コード例 #1
0
ファイル: Structure.cs プロジェクト: Zalron/DreamerUniverse
        public static Queue <BlockMod> MakeTree(Vector3 position, int minTrunkHeight, int maxTrunkHeight)
        {
            Queue <BlockMod> queue = new Queue <BlockMod>();
            int height             = (int)(maxTrunkHeight * Terrian.TreeGeneration(new Vector2(position.x, position.z), 250f, 3f));

            if (height < minTrunkHeight)
            {
                height = minTrunkHeight;
            }
            for (int i = 1; i < height; i++)
            {
                queue.Enqueue(new BlockMod(new Vector3(position.x, position.y + i, position.z), 6));
            }
            for (int x = -2; x < 3; x++)
            {
                for (int y = 0; y < 5; y++)
                {
                    for (int z = -2; z < 3; z++)
                    {
                        queue.Enqueue(new BlockMod(new Vector3(position.x + x, position.y + height + y, position.z + z), 11));
                    }
                }
            }
            return(queue);
        }
コード例 #2
0
ファイル: Structure.cs プロジェクト: Zalron/DreamerUniverse
        public static Queue <BlockMod> MakeCacti(Vector3 position, int minTrunkHeight, int maxTrunkHeight)
        {
            Queue <BlockMod> queue = new Queue <BlockMod>();

            int height = (int)(maxTrunkHeight * Terrian.TreeGeneration(new Vector2(position.x, position.z), 23456f, 2f));

            if (height < minTrunkHeight)
            {
                height = minTrunkHeight;
            }

            for (int i = 1; i <= height; i++)
            {
                queue.Enqueue(new BlockMod(new Vector3(position.x, position.y + i, position.z), 12));
            }

            return(queue);
        }
コード例 #3
0
ファイル: World.cs プロジェクト: Zalron/DreamerUniverse
        public byte GetBlock(Vector3 pos)
        {
            // IMMUTABLE PASS
            int yPos = Mathf.FloorToInt(pos.y);

            if (!IsBlockInWorld(pos))
            {
                return(0);
            }
//            if (yPos == -200)
//            {
//                return 1;
//            }

            // BIOME SELECTION PASS


            float sumOfHeights        = 0f;
            int   count               = 0;
            float strongestWeight     = 0f;
            int   strongestBiomeIndex = 0;

            for (int i = 0; i < biomes.Length; i++)
            {
                float weight = Terrian.GenerateHeight(new Vector2(pos.x, pos.z), solidGroundHeight, biomes[i].terrainHeight,
                                                      biomes[i].terrainOffset, biomes[i].terrainSmooth, biomes[i].terrainOctaves, biomes[i].terrainScale);

                // Keep track of which weight is strongest.
                if (weight > strongestWeight)
                {
                    strongestWeight     = weight;
                    strongestBiomeIndex = i;
                }

                // Get the height of the terrain (for the current biome) and multiply it by its weight.
                float height = biomes[i].terrainHeight * Terrian.GenerateHeight(new Vector2(pos.x, pos.z), solidGroundHeight, biomes[i].terrainHeight,
                                                                                biomes[i].terrainOffset, biomes[i].terrainSmooth, biomes[i].terrainOctaves, biomes[i].terrainScale) * weight;

                // If the height value is greater 0 add it to the sum of heights.
                if (height > 0)
                {
                    sumOfHeights += height;
                    count++;
                }

                // Set biome to the one with the strongest weight.
            }
            Biomes biome = biomes[strongestBiomeIndex];

            // Get the average of the heights.
            sumOfHeights /= count;
            // BASIC TERRAIN PASS
            int  terrainHeight = Mathf.FloorToInt(sumOfHeights + solidGroundHeight);
            byte blockValue;

            if (yPos == terrainHeight)
            {
                blockValue = 3; //Grass
            }
            else if (yPos < terrainHeight && yPos > terrainHeight - 4)
            {
                blockValue = 5; // Dirt
            }
            else if (yPos > terrainHeight)
            {
                return(0); // Air
            }
            else
            {
                blockValue = 2; //Stone
            }

            // ORE TERRAIN PASS
            if (blockValue == 2)
            {
                foreach (Lode lode in biome.lodes)
                {
                    if (yPos > lode.minHeight && yPos < lode.maxHeight)
                    {
                        if (Terrian.FBM3D(pos.x, pos.y, pos.z, lode.offset, lode.smooth, (int)lode.octaves, lode.persistance, lode.threshold))
                        {
                            blockValue = lode.BlockID;
                        }
                    }
                }
            }


            //TREE TERRAIN PASS
            if (yPos == terrainHeight && biome.placeMajorFlora)
            {
                if (Terrian.TreeGeneration(new Vector2(pos.x, pos.z), 0, biome.majorFloraZoneScale) > biome.majorFloraZoneThreshold)
                {
                    if (Terrian.TreeGeneration(new Vector2(pos.x, pos.z), 0, biome.majorFloraPlacementScale) > biome.majorFloraPlacementThreshold)
                    {
                        modifications.Enqueue(Structure.GenerateMajorFlora(biome.majorFloraIndex, pos, biome.minMajorFloraHeight, biome.maxMajorFloraHeight));
                    }
                }
            }
            return(blockValue);
        }