public override int GenerateLandLayer(WorldGenerator worldGenerator, ILandChunk landChunk, IntRect area, int seed, int minAltitude, int maxAltitude) { ALandLayerGenerator groundLandLayerGenerator = worldGenerator.Generators["defaultGround"]; ALandLayerGenerator altitudeLandLayerGenerator = worldGenerator.Generators["altitude"]; ALandLayerGenerator cliffLandLayerGenerator = worldGenerator.Generators["cliff"]; ALandLayerGenerator elementLandLayerGenerator = worldGenerator.Generators["element"]; bool isThereSandElement = false; Random random = new Random(seed); for (int i = 0; i < area.Height; i++) { for (int j = 0; j < area.Width; j++) { int altitude = altitudeLandLayerGenerator.GetComputedPowerAt(j, i); int altitudeOffset = cliffLandLayerGenerator.GetComputedPowerAt(j, i); int elementIndex = random.Next(0, 8); int power = this.GetElementPower(elementLandLayerGenerator.GetComputedPowerAt(j, i)); LandType landType = (LandType)groundLandLayerGenerator.GetComputedPowerAt(j, i); if (landType == LandType.SAND) { if (power >= 8 && random.Next(0, 3) > 0 && altitudeOffset == 0) { float trueAltitude = altitudeLandLayerGenerator.GetPowerAt(new SFML.System.Vector2f(area.Left + j, area.Top + i)); if ((elementIndex == 1 || elementIndex == 3) && trueAltitude > 0.6 && random.Next(0, 4) > 0) { elementIndex -= 1; } GroundElementLandObject groundElement = new GroundElementLandObject(area.Left + j, area.Top + i, altitude, landType, elementIndex); LandCase landCase = landChunk.GetLandCase(i, j, altitude); landCase.LandOverGround = groundElement; isThereSandElement = true; } } } } if (isThereSandElement) { landChunk.AddTypeInChunk(typeof(GroundElementLandObject)); } return(random.Next()); }
public override ILandObject Clone(LandTransition wallLandTransition) { if (wallLandTransition != LandTransition.NONE) { GroundElementLandObject groundLandObject = new GroundElementLandObject(this.Position.X, this.Position.Y, this.Altitude, this.LandType, this.ElementIndex); return(groundLandObject); } return(null); }
public override ILandObject Clone() { GroundElementLandObject groundLandObject = new GroundElementLandObject(this.Position.X, this.Position.Y, this.Altitude, this.LandType, this.ElementIndex); return(groundLandObject); }