コード例 #1
0
 public bool Decorade(Chunk chunk, int x, int y, int z, IMTBRandom random)
 {
     if (chunk.GetBlock(x, y, z, true).BlockType == BlockType.Air)
     {
         setBlock(chunk, x, y, z, GetDecoration());
         return(true);
     }
     return(false);
 }
コード例 #2
0
 private bool CheckCanGenerator(Chunk chunk, int treeTrunkStartHeight, int treeTrunkNextHeight,
                                int treeLeaveStartHeight, int treeLeaveNextHeight, int trunkWidthStartX,
                                int trunkWidthStartZ, int trunkWidthNextX, int trunkWidthNextZ,
                                int leaveWidthStartX, int leaveWidthStartZ, int leaveWidthNextX, int leaveWidthNextZ)
 {
     for (int cx = trunkWidthStartX; cx <= trunkWidthNextX; cx++)
     {
         for (int cz = trunkWidthStartZ; cz <= trunkWidthNextZ; cz++)
         {
             if (chunk.GetBlock(cx, treeTrunkStartHeight - 1, cz).BlockType == BlockType.Air)
             {
                 return(false);
             }
         }
     }
     for (int cy = treeTrunkStartHeight; cy < treeLeaveNextHeight; cy++)
     {
         if (cy < treeLeaveStartHeight)
         {
             for (int cx = trunkWidthStartX; cx <= trunkWidthNextX; cx++)
             {
                 for (int cz = trunkWidthStartZ; cz <= trunkWidthNextZ; cz++)
                 {
                     if (chunk.GetBlock(cx, cy, cz).BlockType != BlockType.Air)
                     {
                         return(false);
                     }
                 }
             }
             continue;
         }
         for (int cx = leaveWidthStartX; cx <= leaveWidthNextX; cx++)
         {
             for (int cz = leaveWidthStartZ; cz <= leaveWidthNextZ; cz++)
             {
                 if (chunk.GetBlock(cx, cy, cz).BlockType != BlockType.Air)
                 {
                     return(false);
                 }
             }
         }
     }
     return(true);
 }
コード例 #3
0
        private bool CheckCanGenerator(int x, int y, int z, Chunk chunk, int treeTrunkWidth, int treeTrunkHeight, int treeHalfLeaveWidth, int treeLeaveHeight, int treeLeaveOffset)
        {
            int treeHeight           = treeTrunkHeight + treeLeaveHeight + treeLeaveOffset;
            int treeCrownStartHeight = treeTrunkHeight + treeLeaveOffset;

            for (int cx = x; cx < x + treeTrunkWidth; cx++)
            {
                for (int cz = z; cz < z + treeTrunkWidth; cz++)
                {
                    if (chunk.GetBlock(cx, y - 1, cz).BlockType == BlockType.Air)
                    {
                        return(false);
                    }
                }
            }
            for (int cy = y; cy < y + treeHeight; cy++)
            {
                if (cy - y < treeCrownStartHeight)
                {
                    for (int cx = x; cx < x + treeTrunkWidth; cx++)
                    {
                        for (int cz = z; cz < z + treeTrunkWidth; cz++)
                        {
                            if (chunk.GetBlock(cx, cy, cz).BlockType != BlockType.Air)
                            {
                                return(false);
                            }
                        }
                    }
                    continue;
                }
                for (int cx = x - treeHalfLeaveWidth; cx <= x + treeHalfLeaveWidth + 1; cx++)
                {
                    for (int cz = z - treeHalfLeaveWidth; cz <= z + treeHalfLeaveWidth + 1; cz++)
                    {
                        if (chunk.GetBlock(cx, cy, cz).BlockType != BlockType.Air)
                        {
                            return(false);
                        }
                    }
                }
            }
            return(true);
        }
コード例 #4
0
        public bool Decorade(Chunk chunk, int x, int y, int z, IMTBRandom random)
        {
            int height = random.Range(3, 8);
            int width  = 2;

            for (int cx = 0; cx < width; cx++)
            {
                for (int cz = 0; cz < width; cz++)
                {
                    if (chunk.GetBlock(cx + x, y - 1, cz + z).BlockType == BlockType.Air)
                    {
                        return(false);
                    }
                }
            }
            for (int cy = y; cy < y + height; cy++)
            {
                for (int cx = 0; cx < width; cx++)
                {
                    for (int cz = 0; cz < width; cz++)
                    {
                        if (chunk.GetBlock(x + cx, cy, z + cz).BlockType != BlockType.Air)
                        {
                            return(false);
                        }
                    }
                }
            }
            for (int cy = y; cy < y + height; cy++)
            {
                for (int cx = 0; cx < width; cx++)
                {
                    for (int cz = 0; cz < width; cz++)
                    {
                        if (chunk.GetBlock(x + cx, cy, z + cz).BlockType == BlockType.Air)
                        {
                            setBlock(chunk, x + cx, cy, z + cz, new Block(BlockType.Block_31));
                        }
                    }
                }
            }
            return(true);
        }
コード例 #5
0
        private void ShrinkHorizontalInPos(int x, int y, int z, Chunk chunk, int prevLightLevel, int curLightLevel)
        {
            //当前光照强度为最大值时不收缩
            if (curLightLevel >= WorldConfig.Instance.maxLightLevel)
            {
                return;
            }
            //当前高度大于光照高度,不再收缩,直接从旁边扩散
            if (y >= chunk.GetHeight(x, z, true))
            {
                int lightLevel = chunk.GetSunLight(x, y, z);
                int nextIndex  = (x * Chunk.chunkDepth + z) * Chunk.chunkHeight + y;
                _lightSpread.AddSpreadNode(NodeCache.Instance.GetSpreadNode(nextIndex, lightLevel, chunk));
                return;
            }
            Block b = chunk.GetBlock(x, y, z, true);
            BlockAttributeCalculator calculator = BlockAttributeCalculatorFactory.GetCalculator(b.BlockType);
            int lightDamp = calculator.LightDamp(b.ExtendId);

            if (lightDamp < WorldConfig.Instance.maxLightLevel)
            {
                int lightLevel = chunk.GetSunLight(x, y, z);
                if (lightLevel > 0)
                {
                    int temp = prevLightLevel - lightDamp;
                    //如果前一个物块比当前物块的太阳光亮,那么减弱当前物块的亮度
                    if (temp > lightLevel)
                    {
                        int nextLightLevel = curLightLevel - lightDamp - 1;
                        if (nextLightLevel < 0)
                        {
                            nextLightLevel = 0;
                        }
                        //如果最终结果没有发生改变,那么不收缩
                        if (nextLightLevel == lightLevel)
                        {
                            return;
                        }
                        chunk.SetSunLight(x, y, z, nextLightLevel, true);
                        if (!_changedList.Contains(chunk))
                        {
                            _changedList.Add(chunk);
                        }
                        int nextIndex = (x * Chunk.chunkDepth + z) * Chunk.chunkHeight + y;
                        _lightBfsQueue.Enqueue(NodeCache.Instance.GetShrinkNode(nextIndex, lightLevel, nextLightLevel, chunk));
                    }
                    //如果前一个物块比当前物块的太阳光暗,那么增强前一个物块的亮度
                    else if (temp < lightLevel)
                    {
                        int nextIndex = (x * Chunk.chunkDepth + z) * Chunk.chunkHeight + y;
                        _lightSpread.AddSpreadNode(NodeCache.Instance.GetSpreadNode(nextIndex, lightLevel, chunk));
                    }
                }
            }
        }
コード例 #6
0
        private void SpreadInPosDown(int x, int y, int z, Chunk chunk, int prevLightLevel, int curLightLevel)
        {
            if (curLightLevel >= WorldConfig.Instance.maxLightLevel)
            {
                return;
            }
            //当前高度大于光照高度,往下收缩,不管亮度是否大于自己
            if (y >= chunk.GetHeight(x, z, true))
            {
                return;
            }
            Block b = chunk.GetBlock(x, y, z, true);
            BlockAttributeCalculator calculator = BlockAttributeCalculatorFactory.GetCalculator(b.BlockType);
            int lightDamp = calculator.LightDamp(b.ExtendId);

            if (lightDamp < WorldConfig.Instance.maxLightLevel)
            {
                int lightLevel = chunk.GetSunLight(x, y, z);
                if (lightLevel > 0)
                {
                    int temp = prevLightLevel - lightDamp;
                    //向下收缩,考虑到都为15的情况,相等的情况下也收缩掉
                    if (temp > lightLevel || (temp <= WorldConfig.Instance.maxLightLevel && lightLevel == WorldConfig.Instance.maxLightLevel))
                    {
                        int nextLightLevel = curLightLevel - lightDamp - 1;
                        if (nextLightLevel < 0)
                        {
                            nextLightLevel = 0;
                        }
                        if (nextLightLevel == lightLevel)
                        {
                            return;
                        }
                        chunk.SetSunLight(x, y, z, nextLightLevel, true);
                        if (!_changedList.Contains(chunk))
                        {
                            _changedList.Add(chunk);
                        }
                        int nextIndex = (x * Chunk.chunkDepth + z) * Chunk.chunkHeight + y;
                        if (temp <= WorldConfig.Instance.maxLightLevel && lightLevel == WorldConfig.Instance.maxLightLevel)
                        {
                            lightLevel = nextLightLevel;
                        }
                        _lightBfsQueue.Enqueue(NodeCache.Instance.GetShrinkNode(nextIndex, lightLevel, nextLightLevel, chunk));
                    }
                    //如果前一个物块比当前物块的太阳光暗,那么增强前一个物块的亮度
                    else if (temp < lightLevel)
                    {
                        int nextIndex = (x * Chunk.chunkDepth + z) * Chunk.chunkHeight + y;
                        _lightSpread.AddSpreadNode(NodeCache.Instance.GetSpreadNode(nextIndex, lightLevel, chunk));
                    }
                }
            }
        }
コード例 #7
0
        public bool Decorade(Chunk chunk, int x, int y, int z, IMTBRandom random)
        {
//			int height = random.Range(1,3);
//			int i = 0;
//			for (i = 0; i < height; i++) {
//				if(chunk.GetBlock(x,y + i,z,true).BlockType != BlockType.Air)
//				{
//					break;
//				}
//			}
//			if(i == height)
//			{
//				for (i = 0; i < height; i++) {
//					chunk.SetBlock(x,y + i,z,new Block(BlockType.Block_50));
//				}
//				return true;
//			}
//			return false;

            Vector3[] posData = totalData[random.Range(0, totalData.Length)][random.Range(0, 4)];
            for (int i = 0; i < posData.Length; i++)
            {
                if (chunk.GetBlock(x + (int)posData[i].x, y + (int)posData[i].y, z + (int)posData[i].z).BlockType != BlockType.Air)
                {
                    return(false);
                }
                if (posData[i].y == 0)
                {
                    if (chunk.GetBlock(x + (int)posData[i].x, y + (int)posData[i].y - 1, z + (int)posData[i].z).BlockType == BlockType.Air)
                    {
                        return(false);
                    }
                }
            }
            for (int i = 0; i < posData.Length; i++)
            {
                chunk.SetBlock(x + (int)posData[i].x, y + (int)posData[i].y, z + (int)posData[i].z, new Block(BlockType.Block_50));
            }

            return(false);
        }
コード例 #8
0
 private bool CheckCanGenerator(int x, int y, int z, Chunk chunk, int treeHeight, int treeWidth)
 {
     if (chunk.GetBlock(x, y, z).BlockType != BlockType.Air)
     {
         return(false);
     }
     for (int cy = y + 1; cy < y + treeHeight; cy++)
     {
         for (int cx = x - treeWidth; cx <= x + treeWidth; cx++)
         {
             for (int cz = z - treeWidth; cz <= z + treeWidth; cz++)
             {
                 if (chunk.GetBlock(cx, cy, cz).BlockType != BlockType.Air)
                 {
                     return(false);
                 }
             }
         }
     }
     return(true);
 }
コード例 #9
0
        public virtual MeshData FaceDataFront
            (Chunk chunk, int x, int y, int z, MeshData meshData, byte extendId)
        {
            Block centerBlock = chunk.GetBlock(x, y, z);
            Block leftBlock   = chunk.GetBlock(x - 1, y, z);
            Block rightBlock  = chunk.GetBlock(x + 1, y, z);
            Block frontBlock  = chunk.GetBlock(x, y, z + 1);
            Block leftFront   = chunk.GetBlock(x - 1, y, z + 1);
            Block rightFront  = chunk.GetBlock(x + 1, y, z + 1);

            float rightBackHeight  = GetAverageHeight(frontBlock, centerBlock, rightFront, rightBlock);
            float leftBackHeight   = GetAverageHeight(frontBlock, centerBlock, leftFront, leftBlock);
            float leftFrontHeight  = 0;
            float rightFrontHeight = 0;

            meshData.AddVertice(MeshBaseDataCache.Instance.GetVector3(x, y + leftFrontHeight, z + 1f));
            meshData.AddVertice(MeshBaseDataCache.Instance.GetVector3(x + 1f, y + rightFrontHeight, z + 1f));
            meshData.AddVertice(MeshBaseDataCache.Instance.GetVector3(x + 1f, y + rightBackHeight, z + 1f));
            meshData.AddVertice(MeshBaseDataCache.Instance.GetVector3(x, y + leftBackHeight, z + 1f));

            meshData.AddQuadTriangles();

//			AddSpecialUV(meshData,extendId,Direction.front);
            Vector2 dic = GetRotate(leftFrontHeight, rightFrontHeight, rightBackHeight, leftBackHeight);

            AddUVRotate(meshData, extendId, Direction.front, dic.y, dic.x);

            AddSpecialColorAndSpeed(chunk, x, y, z + 1, meshData, 2);

            return(meshData);
        }
コード例 #10
0
        private int CheckAroundNum(Chunk chunk, int x, int y, int z)
        {
            int num = 0;

            if (chunk.GetBlock(x - 1, y, z).BlockType != BlockType.Air)
            {
                num++;
            }
            if (chunk.GetBlock(x + 1, y, z).BlockType != BlockType.Air)
            {
                num++;
            }
            if (chunk.GetBlock(x, y, z - 1).BlockType != BlockType.Air)
            {
                num++;
            }
            if (chunk.GetBlock(x, y, z + 1).BlockType != BlockType.Air)
            {
                num++;
            }
            if (chunk.GetBlock(x, y - 1, z).BlockType != BlockType.Air)
            {
                num++;
            }
            if (chunk.GetBlock(x, y + 1, z).BlockType != BlockType.Air)
            {
                num++;
            }
            return(num);
        }
コード例 #11
0
        public virtual MeshData FaceDataUp
            (Chunk chunk, int x, int y, int z, MeshData meshData, byte extendId)
        {
            Block centerBlock = chunk.GetBlock(x, y, z);
            Block leftBlock   = chunk.GetBlock(x - 1, y, z);
            Block rightBlock  = chunk.GetBlock(x + 1, y, z);
            Block frontBlock  = chunk.GetBlock(x, y, z + 1);
            Block backBlock   = chunk.GetBlock(x, y, z - 1);
            Block leftFront   = chunk.GetBlock(x - 1, y, z + 1);
            Block leftBack    = chunk.GetBlock(x - 1, y, z - 1);
            Block rightFront  = chunk.GetBlock(x + 1, y, z + 1);
            Block rightBack   = chunk.GetBlock(x + 1, y, z - 1);

            float leftFrontHeight  = GetAverageHeight(leftBlock, centerBlock, leftFront, frontBlock);
            float rightFrontHeight = GetAverageHeight(rightBlock, centerBlock, rightFront, frontBlock);
            float rightBackHeight  = GetAverageHeight(rightBlock, centerBlock, rightBack, backBlock);
            float leftBackHeight   = GetAverageHeight(leftBlock, centerBlock, leftBack, backBlock);

//			//计算流体流动方向
//			float dicX = 2 * (leftBackHeight + leftFrontHeight - rightBackHeight - rightFrontHeight);
//			float dicZ = 2 * (leftBackHeight + rightBackHeight - leftFrontHeight - rightFrontHeight);
//			Vector2 dic = new Vector2(dicX,dicZ);
//			dic.Normalize();
//			if(dic.x == 0 && dic.y == 0)dic.x = 1;
//			float sinDic = dic.y;
//			float cosDic = dic.x;

            meshData.AddVertice(MeshBaseDataCache.Instance.GetVector3(x, y + leftFrontHeight, z + 1f));
            meshData.AddVertice(MeshBaseDataCache.Instance.GetVector3(x + 1f, y + rightFrontHeight, z + 1f));
            meshData.AddVertice(MeshBaseDataCache.Instance.GetVector3(x + 1f, y + rightBackHeight, z));
            meshData.AddVertice(MeshBaseDataCache.Instance.GetVector3(x, y + leftBackHeight, z));

            meshData.AddQuadTriangles();

//			AddSpecialUV(meshData,extendId,Direction.up);
            Vector2 dic = GetRotate(leftFrontHeight, rightFrontHeight, rightBackHeight, leftBackHeight);

            AddUVRotate(meshData, extendId, Direction.up, dic.y, dic.x);

            float speed = dic.magnitude == 0 ? 0 : 0.5f;

            AddSpecialColorAndSpeed(chunk, x, y, z, meshData, speed);

            return(meshData);
        }
コード例 #12
0
        public bool Decorade(Chunk chunk, int x, int y, int z, IMTBRandom random)
        {
            int treeTrunkWidth  = random.Range(1, 3);
            int treeTrunkHeight = random.Range(2, 5);

            for (int cx = x; cx < x + treeTrunkWidth; cx++)
            {
                for (int cz = z; cz < z + treeTrunkWidth; cz++)
                {
                    if (chunk.GetBlock(cx, y - 1, cz).BlockType == BlockType.Air)
                    {
                        return(false);
                    }
                }
            }
            for (int cy = y; cy < y + treeTrunkHeight; cy++)
            {
                for (int cx = x; cx < x + treeTrunkWidth; cx++)
                {
                    for (int cz = z; cz < z + treeTrunkWidth; cz++)
                    {
                        if (chunk.GetBlock(cx, cy, cz).BlockType != BlockType.Air)
                        {
                            return(false);
                        }
                    }
                }
            }
            for (int cy = y; cy < y + treeTrunkHeight; cy++)
            {
                for (int cx = x; cx < x + treeTrunkWidth; cx++)
                {
                    for (int cz = z; cz < z + treeTrunkWidth; cz++)
                    {
                        setBlock(chunk, cx, cy, cz, new Block(BlockType.Block_19, 6));
                    }
                }
            }
            return(true);
        }
        public Block GetBlock(int x, int y, int z)
        {
            Chunk chunk = GetChunk(x, y, z);

            if (chunk != null && chunk.isTerrainDataPrepared)
            {
                Block block = chunk.GetBlock(x - chunk.worldPos.x, y - chunk.worldPos.y, z - chunk.worldPos.z, true);
                return(block);
            }
            else
            {
                return(new Block(BlockType.Null));
            }
        }
コード例 #14
0
 private bool CheckConditionMeet(Chunk chunk, List <CheckCondition> conditions, int x, int y, int z)
 {
     if (conditions.Count > 0)
     {
         for (int i = 0; i < conditions.Count; i++)
         {
             Block conditionBlock = chunk.GetBlock(x + conditions[i].offsetX, y + 1 + conditions[i].offsetY, z + conditions[i].offsetZ);
             for (int j = 0; j < conditions[i].conditionBlocks.Count; j++)
             {
                 if (!conditionBlock.EqualOther(conditions[i].conditionBlocks[j]))
                 {
                     return(false);
                 }
             }
         }
     }
     return(true);
 }
コード例 #15
0
        private bool CreateTree(int x, int y, int z, Chunk chunk, int treeTrunkWidth, int treeTrunkHeight, int treeLeaveWidth, int treeLeaveHeight, int treeLeaveOffset, IMTBRandom random)
        {
            int halfTreeLeaveWidth = treeLeaveWidth / 2;
            int treeLeaveTopY      = treeLeaveHeight + treeLeaveOffset + treeTrunkHeight - 1 + y;
            int treeLeaveStartY    = treeLeaveTopY - halfTreeLeaveWidth;

            _spreadQueue.Clear();
            Block curBlock = chunk.GetBlock(x, treeLeaveStartY, z);

            if (curBlock.BlockType == BlockType.Air)
            {
                setBlock(chunk, x, treeLeaveStartY, z, new Block(BlockType.Block_41, 2));
            }
            WorldPos startPos = new WorldPos(x, treeLeaveStartY, z);

            _spreadQueue.Enqueue(startPos);
            while (_spreadQueue.Count > 0)
            {
                WorldPos pos = _spreadQueue.Dequeue();
                TreeLeaveSpread(chunk, pos.x + 1, pos.y, pos.z, _spreadQueue, halfTreeLeaveWidth, treeLeaveTopY, treeLeaveHeight, startPos);
                TreeLeaveSpread(chunk, pos.x - 1, pos.y, pos.z, _spreadQueue, halfTreeLeaveWidth, treeLeaveTopY, treeLeaveHeight, startPos);
                TreeLeaveSpread(chunk, pos.x, pos.y + 1, pos.z, _spreadQueue, halfTreeLeaveWidth, treeLeaveTopY, treeLeaveHeight, startPos);
                TreeLeaveSpread(chunk, pos.x, pos.y - 1, pos.z, _spreadQueue, halfTreeLeaveWidth, treeLeaveTopY, treeLeaveHeight, startPos);
                TreeLeaveSpread(chunk, pos.x, pos.y, pos.z + 1, _spreadQueue, halfTreeLeaveWidth, treeLeaveTopY, treeLeaveHeight, startPos);
                TreeLeaveSpread(chunk, pos.x, pos.y, pos.z - 1, _spreadQueue, halfTreeLeaveWidth, treeLeaveTopY, treeLeaveHeight, startPos);
            }


            bool hasFaceBlock = random.Range(0, 100) < 50;
            int  faceBlock    = random.Range(0, treeTrunkHeight);

            for (int i = 0; i < treeTrunkHeight; i++)
            {
                if (hasFaceBlock && faceBlock == i)
                {
                    setBlock(chunk, x, y + i, z, new Block(BlockType.Block_75, (byte)random.Range(0, 4)), true);
                }
                else
                {
                    setBlock(chunk, x, y + i, z, new Block(BlockType.Block_19, 2), true);
                }
            }
            return(true);
        }
コード例 #16
0
 private void TreeLeaveSpread(Chunk chunk, int x, int y, int z, Queue <WorldPos> queue, int radius, int treeTopY, int treeLeaveHeight, WorldPos startPos)
 {
     if (treeTopY - y < treeLeaveHeight)
     {
         int   dis      = Math.Abs(x - startPos.x) + Math.Abs(y - startPos.y) + Math.Abs(z - startPos.z);
         Block curBlock = chunk.GetBlock(x, y, z);
         if (curBlock.BlockType == BlockType.Air)
         {
             setBlock(chunk, x, y, z, new Block(BlockType.Block_41, 2));
         }
         else
         {
             return;
         }
         if (dis >= radius)
         {
             return;
         }
         queue.Enqueue(new WorldPos(x, y, z));
     }
 }
コード例 #17
0
        ////把植物种植到场景中
        public void buildPlant(Vector3 position, DecorationType type = DecorationType.FaceTree, int aoId = 0, float growTime = 0)
        {
            MTBPlantData        data  = MTBPlantDataManager.Instance.getData((int)type);
            GrowDecorationParam paras = new GrowDecorationParam(data);

            if (aoId == 0)
            {
                paras.aoId = AoIdManager.instance.getAoId();
            }
            else
            {
                paras.aoId = aoId;
            }
            paras.growedTime = 0;
            paras.pos        = position;
            paras.random     = _random;
            int x      = ((int)position.x);
            int z      = ((int)position.z);
            int localx = x % Chunk.chunkWidth;
            int localz = z % Chunk.chunkDepth;

            localx = localx < 0 ? localx + Chunk.chunkWidth : localx;
            localz = localz < 0 ? localz + Chunk.chunkDepth : localz;
            Chunk chunk = World.world.GetChunk(x, (int)position.y, z);

            for (int y = (int)position.y + 5; y >= (int)position.y - 5; y--)
            {
                BlockType curType = chunk.GetBlock(localx, y, localz).BlockType;
                if (curType != BlockType.Air && curType != BlockType.StillWater)
                {
                    paras.loacalPos = new Vector3(localx, y + 1, localz);
                    GrowDecoration decoration = new GrowDecoration(paras);
                    World.world.CheckAndRecalculateMesh(x, y, z, World.world.GetBlock(x, y, z));
                    _plantMap.Add(paras.aoId, decoration);
                    AddToChunkMap(decoration);
                    return;
                }
            }
        }
        private void NormalSunLightFill(Chunk chunk)
        {
            int  sunLightLevel;
            bool isLight;

            for (int x = 0; x < Chunk.chunkWidth; x++)
            {
                for (int z = 0; z < Chunk.chunkDepth; z++)
                {
                    sunLightLevel = WorldConfig.Instance.maxLightLevel;
                    isLight       = true;
                    for (int y = Chunk.chunkHeight - 1; y >= 0; y--)
                    {
                        Block b = chunk.GetBlock(x, y, z, true);

                        BlockAttributeCalculator calculator = BlockAttributeCalculatorFactory.GetCalculator(b.BlockType);
                        int lightDamp = calculator.LightDamp(b.ExtendId);

                        if (lightDamp != 0 && isLight)
                        {
                            chunk.SetHeight(x, z, y + 1);
                            isLight = false;
                        }

                        sunLightLevel -= lightDamp;
                        if (sunLightLevel > 0)
                        {
                            chunk.SetSunLight(x, y, z, sunLightLevel);
                        }
                        else
                        {
                            break;
                        }
                    }
                }
            }
        }
コード例 #19
0
        private void DispatchEntity(Chunk chunk, int x, int z, EntityParam entityParam)
        {
            int height = entityParam.maxEntityHeight < heightCap ? entityParam.maxEntityHeight : heightCap;

            for (int y = height - 1; y >= entityParam.minEntityHeight; y--)
            {
                BlockType curType = chunk.GetBlock(x, y, z).BlockType;
                if (curType != BlockType.Air && curType != BlockType.StillWater)
                {
                    List <CheckCondition> conditions = entityParam.checkConditions;
                    bool canDecorate = CheckConditionMeet(chunk, conditions, x, y, z);
                    //bool lightCondiciont = CheckLightCondition(chunk, entityParam.lightCondition, x, y, z);
                    if (canDecorate)
                    {
                        EntityData data = new EntityData();
                        data.id   = entityParam.entityId;
                        data.type = EntityType.MONSTER;
                        data.pos  = new Vector3(chunk.worldPos.x + x, chunk.worldPos.y + y + 1, chunk.worldPos.z + z);
                        chunk.AddEntityData(data);
                        return;
                    }
                }
            }
        }
コード例 #20
0
        public bool Decorade(Chunk chunk, int x, int y, int z, IMTBRandom random)
        {
            int width  = random.Range(1, 3);
            int height = 6;

            for (int cy = y; cy < y + height; cy++)
            {
                for (int cx = -width; cx <= width; cx++)
                {
                    for (int cz = -width; cz <= width; cz++)
                    {
                        if (chunk.GetBlock(cx, cy, cz).BlockType != BlockType.Air)
                        {
                            return(false);
                        }
                    }
                }
            }
            _spreadQueue.Clear();
            setBlock(chunk, x, y, z, new Block(BlockType.Block_11));
            _spreadQueue.Enqueue(new WorldPos(x, y, z));
            int spreadRate       = 10;
            int heightSpreadRate = 40;
            int nextX;
            int nextY;
            int nextZ;

            while (_spreadQueue.Count > 0)
            {
                WorldPos pos = _spreadQueue.Dequeue();
                nextX  = pos.x;
                nextY  = pos.y;
                nextZ  = pos.z;
                nextX -= 1;
                if (nextX >= x - width && chunk.GetBlock(nextX, nextY, nextZ).BlockType == BlockType.Air)
                {
                    if (random.Range(0, 100) < spreadRate)
                    {
                        setBlock(chunk, nextX, nextY, nextZ, new Block(BlockType.Block_11));
                        _spreadQueue.Enqueue(new WorldPos(nextX, nextY, nextZ));
                    }
                }
                nextX  = pos.x;
                nextY  = pos.y;
                nextZ  = pos.z;
                nextX += 1;
                if (nextX <= x + width && chunk.GetBlock(nextX, nextY, nextZ).BlockType == BlockType.Air)
                {
                    if (random.Range(0, 100) < spreadRate)
                    {
                        setBlock(chunk, nextX, nextY, nextZ, new Block(BlockType.Block_11));
                        _spreadQueue.Enqueue(new WorldPos(nextX, nextY, nextZ));
                    }
                }
                nextX  = pos.x;
                nextY  = pos.y;
                nextZ  = pos.z;
                nextY -= 1;
                if (nextY >= y && chunk.GetBlock(nextX, nextY, nextZ).BlockType == BlockType.Air)
                {
                    if (random.Range(0, 100) < spreadRate)
                    {
                        setBlock(chunk, nextX, nextY, nextZ, new Block(BlockType.Block_11));
                        _spreadQueue.Enqueue(new WorldPos(nextX, nextY, nextZ));
                    }
                }
                nextX  = pos.x;
                nextY  = pos.y;
                nextZ  = pos.z;
                nextY += 1;
                if (nextY < y + height && chunk.GetBlock(nextX, nextY, nextZ).BlockType == BlockType.Air)
                {
                    if (random.Range(0, 100) < heightSpreadRate)
                    {
                        setBlock(chunk, nextX, nextY, nextZ, new Block(BlockType.Block_11));
                        _spreadQueue.Enqueue(new WorldPos(nextX, nextY, nextZ));
                    }
                }
                nextX  = pos.x;
                nextY  = pos.y;
                nextZ  = pos.z;
                nextZ -= 1;
                if (nextZ >= z - width && chunk.GetBlock(nextX, nextY, nextZ).BlockType == BlockType.Air)
                {
                    if (random.Range(0, 100) < spreadRate)
                    {
                        setBlock(chunk, nextX, nextY, nextZ, new Block(BlockType.Block_11));
                        _spreadQueue.Enqueue(new WorldPos(nextX, nextY, nextZ));
                    }
                }
                nextX  = pos.x;
                nextY  = pos.y;
                nextZ  = pos.z;
                nextZ += 1;
                if (nextZ <= z + width && chunk.GetBlock(nextX, nextY, nextZ).BlockType == BlockType.Air)
                {
                    if (random.Range(0, 100) < 60)
                    {
                        setBlock(chunk, nextX, nextY, nextZ, new Block(BlockType.Block_11));
                        _spreadQueue.Enqueue(new WorldPos(nextX, nextY, nextZ));
                    }
                }
            }
            return(true);
        }
コード例 #21
0
        private bool CreateTree(int x, int y, int z, Chunk chunk, int treeTrunkWidth, int treeTrunkHeight, int treeHalfLeaveWidth, int treeLeaveHeight, int treeLeaveOffset, IMTBRandom random)
        {
            int treeLeaveStartHeight = y + treeTrunkHeight + treeLeaveOffset - 1;
            int treeTopHeight        = treeLeaveStartHeight + treeLeaveHeight;

            _spreadQueue.Clear();
            for (int cx = x; cx < x + treeTrunkWidth; cx++)
            {
                for (int cz = z; cz < z + treeTrunkWidth; cz++)
                {
                    setBlock(chunk, cx, treeLeaveStartHeight, cz, new Block(BlockType.Block_28));
                }
            }

            setBlock(chunk, x - 1, treeLeaveStartHeight, z, new Block(BlockType.Block_28));
            _spreadQueue.Enqueue(new WorldPos(x - 1, treeLeaveStartHeight, z));
            setBlock(chunk, x + 1, treeLeaveStartHeight, z - 1, new Block(BlockType.Block_28));
            _spreadQueue.Enqueue(new WorldPos(x + 1, treeLeaveStartHeight, z - 1));
            setBlock(chunk, x + 2, treeLeaveStartHeight, z + 1, new Block(BlockType.Block_28));
            _spreadQueue.Enqueue(new WorldPos(x + 2, treeLeaveStartHeight, z + 1));
            setBlock(chunk, x, treeLeaveStartHeight, z + 2, new Block(BlockType.Block_28));
            _spreadQueue.Enqueue(new WorldPos(x, treeLeaveStartHeight, z + 2));

            int nextX;
            int nextY;
            int nextZ;

            while (_spreadQueue.Count > 0)
            {
                WorldPos pos       = _spreadQueue.Dequeue();
                int      spreadNum = random.Range(0, 4);
                for (int i = 0; i < spreadNum; i++)
                {
                    int direct = random.Range(0, 6);
                    switch (direct)
                    {
                    case 0:
                        nextX = pos.x - 1;
                        nextY = pos.y;
                        nextZ = pos.z;
                        break;

                    case 1:
                        nextX = pos.x + 1;
                        nextY = pos.y;
                        nextZ = pos.z;
                        break;

                    case 2:
                        nextX = pos.x;
                        nextY = pos.y;
                        nextZ = pos.z - 1;
                        break;

                    case 3:
                        nextX = pos.x;
                        nextY = pos.y;
                        nextZ = pos.z + 1;
                        break;

                    default:
                        nextX = pos.x;
                        nextY = pos.y + 1;
                        nextZ = pos.z;
                        break;
                    }
                    if (nextX < x - treeHalfLeaveWidth || nextX > x + treeHalfLeaveWidth ||
                        nextZ < z - treeHalfLeaveWidth || nextZ > z + treeHalfLeaveWidth ||
                        nextY >= treeTopHeight || chunk.GetBlock(nextX, nextY, nextZ).BlockType != BlockType.Air)
                    {
                        continue;
                    }
//					int num = CheckAroundNum(chunk,nextX,nextY,nextZ);
//					if(num > 2)continue;
                    setBlock(chunk, nextX, nextY, nextZ, new Block(BlockType.Block_28));
                    _spreadQueue.Enqueue(new WorldPos(nextX, nextY, nextZ));
                }
            }
            for (int cy = y; cy < y + treeTrunkHeight - 1; cy++)
            {
                for (int cx = x; cx < x + treeTrunkWidth; cx++)
                {
                    for (int cz = z; cz < z + treeTrunkWidth; cz++)
                    {
                        setBlock(chunk, cx, cy, cz, new Block(BlockType.Block_28));
                    }
                }
            }

            return(true);
        }
コード例 #22
0
        private bool CreateTree(int x, int y, int z, Chunk chunk, int treeTrunkWidth, int treeTrunkHeight, int treeLeaveWidth, int treeLeaveHeight, int treeLeaveOffset, IMTBRandom random)
        {
            int treeLeaveStartHeight = y + treeTrunkHeight + treeLeaveOffset - 1;
            int halfTreeLeaveWidth   = treeLeaveWidth / 2;
            int treeTopHeight        = treeLeaveStartHeight + treeLeaveHeight;
            int leaveWidth           = halfTreeLeaveWidth;
            int baseRate             = 15;

            for (int cy = treeLeaveStartHeight; cy < treeTopHeight; cy++)
            {
                int nextXWidth  = x + leaveWidth + 1;
                int nextZWidth  = z + leaveWidth + 1;
                int startXWidth = x - leaveWidth;
                int startZWidth = z - leaveWidth;
                for (int cx = startXWidth; cx <= nextXWidth; cx++)
                {
                    for (int cz = startZWidth; cz <= nextZWidth; cz++)
                    {
                        setBlock(chunk, cx, cy, cz, new Block(BlockType.Block_41, 3));
                    }
                }
                int rate = (int)(baseRate * (1f + ((float)leaveWidth * 2.5f) / halfTreeLeaveWidth));

                if (leaveWidth > 0)
                {
                    for (int cx = startXWidth; cx <= nextXWidth; cx++)
                    {
                        if (chunk.GetBlock(cx, cy, startZWidth).BlockType == BlockType.Air)
                        {
                            continue;
                        }
                        if (random.Range(0, 100) < rate)
                        {
                            setBlock(chunk, cx, cy, startZWidth, new Block(BlockType.Air));
                        }
                        else
                        {
                            break;
                        }
                    }
                    for (int cx = startXWidth; cx <= nextXWidth; cx++)
                    {
                        if (chunk.GetBlock(cx, cy, nextZWidth).BlockType == BlockType.Air)
                        {
                            continue;
                        }
                        if (random.Range(0, 100) < rate)
                        {
                            setBlock(chunk, cx, cy, nextZWidth, new Block(BlockType.Air));
                        }
                        else
                        {
                            break;
                        }
                    }
                    for (int cx = nextXWidth; cx >= startXWidth; cx--)
                    {
                        if (chunk.GetBlock(cx, cy, startZWidth).BlockType == BlockType.Air)
                        {
                            continue;
                        }
                        if (random.Range(0, 100) < rate)
                        {
                            setBlock(chunk, cx, cy, startZWidth, new Block(BlockType.Air));
                        }
                        else
                        {
                            break;
                        }
                    }
                    for (int cx = nextXWidth; cx >= startXWidth; cx--)
                    {
                        if (chunk.GetBlock(cx, cy, nextZWidth).BlockType == BlockType.Air)
                        {
                            continue;
                        }
                        if (random.Range(0, 100) < rate)
                        {
                            setBlock(chunk, cx, cy, nextZWidth, new Block(BlockType.Air));
                        }
                        else
                        {
                            break;
                        }
                    }

                    for (int cz = startZWidth; cz <= nextZWidth; cz++)
                    {
                        if (chunk.GetBlock(startXWidth, cy, cz).BlockType == BlockType.Air)
                        {
                            continue;
                        }
                        if (random.Range(0, 100) < rate)
                        {
                            setBlock(chunk, startXWidth, cy, cz, new Block(BlockType.Air));
                        }
                        else
                        {
                            break;
                        }
                    }

                    for (int cz = startZWidth; cz <= nextZWidth; cz++)
                    {
                        if (chunk.GetBlock(nextXWidth, cy, cz).BlockType == BlockType.Air)
                        {
                            continue;
                        }
                        if (random.Range(0, 100) < rate)
                        {
                            setBlock(chunk, nextXWidth, cy, cz, new Block(BlockType.Air));
                        }
                        else
                        {
                            break;
                        }
                    }
                    for (int cz = nextZWidth; cz >= startZWidth; cz--)
                    {
                        if (chunk.GetBlock(startXWidth, cy, cz).BlockType == BlockType.Air)
                        {
                            continue;
                        }
                        if (random.Range(0, 100) < rate)
                        {
                            setBlock(chunk, startXWidth, cy, cz, new Block(BlockType.Air));
                        }
                        else
                        {
                            break;
                        }
                    }
                    for (int cz = nextZWidth; cz >= startZWidth; cz--)
                    {
                        if (chunk.GetBlock(nextXWidth, cy, cz).BlockType == BlockType.Air)
                        {
                            continue;
                        }
                        if (random.Range(0, 100) < rate)
                        {
                            setBlock(chunk, nextXWidth, cy, cz, new Block(BlockType.Air));
                        }
                        else
                        {
                            break;
                        }
                    }
                }

                if (random.Range(0, 100) > 20)
                {
                    leaveWidth--;
                }
                if (leaveWidth < 0)
                {
                    break;
                }
            }
            for (int cy = y; cy < y + treeTrunkHeight - 1; cy++)
            {
                for (int cx = x; cx < x + treeTrunkWidth; cx++)
                {
                    for (int cz = z; cz < z + treeTrunkWidth; cz++)
                    {
                        setBlock(chunk, cx, cy, cz, new Block(BlockType.Block_19, 3));
                    }
                }
            }
            return(true);
        }
        private void SpreadFromOtherChunk(Chunk chunk)
        {
            Chunk otherChunk;

            //curChunk_X - 1
            otherChunk = _world.GetChunk(chunk.worldPos.x - Chunk.chunkWidth, 0, chunk.worldPos.z);
            if (otherChunk != null && otherChunk.isLightDataPrepared)
            {
                for (int z = 0; z < Chunk.chunkDepth; z++)
                {
                    for (int y = Chunk.chunkHeight - 1; y >= 0; y--)
                    {
                        Block curBlock = chunk.GetBlock(0, y, z, true);
                        BlockAttributeCalculator calculator = BlockAttributeCalculatorFactory.GetCalculator(curBlock.BlockType);
                        int lightDamp = calculator.LightDamp(curBlock.ExtendId);
                        if (lightDamp < 15)
                        {
                            int curLightLevel   = chunk.GetSunLight(0, y, z, true);
                            int otherLightLevel = otherChunk.GetSunLight(Chunk.chunkWidth - 1, y, z, true);
                            int nextLightLevel  = otherLightLevel - lightDamp - 1;
                            if (nextLightLevel > curLightLevel)
                            {
                                chunk.SetSunLight(0, y, z, nextLightLevel, true);
                                int nextIndex = (0 * Chunk.chunkDepth + z) * Chunk.chunkHeight + y;
                                _lightSpread.AddSpreadNode(NodeCache.Instance.GetSpreadNode(nextIndex, nextLightLevel, chunk));
                            }
                        }
                    }
                }
            }
            //curChunk_x + Chunk.chunkWidth
            otherChunk = _world.GetChunk(chunk.worldPos.x + Chunk.chunkWidth, 0, chunk.worldPos.z);
            if (otherChunk != null && otherChunk.isLightDataPrepared)
            {
                for (int z = 0; z < Chunk.chunkDepth; z++)
                {
                    for (int y = Chunk.chunkHeight - 1; y >= 0; y--)
                    {
                        Block curBlock = chunk.GetBlock(Chunk.chunkWidth - 1, y, z, true);
                        BlockAttributeCalculator calculator = BlockAttributeCalculatorFactory.GetCalculator(curBlock.BlockType);
                        int lightDamp = calculator.LightDamp(curBlock.ExtendId);
                        if (lightDamp < 15)
                        {
                            int curLightLevel   = chunk.GetSunLight(Chunk.chunkWidth - 1, y, z, true);
                            int otherLightLevel = otherChunk.GetSunLight(0, y, z, true);
                            int nextLightLevel  = otherLightLevel - lightDamp - 1;
                            if (nextLightLevel > curLightLevel)
                            {
                                chunk.SetSunLight(Chunk.chunkWidth - 1, y, z, nextLightLevel, true);
                                int nextIndex = ((Chunk.chunkWidth - 1) * Chunk.chunkDepth + z) * Chunk.chunkHeight + y;
                                _lightSpread.AddSpreadNode(NodeCache.Instance.GetSpreadNode(nextIndex, nextLightLevel, chunk));
                            }
                        }
                    }
                }
            }
            //curChunk_z - Chunk.chunkDepth
            otherChunk = _world.GetChunk(chunk.worldPos.x, 0, chunk.worldPos.z - Chunk.chunkDepth);
            if (otherChunk != null && otherChunk.isLightDataPrepared)
            {
                for (int x = 0; x < Chunk.chunkDepth; x++)
                {
                    for (int y = Chunk.chunkHeight - 1; y >= 0; y--)
                    {
                        Block curBlock = chunk.GetBlock(x, y, 0, true);
                        BlockAttributeCalculator calculator = BlockAttributeCalculatorFactory.GetCalculator(curBlock.BlockType);
                        int lightDamp = calculator.LightDamp(curBlock.ExtendId);
                        if (lightDamp < 15)
                        {
                            int curLightLevel   = chunk.GetSunLight(x, y, 0, true);
                            int otherLightLevel = otherChunk.GetSunLight(x, y, Chunk.chunkDepth - 1, true);
                            int nextLightLevel  = otherLightLevel - lightDamp - 1;
                            if (nextLightLevel > curLightLevel)
                            {
                                chunk.SetSunLight(x, y, 0, nextLightLevel, true);
                                int nextIndex = (x * Chunk.chunkDepth + 0) * Chunk.chunkHeight + y;
                                _lightSpread.AddSpreadNode(NodeCache.Instance.GetSpreadNode(nextIndex, nextLightLevel, chunk));
                            }
                        }
                    }
                }
            }
            //curChunk_z + Chunk.chunkDepth
            otherChunk = _world.GetChunk(chunk.worldPos.x, 0, chunk.worldPos.z + Chunk.chunkDepth);
            if (otherChunk != null && otherChunk.isLightDataPrepared)
            {
                for (int x = 0; x < Chunk.chunkDepth; x++)
                {
                    for (int y = Chunk.chunkHeight - 1; y >= 0; y--)
                    {
                        Block curBlock = chunk.GetBlock(x, y, Chunk.chunkDepth - 1, true);
                        BlockAttributeCalculator calculator = BlockAttributeCalculatorFactory.GetCalculator(curBlock.BlockType);
                        int lightDamp = calculator.LightDamp(curBlock.ExtendId);
                        if (lightDamp < 15)
                        {
                            int curLightLevel   = chunk.GetSunLight(x, y, Chunk.chunkDepth - 1, true);
                            int otherLightLevel = otherChunk.GetSunLight(x, y, 0, true);
                            int nextLightLevel  = otherLightLevel - lightDamp - 1;
                            if (nextLightLevel > curLightLevel)
                            {
                                chunk.SetSunLight(x, y, Chunk.chunkDepth - 1, nextLightLevel, true);
                                int nextIndex = (x * Chunk.chunkDepth + Chunk.chunkDepth - 1) * Chunk.chunkHeight + y;
                                _lightSpread.AddSpreadNode(NodeCache.Instance.GetSpreadNode(nextIndex, nextLightLevel, chunk));
                            }
                        }
                    }
                }
            }
        }
コード例 #24
0
        private bool CreateTree(int x, int y, int z, Chunk chunk, int treeTrunkWidth, int treeTrunkHeight, int treeHalfLeaveWidth, int treeLeaveHeight, int treeLeaveOffset, IMTBRandom random)
        {
            int treeLeaveStartHeight = y + treeTrunkHeight + treeLeaveOffset - 1;
            int treeTopHeight        = treeLeaveStartHeight + treeLeaveHeight;
            int startXWidth          = x - treeHalfLeaveWidth;
            int startZWidth          = z - treeHalfLeaveWidth;
            int nextXWidth           = x + treeHalfLeaveWidth + 1;
            int nextZWidth           = z + treeHalfLeaveWidth + 1;

            for (int cy = treeLeaveStartHeight; cy < treeTopHeight; cy++)
            {
                for (int cx = startXWidth; cx <= nextXWidth; cx++)
                {
                    for (int cz = startZWidth; cz <= nextZWidth; cz++)
                    {
                        setBlock(chunk, cx, cy, cz, new Block(BlockType.Block_41, 7));
                    }
                }
            }
            int randomNum = random.Range(1, treeHalfLeaveWidth * treeHalfLeaveWidth * 2);
            int maxHeight = treeTrunkHeight + treeLeaveOffset;

            if (maxHeight > 1)
            {
                for (int i = 0; i < randomNum; i++)
                {
                    int randX = random.Range(startXWidth, nextXWidth + 1);
                    int randZ = random.Range(startZWidth, nextZWidth + 1);
                    if ((randX < x - 1 || randX > x + 2) || (randZ < z - 1 || randZ > z + 2))
                    {
                        if (chunk.GetBlock(randX, treeLeaveStartHeight - 1, randZ).BlockType != BlockType.Air)
                        {
                            continue;
                        }
                        int num = random.Range(0, maxHeight - 1);
                        for (int j = 0; j < num; j++)
                        {
                            setBlock(chunk, randX, treeLeaveStartHeight - 1 - j, randZ, new Block(BlockType.Block_41, 7));
                        }
                    }
                }
            }

            for (int cy = y; cy < y + treeTrunkHeight - 1; cy++)
            {
                for (int cx = x; cx < x + treeTrunkWidth; cx++)
                {
                    for (int cz = z; cz < z + treeTrunkWidth; cz++)
                    {
                        if (y < treeLeaveStartHeight && random.Range(0, 100) < 5)
                        {
                            setBlock(chunk, cx, cy, cz, new Block(BlockType.Block_84));
                        }
                        else
                        {
                            setBlock(chunk, cx, cy, cz, new Block(BlockType.Block_19, 7));
                        }
                    }
                }
            }
            return(true);
        }
コード例 #25
0
        private void AddBiomeBlocks(Chunk chunk)
        {
            int dryBlocksOnSurface = 256;
            int chunkX             = chunk.worldPos.x;
            int chunkZ             = chunk.worldPos.z;

            for (int x = 0; x < Chunk.chunkWidth; x++)
            {
                for (int z = 0; z < Chunk.chunkDepth; z++)
                {
                    BiomeConfig biomeConfig = WorldConfig.Instance.GetBiomeConfigById(this.biomeArray[x + Chunk.chunkDepth * z]);
//					int surfaceBlocksNoise = (int)_surfaceNoiseGen.GetValue(chunkX + x,chunkZ + z);
                    int   surfaceBlocksNoise  = 1;
                    Block currentSurfaceBlock = biomeConfig.surfaceBlock;
                    Block currentGroundBlock  = biomeConfig.groundBlock;
                    int   surfaceBlocksCount  = int.MinValue;
                    int   currentWaterLevel   = this.waterLevel[x * Chunk.chunkDepth + z];
                    for (int y = heightCap - 1; y >= 0; y--)
                    {
                        Block curBlock = chunk.GetBlock(x, y, z, true);
                        if (curBlock.BlockType == BlockType.Air)
                        {
                            surfaceBlocksCount = int.MinValue;
                        }
                        else if (curBlock.EqualOther(biomeConfig.stoneBlock))
                        {
                            if (surfaceBlocksCount == int.MinValue)
                            {
                                if (surfaceBlocksNoise <= 0 && biomeConfig.removeSurfaceStone)
                                {
                                    currentSurfaceBlock = air;
                                    currentGroundBlock  = biomeConfig.groundBlock;
                                }

                                /*else if((y > currentWaterLevel - 3) && (y < currentWaterLevel + 2))
                                 * {
                                 *      currentSurfaceBlock = biomeConfig.surfaceBlock;
                                 *      currentGroundBlock = biomeConfig.groundBlock;
                                 * }
                                 */
                                if ((y < currentWaterLevel) && (y > biomeConfig.waterLevelMin) && currentSurfaceBlock.BlockType == BlockType.Air)
                                {
                                    currentSurfaceBlock = biomeConfig.waterBlock;
                                }
                                surfaceBlocksCount = surfaceBlocksNoise;
                                if (surfaceBlocksNoise <= 0)
                                {
                                    surfaceBlocksCount += 3;
                                }
                                if (y > currentWaterLevel - 2)
                                {
                                    chunk.SetBlock(x, y, z, currentSurfaceBlock, true);
                                }
                                else
                                {
                                    chunk.SetBlock(x, y, z, currentGroundBlock, true);
                                }
                            }
                            else if (surfaceBlocksCount > 0)
                            {
                                surfaceBlocksCount--;
                                chunk.SetBlock(x, y, z, currentGroundBlock, true);
                            }
                        }
                    }
                }
            }
        }
コード例 #26
0
        private List <Chunk> GetSunLightChangeChunks(Chunk chunk, int x, int y, int z, Block b, List <Chunk> list)
        {
            List <Chunk>             spreadList = null;
            List <Chunk>             shrinkList = null;
            BlockAttributeCalculator calculator = BlockAttributeCalculatorFactory.GetCalculator(b.BlockType);
            int lightDamp  = calculator.LightDamp(b.ExtendId);
            int height     = chunk.GetHeight(x, z);
            int lightLevel = chunk.GetSunLight(x, y, z, true);
            int curLightLevel;

            if (y >= height - 1)
            {
                for (int ty = y; ty >= height; ty--)
                {
                    Block nextBlock = chunk.GetBlock(x, ty, z);
                    BlockAttributeCalculator nextCalculator = BlockAttributeCalculatorFactory.GetCalculator(nextBlock.BlockType);
                    int nextLightDamp = nextCalculator.LightDamp(nextBlock.ExtendId);
                    if (nextLightDamp > 0)
                    {
                        height = ty + 1;
                        //更新高度
                        chunk.SetHeight(x, z, height, true);
                        break;
                    }
                }
                curLightLevel = WorldConfig.Instance.maxLightLevel - lightDamp;
                if (curLightLevel < 0)
                {
                    curLightLevel = 0;
                }
            }
            else
            {
                int leftSunLight   = chunk.GetSunLight(x - 1, y, z);
                int rightSunLight  = chunk.GetSunLight(x + 1, y, z);
                int topSunLight    = chunk.GetSunLight(x, y + 1, z);
                int bottomSunLight = chunk.GetSunLight(x, y - 1, z);
                int frontSunLight  = chunk.GetSunLight(x, y, z + 1);
                int backSunLight   = chunk.GetSunLight(x, y, z - 1);

                int maxSunLight = GetMax(leftSunLight, rightSunLight, topSunLight, bottomSunLight,
                                         frontSunLight, backSunLight);
                curLightLevel = maxSunLight - lightDamp - 1;
                if (curLightLevel < 0)
                {
                    curLightLevel = 0;
                }
            }

            if (curLightLevel < lightLevel)
            {
                chunk.SetSunLight(x, y, z, curLightLevel, true);
                int             index = (x * Chunk.chunkDepth + z) * Chunk.chunkHeight + y;
                LightShrinkNode node  = NodeCache.Instance.GetShrinkNode(index, lightLevel, curLightLevel, chunk);
                _sunLightShrink.AddShrinkNode(node);
                shrinkList = _sunLightShrink.ShrinkInChunk(chunk);
            }
            else if (curLightLevel > lightLevel)
            {
                chunk.SetSunLight(x, y, z, curLightLevel, true);
                int             index = (x * Chunk.chunkDepth + z) * Chunk.chunkHeight + y;
                LightSpreadNode node  = NodeCache.Instance.GetSpreadNode(index, curLightLevel, chunk);
                _sunLightSpread.AddSpreadNode(node);
                spreadList = _sunLightSpread.SpreadInChunk(chunk);
            }

            if (spreadList != null)
            {
                for (int i = 0; i < spreadList.Count; i++)
                {
                    if (!list.Contains(spreadList[i]))
                    {
                        list.Add(spreadList[i]);
                    }
                }
            }
            if (shrinkList != null)
            {
                for (int i = 0; i < shrinkList.Count; i++)
                {
                    if (!list.Contains(shrinkList[i]))
                    {
                        list.Add(shrinkList[i]);
                    }
                }
            }
            return(list);
        }