Esempio n. 1
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        public NoiseGeoProvince(long seed, ICoreServerAPI api) : base(seed)
        {
            IAsset asset = api.Assets.Get("worldgen/geologicprovinces.json");

            provinces = asset.ToObject <GeologicProvinces>();


            for (int i = 0; i < provinces.Variants.Length; i++)
            {
                provinces.Variants[i].Index    = i;
                provinces.Variants[i].ColorInt = int.Parse(provinces.Variants[i].Hexcolor.TrimStart('#'), System.Globalization.NumberStyles.HexNumber);

                weightSum += provinces.Variants[i].Weight;
            }
        }
Esempio n. 2
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        public void preLoad(IServerChunk[] chunks, int chunkX, int chunkZ)
        {
            mapChunk  = chunks[0].MapChunk;
            heightMap = mapChunk.WorldGenTerrainHeightMap;
            rdx       = chunkX % regionChunkSize;
            rdz       = chunkZ % regionChunkSize;

            stratum         = null;
            step            = 0;
            strataThickness = 0;

            map            = GetOrLoadLerpedProvinceMap(chunks[0].MapChunk, chunkX, chunkZ);
            lerpMapInv     = 1f / TerraGenConfig.geoProvMapScale;
            chunkInRegionX = (chunkX % regionChunkSize) * lerpMapInv * chunksize;
            chunkInRegionZ = (chunkZ % regionChunkSize) * lerpMapInv * chunksize;

            provinces = NoiseGeoProvince.provinces;
            grp       = 0;
        }
Esempio n. 3
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        public override void StartServerSide(ICoreServerAPI api)
        {
            IAsset asset = api.Assets.Get("worldgen/rockstrata.json");

            rockstrata = asset.ToObject <RockstrataWorldProperty>();

            asset     = api.Assets.Get("worldgen/geologicprovinces.json");
            provinces = asset.ToObject <GeologicProvinces>();

            this.api = api;


            // Call our loaded method manually if the server is already running (happens when mods are reloaded at runtime)
            if (api.Server.CurrentRunPhase == EnumServerRunPhase.RunGame)
            {
                OnGameWorldLoaded();
            }

            api.Event.ChunkColumnGeneration(GenChunkColumn, EnumWorldGenPass.Terrain);
            api.Event.SaveGameLoaded += OnGameWorldLoaded;
        }