Esempio n. 1
0
        public static void MakeNoticeBoard()
        {
            TextGenerators tg = new TextGenerators();

            for (int x = (intMapSize / 2) + 6; x < (intMapSize / 2) + 9; x++)
            {
                for (int y = 65; y < 68; y++)
                {
                    MakeSign(x, y, intFarmSize + 11, tg.RandomSign(), (int)BlockType.STONE);
                }
            }
        }
Esempio n. 2
0
        static void Main(string[] args)
        {
            Version ver = Assembly.GetEntryAssembly().GetName().Version;

            Console.WriteLine("Mace v{0}.{1}.{2} by Robson [http://iceyboard.no-ip.org]\n",
                              ver.Major, ver.Minor, ver.Revision);

            Random rand = new Random();

            TextGenerators tg = new TextGenerators();
            string         strFolder, strCityName;

            do
            {
                strCityName = tg.CityName();
                strFolder   = Environment.GetEnvironmentVariable("APPDATA") + @"\.minecraft\saves\" + strCityName + @"\";
            } while(Directory.Exists(strFolder));

            Directory.CreateDirectory(strFolder);
            BetaWorld world = BetaWorld.Create(@strFolder);

            int intFarmSize = 28;
            int intPlotSize = 12;
            int intMapSize  = (rand.Next(12, 20) * intPlotSize) + (intFarmSize * 2);

            ChunkManager cm = world.GetChunkManager();

            Generation.MakeChunks(cm, -1, 2 + (intMapSize / 16));

            BlockManager bm = world.GetBlockManager();

            bm.AutoLight = false;

            BlockShapes.SetupClass(bm, intMapSize);
            Generation.SetupClass(bm, intMapSize, intPlotSize, intFarmSize);

            bool[,] booSewerEntrances = Generation.MakeSewers();
            Generation.MakePlots(booSewerEntrances);
            Generation.MakeWall();
            Generation.MakeMoat();
            Generation.MakeDrawbridges();
            Generation.MakeGuardTowers();
            //Generation.MakeNoticeBoard();
            Generation.MakeFarms();

            world.Level.LevelName = strCityName;
            world.Level.SpawnX    = intMapSize / 2;
            world.Level.SpawnZ    = intMapSize - 21;
            world.Level.SpawnY    = 64;
            if (rand.NextDouble() < 0.1)
            {
                world.Level.IsRaining = true;
                if (rand.NextDouble() < 0.25)
                {
                    world.Level.IsThundering = true;
                }
            }

            // hmmmmm... none of these things are fixing the lighting bug :(
            // todo: retry when next version comes out

            //bm.AutoLight = true;

            //cm.RelightDirtyChunks();

            //foreach (ChunkRef chunk in cm)
            //{
            //    chunk.Blocks.RebuildHeightMap();
            //    chunk.Blocks.ResetBlockLight();
            //    chunk.Blocks.ResetSkyLight();
            //    cm.Save();
            //}

            //foreach (ChunkRef chunk in cm)
            //{
            //    chunk.Blocks.RebuildBlockLight();
            //    chunk.Blocks.RebuildSkyLight();
            //    cm.Save();
            //}

            world.Save();

            Console.WriteLine("\nCreated the {0}!", strCityName);
            Console.WriteLine("Look for it at the end of your MineCraft world list.");
            Console.WriteLine("\nPress any key to exit...");
            Console.ReadKey();
        }