/// <summary> /// Creates the balloon, the dwarves, and the initial balloon port. /// </summary> public void CreateInitialEmbarkment() { // If no file exists, we have to create the balloon and balloon port. if (!string.IsNullOrEmpty(ExistingFile)) { return; } BalloonPort port = GenerateInitialBalloonPort(Master.Faction.RoomBuilder, ChunkManager, Camera.Position.X, Camera.Position.Z, 3); CreateInitialDwarves(); PlayerFaction.AddMoney(InitialEmbark.Money); foreach (var res in InitialEmbark.Resources) { PlayerFaction.AddResources(new ResourceAmount(res.Key, res.Value)); } var portBox = port.GetBoundingBox(); ComponentManager.RootComponent.AddChild(Balloon.CreateBalloon( portBox.Center() + new Vector3(0, 100, 0), portBox.Center() + new Vector3(0, 10, 0), ComponentManager, new ShipmentOrder(0, null), Master.Faction)); Camera.Target = portBox.Center(); Camera.Position = Camera.Target + new Vector3(0, 15, -15); GenerateInitialObjects(); }
public static void InitializeStatics() { RegisterType(Stockpile.InitializeData()); RegisterType(BalloonPort.InitializeData()); RegisterType(BedRoom.InitializeData()); RegisterType(CommonRoom.InitializeData()); RegisterType(LibraryRoom.InitializeData()); RegisterType(TrainingRoom.InitializeData()); RegisterType(WorkshopRoom.InitializeData()); RegisterType(Kitchen.InitializeData()); staticIntialized = true; }
/// <summary> /// Creates a flat, wooden balloon port for the balloon to land on, and Dwarves to sit on. /// </summary> /// <param name="roomDes">The player's BuildRoom designator (so that we can create a balloon port)</param> /// <param name="chunkManager">The terrain handler</param> /// <param name="x">The position of the center of the balloon port</param> /// <param name="z">The position of the center of the balloon port</param> /// <param name="size">The size of the (square) balloon port in voxels on a side</param> public BalloonPort GenerateInitialBalloonPort(RoomBuilder roomDes, ChunkManager chunkManager, float x, float z, int size) { var centerCoordinate = GlobalVoxelCoordinate.FromVector3(new Vector3(x, VoxelConstants.ChunkSizeY - 1, z)); var accumulator = 0; var count = 0; for (var offsetX = -size; offsetX <= size; ++offsetX) { for (var offsetY = -size; offsetY <= size; ++offsetY) { var topVoxel = VoxelHelpers.FindFirstVoxelBelowIncludeWater( new VoxelHandle(chunkManager.ChunkData, centerCoordinate + new GlobalVoxelOffset(offsetX, 0, offsetY))); if (topVoxel.Coordinate.Y > 0) { accumulator += topVoxel.Coordinate.Y + 1; count += 1; } } } var averageHeight = (int)Math.Round(((float)accumulator / (float)count)); // Next, create the balloon port by deciding which voxels to fill. var balloonPortDesignations = new List <VoxelHandle>(); var treasuryDesignations = new List <VoxelHandle>(); for (int dx = -size; dx <= size; dx++) { for (int dz = -size; dz <= size; dz++) { Vector3 worldPos = new Vector3(centerCoordinate.X + dx, centerCoordinate.Y, centerCoordinate.Z + dz); var baseVoxel = VoxelHelpers.FindFirstVoxelBelow(new VoxelHandle( chunkManager.ChunkData, GlobalVoxelCoordinate.FromVector3(worldPos))); if (!baseVoxel.IsValid) { continue; } var h = baseVoxel.Coordinate.Y + 1; var localCoord = baseVoxel.Coordinate.GetLocalVoxelCoordinate(); for (int y = averageHeight; y < h; y++) { var v = new VoxelHandle(baseVoxel.Chunk, new LocalVoxelCoordinate((int)localCoord.X, y, (int)localCoord.Z)); v.RawSetType(VoxelLibrary.GetVoxelType(0)); 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 = h - 1; y < averageHeight; y++) { var v = new VoxelHandle(baseVoxel.Chunk, new LocalVoxelCoordinate((int)localCoord.X, y, (int)localCoord.Z)); v.RawSetType(VoxelLibrary.GetVoxelType("Scaffold")); v.QuickSetLiquid(LiquidType.None, 0); if (y == averageHeight - 1) { if (dz >= 0) { balloonPortDesignations.Add(v); } else { treasuryDesignations.Add(v); } } if (isSide) { var ladderPos = new Vector3(worldPos.X, y, worldPos.Z) + offset + Vector3.One * 0.5f; var ladderVox = new VoxelHandle(chunkManager.ChunkData, GlobalVoxelCoordinate.FromVector3(ladderPos)); if (ladderVox.IsValid && ladderVox.IsEmpty) { var ladder = EntityFactory.CreateEntity <Ladder>("Ladder", ladderPos); Master.Faction.OwnedObjects.Add(ladder); ladder.Tags.Add("Moveable"); ladder.Tags.Add("Deconstructable"); } } } } } // Actually create the BuildRoom. BalloonPort toBuild = new BalloonPort(PlayerFaction, balloonPortDesignations, this); BuildRoomOrder buildDes = new BuildRoomOrder(toBuild, roomDes.Faction, this); buildDes.Build(true); roomDes.DesignatedRooms.Add(toBuild); // Also add a treasury Treasury treasury = new Treasury(PlayerFaction, treasuryDesignations, this); treasury.OnBuilt(); roomDes.DesignatedRooms.Add(treasury); return(toBuild); }