/// <summary>
        /// Initializes a new instance of the <see cref="LevelGenerator"/> class.
        /// </summary>
        /// <param name="level">The level.</param>
        /// <param name="args">The Generator arguments.</param>
        public LevelGenerator(Level level, GeneratorArgs args)
        {
            this.Level   = level;
            this.GenArgs = args;

            if (args.MaxLevelGenerationHeight < 0)
            {
                args.MaxLevelGenerationHeight = level.CWMap.Size.y * Math.Abs(args.MaxLevelGenerationHeight);
            }

            if (args.MinLevelGenerationHeight < 0)
            {
                args.MinLevelGenerationHeight = level.CWMap.Size.y * Math.Abs(args.MinLevelGenerationHeight);
            }

            if (args.MinDepth < 0)
            {
                args.MinDepth = level.CWMap.Size.y * Math.Abs(args.MinDepth);
            }

            if (args.LiquidLine < 0)
            {
                args.LiquidLine = Level.CWMap.Size.y * Math.Abs(args.LiquidLine);
            }

            random = new Random((int)args.Seed);
        }
 /// <summary>
 /// Initializes a new instance of the <see cref="LevelGenerator"/> class.
 /// </summary>
 /// <param name="level">The level to generate.</param>
 public LevelGenerator(Level level)
 {
     //Create a standard mountain level
     GenArgs = new GeneratorArgs() {
         MaxLevelGenerationHeight = level.CWMap.Size.y / 2,
         MinLevelGenerationHeight = 0,
         TopLayer = Block.BlockList.GLASS,
         BottomLayer = Block.BlockList.DIRT,
         OverlayLayer = Block.BlockList.WHITE_CLOTH,
         Seed = new Random().Next(),
     };
     Level = level;
     random = new Random((int)GenArgs.Seed);
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="LevelGenerator"/> class.
 /// </summary>
 /// <param name="level">The level to generate.</param>
 public LevelGenerator(Level level)
 {
     //Create a standard mountain level
     GenArgs = new GeneratorArgs()
     {
         MaxLevelGenerationHeight = level.CWMap.Size.y / 2,
         MinLevelGenerationHeight = 0,
         TopLayer     = Block.BlockList.GLASS,
         BottomLayer  = Block.BlockList.DIRT,
         OverlayLayer = Block.BlockList.WHITE_CLOTH,
         Seed         = new Random().Next(),
     };
     Level  = level;
     random = new Random((int)GenArgs.Seed);
 }
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        /// <summary>
        /// Initializes a new instance of the <see cref="LevelGenerator"/> class.
        /// </summary>
        /// <param name="level">The level.</param>
        /// <param name="args">The Generator arguments.</param>
        public LevelGenerator(Level level, GeneratorArgs args)
        {
            if (level.Size.x != level.Size.z)
                throw new ArgumentException("The x and z must be the same to use advanced level generation");

            this.Level = level;
            this.GenArgs = args;

            if (args.MaxLevelGenerationHeight == -1)
                args.MaxLevelGenerationHeight = level.Size.y;

            if (args.MinDepth == -1)
                args.MaxLevelGenerationHeight = level.Size.y;

            random = new Random((int)args.Seed);
        }
Esempio n. 5
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        /// <summary>
        /// Initializes a new instance of the <see cref="LevelGenerator"/> class.
        /// </summary>
        /// <param name="level">The level to generate.</param>
        public LevelGenerator(Level level)
        {
            if (level.Size.x != level.Size.z)
                throw new ArgumentException("The x and z must be the same to use advanced level generation");

            //Create a standard mountain level
            GenArgs = new GeneratorArgs() {
                MaxLevelGenerationHeight = level.Size.y / 2,
                MinLevelGenerationHeight = 0,
                TopLayer = Block.BlockList.GLASS,
                BottomLayer = Block.BlockList.DIRT,
                OverlayLayer = Block.BlockList.WHITE_CLOTH,
                Seed = new Random().Next(),
            };
            Level = level;
            random = new Random((int)GenArgs.Seed);
        }
        /// <summary>
        /// Initializes a new instance of the <see cref="LevelGenerator"/> class.
        /// </summary>
        /// <param name="level">The level.</param>
        /// <param name="args">The Generator arguments.</param>
        public LevelGenerator(Level level, GeneratorArgs args)
        {
            this.Level = level;
            this.GenArgs = args;

            if ( args.MaxLevelGenerationHeight < 0 )
                args.MaxLevelGenerationHeight = level.CWMap.Size.y * Math.Abs(args.MaxLevelGenerationHeight);

            if ( args.MinLevelGenerationHeight < 0 )
                args.MinLevelGenerationHeight = level.CWMap.Size.y * Math.Abs(args.MinLevelGenerationHeight);

            if ( args.MinDepth < 0 )
                args.MinDepth = level.CWMap.Size.y * Math.Abs(args.MinDepth);

            if ( args.LiquidLine < 0 )
                args.LiquidLine = Level.CWMap.Size.y * Math.Abs(args.LiquidLine);

            random = new Random((int)args.Seed);
        }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="level"></param>
 /// <param name="args"></param>
 public LevelGenerator(Level level, GeneratorArgs args)
 {
     this.Level = level;
     this.GenArgs = args;
     random = new Random((int)args.Seed);
 }