Пример #1
0
        public override IEnumerable Regenerate()
        {
            IEnumerator enumerator = base.Regenerate().GetEnumerator();

            try
            {
                while (enumerator.MoveNext())
                {
                    object result = enumerator.Current;
                    yield return(result);
                }
            }
            finally
            {
                IDisposable disposable;
                if ((disposable = (enumerator as IDisposable)) != null)
                {
                    disposable.Dispose();
                }
            }
            Rand.PushState();
            Rand.Seed = Find.World.info.Seed;
            WorldGrid grid       = Find.WorldGrid;
            int       tilesCount = grid.TilesCount;

            for (int i = 0; i < tilesCount; i++)
            {
                Tile tile = grid[i];
                BiomeWorkerSpecial specialWorker = tile.biome.WorkerSpecial();
                if (specialWorker == null)
                {
                    continue;
                }
                WLTileGraphicData tileData = specialWorker.GetWLTileGraphicData(grid, i);
                if (tileData == null)
                {
                    continue;
                }
                // Draw mesh
                LayerSubMesh subMesh = GetSubMesh(tileData.material);
                if (tileData.drawAsQuad)
                {
                    Vector3 tileCenter = grid.GetTileCenter(i);
                    Vector3 drawPos    = (tileCenter + Rand.UnitVector3 * tileData.posOffset * grid.averageTileSize).normalized * tileCenter.magnitude;
                    WorldRendererUtility.PrintQuadTangentialToPlanetWithRodation(drawPos, tileCenter, tileData.sizeFactor * grid.averageTileSize, 0.005f, subMesh, tileData.rotVector);
                    RimWorld.Planet.WorldRendererUtility.PrintTextureAtlasUVs(tileData.atlasX, tileData.atlasZ, tileData.texturesInAtlasX, tileData.texturesInAtlasZ, subMesh);
                }
                else
                {
                    IntVec2 texturesInAtlas = new IntVec2(tileData.texturesInAtlasX, tileData.texturesInAtlasZ);
                    WorldRendererUtility.DrawTileTangentialToPlanetWithRodation(grid, subMesh, i, tileData.atlasX, tileData.atlasZ, texturesInAtlas, tileData.rotDir);
                }
            }
            Rand.PopState();
            FinalizeMesh(MeshParts.All);
            yield break;
        }
        public override void GenerateFresh(string seed)
        {
            // Get list of biomes and filter for only ones with special worker
            List<BiomeDef> biomes = DefDatabase<BiomeDef>.AllDefsListForReading;
            List<BiomeDef> specialBiomes = new List<BiomeDef>();
            for (int i = biomes.Count - 1; i >= 0; i--)
            {
                if (biomes[i].WorkerSpecial() != null)
                {
                    specialBiomes.Add(biomes[i]);
                    // Reset/init chance algorithm for world generation
                    biomes[i].WorkerSpecial().ResetChance();
                }
            }

            // Apply special biome workers to tiles
            WorldGrid grid = Find.WorldGrid;
            List<Tile> tiles = grid.tiles;
            int tilesCount = grid.TilesCount;
            for (int i = 0; i < tilesCount; i++)
            {
                // Skip this tile if it already contains a special biome
                if (specialBiomes.Contains(tiles[i].biome))
                {
                    continue;
                }
                // Check all special biome defs if this tiles biome should be converted into a new biome
                foreach (BiomeDef biome in specialBiomes)
                {
                    BiomeWorkerSpecial worker = biome.WorkerSpecial();
                    Tile currTile = tiles[i];
                    if (worker.PreRequirements(currTile) && worker.TryGenerateByChance())
                    {
                        // Update biome and biome data via mod extensions
                        currTile.biome = biome;
                        GenWorldGen.UpdateTileByBiomeModExts(currTile);
                        // Apply post generation effects (e.g. change more surrounding tiles)
                        worker.PostGeneration(i);
                    }
                }
            }

            // Change hilliness around caves to make them appear deeper in mountains
            for (int i = 0; i < tilesCount; i++)
            {
                Tile currTile = tiles[i];
                if (currTile.biome == BiomeDefOf.CaveOasis || currTile.biome == BiomeDefOf.TunnelworldCave)
                {
                    List<BiomeDef> excludeBiomes = new List<BiomeDef>(specialBiomes);
                    excludeBiomes.Add(RimWorld.BiomeDefOf.SeaIce);
                    excludeBiomes.Add(RimWorld.BiomeDefOf.Lake);
                    excludeBiomes.Add(RimWorld.BiomeDefOf.Ocean);
                    MakeImpassableHillsAroundTile(grid, i, excludeBiomes, 1);
                }
            }
        }