示例#1
0
    public override void GenerateStructures(Chunk chunk)
    {
        int minX = chunk.pos.x - structure.negX;
        int maxX = chunk.pos.x + Env.ChunkSize + structure.posX;
        int minZ = chunk.pos.z - structure.negZ;
        int maxZ = chunk.pos.z + Env.ChunkSize + structure.posZ;

        for (int x = minX; x < maxX; x++)
        {
            for (int z = minZ; z < maxZ; z++)
            {
                Vector3Int pos         = new Vector3Int(x, 0, z);
                float      chanceAtPos = Randomization.Random(pos.GetHashCode(), 44, true);

                if (chance > chanceAtPos)
                {
                    if (Randomization.Random(pos.Add(1, 0, 0).GetHashCode(), 44, true) > chanceAtPos &&
                        Randomization.Random(pos.Add(-1, 0, 0).GetHashCode(), 44, true) > chanceAtPos &&
                        Randomization.Random(pos.Add(0, 0, 1).GetHashCode(), 44, true) > chanceAtPos &&
                        Randomization.Random(pos.Add(0, 0, -1).GetHashCode(), 44, true) > chanceAtPos)
                    {
                        int height = terrainGen.GenerateTerrainForBlockColumn(chunk, x, z, true);
                        structure.Build(world, chunk, new Vector3Int(x, height, z), this);
                    }
                }
            }
        }
    }
示例#2
0
    public virtual void GenerateStructures(BlockPos chunkPos, TerrainGen terrainGen)
    {
        if (layerType != LayerType.Structure)
        {
            return;
        }

        if (customTerrainLayer)
        {
            customLayer.GenerateStructures(chunkPos, terrainGen);
            return;
        }

        int minX, maxX, minZ, maxZ;

        minX = chunkPos.x - structure.negX;
        maxX = chunkPos.x + Config.Env.ChunkSize + structure.posX;
        minZ = chunkPos.z - structure.negZ;
        maxZ = chunkPos.z + Config.Env.ChunkSize + structure.posZ;

        for (int x = minX; x < maxX; x++)
        {
            for (int z = minZ; z < maxZ; z++)
            {
                int percentChance = GetNoise(x, 0, z, 10, 100, 1);
                if (percentChance < chanceToSpawnBlock)
                {
                    if (percentChance < GetNoise(x + 1, 0, z, 10, 100, 1) &&
                        percentChance < GetNoise(x - 1, 0, z, 10, 100, 1) &&
                        percentChance < GetNoise(x, 0, z + 1, 10, 100, 1) &&
                        percentChance < GetNoise(x, 0, z - 1, 10, 100, 1))
                    {
                        int height = terrainGen.GenerateTerrainForBlockColumn(x, z, true);
                        structure.Build(world, chunkPos, new BlockPos(x, height, z), this);
                    }
                }
            }
        }
    }
示例#3
0
    public override void GenerateStructures(Chunk chunk, int layerIndex)
    {
        //if (chunk.pos.x!=-30 || chunk.pos.y!=30 || chunk.pos.z!=0) return;

        int minX = chunk.Pos.x;
        int maxX = chunk.Pos.x + Env.ChunkSize1;
        int minZ = chunk.Pos.z;
        int maxZ = chunk.Pos.z + Env.ChunkSize1;

        int structureID = 0;

        for (int x = minX; x <= maxX; x++)
        {
            for (int z = minZ; z <= maxZ; z++)
            {
                Vector3Int pos         = new Vector3Int(x, 0, z);
                float      chanceAtPos = Randomization.RandomPrecise(pos.GetHashCode(), 44);

                if (chance > chanceAtPos)
                {
                    if (Randomization.RandomPrecise(pos.Add(1, 0, 0).GetHashCode(), 44) > chanceAtPos &&
                        Randomization.RandomPrecise(pos.Add(-1, 0, 0).GetHashCode(), 44) > chanceAtPos &&
                        Randomization.RandomPrecise(pos.Add(0, 0, 1).GetHashCode(), 44) > chanceAtPos &&
                        Randomization.RandomPrecise(pos.Add(0, 0, -1).GetHashCode(), 44) > chanceAtPos)
                    {
                        int xx     = Helpers.Mod(x, Env.ChunkSize);
                        int zz     = Helpers.Mod(z, Env.ChunkSize);
                        int height = Helpers.FastFloor(terrainGen.GetTerrainHeightForChunk(chunk, xx, zz));

                        if (chunk.Pos.y <= height && chunk.Pos.y + Env.ChunkSize1 >= height)
                        {
                            Vector3Int worldPos = new Vector3Int(x, height, z);
                            structure.Build(chunk, structureID++, ref worldPos, this);
                        }
                    }
                }
            }
        }
    }