Esempio n. 1
0
    private void BuildRoad(GridPoint a, GridPoint b)
    {
        List <GridPoint> path = new List <GridPoint>(50);

        path.Add(a);
        path.AddRange(GameGen.GridPlacement.ConnectPoints(a, b));
        //List<GridPoint> path = GameGen.GridPlacement.ConnectPoints(a, b);

        //path[path.Count - 1].ChunkRoad = new ChunkRoad(ChunkRoad.RoadType.Paved);
        GameGen.GridPlacement.GridPoints[path[path.Count - 1].GridPos.x, path[path.Count - 1].GridPos.z].ChunkRoad = new ChunkRoad(path[path.Count - 1].ChunkPos, ChunkRoad.RoadType.Paved);
        for (int i = 0; i < path.Count - 1; i++)
        {
            path[i].ChunkRoad = new ChunkRoad(path[i].ChunkPos, ChunkRoad.RoadType.Paved);
            GameGen.GridPlacement.GridPoints[path[i].GridPos.x, path[i].GridPos.z].ChunkRoad = new ChunkRoad(path[i].ChunkPos, ChunkRoad.RoadType.Paved);
            Vec2i v1 = path[i].ChunkPos;
            Vec2i v2 = path[i + 1].ChunkPos;
            LineI li = new LineI(v1, v2);
            foreach (Vec2i v in li.ConnectPoints())
            {
                if (GameGen.TerGen.ChunkBases[v.x, v.z].ChunkFeature is ChunkRiverNode)
                {
                    GameGen.TerGen.ChunkBases[v.x, v.z].SetChunkFeature(new ChunkRiverBridge(v));
                }

                GameGen.TerGen.ChunkBases[v.x, v.z].SetChunkFeature(new ChunkRoad(v, ChunkRoad.RoadType.Paved));
            }
        }
    }
    private void GenerateRiver(Vec2i start)
    {
        Vec2i end = null;

        for (int i = 1; i < 100; i++)
        {
            if (end != null)
            {
                break;
            }
            for (int j = 0; j < DIRS.Length; j++)
            {
                Vec2i pos = start + DIRS[j] * i;
                if (GameGenerator2.InBounds(pos))
                {
                    if (GameGen.TerGen.ChunkBases[pos.x, pos.z].Biome == ChunkBiome.ocean)
                    {
                        end = pos;
                        break;
                    }
                }
            }
        }
        if (end == null)
        {
            return;
        }



        LineI li = new LineI(start, end);


        List <Vec2i> basic = li.ConnectPoints();

        float val1 = GenRan.Random(0.1f, 0.001f);
        float val2 = GenRan.Random(0.1f, 0.001f);
        int   val3 = GenRan.RandomInt(8, 32);
        int   val4 = GenRan.RandomInt(8, 32);

        for (int i = 0; i < basic.Count; i++)
        {
            basic[i] += new Vec2i((int)(val3 * Mathf.Sin(i * val1)), (int)(val4 * Mathf.Sin(i * val2)));
        }
        for (int i = 0; i < basic.Count - 1; i++)
        {
            Vec2i v1 = basic[i];
            Vec2i v2 = basic[i + 1];
            LineI i2 = new LineI(v1, v2);
            foreach (Vec2i v in i2.ConnectPoints())
            {
                GameGen.TerGen.ChunkBases[v.x, v.z].SetChunkFeature(new ChunkRiverNode(v));
            }
        }
        return;
    }