/// <summary> /// Run the reveal algorithm without invoking the invalidation mechanism. /// </summary> /// <param name="Data"></param> /// <param name="voxel"></param> public static void InitialReveal( ChunkManager Manager, ChunkData Data, VoxelHandle voxel) { // Fog of war must be on for the initial reveal to avoid artifacts. bool fogOfWar = GameSettings.Default.FogofWar; GameSettings.Default.FogofWar = true; var queue = new Queue <VoxelHandle>(128); queue.Enqueue(voxel); while (queue.Count > 0) { var v = queue.Dequeue(); if (!v.IsValid) { continue; } foreach (var neighborCoordinate in VoxelHelpers.EnumerateManhattanNeighbors(v.Coordinate)) { var neighbor = new VoxelHandle(Data, neighborCoordinate); if (!neighbor.IsValid) { continue; } if (neighbor.IsExplored) { continue; } // We are skipping the invalidation mechanism but still need to trigger events. Manager.NotifyChangedVoxel(new VoxelChangeEvent { Type = VoxelChangeEventType.Explored, Voxel = neighbor }); neighbor.RawSetIsExplored(); if (neighbor.IsEmpty) { queue.Enqueue(neighbor); } } v.RawSetIsExplored(); } GameSettings.Default.FogofWar = fogOfWar; }
/// <summary> /// Run the reveal algorithm without invoking the invalidation mechanism. /// </summary> /// <param name="Data"></param> /// <param name="voxel"></param> public static void InitialReveal( ChunkData Data, VoxelHandle voxel) { // Fog of war must be on for the initial reveal to avoid artifacts. bool fogOfWar = GameSettings.Default.FogofWar; GameSettings.Default.FogofWar = true; var queue = new Queue <VoxelHandle>(128); queue.Enqueue(voxel); while (queue.Count > 0) { var v = queue.Dequeue(); if (!v.IsValid) { continue; } foreach (var neighborCoordinate in VoxelHelpers.EnumerateManhattanNeighbors(v.Coordinate)) { var neighbor = new VoxelHandle(Data, neighborCoordinate); if (!neighbor.IsValid) { continue; } if (neighbor.IsExplored) { continue; } neighbor.Chunk.NotifyExplored(neighbor.Coordinate.GetLocalVoxelCoordinate()); neighbor.RawSetIsExplored(true); if (neighbor.IsEmpty) { queue.Enqueue(neighbor); } } v.RawSetIsExplored(true); } GameSettings.Default.FogofWar = fogOfWar; }
/// <summary> /// Creates a flat, wooden balloon port for the balloon to land on, and Dwarves to sit on. /// </summary> /// <param name="roomDes">The player's BuildRoom designator (so that we can create a balloon port)</param> /// <param name="chunkManager">The terrain handler</param> /// <param name="x">The position of the center of the balloon port</param> /// <param name="z">The position of the center of the balloon port</param> /// <param name="size">The size of the (square) balloon port in voxels on a side</param> public Room GenerateInitialBalloonPort(RoomBuilder roomDes, ChunkManager chunkManager, float x, float z, int size) { var centerCoordinate = GlobalVoxelCoordinate.FromVector3(new Vector3(x, VoxelConstants.ChunkSizeY - 1, z)); var accumulator = 0; var count = 0; for (var offsetX = -size; offsetX <= size; ++offsetX) { for (var offsetY = -size; offsetY <= size; ++offsetY) { var topVoxel = VoxelHelpers.FindFirstVoxelBelowIncludeWater( new VoxelHandle(chunkManager.ChunkData, centerCoordinate + new GlobalVoxelOffset(offsetX, 0, offsetY))); if (topVoxel.Coordinate.Y > 0) { accumulator += topVoxel.Coordinate.Y + 1; count += 1; } } } var averageHeight = (int)Math.Round(((float)accumulator / (float)count)); if (StartUnderground) { accumulator = 0; count = 0; List <string> illegalTypes = new List <string>() { "Sand", "Dirt", "DarkDirt", "Ice" }; for (var offsetX = -size; offsetX <= size; ++offsetX) { for (var offsetY = -size; offsetY <= size; ++offsetY) { var topVoxel = VoxelHelpers.FindFirstVoxelBelow( new VoxelHandle(chunkManager.ChunkData, centerCoordinate + new GlobalVoxelOffset(offsetX, 0, offsetY))); if (topVoxel.Coordinate.Y > 0) { var vox = topVoxel; for (int dy = topVoxel.Coordinate.Y; dy > 0; dy--) { vox = new VoxelHandle(chunkManager.ChunkData, new GlobalVoxelCoordinate(topVoxel.Coordinate.X, dy, topVoxel.Coordinate.Z)); if (vox.IsValid && !vox.IsEmpty && !illegalTypes.Contains(vox.Type.Name)) { break; } } accumulator += vox.Coordinate.Y + 1; count += 1; } } } averageHeight = Math.Max((int)Math.Round(((float)accumulator / (float)count)) - 5, 0); } // Next, create the balloon port by deciding which voxels to fill. var balloonPortDesignations = new List <VoxelHandle>(); var treasuryDesignations = new List <VoxelHandle>(); for (int dx = -size; dx <= size; dx++) { for (int dz = -size; dz <= size; dz++) { Vector3 worldPos = new Vector3(centerCoordinate.X + dx, centerCoordinate.Y, centerCoordinate.Z + dz); var baseVoxel = VoxelHelpers.FindFirstVoxelBelow(new VoxelHandle( chunkManager.ChunkData, GlobalVoxelCoordinate.FromVector3(worldPos))); if (!baseVoxel.IsValid) { continue; } var h = baseVoxel.Coordinate.Y + 1; var localCoord = baseVoxel.Coordinate.GetLocalVoxelCoordinate(); for (int y = averageHeight; y < (StartUnderground ? averageHeight + 2 : h); y++) { var v = new VoxelHandle(baseVoxel.Chunk, new LocalVoxelCoordinate((int)localCoord.X, y, (int)localCoord.Z)); v.RawSetType(VoxelLibrary.GetVoxelType(0)); v.RawSetIsExplored(); v.QuickSetLiquid(LiquidType.None, 0); } if (averageHeight < h) { h = averageHeight; } bool isPosX = (dx == size && dz == 0); bool isPosZ = (dz == size & dx == 0); bool isNegX = (dx == -size && dz == 0); bool isNegZ = (dz == -size && dz == 0); bool isSide = (isPosX || isNegX || isPosZ || isNegZ); Vector3 offset = Vector3.Zero; if (isSide) { if (isPosX) { offset = Vector3.UnitX; } else if (isPosZ) { offset = Vector3.UnitZ; } else if (isNegX) { offset = -Vector3.UnitX; } else if (isNegZ) { offset = -Vector3.UnitZ; } } bool encounteredFilled = false; // Fill from the top height down to the bottom. for (int y = Math.Min(0, h - 1); y < averageHeight && y < VoxelConstants.ChunkSizeY; y++) { var v = new VoxelHandle(baseVoxel.Chunk, new LocalVoxelCoordinate((int)localCoord.X, y, (int)localCoord.Z)); if (!v.IsValid) { throw new InvalidProgramException("Voxel was invalid while creating a new game's initial zones. This should not happen."); } v.RawSetType(VoxelLibrary.GetVoxelType("Scaffold")); v.IsPlayerBuilt = true; v.QuickSetLiquid(LiquidType.None, 0); if (y == averageHeight - 1) { v.RawSetIsExplored(); if (dz >= 0) { balloonPortDesignations.Add(v); } else { treasuryDesignations.Add(v); } } if (isSide && !encounteredFilled) { var ladderPos = new Vector3(worldPos.X, y, worldPos.Z) + offset + Vector3.One * 0.5f; var ladderVox = new VoxelHandle(chunkManager.ChunkData, GlobalVoxelCoordinate.FromVector3(ladderPos)); if (ladderVox.IsValid && ladderVox.IsEmpty) { var ladder = EntityFactory.CreateEntity <Ladder>("Ladder", ladderPos); Master.Faction.OwnedObjects.Add(ladder); ladder.Tags.Add("Moveable"); ladder.Tags.Add("Deconstructable"); } else { encounteredFilled = true; } } } } } // Actually create the BuildRoom. var toBuild = RoomLibrary.CreateRoom(PlayerFaction, "Balloon Port", this); roomDes.DesignatedRooms.Add(toBuild); RoomLibrary.CompleteRoomImmediately(toBuild, balloonPortDesignations); // Also add a treasury var treasury = RoomLibrary.CreateRoom(PlayerFaction, "Treasury", this); roomDes.DesignatedRooms.Add(treasury); RoomLibrary.CompleteRoomImmediately(treasury, treasuryDesignations); return(toBuild); }