void PrintProbeResults(IWorldAccessor world, IServerPlayer byPlayer, IItemSlot itemslot, BlockPos pos) { IBlockAccessor blockAccess = world.BlockAccessor; int chunksize = blockAccess.ChunkSize; int regsize = blockAccess.RegionSize; int mapheight = blockAccess.GetTerrainMapheightAt(pos); int qchunkblocks = mapheight * chunksize * chunksize; IMapRegion reg = world.BlockAccessor.GetMapRegion(pos.X / regsize, pos.Z / regsize); int lx = pos.X % regsize; int lz = pos.Z % regsize; StringBuilder outtext = new StringBuilder(); int found = 0; foreach (var val in reg.OreMaps) { IntMap map = val.Value; int noiseSize = map.InnerSize; float posXInRegionOre = (float)lx / regsize * noiseSize; float posZInRegionOre = (float)lz / regsize * noiseSize; int oreDist = map.GetUnpaddedColorLerped(posXInRegionOre, posZInRegionOre); double absAvgq = absAvgQuantity[val.Key]; double factor = (oreDist & 0xff) / 255.0; double quantity = factor * absAvgq; double relq = quantity / qchunkblocks; double ppt = relq * 1000; string[] names = new string[] { "Very poor density", "Poor density", "Decent density", "High density", "Very high density", "Ultra high density" }; if (factor > 0.05) { if (found > 0) { outtext.Append("\n"); } outtext.Append(string.Format("{1}: {2} ({0}‰)", ppt.ToString("0.#"), val.Key.Substring(0, 1).ToUpper() + val.Key.Substring(1), names[(int)GameMath.Clamp(factor * 5, 0, 5)])); found++; } } IServerPlayer splr = byPlayer as IServerPlayer; if (outtext.Length == 0) { outtext.Append("No significant resources here."); } else { outtext.Insert(0, "Found " + found + " traces of ore\n"); } splr.SendMessage(GlobalConstants.CurrentChatGroup, outtext.ToString(), EnumChatType.Notification); }
/// <summary> /// forceInitialPosY is for subdeposits /// </summary> /// <param name="chunks"></param> /// <param name="chunkX"></param> /// <param name="chunkZ"></param> /// <param name="offsetX"></param> /// <param name="offsetZ"></param> /// <param name="variant"></param> /// <param name="forceInitialPosY"></param> /// <returns></returns> void GenDeposit(IServerChunk[] chunks, int chunkX, int chunkZ, BlockPos depoCenterPos, DepositVariant variant) { int lx = GameMath.Mod(depoCenterPos.X, chunksize); int lz = GameMath.Mod(depoCenterPos.Z, chunksize); IMapChunk heremapchunk = chunks[0].MapChunk; // Check if suited for this area, climate wise if (variant.Climate != null) { IMapChunk originMapchunk = null; originMapchunk = api.WorldManager.GetMapChunk(depoCenterPos.X / chunksize, depoCenterPos.Z / chunksize); if (originMapchunk == null) { return; // Definition: Climate dependent deposits are limited to size 32x32x32 } depoCenterPos.Y = originMapchunk.RainHeightMap[lz * chunksize + lx]; IntMap climateMap = api.World.BlockAccessor.GetMapRegion(depoCenterPos.X / regionSize, depoCenterPos.Z / regionSize).ClimateMap; float posXInRegionClimate = ((float)lx / regionSize - (float)lx / regionSize) * noiseSizeClimate; float posZInRegionClimate = ((float)lz / regionSize - (float)lz / regionSize) * noiseSizeClimate; int climate = climateMap.GetUnpaddedColorLerped(posXInRegionClimate, posZInRegionClimate); float temp = TerraGenConfig.GetScaledAdjustedTemperatureFloat((climate >> 16) & 0xff, depoCenterPos.Y - TerraGenConfig.seaLevel); float rainRel = TerraGenConfig.GetRainFall((climate >> 8) & 0xff, depoCenterPos.Y) / 255f; if (rainRel < variant.Climate.MinRain || rainRel > variant.Climate.MaxRain || temp < variant.Climate.MinTemp || temp > variant.Climate.MaxTemp) { return; } } variant.GeneratorInst.GenDeposit(blockAccessor, chunks, chunkX, chunkZ, depoCenterPos, ref subDepositsToPlace); }
private void OnChunkColumnGeneration(IServerChunk[] chunks, int chunkX, int chunkZ, ITreeAttribute chunkGenParams = null) { IntMap forestMap = chunks[0].MapChunk.MapRegion.ForestMap; IntMap climateMap = chunks[0].MapChunk.MapRegion.ClimateMap; ushort[] heightMap = chunks[0].MapChunk.RainHeightMap; int regionChunkSize = api.WorldManager.RegionSize / chunksize; int rdx = chunkX % regionChunkSize; int rdz = chunkZ % regionChunkSize; // "Pixels per chunk" float climateStep = (float)climateMap.InnerSize / regionChunkSize; float forestStep = (float)forestMap.InnerSize / regionChunkSize; // Retrieves the map data on the chunk edges int forestUpLeft = forestMap.GetUnpaddedInt((int)(rdx * forestStep), (int)(rdz * forestStep)); int forestUpRight = forestMap.GetUnpaddedInt((int)(rdx * forestStep + forestStep), (int)(rdz * forestStep)); int forestBotLeft = forestMap.GetUnpaddedInt((int)(rdx * forestStep), (int)(rdz * forestStep + forestStep)); int forestBotRight = forestMap.GetUnpaddedInt((int)(rdx * forestStep + forestStep), (int)(rdz * forestStep + forestStep)); // increasing x -> left to right // increasing z -> top to bottom float transitionSize = blockLayerConfig.blockLayerTransitionSize; for (int x = 0; x < chunksize; x++) { for (int z = 0; z < chunksize; z++) { // Some weird randomnes stuff to hide fundamental bugs in the climate transition system :D T_T (maybe not bugs but just fundamental shortcomings of using lerp on a very low resolution map) float distx = (float)distort2dx.Noise(chunkX * chunksize + x, chunkZ * chunksize + z); float distz = (float)distort2dz.Noise(chunkX * chunksize + x, chunkZ * chunksize + z); double posRand = (double)GameMath.MurmurHash3(x + chunkX * chunksize, 1, z + chunkZ * chunksize) / int.MaxValue; double transitionRand = (posRand + 1) * transitionSize; int posY = heightMap[z * chunksize + x]; int climate = climateMap.GetUnpaddedColorLerped( rdx * climateStep + climateStep * (float)(x + distx) / chunksize, rdz * climateStep + climateStep * (float)(z + distz) / chunksize ); int tempUnscaled = (climate >> 16) & 0xff; int rnd = (int)(distx / 5); float temp = TerraGenConfig.GetScaledAdjustedTemperatureFloat(tempUnscaled, posY - TerraGenConfig.seaLevel + rnd); float rainRel = TerraGenConfig.GetRainFall((climate >> 8) & 0xff, posY + rnd) / 255f; float forestRel = GameMath.BiLerp(forestUpLeft, forestUpRight, forestBotLeft, forestBotRight, (float)x / chunksize, (float)z / chunksize) / 255f; int prevY = posY; posY = PutLayers(transitionRand, x, posY, z, chunks, rainRel, temp, tempUnscaled, heightMap); PlaceTallGrass(x, prevY, z, chunks, rainRel, temp, forestRel); // Try again to put layers if above sealevel and we found over 10 air blocks int foundAir = 0; while (posY >= TerraGenConfig.seaLevel - 1) { int chunkY = posY / chunksize; int lY = posY % chunksize; int index3d = (chunksize * lY + z) * chunksize + x; int blockId = chunks[chunkY].Blocks[index3d]; if (blockId == 0) { foundAir++; } else { if (foundAir >= 8) { temp = TerraGenConfig.GetScaledAdjustedTemperatureFloat(tempUnscaled, posY - TerraGenConfig.seaLevel); rainRel = TerraGenConfig.GetRainFall((climate >> 8) & 0xff, posY) / 255f; PutLayers(transitionRand, x, posY, z, chunks, rainRel, temp, tempUnscaled, null); break; } else { foundAir = 0; } } posY--; } } } }
/// <summary> /// forceInitialPosY is for subdeposits /// </summary> /// <param name="chunks"></param> /// <param name="chunkX"></param> /// <param name="chunkZ"></param> /// <param name="offsetX"></param> /// <param name="offsetZ"></param> /// <param name="variant"></param> /// <param name="forceInitialPosY"></param> /// <returns></returns> Dictionary <Vec3i, DepositVariant> GenDeposit(IServerChunk[] chunks, int chunkX, int chunkZ, int offsetX, int offsetZ, DepositVariant variant, int?forceInitialPosY = null) { Dictionary <Vec3i, DepositVariant> SubDepositsToPlace = new Dictionary <Vec3i, DepositVariant>(); IMapChunk mapchunk = chunks[0].MapChunk; int radius = Math.Min(64, (int)variant.Radius.nextFloat(1, depositRand)); if (radius <= 0) { return(SubDepositsToPlace); } // Let's deform that perfect circle a bit (+/- 25%) float deform = GameMath.Clamp(depositRand.NextFloat() - 0.5f, -0.25f, 0.25f); int radiusX = radius - (int)(radius * deform); int radiusZ = radius + (int)(radius * deform); int posY; // No need to caluclate further if this deposit won't be part of this chunk if (radiusX + offsetX < 0 || radiusZ + offsetZ < 0 || offsetX - radiusX >= chunksize || offsetZ - radiusZ >= chunksize) { return(SubDepositsToPlace); } IMapChunk originMapchunk = null; int origPosY = 0; int lx = GameMath.Mod(offsetX, chunksize); int lz = GameMath.Mod(offsetZ, chunksize); if (variant.MaxY < 1 || variant.CheckClimate) { originMapchunk = api.WorldManager.GetMapChunk((chunkX * chunksize + offsetX) / chunksize, (chunkZ * chunksize + offsetZ) / chunksize); if (originMapchunk == null) { return(SubDepositsToPlace); // argh >.< } origPosY = originMapchunk.RainHeightMap[lz * chunksize + lx]; if ((float)origPosY / api.World.BlockAccessor.MapSizeY > variant.MaxY) { return(SubDepositsToPlace); } } // Check if suited for this area, climate wise if (variant.CheckClimate) { IntMap climateMap = api.World.BlockAccessor.GetMapRegion((chunkX * chunksize + offsetX) / regionSize, (chunkZ * chunksize + offsetZ) / regionSize).ClimateMap; float posXInRegionClimate = ((float)lx / regionSize - lx / regionSize) * noiseSizeClimate; float posZInRegionClimate = ((float)lz / regionSize - lz / regionSize) * noiseSizeClimate; int climate = climateMap.GetUnpaddedColorLerped(posXInRegionClimate, posZInRegionClimate); float temp = TerraGenConfig.GetScaledAdjustedTemperatureFloat((climate >> 16) & 0xff, origPosY - TerraGenConfig.seaLevel); float rainRel = TerraGenConfig.GetRainFall((climate >> 8) & 0xff, origPosY) / 255f; if (rainRel < variant.MinRain || rainRel > variant.MaxRain || temp < variant.MinTemp || temp > variant.MaxTemp) { return(SubDepositsToPlace); } } // Ok generate float th = variant.Thickness.nextFloat(1, depositRand); int thickness = (int)th + (depositRand.NextFloat() < th - (int)th ? 1 : 0); float xRadSqInv = 1f / (radiusX * radiusX); float zRadSqInv = 1f / (radiusZ * radiusZ); int blockIndex = 0; bool parentBlockOk = false; float depthf; bool shouldGenSurfaceDeposit = depositRand.NextFloat() > 0.35f && variant.SurfaceBlockCode != null; if (forceInitialPosY != null) { depthf = (float)forceInitialPosY / mapchunk.WorldGenTerrainHeightMap[offsetX * chunksize + offsetZ]; } else { depthf = variant.Depth.nextFloat(1, depositRand); } int depthi = (int)depthf; int topLeft = 2 * depositRand.NextInt(radiusX + 1) - radiusX; int topRight = 2 * depositRand.NextInt(radiusZ + 1) - radiusZ; int botLeft = 2 * depositRand.NextInt(radiusX + 1) - radiusX; int botRight = 2 * depositRand.NextInt(radiusZ + 1) - radiusZ; int yOff = 0; // Only generate inside this current chunk column int minx = GameMath.Clamp(offsetX - radiusX, 0, chunksize); int maxx = GameMath.Clamp(offsetX + radiusX, 0, chunksize); int minz = GameMath.Clamp(offsetZ - radiusZ, 0, chunksize); int maxz = GameMath.Clamp(offsetZ + radiusZ, 0, chunksize); float invChunkAreaSize = 1f / (chunksize * chunksize); for (int x = minx; x < maxx; x++) { float xSq = (x - offsetX) * (x - offsetX) * xRadSqInv; for (int z = minz; z < maxz; z++) { if (xSq + (z - offsetZ) * (z - offsetZ) * zRadSqInv > 1) { continue; } if (variant.Placement == EnumDepositPlacement.FollowSurfaceBelow) { posY = mapchunk.WorldGenTerrainHeightMap[z * chunksize + x] - depthi; } else if (variant.Placement == EnumDepositPlacement.FollowSurface) { yOff = (int)GameMath.BiLerp(topLeft, topRight, botLeft, botRight, (x - offsetX + radiusX) / (2f * radiusX), (z - offsetZ + radiusZ) / (2f * radiusZ)); posY = (int)(depthf * mapchunk.WorldGenTerrainHeightMap[z * chunksize + x]) + yOff / 2; } else if (variant.Placement == EnumDepositPlacement.Straight) { posY = (int)(depthf * mapchunk.WorldGenTerrainHeightMap[z * chunksize + x]); } else { yOff = (int)GameMath.BiLerp(topLeft, topRight, botLeft, botRight, (x - offsetX + radiusX) / (2f * radiusX), (z - offsetZ + radiusZ) / (2f * radiusZ)); posY = depthi + yOff; } // Some deposits may not appear all over cliffs if (variant.CheckClimate && Math.Abs(origPosY - posY) > variant.MaxYRoughness) { continue; } for (int y = 0; y < thickness; y++) { if (posY <= 1 || posY >= worldheight) { continue; } long index3d = ((posY % chunksize) * chunksize + z) * chunksize + x; ushort blockId = chunks[posY / chunksize].Blocks[index3d]; // Check if we are in mother material, but only if it has changed since last iteration (should reduce amount of these checks by 50-100%) parentBlockOk = false; for (int i = 0; i < variant.ParentBlockIds.Length; i++) { if (variant.ParentBlockIds[i] == blockId) { parentBlockOk = true; blockIndex = i; break; } } if (parentBlockOk) { if (variant.WithBlockCallback) { tmpPos.Set(chunkX * chunksize + x, posY, chunkZ * chunksize + z); blockTypes[variant.BlockIds[blockIndex]].TryPlaceBlockForWorldGen(blockAccessor, tmpPos, BlockFacing.UP); } else { chunks[posY / chunksize].Blocks[index3d] = variant.BlockIds[blockIndex]; } for (int i = 0; i < variant.ChildDeposits.Length; i++) { float rndVal = depositRand.NextFloat(); float quantity = variant.ChildDeposits[i].Quantity * invChunkAreaSize; if (quantity > rndVal) { Vec3i pos = new Vec3i(x, posY, z); if (ShouldPlaceAdjustedForOreMap(variant.ChildDeposits[i], chunkX * chunksize + x, chunkZ * chunksize + z, quantity, rndVal)) { SubDepositsToPlace[pos] = variant.ChildDeposits[i]; } } } if (shouldGenSurfaceDeposit) { int surfaceY = mapchunk.RainHeightMap[z * chunksize + x]; int depth = surfaceY - posY; float chance = variant.SurfaceBlockChance * Math.Max(0, 1 - depth / 8f); if (depositRand.NextFloat() < chance) { index3d = (((surfaceY + 1) % chunksize) * chunksize + z) * chunksize + x; Block belowBlock = api.World.Blocks[chunks[surfaceY / chunksize].Blocks[((surfaceY % chunksize) * chunksize + z) * chunksize + x]]; if (belowBlock.SideSolid[BlockFacing.UP.Index] && chunks[(surfaceY + 1) / chunksize].Blocks[index3d] == 0) { chunks[(surfaceY + 1) / chunksize].Blocks[index3d] = variant.SurfaceBlockIds[blockIndex]; } } } } posY--; } } } return(SubDepositsToPlace); }