Esempio n. 1
0
 def apply_cell(self, mapblock, rx, ry, hf, tf):
     # convert our hf to a hex.
     # dragon_scripts.groups.get_group_list() # funny
     group = select_tile_linear([2, 5] + [ 0, ] * 15 + [1, 1, 0xa, 0xa], hf)
     alt = int(hf * 10) # grass + forest
     tileg = dragon_scripts.groups.get_by_groupalt(group, alt)
     if tileg is None:
         mapblock.tiles[rx, ry] = 0x2
         mapblock.heights[rx, ry] = 0
     else:
         mapblock.tiles[rx, ry] = select_tile(tileg.tiles, tf)
         mapblock.heights[rx, ry] = tileg.alt
Esempio n. 2
0
 def layout_type(self, brx, bry):
     # this generates our layout types.
     cx, cy = int(brx / 8), int(bry / 8)
     return select_tile_linear([
     # waterland
     [   (0.0, 0.9, DeepSea()),
         (0.9, 0.95, ShallowSea()),
         (0.95, 1.1, Coastal()),
     ],
     # green lands
     [   (0.0, 0.02, DeepSea()),
         (0.02, 0.05, ShallowSea()),
         (0.05, 0.15, Coastal()),
         (0.15, 1.1, GrassLand()),
     ],
     # murky green lands
     [
         (0.00, 0.02, ShallowSea()),
         (0.02, 0.04, Coastal()),
         (0.04, 0.7, MurkyGrassLand()),
         (0.7, 1.1, GrassLand()),
     ],
     [   (0.0, 0.4, GrassLand()),
         (0.4, 1.1, Forest()),
     ],
     [   (0.0, 0.4, GrassLand()),
         (0.4, 1.1, Forest()),
     ],
     # rocky lands
     [   (0.0, 0.4, GrassLand(10)),
         (0.4, 0.9, Rocks(10)),
         (0.9, 0.95, Mountains(10)),
         (0.95, 1.1, Mountains(20)),
     ],
     # highlands
     [   (0.0, 0.3, Rocks(10)),
         (0.3, 0.4, HighLands(10)),
         (0.4, 0.6, Mountains(35)),
         (0.6, 0.9, Mountains(40)),
         (0.9, 1.1, Mountains(50)),
     ], ],
     self.noise[cx, cy])