, BlockData.Blocks.Air, false);
                else if (heightPercentage < 0.02)
                {
                    if (type == BIOME_TYPE.SNOW)
                    {
                        // To be sure that there's no snow above us
                        c.SetType(x, y + 1, z, BlockData.Blocks.Air, false);
                        c.SetType(x, y, z, BlockData.Blocks.Ice, false);
                    }
                    else
                        c.SetType(x, y, z, BlockData.Blocks.Still_Water, false);
                    
                }
            }
        }
Esempio n. 7
0
        private void GenerateOuterLayer(int x, int y, int z, int firstBlockHeight, BIOME_TYPE type, IChunk c)
        {
            double heightPercentage = (firstBlockHeight - y) / 128.0;

            switch (type)
            {
                case BIOME_TYPE.PLAINS:
                case BIOME_TYPE.MOUNTAINS:
                // Beach
                if (y >= 60 && y <= 66)
                {
                    c.SetBiomeColumn(x, z, (byte)BIOME_TYPE.MOUNTAINS);
                    c.SetType(x, y, z, BlockData.Blocks.Sand, false);
                    break;
                }

                c.SetBiomeColumn(x, z, (byte)BIOME_TYPE.MOUNTAINS);
                if (heightPercentage == 0.0 && y > 66)
                {
                    // Grass on top
                    c.SetType(x, y, z, BlockData.Blocks.Grass, false);
                }
                else if (heightPercentage > 0.2)
                {
                    // Stone
                    c.SetType(x, y, z, BlockData.Blocks.Stone, false);
                }
                else
                {
                    // Dirt
                    c.SetType(x, y, z, BlockData.Blocks.Dirt, false);
                }

                GenerateRiver(c, x, y, z, heightPercentage, type);
                break;

                case BIOME_TYPE.SNOW:
                c.SetBiomeColumn(x, z, (byte)BIOME_TYPE.SNOW);
                if (heightPercentage == 0.0 && y > 65)
                {
                    // Snow on top
                    c.SetType(x, y, z, BlockData.Blocks.Snow, false);
                    // Grass under the snow
                    c.SetType(x, y - 1, z, BlockData.Blocks.Grass, false);
                }

                else if (heightPercentage > 0.2)
                    // Stone
                    c.SetType(x, y, z, BlockData.Blocks.Stone, false);
                else
                    // Dirt
                    c.SetType(x, y, z, BlockData.Blocks.Dirt, false);
                

                GenerateRiver(c, x, y, z, heightPercentage, type);
                break;

                case BIOME_TYPE.DESERT:
                c.SetBiomeColumn(x, z, (byte)BIOME_TYPE.DESERT);
                /*if (heightPercentage > 0.6 && y < 75)
                {
                    // Stone
                    data[x << 11 | z << 7 | y] = (byte)BlockData.Blocks.Stone;
                }
                else*/
                if (y < 80)
                    c.SetType(x, y, z, BlockData.Blocks.Sand, false);              

                break;

            }
        }
Esempio n. 8
0
        private void GenerateTree(IChunk c, int x, int y, int z)
        {
            // Trees should only be placed in direct sunlight
            if (!CanSeeTheSky(x, y + 1, z, c))
                return;

            double r2 = _FastRandom.standNormalDistrDouble();
            /*if (r2 > -2 && r2 < -1)
            {*/
            // Standard tree

            for (int by = y + 4; by < y + 6; by++)
                for (int bx = x - 2; bx <= x + 2; bx++)
                    for (int bz = z - 2; bz <= z + 2; bz++)
                    {
                        c.SetType(bx, by, bz, BlockData.Blocks.Leaves, false);
                        c.SetData(bx, by, bz, 0, false);
                    }

            for (int bx = x - 1; bx <= x + 1; bx++)
                for (int bz = z - 1; bz <= z + 1; bz++)
                {
                    c.SetType(bx, y + 6, bz, BlockData.Blocks.Leaves, false);
                    c.SetData(bx, y + 6, bz, 0, false);
                }

            for (int by = y + 1; by < y + 6; by++)
            {
                c.SetType(x, by, z, BlockData.Blocks.Wood, false);
                c.SetData(x, by, z, 0, false);
            }
            //}
            // TODO: other tree types
            /*else if (r2 > 1 && r2 < 2)
            {
                c.setBlock(x, y + 1, z, (byte)0x0);
                c.getParent().getObjectGenerator("firTree").generate(c.getBlockWorldPosX(x), y + 1, c.getBlockWorldPosZ(z), false);
            }
            else
            {
                c.setBlock(x, y + 1, z, (byte)0x0);
                c.getParent().getObjectGenerator("tree").generate(c.getBlockWorldPosX(x), y + 1, c.getBlockWorldPosZ(z), false);
            }*/
        }
Esempio n. 9
0
        private void GenerateCactus(IChunk c, int x, int y, int z)
        {
            int height = (_FastRandom.randomInt() + 1) % 3;

            if (!CanSeeTheSky(x, y + 1, z, c))
                return;

            for (int by = height; by < y + height; ++y)
                c.SetType(x, y, z, BlockData.Blocks.Cactus, false);
        }
Esempio n. 10
0
        private void GenerateFlora(IChunk c, int x, int z)
        {
            BIOME_TYPE biome = CalcBiomeType(x, z);
            for (int bx = 0; bx < 16; ++bx)
            {
                int worldX = bx + x * 16;
                for (int bz = 0; bz < 16; ++bz)
                {
                    int worldZ = bz + z * 16;
                    for (int by = 64; by < 128; ++by)
                    {
                        int worldY = by;
                        //int index = bx << 11 | bz << 7 | by + 1;

                        if (c.GetType(bx, by, bz) == BlockData.Blocks.Grass && c.GetType(bx, by + 1, bz) == (byte)BlockData.Blocks.Air)
                        {
                            double grassDens = CalcGrassDensity(worldX, worldZ);
                            if (grassDens > 0.0)
                            {
                                // Generate high grass.
                                double rand = _FastRandom.standNormalDistrDouble();
                                if (rand > -0.2 && rand < 0.2)
                                {
                                    c.SetType(bx, by + 1, bz, BlockData.Blocks.TallGrass, false);
                                    c.SetData(bx, by + 1, bz, 1, false);
                                }


                                //Generate flowers.
                                if (_FastRandom.standNormalDistrDouble() < -2)
                                {
                                    if (_FastRandom.randomBoolean())
                                        c.SetType(bx, by + 1, bz, BlockData.Blocks.Rose, false);
                                    else
                                        c.SetType(bx, by + 1, bz, BlockData.Blocks.Yellow_Flower, false);
                                }
                            }

                            if (by < 110 && bx % 4 == 0 && bz % 4 == 0)
                            {
                                double forestDens = CalcForestDensity(worldX, worldZ);

                                if (forestDens > 0.005)
                                {
                                    int randX = bx + _FastRandom.randomInt() % 12 + 4;
                                    int randZ = bz + _FastRandom.randomInt() % 12 + 4;

                                    if (randX < 3)
                                        randX = 3;
                                    else if (randX > 12)
                                        randX = 12;

                                    if (randZ < 3)
                                        randZ = 3;
                                    else if (randZ > 15)
                                        randZ = 12;

                                    if (c.GetType(randX, by, randZ) == BlockData.Blocks.Grass)
                                        GenerateTree(c, randX, by, randZ);
                                    
                                    else if (biome == BIOME_TYPE.DESERT && c.GetType(randX, by, randZ) == BlockData.Blocks.Sand)
                                        GenerateCactus(c, randX, by, randZ);
                                    
                                }
                            }
                        }
                    }
                }
            }
        }
Esempio n. 11
0
        private void GenerateResource(int x, int y, int z, IChunk c)
        {


            if (r.Next(100 * y) == 0)
                c.SetType(x, y, z, BlockData.Blocks.Diamond_Ore, false);
            else if (r.Next(100 * y) == 0)
                c.SetType(x, y, z, BlockData.Blocks.Lapis_Lazuli_Ore, false);
            else if (r.Next(40 * y) == 0)
                c.SetType(x, y, z, BlockData.Blocks.Gold_Ore, false);
            else if (r.Next(10 * y) == 0)
                c.SetType(x, y, z, BlockData.Blocks.Redstone_Ore_Glowing, false);
            else if (r.Next(4 * y) == 0)
                c.SetType(x, y, z, BlockData.Blocks.Iron_Ore, false);
            else if (r.Next(2 * y) == 0)
                c.SetType(x, y, z, BlockData.Blocks.Coal_Ore, false);
            
        }
Esempio n. 12
0
        private void GenerateTerrain(IChunk c, int x, int z)
        {           
            double[, ,] density = new double[17, 129, 17];

            // Build the density map with lower resolution, 4*4*16 instead of 16*16*128
            for (int bx = 0; bx <= 16; bx += 4)
            {
                int worldX = bx + (x * 16);
                for (int bz = 0; bz <= 16; bz += 4)
                {
                    BIOME_TYPE type = CalcBiomeType(x, z);
                    int worldZ = bz + (z * 16);
                    for (int by = 0; by <= 128; by += 8)
                    {
                        density[bx, by, bz] = CalcDensity(worldX, by, worldZ, type);
                    }
                }
            }

            triLerpDensityMap(density);

            for (int bx = 0; bx < 16; bx++)
            {
                int worldX = bx + (x * 16);
                for (int bz = 0; bz < 16; bz++)
                {
                    int worldZ = bz + (z * 16);
                    int firstBlockHeight = -1;

                    BIOME_TYPE type = CalcBiomeType(worldX, worldZ);
                    for (int by = 127; by >= 0; --by)
                    {
                        //int index = bx << 11 | bz << 7 | by;
                        if (by == 0) // First bedrock Layer
                            c.SetType(bx, by, bz, BlockData.Blocks.Bedrock, false);

                        else if (by > 0 && by < 5 && _FastRandom.randomDouble() > 0.3) // Randomly put blocks of the remaining 4 layers of bedrock
                            c.SetType(bx, by, bz, BlockData.Blocks.Bedrock, false);

                        else if (by <= 55)
                            c.SetType(bx, by, bz, BlockData.Blocks.Stone, false);
                        else
                        {
                            if (by > 55 && by < 64)
                            {
                                c.SetType(bx, by, bz, BlockData.Blocks.Still_Water, false);
                                if (by == 63 && type == BIOME_TYPE.SNOW)
                                {
                                    c.SetBiomeColumn(bx, bz, (byte)BIOME_TYPE.SNOW);
                                    c.SetType(bx, by, bz, BlockData.Blocks.Ice, false);
                                }
                            }

                            double dens = density[bx, by, bz];

                            if (dens >= 0.009 && dens <= 0.02)
                            {
                                // Some block was set...
                                if (firstBlockHeight == -1)
                                    firstBlockHeight = by;

                                GenerateOuterLayer(bx, by, bz, firstBlockHeight, type, c);
                            }
                            else if (dens > 0.02)
                            {
                                // Some block was set...
                                if (firstBlockHeight == -1)
                                    firstBlockHeight = by;

                                if (CalcCaveDensity(worldX, by, worldZ) > -0.6)
                                    GenerateInnerLayer(bx, by, bz, type, c);
                            }
                            else
                                firstBlockHeight = -1;
                        }

                        if (c.GetType(bx, by, bz) == BlockData.Blocks.Stone)
                            GenerateResource(bx, by, bz, c);
                    }
                }
            }
        }
Esempio n. 13
0
 private void GenerateInnerLayer(int x, int y, int z, BIOME_TYPE type, IChunk c)
 {
     c.SetType(x, y, z, BlockData.Blocks.Stone, false);
 }
Esempio n. 14
0
        private void GenerateOuterLayer(int x, int y, int z, int firstBlockHeight, BIOME_TYPE type, IChunk c)
        {
            double heightPercentage = (firstBlockHeight - y) / 128.0;

            switch (type)
            {
            case BIOME_TYPE.PLAINS:
            case BIOME_TYPE.MOUNTAINS:
                // Beach
                if (y >= 60 && y <= 66)
                {
                    c.SetBiomeColumn(x, z, (byte)BIOME_TYPE.MOUNTAINS);
                    c.SetType(x, y, z, BlockData.Blocks.Sand, false);
                    break;
                }

                c.SetBiomeColumn(x, z, (byte)BIOME_TYPE.MOUNTAINS);
                if (heightPercentage == 0.0 && y > 66)
                {
                    // Grass on top
                    c.SetType(x, y, z, BlockData.Blocks.Grass, false);
                }
                else if (heightPercentage > 0.2)
                {
                    // Stone
                    c.SetType(x, y, z, BlockData.Blocks.Stone, false);
                }
                else
                {
                    // Dirt
                    c.SetType(x, y, z, BlockData.Blocks.Dirt, false);
                }

                GenerateRiver(c, x, y, z, heightPercentage, type);
                break;

            case BIOME_TYPE.SNOW:
                c.SetBiomeColumn(x, z, (byte)BIOME_TYPE.SNOW);
                if (heightPercentage == 0.0 && y > 65)
                {
                    // Snow on top
                    c.SetType(x, y, z, BlockData.Blocks.Snow, false);
                    // Grass under the snow
                    c.SetType(x, y - 1, z, BlockData.Blocks.Grass, false);
                }

                else if (heightPercentage > 0.2)
                {
                    // Stone
                    c.SetType(x, y, z, BlockData.Blocks.Stone, false);
                }
                else
                {
                    // Dirt
                    c.SetType(x, y, z, BlockData.Blocks.Dirt, false);
                }


                GenerateRiver(c, x, y, z, heightPercentage, type);
                break;

            case BIOME_TYPE.DESERT:
                c.SetBiomeColumn(x, z, (byte)BIOME_TYPE.DESERT);

                /*if (heightPercentage > 0.6 && y < 75)
                 * {
                 *  // Stone
                 *  data[x << 11 | z << 7 | y] = (byte)BlockData.Blocks.Stone;
                 * }
                 * else*/
                if (y < 80)
                {
                    c.SetType(x, y, z, BlockData.Blocks.Sand, false);
                }

                break;
            }
        }
Esempio n. 15
0
        private void GenerateFlora(IChunk c, int x, int z)
        {
            BIOME_TYPE biome = CalcBiomeType(x, z);

            for (int bx = 0; bx < 16; ++bx)
            {
                int worldX = bx + x * 16;
                for (int bz = 0; bz < 16; ++bz)
                {
                    int worldZ = bz + z * 16;
                    for (int by = 64; by < 128; ++by)
                    {
                        int worldY = by;
                        //int index = bx << 11 | bz << 7 | by + 1;

                        if (c.GetType(bx, by, bz) == BlockData.Blocks.Grass && c.GetType(bx, by + 1, bz) == (byte)BlockData.Blocks.Air)
                        {
                            double grassDens = CalcGrassDensity(worldX, worldZ);
                            if (grassDens > 0.0)
                            {
                                // Generate high grass.
                                double rand = _FastRandom.standNormalDistrDouble();
                                if (rand > -0.2 && rand < 0.2)
                                {
                                    c.SetType(bx, by + 1, bz, BlockData.Blocks.TallGrass, false);
                                    c.SetData(bx, by + 1, bz, 1, false);
                                }


                                //Generate flowers.
                                if (_FastRandom.standNormalDistrDouble() < -2)
                                {
                                    if (_FastRandom.randomBoolean())
                                    {
                                        c.SetType(bx, by + 1, bz, BlockData.Blocks.Rose, false);
                                    }
                                    else
                                    {
                                        c.SetType(bx, by + 1, bz, BlockData.Blocks.Yellow_Flower, false);
                                    }
                                }
                            }

                            if (by < 110 && bx % 4 == 0 && bz % 4 == 0)
                            {
                                double forestDens = CalcForestDensity(worldX, worldZ);

                                if (forestDens > 0.005)
                                {
                                    int randX = bx + _FastRandom.randomInt() % 12 + 4;
                                    int randZ = bz + _FastRandom.randomInt() % 12 + 4;

                                    if (randX < 3)
                                    {
                                        randX = 3;
                                    }
                                    else if (randX > 12)
                                    {
                                        randX = 12;
                                    }

                                    if (randZ < 3)
                                    {
                                        randZ = 3;
                                    }
                                    else if (randZ > 15)
                                    {
                                        randZ = 12;
                                    }

                                    if (c.GetType(randX, by, randZ) == BlockData.Blocks.Grass)
                                    {
                                        GenerateTree(c, randX, by, randZ);
                                    }

                                    else if (biome == BIOME_TYPE.DESERT && c.GetType(randX, by, randZ) == BlockData.Blocks.Sand)
                                    {
                                        GenerateCactus(c, randX, by, randZ);
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
Esempio n. 16
0
        private void GenerateTerrain(IChunk c, int x, int z)
        {
            double[, ,] density = new double[17, 129, 17];

            // Build the density map with lower resolution, 4*4*16 instead of 16*16*128
            for (int bx = 0; bx <= 16; bx += 4)
            {
                int worldX = bx + (x * 16);
                for (int bz = 0; bz <= 16; bz += 4)
                {
                    BIOME_TYPE type   = CalcBiomeType(x, z);
                    int        worldZ = bz + (z * 16);
                    for (int by = 0; by <= 128; by += 8)
                    {
                        density[bx, by, bz] = CalcDensity(worldX, by, worldZ, type);
                    }
                }
            }

            triLerpDensityMap(density);

            for (int bx = 0; bx < 16; bx++)
            {
                int worldX = bx + (x * 16);
                for (int bz = 0; bz < 16; bz++)
                {
                    int worldZ           = bz + (z * 16);
                    int firstBlockHeight = -1;

                    BIOME_TYPE type = CalcBiomeType(worldX, worldZ);
                    for (int by = 127; by >= 0; --by)
                    {
                        //int index = bx << 11 | bz << 7 | by;
                        if (by == 0) // First bedrock Layer
                        {
                            c.SetType(bx, by, bz, BlockData.Blocks.Bedrock, false);
                        }

                        else if (by > 0 && by < 5 && _FastRandom.randomDouble() > 0.3) // Randomly put blocks of the remaining 4 layers of bedrock
                        {
                            c.SetType(bx, by, bz, BlockData.Blocks.Bedrock, false);
                        }

                        else if (by <= 55)
                        {
                            c.SetType(bx, by, bz, BlockData.Blocks.Stone, false);
                        }
                        else
                        {
                            if (by > 55 && by < 64)
                            {
                                c.SetType(bx, by, bz, BlockData.Blocks.Still_Water, false);
                                if (by == 63 && type == BIOME_TYPE.SNOW)
                                {
                                    c.SetBiomeColumn(bx, bz, (byte)BIOME_TYPE.SNOW);
                                    c.SetType(bx, by, bz, BlockData.Blocks.Ice, false);
                                }
                            }

                            double dens = density[bx, by, bz];

                            if (dens >= 0.009 && dens <= 0.02)
                            {
                                // Some block was set...
                                if (firstBlockHeight == -1)
                                {
                                    firstBlockHeight = by;
                                }

                                GenerateOuterLayer(bx, by, bz, firstBlockHeight, type, c);
                            }
                            else if (dens > 0.02)
                            {
                                // Some block was set...
                                if (firstBlockHeight == -1)
                                {
                                    firstBlockHeight = by;
                                }

                                if (CalcCaveDensity(worldX, by, worldZ) > -0.6)
                                {
                                    GenerateInnerLayer(bx, by, bz, type, c);
                                }
                            }
                            else
                            {
                                firstBlockHeight = -1;
                            }
                        }

                        if (c.GetType(bx, by, bz) == BlockData.Blocks.Stone)
                        {
                            GenerateResource(bx, by, bz, c);
                        }
                    }
                }
            }
        }