public byte GetLight(int x, int y, int z) { Vector3i chunkPos = OCChunk.ToChunkPosition(x, y, z); Vector3i localPos = OCChunk.ToLocalPosition(x, y, z); return(GetLight(chunkPos, localPos, y)); }
public static void SetLightDirty(OCMap map, Vector3i pos) { Vector3i chunkPos = OCChunk.ToChunkPosition(pos); Vector3i localPos = OCChunk.ToLocalPosition(pos); SetChunkLightDirty(map, chunkPos); if (localPos.x == 0) { SetChunkLightDirty(map, chunkPos - Vector3i.right); } if (localPos.y == 0) { SetChunkLightDirty(map, chunkPos - Vector3i.up); } if (localPos.z == 0) { SetChunkLightDirty(map, chunkPos - Vector3i.forward); } if (localPos.x == OCChunk.SIZE_X - 1) { SetChunkLightDirty(map, chunkPos + Vector3i.right); } if (localPos.y == OCChunk.SIZE_Y - 1) { SetChunkLightDirty(map, chunkPos + Vector3i.up); } if (localPos.z == OCChunk.SIZE_Z - 1) { SetChunkLightDirty(map, chunkPos + Vector3i.forward); } }
public void Set(I val, int x, int y, int z) { Vector3i chunkPos = OCChunk.ToChunkPosition(x, y, z); Vector3i localPos = OCChunk.ToLocalPosition(x, y, z); Chunk3D <I> chunk = GetChunkInstance(chunkPos); chunk.Set(val, localPos); }
public I Get(int x, int y, int z) { Vector3i chunkPos = OCChunk.ToChunkPosition(x, y, z); Vector3i localPos = OCChunk.ToLocalPosition(x, y, z); Chunk3D <I> chunk = GetChunk(chunkPos); if (chunk != null) { return(chunk.Get(localPos)); } return(defaultValue); }
public bool SetMaxLight(byte light, int x, int y, int z) { Vector3i chunkPos = OCChunk.ToChunkPosition(x, y, z); Vector3i localPos = OCChunk.ToLocalPosition(x, y, z); Chunk3D <byte> chunk = lights.GetChunkInstance(chunkPos); byte oldLight = chunk.Get(localPos); if (oldLight < light) { chunk.Set(light, localPos); return(true); } return(false); }
private static void SetChunkLightDirty(OCMap map, Vector3i chunkPos) { OCChunk chunkData = map.GetChunk(chunkPos); if (chunkData == null) { return; } OCChunkRenderer chunk = chunkData.GetChunkRenderer(); if (chunk == null) { return; } chunk.SetLightDirty(); }
private static void Scatter(OCMap map, OCColumnMap columnMap, List <Vector3i> list) // рассеивание { OCSunLightMap lightmap = map.GetSunLightmap(); for (int i = 0; i < list.Count; i++) { Vector3i pos = list[i]; if (pos.y < 0) { continue; } OCBlockData block = map.GetBlock(pos); int light = lightmap.GetLight(pos) - OCLightComputerUtils.GetLightStep(block); if (light <= MIN_LIGHT) { continue; } Vector3i chunkPos = OCChunk.ToChunkPosition(pos); if (columnMap != null && !columnMap.IsBuilt(chunkPos.x, chunkPos.z)) { continue; } foreach (Vector3i dir in Vector3i.directions) { Vector3i nextPos = pos + dir; block = map.GetBlock(nextPos); if (block != null && block.IsAlpha() && lightmap.SetMaxLight((byte)light, nextPos)) { list.Add(nextPos); } if (block != null && !block.IsEmpty()) { OCLightComputerUtils.SetLightDirty(map, nextPos); } } } }
public void LoadLevel() { int verticalOffset = 85; Debug.Log("About to load level folder: " + _fullMapPath + "."); Substrate.AnvilWorld mcWorld = Substrate.AnvilWorld.Create(_fullMapPath); Substrate.AnvilRegionManager mcAnvilRegionManager = mcWorld.GetRegionManager(); OpenCog.BlockSet.OCBlockSet blockSet = _map.GetBlockSet(); //_map.GetSunLightmap().SetSunHeight(20, 4, 4); int createCount = 0; System.Collections.Generic.Dictionary <int, int> unmappedBlockTypes = new System.Collections.Generic.Dictionary <int, int>(); //Debug.Log("In LoadLevel, there are " + blockSet.BlockCount + " blocks available."); foreach (Substrate.AnvilRegion mcAnvilRegion in mcAnvilRegionManager) { // Loop through x-axis of chunks in this region for (int iMCChunkX = 0; iMCChunkX < mcAnvilRegion.XDim; iMCChunkX++) { // Loop through z-axis of chunks in this region. for (int iMCChunkZ = 0; iMCChunkZ < mcAnvilRegion.ZDim; iMCChunkZ++) { // Retrieve the chunk at the current position in our 2D loop... Substrate.ChunkRef mcChunkRef = mcAnvilRegion.GetChunkRef(iMCChunkX, iMCChunkZ); if (mcChunkRef != null) { if (mcChunkRef.IsTerrainPopulated) { // Ok...now to stick the blocks in... int iMCChunkY = 0; OCChunk chunk = null; //new OCChunk(_map, new Vector3i(iMCChunkX, iMCChunkY, iMCChunkZ)); OCChunk lastChunk = null; Vector3i chunkPos = new Vector3i(mcAnvilRegion.ChunkGlobalX(iMCChunkX), iMCChunkY + verticalOffset, mcAnvilRegion.ChunkGlobalZ(iMCChunkZ)); Vector3i lastChunkPos = Vector3i.zero; chunk = _map.GetChunkInstance(chunkPos); for (int iMCChunkInternalY = 0; iMCChunkInternalY < mcChunkRef.Blocks.YDim; iMCChunkInternalY++) { if (iMCChunkInternalY / OCChunk.SIZE_Y > iMCChunkY) { lastChunk = chunk; lastChunkPos = chunkPos; chunkPos = new Vector3i(mcAnvilRegion.ChunkGlobalX(iMCChunkX), (iMCChunkInternalY + verticalOffset) / OCChunk.SIZE_Y, mcAnvilRegion.ChunkGlobalZ(iMCChunkZ)); chunk = _map.GetChunkInstance(chunkPos); } for (int iMCChunkInternalX = 0; iMCChunkInternalX < mcChunkRef.Blocks.XDim; iMCChunkInternalX++) { for (int iMCChunkInternalZ = 0; iMCChunkInternalZ < mcChunkRef.Blocks.ZDim; iMCChunkInternalZ++) { int iBlockID = mcChunkRef.Blocks.GetID(iMCChunkInternalX, iMCChunkInternalY, iMCChunkInternalZ); if (iBlockID != 0) { Vector3i blockPos = new Vector3i(iMCChunkInternalX, iMCChunkInternalY % OCChunk.SIZE_Y, iMCChunkInternalZ); int ourBlockID = -1; // switch (iBlockID) // { // case 3: // Dirt to first grass // ourBlockID = 1; // break; // case 12: // Grass to grass // ourBlockID = 1; // break; // case 13: // Gravel to stone // ourBlockID = 4; // break; // case 1: // Stone to second stone // ourBlockID = 5; // break; // case 16: // Coal ore to fungus // ourBlockID = 17; // break; // case 15: // Iron ore to pumpkin // ourBlockID = 20; // break; // case 9: // Water to water // ourBlockID = 8; // //Debug.Log ("Creating some water at [" + blockPos.x + ", " + blockPos.y + ", " + blockPos.z + "]"); // break; //// case 2: //// iBlockID = 16; //// break; //// case 4: //// iBlockID = 16; //// break; //// case 18: //// iBlockID = 16; //// break; // default: // { // //Debug.Log ("Unmapped BlockID: " + iBlockID); // // if (!unmappedBlockTypes.ContainsKey (iBlockID)) // { // unmappedBlockTypes.Add (iBlockID, 1); // } // else // { // unmappedBlockTypes[iBlockID] += 1; // } // // break; // } // } if (mcToOCBlockDictionary.ContainsKey(iBlockID)) { ourBlockID = mcToOCBlockDictionary[iBlockID]; } else { if (!unmappedBlockTypes.ContainsKey(iBlockID)) { unmappedBlockTypes.Add(iBlockID, 1); } else { unmappedBlockTypes[iBlockID] += 1; } } if (ourBlockID != -1) { OCBlock newBlock = blockSet.GetBlock(ourBlockID); //OCBlockData block = new OpenCog.Map.OCBlockData(newBlock, blockPos); OCBlockData block = (OCBlockData)OCScriptableObject.CreateInstance <OCBlockData>(); block.Init(newBlock, blockPos); chunk.SetBlock(block, blockPos); OpenCog.Map.Lighting.OCLightComputer.RecomputeLightAtPosition(_map, blockPos); if (block.block.GetName() == "Battery") { GameObject batteryPrefab = OCMap.Instance.BatteryPrefab; if (batteryPrefab == null) { UnityEngine.Debug.Log("OCBuilder::Update, batteryPrefab == null"); } else { GameObject battery = (GameObject)GameObject.Instantiate(batteryPrefab); battery.transform.position = blockPos; battery.name = "Battery"; battery.transform.parent = OCMap.Instance.BatteriesSceneObject.transform; } } if (block.block.GetName() == "Hearth") { GameObject hearthPrefab = OCMap.Instance.HearthPrefab; if (hearthPrefab == null) { UnityEngine.Debug.Log("OCBuilder::Update, hearthPrefab == null"); } else { GameObject hearth = (GameObject)GameObject.Instantiate(hearthPrefab); hearth.transform.position = blockPos; hearth.name = "Hearth"; hearth.transform.parent = OCMap.Instance.HearthsSceneObject.transform; } } createCount += 1; } } } // End for (int iMCChunkInternalZ = 0; iMCChunkInternalZ < mcChunkRef.Blocks.ZDim; iMCChunkInternalZ++) } // End for (int iMCChunkInternalY = 0; iMCChunkInternalY < mcChunkRef.Blocks.YDim; iMCChunkInternalY++) string chunkCoord = chunkPos.x + ", " + chunkPos.z; if (!chunkList.ContainsKey(chunkCoord)) { chunkList.Add(chunkCoord, chunkPos); } if (iMCChunkY < iMCChunkInternalY / OCChunk.SIZE_Y) { _map.Chunks.AddOrReplace(lastChunk, lastChunkPos); _map.UpdateChunkLimits(lastChunkPos); _map.SetDirty(lastChunkPos); iMCChunkY = iMCChunkInternalY / OCChunk.SIZE_Y; } } // End for (int iMCChunkInternalX = 0; iMCChunkInternalX < mcChunkRef.Blocks.XDim; iMCChunkInternalX++) } // End if (mcChunkRef.IsTerrainPopulated) } // End if (mcChunkRef != null) } // End for (int iMCChunkZ = 0; iMCChunkZ < mcAnvilRegion.ZDim; iMCChunkZ++) } // End for (int iMCChunkX = 0; iMCChunkX < mcAnvilRegion.XDim; iMCChunkX++) } // End foreach( Substrate.AnvilRegion mcAnvilRegion in mcAnvilRegionManager ) foreach (Vector3i chunkToLight in chunkList.Values) { OpenCog.Map.Lighting.OCChunkSunLightComputer.ComputeRays(_map, chunkToLight.x, chunkToLight.z); OpenCog.Map.Lighting.OCChunkSunLightComputer.Scatter(_map, null, chunkToLight.x, chunkToLight.z); } foreach (System.Collections.Generic.KeyValuePair <int, int> unmappedBlockData in unmappedBlockTypes) { UnityEngine.Debug.Log("Unmapped BlockID '" + unmappedBlockData.Key + "' found " + unmappedBlockData.Value + " times."); } Debug.Log("Loaded level: " + _fullMapPath + ", created " + createCount + " blocks."); _map.AddColliders(); } // End public void LoadLevel()
//--------------------------------------------------------------------------- #endregion //--------------------------------------------------------------------------- #region Private Member Functions //--------------------------------------------------------------------------- private void FindGoalBlockPositionInChunks(List3D <OCChunk> chunks) { Vector3 sourcePos = gameObject.transform.position; Vector3 distanceVec = ((Vector3)GoalBlockPos) - sourcePos; // // if(distanceVec.y < -1.0f + 0.5f && distanceVec.y > -1.0f - 0.5f) // if(distanceVec.sqrMagnitude < 2.25f) // { // Debug.Log("We've arrived at our goal TNT block..."); // map.SetBlockAndRecompute(new OCBlockData(), TargetBlockPos); // TargetBlockPos = Vector3i.zero; // // OCAction[] actions = gameObject.GetComponentsInChildren<OCAction>(); // // foreach(OCAction action in actions) // { // action.EndTarget.transform.position = Vector3.zero; // action.StartTarget.transform.position = Vector3.zero; // } // } bool doesGoalExist = false; //distanceVec = new Vector3(1000,1000,1000); for (int cx = chunks.GetMinX(); cx < chunks.GetMaxX(); ++cx) { for (int cy = chunks.GetMinY(); cy < chunks.GetMaxY(); ++cy) { for (int cz = chunks.GetMinZ(); cz < chunks.GetMaxZ(); ++cz) { Vector3i chunkPos = new Vector3i(cx, cy, cz); OCChunk chunk = chunks.SafeGet(chunkPos); if (chunk != null) { for (int z = 0; z < OCChunk.SIZE_Z; z++) { for (int x = 0; x < OCChunk.SIZE_X; x++) { for (int y = 0; y < OCChunk.SIZE_Y; y++) { Vector3i localPos = new Vector3i(x, y, z); OCBlockData blockData = chunk.GetBlock(localPos); Vector3i candidatePos = OCChunk.ToWorldPosition(chunk.GetPosition(), localPos); Vector3 candidateVec = ((Vector3)candidatePos) - sourcePos; if (!blockData.IsEmpty() && blockData.block.GetName() == _goalBlockType.GetName()) { doesGoalExist = true; if (candidateVec.sqrMagnitude < distanceVec.sqrMagnitude) { GoalBlockPos = candidatePos; distanceVec = candidateVec; if (_ShouldMoveTargets) { OCAction[] actions = gameObject.GetComponentsInChildren <OCAction>(); foreach (OCAction action in actions) { action.EndTarget.transform.position = new Vector3(GoalBlockPos.x, GoalBlockPos.y, GoalBlockPos.z); action.StartTarget.transform.position = gameObject.transform.position; } } Debug.Log("We found some " + _goalBlockType.GetName() + " nearby: " + GoalBlockPos + "!"); } } } } } } } } } if (GoalBlockPos != Vector3i.zero && (!doesGoalExist || _map.GetBlock(GoalBlockPos).IsEmpty())) { Debug.Log("No more " + _goalBlockType.GetName() + "... :("); GoalBlockPos = Vector3i.zero; OCAction[] actions = gameObject.GetComponentsInChildren <OCAction>(); foreach (OCAction action in actions) { action.EndTarget.transform.position = Vector3.zero; action.StartTarget.transform.position = Vector3.zero; } } }