public static TerrainBrush CreateTreeBrush(Random random, int woodIndex, int leavesIndex, int height, int branchesCount, Func <int, float> leavesProbabilityByHeight, Func <int, float> branchesLengthByHeight) { TerrainBrush terrainBrush = new TerrainBrush(); terrainBrush.AddRay(0, -1, 0, 0, height, 0, 1, 1, 1, woodIndex); for (int i = 0; i < branchesCount; i++) { int x = 0; int num = random.Int(0, height); int z = 0; float s = branchesLengthByHeight(num); Vector3 vector = Vector3.Normalize(new Vector3(random.Float(-1f, 1f), random.Float(0f, 0.33f), random.Float(-1f, 1f))) * s; int x2 = (int)MathUtils.Round(vector.X); int y = num + (int)MathUtils.Round(vector.Y); int z2 = (int)MathUtils.Round(vector.Z); int cutFace = 0; if (MathUtils.Abs(vector.X) == MathUtils.Max(MathUtils.Abs(vector.X), MathUtils.Abs(vector.Y), MathUtils.Abs(vector.Z))) { cutFace = 1; } else if (MathUtils.Abs(vector.Y) == MathUtils.Max(MathUtils.Abs(vector.X), MathUtils.Abs(vector.Y), MathUtils.Abs(vector.Z))) { cutFace = 4; } terrainBrush.AddRay(x, num, z, x2, y, z2, 1, 1, 1, (Func <int?, int?>)((int?v) => v.HasValue ? null : new int?(Terrain.MakeBlockValue(woodIndex, 0, WoodBlock.SetCutFace(0, cutFace))))); } for (int j = 0; j < 3; j++) { terrainBrush.CalculateBounds(out Point3 min, out Point3 max); for (int k = min.X - 1; k <= max.X + 1; k++) { for (int l = min.Z - 1; l <= max.Z + 1; l++) { for (int m = 1; m <= max.Y + 1; m++) { float num2 = leavesProbabilityByHeight(m); if (random.Float(0f, 1f) < num2 && !terrainBrush.GetValue(k, m, l).HasValue&& (terrainBrush.CountNonDiagonalNeighbors(k, m, l, leavesIndex) != 0 || terrainBrush.CountNonDiagonalNeighbors(k, m, l, (Func <int?, int>)((int?v) => (v.HasValue && Terrain.ExtractContents(v.Value) == woodIndex) ? 1 : 0)) != 0)) { terrainBrush.AddCell(k, m, l, 0); } } } } terrainBrush.Replace(0, leavesIndex); } terrainBrush.AddCell(0, height, 0, leavesIndex); terrainBrush.Compile(); return(terrainBrush); }
public static TerrainBrush CreateMimosaBrush(Random random, float size) { TerrainBrush terrainBrush = new TerrainBrush(); int value = m_treeTrunksByType[4]; int value2 = m_treeLeavesByType[4]; terrainBrush.AddRay(0, -1, 0, 0, 0, 0, 1, 1, 1, value); List <Point3> list = new List <Point3>(); float num = random.Float(0f, (float)Math.PI * 2f); for (int i = 0; i < 3; i++) { float radians = num + (float)i * MathUtils.DegToRad(120f); Vector3 v = Vector3.Transform(Vector3.Normalize(new Vector3(1f, random.Float(1f, 1.5f), 0f)), Matrix.CreateRotationY(radians)); int num2 = random.Int((int)(0.7f * size), (int)size); Point3 p = new Point3(0, 0, 0); Point3 item = new Point3(Vector3.Round(new Vector3(p) + v * num2)); terrainBrush.AddRay(p.X, p.Y, p.Z, item.X, item.Y, item.Z, 1, 1, 1, value); list.Add(item); } foreach (Point3 item2 in list) { float num3 = random.Float(0.3f * size, 0.45f * size); int num4 = (int)MathUtils.Ceiling(num3); for (int j = item2.X - num4; j <= item2.X + num4; j++) { for (int k = item2.Y - num4; k <= item2.Y + num4; k++) { for (int l = item2.Z - num4; l <= item2.Z + num4; l++) { int num5 = MathUtils.Abs(j - item2.X) + MathUtils.Abs(k - item2.Y) + MathUtils.Abs(l - item2.Z); float num6 = ((new Vector3(j, k, l) - new Vector3(item2)) * new Vector3(1f, 1.7f, 1f)).Length(); if (num6 <= num3 && (num3 - num6 > 1f || num5 <= 2 || random.Bool(0.7f)) && !terrainBrush.GetValue(j, k, l).HasValue) { terrainBrush.AddCell(j, k, l, value2); } } } } } terrainBrush.Compile(); return(terrainBrush); }
public override void Load(ValuesDictionary valuesDictionary) { base.Load(valuesDictionary); Utils.Load(Project); //Utils.SubsystemItemsScanner.ItemsScanned += GarbageCollectItems; var arr = valuesDictionary.GetValue("AlloysData", "0").Split(','); AlloysData = new DynamicArray <Metal>(arr.Length); int i; for (i = 0; i < arr.Length; i++) { if (short.TryParse(arr[i], NumberStyles.Integer, NumberFormatInfo.CurrentInfo, out short value)) { AlloysData.Add((Metal)value); } } SmallBrushes = new TerrainBrush[16]; PtBrushes = new TerrainBrush[16]; BBrushes = new TerrainBrush[16]; ABrushes = new TerrainBrush[16]; //NaruralGasBrushes = new TerrainBrush[16]; OilPocketCells = new TerrainBrush.Cell[16][]; //MinCounts = new int[12, 16]; var random = new Random(17034); TerrainBrush brush; int j, k; for (i = 0; i < 16; i++) { brush = new TerrainBrush(); Vector3 v, vec; for (j = random.Int() & 1; j-- != 0;) { v = 0.5f * Vector3.Normalize(new Vector3(random.UniformFloat(-1f, 1f), random.UniformFloat(-1f, 1f), random.UniformFloat(-1f, 1f))); vec = Vector3.Zero; for (k = random.UniformInt(2, 5); k-- != 0;) { brush.AddBox((int)MathUtils.Floor(vec.X), (int)MathUtils.Floor(vec.Y), (int)MathUtils.Floor(vec.Z), 1, 1, 1, 1); //Ag vec += v; } } brush.Compile(); SmallBrushes[i] = brush; brush = new TerrainBrush(); for (j = random.UniformInt(1, 3); j-- != 0;) { v = 0.5f * Vector3.Normalize(new Vector3(random.UniformFloat(-1f, 1f), random.UniformFloat(-2f, 2f), random.UniformFloat(-1f, 1f))); vec = Vector3.Zero; for (k = random.UniformInt(2, 3); k-- != 0;) { brush.AddBox((int)MathUtils.Floor(vec.X), (int)MathUtils.Floor(vec.Y), (int)MathUtils.Floor(vec.Z), 1, 1, 1, 2); //Pt vec += v; } } brush.Compile(); PtBrushes[i] = brush; brush = new TerrainBrush(); for (j = random.UniformInt(2, 4); j-- != 0;) { v = 0.5f * Vector3.Normalize(new Vector3(random.UniformFloat(-1f, 1f), random.UniformFloat(-0.25f, 0.25f), random.UniformFloat(-1f, 1f))); vec = Vector3.Zero; for (k = random.UniformInt(3, 5); k-- != 0;) { brush.AddBox((int)MathUtils.Floor(vec.X), (int)MathUtils.Floor(vec.Y), (int)MathUtils.Floor(vec.Z), 1, 1, 1, 8); //Ti vec += v; } } brush.Compile(); ABrushes[i] = brush; brush = new TerrainBrush(); for (j = random.UniformInt(3, 5); j-- != 0;) { v = 0.5f * Vector3.Normalize(new Vector3(random.UniformFloat(-1f, 1f), random.UniformFloat(-1f, 1f), random.UniformFloat(-1f, 1f))); vec = Vector3.Zero; for (k = random.UniformInt(2, 5); k-- != 0;) { brush.AddBox((int)MathUtils.Floor(vec.X), (int)MathUtils.Floor(vec.Y), (int)MathUtils.Floor(vec.Z), 1, 1, 1, 5); //Sn vec += v; } } brush.Compile(); BBrushes[i] = brush; var cells = TerrainContentsGenerator.m_basaltPocketBrushes[i].Cells; OilPocketCells[i] = new TerrainBrush.Cell[j = cells.Length]; while (j-- != 0) { if ((cells[j].Value & random.Int()) != 0) { OilPocketCells[i][j] = cells[j]; OilPocketCells[i][j].Value = RottenMeatBlock.Index | 1 << 4 << 14; } } } }