Exemplo n.º 1
0
        public void OnClicked(int X, int Y)
        {
            Viewport viewPort = new Viewport(RenderTarget.Bounds);
            Vector3  forward  = (World.Renderer.Camera.Target - World.Renderer.Camera.Position);

            forward.Normalize();

            Vector3 pos    = viewPort.Unproject(new Vector3(X, Y, 0), Camera.ProjectionMatrix, Camera.ViewMatrix, Matrix.Identity);
            Vector3 target = new Vector3(pos.X, World.Renderer.Camera.Position.Y, pos.Z);
            var     height = VoxelHelpers.FindFirstVoxelBelow(new VoxelHandle(
                                                                  World.ChunkManager, GlobalVoxelCoordinate.FromVector3(target)))
                             .Coordinate.Y + 1;

            target.Y = Math.Max(height + 15, target.Y);
            target   = MathFunctions.Clamp(target, World.ChunkManager.Bounds);
            World.Renderer.Camera.SetZoomTarget(target);
        }
Exemplo n.º 2
0
        public static BalloonPortVoxelSets GenerateBalloonPort(ChunkManager chunkManager, float x, float z, int size, ChunkGeneratorSettings Settings)
        {
            var centerCoordinate = GlobalVoxelCoordinate.FromVector3(new Vector3(x, (Settings.WorldSizeInChunks.Y * VoxelConstants.ChunkSizeY) - 1, z));

            var averageHeight = (int)GetAverageHeight(centerCoordinate.X - size, centerCoordinate.Y - size, size * 2 + 1, size * 2 + 1, Settings);

            // Next, create the balloon port by deciding which voxels to fill.
            var balloonPortDesignations = new List <VoxelHandle>();

            for (int dx = -size; dx <= size; dx++)
            {
                for (int dz = -size; dz <= size; dz++)
                {
                    var worldPos = new Vector3(centerCoordinate.X + dx, centerCoordinate.Y, centerCoordinate.Z + dz);

                    var baseVoxel = VoxelHelpers.FindFirstVoxelBelow(chunkManager.CreateVoxelHandle(GlobalVoxelCoordinate.FromVector3(worldPos)));

                    if (!baseVoxel.IsValid)
                    {
                        continue;
                    }

                    var h = baseVoxel.Coordinate.Y + 1;

                    for (int y = averageHeight; y < h && y < chunkManager.World.WorldSizeInVoxels.Y; y++)
                    {
                        var v = chunkManager.CreateVoxelHandle(new GlobalVoxelCoordinate(baseVoxel.Coordinate.X, y, baseVoxel.Coordinate.Z));
                        v.RawSetType(Library.EmptyVoxelType);
                        v.RawSetIsExplored();
                        v.QuickSetLiquid(LiquidType.None, 0);
                    }

                    if (averageHeight < h)
                    {
                        h = averageHeight;
                    }

                    bool isPosX = (dx == size && dz == 0);
                    bool isPosZ = (dz == size & dx == 0);
                    bool isNegX = (dx == -size && dz == 0);
                    bool isNegZ = (dz == -size && dz == 0);
                    bool isSide = (isPosX || isNegX || isPosZ || isNegZ);

                    Vector3 offset = Vector3.Zero;

                    if (isSide)
                    {
                        if (isPosX)
                        {
                            offset = Vector3.UnitX;
                        }
                        else if (isPosZ)
                        {
                            offset = Vector3.UnitZ;
                        }
                        else if (isNegX)
                        {
                            offset = -Vector3.UnitX;
                        }
                        else if (isNegZ)
                        {
                            offset = -Vector3.UnitZ;
                        }
                    }

                    // Fill from the top height down to the bottom.

                    for (int y = Math.Max(0, h - 1); y < averageHeight && y < chunkManager.World.WorldSizeInVoxels.Y; y++)
                    {
                        var v = chunkManager.CreateVoxelHandle(new GlobalVoxelCoordinate(baseVoxel.Coordinate.X, y, baseVoxel.Coordinate.Z));
                        if (!v.IsValid)
                        {
                            throw new InvalidProgramException("Voxel was invalid while creating a new game's initial zones. This should not happen.");
                        }

                        v.RawSetType(Library.GetVoxelType("Scaffold"));
                        v.IsPlayerBuilt = true;
                        v.QuickSetLiquid(LiquidType.None, 0);
                        v.Sunlight = false;

                        if (y == averageHeight - 1)
                        {
                            v.RawSetIsExplored();

                            balloonPortDesignations.Add(v);
                        }

                        if (isSide)
                        {
                            var ladderPos = new Vector3(worldPos.X, y, worldPos.Z) + offset + Vector3.One * 0.5f;
                            var ladderVox = chunkManager.CreateVoxelHandle(GlobalVoxelCoordinate.FromVector3(ladderPos));
                            if (ladderVox.IsValid && ladderVox.IsEmpty)
                            {
                                var ladder = EntityFactory.CreateEntity <Ladder>("Ladder", ladderPos);
                                Settings.World.PlayerFaction.OwnedObjects.Add(ladder);
                                ladder.Tags.Add("Moveable");
                                ladder.Tags.Add("Deconstructable");
                            }
                        }
                    }

                    CastSunlightColumn(baseVoxel.Coordinate.X, baseVoxel.Coordinate.Z, Settings);
                }
            }

            return(new BalloonPortVoxelSets
            {
                StockpileVoxels = balloonPortDesignations,
            });
        }
Exemplo n.º 3
0
        override public void Render(DwarfTime gameTime, ChunkManager chunks, Camera camera, SpriteBatch spriteBatch, GraphicsDevice graphicsDevice, Shader effect, bool renderingForWater)
        {
            base.Render(gameTime, chunks, camera, spriteBatch, graphicsDevice, effect, renderingForWater);

            if (Debugger.Switches.DrawRailNetwork)
            {
                //Drawer3D.DrawBox(GetContainingVoxel().GetBoundingBox(), Color.White, 0.01f, true);
                //Drawer3D.DrawLine(GetContainingVoxel().GetBoundingBox().Center(), GlobalTransform.Translation, Color.White, 0.01f);
                var transform = Matrix.CreateRotationY((float)Math.PI * 0.5f * (float)Piece.Orientation) * GlobalTransform;
                if (Library.GetRailPiece(Piece.RailPiece).HasValue(out var piece))
                {
                    foreach (var spline in piece.SplinePoints)
                    {
                        for (var i = 1; i < spline.Count; ++i)
                        {
                            Drawer3D.DrawLine(Vector3.Transform(spline[i - 1], transform),
                                              Vector3.Transform(spline[i], transform), Color.Purple, 0.1f);
                        }
                    }

                    foreach (var connection in piece.EnumerateConnections())
                    {
                        Drawer3D.DrawLine(Vector3.Transform(connection.Item1, transform) + new Vector3(0.0f, 0.2f, 0.0f),
                                          Vector3.Transform(connection.Item2, transform) + new Vector3(0.0f, 0.2f, 0.0f),
                                          Color.Brown, 0.1f);
                    }


                    //foreach (var neighborConnection in NeighborRails)
                    //{
                    //    var neighbor = Manager.FindComponent(neighborConnection.NeighborID);
                    //    if (neighbor == null)
                    //        Drawer3D.DrawLine(Position, Position + Vector3.UnitY, Color.CornflowerBlue, 0.1f);
                    //    else
                    //        Drawer3D.DrawLine(Position + new Vector3(0.0f, 0.5f, 0.0f), (neighbor as Body).Position + new Vector3(0.0f, 0.5f, 0.0f), Color.Teal, 0.1f);
                    //}
                }
            }

            if (!IsVisible)
            {
                return;
            }

            if (Primitive == null)
            {
                var bounds = Vector4.Zero;
                var uvs    = Sheet.GenerateTileUVs(Frame, out bounds);
                if (Library.GetRailPiece(Piece.RailPiece).HasValue(out var rawPiece))
                {
                    var transform = Matrix.CreateRotationY((float)Math.PI * 0.5f * (float)Piece.Orientation);

                    var realShape = 0;
                    if (rawPiece.AutoSlope)
                    {
                        var transformedConnections = GetTransformedConnections();
                        var matchingNeighbor1      = NeighborRails.FirstOrDefault(n => (n.Position - transformedConnections[0].Item1 - new Vector3(0.0f, 1.0f, 0.0f)).LengthSquared() < 0.001f);
                        var matchingNeighbor2      = NeighborRails.FirstOrDefault(n => (n.Position - transformedConnections[1].Item1 - new Vector3(0.0f, 1.0f, 0.0f)).LengthSquared() < 0.001f);

                        if (matchingNeighbor1 != null && matchingNeighbor2 != null)
                        {
                            realShape = 3;
                        }
                        else if (matchingNeighbor1 != null)
                        {
                            realShape = 1;
                        }
                        else if (matchingNeighbor2 != null)
                        {
                            realShape = 2;
                        }
                    }

                    Primitive = new RawPrimitive();
                    Primitive.AddVertex(new ExtendedVertex(Vector3.Transform(new Vector3(-0.5f, VertexHeightOffsets[realShape, 0], 0.5f), transform), Color.White, Color.White, uvs[0], bounds));
                    Primitive.AddVertex(new ExtendedVertex(Vector3.Transform(new Vector3(0.5f, VertexHeightOffsets[realShape, 1], 0.5f), transform), Color.White, Color.White, uvs[1], bounds));
                    Primitive.AddVertex(new ExtendedVertex(Vector3.Transform(new Vector3(0.5f, VertexHeightOffsets[realShape, 2], -0.5f), transform), Color.White, Color.White, uvs[2], bounds));
                    Primitive.AddVertex(new ExtendedVertex(Vector3.Transform(new Vector3(-0.5f, VertexHeightOffsets[realShape, 3], -0.5f), transform), Color.White, Color.White, uvs[3], bounds));
                    Primitive.AddIndicies(new short[] { 0, 1, 3, 1, 2, 3 });

                    var       sideBounds = Vector4.Zero;
                    Vector2[] sideUvs    = null;

                    sideUvs = Sheet.GenerateTileUVs(new Point(3, 4), out sideBounds);

                    AddScaffoldGeometry(transform, sideBounds, sideUvs, -1.0f, false);

                    if (realShape == 3)
                    {
                        AddScaffoldGeometry(transform, sideBounds, sideUvs, 0.0f, false);
                    }
                    else if (realShape == 1)
                    {
                        sideUvs = Sheet.GenerateTileUVs(new Point(0, 4), out sideBounds);
                        AddScaffoldGeometry(transform, sideBounds, sideUvs, 0.0f, true);
                    }
                    else if (realShape == 2)
                    {
                        sideUvs = Sheet.GenerateTileUVs(new Point(0, 4), out sideBounds);
                        AddScaffoldGeometry(transform, sideBounds, sideUvs, 0.0f, false);
                    }

                    // Todo: Make these static and avoid recalculating them constantly.
                    var bumperBackBounds  = Vector4.Zero;
                    var bumperBackUvs     = Sheet.GenerateTileUVs(new Point(0, 5), out bumperBackBounds);
                    var bumperFrontBounds = Vector4.Zero;
                    var bumperFrontUvs    = Sheet.GenerateTileUVs(new Point(1, 5), out bumperFrontBounds);
                    var bumperSideBounds  = Vector4.Zero;
                    var bumperSideUvs     = Sheet.GenerateTileUVs(new Point(2, 5), out bumperSideBounds);

                    foreach (var connection in GetTransformedConnections())
                    {
                        var matchingNeighbor = NeighborRails.FirstOrDefault(n => (n.Position - connection.Item1).LengthSquared() < 0.001f);
                        if (matchingNeighbor == null && rawPiece.AutoSlope)
                        {
                            matchingNeighbor = NeighborRails.FirstOrDefault(n => (n.Position - connection.Item1 - new Vector3(0.0f, 1.0f, 0.0f)).LengthSquared() < 0.001f);
                        }

                        if (matchingNeighbor == null)
                        {
                            var bumperOffset = connection.Item1 - GlobalTransform.Translation;
                            var bumperGap    = Vector3.Normalize(bumperOffset) * 0.1f;
                            var bumperAngle  = AngleBetweenVectors(new Vector2(bumperOffset.X, bumperOffset.Z), new Vector2(0, 0.5f));

                            var xDiag = bumperOffset.X <-0.001f || bumperOffset.X> 0.001f;
                            var zDiag = bumperOffset.Z <-0.001f || bumperOffset.Z> 0.001f;

                            if (xDiag && zDiag)
                            {
                                var y = bumperOffset.Y;
                                bumperOffset  *= sqrt2;
                                bumperOffset.Y = y;

                                var endBounds = Vector4.Zero;
                                var endUvs    = Sheet.GenerateTileUVs(new Point(6, 2), out endBounds);
                                Primitive.AddQuad(
                                    Matrix.CreateRotationY((float)Math.PI * 1.25f)
                                    * Matrix.CreateRotationY(bumperAngle)
                                    // This offset would not be correct if diagonals could slope.
                                    * Matrix.CreateTranslation(new Vector3(Sign(bumperOffset.X), 0.0f, Sign(bumperOffset.Z))),
                                    Color.White, Color.White, endUvs, endBounds);
                            }

                            Primitive.AddQuad(
                                Matrix.CreateRotationX(-(float)Math.PI * 0.5f)
                                * Matrix.CreateTranslation(0.0f, 0.3f, -0.2f)
                                * Matrix.CreateRotationY(bumperAngle)
                                * Matrix.CreateTranslation(bumperOffset + bumperGap),
                                Color.White, Color.White, bumperBackUvs, bumperBackBounds);

                            Primitive.AddQuad(
                                Matrix.CreateRotationX(-(float)Math.PI * 0.5f)
                                * Matrix.CreateTranslation(0.0f, 0.3f, -0.2f)
                                * Matrix.CreateRotationY(bumperAngle)
                                * Matrix.CreateTranslation(bumperOffset),
                                Color.White, Color.White, bumperFrontUvs, bumperFrontBounds);

                            if (VoxelHelpers.FindFirstVoxelBelow(GetContainingVoxel()).RampType == RampType.None)
                            {
                                Primitive.AddQuad(
                                    Matrix.CreateRotationX(-(float)Math.PI * 0.5f)
                                    * Matrix.CreateRotationY(-(float)Math.PI * 0.5f)
                                    * Matrix.CreateTranslation(0.3f, 0.3f, 0.18f)
                                    * Matrix.CreateRotationY(bumperAngle)
                                    * Matrix.CreateTranslation(bumperOffset),
                                    Color.White, Color.White, bumperSideUvs, bumperSideBounds);

                                Primitive.AddQuad(
                                    Matrix.CreateRotationX(-(float)Math.PI * 0.5f)
                                    * Matrix.CreateRotationY(-(float)Math.PI * 0.5f)
                                    * Matrix.CreateTranslation(-0.3f, 0.3f, 0.18f)
                                    * Matrix.CreateRotationY(bumperAngle)
                                    * Matrix.CreateTranslation(bumperOffset),
                                    Color.White, Color.White, bumperSideUvs, bumperSideBounds);
                            }
                        }
                    }
                }
            }

            // Everything that draws should set it's tint, making this pointless.

            var under = new VoxelHandle(chunks, GlobalVoxelCoordinate.FromVector3(Position));

            if (under.IsValid)
            {
                Color color = new Color(under.Sunlight ? 255 : 0, 255, 0);
                LightRamp = color;
            }
            else
            {
                LightRamp = new Color(200, 255, 0);
            }

            Color origTint = effect.VertexColorTint;

            if (!Active)
            {
                DoStipple(effect);
            }
            effect.VertexColorTint = VertexColor;
            effect.LightRamp       = LightRamp;
            effect.World           = GlobalTransform;

            effect.MainTexture = Sheet.GetTexture();


            effect.EnableWind = false;

            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                Primitive.Render(graphicsDevice);
            }

            effect.VertexColorTint = origTint;
            if (!Active)
            {
                EndDraw(effect);
            }
        }
Exemplo n.º 4
0
        public static void GenerateRuin(VoxelChunk Chunk, ChunkGeneratorSettings Settings)
        {
            // Todo: Support ruins deep underground - empty out their interiors.

            LoadRuinTemplates();

            var noiseVector = Chunk.Origin.ToVector3() * Settings.CaveNoiseScale;
            var ruinsNoise  = Settings.CaveNoise.GetValue(noiseVector.X, noiseVector.Y, noiseVector.Z);

            if (Math.Abs(ruinsNoise) > GameSettings.Current.GenerationRuinsRate)
            {
                return;
            }


            var avgHeight = GetAverageHeight(Chunk.Origin.X, Chunk.Origin.Z, 16, 16, Settings);

            var ruinWallType  = Library.GetVoxelType("Cobble"); // Todo: Should make this data so this doesn't break if tile names change?
            var ruinFloorType = Library.GetVoxelType("Blue Tile");

            if (Settings.Overworld.Map.GetBiomeAt(Chunk.Origin.ToVector3(), Settings.Overworld.InstanceSettings.Origin).HasValue(out var biome))
            {
                ruinWallType  = Library.GetVoxelType(biome.RuinWallType);
                ruinFloorType = Library.GetVoxelType(biome.RuinFloorType);
            }

            if (!ruinWallType.HasValue() || !ruinFloorType.HasValue())
            {
                return;
            }

            int wallHeight = MathFunctions.RandInt(2, 6);
            var template   = RuinTemplates[MathFunctions.RandInt(0, RuinTemplates.Count)];

            var rotations = MathFunctions.RandInt(0, 3);

            for (var i = 0; i < rotations; ++i)
            {
                template = TextureTool.RotatedCopy(template);
            }

            for (int dx = 0; dx < 16; dx++)
            {
                for (int dz = 0; dz < 16; dz++)
                {
                    var worldPos = new Vector3(Chunk.Origin.X + dx, avgHeight, Chunk.Origin.Z + dz);

                    var baseVoxel  = Settings.World.ChunkManager.CreateVoxelHandle(GlobalVoxelCoordinate.FromVector3(worldPos));
                    var underVoxel = VoxelHelpers.FindFirstVoxelBelow(Settings.World.ChunkManager.CreateVoxelHandle(GlobalVoxelCoordinate.FromVector3(worldPos)));
                    var decay      = Settings.NoiseGenerator.Generate(worldPos.X * 0.05f, worldPos.Y * 0.05f, worldPos.Z * 0.05f);

                    if (decay > 0.7f)
                    {
                        continue;
                    }
                    if (!baseVoxel.IsValid)
                    {
                        continue;
                    }
                    if (baseVoxel.Coordinate.Y == (Settings.WorldSizeInChunks.Y * VoxelConstants.ChunkSizeY) - 1)
                    {
                        continue;
                    }
                    if (!underVoxel.IsValid)
                    {
                        continue;
                    }


                    var templateColor = template.Data[template.Index(dx, dz)];

                    if (templateColor == new Color(0, 0, 255, 255)) // Border
                    {
                        continue;
                    }
                    else if (templateColor == new Color(0, 0, 0, 255)) // Space
                    {
                        continue;
                    }
                    else if (templateColor == new Color(255, 0, 0, 255)) // Wall
                    {
                        baseVoxel.RawSetType(ruinWallType);
                        FillBelowRuins(Settings, ruinWallType, baseVoxel, underVoxel);
                        FillRuinColumn(Settings, ruinWallType, 1, wallHeight, baseVoxel, decay);
                    }
                    else if (templateColor == new Color(128, 128, 0, 255)) // Door
                    {
                        baseVoxel.RawSetType(ruinWallType);
                        FillBelowRuins(Settings, ruinWallType, baseVoxel, underVoxel);
                        FillRuinColumn(Settings, ruinWallType, 3, wallHeight, baseVoxel, decay);
                    }
                    else if (templateColor == new Color(128, 0, 0, 255)) // Floor
                    {
                        FillBelowRuins(Settings, ruinWallType, baseVoxel, underVoxel);
                        baseVoxel.RawSetType(ruinFloorType);
                    }
                }
            }
        }
Exemplo n.º 5
0
        public static void GenerateRuin(VoxelChunk Chunk, ChunkGeneratorSettings Settings)
        {
            var noiseVector = Chunk.Origin.ToVector3() * Settings.CaveNoiseScale;
            var ruinsNoise  = Settings.CaveNoise.GetValue(noiseVector.X, noiseVector.Y, noiseVector.Z);

            if (Math.Abs(ruinsNoise) > GameSettings.Default.GenerationRuinsRate)
            {
                return;
            }

            int structureWidth = MathFunctions.RandInt(4, 16);
            int structureDepth = MathFunctions.RandInt(4, 16);
            int xOffset        = MathFunctions.RandInt(0, VoxelConstants.ChunkSizeX - structureWidth);
            int zOffset        = MathFunctions.RandInt(0, VoxelConstants.ChunkSizeZ - structureDepth);
            int wallHeight     = MathFunctions.RandInt(2, 6);
            int heightOffset   = MathFunctions.RandInt(-4, 2);

            if (Settings.Overworld.Map.GetBiomeAt(Chunk.Origin.ToVector3(), Settings.Overworld.InstanceSettings.Origin).HasValue(out var biome))
            {
                var avgHeight = GetAverageHeight(Chunk.Origin.X, Chunk.Origin.Z, structureWidth, structureDepth, Settings);

                bool[] doors = new bool[4];

                for (int k = 0; k < 4; k++)
                {
                    doors[k] = MathFunctions.RandEvent(0.5f);
                }

                for (int dx = 0; dx < structureWidth; dx++)
                {
                    for (int dz = 0; dz < structureDepth; dz++)
                    {
                        var worldPos = new Vector3(Chunk.Origin.X + dx + xOffset, avgHeight + heightOffset, Chunk.Origin.Z + dz + zOffset);

                        var baseVoxel  = Settings.World.ChunkManager.CreateVoxelHandle(GlobalVoxelCoordinate.FromVector3(worldPos));
                        var underVoxel = VoxelHelpers.FindFirstVoxelBelow(Settings.World.ChunkManager.CreateVoxelHandle(GlobalVoxelCoordinate.FromVector3(worldPos)));
                        var decay      = Settings.NoiseGenerator.Generate(worldPos.X * 0.05f, worldPos.Y * 0.05f, worldPos.Z * 0.05f);

                        if (decay > 0.7f)
                        {
                            continue;
                        }
                        if (!baseVoxel.IsValid)
                        {
                            continue;
                        }
                        if (baseVoxel.Coordinate.Y == (Settings.WorldSizeInChunks.Y * VoxelConstants.ChunkSizeY) - 1)
                        {
                            continue;
                        }
                        if (!underVoxel.IsValid)
                        {
                            continue;
                        }

                        var edge = (dx == 0 || dx == structureWidth - 1) || (dz == 0 || dz == structureDepth - 1);
                        if (!edge && !baseVoxel.IsEmpty)
                        {
                            continue;
                        }

                        if (edge)
                        {
                            baseVoxel.RawSetType(Library.GetVoxelType(biome.RuinWallType));
                        }
                        else
                        {
                            baseVoxel.RawSetType(Library.GetVoxelType(biome.RuinFloorType));
                        }

                        bool[] wallState = new bool[4];
                        wallState[0] = dx == 0;
                        wallState[1] = dx == structureWidth - 1;
                        wallState[2] = dz == 0;
                        wallState[3] = dz == structureDepth - 1;

                        bool[] doorState = new bool[4];
                        doorState[0] = Math.Abs(dz - structureDepth / 2) < 1;
                        doorState[1] = doorState[0];
                        doorState[2] = Math.Abs(dx - structureWidth / 2) < 1;
                        doorState[3] = doorState[2];

                        for (int dy = 1; dy < (baseVoxel.Coordinate.Y - underVoxel.Coordinate.Y); dy++)
                        {
                            var currVoxel = Settings.World.ChunkManager.CreateVoxelHandle(underVoxel.Coordinate + new GlobalVoxelOffset(0, dy, 0));

                            if (!currVoxel.IsValid)
                            {
                                continue;
                            }

                            currVoxel.RawSetType(underVoxel.Type);
                        }

                        underVoxel.RawSetGrass(0);

                        if (edge)
                        {
                            for (int dy = 1; dy < wallHeight * (1.0f - decay) && dy < (Settings.WorldSizeInChunks.Y * VoxelConstants.ChunkSizeY) - 2; dy++)
                            {
                                var currVoxel = Settings.World.ChunkManager.CreateVoxelHandle(baseVoxel.Coordinate + new GlobalVoxelOffset(0, dy, 0));

                                if (!currVoxel.IsValid)
                                {
                                    continue;
                                }

                                if (currVoxel.Coordinate.Y == VoxelConstants.ChunkSizeY - 1)
                                {
                                    continue;
                                }

                                bool door = false;
                                for (int k = 0; k < 4; k++)
                                {
                                    if (wallState[k] && doors[k] && doorState[k])
                                    {
                                        door = true;
                                        break;
                                    }
                                }

                                if (door && dy < 3)
                                {
                                    continue;
                                }

                                currVoxel.RawSetType(Library.GetVoxelType(biome.RuinWallType));
                            }
                        }
                    }
                }
            }
        }