private void CreateDecorationAt(int blockX, int blockY, int blockZ, IRandom random) { int trunkLength = random.RandomRange(6, 10); // Trunk CreateColumnAt(blockX, blockY, blockZ, trunkLength, BlockType.Dirt); // Leaves CreateSphereAt(blockX, blockY, blockZ + trunkLength, random.RandomRange(3, 4)); }
private void CreateDecorationAt(int blockX, int blockY, int blockZ, IRandom random) { //PALM TREES int trunkLength = random.RandomRange(6, 10); // Trunk for (int z = blockZ + 1; z <= blockZ + trunkLength; z++) { CreateTrunkAt(blockX, blockY, z); } CreateCrossAt(blockX, blockY, blockZ + trunkLength, random.RandomRange(2, 3)); ///PALM TREES // }
private bool IsAValidLocationforDecoration(int blockX, int blockY, int blockZ, IRandom random) { if (random.RandomRange(1, 1000) < 999) { return(false); } return(IsLocationLowEnough(blockZ) && TheSpaceHereIsEmpty(blockX, blockY, blockZ)); }
private bool IsAValidLocationforDecoration(int blockX, int blockY, int blockZ, IRandom random) { if (random.RandomRange(1, 1000) < 999) { return false; } return IsLocationLowEnough(blockZ) && TheSpaceHereIsEmpty(blockX, blockY, blockZ); }
private bool IsAValidLocationforDecoration(int blockX, int blockY, int blockZ, IRandom random) { if (random.RandomRange(0, 1000) < 999) { return(false); } if (!TheSpaceHereIsEmpty(blockX, blockY, blockZ - 1)) { return(false); } return(true); }
private bool IsAValidLocationforDecoration(int blockX, int blockY, int blockZ, IRandom random) { if (random.RandomRange(0, 10000) < 9995) { return false; } if (!TheSpaceHereIsEmpty(blockX, blockY, blockZ - 1)) { return false; } return true; }
/// <summary> /// Determines if a tree decoration even wants to be at this location. /// </summary> /// <param name="blockX"></param> /// <param name="blockY"></param> /// <param name="blockZ"></param> /// <param name="random"></param> /// <returns></returns> private bool IsAValidLocationforDecoration(int blockX, int blockY, int blockZ, IRandom random) { // We don't want TOO many trees...make it a 1% chance to be drawn there. if (random.RandomRange(1, 1000) < 999) { return false; } if (!IsLocationLowEnough(blockZ)) { return false; } // Trees like to have a minimum amount of space to grow in. return TheSpaceHereIsEmpty(blockX, blockY, blockZ); }
/// <summary> /// Determines if a tree decoration even wants to be at this location. /// </summary> /// <param name="blockX"></param> /// <param name="blockY"></param> /// <param name="blockZ"></param> /// <param name="random"></param> /// <returns></returns> private bool IsAValidLocationforDecoration(int blockX, int blockY, int blockZ, IRandom random) { // We don't want TOO many trees...make it a 1% chance to be drawn there. if (random.RandomRange(1, 1000) < 999) { return(false); } if (!IsLocationLowEnough(blockZ)) { return(false); } // Trees like to have a minimum amount of space to grow in. return(TheSpaceHereIsEmpty(blockX, blockY, blockZ)); }
private void CreateDecorationAt(int blockX, int blockY, int blockZ, IRandom random) { //PINE TREES int trunkLength = random.RandomRange(10, 20); // Trunk for (int z = blockZ + 1; z <= blockZ + trunkLength; z++) { CreateTrunkAt(blockX, blockY, z); } //leaves for (int z = blockZ + 3; z <= blockZ + trunkLength; z += 2) { CreateDiskAt(blockX, blockY, z, (blockZ + trunkLength - z) / 3); } CreateLeavesAt(blockX, blockY, blockZ + trunkLength); }
/// <summary> /// Determines if a tree decoration even wants to be at this location. /// </summary> /// <param name="blockX"></param> /// <param name="blockY"></param> /// <param name="blockZ"></param> /// <param name="random"></param> /// <returns></returns> private bool IsAValidLocationforDecoration(int blockX, int blockY, int blockZ, IRandom random) { // We don't want TOO many trees...make it a 1% chance to be drawn there. if (random.RandomRange(1, 1000) < 999) { return(false); } // Trees don't like to grow too high if (blockZ >= m_WorldData.DepthInBlocks - 20) { return(false); } // Trees like to have a minimum amount of space to grow in. return(SpaceAboveIsEmpty(blockX, blockY, blockZ, 8, 2, 2)); }
/// <summary> /// Determines if a tree decoration even wants to be at this location. /// </summary> /// <param name="blockX"></param> /// <param name="blockY"></param> /// <param name="blockZ"></param> /// <param name="random"></param> /// <returns></returns> private bool IsAValidLocationforDecoration(int blockX, int blockY, int blockZ, IRandom random) { // We don't want TOO many trees...make it a 1% chance to be drawn there. if (random.RandomRange(1, 1000) < 999) { return false; } // Trees don't like to grow too high if (blockZ >= m_WorldData.DepthInBlocks - 20) { return false; } // Trees like to have a minimum amount of space to grow in. return SpaceAboveIsEmpty(blockX, blockY, blockZ, 8, 2, 2); }