Esempio n. 1
0
        /// <summary>
        /// Generates the preliminary world data based on perlin noise.
        /// </summary>
        private void GeneratePreliminaryWorld()
        {
            for (int x = 0; x < Blocks.GetLength(0); x++)
            {
                for (int z = 0; z < Blocks.GetLength(2); z++)
                {
                    /**
                     * These numbers have been fine-tuned and tweaked through trial and error.
                     * Altering these numbers may produce weird looking worlds.
                     **/
                    int stoneCeiling = SimplexNoise.GetPerlinNoise(x, 0, z, 10, 3, 1.2) +
                                       SimplexNoise.GetPerlinNoise(x, 300, z, 20, 4, 0) +
                                       10;
                    int grassHeight = SimplexNoise.GetPerlinNoise(x, 100, z, 30, 10, 0);
                    int foodHeight  = SimplexNoise.GetPerlinNoise(x, 200, z, 20, 5, 1.5);

                    Topography[x, z] = stoneCeiling + grassHeight + foodHeight;

                    for (int y = 0; y < Blocks.GetLength(1); y++)
                    {
                        if (y <= stoneCeiling)
                        {
                            Blocks[x, y, z] = new StoneBlock();
                        }
                        else if (y <= stoneCeiling + grassHeight)
                        {
                            Blocks[x, y, z] = new GrassBlock();
                        }
                        else if (y <= stoneCeiling + grassHeight + foodHeight)
                        {
                            Blocks[x, y, z] = new MulchBlock();
                        }
                        else
                        {
                            Blocks[x, y, z] = new AirBlock();
                        }
                        if
                        (
                            x == 0 ||
                            x >= Blocks.GetLength(0) - 1 ||
                            z == 0 ||
                            z >= Blocks.GetLength(2) - 1 ||
                            y == 0
                        )
                        {
                            Blocks[x, y, z] = new ContainerBlock();
                        }
                    }
                }
            }
        }
Esempio n. 2
0
        /// <summary>
        /// This method performs a deep copy of the initial world state to a backup array for later restoration.
        /// </summary>
        private void CopyBlocks()
        {
            for (int x = 0; x < Blocks.GetLength(0); x++)
            {
                for (int y = 0; y < Blocks.GetLength(1); y++)
                {
                    for (int z = 0; z < Blocks.GetLength(2); z++)
                    {
                        if (Blocks[x, y, z] is AirBlock)
                        {
                            InitialBlocks[x, y, z] = new AirBlock();
                        }
                        else if (Blocks[x, y, z] is MulchBlock)
                        {
                            InitialBlocks[x, y, z] = new MulchBlock();
                        }
                        else if (Blocks[x, y, z] is ContainerBlock)
                        {
                            InitialBlocks[x, y, z] = new ContainerBlock();
                        }
                        else if (Blocks[x, y, z] is GrassBlock)
                        {
                            InitialBlocks[x, y, z] = new GrassBlock();
                        }
                        else if (Blocks[x, y, z] is StoneBlock)
                        {
                            InitialBlocks[x, y, z] = new StoneBlock();
                        }
                        else if (Blocks[x, y, z] is AcidicBlock)
                        {
                            InitialBlocks[x, y, z] = new AcidicBlock();
                        }
                        else if (Blocks[x, y, z] is NestBlock)
                        {
                            InitialBlocks[x, y, z] = new NestBlock();
                        }

                        InitialBlocks[x, y, z].worldXCoordinate = x;
                        InitialBlocks[x, y, z].worldYCoordinate = y;
                        InitialBlocks[x, y, z].worldZCoordinate = z;
                    }
                }
            }
        }