void PlantGiantTrees() { if (genParams.GiantTreeDensity <= 0) { return; } Map outMap = new Map(null, map.Width, map.Length, map.Height, false) { Blocks = (byte[])map.Blocks.Clone() }; int plantableBlocks = ComputeSurfaceCoverage(Block.Grass); var foresterArgs = new ForesterArgs { Map = map, Rand = rand, TreeCount = (int)(plantableBlocks * genParams.GiantTreeDensity / BaseGiantTreeDensity), Operation = Forester.ForesterOperation.Add, PlantOn = Block.Grass }; foresterArgs.BlockPlacing += (sender, e) => outMap.SetBlock(e.Coordinate, e.Block); Forester.Generate(foresterArgs); map = outMap; }
Map GenerateMap() { Map map = new Map(null, genParams.MapWidth, genParams.MapLength, genParams.MapHeight, true); theme = genParams.Theme; // scale features vertically based on map height double verticalScale = (genParams.MapHeight / 96.0) / 2 + 0.5; maxHeightScaled = (int)Math.Round(genParams.MaxHeight * verticalScale); maxDepthScaled = (int)Math.Round(genParams.MaxDepth * verticalScale); snowAltitudeScaled = (int)Math.Round(genParams.SnowAltitude * verticalScale); // Match water coverage float desiredWaterLevel = .5f; if (genParams.MatchWaterCoverage) { ReportRelativeProgress(2, "Heightmap Processing: Matching water coverage"); // find a number between 0 and 1 ("desiredWaterLevel") for the heightmap such that // the fraction of heightmap coordinates ("blocks") that are below this threshold ("underwater") // match the specified WaterCoverage desiredWaterLevel = Noise.FindThreshold(heightMap, genParams.WaterCoverage); } // Calculate above/below water multipliers float aboveWaterMultiplier = 0; if (desiredWaterLevel < 1) { aboveWaterMultiplier = (maxHeightScaled / (1 - desiredWaterLevel)); } // Apply power functions to above/below water parts of the heightmap if (Math.Abs(genParams.BelowFuncExponent - 1) > float.Epsilon || Math.Abs(genParams.AboveFuncExponent - 1) > float.Epsilon) { ReportRelativeProgress(5, "Heightmap Processing: Adjusting slope"); for (int x = heightMap.GetLength(0) - 1; x >= 0; x--) { for (int y = heightMap.GetLength(1) - 1; y >= 0; y--) { if (heightMap[x, y] < desiredWaterLevel) { float normalizedDepth = 1 - heightMap[x, y] / desiredWaterLevel; heightMap[x, y] = desiredWaterLevel - (float)Math.Pow(normalizedDepth, genParams.BelowFuncExponent) * desiredWaterLevel; } else { float normalizedHeight = (heightMap[x, y] - desiredWaterLevel) / (1 - desiredWaterLevel); heightMap[x, y] = desiredWaterLevel + (float)Math.Pow(normalizedHeight, genParams.AboveFuncExponent) * (1 - desiredWaterLevel); } } } } // Calculate the slope if (genParams.CliffSmoothing) { ReportRelativeProgress(2, "Heightmap Processing: Smoothing"); slopeMap = Noise.CalculateSteepness(Noise.GaussianBlur5X5(heightMap)); } else { slopeMap = Noise.CalculateSteepness(heightMap); } // Randomize max height/depth float[,] altMap = null; if (genParams.MaxHeightVariation != 0 || genParams.MaxDepthVariation != 0) { ReportRelativeProgress(5, "Heightmap Processing: Randomizing"); altMap = new float[map.Width, map.Length]; int blendMapDetailSize = (int)Math.Log(Math.Max(genParams.MapWidth, genParams.MapLength), 2) - 2; new Noise(rand.Next(), NoiseInterpolationMode.Cosine) .PerlinNoise(altMap, Math.Min(blendMapDetailSize, 3), blendMapDetailSize, 0.5f, 0, 0); Noise.Normalize(altMap, -1, 1); } int snowStartThreshold = snowAltitudeScaled - genParams.SnowTransition; int snowThreshold = snowAltitudeScaled; ReportRelativeProgress(10, "Filling"); if (theme.AirBlock != Block.Air) { map.Blocks.MemSet((byte)theme.AirBlock); } for (int x = heightMap.GetLength(0) - 1; x >= 0; x--) { for (int y = heightMap.GetLength(1) - 1; y >= 0; y--) { int level; float slope; if (heightMap[x, y] < desiredWaterLevel) { // for blocks below "sea level" float depth = maxDepthScaled; if (altMap != null) { depth += altMap[x, y] * genParams.MaxDepthVariation; } slope = slopeMap[x, y] * depth; level = genParams.WaterLevel - (int) Math.Round( Math.Pow(1 - heightMap[x, y] / desiredWaterLevel, genParams.BelowFuncExponent) * depth); if (genParams.AddWater) { if (genParams.WaterLevel - level > 3) { map.SetBlock(x, y, genParams.WaterLevel, theme.DeepWaterSurfaceBlock); } else { map.SetBlock(x, y, genParams.WaterLevel, theme.WaterSurfaceBlock); } for (int i = genParams.WaterLevel; i > level; i--) { map.SetBlock(x, y, i, theme.WaterBlock); } for (int i = level; i >= 0; i--) { if (level - i < theme.SeaFloorThickness) { map.SetBlock(x, y, i, theme.SeaFloorBlock); } else { map.SetBlock(x, y, i, theme.BedrockBlock); } } } else { if (blendMap != null && blendMap[x, y] > .25 && blendMap[x, y] < .75) { map.SetBlock(x, y, level, theme.CliffBlock); } else { if (slope < genParams.CliffThreshold) { map.SetBlock(x, y, level, theme.GroundSurfaceBlock); } else { map.SetBlock(x, y, level, theme.CliffBlock); } } for (int i = level - 1; i >= 0; i--) { if (level - i < theme.GroundThickness) { if (blendMap != null && blendMap[x, y] > CliffsideBlockThreshold && blendMap[x, y] < (1 - CliffsideBlockThreshold)) { map.SetBlock(x, y, i, theme.CliffBlock); } else { if (slope < genParams.CliffThreshold) { map.SetBlock(x, y, i, theme.GroundBlock); } else { map.SetBlock(x, y, i, theme.CliffBlock); } } } else { map.SetBlock(x, y, i, theme.BedrockBlock); } } } } else { // for blocks above "sea level" float height; if (altMap != null) { height = maxHeightScaled + altMap[x, y] * genParams.MaxHeightVariation; } else { height = maxHeightScaled; } slope = slopeMap[x, y] * height; if (height != 0) { level = genParams.WaterLevel + (int) Math.Round( Math.Pow(heightMap[x, y] - desiredWaterLevel, genParams.AboveFuncExponent) * aboveWaterMultiplier / maxHeightScaled * height); } else { level = genParams.WaterLevel; } bool snow = genParams.AddSnow && (level > snowThreshold || (level > snowStartThreshold && rand.NextDouble() < (level - snowStartThreshold) / (double)(snowThreshold - snowStartThreshold))); if (blendMap != null && blendMap[x, y] > .25 && blendMap[x, y] < .75) { map.SetBlock(x, y, level, theme.CliffBlock); } else { if (slope < genParams.CliffThreshold) { map.SetBlock(x, y, level, (snow ? theme.SnowBlock : theme.GroundSurfaceBlock)); } else { map.SetBlock(x, y, level, theme.CliffBlock); } } for (int i = level - 1; i >= 0; i--) { if (level - i < theme.GroundThickness) { if (blendMap != null && blendMap[x, y] > CliffsideBlockThreshold && blendMap[x, y] < (1 - CliffsideBlockThreshold)) { map.SetBlock(x, y, i, theme.CliffBlock); } else { if (slope < genParams.CliffThreshold) { if (snow) { map.SetBlock(x, y, i, theme.SnowBlock); } else { map.SetBlock(x, y, i, theme.GroundBlock); } } else { map.SetBlock(x, y, i, theme.CliffBlock); } } } else { map.SetBlock(x, y, i, theme.BedrockBlock); } } } } } if (genParams.AddCaves || genParams.AddOre) { AddCaves(map); } if (genParams.AddBeaches) { ReportRelativeProgress(5, "Processing: Adding beaches"); AddBeaches(map); } if (genParams.AddTrees) { ReportRelativeProgress(5, "Processing: Planting trees"); if (genParams.AddGiantTrees) { Map outMap = new Map(null, map.Width, map.Length, map.Height, false) { Blocks = (byte[])map.Blocks.Clone() }; var foresterArgs = new ForesterArgs { Map = map, Rand = rand, TreeCount = (int) (map.Width * map.Length * 4 / (1024f * (genParams.TreeSpacingMax + genParams.TreeSpacingMin) / 2)), Operation = Forester.ForesterOperation.Add, PlantOn = theme.GroundSurfaceBlock }; foresterArgs.BlockPlacing += (sender, e) => outMap.SetBlock(e.Coordinate, e.Block); Forester.Generate(foresterArgs); map = outMap; } GenerateTrees(map); } if (genParams.AddFloodBarrier) { MakeFloodBarrier(map); } return(map); }