Blockchange() публичный Метод

public Blockchange ( Player p, ushort x, ushort y, ushort z, byte type ) : void
p Player
x ushort
y ushort
z ushort
type byte
Результат void
Пример #1
0
        //
        void AddTree(Map Lvl, ushort x, ushort z, ushort y, Random Rand)
        {
            byte height = (byte)Rand.Next(4, 7);

            for (ushort zz = 0; zz < height; zz++)
            {
                if (Lvl.GetTile(x, (ushort)(z + zz), y) == Block.air)   //Not likly to trigger anyway
                {
                    Lvl.Blockchange(x, (ushort)(z + zz), y, Block.trunk);
                }
                else
                {
                    height = (byte)zz;
                }
            }

            short top = (short)(height - 3);

            for (short xx = (short)-top; xx <= top; ++xx)
            {
                for (short yy = (short)-top; yy <= top; ++yy)
                {
                    for (short zz = (short)-top; zz <= top; ++zz)
                    {
                        if (Lvl.GetTile((ushort)(x + xx), (ushort)(z + zz + height), (ushort)(y + yy)) == Block.air)   //Not likly to trigger anyway
                        {
                            //short Dist = (short)(Math.Abs(xx) + Math.Abs(yy) + Math.Abs(zz));
                            short Dist = (short)(Math.Sqrt(xx * xx + yy * yy + zz * zz));
                            if (Dist < top + 1)
                            {
                                if (Rand.Next((int)(Dist)) < 2)
                                {
                                    Lvl.Blockchange((ushort)(x + xx), (ushort)(z + zz + height), (ushort)(y + yy), Block.leaf);
                                }
                            }
                        }
                    }
                }
            }
        }
Пример #2
0
        public bool GenerateMap(Map Lvl, string type)
        {
            Logger.Log("Attemping to generate a map. Type: " + type);
            if (Inuse)
            {
                Logger.Log("Generator in use", LogType.Warning);
                return false;
            }

            Random rand = new System.Random();
            try
            {
                Inuse = true;
                terrain = new float[Lvl.width * Lvl.height];
                overlay = new float[Lvl.width * Lvl.height];

                if (!type.Equals("ocean"))
                { overlay2 = new float[Lvl.width * Lvl.height]; }

                //float dispAux, pd;
                ushort WaterLevel = (ushort)(Lvl.depth / 2 + 2);

                if (type.Equals("ocean"))
                {
                    WaterLevel = (ushort)(Lvl.depth * 0.85f);
                }

                //Generate the level
                GenerateFault(terrain, Lvl, type, rand);

                //APPLY FILTER to terrain
                FilterAverage(Lvl);

                //CREATE OVERLAY
                //GenerateFault(overlay, Lvl, "overlay", rand);
                Logger.Log("Creating overlay", LogType.Debug);
                GeneratePerlinNoise(overlay, Lvl, "", rand);

                if (!type.Equals("ocean"))
                {
                    Logger.Log("Planning trees", LogType.Debug);
                    GeneratePerlinNoise(overlay2, Lvl, "", rand);
                }

                Logger.Log("Converting height map", LogType.Debug);
                Logger.Log("And applying overlays", LogType.Debug);
                float RangeLow = 0.2f;
                float RangeHigh = 0.8f;
                float TreeDens = 0.35f;
                short TreeDist = 3;
                //changes the terrain range based on type, also tree threshold
                switch(type)
                {
                    case "island":
                        RangeLow = 0.4f;
                        RangeHigh = 0.75f;
                        break;
                    case "forest":
                        RangeLow = 0.45f;
                        RangeHigh = 0.8f;
                        TreeDens = 0.7f;
                        TreeDist = 2;
                        break;
                    case "mountains":
                        RangeLow = 0.3f;
                        RangeHigh = 0.9f;
                        TreeDist = 4;
                        break;
                    case "ocean":
                        RangeLow = 0.1f;
                        RangeHigh = 0.6f;
                        break;
                    default:
                        break;
                }

                //loops though evey X/Z coordinate
                for ( int bb = 0; bb < terrain.Length; bb++)
                {
                    ushort x = (ushort)(bb % Lvl.width);
                    ushort y = (ushort)(bb / Lvl.width);
                    ushort z;
                    if (type.Equals("island"))  //apply the edge dip
                    {
                        z = Evaluate(Lvl, Range(terrain[bb], RangeLow - NegateEdge(x, y, Lvl), RangeHigh - NegateEdge(x, y, Lvl)));
                    }
                    else
                    {
                        z = Evaluate(Lvl, Range(terrain[bb], RangeLow, RangeHigh));
                    }
                    if (z > WaterLevel)
                    {
                        for (ushort zz = 0; z - zz >= 0; zz++)
                        {
                            if (overlay[bb] < 0.72f)    //If not zoned for rocks or gravel
                            {
                                if (type.Equals("island"))      //increase sand height for island
                                {
                                    if (z > WaterLevel + 2)
                                    {
                                        if (zz == 0) { Lvl.Blockchange(x, (ushort)(z - zz), y, Block.grass); }      //top layer
                                        else if (zz < 3) { Lvl.Blockchange(x, (ushort)(z - zz), y, Block.dirt); }   //next few
                                        else { Lvl.Blockchange(x, (ushort)(z - zz), y, Block.rock); }               //ten rock it
                                    }
                                    else
                                    {
                                        Lvl.Blockchange(x, (ushort)(z - zz), y, Block.sand);                        //SAAAND extra for islands
                                    }
                                }
                                else
                                {
                                    if (zz == 0) { Lvl.Blockchange(x, (ushort)(z - zz), y, Block.grass); }
                                    else if (zz < 3) { Lvl.Blockchange(x, (ushort)(z - zz), y, Block.dirt); }
                                    else { Lvl.Blockchange(x, (ushort)(z - zz), y, Block.rock); }
                                }
                            }
                            else
                            {
                                Lvl.Blockchange(x, (ushort)(z - zz), y, Block.rock);    //zoned for above sea level rock floor
                            }
                        }

                        if (overlay[bb] < 0.25f)    //Zoned for flowers
                        {
                            int temprand = rand.Next(12);

                            switch (temprand)
                            {
                                case 10:
                                    Lvl.Blockchange(x, (ushort)(z + 1), y, Block.redflower);
                                    break;
                                case 11:
                                    Lvl.Blockchange(x, (ushort)(z + 1), y, Block.yellowflower);
                                    break;
                                default:
                                    break;
                            }
                        }

                        if (!type.Equals("ocean"))  //Oceans dont have trees
                        {
                            if (overlay[bb] < 0.65f && overlay2[bb] < TreeDens) //If not a rock zoned area and is zoned for possible trees
                            {
                                if (Lvl.GetTile(x, (ushort)(z + 1), y) == Block.air)    //No flowers here right?
                                {
                                    if (Lvl.GetTile(x, z, y) == Block.grass)    //Im not on sand am I either?
                                    {
                                        if (rand.Next(13) == 0)
                                        {
                                            if (!TreeCheck(Lvl, x, z, y, TreeDist))       //Am I too close to other trees?
                                            { AddTree(Lvl, x, (ushort)(z + 1), y, rand); }
                                        }
                                    }
                                }
                            }
                        }

                    }
                    else    //Must be on/under the water line then
                    {
                        for (ushort zz = 0; WaterLevel - zz >= 0; zz++)
                        {
                            if (WaterLevel - zz > z)
                            {Lvl.Blockchange(x, (ushort)(WaterLevel - zz), y, Block.water);}    //better fill the water aboce me
                            else if (WaterLevel - zz > z-3)
                            {
                                if (overlay[bb] < 0.75f)
                                {
                                    Lvl.Blockchange(x, (ushort)(WaterLevel - zz), y, Block.sand);   //sand top
                                }
                                else
                                {
                                    Lvl.Blockchange(x, (ushort)(WaterLevel - zz), y, Block.gravel);  //zoned for gravel
                                }
                            }
                            else
                            {Lvl.Blockchange(x, (ushort)(WaterLevel - zz), y, Block.rock);}
                        }
                    }
                }

            }
            catch
            {
                Logger.Log("Map Generator Failed", LogType.Error);
                Inuse = false;
                return false;
            }

            terrain = new float[0]; //Derp
            overlay = new float[0]; //Derp
            overlay2 = new float[0]; //Derp

            Inuse = false;

            return true;
        }
Пример #3
0
        //
        void AddTree(Map Lvl, ushort x, ushort z, ushort y, Random Rand)
        {
            byte height = (byte)Rand.Next(4, 7);
            for (ushort zz = 0; zz < height; zz++)
            {
                if (Lvl.GetTile(x, (ushort)(z + zz), y) == Block.air)   //Not likly to trigger anyway
                {
                    Lvl.Blockchange(x, (ushort)(z + zz), y, Block.trunk);
                }
                else
                {
                    height = (byte)zz;
                }
            }

            short top = (short)(height - 3);

            for (short xx = (short)-top; xx <= top; ++xx)
            {
                for (short yy = (short)-top; yy <= top; ++yy)
                {
                    for (short zz = (short)-top; zz <= top; ++zz)
                    {
                        if (Lvl.GetTile((ushort)(x + xx), (ushort)(z + zz + height), (ushort)(y + yy)) == Block.air)   //Not likly to trigger anyway
                        {
                            //short Dist = (short)(Math.Abs(xx) + Math.Abs(yy) + Math.Abs(zz));
                            short Dist = (short)(Math.Sqrt(xx * xx + yy * yy + zz * zz));
                            if (Dist < top + 1)
                            {
                                if (Rand.Next((int)(Dist)) < 2)
                                {
                                    Lvl.Blockchange((ushort)(x + xx), (ushort)(z + zz + height), (ushort)(y + yy), Block.leaf);
                                }
                            }
                        }
                    }
                }
            }
        }
Пример #4
0
        public bool GenerateMap(Map Lvl, string type)
        {
            Logger.Log("Attemping to generate a map. Type: " + type);
            if (Inuse)
            {
                Logger.Log("Generator in use", LogType.Warning);
                return(false);
            }

            Random rand = new System.Random();

            try
            {
                Inuse   = true;
                terrain = new float[Lvl.width * Lvl.height];
                overlay = new float[Lvl.width * Lvl.height];

                if (!type.Equals("ocean"))
                {
                    overlay2 = new float[Lvl.width * Lvl.height];
                }

                //float dispAux, pd;
                ushort WaterLevel = (ushort)(Lvl.depth / 2 + 2);

                if (type.Equals("ocean"))
                {
                    WaterLevel = (ushort)(Lvl.depth * 0.85f);
                }

                //Generate the level
                GenerateFault(terrain, Lvl, type, rand);

                //APPLY FILTER to terrain
                FilterAverage(Lvl);

                //CREATE OVERLAY
                //GenerateFault(overlay, Lvl, "overlay", rand);
                Logger.Log("Creating overlay", LogType.Debug);
                GeneratePerlinNoise(overlay, Lvl, "", rand);

                if (!type.Equals("ocean"))
                {
                    Logger.Log("Planning trees", LogType.Debug);
                    GeneratePerlinNoise(overlay2, Lvl, "", rand);
                }

                Logger.Log("Converting height map", LogType.Debug);
                Logger.Log("And applying overlays", LogType.Debug);
                float RangeLow  = 0.2f;
                float RangeHigh = 0.8f;
                float TreeDens  = 0.35f;
                short TreeDist  = 3;
                //changes the terrain range based on type, also tree threshold
                switch (type)
                {
                case "island":
                    RangeLow  = 0.4f;
                    RangeHigh = 0.75f;
                    break;

                case "forest":
                    RangeLow  = 0.45f;
                    RangeHigh = 0.8f;
                    TreeDens  = 0.7f;
                    TreeDist  = 2;
                    break;

                case "mountains":
                    RangeLow  = 0.3f;
                    RangeHigh = 0.9f;
                    TreeDist  = 4;
                    break;

                case "ocean":
                    RangeLow  = 0.1f;
                    RangeHigh = 0.6f;
                    break;

                default:
                    break;
                }

                //loops though evey X/Z coordinate
                for (int bb = 0; bb < terrain.Length; bb++)
                {
                    ushort x = (ushort)(bb % Lvl.width);
                    ushort y = (ushort)(bb / Lvl.width);
                    ushort z;
                    if (type.Equals("island"))  //apply the edge dip
                    {
                        z = Evaluate(Lvl, Range(terrain[bb], RangeLow - NegateEdge(x, y, Lvl), RangeHigh - NegateEdge(x, y, Lvl)));
                    }
                    else
                    {
                        z = Evaluate(Lvl, Range(terrain[bb], RangeLow, RangeHigh));
                    }
                    if (z > WaterLevel)
                    {
                        for (ushort zz = 0; z - zz >= 0; zz++)
                        {
                            if (overlay[bb] < 0.72f)       //If not zoned for rocks or gravel
                            {
                                if (type.Equals("island")) //increase sand height for island
                                {
                                    if (z > WaterLevel + 2)
                                    {
                                        if (zz == 0)
                                        {
                                            Lvl.Blockchange(x, (ushort)(z - zz), y, Block.grass);
                                        }                                                                           //top layer
                                        else if (zz < 3)
                                        {
                                            Lvl.Blockchange(x, (ushort)(z - zz), y, Block.dirt);
                                        }                                                                           //next few
                                        else
                                        {
                                            Lvl.Blockchange(x, (ushort)(z - zz), y, Block.rock);
                                        }                                                                           //ten rock it
                                    }
                                    else
                                    {
                                        Lvl.Blockchange(x, (ushort)(z - zz), y, Block.sand);                        //SAAAND extra for islands
                                    }
                                }
                                else
                                {
                                    if (zz == 0)
                                    {
                                        Lvl.Blockchange(x, (ushort)(z - zz), y, Block.grass);
                                    }
                                    else if (zz < 3)
                                    {
                                        Lvl.Blockchange(x, (ushort)(z - zz), y, Block.dirt);
                                    }
                                    else
                                    {
                                        Lvl.Blockchange(x, (ushort)(z - zz), y, Block.rock);
                                    }
                                }
                            }
                            else
                            {
                                Lvl.Blockchange(x, (ushort)(z - zz), y, Block.rock);    //zoned for above sea level rock floor
                            }
                        }

                        if (overlay[bb] < 0.25f)    //Zoned for flowers
                        {
                            int temprand = rand.Next(12);

                            switch (temprand)
                            {
                            case 10:
                                Lvl.Blockchange(x, (ushort)(z + 1), y, Block.redflower);
                                break;

                            case 11:
                                Lvl.Blockchange(x, (ushort)(z + 1), y, Block.yellowflower);
                                break;

                            default:
                                break;
                            }
                        }

                        if (!type.Equals("ocean"))                                   //Oceans dont have trees
                        {
                            if (overlay[bb] < 0.65f && overlay2[bb] < TreeDens)      //If not a rock zoned area and is zoned for possible trees
                            {
                                if (Lvl.GetTile(x, (ushort)(z + 1), y) == Block.air) //No flowers here right?
                                {
                                    if (Lvl.GetTile(x, z, y) == Block.grass)         //Im not on sand am I either?
                                    {
                                        if (rand.Next(13) == 0)
                                        {
                                            if (!TreeCheck(Lvl, x, z, y, TreeDist))       //Am I too close to other trees?
                                            {
                                                AddTree(Lvl, x, (ushort)(z + 1), y, rand);
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                    else    //Must be on/under the water line then
                    {
                        for (ushort zz = 0; WaterLevel - zz >= 0; zz++)
                        {
                            if (WaterLevel - zz > z)
                            {
                                Lvl.Blockchange(x, (ushort)(WaterLevel - zz), y, Block.water);
                            }                                                                   //better fill the water aboce me
                            else if (WaterLevel - zz > z - 3)
                            {
                                if (overlay[bb] < 0.75f)
                                {
                                    Lvl.Blockchange(x, (ushort)(WaterLevel - zz), y, Block.sand);   //sand top
                                }
                                else
                                {
                                    Lvl.Blockchange(x, (ushort)(WaterLevel - zz), y, Block.gravel);  //zoned for gravel
                                }
                            }
                            else
                            {
                                Lvl.Blockchange(x, (ushort)(WaterLevel - zz), y, Block.rock);
                            }
                        }
                    }
                }
            }
            catch
            {
                Logger.Log("Map Generator Failed", LogType.Error);
                Inuse = false;
                return(false);
            }

            terrain  = new float[0]; //Derp
            overlay  = new float[0]; //Derp
            overlay2 = new float[0]; //Derp

            Inuse = false;

            return(true);
        }