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| 1 | +using System.Collections.Generic; |
| 2 | +using UnityEngine; |
| 3 | + |
| 4 | +namespace VoxelGame.Voxel |
| 5 | +{ |
| 6 | + public class FlatGenerator : IGenerator |
| 7 | + { |
| 8 | + private readonly VoxelSettingsSO voxelSettings; |
| 9 | + |
| 10 | + public FlatGenerator(VoxelSettingsSO voxelSettings) |
| 11 | + { |
| 12 | + this.voxelSettings = voxelSettings; |
| 13 | + } |
| 14 | + |
| 15 | + const uint p = 2147483647; |
| 16 | + const uint a = 16807; |
| 17 | + |
| 18 | + private uint Rand(uint current) |
| 19 | + { |
| 20 | + current = a * current % p; |
| 21 | + return current; |
| 22 | + } |
| 23 | + |
| 24 | + public void GenerateMap(Vector3Int position, ref byte[,,] map) |
| 25 | + { |
| 26 | + if (map == null) |
| 27 | + return; |
| 28 | + |
| 29 | + int lengthX = map.GetLength(0); |
| 30 | + int lengthY = map.GetLength(1); |
| 31 | + int lengthZ = map.GetLength(2); |
| 32 | + |
| 33 | + if (lengthX == 0 || lengthY == 0 || lengthZ == 0) |
| 34 | + return; |
| 35 | + |
| 36 | + byte[] tmpMapColumn = new byte[lengthY]; |
| 37 | + |
| 38 | + for (int x = 0; x < lengthX; x++) |
| 39 | + for (int z = 0; z < lengthZ; z++) |
| 40 | + { |
| 41 | + GenerateMapColumn(position + new Vector3Int(x, 0, z), tmpMapColumn); |
| 42 | + |
| 43 | + for (int y = 0; y < lengthY; y++) |
| 44 | + map[x, y, z] = tmpMapColumn[y]; |
| 45 | + } |
| 46 | + } |
| 47 | + |
| 48 | + public void GenerateChunkStructures(Vector2Int coords, ref byte[,,] map) |
| 49 | + { |
| 50 | + List<ChunkStructure> structures = new List<ChunkStructure>(); |
| 51 | + |
| 52 | + for (int x = -1; x <= 1; x++) |
| 53 | + for (int z = -1; z <= 1; z++) |
| 54 | + structures.AddRange(GetChunkStructures(coords + new Vector2Int(x, z))); |
| 55 | + |
| 56 | + ChunkStructure.CreateStructures(coords, map, structures); |
| 57 | + } |
| 58 | + |
| 59 | + private void GenerateMapColumn(Vector3Int position, byte[] mapY) |
| 60 | + { |
| 61 | + uint rndCurrent = (uint)(voxelSettings.Seed + position.x + position.z * 7 + voxelSettings.Seed * position.x); |
| 62 | + |
| 63 | + byte lastVoxel = 0; |
| 64 | + int deep = 0; |
| 65 | + |
| 66 | + for (int y = mapY.Length - 1; y >= 0; y--) |
| 67 | + { |
| 68 | + mapY[y] = GetVoxel(position + new Vector3Int(0, y, 0)); |
| 69 | + deep = mapY[y] > 0 ? deep + 1 : 0; |
| 70 | + mapY[y] = FixVoxel(mapY[y], deep); |
| 71 | + |
| 72 | + if (y < mapY.Length - 1) |
| 73 | + { |
| 74 | + rndCurrent = Rand(rndCurrent); |
| 75 | + mapY[y + 1] = FixPrevVoxel(mapY[y], lastVoxel, y, (int)(rndCurrent % 50)); |
| 76 | + } |
| 77 | + |
| 78 | + lastVoxel = mapY[y]; |
| 79 | + } |
| 80 | + } |
| 81 | + |
| 82 | + private List<ChunkStructure> GetChunkStructures(Vector2Int coords) |
| 83 | + { |
| 84 | + Vector3Int position = VoxelUtils.GetChunkPosition(coords); |
| 85 | + |
| 86 | + uint rndCurrent = (uint)(position.x + position.z * 7 + voxelSettings.Seed); |
| 87 | + |
| 88 | + List<ChunkStructure> structures = new List<ChunkStructure>(); |
| 89 | + |
| 90 | + for (int x = 0; x < VoxelData.chunkWidth; x++) |
| 91 | + for (int z = 0; z < VoxelData.chunkWidth; z++) |
| 92 | + { |
| 93 | + rndCurrent = Rand(rndCurrent); |
| 94 | + |
| 95 | + if ((int)(rndCurrent % 400) != 1) |
| 96 | + continue; |
| 97 | + |
| 98 | + byte[] mapColumn = new byte[VoxelData.chunkHeight]; |
| 99 | + GenerateMapColumn(position + new Vector3Int(x, 0, z), mapColumn); |
| 100 | + |
| 101 | + for (int y = VoxelData.chunkHeight - 1; y >= 0; y--) |
| 102 | + { |
| 103 | + Vector3Int v = new Vector3Int(x, y, z); |
| 104 | + |
| 105 | + if (!VoxelUtils.IsVoxelInChunk(v)) |
| 106 | + continue; |
| 107 | + |
| 108 | + byte voxel = mapColumn[y]; |
| 109 | + |
| 110 | + if (voxel == Voxels.GRASS) |
| 111 | + { |
| 112 | + ChunkStructure s = new ChunkStructure(); |
| 113 | + s.position = new Vector3Int(x, y + 1, z) + position; |
| 114 | + s.structure = voxelSettings.Structures.GetStructure("tree_1"); |
| 115 | + structures.Add(s); |
| 116 | + |
| 117 | + break; |
| 118 | + } |
| 119 | + } |
| 120 | + } |
| 121 | + |
| 122 | + return structures; |
| 123 | + } |
| 124 | + |
| 125 | + private byte GetVoxel(Vector3Int pos) |
| 126 | + { |
| 127 | + return pos.y > VoxelData.chunkHeight / 2 ? Voxels.AIR : Voxels.GRASS; |
| 128 | + } |
| 129 | + |
| 130 | + private byte FixVoxel(byte voxel, int deep) |
| 131 | + { |
| 132 | + if (voxel == Voxels.GRASS) |
| 133 | + { |
| 134 | + if (deep == 1) |
| 135 | + { |
| 136 | + return Voxels.GRASS; |
| 137 | + } |
| 138 | + else if (deep < 4) |
| 139 | + { |
| 140 | + return Voxels.DIRT; |
| 141 | + } |
| 142 | + else |
| 143 | + { |
| 144 | + return Voxels.STONE; |
| 145 | + } |
| 146 | + } |
| 147 | + |
| 148 | + return voxel; |
| 149 | + } |
| 150 | + |
| 151 | + private byte FixPrevVoxel(byte voxel, byte lastVoxel, int y, int rnd100) |
| 152 | + { |
| 153 | + if (lastVoxel == 0 && y < VoxelData.chunkHeight - 1) |
| 154 | + if (voxel == Voxels.GRASS) |
| 155 | + if (rnd100 < 5) |
| 156 | + return Voxels.DECOR_GRASS; |
| 157 | + |
| 158 | + return lastVoxel; |
| 159 | + } |
| 160 | + } |
| 161 | +} |
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