示例#1
0
        protected BaseDecorator(Biomes biome, Chunk chunk, Vector pos, BaseBiomeNoise noise)
        {
            this.biome = biome;
            this.chunk = chunk;
            this.pos   = pos;
            this.noise = noise;

            Features = new DecoratorFeatures();
        }
示例#2
0
        private static void GenerateTrees(World world, Vector pos, DecoratorFeatures features, TerrainNoise noise)
        {
            foreach (var(tree, index) in features.Trees.Select((value, i) => (value, i)))
            {
                if (tree.Frequency == 0)
                {
                    continue;
                }
                var treeInstance = Activator.CreateInstance(tree.TreeType, world) as BaseTree;

                // Use a different noisemap for each tree type by setting another Y value.
                var  noiseVal = noise.Decoration(pos.X, -45 + (index * 10), pos.Z);
                var  freq     = tree.Frequency / 100.0;
                bool isTree   = noiseVal > 0.8 && noiseVal <= freq + 0.8;
                if (!isTree)
                {
                    continue;
                }

                int heightVariance = (int)(((noiseVal - 0.8) * 100) - (freq / 2));
                GrowTree(pos, treeInstance, heightVariance);
            }
        }