public static ThingDef RockDefAt(IntVec3 c) { ThingDef thingDef = null; float num = -999999f; for (int i = 0; i < RockNoises.rockNoises.Count; i++) { float value = RockNoises.rockNoises[i].noise.GetValue(c); if (value > num) { thingDef = RockNoises.rockNoises[i].rockDef; num = value; } } if (thingDef == null) { ZLogger.ErrorOnce("Did not get rock def to generate at " + c, true); thingDef = ThingDefOf.Sandstone; } return(thingDef); }
private void GenerateRiverLookupTexture(Map map, RiverMaker riverMaker) { int num = Mathf.CeilToInt((from rd in DefDatabase <RiverDef> .AllDefs select rd.widthOnMap / 2f + 8f).Max()); int num2 = Mathf.Max(4, num) * 2; Dictionary <int, GenStep_TerrainUpper.GRLT_Entry> dictionary = new Dictionary <int, GenStep_TerrainUpper.GRLT_Entry>(); Dictionary <int, GenStep_TerrainUpper.GRLT_Entry> dictionary2 = new Dictionary <int, GenStep_TerrainUpper.GRLT_Entry>(); Dictionary <int, GenStep_TerrainUpper.GRLT_Entry> dictionary3 = new Dictionary <int, GenStep_TerrainUpper.GRLT_Entry>(); for (int i = -num2; i < map.Size.z + num2; i++) { for (int j = -num2; j < map.Size.x + num2; j++) { IntVec3 intVec = new IntVec3(j, 0, i); Vector3 vector = riverMaker.WaterCoordinateAt(intVec); int entryId = Mathf.FloorToInt(vector.z / 4f); this.UpdateRiverAnchorEntry(dictionary, intVec, entryId, (vector.z + Mathf.Abs(vector.x)) / 4f); this.UpdateRiverAnchorEntry(dictionary2, intVec, entryId, (vector.z + Mathf.Abs(vector.x - (float)num)) / 4f); this.UpdateRiverAnchorEntry(dictionary3, intVec, entryId, (vector.z + Mathf.Abs(vector.x + (float)num)) / 4f); } } int num3 = Mathf.Max(new int[] { dictionary.Keys.Min(), dictionary2.Keys.Min(), dictionary3.Keys.Min() }); int num4 = Mathf.Min(new int[] { dictionary.Keys.Max(), dictionary2.Keys.Max(), dictionary3.Keys.Max() }); for (int k = num3; k < num4; k++) { WaterInfo waterInfo = map.waterInfo; if (dictionary2.ContainsKey(k) && dictionary2.ContainsKey(k + 1)) { List <Vector3> riverDebugData = waterInfo.riverDebugData; GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary2[k]; riverDebugData.Add(grlt_Entry.bestNode.ToVector3Shifted()); List <Vector3> riverDebugData2 = waterInfo.riverDebugData; grlt_Entry = dictionary2[k + 1]; riverDebugData2.Add(grlt_Entry.bestNode.ToVector3Shifted()); } if (dictionary.ContainsKey(k) && dictionary.ContainsKey(k + 1)) { List <Vector3> riverDebugData3 = waterInfo.riverDebugData; GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary[k]; riverDebugData3.Add(grlt_Entry.bestNode.ToVector3Shifted()); List <Vector3> riverDebugData4 = waterInfo.riverDebugData; grlt_Entry = dictionary[k + 1]; riverDebugData4.Add(grlt_Entry.bestNode.ToVector3Shifted()); } if (dictionary3.ContainsKey(k) && dictionary3.ContainsKey(k + 1)) { List <Vector3> riverDebugData5 = waterInfo.riverDebugData; GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary3[k]; riverDebugData5.Add(grlt_Entry.bestNode.ToVector3Shifted()); List <Vector3> riverDebugData6 = waterInfo.riverDebugData; grlt_Entry = dictionary3[k + 1]; riverDebugData6.Add(grlt_Entry.bestNode.ToVector3Shifted()); } if (dictionary2.ContainsKey(k) && dictionary.ContainsKey(k)) { List <Vector3> riverDebugData7 = waterInfo.riverDebugData; GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary2[k]; riverDebugData7.Add(grlt_Entry.bestNode.ToVector3Shifted()); List <Vector3> riverDebugData8 = waterInfo.riverDebugData; grlt_Entry = dictionary[k]; riverDebugData8.Add(grlt_Entry.bestNode.ToVector3Shifted()); } if (dictionary.ContainsKey(k) && dictionary3.ContainsKey(k)) { List <Vector3> riverDebugData9 = waterInfo.riverDebugData; GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary[k]; riverDebugData9.Add(grlt_Entry.bestNode.ToVector3Shifted()); List <Vector3> riverDebugData10 = waterInfo.riverDebugData; grlt_Entry = dictionary3[k]; riverDebugData10.Add(grlt_Entry.bestNode.ToVector3Shifted()); } } CellRect cellRect = new CellRect(-2, -2, map.Size.x + 4, map.Size.z + 4); float[] array = new float[cellRect.Area * 2]; int num5 = 0; for (int l = cellRect.minZ; l <= cellRect.maxZ; l++) { for (int m = cellRect.minX; m <= cellRect.maxX; m++) { IntVec3 a = new IntVec3(m, 0, l); bool flag = true; for (int n = 0; n < GenAdj.AdjacentCellsAndInside.Length; n++) { if (riverMaker.TerrainAt(a + GenAdj.AdjacentCellsAndInside[n], false) != null) { flag = false; break; } } if (!flag) { Vector2 p = a.ToIntVec2.ToVector2(); int num6 = int.MinValue; Vector2 zero = Vector2.zero; for (int num7 = num3; num7 < num4; num7++) { if (dictionary2.ContainsKey(num7) && dictionary2.ContainsKey(num7 + 1) && dictionary.ContainsKey(num7) && dictionary.ContainsKey(num7 + 1) && dictionary3.ContainsKey(num7) && dictionary3.ContainsKey(num7 + 1)) { GenStep_TerrainUpper.GRLT_Entry grlt_Entry = dictionary2[num7]; Vector2 p2 = grlt_Entry.bestNode.ToIntVec2.ToVector2(); grlt_Entry = dictionary2[num7 + 1]; Vector2 p3 = grlt_Entry.bestNode.ToIntVec2.ToVector2(); grlt_Entry = dictionary[num7]; Vector2 p4 = grlt_Entry.bestNode.ToIntVec2.ToVector2(); grlt_Entry = dictionary[num7 + 1]; Vector2 p5 = grlt_Entry.bestNode.ToIntVec2.ToVector2(); grlt_Entry = dictionary3[num7]; Vector2 p6 = grlt_Entry.bestNode.ToIntVec2.ToVector2(); grlt_Entry = dictionary3[num7 + 1]; Vector2 p7 = grlt_Entry.bestNode.ToIntVec2.ToVector2(); Vector2 vector2 = GenGeo.InverseQuadBilinear(p, p4, p2, p5, p3); if (vector2.x >= -0.0001f && vector2.x <= 1.0001f && vector2.y >= -0.0001f && vector2.y <= 1.0001f) { zero = new Vector2(-vector2.x * (float)num, (vector2.y + (float)num7) * 4f); num6 = num7; break; } Vector2 vector3 = GenGeo.InverseQuadBilinear(p, p4, p6, p5, p7); if (vector3.x >= -0.0001f && vector3.x <= 1.0001f && vector3.y >= -0.0001f && vector3.y <= 1.0001f) { zero = new Vector2(vector3.x * (float)num, (vector3.y + (float)num7) * 4f); num6 = num7; break; } } } if (num6 == -2147483648) { ZLogger.ErrorOnce("Failed to find all necessary river flow data", true); } array[num5] = zero.x; array[num5 + 1] = zero.y; } num5 += 2; } } float[] array2 = new float[cellRect.Area * 2]; float[] array3 = new float[] { 0.123317f, 0.123317f, 0.123317f, 0.123317f, 0.077847f, 0.077847f, 0.077847f, 0.077847f, 0.195346f }; int num8 = 0; for (int num9 = cellRect.minZ; num9 <= cellRect.maxZ; num9++) { for (int num10 = cellRect.minX; num10 <= cellRect.maxX; num10++) { IntVec3 a2 = new IntVec3(num10, 0, num9); float num11 = 0f; float num12 = 0f; float num13 = 0f; for (int num14 = 0; num14 < GenAdj.AdjacentCellsAndInside.Length; num14++) { IntVec3 c = a2 + GenAdj.AdjacentCellsAndInside[num14]; if (cellRect.Contains(c)) { int num15 = num8 + (GenAdj.AdjacentCellsAndInside[num14].x + GenAdj.AdjacentCellsAndInside[num14].z * cellRect.Width) * 2; if (array[num15] != 0f || array[num15 + 1] != 0f) { num11 += array[num15] * array3[num14]; num12 += array[num15 + 1] * array3[num14]; num13 += array3[num14]; } } } if (num13 > 0f) { array2[num8] = num11 / num13; array2[num8 + 1] = num12 / num13; } num8 += 2; } } array = array2; for (int num16 = 0; num16 < array.Length; num16 += 2) { if (array[num16] != 0f || array[num16 + 1] != 0f) { Vector2 vector4 = Rand.InsideUnitCircle * 0.4f; array[num16] += vector4.x; array[num16 + 1] += vector4.y; } } byte[] array4 = new byte[array.Length * 4]; Buffer.BlockCopy(array, 0, array4, 0, array.Length * 4); map.waterInfo.riverOffsetMap = array4; map.waterInfo.GenerateRiverFlowMap(); }