Exemplo n.º 1
0
        private void BuildVegetation(SimWorld world)
        {
            float[,] treeMap = new float[Width, Height];

            for (int i = 0; i < 1; i++)
            {
                NoiseGenerator noiseGenerator = new NoiseGenerator();
                NoiseGenerator.Frequency = 0.06;
                NoiseGenerator.Octaves   = 10;

                for (int x = 0; x < Width; x++)
                {
                    for (int y = 0; y < Height; y++)
                    {
                        TileInfo tileInfo = world.getTileInfo <GeoLayer>(x, y);
                        if (noiseGenerator.Noise(x, y) < 0)
                        {
                            if (tileInfo.Terrain == TileInfo.TerrainType.Land)
                            {
                                RLNET.RLColor color = new RLNET.RLColor(0, tileInfo.TerrainHeight + (0.2f), 0);
                                _visibleCellManager.getNewCell(world.getTileInfo <GeoLayer>(tileInfo.X, tileInfo.Y).VisibleCell.Character,
                                                               tileInfo.X, tileInfo.Y, color, 1);
                            }
                        }
                    }
                }
            }
        }
Exemplo n.º 2
0
        public TownLayer(int width, int height, IVisibleCellManager visibleCellManager, SimWorld world) : base(width, height)
        {
            Random random = new Random();

            for (int x = 0; x < Width; x++)
            {
                for (int y = 0; y < Height; y++)
                {
                    TileInfo tileInfo = world.getTileInfo <GeoLayer>(x, y);
                    if (random.NextDouble() > 0.99)
                    {
                        if (tileInfo.Terrain == TileInfo.TerrainType.Land)
                        {
                            float points = 0;

                            int waterPoints = 0;
                            int landsAround = 0;
                            foreach (TileInfo info in world.getTileInfosAround <GeoLayer>(x, y, 5))
                            {
                                if (info.Terrain == TileInfo.TerrainType.Land)
                                {
                                    landsAround++;
                                }
                                else
                                {
                                    waterPoints++;
                                }
                                if (info.TerrainHeight < 0.1f)
                                {
                                    points += 0.1f;
                                }
                            }
                            if (waterPoints < 3)
                            {
                                points -= 5;
                            }
                            else if (waterPoints < 7)
                            {
                                points -= 1;
                            }
                            else if (waterPoints < 20)
                            {
                                points += 2;
                            }
                            else if (waterPoints < 30)
                            {
                                points += 3;
                            }
                            else if (waterPoints < 60)
                            {
                                points += 2;
                            }
                            else if (waterPoints > 60)
                            {
                                points -= 6;
                            }

                            //points -= (Math.Abs(waterPoints - landsAround) / 20);
                            if (points <= 0)
                            {
                                points = 1;
                            }
                            if (points > 9)
                            {
                                points = 9;
                            }
                            visibleCellManager.getNewCell(new Character(48 + (int)points),
                                                          tileInfo.X, tileInfo.Y, RLNET.RLColor.Brown, 1);
                        }
                    }
                }
            }
        }