示例#1
0
 public DummyChunk(int chunksize)
 {
     Blocks = new DummyChunkData(chunksize);
 }
示例#2
0
        private bool SetBlocks(IServerChunk[] chunks, float horRadius, float vertRadius, double centerX, double centerY, double centerZ, ushort[] terrainheightmap, ushort[] rainheightmap, int chunkX, int chunkZ)
        {
            IMapChunk mapchunk  = chunks[0].MapChunk;
            int       chunkSize = worldgenBlockAccessor.ChunkSize;

            // One extra size for checking if we run into water
            horRadius++;
            vertRadius++;

            int mindx = (int)GameMath.Clamp(centerX - horRadius, 0, chunksize - 1);
            int maxdx = (int)GameMath.Clamp(centerX + horRadius + 1, 0, chunksize - 1);
            int mindy = (int)GameMath.Clamp(centerY - vertRadius * 0.7f, 1, worldheight - 1);
            int maxdy = (int)GameMath.Clamp(centerY + vertRadius + 1, 1, worldheight - 1);
            int mindz = (int)GameMath.Clamp(centerZ - horRadius, 0, chunksize - 1);
            int maxdz = (int)GameMath.Clamp(centerZ + horRadius + 1, 0, chunksize - 1);

            double xdistRel, ydistRel, zdistRel;
            double hRadiusSq       = horRadius * horRadius;
            double vRadiusSq       = vertRadius * vertRadius;
            double distortStrength = GameMath.Clamp(vertRadius / 4.0, 0, 0.1);


            bool foundWater = false;

            for (int lx = mindx; lx <= maxdx && !foundWater; lx++)
            {
                xdistRel = (lx - centerX) * (lx - centerX) / hRadiusSq;

                for (int lz = mindz; lz <= maxdz && !foundWater; lz++)
                {
                    zdistRel = (lz - centerZ) * (lz - centerZ) / hRadiusSq;

                    double heightrnd = (mapchunk.CaveHeightDistort[lz * chunksize + lx] - 127) * distortStrength;

                    for (int y = mindy; y <= maxdy + 10 && !foundWater; y++)
                    {
                        double yDist        = y - centerY;
                        double heightOffFac = yDist > 0 ? heightrnd * heightrnd : 0;

                        ydistRel = yDist * yDist / (vRadiusSq + heightOffFac);

                        if (y > worldheight - 1 || xdistRel + ydistRel + zdistRel > 1.0)
                        {
                            continue;
                        }

                        int ly = y % chunksize;

                        // dominionsmod
                        foundWater = (chunks[y / chunksize].Blocks[(ly * chunksize + lz) * chunksize + lx] == saltWater || chunks[y / chunksize].Blocks[(ly * chunksize + lz) * chunksize + lx] == GlobalConfig.waterBlockId);
                    }
                }
            }

            if (foundWater)
            {
                return(false);
            }

            horRadius--;
            vertRadius--;

            mindx = (int)GameMath.Clamp(centerX - horRadius, 0, chunksize - 1);
            maxdx = (int)GameMath.Clamp(centerX + horRadius + 1, 0, chunksize - 1);
            mindz = (int)GameMath.Clamp(centerZ - horRadius, 0, chunksize - 1);
            maxdz = (int)GameMath.Clamp(centerZ + horRadius + 1, 0, chunksize - 1);

            mindy = (int)GameMath.Clamp(centerY - vertRadius * 0.7f, 1, worldheight - 1);
            maxdy = (int)GameMath.Clamp(centerY + vertRadius + 1, 1, worldheight - 1);

            hRadiusSq = horRadius * horRadius;
            vRadiusSq = vertRadius * vertRadius;


            for (int lx = mindx; lx <= maxdx; lx++)
            {
                xdistRel = (lx - centerX) * (lx - centerX) / hRadiusSq;

                for (int lz = mindz; lz <= maxdz; lz++)
                {
                    zdistRel = (lz - centerZ) * (lz - centerZ) / hRadiusSq;

                    double heightrnd = (mapchunk.CaveHeightDistort[lz * chunksize + lx] - 127) * distortStrength;
                    int    surfaceY  = terrainheightmap[lz * chunksize + lx];

                    for (int y = maxdy + 10; y >= mindy; y--)
                    {
                        double yDist        = y - centerY;
                        double heightOffFac = yDist > 0 ? heightrnd * heightrnd * Math.Min(1, Math.Abs(y - surfaceY) / 10.0) : 0;

                        ydistRel = yDist * yDist / (vRadiusSq + heightOffFac);

                        if (y > worldheight - 1 || xdistRel + ydistRel + zdistRel > 1.0)
                        {
                            continue;
                        }

                        IChunkBlocks chunkBlockData = chunks[y / chunksize].Blocks;
                        int          ly             = y % chunksize;

                        chunkBlockData[(ly * chunksize + lz) * chunksize + lx] = y < 12 ? GlobalConfig.lavaBlockId : blockId;

                        if (terrainheightmap[lz * chunksize + lx] == y)
                        {
                            terrainheightmap[lz * chunksize + lx]--;
                            rainheightmap[lz * chunksize + lx]--;
                        }

                        if (y == 11)
                        {
                            if (basaltNoise.Noise(chunkX * chunkSize + lx, chunkZ * chunkSize + lz) > 0.65)
                            {
                                chunkBlockData[(ly * chunksize + lz) * chunksize + lx] = GlobalConfig.basaltBlockId;
                                terrainheightmap[lz * chunksize + lx] = Math.Max(terrainheightmap[lz * chunksize + lx], (ushort)11);
                                rainheightmap[lz * chunksize + lx]    = Math.Max(rainheightmap[lz * chunksize + lx], (ushort)11);
                            }
                            else
                            {
                                worldgenBlockAccessor.ScheduleBlockLightUpdate(new BlockPos(chunkX * chunkSize + lx, y, chunkZ * chunkSize + lz), airBlockId, GlobalConfig.lavaBlockId);
                            }
                        }
                    }
                }
            }



            return(true);
        }