public void OldBuild(World world, BlockPos chunkPos, BlockPos pos, OldTerrainGen gen) { int leaves = gen.GetNoise(pos.x, 0, pos.z, 1f, 2, 1) + 1; pos = pos.Add(chunkPos); for (int x = -leaves; x <= leaves; x++) { for (int y = 3; y <= 6; y++) { for (int z = -leaves; z <= leaves; z++) { if (Chunk.InRange(pos.x + x - chunkPos.x) && Chunk.InRange(pos.z + z - chunkPos.z)) { Block block = "leaves"; block.modified = false; world.SetBlock(pos.Add(x, y, z), block, false); } } } } for (int y = 0; y <= 5; y++) { if (y < Config.Env.WorldMaxY) { Block block = "log"; block.modified = false; world.SetBlock(pos.Add(0, y, 0), block, false); } } }
void LoadChunkColumnInner(BlockPos columnPosition) { Chunk chunk; if (Config.Toggle.UseMultiThreading) { for (int y = Config.Env.WorldMaxY; y >= Config.Env.WorldMinY; y -= Config.Env.ChunkSize) { for (int x = -Config.Env.ChunkSize; x <= Config.Env.ChunkSize; x += Config.Env.ChunkSize) { for (int z = -Config.Env.ChunkSize; z <= Config.Env.ChunkSize; z += Config.Env.ChunkSize) { chunk = world.GetChunk(columnPosition.Add(x, y, z)); while (!chunk.terrainGenerated) { Thread.Sleep(0); } } } } } //Render chunk for (int y = Config.Env.WorldMaxY; y >= Config.Env.WorldMinY; y -= Config.Env.ChunkSize) { chunk = world.GetChunk(columnPosition.Add(0, y, 0)); if (Config.Toggle.LightSceneOnStart) { BlockLight.FloodLightChunkColumn(world, chunk); } chunk.UpdateChunk(); } }
public override void OnGroundIdle(EntityItem entityItem) { if (entityItem.World.Side == EnumAppSide.Client || !entityItem.CollidedVertically) { return; } IBlockAccessor bA = entityItem.World.BlockAccessor; BlockPos pos = entityItem.LocalPos.AsBlockPos; if (TryPlace(bA, pos, entityItem)) { return; } around.Shuffle(entityItem.World.Rand); foreach (BlockPos ipos in around) { BlockPos tpos = pos.Add(ipos); if (TryPlace(bA, tpos, entityItem)) { return; } } }
//On random update spread grass to any nearby dirt blocks on the surface public override void RandomUpdate(Chunk chunk, BlockPos pos, Block block) { for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { for (int z = -1; z <= 1; z++) { if (chunk.GetBlock(pos.Add(x, y, z) - chunk.pos) == dirt && chunk.GetBlock(pos.Add(x, y + 1, z) - chunk.pos) == air) { chunk.SetBlock(pos.Add(x, y, z) - chunk.pos, "grass", false); chunk.SetFlag(Chunk.Flag.updateSoon, true); } } } } }
public static void Build(Chunk chunk, BlockPos pos, TerrainGen terrainGen) { int leaves = terrainGen.GetNoise(pos.x + chunk.pos.x, 0, pos.z + chunk.pos.z, 1f, 2, 1) +1; for (int x = -leaves; x <= leaves; x++) { for (int y = 3; y <= 6; y++) { for (int z = -leaves; z <= leaves; z++) { TerrainGen.SetBlock(chunk, "leaves", pos.Add(x,y,z), true); } } } for (int y = 0; y <= 5; y++) { TerrainGen.SetBlock(chunk, "log", pos.Add(0, y, 0), true); } }
public static bool IsWalkable(World world, BlockPos pos) { if(!world.GetBlock(pos).controller.IsSolid(Direction.up)) return false; for(int y = 1; y< characterHeight+1; y++){ if (world.GetBlock(pos.Add(0,y,0)).GetType() != typeof(BlockAir)) return false; } return true; }
public override void AddBlockData(Chunk chunk, BlockPos pos, MeshData meshData, Block block) { //Debug.Log("AddBlockData"); //Debug.Log(chunk.gameObject.name + " AddBlockData"); if (!chunk.GetBlock(pos.Add(0, 1, 0)).Controller.IsBlockSolid(Direction.Down) && (IsSolid || !SolidTowardsSameType || chunk.GetBlock(pos.Add(0, 1, 0)) != block)) { BuildFace(chunk, pos, meshData, Direction.Up, block); } if (!chunk.GetBlock(pos.Add(0, -1, 0)).Controller.IsBlockSolid(Direction.Up) && (IsSolid || !SolidTowardsSameType || chunk.GetBlock(pos.Add(0, -1, 0)) != block)) { BuildFace(chunk, pos, meshData, Direction.Down, block); } if (!chunk.GetBlock(pos.Add(0, 0, 1)).Controller.IsBlockSolid(Direction.South) && (IsSolid || !SolidTowardsSameType || chunk.GetBlock(pos.Add(0, 0, 1)) != block)) { BuildFace(chunk, pos, meshData, Direction.North, block); } if (!chunk.GetBlock(pos.Add(0, 0, -1)).Controller.IsBlockSolid(Direction.North) && (IsSolid || !SolidTowardsSameType || chunk.GetBlock(pos.Add(0, 0, -1)) != block)) { BuildFace(chunk, pos, meshData, Direction.South, block); } if (!chunk.GetBlock(pos.Add(1, 0, 0)).Controller.IsBlockSolid(Direction.West) && (IsSolid || !SolidTowardsSameType || chunk.GetBlock(pos.Add(1, 0, 0)) != block)) { BuildFace(chunk, pos, meshData, Direction.East, block); } if (!chunk.GetBlock(pos.Add(-1, 0, 0)).Controller.IsBlockSolid(Direction.East) && (IsSolid || !SolidTowardsSameType || chunk.GetBlock(pos.Add(-1, 0, 0)) != block)) { BuildFace(chunk, pos, meshData, Direction.West, block); } }
public bool IsWalkable(World world, BlockPos pos) { Block block = world.GetBlock(pos); if (!block.controller.CanBeWalkedOn(block)) return false; for (int y = 1; y < entityHeight + 1; y++) { block = world.GetBlock(pos.Add(0, y, 0)); if (!block.controller.CanBeWalkedThrough(block)) { return false; } } return true; }
public static bool IsWalkable(World world, BlockPos pos) { if (!world.GetBlock(pos).controller.IsSolid(Direction.up)) { return(false); } for (int y = 1; y < characterHeight + 1; y++) { if (world.GetBlock(pos.Add(0, y, 0)).GetType() != typeof(BlockAir)) { return(false); } } return(true); }
/// <summary> /// Updates any chunks neighboring a block position /// </summary> /// <param name="pos">position of change</param> public void UpdateAdjacentChunks(BlockPos pos) { BlockPos localPos = pos - pos.ContainingChunkCoordinates(); //Checks to see if the block position is on the border of the chunk //and if so update the chunk it's touching UpdateIfEqual(localPos.x, 0, pos.Add(-1, 0, 0)); UpdateIfEqual(localPos.x, Config.Env.ChunkSize - 1, pos.Add(1, 0, 0)); UpdateIfEqual(localPos.y, 0, pos.Add(0, -1, 0)); UpdateIfEqual(localPos.y, Config.Env.ChunkSize - 1, pos.Add(0, 1, 0)); UpdateIfEqual(localPos.z, 0, pos.Add(0, 0, -1)); UpdateIfEqual(localPos.z, Config.Env.ChunkSize - 1, pos.Add(0, 0, 1)); }
public static void SpillLight(World world, BlockPos pos, byte light, List <BlockPos> chunksToUpdate, Chunk chunk = null) { bool stayWithinChunk = true; if (chunk == null) { chunk = world.GetChunk(pos); stayWithinChunk = false; } BlockPos localPos = pos.Subtract(chunk.pos); if (!Chunk.InRange(localPos)) { return; } Block block = chunk.GetBlock(localPos); if (!block.controller.IsTransparent()) { return; } if (block.data1 >= light) { return; } if (!chunksToUpdate.Contains(chunk.pos)) { chunksToUpdate.Add(chunk.pos); } block.data1 = light; chunk.SetBlock(localPos, block, false); if (block.data1 > lightReduceBy) { block.data1 -= lightReduceBy; CallSpillLight(world, chunk, pos.Add(1, 0, 0), block.data1, chunksToUpdate, stayWithinChunk); CallSpillLight(world, chunk, pos.Add(0, 1, 0), block.data1, chunksToUpdate, stayWithinChunk); CallSpillLight(world, chunk, pos.Add(0, 0, 1), block.data1, chunksToUpdate, stayWithinChunk); CallSpillLight(world, chunk, pos.Add(-1, 0, 0), block.data1, chunksToUpdate, stayWithinChunk); CallSpillLight(world, chunk, pos.Add(0, -1, 0), block.data1, chunksToUpdate, stayWithinChunk); CallSpillLight(world, chunk, pos.Add(0, 0, -1), block.data1, chunksToUpdate, stayWithinChunk); } return; }
public override bool TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, ref EnumHandling handling, ref string failureCode) { handling = EnumHandling.PreventDefault; BlockPos placePos = blockSel.Position.Copy(); Block placeOn = world.BlockAccessor.GetBlock(placePos.Add(blockSel.Face.Opposite)); // Prefer selected block face if (blockSel.Face.IsHorizontal && placeOn.Code.BeginsWith("game", "log-resin")) { foreach (BlockFacing face in BlockFacing.HORIZONTALS) { BlockPos testPos = placePos.AddCopy(face); if (IsResinVesel(world.BlockAccessor.GetBlock(testPos))) { /* * List<BlockPos> tmpList = new List<BlockPos>(); * tmpList.Add(testPos); * world.HighlightBlocks(byPlayer, 2, tmpList); */ return(false); } } Block orientedBlock = world.BlockAccessor.GetBlock(block.CodeWithParts(blockSel.Face.Code)); orientedBlock.DoPlaceBlock(world, byPlayer, blockSel, itemstack); //block.DoPlaceBlock(world, byPlayer, blockSel, itemstack); return(true); } return(false); }
public void GenerateTerrainForChunkColumn(BlockPos pos) { if (Config.Toggle.UseOldTerrainGen) { if (oldTerrainGen == null) oldTerrainGen = new OldTerrainGen(noiseGen); for (int y = Config.Env.WorldMinY; y < Config.Env.WorldMaxY; y += Config.Env.ChunkSize) { Chunk chunk = world.GetChunk(pos.Add(0, y, 0)); if(chunk != null) oldTerrainGen.ChunkGen(chunk); for (int x = 0; x < Config.Env.ChunkSize; x++) { for (int z = 0; z < Config.Env.ChunkSize; z++) { } } } } else { for (int x = pos.x; x < pos.x + Config.Env.ChunkSize; x++) { for (int z = pos.z; z < pos.z + Config.Env.ChunkSize; z++) { GenerateTerrainForBlockColumn(x, z); } } GenerateStructuresForChunk(pos); } }
public override void AddBlockData(Chunk chunk, BlockPos pos, MeshData meshData, Block block) { if ((isSolid || !solidTowardsSameType || chunk.GetBlock(pos.Add(0, 1, 0)) != block)) BuildFace(chunk, pos, meshData, Direction.up, block); if ((isSolid || !solidTowardsSameType || chunk.GetBlock(pos.Add(0, -1, 0)) != block)) BuildFace(chunk, pos, meshData, Direction.down, block); if ((isSolid || !solidTowardsSameType || chunk.GetBlock(pos.Add(0, 0, 1)) != block)) BuildFace(chunk, pos, meshData, Direction.north, block); if ((isSolid || !solidTowardsSameType || chunk.GetBlock(pos.Add(0, 0, -1)) != block)) BuildFace(chunk, pos, meshData, Direction.south, block); if ((isSolid || !solidTowardsSameType || chunk.GetBlock(pos.Add(1, 0, 0)) != block)) BuildFace(chunk, pos, meshData, Direction.east, block); if ((isSolid || !solidTowardsSameType || chunk.GetBlock(pos.Add(-1, 0, 0)) != block)) BuildFace(chunk, pos, meshData, Direction.west, block); }
public static BlockPos RelativePos(BlockPos pos, int h, int v, Direction forwards) { switch (forwards) { case Direction.up: return pos.Add(v, 0, h); case Direction.down: return pos.Add(v, 0, -h); case Direction.north: return pos.Add(h, v, 0); case Direction.south: return pos.Add(-h, v, 0); case Direction.east: return pos.Add(0, v, -h); case Direction.west: return pos.Add(0, v, h); default: return pos; } }
public override void AddBlockData(Chunk chunk, BlockPos pos, MeshData meshData, Block block) { if (!chunk.GetBlock(pos.Add(0, 1, 0)).controller.IsSolid(BlockDirection.down)) BuildFace(chunk, pos, meshData, BlockDirection.up, block); if (!chunk.GetBlock(pos.Add(0, -1, 0)).controller.IsSolid(BlockDirection.up)) BuildFace(chunk, pos, meshData, BlockDirection.down, block); if (!chunk.GetBlock(pos.Add(0, 0, 1)).controller.IsSolid(BlockDirection.south)) BuildFace(chunk, pos, meshData, BlockDirection.north, block); if (!chunk.GetBlock(pos.Add(0, 0, -1)).controller.IsSolid(BlockDirection.north)) BuildFace(chunk, pos, meshData, BlockDirection.south, block); if (!chunk.GetBlock(pos.Add(1, 0, 0)).controller.IsSolid(BlockDirection.west)) BuildFace(chunk, pos, meshData, BlockDirection.east, block); if (!chunk.GetBlock(pos.Add(-1, 0, 0)).controller.IsSolid(BlockDirection.east)) BuildFace(chunk, pos, meshData, BlockDirection.west, block); }
public static void BuildColors(Chunk chunk, BlockPos pos, MeshData meshData, Direction direction) { bool nSolid = false; bool eSolid = false; bool sSolid = false; bool wSolid = false; bool wnSolid = false; bool neSolid = false; bool esSolid = false; bool swSolid = false; float light = 0; switch (direction) { case Direction.up: nSolid = chunk.GetBlock(pos.Add(0, 1, 1)).controller.IsSolid(Direction.south); eSolid = chunk.GetBlock(pos.Add(1, 1, 0)).controller.IsSolid(Direction.west); sSolid = chunk.GetBlock(pos.Add(0, 1, -1)).controller.IsSolid(Direction.north); wSolid = chunk.GetBlock(pos.Add(-1, 1, 0)).controller.IsSolid(Direction.east); wnSolid = chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.south); neSolid = chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.west); esSolid = chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.north); swSolid = chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.east); light = chunk.GetBlock(pos.Add(0, 1, 0)).data1 / 255f; break; case Direction.down: nSolid = chunk.GetBlock(pos.Add(0, -1, -1)).controller.IsSolid(Direction.south); eSolid = chunk.GetBlock(pos.Add(1, -1, 0)).controller.IsSolid(Direction.west); sSolid = chunk.GetBlock(pos.Add(0, -1, 1)).controller.IsSolid(Direction.north); wSolid = chunk.GetBlock(pos.Add(-1, -1, 0)).controller.IsSolid(Direction.east); wnSolid = chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.south); neSolid = chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.west); esSolid = chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.north); swSolid = chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.east); light = chunk.GetBlock(pos.Add(0, -1, 0)).data1 / 255f; break; case Direction.north: nSolid = chunk.GetBlock(pos.Add(1, 0, 1)).controller.IsSolid(Direction.west); eSolid = chunk.GetBlock(pos.Add(0, 1, 1)).controller.IsSolid(Direction.down); sSolid = chunk.GetBlock(pos.Add(-1, 0, 1)).controller.IsSolid(Direction.east); wSolid = chunk.GetBlock(pos.Add(0, -1, 1)).controller.IsSolid(Direction.up); esSolid = chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.south); neSolid = chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.west); wnSolid = chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.north); swSolid = chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.east); light = chunk.GetBlock(pos.Add(0, 0, 1)).data1 / 255f; break; case Direction.east: nSolid = chunk.GetBlock(pos.Add(1, 0, -1)).controller.IsSolid(Direction.up); eSolid = chunk.GetBlock(pos.Add(1, 1, 0)).controller.IsSolid(Direction.west); sSolid = chunk.GetBlock(pos.Add(1, 0, 1)).controller.IsSolid(Direction.down); wSolid = chunk.GetBlock(pos.Add(1, -1, 0)).controller.IsSolid(Direction.east); esSolid = chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.north); neSolid = chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.west); wnSolid = chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.north); swSolid = chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.east); light = chunk.GetBlock(pos.Add(1, 0, 0)).data1 / 255f; break; case Direction.south: nSolid = chunk.GetBlock(pos.Add(-1, 0, -1)).controller.IsSolid(Direction.down); eSolid = chunk.GetBlock(pos.Add(0, 1, -1)).controller.IsSolid(Direction.west); sSolid = chunk.GetBlock(pos.Add(1, 0, -1)).controller.IsSolid(Direction.up); wSolid = chunk.GetBlock(pos.Add(0, -1, -1)).controller.IsSolid(Direction.south); esSolid = chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.north); neSolid = chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.west); wnSolid = chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.north); swSolid = chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.east); light = chunk.GetBlock(pos.Add(0, 0, -1)).data1 / 255f; break; case Direction.west: nSolid = chunk.GetBlock(pos.Add(-1, 0, 1)).controller.IsSolid(Direction.up); eSolid = chunk.GetBlock(pos.Add(-1, 1, 0)).controller.IsSolid(Direction.west); sSolid = chunk.GetBlock(pos.Add(-1, 0, -1)).controller.IsSolid(Direction.down); wSolid = chunk.GetBlock(pos.Add(-1, -1, 0)).controller.IsSolid(Direction.east); esSolid = chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.north); neSolid = chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.west); wnSolid = chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.north); swSolid = chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.east); light = chunk.GetBlock(pos.Add(-1, 0, 0)).data1 / 255f; break; default: Debug.LogError("Direction not recognized"); break; } AddColors(meshData, wnSolid, nSolid, neSolid, eSolid, esSolid, sSolid, swSolid, wSolid, light); }
static void MakeFenceColors(Chunk chunk, BlockPos pos, MeshData meshData, Direction direction,Vector3 MeshSize, Direction[] Dir) { bool nSolid = false; bool eSolid = false; bool sSolid = false; bool wSolid = false; bool wnSolid = false; bool neSolid = false; bool esSolid = false; bool swSolid = false; float light = 0; foreach (Direction localDir in Dir) { Vector3 vPos = new Vector3(); if (localDir == Direction.north) { vPos = new Vector3(pos.x, pos.y, pos.z + MeshSize.z); } else if (localDir == Direction.east) { vPos = new Vector3(pos.x + MeshSize.x, pos.y, pos.z); } else if (localDir == Direction.west) { vPos = new Vector3(pos.x - MeshSize.x, pos.y, pos.z); } else if (localDir == Direction.south) { vPos = new Vector3(pos.x, pos.y, pos.z - MeshSize.z); } else if (localDir == Direction.up) { vPos = new Vector3(pos.x, pos.y + MeshSize.y, pos.z); } else if (localDir == Direction.down) { vPos = new Vector3(pos.x, pos.y - MeshSize.y, pos.z); } pos = vPos; switch (direction) { case Direction.up: nSolid = chunk.GetBlock(pos.Add(0, 1, 1)).controller.IsSolid(Direction.south); eSolid = chunk.GetBlock(pos.Add(1, 1, 0)).controller.IsSolid(Direction.west); sSolid = chunk.GetBlock(pos.Add(0, 1, -1)).controller.IsSolid(Direction.north); wSolid = chunk.GetBlock(pos.Add(-1, 1, 0)).controller.IsSolid(Direction.east); wnSolid = chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.south); neSolid = chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.west); esSolid = chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.north); swSolid = chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.east); light = chunk.GetBlock(pos.Add(0, 1, 0)).data1 / 255f; break; case Direction.down: nSolid = chunk.GetBlock(pos.Add(0, -1, -1)).controller.IsSolid(Direction.south); eSolid = chunk.GetBlock(pos.Add(1, -1, 0)).controller.IsSolid(Direction.west); sSolid = chunk.GetBlock(pos.Add(0, -1, 1)).controller.IsSolid(Direction.north); wSolid = chunk.GetBlock(pos.Add(-1, -1, 0)).controller.IsSolid(Direction.east); wnSolid = chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.south); neSolid = chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.west); esSolid = chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.north); swSolid = chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.east); light = chunk.GetBlock(pos.Add(0, -1, 0)).data1 / 255f; break; case Direction.north: nSolid = chunk.GetBlock(pos.Add(1, 0, 1)).controller.IsSolid(Direction.west); eSolid = chunk.GetBlock(pos.Add(0, 1, 1)).controller.IsSolid(Direction.down); sSolid = chunk.GetBlock(pos.Add(-1, 0, 1)).controller.IsSolid(Direction.east); wSolid = chunk.GetBlock(pos.Add(0, -1, 1)).controller.IsSolid(Direction.up); esSolid = chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.south); neSolid = chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.west); wnSolid = chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.north); swSolid = chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.east); light = chunk.GetBlock(pos.Add(0, 0, 1)).data1 / 255f; break; case Direction.east: nSolid = chunk.GetBlock(pos.Add(1, 0, -1)).controller.IsSolid(Direction.up); eSolid = chunk.GetBlock(pos.Add(1, 1, 0)).controller.IsSolid(Direction.west); sSolid = chunk.GetBlock(pos.Add(1, 0, 1)).controller.IsSolid(Direction.down); wSolid = chunk.GetBlock(pos.Add(1, -1, 0)).controller.IsSolid(Direction.east); esSolid = chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, 1, 1)).controller.IsSolid(Direction.north); neSolid = chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.west); wnSolid = chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.north); swSolid = chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(1, -1, 1)).controller.IsSolid(Direction.east); light = chunk.GetBlock(pos.Add(1, 0, 0)).data1 / 255f; break; case Direction.south: nSolid = chunk.GetBlock(pos.Add(-1, 0, -1)).controller.IsSolid(Direction.down); eSolid = chunk.GetBlock(pos.Add(0, 1, -1)).controller.IsSolid(Direction.west); sSolid = chunk.GetBlock(pos.Add(1, 0, -1)).controller.IsSolid(Direction.up); wSolid = chunk.GetBlock(pos.Add(0, -1, -1)).controller.IsSolid(Direction.south); esSolid = chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(1, 1, -1)).controller.IsSolid(Direction.north); neSolid = chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.west); wnSolid = chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.north); swSolid = chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(1, -1, -1)).controller.IsSolid(Direction.east); light = chunk.GetBlock(pos.Add(0, 0, -1)).data1 / 255f; break; case Direction.west: nSolid = chunk.GetBlock(pos.Add(-1, 0, 1)).controller.IsSolid(Direction.up); eSolid = chunk.GetBlock(pos.Add(-1, 1, 0)).controller.IsSolid(Direction.west); sSolid = chunk.GetBlock(pos.Add(-1, 0, -1)).controller.IsSolid(Direction.down); wSolid = chunk.GetBlock(pos.Add(-1, -1, 0)).controller.IsSolid(Direction.east); esSolid = chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.west) && chunk.GetBlock(pos.Add(-1, 1, -1)).controller.IsSolid(Direction.north); neSolid = chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.south) && chunk.GetBlock(pos.Add(-1, 1, 1)).controller.IsSolid(Direction.west); wnSolid = chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.east) && chunk.GetBlock(pos.Add(-1, -1, 1)).controller.IsSolid(Direction.north); swSolid = chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.north) && chunk.GetBlock(pos.Add(-1, -1, -1)).controller.IsSolid(Direction.east); light = chunk.GetBlock(pos.Add(-1, 0, 0)).data1 / 255f; break; default: Debug.LogError("Direction not recognized"); break; } AddColors(meshData, wnSolid, nSolid, neSolid, eSolid, esSolid, sSolid, swSolid, wSolid, light); } }
public static void SpillLight(World world, BlockPos pos, byte light, List<BlockPos> chunksToUpdate, Chunk chunk = null) { bool stayWithinChunk = true; if (chunk == null) { chunk = world.GetChunk(pos); stayWithinChunk = false; } BlockPos localPos = pos.Subtract(chunk.pos); if (!Chunk.InRange(localPos)) return; Block block = chunk.GetBlock(localPos); if (!block.controller.IsTransparent()) return; if (block.data1 >= light) return; if (!chunksToUpdate.Contains(chunk.pos)) chunksToUpdate.Add(chunk.pos); block.data1 = light; chunk.SetBlock(localPos, block, false); if (block.data1 > lightReduceBy) { block.data1 -= lightReduceBy; CallSpillLight(world, chunk, pos.Add(1, 0, 0), block.data1, chunksToUpdate, stayWithinChunk); CallSpillLight(world, chunk, pos.Add(0, 1, 0), block.data1, chunksToUpdate, stayWithinChunk); CallSpillLight(world, chunk, pos.Add(0, 0, 1), block.data1, chunksToUpdate, stayWithinChunk); CallSpillLight(world, chunk, pos.Add(-1, 0, 0), block.data1, chunksToUpdate, stayWithinChunk); CallSpillLight(world, chunk, pos.Add(0, -1, 0), block.data1, chunksToUpdate, stayWithinChunk); CallSpillLight(world, chunk, pos.Add(0, 0, -1), block.data1, chunksToUpdate, stayWithinChunk); } return; }
public override void AddBlockData(Chunk chunk, BlockPos pos, MeshData meshData, Block block) { int initialVertCount = meshData.vertices.Count; int colInitialVertCount = meshData.colVertices.Count; foreach (var vert in verts) { meshData.AddVertex(vert + (Vector3)pos); meshData.colVertices.Add(vert + (Vector3)pos); if (uvs.Length == 0) meshData.uv.Add(new Vector2(0, 0)); float lighting; if (Config.Toggle.BlockLighting) { lighting = block.data1 / 255f; } else { lighting = 1; } meshData.colors.Add(new Color(lighting, lighting, lighting, 1)); } if (uvs.Length != 0) { Rect texture; if (collection != null) texture = collection.GetTexture(chunk, pos, Direction.down); else texture = new Rect(); foreach (var uv in uvs) { meshData.uv.Add(new Vector2((uv.x * texture.width) + texture.x, (uv.y * texture.height) + texture.y)); } } if (!chunk.GetBlock(pos.Add(Direction.up)).controller.IsSolid(Direction.down)) { foreach (var tri in trisUp) { meshData.AddTriangle(tri + initialVertCount); meshData.colTriangles.Add(tri + colInitialVertCount); } } if (!chunk.GetBlock(pos.Add(Direction.down)).controller.IsSolid(Direction.up)) { foreach (var tri in trisDown) { meshData.AddTriangle(tri + initialVertCount); meshData.colTriangles.Add(tri + colInitialVertCount); } } if (!chunk.GetBlock(pos.Add(Direction.north)).controller.IsSolid(Direction.south)) { foreach (var tri in trisNorth) { meshData.AddTriangle(tri + initialVertCount); meshData.colTriangles.Add(tri + colInitialVertCount); } } if (!chunk.GetBlock(pos.Add(Direction.south)).controller.IsSolid(Direction.north)) { foreach (var tri in trisSouth) { meshData.AddTriangle(tri + initialVertCount); meshData.colTriangles.Add(tri + colInitialVertCount); } } if (!chunk.GetBlock(pos.Add(Direction.west)).controller.IsSolid(Direction.east)) { foreach (var tri in trisWest) { meshData.AddTriangle(tri + initialVertCount); meshData.colTriangles.Add(tri + colInitialVertCount); } } if (!chunk.GetBlock(pos.Add(Direction.east)).controller.IsSolid(Direction.west)) { foreach (var tri in trisEast) { meshData.AddTriangle(tri + initialVertCount); meshData.colTriangles.Add(tri + colInitialVertCount); } } foreach (var tri in trisOther) { meshData.AddTriangle(tri + initialVertCount); meshData.colTriangles.Add(tri + colInitialVertCount); } }
public override void Execute() { vertices.Clear(); triangles.Clear(); uv.Clear(); var min = chunk.position.min; var max = chunk.position.max; for (int z = min.z; z <= max.z; z++) { for (int x = min.x; x <= max.x; x++) { for (int y = min.y; y <= max.y; y++) { pos.Set(x, y, z); var index = pos.GetIndex(); if (render.data[index]) { byte set = 0; for (Facing facing = Facing.First; facing <= Facing.Last; facing++) { if (facing == Facing.North) { continue; } offset.Set(pos); offset.Add(facing.GetVector()); if (offset.x < min.x || offset.x > max.x || offset.y < min.y || offset.y > max.y || offset.z < min.z || offset.z > max.z) { if (offset.z < 0) { set |= (byte)(1 << (int)facing); } else { if (world.GetBlockData(offset).IsEmpty()) { set |= (byte)(1 << (int)facing); } } } else { if (!render.data[index + DF[(int)facing]]) { set |= (byte)(1 << (int)facing); } } } AddBlock(pos, set); } } } } var e = render.calcMeshProvider.Create(); e.render = render; var v = e.vertices; e.vertices = vertices; vertices = v; var t = e.triangles; e.triangles = triangles; triangles = t; var u = e.uv; e.uv = uv; uv = u; e.Publish(); }
public bool TryGenerate(IBlockAccessor blockAccessor, IWorldAccessor worldForCollectibleResolve, BlockPos pos, int climateUpLeft, int climateUpRight, int climateBotLeft, int climateBotRight, DidGenerate didGenerateStructure) { this.climateUpLeft = climateUpLeft; this.climateUpRight = climateUpRight; this.climateBotLeft = climateBotLeft; this.climateBotRight = climateBotRight; float cnt = QuantityStructures.nextFloat(); int minQuantity = (int)cnt; BlockPos schemPos = pos.Copy(); Cuboidi location = new Cuboidi(); rand.InitPositionSeed(pos.X, pos.Z); List <GeneratableStructure> generatables = new List <GeneratableStructure>(); while (cnt-- > 0) { if (cnt < 1 && rand.NextDouble() > cnt) { break; } int tries = 30; while (tries-- > 0) { schemPos.Set(pos); schemPos.Add(rand.NextInt(50) - 25, 0, rand.NextInt(50) - 25); schemPos.Y = blockAccessor.GetTerrainMapheightAt(schemPos); double rndVal = rand.NextDouble() * totalWeight; int i = 0; VillageSchematic schem = null; while (rndVal > 0) { schem = Schematics[i++]; rndVal -= schem.Weight; } BlockSchematicStructure struc = GetGeneratableStructure(schem, blockAccessor, worldForCollectibleResolve, schemPos); if (struc != null) { location.Set(schemPos.X, schemPos.Y, schemPos.Z, schemPos.X + struc.SizeX, schemPos.Y + struc.SizeY, schemPos.Z + struc.SizeZ); bool intersect = false; for (int k = 0; k < generatables.Count; k++) { if (location.IntersectsOrTouches(generatables[k].location)) { intersect = true; break; } } if (!intersect) { generatables.Add(new GeneratableStructure() { struc = struc, pos = schemPos.Copy(), location = location.Clone() }); } break; } } } if (generatables.Count >= minQuantity) { foreach (var val in generatables) { val.struc.PlaceRespectingBlockLayers(blockAccessor, worldForCollectibleResolve, val.pos, climateUpLeft, climateUpRight, climateBotLeft, climateBotRight, replaceblockids); didGenerateStructure(val.location, val.struc); } } return(true); }
void LoadChunkColumnInner(BlockPos columnPosition) { Chunk chunk; // Terrain generation can happen in another thread meaning that we will reach this point before the //thread completes, we need to wait for all the chunks we depend on to finish generating before we //can calculate any light spread or render the chunk if (Config.Toggle.UseMultiThreading) { for (int y = Config.Env.WorldMaxY; y >= Config.Env.WorldMinY; y -= Config.Env.ChunkSize) { for (int x = -Config.Env.ChunkSize; x <= Config.Env.ChunkSize; x += Config.Env.ChunkSize) { for (int z = -Config.Env.ChunkSize; z <= Config.Env.ChunkSize; z += Config.Env.ChunkSize) { chunk = world.GetChunk(columnPosition.Add(x, y, z)); while (!chunk.GetFlag(Chunk.Flag.terrainGenerated)) { Thread.Sleep(0); } } } } } //Render chunk for (int y = Config.Env.WorldMaxY; y >= Config.Env.WorldMinY; y -= Config.Env.ChunkSize) { chunk = world.GetChunk(columnPosition.Add(0, y, 0)); if(Config.Toggle.LightSceneOnStart){ BlockLight.FloodLightChunkColumn(world, chunk); } chunk.UpdateChunk(); } }
void LoadChunkColumnInner(BlockPos columnPosition) { Chunk chunk; if (Config.Toggle.UseMultiThreading) { for (int y = Config.Env.WorldMaxY; y >= Config.Env.WorldMinY; y -= Config.Env.ChunkSize) { for (int x = -Config.Env.ChunkSize; x <= Config.Env.ChunkSize; x += Config.Env.ChunkSize) { for (int z = -Config.Env.ChunkSize; z <= Config.Env.ChunkSize; z += Config.Env.ChunkSize) { chunk = world.GetChunk(columnPosition.Add(x, y, z)); while (!chunk.terrainGenerated) { Thread.Sleep(0); } } } } } //Render chunk for (int y = Config.Env.WorldMaxY; y >= Config.Env.WorldMinY; y -= Config.Env.ChunkSize) { chunk = world.GetChunk(columnPosition.Add(0, y, 0)); if(Config.Toggle.LightSceneOnStart){ BlockLight.FloodLightChunkColumn(world, chunk); } chunk.UpdateChunk(); } }
public override void OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, bool firstEvent, ref EnumHandHandling handling) { if (blockSel == null || byEntity?.World == null || !byEntity.Controls.Sneak) { return; } BlockPos onBlockPos = blockSel.Position; Block block = byEntity.World.BlockAccessor.GetBlock(onBlockPos); IPlayer byPlayer = null; if (byEntity is EntityPlayer) { byPlayer = byEntity.World.PlayerByUid(((EntityPlayer)byEntity).PlayerUID); } if (byPlayer == null) { return; } if (!byEntity.World.Claims.TryAccess(byPlayer, blockSel.Position, EnumBlockAccessFlags.BuildOrBreak)) { return; } if (block is BlockFirepit) { // Prevent placing firewoodpiles when trying to construct firepits return; } else { BlockEntity be = byEntity.World.BlockAccessor.GetBlockEntity(onBlockPos); if (be is BlockEntityFirewoodPile) { BlockEntityFirewoodPile pile = (BlockEntityFirewoodPile)be; if (pile.OnPlayerInteract(byPlayer)) { handling = EnumHandHandling.PreventDefaultAction; ((byEntity as EntityPlayer)?.Player as IClientPlayer)?.TriggerFpAnimation(EnumHandInteract.HeldItemInteract); return; } } be = byEntity.World.BlockAccessor.GetBlockEntity(onBlockPos.AddCopy(blockSel.Face)); if (be is BlockEntityFirewoodPile) { BlockEntityFirewoodPile pile = (BlockEntityFirewoodPile)be; if (pile.OnPlayerInteract(byPlayer)) { handling = EnumHandHandling.PreventDefaultAction; ((byEntity as EntityPlayer)?.Player as IClientPlayer)?.TriggerFpAnimation(EnumHandInteract.HeldItemInteract); return; } } block = byEntity.World.GetBlock(new AssetLocation("firewoodpile")); if (block == null) { return; } BlockPos pos = onBlockPos.Copy(); if (byEntity.World.BlockAccessor.GetBlock(pos).Replaceable < 6000) { pos.Add(blockSel.Face); } bool ok = ((BlockFirewoodPile)block).Construct(slot, byEntity.World, pos, byPlayer); Cuboidf[] collisionBoxes = byEntity.World.BlockAccessor.GetBlock(pos).GetCollisionBoxes(byEntity.World.BlockAccessor, pos); if (collisionBoxes != null && collisionBoxes.Length > 0 && CollisionTester.AabbIntersect(collisionBoxes[0], pos.X, pos.Y, pos.Z, byPlayer.Entity.CollisionBox, byPlayer.Entity.LocalPos.XYZ)) { byPlayer.Entity.LocalPos.Y += collisionBoxes[0].Y2 - (byPlayer.Entity.LocalPos.Y - (int)byPlayer.Entity.LocalPos.Y); } if (ok) { handling = EnumHandHandling.PreventDefaultAction; ((byEntity as EntityPlayer)?.Player as IClientPlayer)?.TriggerFpAnimation(EnumHandInteract.HeldItemInteract); } } }