public void AddCactus(Level Lvl, ushort x, ushort y, ushort z, Random Rand, bool blockChange = false, bool overwrite = true, Player p = null) { byte height = (byte)Rand.Next(3, 6); ushort yy; for (yy = 0; yy <= height; yy++) { if (overwrite || Lvl.GetTile(z, (ushort)(y + yy), z) == Block.air) if (blockChange) if (p == null) Lvl.Blockchange(x, (ushort)(y + yy), z, Block.green); else Lvl.Blockchange(p, x, (ushort)(y + yy), z, Block.green); else Lvl.skipChange(x, (ushort)(y + yy), z, Block.green); } int inX = 0, inZ = 0; switch (Rand.Next(1, 3)) { case 1: inX = -1; break; case 2: default: inZ = -1; break; } for (yy = height; yy <= Rand.Next(height + 2, height + 5); yy++) { if (overwrite || Lvl.GetTile((ushort)(x + inX), (ushort)(y + yy), (ushort)(z + inZ)) == Block.air) if (blockChange) if (p == null) Lvl.Blockchange((ushort)(x + inX), (ushort)(y + yy), (ushort)(z + inZ), Block.green); else Lvl.Blockchange(p, (ushort)(x + inX), (ushort)(y + yy), (ushort)(z + inZ), Block.green); else Lvl.skipChange((ushort)(x + inX), (ushort)(y + yy), (ushort)(z + inZ), Block.green); } for (yy = height; yy <= Rand.Next(height + 2, height + 5); yy++) { if (overwrite || Lvl.GetTile((ushort)(x + inX), (ushort)(y + yy), (ushort)(z + inZ)) == Block.air) if (blockChange) if (p == null) Lvl.Blockchange((ushort)(x - inX), (ushort)(y + yy), (ushort)(z - inZ), Block.green); else Lvl.Blockchange(p, (ushort)(x - inX), (ushort)(y + yy), (ushort)(z - inZ), Block.green); else Lvl.skipChange((ushort)(x - inX), (ushort)(y + yy), (ushort)(z - inZ), Block.green); } }
// public void AddTree(Level Lvl, ushort x, ushort y, ushort z, Random Rand, bool blockChange = false, bool overwrite = true, Player p = null) { byte height = (byte)Rand.Next(5, 8); short top = (short)(height - Rand.Next(2, 4)); ushort xxx, yyy, zzz; for (ushort yy = 0; yy < top + height - 1; yy++) { if (overwrite || Lvl.GetTile(x, (ushort)(y + yy), z) == Block.air || (y + yy == y && Lvl.GetTile(x, (ushort)(y + yy), z) == Block.shrub)) if (blockChange) if (p == null) Lvl.Blockchange(x, (ushort)(y + yy), z, Block.trunk); else Lvl.Blockchange(p, x, (ushort)(y + yy), z, Block.trunk); else Lvl.skipChange(x, (ushort)(y + yy), z, Block.trunk); } for (short xx = (short)-top; xx <= top; ++xx) { for (short yy = (short)-top; yy <= top; ++yy) { for (short zz = (short)-top; zz <= top; ++zz) { short Dist = (short)(Math.Sqrt(xx * xx + yy * yy + zz * zz)); if (Dist < top + 1) { if (Rand.Next((int)(Dist)) < 2) { try { xxx = (ushort)(x + xx); yyy = (ushort)(y + yy + height); zzz = (ushort)(z + zz); if ((xxx != x || zzz != z || yy >= top - 1) && (overwrite || Lvl.GetTile(xxx, yyy, zzz) == Block.air)) if (blockChange) if (p == null) Lvl.Blockchange(xxx, yyy, zzz, Block.leaf); else Lvl.Blockchange(p, xxx, yyy, zzz, Block.leaf); else Lvl.skipChange(xxx, yyy, zzz, Block.leaf); } catch { } } } } } } }
public bool GenerateMap(Level Lvl, string type, int seed = 0, bool useSeed = false) { DateTime startTime = DateTime.Now; Server.s.Log("Attempting map gen"); if (Inuse) { Server.s.Log("Generator in use"); return false; } Random rand = useSeed ? new System.Random(seed) : new System.Random(); try { Inuse = true; terrain = new float[Lvl.width * Lvl.height]; //hmm overlay = new float[Lvl.width * Lvl.height]; if (!type.Equals("ocean")) { overlay2 = new float[Lvl.width * Lvl.height]; } //float dispAux, pd; ushort WaterLevel = (ushort)(Lvl.depth / 2 + 2); ushort LavaLevel = 5; if (type.Equals("ocean")) { WaterLevel = (ushort)(Lvl.depth * 0.85f); } //Generate the level GenerateFault(terrain, Lvl, type, rand); //APPLY FILTER to terrain FilterAverage(Lvl); //CREATE OVERLAY //GenerateFault(overlay, Lvl, "overlay", rand); Server.s.Log("Creating overlay"); GeneratePerlinNoise(overlay, Lvl, "", rand); if (!type.Equals("ocean") && type != "desert") { Server.s.Log("Planning trees"); GeneratePerlinNoise(overlay2, Lvl, "", rand); } Server.s.Log("Converting height map"); Server.s.Log("And applying overlays"); float RangeLow = 0.2f; float RangeHigh = 0.8f; float TreeDens = 0.35f; short TreeDist = 3; //changes the terrain range based on type, also tree threshold switch (type) { case "hell": RangeLow = .3f; RangeHigh = 1.3f; break; case "island": RangeLow = 0.4f; RangeHigh = 0.75f; break; case "forest": RangeLow = 0.45f; RangeHigh = 0.8f; TreeDens = 0.7f; TreeDist = 2; break; case "mountains": RangeLow = 0.3f; RangeHigh = 0.9f; TreeDist = 4; break; case "ocean": RangeLow = 0.1f; RangeHigh = 0.6f; break; case "desert": RangeLow = 0.5f; RangeHigh = 0.85f; WaterLevel = 0; TreeDist = 24; break; default: break; } //loops though evey X/Z coordinate for (int bb = 0; bb < terrain.Length; bb++) { ushort x = (ushort)(bb % Lvl.width); ushort y = (ushort)(bb / Lvl.width); ushort z; if (type.Equals("island")) { z = Evaluate(Lvl, Range(terrain[bb], RangeLow - NegateEdge(x, y, Lvl), RangeHigh - NegateEdge(x, y, Lvl))); } else { z = Evaluate(Lvl, Range(terrain[bb], RangeLow, RangeHigh)); } if (type != "hell") { #region nonLavaWorld if (z > WaterLevel) { for (ushort zz = 0; z - zz >= 0; zz++) { if (type == "desert") { Lvl.skipChange(x, (ushort)(z - zz), y, Block.sand); } else if (overlay[bb] < 0.72f) //If not zoned for rocks or gravel { if (type.Equals("island")) //increase sand height for island { if (z > WaterLevel + 2) { if (zz == 0) { Lvl.skipChange(x, (ushort)(z - zz), y, Block.grass); } //top layer else if (zz < 3) { Lvl.skipChange(x, (ushort)(z - zz), y, Block.dirt); } //next few else { Lvl.skipChange(x, (ushort)(z - zz), y, Block.rock); } //ten rock it } else { Lvl.skipChange(x, (ushort)(z - zz), y, Block.sand); //SAAAND extra for islands } } else if (type == "desert") { Lvl.skipChange(x, (ushort)(z - zz), y, Block.sand); } else { if (zz == 0) { Lvl.skipChange(x, (ushort)(z - zz), y, Block.grass); } else if (zz < 3) { Lvl.skipChange(x, (ushort)(z - zz), y, Block.dirt); } else { Lvl.skipChange(x, (ushort)(z - zz), y, Block.rock); } } } else { Lvl.skipChange(x, (ushort)(z - zz), y, Block.rock); } } if (overlay[bb] < 0.25f && type != "desert") //Zoned for flowers { switch (rand.Next(12)) { case 10: Lvl.skipChange(x, (ushort)(z + 1), y, Block.redflower); break; case 11: Lvl.skipChange(x, (ushort)(z + 1), y, Block.yellowflower); break; default: break; } } if (!type.Equals("ocean")) { if (overlay[bb] < 0.65f && overlay2[bb] < TreeDens) { if (Lvl.GetTile(x, (ushort)(z + 1), y) == Block.air) { if (Lvl.GetTile(x, z, y) == Block.grass || type == "desert") { if (rand.Next(13) == 0) { if (!TreeCheck(Lvl, x, z, y, TreeDist)) { if (type == "desert") AddCactus(Lvl, x, (ushort)(z + 1), y, rand); else AddTree(Lvl, x, (ushort)(z + 1), y, rand); } } } } } } } else //Must be on/under the water line then { for (ushort zz = 0; WaterLevel - zz >= 0; zz++) { if (WaterLevel - zz > z) { Lvl.skipChange(x, (ushort)(WaterLevel - zz), y, Block.water); } //better fill the water aboce me else if (WaterLevel - zz > z - 3) { if (overlay[bb] < 0.75f) { Lvl.skipChange(x, (ushort)(WaterLevel - zz), y, Block.sand); //sand top } else { Lvl.skipChange(x, (ushort)(WaterLevel - zz), y, Block.gravel); //zoned for gravel } } else { Lvl.skipChange(x, (ushort)(WaterLevel - zz), y, Block.rock); } } } #endregion } else //all of lava world generation { if (z > LavaLevel) { for (ushort zz = 0; z - zz >= 0; zz++) { if (z > (LavaLevel - 1)) { if (zz == 0) { Lvl.skipChange(x, (ushort)(z - zz), y, Block.rock); } //top layer else if (zz < 3) { Lvl.skipChange(x, (ushort)(z - zz), y, Block.rock); } else if (zz < 2) { Lvl.skipChange(x, (ushort)(z - zz), y, Block.lava); }//next few else { Lvl.skipChange(x, (ushort)(z - zz), y, Block.obsidian); } } else { Lvl.skipChange(x, (ushort)(z - zz), y, Block.lava); } if (overlay[bb] < 0.3f) { switch (rand.Next(13)) { case 9: case 10: case 11: case 12: Lvl.skipChange(x, (ushort)(z + 1), y, Block.lava); //change to lava when time break; default: break; } } // if (zz == z) Lvl.skipChange(x, (ushort)(z - zz), y, Block.opsidian); Lvl.skipChange(x, (ushort)(z), y, (rand.Next(100) % 3 == 1 ? Block.darkgrey : Block.obsidian)); } } else { for (ushort zz = 0; LavaLevel - zz >= 0; zz++) { if (LavaLevel - zz > z - 1) { /*if (Lvl.GetTile(x, z, y) == Block.air)*/ Lvl.skipChange(x, (ushort)(LavaLevel - zz), y, Block.lava); } //better fill the water aboce me else if (LavaLevel - zz > z - 3) { if (overlay[bb] < .9f) { if (zz < z) Lvl.skipChange(x, (ushort)(z - zz), (ushort)(y), Block.lava); else Lvl.skipChange(x, (ushort)(z - zz), y, Block.rock); } else { Lvl.skipChange(x, (ushort)(LavaLevel - zz), (ushort)(y - 5), Block.lava); //killer lava } } else { Lvl.skipChange(x, (ushort)(LavaLevel - zz), y, Block.stone); //and just make the rest cobblestone } } } } } Server.s.Log("Total time was " + (DateTime.Now - startTime).TotalSeconds.ToString() + " seconds."); } catch (Exception e) { Server.ErrorLog(e); Server.s.Log("Gen Fail"); Inuse = false; return false; } terrain = new float[0]; //Derp overlay = new float[0]; //Derp overlay2 = new float[0]; //Derp Inuse = false; return true; }
public void AddNotchTree(Level Lvl, ushort x, ushort y, ushort z, Random Rand, bool blockChange = false, bool overwrite = true, Player p = null) { byte dist, tile; byte height = (byte)Rand.Next(3, 7); byte top = (byte)(height - 2); short xx, yy, zz; ushort xxx, yyy, zzz; for (yy = 0; yy <= height; yy++) { yyy = (ushort)(y + yy); tile = Lvl.GetTile(x, yyy, z); if (overwrite || tile == Block.air || (yyy == y && tile == Block.shrub)) if (blockChange) if (p == null) Lvl.Blockchange(x, yyy, z, Block.trunk); else Lvl.Blockchange(p, x, yyy, z, Block.trunk); else Lvl.skipChange(x, yyy, z, Block.trunk); } for (yy = top; yy <= height + 1; yy++) { dist = yy > height - 1 ? (byte)1 : (byte)2; for (xx = (short)-dist; xx <= dist; xx++) { for (zz = (short)-dist; zz <= dist; zz++) { xxx = (ushort)(x + xx); yyy = (ushort)(y + yy); zzz = (ushort)(z + zz); tile = Lvl.GetTile(xxx, yyy, zzz); //Server.s.Log(String.Format("{0} {1} {2}", xxx, yyy, zzz)); if ((xxx == x && zzz == z && yy <= height) || (!overwrite && tile != Block.air)) continue; if (Math.Abs(xx) == dist && Math.Abs(zz) == dist) { if (yy > height) continue; if (Rand.Next(2) == 0) { if (blockChange) if (p == null) Lvl.Blockchange(xxx, yyy, zzz, Block.leaf); else Lvl.Blockchange(p, xxx, yyy, zzz, Block.leaf); else Lvl.skipChange(xxx, yyy, zzz, Block.leaf); } } else { if (blockChange) if (p == null) Lvl.Blockchange(xxx, yyy, zzz, Block.leaf); else Lvl.Blockchange(p, xxx, yyy, zzz, Block.leaf); else Lvl.skipChange(xxx, yyy, zzz, Block.leaf); } } } } }