Esempio n. 1
0
  /**
   * TODO Returns a context that should be placed on this coordinate
   *
   * <p>I'm not sure how to implement it atm, using the vanilla biomes would be an option. Or
   * generate my own Voroni Noise ( https://forums.bukkit.org/threads/wgen-voronoi-noise.161319/ ,
   * http://shaneosullivan.wordpress.com/2007/04/05/fortunes-sweep-line-voronoi-algorithm-implemented-in-java/
   * )
   *
   * @param chunkX chunkSizeX coordinate
   * @param chunkZ chunkSizeZ coordinate
   * @return a Context to place there
   */
  public ContextType getContext(long seed, int chunkX, int chunkZ, GridRandom random) {

    SimplexOctaveGenerator gen1 = new SimplexOctaveGenerator(seed, 2);
    SimplexOctaveGenerator gen2 = new SimplexOctaveGenerator(seed, 2);

    double holeScale = 0.03;
    double maxHeight = gen1.noise(chunkX * holeScale, chunkZ * holeScale, 0.3D, 0.6D, true);

    double altscale = 0.1;
    double alternate = gen2.noise(chunkX * altscale, chunkZ * altscale, 0.3D, 0.6D, true);

    //        VoronoiGenerator gen1 = new VoronoiGenerator(seed, (short) 2);
    //        double frequency = 0.1; // the reciprocal of the distance between points
    //        int size = 2;
    //        double maxHeight = gen1.noise((chunkX+1600)/size, (chunkZ+1600)/size, frequency);

    if (maxHeight < -0.3) {
      return ContextType.RESIDENTIAL;
    } else if (maxHeight < 0.2) {
      if (alternate > 0.4) {
        return ContextType.INDUSTRIAL;
      } else {
        return ContextType.LOWRISE;
      }
    } else if (maxHeight < 0.5) {
      return ContextType.MIDRISE;
    } else {
      return ContextType.HIGHRISE;
    }
  }
Esempio n. 2
0
  // Generate a chunk
  @Override
  public byte[] generate(World world, Random rand, int chunkx, int chunkz) {
    // Create a byte variable to write the chunk inside and return this variable
    byte[] result = new byte[32768];

    // This will set the whole floor to stone (the floor of each chunk)
    for (int y = 30 + 3; y > 0; y--)
      for (int x = 0; x < 16; x++)
        for (int z = 0; z < 16; z++) result[xyzToByte(x, y, z)] = (byte) Material.STONE.getId();

    // Set the lowest layer to bedrock
    for (int x = 0; x < 16; x++)
      for (int z = 0; z < 16; z++) result[xyzToByte(x, 0, z)] = (byte) Material.BEDROCK.getId();

    // The layers for each 5 rooms in the variable y
    for (int y = 30; y < 30 + (7 * 6); y += 6) {

      // The 4 rooms on each layer saved in the variables x and z
      for (int x = 0; x < 16; x += 8) {
        for (int z = 0; z < 16; z += 8) {

          int xr = (rand.nextInt(3) - 1) * (x + 7);
          int zr = (rand.nextInt(3) - 1) * (z + 7);

          int yfloor = rand.nextInt(2);

          // All the y of the room in the variable y2
          for (int y2 = y + yfloor; y2 < y + 8; y2++) {

            // All the x of the room in the variable x2
            for (int x2 = x; x2 < x + 8; x2++) {

              // All the z of the room in the variable z2
              for (int z2 = z; z2 < z + 8; z2++) {

                // Make the bottom of the room
                if (y2 == y + yfloor)
                  for (int xb = x; xb < x + 8; xb++)
                    for (int zb = z; zb < z + 8; zb++)
                      result[xyzToByte(xb, y2, zb)] = (byte) Material.COBBLESTONE.getId();

                // Fill the walls of the place with cobblestone
                if ((x2 == x || x2 == x + 7) && (z2 == z || z2 == z + 7))
                  result[xyzToByte(x2, y2, z2)] = (byte) 98;
                else if (xr == x2) result[xyzToByte(x2, y2, z2)] = (byte) 98;
                else if (zr == z2) result[xyzToByte(x2, y2, z2)] = (byte) 98;
                else result[xyzToByte(x2, y2, z2)] = (byte) Material.AIR.getId();
              }
            }
          }
        }
      }
    }

    // Create the nose generator which generates wave formes to use for the surface.
    Random random = new Random(world.getSeed());
    SimplexOctaveGenerator octave = new SimplexOctaveGenerator(random, 8);
    octave.setScale(1 / 48.0);

    // Generate the ceiling and the grass land
    for (int x = 0; x < 16; x++) {
      for (int z = 0; z < 16; z++) {
        /*int height = getHeight(world, chunkx + x * 0.0625, chunkz + z * 0.0625, 2) + 30+(7*6) + 7;*/
        double height = octave.noise(x + chunkx * 16, z + chunkz * 16, 0.5, 0.5) * 4 + 9;

        result[xyzToByte(x, 30 + (7 * 6), z)] = (byte) Material.COBBLESTONE.getId();
        for (int y = 30 + (7 * 6) + 1; y < 30 + (7 * 6) + 4; y++)
          result[xyzToByte(x, y, z)] = (byte) Material.STONE.getId();

        // Get the current biome
        Biome biome = world.getBiome((chunkx * 16) + x, (chunkz * 16) + z);

        if (biome.equals(Biome.DESERT) || biome.equals(Biome.DESERT_HILLS)) {
          for (int y = 30 + (7 * 6) + 4; y < 30 + (7 * 6) + 2 + height; y++)
            result[xyzToByte(x, y, z)] = (byte) Material.SAND.getId();

        } else if (biome.equals(Biome.MUSHROOM_ISLAND) || biome.equals(Biome.MUSHROOM_ISLAND)) {
          for (int y = 30 + (7 * 6) + 4; y < 30 + (7 * 6) + 2 + height; y++)
            result[xyzToByte(x, y, z)] = (byte) Material.DIRT.getId();
          result[xyzToByte(x, (int) (30 + (7 * 6) + 2 + height), z)] =
              (byte) Material.MYCEL.getId();

        } else {
          for (int y = 30 + (7 * 6) + 4; y < 30 + (7 * 6) + 2 + height; y++)
            result[xyzToByte(x, y, z)] = (byte) Material.DIRT.getId();
          result[xyzToByte(x, (int) (30 + (7 * 6) + 2 + height), z)] =
              (byte) Material.GRASS.getId();
        }
      }
    }

    return result;
  }