예제 #1
0
        /// <summary>
        /// Will create a resource vein
        /// </summary>
        /// <param name="cubeId">The resource to be created</param>
        /// <param name="cursor">Class helper to move inside the Chunk cube data</param>
        /// <param name="x">InsideChunk X starting position</param>
        /// <param name="y">InsideChunk Y starting position</param>
        /// <param name="z">InsideChunk Z starting position</param>
        /// <param name="qt">Vein size</param>
        /// <param name="rnd">Random generator for vein creation</param>
        private void PopulateChunkWithResource(byte cubeId, ByteChunkCursor cursor, int x, int y, int z, int qt, FastRandom rnd)
        {
            cursor.SetInternalPosition(x, y, z);
            int nbrCubePlaced;

            if (cursor.Read() == UtopiaProcessorParams.CubeId.Stone)
            {
                cursor.Write(cubeId);
                nbrCubePlaced = 1;
                for (int i = 0; i < qt + 10 && nbrCubePlaced < qt; i++)
                {
                    int relativeMove = rnd.Next(1, 7);
                    cursor.Move(relativeMove);
                    if (cursor.Read() == UtopiaProcessorParams.CubeId.Stone)
                    {
                        cursor.Write(cubeId);
                        nbrCubePlaced++;
                    }
                }
            }
        }
예제 #2
0
        /// <summary>
        /// Will insert associated static entities from a landscape entity.
        /// Ex :
        /// For the landscape entity "Tree", multiple static entities can be found "around" it : apple, stick, banana, ...
        /// </summary>
        /// <param name="dataCursor"></param>
        /// <param name="chunk"></param>
        /// <param name="chunkRnd"></param>
        /// <param name="entityFactory"></param>
        /// <param name="landscapeEntities"></param>
        private void InsertMicrolandscapeStaticEntities(ByteChunkCursor dataCursor, GeneratedChunk chunk, FastRandom chunkRnd, EntityFactory entityFactory, List <LandscapeEntity> landscapeEntities)
        {
            if (landscapeEntities == null)
            {
                return;
            }

            Vector2I chunkWorldPosition = new Vector2I(chunk.Position.X * AbstractChunk.ChunkSize.X, chunk.Position.Z * AbstractChunk.ChunkSize.Z);

            //The entities are sorted by their origine chunk hashcode value
            foreach (LandscapeEntity entity in landscapeEntities)
            {
                bool isLandscapeEntityRootInsideChunk = (entity.RootLocation.X >= 0 && entity.RootLocation.X < AbstractChunk.ChunkSize.X && entity.RootLocation.Z >= 0 && entity.RootLocation.Z < AbstractChunk.ChunkSize.Z);

                //Get LandscapeEntity
                var landscapeEntity = _worldParameters.Configuration.LandscapeEntitiesDico[entity.LandscapeEntityId];

                foreach (var staticEntity in landscapeEntity.StaticItems)
                {
                    //Get number of object
                    var nbr = chunkRnd.Next(staticEntity.Quantity.Min, staticEntity.Quantity.Max);
                    if (isLandscapeEntityRootInsideChunk)
                    {
                        //This entity location is inside the correct chunk.

                        //Its a tree !
                        if (landscapeEntity is TreeBluePrint)
                        {
                            //Create tree soul and attach this entity to the chunk
                            var soul = entityFactory.CreateEntity <TreeSoul>();
                            soul.Position    = new Vector3D(chunkWorldPosition.X + entity.RootLocation.X + 0.5, entity.RootLocation.Y, chunkWorldPosition.Y + entity.RootLocation.Z + 0.5);
                            soul.TreeRndSeed = entity.GenerationSeed;
                            soul.TreeTypeId  = entity.LandscapeEntityId;
                            chunk.Entities.Add(soul);
                        }
                    }
                    else
                    {
                        //If Root out of chunk, devide the qt of object to spawn by 2
                        nbr = (int)(nbr / 2.0);
                    }

                    //Foreach object to create
                    while (nbr > 0)
                    {
                        //find location of the static entity
                        double x = chunkRnd.NextDouble(-staticEntity.SpawningRange, staticEntity.SpawningRange) + entity.RootLocation.X;
                        double z = chunkRnd.NextDouble(-staticEntity.SpawningRange, staticEntity.SpawningRange) + entity.RootLocation.Z;

                        //If out of current chunk, don't create it
                        if (x < 0 || x >= AbstractChunk.ChunkSize.X || z < 0 || z >= AbstractChunk.ChunkSize.Z)
                        {
                            break;
                        }

                        bool groundSpawing;
                        if (staticEntity.SpawningType == SpawningType.Both)
                        {
                            groundSpawing = chunkRnd.NextFloat() > 0.5;
                        }
                        else
                        {
                            groundSpawing = staticEntity.SpawningType == SpawningType.Ground;
                        }

                        StaticEntity landscapeStaticEntity = null;
                        //Find Y spawning position
                        if (groundSpawing)
                        {
                            dataCursor.SetInternalPosition(MathHelper.Floor(x), entity.RootLocation.Y, MathHelper.Floor(z));
                            //Loop until I hit the ground, with a maximum of Y - 15 blocks
                            for (int y = entity.RootLocation.Y; y > entity.RootLocation.Y - 15 && y > 0; y--)
                            {
                                if (dataCursor.Read() != WorldConfiguration.CubeId.Air)
                                {
                                    //Add Static item here on the ground !
                                    landscapeStaticEntity          = (StaticEntity)entityFactory.CreateFromBluePrint(staticEntity.ItemblueprintId);
                                    landscapeStaticEntity.Position = new Vector3D(x + chunkWorldPosition.X, dataCursor.InternalPosition.Y + 1, z + chunkWorldPosition.Y);
                                    break;
                                }
                                dataCursor.Move(CursorRelativeMovement.Down);
                            }
                        }
                        else
                        {
                            dataCursor.SetInternalPosition(MathHelper.Floor(x), entity.RootLocation.Y + 1, MathHelper.Floor(z));
                            //Loop until I hit the ground, with a maximum of Y + 15 blocks
                            for (int y = entity.RootLocation.Y + 1; y <= entity.RootLocation.Y + 15 && y < AbstractChunk.ChunkSize.Y; y++)
                            {
                                if (dataCursor.Read() != WorldConfiguration.CubeId.Air)
                                {
                                    //Add Static item here on the ground !
                                    landscapeStaticEntity          = (StaticEntity)entityFactory.CreateFromBluePrint(staticEntity.ItemblueprintId);
                                    landscapeStaticEntity.Position = new Vector3D(x + chunkWorldPosition.X, dataCursor.InternalPosition.Y - 0.25, z + chunkWorldPosition.Y);
                                    break;
                                }
                                dataCursor.Move(CursorRelativeMovement.Up);
                            }
                        }

                        if (landscapeStaticEntity != null)
                        {
                            chunk.Entities.Add(landscapeStaticEntity);
                        }

                        nbr--;
                    }
                }
            }
        }