コード例 #1
0
ファイル: GenerateOres.cs プロジェクト: sodomon2/dwarfcorp
        public static void GenerateOres(VoxelChunk Chunk, ChunkGeneratorSettings Settings)
        {
            for (int x = 0; x < VoxelConstants.ChunkSizeX; x++)
            {
                for (int z = 0; z < VoxelConstants.ChunkSizeZ; z++)
                {
                    var overworldPosition = OverworldMap.WorldToOverworld(new Vector2(x + Chunk.Origin.X, z + Chunk.Origin.Z), Settings.Overworld.InstanceSettings.Origin);

                    var normalizedHeight = NormalizeHeight(Settings.Overworld.Map.LinearInterpolate(overworldPosition, OverworldField.Height));
                    var height           = MathFunctions.Clamp(normalizedHeight * Settings.WorldSizeInChunks.Y * VoxelConstants.ChunkSizeY, 0.0f, Settings.WorldSizeInChunks.Y * VoxelConstants.ChunkSizeY - 2);

                    for (int y = 0; y < VoxelConstants.ChunkSizeY; y++)
                    {
                        if (Chunk.Origin.Y + y >= height)
                        {
                            break;
                        }
                        if (Chunk.Origin.Y + y == 0)
                        {
                            continue;
                        }

                        var v = Chunk.Manager.CreateVoxelHandle(new GlobalVoxelCoordinate(Chunk.Origin.X + x, Chunk.Origin.Y + y, Chunk.Origin.Z + z));
                        if (v.Sunlight)
                        {
                            continue;
                        }

                        foreach (var voxelType in Library.EnumerateVoxelTypes())
                        {
                            if (voxelType.SpawnClusters)
                            {
                                if (Chunk.Origin.Y + y < voxelType.MinSpawnHeight)
                                {
                                    continue;
                                }
                                if (Chunk.Origin.Y + y > voxelType.MaxSpawnHeight)
                                {
                                    continue;
                                }

                                var vRand       = new Random(voxelType.ID);
                                var noiseVector = new Vector3(Chunk.Origin.X + x, Chunk.Origin.Y + y, Chunk.Origin.Z + z) * Settings.CaveNoiseScale * 2.0f;
                                noiseVector += new Vector3(vRand.Next(0, 64), vRand.Next(0, 64), vRand.Next(0, 64));

                                var fade = 1.0f - ((Chunk.Origin.Y + y - voxelType.MinSpawnHeight) / voxelType.MaxSpawnHeight);

                                var oreNoise = Settings.CaveNoise.GetValue(noiseVector.X, noiseVector.Y, noiseVector.Z);

                                if (Math.Abs(oreNoise) < voxelType.Rarity * fade)
                                {
                                    v.RawSetType(voxelType);
                                }
                            }
                        }
                    }
                }
            }
        }
コード例 #2
0
        public static void GenerateSurfaceLife(VoxelChunk TopChunk, ChunkGeneratorSettings Settings)
        {
            var creatureCounts = new Dictionary <string, Dictionary <string, int> >();
            var worldDepth     = Settings.WorldSizeInChunks.Y * VoxelConstants.ChunkSizeY;

            for (var x = TopChunk.Origin.X; x < TopChunk.Origin.X + VoxelConstants.ChunkSizeX; x++)
            {
                for (var z = TopChunk.Origin.Z; z < TopChunk.Origin.Z + VoxelConstants.ChunkSizeZ; z++)
                {
                    var overworldPosition = OverworldMap.WorldToOverworld(new Vector2(x, z), Settings.Overworld.InstanceSettings.Origin);

                    if (Settings.Overworld.Map.GetBiomeAt(new Vector3(x, 0, z), Settings.Overworld.InstanceSettings.Origin).HasValue(out var biome))
                    {
                        var normalizedHeight = NormalizeHeight(Settings.Overworld.Map.LinearInterpolate(overworldPosition, OverworldField.Height));
                        var height           = (int)MathFunctions.Clamp(normalizedHeight * worldDepth, 0.0f, worldDepth - 2);

                        var voxel = Settings.World.ChunkManager.CreateVoxelHandle(new GlobalVoxelCoordinate(x, height, z));

                        if (!voxel.IsValid ||
                            voxel.Coordinate.Y == 0 ||
                            voxel.Coordinate.Y >= worldDepth - Settings.TreeLine)
                        {
                            continue;
                        }

                        if (voxel.LiquidLevel != 0)
                        {
                            continue;
                        }

                        var above = VoxelHelpers.GetVoxelAbove(voxel);
                        if (above.IsValid && (above.LiquidLevel != 0 || !above.IsEmpty))
                        {
                            continue;
                        }

                        foreach (var animal in biome.Fauna)
                        {
                            if (MathFunctions.RandEvent(animal.SpawnProbability))
                            {
                                if (!creatureCounts.ContainsKey(biome.Name))
                                {
                                    creatureCounts[biome.Name] = new Dictionary <string, int>();
                                }
                                var dict = creatureCounts[biome.Name];
                                if (!dict.ContainsKey(animal.Name))
                                {
                                    dict[animal.Name] = 0;
                                }
                                if (dict[animal.Name] < animal.MaxPopulation)
                                {
                                    EntityFactory.CreateEntity <GameComponent>(animal.Name,
                                                                               voxel.WorldPosition + Vector3.Up * 1.5f);
                                }
                                break;
                            }
                        }

                        if (voxel.Type.Name != biome.SoilLayer.VoxelType)
                        {
                            continue;
                        }

                        foreach (VegetationData veg in biome.Vegetation)
                        {
                            if (voxel.GrassType == 0)
                            {
                                continue;
                            }

                            if (MathFunctions.RandEvent(veg.SpawnProbability) &&
                                Settings.NoiseGenerator.Noise(voxel.Coordinate.X / veg.ClumpSize,
                                                              veg.NoiseOffset, voxel.Coordinate.Z / veg.ClumpSize) >= veg.ClumpThreshold)
                            {
                                var treeSize = MathFunctions.Rand() * veg.SizeVariance + veg.MeanSize;

                                EntityFactory.CreateEntity <Plant>(veg.Name,
                                                                   voxel.WorldPosition + new Vector3(0.5f, 1.0f, 0.5f),
                                                                   Blackboard.Create("Scale", treeSize));

                                break;
                            }
                        }
                    }
                }
            }
        }
コード例 #3
0
ファイル: GenerateChunk.cs プロジェクト: sodomon2/dwarfcorp
        public static VoxelChunk GenerateChunk(GlobalChunkCoordinate ID, ChunkGeneratorSettings Settings)
        {
            var origin      = new GlobalVoxelCoordinate(ID, new LocalVoxelCoordinate(0, 0, 0));
            var worldDepth  = Settings.WorldSizeInChunks.Y * VoxelConstants.ChunkSizeY;
            var waterHeight = NormalizeHeight(Settings.Overworld.GenerationSettings.SeaLevel + 1.0f / worldDepth);

            var c = new VoxelChunk(Settings.World.ChunkManager, ID);

            if (GameSettings.Current.NoStone)
            {
                return(c);
            }

            for (int x = 0; x < VoxelConstants.ChunkSizeX; x++)
            {
                for (int z = 0; z < VoxelConstants.ChunkSizeZ; z++)
                {
                    var overworldPosition = OverworldMap.WorldToOverworld(new Vector2(x + origin.X, z + origin.Z), Settings.Overworld.InstanceSettings.Origin);

                    if (Settings.Overworld.Map.GetBiomeAt(new Vector3(x + origin.X, 0, z + origin.Z), Settings.Overworld.InstanceSettings.Origin).HasValue(out var biomeData))
                    {
                        var normalizedHeight = NormalizeHeight(Settings.Overworld.Map.LinearInterpolate(overworldPosition, OverworldField.Height));
                        var height           = MathFunctions.Clamp(normalizedHeight * worldDepth, 0.0f, worldDepth - 2);
                        var stoneHeight      = (int)MathFunctions.Clamp((int)(height - (biomeData.SoilLayer.Depth + (Math.Sin(overworldPosition.X) + Math.Cos(overworldPosition.Y)))), 1, height);

                        for (int y = 0; y < VoxelConstants.ChunkSizeY; y++)
                        {
                            var globalY = origin.Y + y;
                            var voxel   = VoxelHandle.UnsafeCreateLocalHandle(c, new LocalVoxelCoordinate(x, y, z));

                            if (globalY == 0)
                            {
                                voxel.RawSetType(Library.GetVoxelType("Bedrock"));
                                continue;
                            }

                            // Below the stone line, use subsurface layers.
                            if (globalY <= stoneHeight && stoneHeight > 1)
                            {
                                var depth           = stoneHeight - globalY - biomeData.SubsurfaceLayers[0].Depth + 1;
                                var subsurfaceLayer = 0;
                                while (depth > 0 && subsurfaceLayer < biomeData.SubsurfaceLayers.Count - 1)
                                {
                                    depth           -= biomeData.SubsurfaceLayers[subsurfaceLayer].Depth;
                                    subsurfaceLayer += 1;
                                }

                                voxel.RawSetType(Library.GetVoxelType(biomeData.SubsurfaceLayers[subsurfaceLayer].VoxelType));
                            }
                            // Otherwise, on the surface.
                            else if ((globalY == (int)height || globalY == stoneHeight) && normalizedHeight > waterHeight)
                            {
                                voxel.RawSetType(Library.GetVoxelType(biomeData.SoilLayer.VoxelType));

                                if (!String.IsNullOrEmpty(biomeData.GrassDecal))
                                {
                                    if (!biomeData.ClumpGrass || (biomeData.ClumpGrass &&
                                                                  Settings.NoiseGenerator.Noise(overworldPosition.X / biomeData.ClumpSize, 0, overworldPosition.Y / biomeData.ClumpSize) > biomeData.ClumpTreshold))
                                    {
                                        voxel.RawSetGrass(Library.GetGrassType(biomeData.GrassDecal).ID);
                                    }
                                }
                            }
                            else if (globalY > height && globalY > 0)
                            {
                                voxel.RawSetType(Library.EmptyVoxelType);
                            }
                            else if (normalizedHeight <= waterHeight)
                            {
                                voxel.RawSetType(Library.GetVoxelType(biomeData.ShoreVoxel));
                            }
                            else
                            {
                                voxel.RawSetType(Library.GetVoxelType(biomeData.SoilLayer.VoxelType));
                            }
                        }
                    }
                }
            }

            return(c);
        }