public static void DrawBlockEditor(OCBlock block, OCBlockSet blockSet) {

		GUILayout.BeginVertical(GUI.skin.box);
		{
			string name = EditorGUILayout.TextField("Name", block.GetName());
			block.SetName( FixNameString(name) );
			
			if(block is OCGlassBlock)
			{
				OCGlassBlock glass = (OCGlassBlock)block;
				GameObject interior = (GameObject)EditorGUILayout.ObjectField("Interior", glass.GetInterior(), typeof(GameObject), true, null);
				glass.SetInterior( interior );
			}

			int atlas = EditorGUIUtils.Popup( "Atlas", block.AtlasID, blockSet.Atlases );
			block.AtlasID = atlas;
		
			int light = EditorGUILayout.IntField("Light", block.GetLight());
			block.SetLight(light);
		}
		GUILayout.EndVertical();
		
		Texture texture = block.GetTexture();
		if(texture != null) {
			FieldInfo field = DrawFacesList(block, texture);
			int face = (int)field.GetValue(block);
			DrawFaceEditor(ref face, block.Atlas, ref atlasMatrix);
			field.SetValue(block, face);
		}
	}
	public OCTerrainGenerator(OpenCog.Map.OCMap map) {
		this.map = map;
		Debug.Log("OCTerrainGenerator is getting the BlockSet from the Map.");
		OpenCog.BlockSet.OCBlockSet blockSet = map.GetBlockSet();
		Debug.Log("BlockSet retrieved...");
		
		water = blockSet.GetBlock("Water");

		grass = blockSet.GetBlock("Grass");

		if (grass == null)
		{
			Debug.Log("We have no Grass! :(");

			for (int i = 0; i < blockSet.Blocks.Length; i++)
			{
				Debug.Log("But we have " + blockSet.Blocks[i].GetName());

			}
		}
		dirt = blockSet.GetBlock("Dirt");
		sand = blockSet.GetBlock("Sand");
		stone = blockSet.GetBlock("Stone");
		
		snow = blockSet.GetBlock("Snow");
		ice = blockSet.GetBlock("Ice");
	}
Esempio n. 3
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 public OCTreeGenerator(OpenCog.Map.OCMap map)
 {
     this.map = map;
     OpenCog.BlockSet.OCBlockSet blockSet = map.GetBlockSet();
     wood   = blockSet.GetBlock("Wood");
     leaves = blockSet.GetBlock("Leaves");
 }
Esempio n. 4
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    private void GenerateBlockForIsland(Vector3i worldPos, int deep, int height)
    {
        if (caveNoise3D.GetNoise(worldPos.x, worldPos.y, worldPos.z) > 0.7f)
        {
            return;
        }
        float noise = islandNoise3D.GetNoise(worldPos.x, worldPos.y, worldPos.z);

        OpenCog.BlockSet.BaseBlockSet.OCBlock block = null;
        if (IsInRange(noise, 0, 0.2f))
        {
            block = sand;
        }
        if (IsInRange(noise, 0.2f, 0.6f))
        {
            block = dirt;
        }
        if (IsInRange(noise, 0.6f, 1f))
        {
            block = stone;
        }
        if (block != null)
        {
            map.SetBlock(block, worldPos);
        }
    }
Esempio n. 5
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    public OCTerrainGenerator(OpenCog.Map.OCMap map)
    {
        this.map = map;
        Debug.Log("OCTerrainGenerator is getting the BlockSet from the Map.");
        OpenCog.BlockSet.OCBlockSet blockSet = map.GetBlockSet();
        Debug.Log("BlockSet retrieved...");

        water = blockSet.GetBlock("Water");

        grass = blockSet.GetBlock("Grass");

        if (grass == null)
        {
            Debug.Log("We have no Grass! :(");

            for (int i = 0; i < blockSet.Blocks.Length; i++)
            {
                Debug.Log("But we have " + blockSet.Blocks[i].GetName());
            }
        }
        dirt  = blockSet.GetBlock("Dirt");
        sand  = blockSet.GetBlock("Sand");
        stone = blockSet.GetBlock("Stone");

        snow = blockSet.GetBlock("Snow");
        ice  = blockSet.GetBlock("Ice");
    }
	private static XmlNode WriteBlockList(OCBlock[] list, XmlDocument document) {
		XmlNode node = document.CreateElement("OCBlockList");
		foreach(OCBlock block in list) {
			XmlNode childNode = WriteBlock(block, document);
			node.AppendChild(childNode);
		}
		return node;
	}
	private static XmlNode WriteBlock(OCBlock block, XmlDocument document) {
		XmlNode node = document.CreateElement(block.GetType().Name);
		FieldInfo[] fields = GetFields(block.GetType());
		foreach(FieldInfo field in fields) {
			XmlNode childNode = WriteField(field, block, document);
			if(childNode != null) node.AppendChild(childNode);
		}
		return node;
	}
Esempio n. 8
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        private static OpenCog.BlockSet.BaseBlockSet.OCBlock[] ReadBlockList(XmlNode blockSetNode)
        {
            XmlNode node = FindNodeByName(blockSetNode, "OCBlockList");
            List <BaseBlockSet.OCBlock> list = new List <BaseBlockSet.OCBlock>();

            foreach (XmlNode childNode in node.ChildNodes)
            {
                OpenCog.BlockSet.BaseBlockSet.OCBlock block = ReadBlock(childNode);
                list.Add(block);
            }
            return(list.ToArray());
        }
	private static FieldInfo DrawFacesList(OCBlock block, Texture texture) {
		List<FieldInfo> fields = GetFaces(block);
		Rect[] faces = new Rect[fields.Count];
		string[] names = new string[fields.Count];
		for(int i=0; i<fields.Count; i++) {
			int pos = (int) fields[i].GetValue( block );
			faces[i] = block.ToRect(pos);
			names[i] = FixNameString(fields[i].Name);
		}
		
		selectedFace = Mathf.Clamp(selectedFace, 0, fields.Count-1);
		selectedFace = DrawFacesList(texture, faces, names, selectedFace);
		return fields[selectedFace];
	}
Esempio n. 10
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    private void GenerateBlockForBaseTerrain(Vector3i worldPos)
    {
        float noise = terrainNoise3D.GetNoise(worldPos.x, worldPos.y, worldPos.z);

        OpenCog.BlockSet.BaseBlockSet.OCBlock block = null;
        if (IsInRange(noise, 0, 0.2f))
        {
            block = sand;
        }
        if (IsInRange(noise, 0.2f, 0.6f))
        {
            block = dirt;
        }
        if (IsInRange(noise, 0.6f, 1f))
        {
            block = stone;
        }
        if (block != null)
        {
            map.SetBlock(block, worldPos);
        }
    }
	public OCTreeGenerator(OpenCog.Map.OCMap map) {
		this.map = map;
		OpenCog.BlockSet.OCBlockSet blockSet = map.GetBlockSet();
		wood = blockSet.GetBlock("Wood");
		leaves = blockSet.GetBlock("Leaves");
	}
Esempio n. 12
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 public OCTreeGenerator(OpenCog.Map.OCMap map, OpenCog.BlockSet.BaseBlockSet.OCBlock wood, OpenCog.BlockSet.BaseBlockSet.OCBlock leaves)
 {
     this.map    = map;
     this.wood   = wood;
     this.leaves = leaves;
 }
    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)
                                            {
                                                OpenCog.BlockSet.BaseBlockSet.OCBlock newBlock = blockSet.GetBlock(ourBlockID);

                                                OCBlockData block = new OpenCog.Map.OCBlockData(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 Public Member Functions

	//---------------------------------------------------------------------------
		
	public IEnumerator Start()
	{
		_map = OCMap.Instance;//(OCMap)GameObject.FindObjectOfType (typeof(OCMap));
			
		_goalBlockType = 	_map.GetBlockSet().GetBlock(_blockType);
				
		List3D<OCChunk> chunks = _map.GetChunks ();
			
		// Since this is probably bogging down the gameplay, switch it to block creation only.
		FindGoalBlockPositionInChunks(chunks);
			
		while (Application.isPlaying) 
		{
			yield return new WaitForSeconds (1.0f);
			UpdateGoal();
		}
//		yield return 0;
	}
Esempio n. 15
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	private static List<FieldInfo> GetFaces(OCBlock block) {
		FieldInfo[] fields = block.GetType().GetFields( BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic );
		List<FieldInfo> list = new List<FieldInfo>();
		foreach(FieldInfo field in fields) {
			if(field.FieldType == typeof(int)) list.Add(field);
		}
		return list;
	}
		private static bool DrawItem(Rect position, OCBlock block, bool selected, int index) {
			Rect texturePosition = position;
			texturePosition.height = texturePosition.width;
			Rect labelPosition = position;
			labelPosition.yMin += texturePosition.height;
			
			if(selected) BlockEditorUtils.FillRect(labelPosition, new Color( 61/255f, 128/255f, 223/255f ));
			if(block != null) {
				block.DrawPreview(texturePosition);
				GUI.Label(labelPosition, block.GetName());
			} else {
				BlockEditorUtils.FillRect(texturePosition, Color.grey);
				GUI.Label(labelPosition, "Null");
			}
			
			if(Event.current.type == EventType.MouseDown && Event.current.button == 0 && position.Contains(Event.current.mousePosition)) {
				Event.current.Use();
				return true;
			}
			return false;
		}
	public OCTreeGenerator(OpenCog.Map.OCMap map, OpenCog.BlockSet.BaseBlockSet.OCBlock wood, OpenCog.BlockSet.BaseBlockSet.OCBlock leaves) {
		this.map = map;
		this.wood = wood;
		this.leaves = leaves;
	}