static void Main(string[] args) { if (args.Length < 1) { Console.WriteLine("You must specify a target directory"); return; } string dest = args[0]; AnvilWorld world = AnvilWorld.Open("F:\\Minecraft\\test"); BlockManager bm = world.GetBlockManager(); bm.AutoLight = false; Grid grid = new Grid(); grid.BuildInit(bm); Generator gen = new Generator(); List <Generator.Edge> edges = gen.Generate(); foreach (Generator.Edge e in edges) { int x1; int y1; int z1; gen.UnIndex(e.node1, out x1, out y1, out z1); int x2; int y2; int z2; gen.UnIndex(e.node2, out x2, out y2, out z2); grid.LinkRooms(bm, x1, y1, z1, x2, y2, z2); } // Entrance Room grid.BuildRoom(bm, 2, 5, 2); grid.LinkRooms(bm, 2, 5, 2, 1, 5, 2); grid.LinkRooms(bm, 2, 5, 2, 3, 5, 2); grid.LinkRooms(bm, 2, 5, 2, 2, 5, 1); grid.LinkRooms(bm, 2, 5, 2, 2, 5, 3); grid.LinkRooms(bm, 2, 4, 2, 2, 5, 2); // Exit Room grid.BuildRoom(bm, 2, -1, 2); grid.LinkRooms(bm, 2, -1, 2, 2, 0, 2); grid.AddPrize(bm, 2, -1, 2); Console.WriteLine("Relight Chunks"); RegionChunkManager cm = world.GetChunkManager(); cm.RelightDirtyChunks(); world.Save(); }
static public void Generate(frmMace frmLogForm, string UserWorldName, string strWorldSeed, string strWorldType, bool booWorldMapFeatures, int TotalCities, string[] strCheckedThemes, int ChunksBetweenCities, string strSpawnPoint, bool booExportSchematics, string strSelectedNPCs, string strUndergroundOres) { frmLogForm.UpdateLog("Started at " + DateTime.Now.ToLocalTime(), false, true); worldCities = new WorldCity[TotalCities]; lstCityNames.Clear(); Chunks.biomes.Clear(); RNG.SetRandomSeed(); #region create minecraft world directory from a random unused world name string strFolder = String.Empty, strWorldName = String.Empty; UserWorldName = UserWorldName.ToSafeFilename(); if (UserWorldName.Trim().Length == 0) { UserWorldName = "random"; } if (UserWorldName.ToLower().Trim() != "random") { if (Directory.Exists(UserWorldName.ToMinecraftSaveDirectory())) { if (MessageBox.Show("A world called \"" + UserWorldName + "\" already exists. " + "Would you like to use a random name instead?", "World already exists", MessageBoxButtons.OKCancel, MessageBoxIcon.Question) == DialogResult.Cancel) { frmLogForm.UpdateLog("Cancelled, because a world with this name already exists.", false, false); return; } } else { strWorldName = UserWorldName; strFolder = strWorldName.ToMinecraftSaveDirectory(); } } if (strWorldName.Length == 0) { strWorldName = Utils.GenerateWorldName(); strFolder = strWorldName.ToMinecraftSaveDirectory(); } Directory.CreateDirectory(strFolder); frmLogForm.btnSaveLogNormal.Tag = Path.Combine(strFolder, "LogNormal.txt"); frmLogForm.btnSaveLogVerbose.Tag = Path.Combine(strFolder, "LogVerbose.txt"); frmLogForm.UpdateLog("World name: " + strWorldName, false, true); #endregion #region get handles to world, chunk manager and block manager AnvilWorld worldDest = AnvilWorld.Create(@strFolder); worldDest.Level.LevelName = "Creating. Don't open until Mace is finished."; RegionChunkManager cmDest = worldDest.GetChunkManager(); BlockManager bmDest = worldDest.GetBlockManager(); bmDest.AutoLight = false; #endregion #region Determine themes // "how does this work, robson?" // well, I'm glad you asked! // we keep selecting a random unused checked theme, until they've all been used once. // after that, all other cities will have a random checked theme int maxFarmSize = 0; strCheckedThemes = RNG.ShuffleArray(strCheckedThemes); for (int CurrentCityID = 0; CurrentCityID < TotalCities; CurrentCityID++) { if (CurrentCityID <= strCheckedThemes.GetUpperBound(0)) { worldCities[CurrentCityID].ThemeName = strCheckedThemes[CurrentCityID]; } else { worldCities[CurrentCityID].ThemeName = RNG.RandomItem(strCheckedThemes); } City.themeName = worldCities[CurrentCityID].ThemeName; worldCities[CurrentCityID].ChunkLength = GetThemeRandomXMLElementNumber("options", "city_size"); int farmSize = GetThemeLastXMLElementNumber("options", "farm_size"); maxFarmSize = Math.Max(maxFarmSize, farmSize); } #endregion GenerateCityLocations(TotalCities, ChunksBetweenCities + maxFarmSize); int intRandomCity = RNG.Next(TotalCities); for (int CurrentCityID = 0; CurrentCityID < TotalCities; CurrentCityID++) { MakeCitySettings(frmLogForm, worldCities[CurrentCityID].ThemeName, CurrentCityID, strSelectedNPCs); if (!GenerateCity.Generate(frmLogForm, worldDest, cmDest, bmDest, worldCities[CurrentCityID].x, worldCities[CurrentCityID].z, booExportSchematics, strUndergroundOres)) { frmLogForm.UpdateLog("World generation failed/cancelled.", false, false); return; } #region set spawn point if (City.id == intRandomCity) { switch (strSpawnPoint) { case "Away from the cities": worldDest.Level.Spawn = new SpawnPoint(0, 65, 0); break; case "Inside a random city": worldDest.Level.Spawn = new SpawnPoint(((worldCities[intRandomCity].x + Chunks.CITY_RELOCATION_CHUNKS) * 16) + (City.mapLength / 2), 65, ((worldCities[intRandomCity].z + Chunks.CITY_RELOCATION_CHUNKS) * 16) + (City.mapLength / 2)); break; case "Outside a random city": worldDest.Level.Spawn = new SpawnPoint(((worldCities[intRandomCity].x + Chunks.CITY_RELOCATION_CHUNKS) * 16) + (City.mapLength / 2), 65, ((worldCities[intRandomCity].z + Chunks.CITY_RELOCATION_CHUNKS) * 16) + 2); break; default: Debug.Fail("invalid spawn point"); break; } frmLogForm.UpdateLog("Spawn point set to " + worldDest.Level.Spawn.X + "," + worldDest.Level.Spawn.Y + "," + worldDest.Level.Spawn.Z, false, true); } #endregion } #region weather frmLogForm.UpdateLog("Setting weather", false, true); worldDest.Level.Time = RNG.Next(24000); if (RNG.NextDouble() < 0.15) { frmLogForm.UpdateLog("Rain", false, true); worldDest.Level.IsRaining = true; // one-quarter to three-quarters of a day worldDest.Level.RainTime = RNG.Next(6000, 18000); if (RNG.NextDouble() < 0.25) { frmLogForm.UpdateLog("Thunder", false, true); worldDest.Level.IsThundering = true; worldDest.Level.ThunderTime = worldDest.Level.RainTime; } } #endregion #region world details worldDest.Level.LevelName = strWorldName; frmLogForm.UpdateLog("Setting world type: " + strWorldType, false, true); switch (strWorldType.ToLower()) { case "creative": worldDest.Level.GameType = GameType.CREATIVE; break; case "survival": worldDest.Level.GameType = GameType.SURVIVAL; break; case "hardcore": worldDest.Level.GameType = GameType.SURVIVAL; worldDest.Level.Hardcore = true; break; default: Debug.Fail("Invalidate world type selected."); break; } frmLogForm.UpdateLog("World map features: " + booWorldMapFeatures.ToString(), false, true); worldDest.Level.UseMapFeatures = booWorldMapFeatures; if (strWorldSeed != String.Empty) { long seed = 0; if (long.TryParse(strWorldSeed, out seed)) { worldDest.Level.RandomSeed = seed; frmLogForm.UpdateLog("Specified world seed: " + worldDest.Level.RandomSeed, false, true); } else { worldDest.Level.RandomSeed = strWorldSeed.ToJavaHashCode(); frmLogForm.UpdateLog("Specified world seed: " + strWorldSeed, false, true); frmLogForm.UpdateLog("Specified world seed converted to a number: " + worldDest.Level.RandomSeed, false, true); } } else { worldDest.Level.RandomSeed = RNG.Next(); frmLogForm.UpdateLog("Random world seed: " + worldDest.Level.RandomSeed, false, true); } worldDest.Level.LastPlayed = (DateTime.UtcNow.Ticks - DateTime.Parse("01/01/1970 00:00:00").Ticks) / 10000; frmLogForm.UpdateLog("World time: " + worldDest.Level.LastPlayed, false, true); #endregion cmDest.Save(); worldDest.Save(); Chunks.SetBiomeData(@strFolder); frmLogForm.UpdateLog("\nCreated the " + strWorldName + "!", false, false); frmLogForm.UpdateLog("It'll be at the top of your MineCraft world list.", false, false); frmLogForm.UpdateLog("Finished at " + DateTime.Now.ToLocalTime(), false, true); }
static void Main(string[] args) { if (args.Length != 2) { Console.WriteLine("Usage: BlockReplace <world> <jsonFile>"); return; } StreamReader streamReader = new StreamReader(args [1]); string json = streamReader.ReadToEnd(); streamReader.Close(); JObject o = JObject.Parse(json); IList <int> elevations = o.SelectToken("elevation-flat").Select(s => (int)s).ToList(); Console.WriteLine("Load Elevations..."); string dest = args [0]; AnvilWorld world = AnvilWorld.Open(dest); BlockManager bm = world.GetBlockManager(); bm.AutoLight = true; // Set Elevations int i = 0; while (i < elevations.Count) { if (i % 100 == 0) { //RegionChunkManager cm = world.GetChunkManager(); //cm.RelightDirtyChunks(); } int el = elevations[i]; int x = i / 1001 | 0; int y = i % 1001; x = 1001 - x; // Symetry x -= 500; y -= 500; bm.SetID(x, el, y, (int)BlockType.GRASS); if (el > 1) { bm.SetID(x, el - 1, y, (int)BlockType.DIRT); } if (el > 2) { bm.SetID(x, el - 2, y, (int)BlockType.DIRT); } if (el > 3) { bm.SetID(x, el - 3, y, (int)BlockType.DIRT); } if (el > 4) { bm.SetID(x, el - 4, y, (int)BlockType.DIRT); } ++i; } Console.WriteLine("Load Mods..."); IList <int> mods = o.SelectToken("mods").Select(s => (int)s).ToList(); Console.WriteLine(mods.Count); i = 0; while (i < mods.Count - 4) { int x = (int)mods [i++]; int y = (int)mods [i++]; int z = (int)mods [i++]; int t = (int)mods [i++]; if (t > 126) { Console.WriteLine("Failed"); Console.WriteLine(t); Console.WriteLine(x); Console.WriteLine(y); Console.WriteLine(z); continue; } x = 1001 - x; // Symetry x -= 500; y -= 500; // Check if valid block if (t < 256 && z > 0 && z <= 255) { bm.SetID(x, z, y, t); } } Console.WriteLine("over generation"); world.Save(); }