public void CreateTreeAt(int x, int y, int z, Chunk chunk) { for(int i = 1; i < 6; i++){ chunk.SetBlock(x, y + i, z, Block.log); } for(int X = -2; X <= 2; X++) for(int Y = 0; Y < 3; Y++) for(int Z = -2; Z <= 2; Z++) chunk.world.SetBlockSilent(chunk.GetWorldLocation() + new OpenTK.Vector3(x+X,y+Y+4,z+Z), Block.leaf); }
public void Generate(Chunk chunk) { WorldQuad[,] quads = new WorldQuad[Chunk.scale, Chunk.scale]; for (int x = 0; x < Chunk.scale; x++) { for (int z = 0; z < Chunk.scale; z++) { //Generate quads to quad array quads[x,z] = GenerateQuad((int)chunk.GetWorldLocation().X + x, (int)chunk.GetWorldLocation().Z + z); } } for (int x = 0; x < Chunk.scale; x++) { for (int z = 0; z < Chunk.scale; z++) { float dist = GetNearestWaterDistance(x, z, quads); quads[x,z].moisture = dist; quads[x,z].heat *= dist; //Do stuff based on surrounding quads } } for (int x = 0; x < Chunk.scale; x++) { for (int z = 0; z < Chunk.scale; z++) { //Finally set blocks int chunkYOffset = (int)chunk.GetWorldLocation().Y; WorldQuad quad = quads[x,z]; Biome biome = Biome.simple; foreach(Biome b in biomes) { if((quad.moisture <= b.moistureHigh) && (quad.moisture >= b.moistureLow) && (quad.heat <= b.heightHigh) && (quad.heat >= b.heightLow)) { biome = b; break; } } chunk.SetBlock(x, quad.height - chunkYOffset, z, biome.topBlock); if(quads[x,z].isOcean) chunk.SetBlock(x, 30 - chunkYOffset, z, Block.water); } } }