コード例 #1
0
        public override int GenerateLandLayer(WorldGenerator worldGenerator, ILandChunk landChunk, IntRect area, int seed, int minAltitude, int maxAltitude)
        {
            ALandLayerGenerator groundLandLayerGenerator = worldGenerator.Generators["defaultGround"];

            ALandLayerGenerator altitudeLandLayerGenerator = worldGenerator.Generators["altitude"];

            ALandLayerGenerator cliffLandLayerGenerator = worldGenerator.Generators["cliff"];

            ALandLayerGenerator elementLandLayerGenerator = worldGenerator.Generators["element"];

            bool isThereSandElement = false;

            Random random = new Random(seed);

            for (int i = 0; i < area.Height; i++)
            {
                for (int j = 0; j < area.Width; j++)
                {
                    int altitude = altitudeLandLayerGenerator.GetComputedPowerAt(j, i);

                    int altitudeOffset = cliffLandLayerGenerator.GetComputedPowerAt(j, i);

                    int elementIndex = random.Next(0, 8);

                    int power = this.GetElementPower(elementLandLayerGenerator.GetComputedPowerAt(j, i));

                    LandType landType = (LandType)groundLandLayerGenerator.GetComputedPowerAt(j, i);

                    if (landType == LandType.SAND)
                    {
                        if (power >= 8 && random.Next(0, 3) > 0 && altitudeOffset == 0)
                        {
                            float trueAltitude = altitudeLandLayerGenerator.GetPowerAt(new SFML.System.Vector2f(area.Left + j, area.Top + i));

                            if ((elementIndex == 1 || elementIndex == 3) &&
                                trueAltitude > 0.6 && random.Next(0, 4) > 0)
                            {
                                elementIndex -= 1;
                            }

                            GroundElementLandObject groundElement = new GroundElementLandObject(area.Left + j, area.Top + i, altitude, landType, elementIndex);

                            LandCase landCase = landChunk.GetLandCase(i, j, altitude);

                            landCase.LandOverGround = groundElement;

                            isThereSandElement = true;
                        }
                    }
                }
            }

            if (isThereSandElement)
            {
                landChunk.AddTypeInChunk(typeof(GroundElementLandObject));
            }

            return(random.Next());
        }
コード例 #2
0
ファイル: LandWorld.cs プロジェクト: Deneyr/PokeU
        public LandCase GetLandCaseAt(int x, int y, int z)
        {
            LandCase result = null;

            ILandChunk landChunk = this.GetLandChunkAt(x, y);

            if (landChunk != null)
            {
                result = landChunk.GetLandCase(y - landChunk.Area.Top, x - landChunk.Area.Left, z);
            }

            return(result);
        }
コード例 #3
0
        public override int GenerateLandLayer(WorldGenerator worldGenerator, ILandChunk landChunk, IntRect area, int seed, int minAltitude, int maxAltitude)
        {
            ALandLayerGenerator grassLandLayerGenerator = worldGenerator.Generators["grass"];

            ALandLayerGenerator altitudeLandLayerGenerator = worldGenerator.Generators["altitude"];

            ALandLayerGenerator cliffLandLayerGenerator = worldGenerator.Generators["cliff"];

            ALandLayerGenerator elementLandLayerGenerator = worldGenerator.Generators["element"];

            bool isThereGrassElement = false;

            Random random = new Random(seed);

            for (int i = 0; i < area.Height; i++)
            {
                for (int j = 0; j < area.Width; j++)
                {
                    int altitude = altitudeLandLayerGenerator.GetComputedPowerAt(j, i);

                    int altitudeOffset = cliffLandLayerGenerator.GetComputedPowerAt(j, i);

                    int elementIndex = random.Next(0, 12);

                    int power = this.GetElementPower(elementLandLayerGenerator.GetComputedPowerAt(j, i));

                    GrassType grassType = (GrassType)grassLandLayerGenerator.GetComputedPowerAt(j, i);

                    if (power >= 2 && random.Next(0, 3) > 0 && altitudeOffset == 0 && grassType != GrassType.NONE)
                    {
                        GrassElementLandObject grassElement = new GrassElementLandObject(area.Left + j, area.Top + i, altitude, grassType, elementIndex);

                        LandCase landCase = landChunk.GetLandCase(i, j, altitude);

                        landCase.LandOverGround = grassElement;

                        isThereGrassElement = true;
                    }
                }
            }

            if (isThereGrassElement)
            {
                landChunk.AddTypeInChunk(typeof(GrassElementLandObject));
            }

            return(random.Next());
        }
コード例 #4
0
ファイル: CliffLayerGenerator.cs プロジェクト: Deneyr/PokeU
        public override int GenerateLandLayer(WorldGenerator worldGenerator, ILandChunk landChunk, IntRect area, int seed, int minAltitude, int maxAltitude)
        {
            ALandLayerGenerator altitudeLandLayerGenerator = worldGenerator.Generators["altitude"];

            bool[,] subArea = new bool[3, 3];

            this.powerArea = new int[area.Height + 4, area.Width + 4];

            for (int i = 0; i < area.Height; i++)
            {
                for (int j = 0; j < area.Width; j++)
                {
                    int[,] subAreaInt = new int[3, 3];
                    int maxLocalAltitude = int.MinValue;

                    maxLocalAltitude = this.GetComputedMatrix(altitudeLandLayerGenerator, i, j, ref subAreaInt);

                    int diffAltitude = maxLocalAltitude - subAreaInt[1, 1];

                    this.powerArea[i + 2, j + 2] = diffAltitude;

                    for (int offset = 0; offset < diffAltitude; offset++)
                    {
                        this.GetComputedLandType(area, ref subAreaInt, maxLocalAltitude, out LandTransition landTransition);

                        if (landTransition != LandTransition.NONE)
                        {
                            AltitudeLandObject altitudeLandObject = new AltitudeLandObject(area.Left + j, area.Top + i, subAreaInt[1, 1], LandType.GRASS);

                            landChunk.InitializeLandCase(i, j, subAreaInt[1, 1]);
                            landChunk.GetLandCase(i, j, subAreaInt[1, 1]).LandWall = altitudeLandObject;

                            altitudeLandObject.SetLandTransition(landTransition);
                        }

                        subAreaInt[1, 1]++;
                    }
                }
            }

            landChunk.AddTypeInChunk(typeof(AltitudeLandObject));

            return(seed);
        }
コード例 #5
0
        public override int GenerateLandLayer(WorldGenerator worldGenerator, ILandChunk landChunk, IntRect area, int seed, int minAltitude, int maxAltitude)
        {
            ALandLayerGenerator altitudeLandLayerGenerator = worldGenerator.Generators["altitude"];

            bool isThereWater = false;

            this.ConstructAltitudeArea(worldGenerator, area);

            for (int i = 0; i < area.Height; i++)
            {
                for (int j = 0; j < area.Width; j++)
                {
                    int altitude = this.powerArea[i + 1, j + 1];

                    int[,] subAreaInt = new int[3, 3];
                    int maxLocalAltitude = int.MinValue;

                    maxLocalAltitude = this.GetComputedMatrix(i, j, ref subAreaInt);

                    for (int z = altitude; z <= 0; z++)
                    {
                        this.GetComputedLandType(area, ref subAreaInt, maxLocalAltitude, out LandTransition landTransition);

                        WaterLandObject waterLandObject = new WaterLandObject(area.Left + j, area.Top + i, z);
                        waterLandObject.SetLandTransition(landTransition);

                        landChunk.InitializeLandCase(i, j, z);
                        landChunk.GetLandCase(i, j, z).LandWater = waterLandObject;
                        isThereWater = true;

                        subAreaInt[1, 1]++;
                    }
                }
            }

            if (isThereWater)
            {
                landChunk.AddTypeInChunk(typeof(WaterLandObject));
            }

            return(seed);
        }
コード例 #6
0
        public override int GenerateLandLayer(WorldGenerator worldGenerator, ILandChunk landChunk, IntRect area, int seed, int minAltitude, int maxAltitude)
        {
            ALandLayerGenerator mountainLandLayerGenerator = worldGenerator.Generators["mountain"];

            ALandLayerGenerator altitudeLandLayerGenerator = worldGenerator.Generators["altitude"];

            ALandLayerGenerator cliffLandLayerGenerator = worldGenerator.Generators["cliff"];

            ALandLayerGenerator elementLandLayerGenerator = worldGenerator.Generators["element"];

            bool isThereMountainElement = false;

            Random random = new Random(seed);

            for (int i = 0; i < area.Height; i++)
            {
                for (int j = 0; j < area.Width; j++)
                {
                    int altitude = altitudeLandLayerGenerator.GetComputedPowerAt(j, i);

                    int altitudeOffset = cliffLandLayerGenerator.GetComputedPowerAt(j, i);

                    int elementIndex = random.Next(0, 5);

                    int power = this.GetElementPower(elementLandLayerGenerator.GetComputedPowerAt(j, i));

                    MountainType mountainType = (MountainType)mountainLandLayerGenerator.GetComputedPowerAt(j, i);

                    if (mountainType == MountainType.PROJECTING)
                    {
                        if (elementIndex == 3 && random.Next(0, 3) > 0)
                        {
                            elementIndex = random.Next(0, 3);
                        }
                    }
                    else if (mountainType == MountainType.ROUGH)
                    {
                        if (elementIndex < 3 && random.Next(0, 3) > 0)
                        {
                            elementIndex = 3;
                        }
                    }

                    if (power >= 2 && random.Next(0, 3) > 0 && altitudeOffset == 0 && mountainType != MountainType.NONE)
                    {
                        MountainElementLandObject mountainElement = new MountainElementLandObject(area.Left + j, area.Top + i, altitude, mountainType, elementIndex);

                        LandCase landCase = landChunk.GetLandCase(i, j, altitude);

                        landCase.LandOverGround = mountainElement;

                        isThereMountainElement = true;
                    }
                }
            }

            if (isThereMountainElement)
            {
                landChunk.AddTypeInChunk(typeof(MountainElementLandObject));
            }

            return(random.Next());
        }
コード例 #7
0
        protected static void AssignGround(
            ILandChunk landChunk,
            int i, int j,
            int altitude, int altitudeOffset,
            ILandObject mainLandObject, ILandObject secondLandObject,
            bool onlyGround = false)
        {
            if (mainLandObject != null || secondLandObject != null)
            {
                if (altitudeOffset == 0)
                {
                    landChunk.InitializeLandCase(i, j, altitude);
                    LandCase landCase = landChunk.GetLandCase(i, j, altitude);

                    if (mainLandObject != null)
                    {
                        landCase.AddLandGround(mainLandObject);
                    }

                    if (secondLandObject != null)
                    {
                        landCase.AddLandGround(secondLandObject);
                    }
                }
                else
                {
                    for (int z = 0; z < altitudeOffset; z++)
                    {
                        landChunk.InitializeLandCase(i, j, altitude + z);
                        LandCase landCase = landChunk.GetLandCase(i, j, altitude + z);
                        //if (landCase == null)
                        //{
                        //    throw new Exception("if offset > 0, case must be already initialized thanks to CliffLayerGenerator !");
                        //}

                        if (mainLandObject != null)
                        {
                            ILandObject cloneMainObject = mainLandObject.Clone();
                            cloneMainObject.Altitude = altitude + z;

                            landCase.AddLandGround(cloneMainObject);
                        }

                        if (secondLandObject != null)
                        {
                            ILandObject cloneSecondObject = secondLandObject.Clone();
                            cloneSecondObject.Altitude = altitude + z;

                            landCase.AddLandGround(cloneSecondObject);
                        }

                        if (onlyGround == false && landCase.LandWall != null)
                        {
                            if (mainLandObject != null)
                            {
                                ILandObject cloneMainObject = mainLandObject.Clone(landCase.LandWall.LandTransition);
                                if (cloneMainObject != null)
                                {
                                    cloneMainObject.Altitude = altitude + z;

                                    landCase.AddLandGroundOverWall(cloneMainObject);
                                }
                            }

                            if (secondLandObject != null)
                            {
                                ILandObject cloneSecondObject = secondLandObject.Clone(landCase.LandWall.LandTransition);
                                if (cloneSecondObject != null)
                                {
                                    cloneSecondObject.Altitude = altitude + z;

                                    landCase.AddLandGroundOverWall(cloneSecondObject);
                                }
                            }
                        }
                    }
                }
            }
        }