Пример #1
0
 public Chunk GenerateChunk(Coordinates2D position)
 {
     var chunk = new Chunk(position);
     int y = 0;
     for (int i = 0; i < Layers.Count; i++)
     {
         int height = y + Layers[i].Height;
         while (y < height)
         {
             for (int x = 0; x < 16; x++)
             {
                 for (int z = 0; z < 16; z++)
                 {
                     chunk.SetBlockId(new Coordinates3D(x, y, z), Layers[i].BlockId);
                     chunk.SetMetadata(new Coordinates3D(x, y, z), Layers[i].Metadata);
                 }
             }
             y++;
         }
     }
     for (int i = 0; i < chunk.Biomes.Length; i++)
         chunk.Biomes[i] = (byte)Biome;
     return chunk;
 }
Пример #2
0
        /// <summary>
        /// Generates a chunk by getting an array of heights then placing blocks of varying types up to that height
        /// then it adds trees (leaves first then trunk)
        /// 
        /// </summary>
        /// <returns>The chunk.</returns>
        /// <param name="position">Position.</param>
        public Chunk GenerateChunk(Coordinates2D position)
        {
            // TODO: Add Ores
            // TODO: Add Caves
            int trees = new Random().Next(0, 10);
            int[,] heights = new int[16, 16];
            int[,] treeBasePositions = new int[trees, 2];

            for (int t = 0; t < trees; t++)
            {
                treeBasePositions[t, 0] = new Random().Next(1, 16);
                treeBasePositions[t, 1] = new Random().Next(1, 16);
            }

            //Make a new Chunk
            var chunk = new Chunk(position);
            //Loop through all the blocks in the chunk
            for (int x = 0; x < 16; x++)
            {
                for (int z = 0; z < 16; z++)
                {
                    int height = GetHeight(chunk.X * Chunk.Width + x, chunk.Z * Chunk.Depth + z);
                    for (int y = 0; y < height; y++)
                    {
                        if (y == 0) // if at the bottom then set block to bedrock
                            chunk.SetBlockId(new Coordinates3D(x, y, z), 7);
                        else if (y < height - 1) // if not at the top set the block to dirt or stone depending on height
                        {
                            if (!(y < (height / 4) * 3))
                                chunk.SetBlockId(new Coordinates3D(x, y, z), 3);
                            else
                                chunk.SetBlockId(new Coordinates3D(x, y, z), 1);
                        }
                        else if (y < waterLevel) // if below the water set to sand or clay
                        {
                            if (new Random().Next(1, 40) < 5 && y < waterLevel - 4)
                                chunk.SetBlockId(new Coordinates3D(x, y, z), 82);
                            else
                                chunk.SetBlockId(new Coordinates3D(x, y, z), 12);
                        }
                        else
                        {
                            // otherwise set the block to grass or gravel rarely
                            chunk.SetBlockId(new Coordinates3D(x, y, z), 2);
                        }
                        chunk.SetBiome((byte)x, (byte)z, Biome.ExtremeHills);
                        if (y < waterLevel + 17)
                            chunk.SetBiome((byte)x, (byte)z, Biome.ExtremeHillsEdge);
                        if (y < waterLevel + 10)
                            chunk.SetBiome((byte)x, (byte)z, Biome.Beach);
                    }
                    heights[x, z] = height;

                    //create beaches and place water
                    if (height <= waterLevel)
                    {
                        for (int w = 0; w < waterLevel - 3; w++)
                        {
                            if (chunk.GetBlockId(new Coordinates3D(x, w, z)) == 0)
                            {
                                chunk.SetBlockId(new Coordinates3D(x, w, z), 8);
                            }
                        }
                    }

                    // Generate colour of the wood and leaves
                    int woodColor = new Random().Next(1, 3);
                    if (woodColor == 1)
                        woodColor = 0;

                    // Generate trees
                    for (int pos = 0; pos < trees; pos++)
                    {
                        int random = new Random().Next(3, 4);
                        int treeBase = heights[treeBasePositions[pos, 0], treeBasePositions[pos, 1]];//chunk.GetHeight((byte)treeBasePositions[pos, 0], (byte)treeBasePositions[pos, 1]);
                        if (treeBasePositions[pos, 0] < 14 && treeBasePositions[pos, 0] > 4 && treeBasePositions[pos, 1] < 14 && treeBasePositions[pos, 1] > 4)
                        {
                            if (treeBase < waterLevel + 10)
                                break;
                            int leafwidth = 4;
                            for (int layer = 0; layer <= height; layer++)
                            {
                                for (int w = 0; w <= leafwidth; w++)
                                {
                                    for (int l = 0; l <= leafwidth; l++)
                                    {
                                        chunk.SetBlockId(new Coordinates3D(treeBasePositions[pos, 0] - (leafwidth / 2) + w, treeBase + layer + random, treeBasePositions[pos, 1] - (leafwidth / 2) + l), 18);
                                        chunk.SetMetadata(new Coordinates3D(treeBasePositions[pos, 0] - (leafwidth / 2) + w, treeBase + layer + random, treeBasePositions[pos, 1] - (leafwidth / 2) + l), (byte)woodColor);
                                    }
                                }
                                leafwidth -= 1;
                            }

                            for (int t = 0; t <= (random + 2); t++)
                            {
                                chunk.SetBlockId(new Coordinates3D(treeBasePositions[pos, 0], treeBase + t, treeBasePositions[pos, 1]), 17);
                                chunk.SetMetadata(new Coordinates3D(treeBasePositions[pos, 0], treeBase + t, treeBasePositions[pos, 1]), (byte)woodColor);
                            }
                        }
                    }
                }
            }
            return chunk;
        }