Beispiel #1
0
        static bool GenerateMap(MapGenArgs genArgs)
        {
            MapGenTheme theme = MapGenTheme.Forest;

            if (genArgs.Args != "" && !Utils.TryParseEnum(genArgs.Args, out theme))
            {
                string[] themes = Enum.GetNames(typeof(MapGenTheme));
                Player.Message(genArgs.Player, "Seed must be one of the following themes: " + themes.Join());
                return(false);
            }

            MapGenTemplate         templ = (MapGenTemplate)Enum.Parse(typeof(MapGenTemplate), genArgs.Theme.Substring(3), true);
            fCraftMapGeneratorArgs args  = fCraftMapGeneratorArgs.MakeTemplate(templ);
            Level map = genArgs.Level;

            float ratio = map.Height / 96.0f;

            args.MaxHeight    = (int)Math.Round(args.MaxHeight * ratio);
            args.MaxDepth     = (int)Math.Round(args.MaxDepth * ratio);
            args.SnowAltitude = (int)Math.Round(args.SnowAltitude * ratio);

            args.Theme      = theme;
            args.AddTrees   = theme == MapGenTheme.Forest;
            args.AddWater   = theme != MapGenTheme.Desert;
            args.WaterLevel = (map.Height - 1) / 2;

            fCraftMapGenerator generator = new fCraftMapGenerator(args);

            generator.Generate(map);
            return(true);
        }
Beispiel #2
0
        static bool GenerateMap(MapGenArgs genArgs)
        {
            MapGenTheme theme = MapGenTheme.Forest;

            if (genArgs.Args.Length > 0 &&
                !CommandParser.GetEnum(genArgs.Player, genArgs.Args, "Seed", ref theme))
            {
                return(false);
            }

            MapGenTemplate         templ = (MapGenTemplate)Enum.Parse(typeof(MapGenTemplate), genArgs.Theme.Substring(3), true);
            fCraftMapGeneratorArgs args  = fCraftMapGeneratorArgs.MakeTemplate(templ);
            Level map = genArgs.Level;

            float ratio = map.Height / 96.0f;

            args.MaxHeight    = (int)Math.Round(args.MaxHeight * ratio);
            args.MaxDepth     = (int)Math.Round(args.MaxDepth * ratio);
            args.SnowAltitude = (int)Math.Round(args.SnowAltitude * ratio);

            args.Theme      = theme;
            args.AddTrees   = theme == MapGenTheme.Forest;
            args.AddWater   = theme != MapGenTheme.Desert;
            args.WaterLevel = (map.Height - 1) / 2;

            fCraftMapGenerator generator = new fCraftMapGenerator(args);

            generator.Generate(map);
            return(true);
        }
Beispiel #3
0
        public void ApplyTheme(fCraftMapGenerator gen)
        {
            switch (Theme)
            {
            case MapGenTheme.Arctic:
                gen.bWaterSurface     = Block.Glass;
                gen.bDeepWaterSurface = Block.StillWater;
                gen.bGroundSurface    = Block.White;
                gen.bWater            = Block.StillWater;
                gen.bGround           = Block.White;
                gen.bSeaFloor         = Block.White;
                gen.bBedrock          = Block.Stone;
                gen.bCliff            = Block.Stone;
                gen.groundThickness   = 1;
                break;

            case MapGenTheme.Desert:
                gen.bWaterSurface     = Block.StillWater;
                gen.bDeepWaterSurface = Block.StillWater;
                gen.bGroundSurface    = Block.Sand;
                gen.bWater            = Block.StillWater;
                gen.bGround           = Block.Sand;
                gen.bSeaFloor         = Block.Sand;
                gen.bBedrock          = Block.Stone;
                gen.bCliff            = Block.Gravel;
                break;

            case MapGenTheme.Hell:
                gen.bWaterSurface     = Block.StillLava;
                gen.bDeepWaterSurface = Block.StillLava;
                gen.bGroundSurface    = Block.Obsidian;
                gen.bWater            = Block.StillLava;
                gen.bGround           = Block.Stone;
                gen.bSeaFloor         = Block.Obsidian;
                gen.bBedrock          = Block.Stone;
                gen.bCliff            = Block.Stone;
                break;

            case MapGenTheme.Forest:
                gen.bWaterSurface     = Block.StillWater;
                gen.bDeepWaterSurface = Block.StillWater;
                gen.bGroundSurface    = Block.Grass;
                gen.bWater            = Block.StillWater;
                gen.bGround           = Block.Dirt;
                gen.bSeaFloor         = Block.Sand;
                gen.bBedrock          = Block.Stone;
                gen.bCliff            = Block.Stone;
                break;

            case MapGenTheme.Swamp:
                gen.bWaterSurface     = Block.StillWater;
                gen.bDeepWaterSurface = Block.StillWater;
                gen.bGroundSurface    = Block.Dirt;
                gen.bWater            = Block.StillWater;
                gen.bGround           = Block.Dirt;
                gen.bSeaFloor         = Block.Leaves;
                gen.bBedrock          = Block.Stone;
                gen.bCliff            = Block.Stone;
                break;
            }
        }
Beispiel #4
0
        public void ApplyTheme(fCraftMapGenerator gen)
        {
            switch (Theme)
            {
            case MapGenTheme.Arctic:
                gen.bWaterSurface     = Block.glass;
                gen.bDeepWaterSurface = Block.waterstill;
                gen.bGroundSurface    = Block.white;
                gen.bWater            = Block.waterstill;
                gen.bGround           = Block.white;
                gen.bSeaFloor         = Block.white;
                gen.bBedrock          = Block.rock;
                gen.bCliff            = Block.rock;
                gen.groundThickness   = 1;
                break;

            case MapGenTheme.Desert:
                gen.bWaterSurface     = Block.waterstill;
                gen.bDeepWaterSurface = Block.waterstill;
                gen.bGroundSurface    = Block.sand;
                gen.bWater            = Block.waterstill;
                gen.bGround           = Block.sand;
                gen.bSeaFloor         = Block.sand;
                gen.bBedrock          = Block.rock;
                gen.bCliff            = Block.gravel;
                break;

            case MapGenTheme.Hell:
                gen.bWaterSurface     = Block.lavastill;
                gen.bDeepWaterSurface = Block.lavastill;
                gen.bGroundSurface    = Block.obsidian;
                gen.bWater            = Block.lavastill;
                gen.bGround           = Block.rock;
                gen.bSeaFloor         = Block.obsidian;
                gen.bBedrock          = Block.rock;
                gen.bCliff            = Block.rock;
                break;

            case MapGenTheme.Forest:
                gen.bWaterSurface     = Block.waterstill;
                gen.bDeepWaterSurface = Block.waterstill;
                gen.bGroundSurface    = Block.grass;
                gen.bWater            = Block.waterstill;
                gen.bGround           = Block.dirt;
                gen.bSeaFloor         = Block.sand;
                gen.bBedrock          = Block.rock;
                gen.bCliff            = Block.rock;
                break;

            case MapGenTheme.Swamp:
                gen.bWaterSurface     = Block.waterstill;
                gen.bDeepWaterSurface = Block.waterstill;
                gen.bGroundSurface    = Block.dirt;
                gen.bWater            = Block.waterstill;
                gen.bGround           = Block.dirt;
                gen.bSeaFloor         = Block.leaf;
                gen.bBedrock          = Block.rock;
                gen.bCliff            = Block.rock;
                break;
            }
        }