Esempio n. 1
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        /// <summary>
        /// Creates a new Beta-compatible Minecraft world and returns a new <see cref="BetaWorld"/> to represent it.
        /// </summary>
        /// <param name="path">The path to the directory where the new world should be stored.</param>
        /// <param name="cacheSize">The preferred cache size in chunks for each opened dimension in this world.</param>
        /// <returns>A new <see cref="BetaWorld"/> object representing a new world.</returns>
        /// <remarks>This method will attempt to create the specified directory immediately if it does not exist, but will not
        /// write out any world data unless it is explicitly saved at a later time.</remarks>
        public static AnvilWorld Create(string path, int cacheSize)
        {
            AnvilWorld world = new AnvilWorld().CreateWorld(path);
            world._prefCacheSize = cacheSize;

            return world;
        }
Esempio n. 2
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        internal static void OnResolveOpen(object sender, OpenWorldEventArgs e)
        {
            try {
                AnvilWorld world = new AnvilWorld().OpenWorld(e.Path);
                if (world == null)
                {
                    return;
                }

                string regPath = IO.Path.Combine(e.Path, _REGION_DIR);
                if (!Directory.Exists(regPath))
                {
                    return;
                }

                if (world.Level.Version < 19133)
                {
                    return;
                }

                e.AddHandler(Open);
            }
            catch (Exception) {
                return;
            }
        }
Esempio n. 3
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        /// <summary>
        /// Creates a new Beta-compatible Minecraft world and returns a new <see cref="BetaWorld"/> to represent it.
        /// </summary>
        /// <param name="path">The path to the directory where the new world should be stored.</param>
        /// <param name="cacheSize">The preferred cache size in chunks for each opened dimension in this world.</param>
        /// <returns>A new <see cref="BetaWorld"/> object representing a new world.</returns>
        /// <remarks>This method will attempt to create the specified directory immediately if it does not exist, but will not
        /// write out any world data unless it is explicitly saved at a later time.</remarks>
        public static AnvilWorld Create(string path, int cacheSize)
        {
            AnvilWorld world = new AnvilWorld().CreateWorld(path);

            world._prefCacheSize = cacheSize;

            return(world);
        }
        public BuildingBlocks(AnvilWorld world, ModelData md, BuildingType buildingType)
        {
            BlockManager bm = world.GetBlockManager();
            ModelDataModel mdm = md.GetModelByTypeId((int)buildingType);

            if (mdm == null)
            {
                // This can happen until we have models for everything in the config file
                Height = 0;
                GroundLevelOffset = 0;
                return;
            }

            GroundLevelOffset = mdm.GroundLevelOffset;

            IntVector3 corner1 = new IntVector3();
            corner1.X = mdm.Corner1[0].x;
            corner1.Y = mdm.Corner1[0].y;
            corner1.Z = mdm.Corner1[0].z;

            IntVector3 corner2 = new IntVector3();
            corner2.X = mdm.Corner2[0].x;
            corner2.Y = mdm.Corner2[0].y;
            corner2.Z = mdm.Corner2[0].z;

            // Handle rotation
            /*
                * Block entities aren't drawing right.  We're flipping the Z-axis here which might be the cause..
                *
            blocks = new AlphaBlock[Math.Abs(corner1.X - corner2.X) + 1, Math.Abs(corner1.Y - corner2.Y) + 1, Math.Abs(corner1.Z - corner2.Z) + 1];

            for (int x = corner1.X; x <= corner2.X; x++)
            {
                for (int y = corner1.Y; y <= corner2.Y; y++)
                {
                    for (int z = 0; z <= Math.Abs(corner2.Z - corner1.Z); z++)
                    {
                        blocks[x - corner1.X, y - corner1.Y, z] = bm.GetBlock(x, y, corner2.Z - z);
                    }
                }
            }
            */

            blocks = new AlphaBlock[Math.Abs(corner1.X - corner2.X) + 1, Math.Abs(corner1.Y - corner2.Y) + 1, Math.Abs(corner1.Z - corner2.Z) + 1];

            for (int x = corner1.X; x <= corner2.X; x++)
            {
                for (int y = corner1.Y; y <= corner2.Y; y++)
                {
                    for (int z = corner1.Z; z <= corner2.Z; z++)
                    {
                        blocks[x - corner1.X, y - corner1.Y, z - corner1.Z] = bm.GetBlock(x, y, z);
                    }
                }
            }

            Height = Math.Abs(corner1.Y - corner2.Y) + 1;
        }
 public TerrainGenerator(SimCity2000Save simCity, AnvilWorld world, BuildingSource buildingSource)
 {
     terrain = simCity.TerrainSection;
     altitude = simCity.AltitudeSection;
     buildings = simCity.BuildingSection;
     zones = simCity.ZoneSection;
     this.world = world;
     this.buildingSource = buildingSource;
     seaLevel = simCity.MiscSection.SeaLevel;
 }
Esempio n. 6
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        internal static void OnResolveOpen (object sender, OpenWorldEventArgs e)
        {
            try {
                AnvilWorld world = new AnvilWorld().OpenWorld(e.Path);
                if (world == null) {
                    return;
                }

                string regPath = IO.Path.Combine(e.Path, _REGION_DIR);
                if (!Directory.Exists(regPath)) {
                    return;
                }

                if (world.Level.Version < 19133) {
                    return;
                }

                e.AddHandler(Open);
            }
            catch (Exception) {
                return;
            }
        }
Esempio n. 7
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        /// <summary>
        /// Opens an existing Beta-compatible Minecraft world and returns a new <see cref="BetaWorld"/> to represent it.
        /// </summary>
        /// <param name="path">The path to the directory containing the world's level.dat, or the path to level.dat itself.</param>
        /// <param name="cacheSize">The preferred cache size in chunks for each opened dimension in this world.</param>
        /// <returns>A new <see cref="BetaWorld"/> object representing an existing world on disk.</returns>
        public static AnvilWorld Open (string path, int cacheSize)
        {
            AnvilWorld world = new AnvilWorld().OpenWorld(path);
            world._prefCacheSize = cacheSize;

            return world;
        }
Esempio n. 8
0
    public void LoadLevel()
    {
        int verticalOffset = 85;

        Debug.Log("About to load level folder: " + _fullMapPath + ".");

        Substrate.AnvilWorld mcWorld = Substrate.AnvilWorld.Create(_fullMapPath);

        Substrate.AnvilRegionManager mcAnvilRegionManager = mcWorld.GetRegionManager();

        BlockSet blockSet = _map.GetBlockSet();

        _map.GetSunLightmap().SetSunHeight(3, 3, 3);

        foreach (Substrate.AnvilRegion mcAnvilRegion in mcAnvilRegionManager)
        {
            // Loop through x-axis of chunks in this region
            for (int iMCChunkX = 0; iMCChunkX < mcAnvilRegion.XDim; iMCChunkX++)
            {
                // Loop through z-axis of chunks in this region.
                for (int iMCChunkZ = 0; iMCChunkZ < mcAnvilRegion.ZDim; iMCChunkZ++)
                {
                    // Retrieve the chunk at the current position in our 2D loop...
                    Substrate.ChunkRef mcChunkRef = mcAnvilRegion.GetChunkRef(iMCChunkX, iMCChunkZ);

                    if (mcChunkRef != null)
                    {
                        if (mcChunkRef.IsTerrainPopulated)
                        {
                            // Ok...now to stick the blocks in...

                            for (int iMCChunkInternalX = 0; iMCChunkInternalX < mcChunkRef.Blocks.XDim; iMCChunkInternalX++)
                            {
                                for (int iMCChunkInternalY = 0; iMCChunkInternalY < mcChunkRef.Blocks.YDim; iMCChunkInternalY++)
                                {
                                    for (int iMCChunkInternalZ = 0; iMCChunkInternalZ < mcChunkRef.Blocks.ZDim; iMCChunkInternalZ++)
                                    {
                                        int iBlockID = mcChunkRef.Blocks.GetID(iMCChunkInternalX, iMCChunkInternalY, iMCChunkInternalZ);

                                        Vector3i blockPos = new Vector3i(iMCChunkInternalX, iMCChunkInternalY + verticalOffset, iMCChunkInternalZ);

                                        if (iBlockID != 0)
                                        {
                                            switch (iBlockID)
                                            {
                                            case 3:                                             // Dirt to first grass
                                                iBlockID = 1;
                                                break;

                                            case 12:                                             // Grass to grass
                                                iBlockID = 1;
                                                break;

                                            case 13:                                             // Gravel to stone
                                                iBlockID = 4;
                                                break;

                                            case 1:                                             // Stone to second stone
                                                iBlockID = 5;
                                                break;

                                            case 16:                                             // Coal ore to fungus
                                                iBlockID = 17;
                                                break;

                                            case 15:                                             // Iron ore to pumpkin
                                                iBlockID = 20;
                                                break;

                                            case 9:                                             // Water to water
                                                iBlockID = 8;
                                                break;

                                            default:
                                                Debug.Log("Unmapped BlockID: " + iBlockID);
                                                break;
                                            }

                                            Block newBlock = blockSet.GetBlock(iBlockID);

                                            _map.SetBlock(new BlockData(newBlock), blockPos);

                                            Vector3i chunkPos = Chunk.ToChunkPosition(blockPos);

                                            _map.SetDirty(chunkPos);
                                        }
                                    } // End for (int iMCChunkInternalZ = 0; iMCChunkInternalZ < mcChunkRef.Blocks.ZDim; iMCChunkInternalZ++)
                                }     // End for (int iMCChunkInternalY = 0; iMCChunkInternalY < mcChunkRef.Blocks.YDim; iMCChunkInternalY++)
                            }         // End for (int iMCChunkInternalX = 0; iMCChunkInternalX < mcChunkRef.Blocks.XDim; iMCChunkInternalX++)
                        }             // End if (mcChunkRef.IsTerrainPopulated)
                    }                 // End if (mcChunkRef != null)
                }                     // End for (int iMCChunkZ = 0; iMCChunkZ < mcAnvilRegion.ZDim; iMCChunkZ++)
            }                         // End for (int iMCChunkX  = 0; iMCChunkX < mcAnvilRegion.XDim; iMCChunkX++)
        }                             // End foreach( Substrate.AnvilRegion mcAnvilRegion in mcAnvilRegionManager )

        Debug.Log("Loaded level: " + _fullMapPath + ".");

        _map.AddColliders();

//		List3D<Chunk> chunkList = _map.GetChunks ();
//
//		for (int minX = chunkList.GetMinX(); minX < chunkList.GetMaxX(); minX++)
//		{
//			for (int minY = chunkList.GetMinY(); minY < chunkList.GetMaxY(); minY++)
//			{
//				for (int minZ = chunkList.GetMinZ(); minZ < chunkList.GetMaxZ(); minZ++)
//				{
//					Vector3i chunkPos = new Vector3i(minX, minY, minZ);
//
//					Chunk mapChunk = _map.GetChunk (chunkPos);
//
//					Debug.Log ("LOL [" + minX + ", " + minY + ", " + minZ + "].");
//				}
//			}
//		}
//
//		foreach (Chunk loadedChunk in _map.Get
//		{
//			Vector3i loadedChunkPos = loadedChunk.GetPosition();
//			Debug.Log ("MOG A CHUNK!!! [" + loadedChunkPos.x + ", " + loadedChunkPos.y + ", " + loadedChunkPos.z + "].");
//		}
    }     // End public void LoadLevel()
    public void LoadLevel()
    {
        int verticalOffset = 85;

        Debug.Log("About to load level folder: " + _fullMapPath + ".");

        Substrate.AnvilWorld mcWorld = Substrate.AnvilWorld.Create(_fullMapPath);

        Substrate.AnvilRegionManager mcAnvilRegionManager = mcWorld.GetRegionManager();

        OpenCog.BlockSet.OCBlockSet blockSet = _map.GetBlockSet();

        //_map.GetSunLightmap().SetSunHeight(20, 4, 4);

        int createCount = 0;

        System.Collections.Generic.Dictionary <int, int> unmappedBlockTypes = new System.Collections.Generic.Dictionary <int, int>();

        //Debug.Log("In LoadLevel, there are " + blockSet.BlockCount + " blocks available.");

        foreach (Substrate.AnvilRegion mcAnvilRegion in mcAnvilRegionManager)
        {
            // Loop through x-axis of chunks in this region
            for (int iMCChunkX = 0; iMCChunkX < mcAnvilRegion.XDim; iMCChunkX++)
            {
                // Loop through z-axis of chunks in this region.
                for (int iMCChunkZ = 0; iMCChunkZ < mcAnvilRegion.ZDim; iMCChunkZ++)
                {
                    // Retrieve the chunk at the current position in our 2D loop...
                    Substrate.ChunkRef mcChunkRef = mcAnvilRegion.GetChunkRef(iMCChunkX, iMCChunkZ);

                    if (mcChunkRef != null)
                    {
                        if (mcChunkRef.IsTerrainPopulated)
                        {
                            // Ok...now to stick the blocks in...

                            int iMCChunkY = 0;

                            OCChunk chunk     = null;                //new OCChunk(_map, new Vector3i(iMCChunkX, iMCChunkY, iMCChunkZ));
                            OCChunk lastChunk = null;


                            Vector3i chunkPos     = new Vector3i(mcAnvilRegion.ChunkGlobalX(iMCChunkX), iMCChunkY + verticalOffset, mcAnvilRegion.ChunkGlobalZ(iMCChunkZ));
                            Vector3i lastChunkPos = Vector3i.zero;
                            chunk = _map.GetChunkInstance(chunkPos);

                            for (int iMCChunkInternalY = 0; iMCChunkInternalY < mcChunkRef.Blocks.YDim; iMCChunkInternalY++)
                            {
                                if (iMCChunkInternalY / OCChunk.SIZE_Y > iMCChunkY)
                                {
                                    lastChunk    = chunk;
                                    lastChunkPos = chunkPos;
                                    chunkPos     = new Vector3i(mcAnvilRegion.ChunkGlobalX(iMCChunkX), (iMCChunkInternalY + verticalOffset) / OCChunk.SIZE_Y, mcAnvilRegion.ChunkGlobalZ(iMCChunkZ));
                                    chunk        = _map.GetChunkInstance(chunkPos);
                                }

                                for (int iMCChunkInternalX = 0; iMCChunkInternalX < mcChunkRef.Blocks.XDim; iMCChunkInternalX++)
                                {
                                    for (int iMCChunkInternalZ = 0; iMCChunkInternalZ < mcChunkRef.Blocks.ZDim; iMCChunkInternalZ++)
                                    {
                                        int iBlockID = mcChunkRef.Blocks.GetID(iMCChunkInternalX, iMCChunkInternalY, iMCChunkInternalZ);

                                        if (iBlockID != 0)
                                        {
                                            Vector3i blockPos = new Vector3i(iMCChunkInternalX, iMCChunkInternalY % OCChunk.SIZE_Y, iMCChunkInternalZ);

                                            int ourBlockID = -1;

//											switch (iBlockID)
//											{
//											case 3: // Dirt to first grass
//												ourBlockID = 1;
//												break;
//											case 12: // Grass to grass
//												ourBlockID = 1;
//												break;
//											case 13: // Gravel to stone
//												ourBlockID = 4;
//												break;
//											case 1: // Stone to second stone
//												ourBlockID = 5;
//												break;
//											case 16: // Coal ore to fungus
//												ourBlockID = 17;
//												break;
//											case 15: // Iron ore to pumpkin
//												ourBlockID = 20;
//												break;
//											case 9: // Water to water
//												ourBlockID = 8;
//												//Debug.Log ("Creating some water at [" + blockPos.x + ", " + blockPos.y + ", " + blockPos.z + "]");
//												break;
////											case 2:
////												iBlockID = 16;
////												break;
////											case 4:
////												iBlockID = 16;
////												break;
////											case 18:
////												iBlockID = 16;
////												break;
//											default:
//											{
//												//Debug.Log ("Unmapped BlockID: " + iBlockID);
//
//												if (!unmappedBlockTypes.ContainsKey (iBlockID))
//												{
//													unmappedBlockTypes.Add (iBlockID, 1);
//												}
//												else
//												{
//													unmappedBlockTypes[iBlockID] += 1;
//												}
//
//												break;
//												}
//											}

                                            if (mcToOCBlockDictionary.ContainsKey(iBlockID))
                                            {
                                                ourBlockID = mcToOCBlockDictionary[iBlockID];
                                            }
                                            else
                                            {
                                                if (!unmappedBlockTypes.ContainsKey(iBlockID))
                                                {
                                                    unmappedBlockTypes.Add(iBlockID, 1);
                                                }
                                                else
                                                {
                                                    unmappedBlockTypes[iBlockID] += 1;
                                                }
                                            }

                                            if (ourBlockID != -1)
                                            {
                                                OCBlock newBlock = blockSet.GetBlock(ourBlockID);

                                                //OCBlockData block = new OpenCog.Map.OCBlockData(newBlock, blockPos);
                                                OCBlockData block = (OCBlockData)OCScriptableObject.CreateInstance <OCBlockData>();
                                                block.Init(newBlock, blockPos);

                                                chunk.SetBlock(block, blockPos);
                                                OpenCog.Map.Lighting.OCLightComputer.RecomputeLightAtPosition(_map, blockPos);

                                                if (block.block.GetName() == "Battery")
                                                {
                                                    GameObject batteryPrefab = OCMap.Instance.BatteryPrefab;
                                                    if (batteryPrefab == null)
                                                    {
                                                        UnityEngine.Debug.Log("OCBuilder::Update, batteryPrefab == null");
                                                    }
                                                    else
                                                    {
                                                        GameObject battery = (GameObject)GameObject.Instantiate(batteryPrefab);
                                                        battery.transform.position = blockPos;
                                                        battery.name             = "Battery";
                                                        battery.transform.parent = OCMap.Instance.BatteriesSceneObject.transform;
                                                    }
                                                }

                                                if (block.block.GetName() == "Hearth")
                                                {
                                                    GameObject hearthPrefab = OCMap.Instance.HearthPrefab;
                                                    if (hearthPrefab == null)
                                                    {
                                                        UnityEngine.Debug.Log("OCBuilder::Update, hearthPrefab == null");
                                                    }
                                                    else
                                                    {
                                                        GameObject hearth = (GameObject)GameObject.Instantiate(hearthPrefab);
                                                        hearth.transform.position = blockPos;
                                                        hearth.name             = "Hearth";
                                                        hearth.transform.parent = OCMap.Instance.HearthsSceneObject.transform;
                                                    }
                                                }

                                                createCount += 1;
                                            }
                                        }
                                    }                     // End for (int iMCChunkInternalZ = 0; iMCChunkInternalZ < mcChunkRef.Blocks.ZDim; iMCChunkInternalZ++)
                                }                         // End for (int iMCChunkInternalY = 0; iMCChunkInternalY < mcChunkRef.Blocks.YDim; iMCChunkInternalY++)

                                string chunkCoord = chunkPos.x + ", " + chunkPos.z;

                                if (!chunkList.ContainsKey(chunkCoord))
                                {
                                    chunkList.Add(chunkCoord, chunkPos);
                                }

                                if (iMCChunkY < iMCChunkInternalY / OCChunk.SIZE_Y)
                                {
                                    _map.Chunks.AddOrReplace(lastChunk, lastChunkPos);
                                    _map.UpdateChunkLimits(lastChunkPos);
                                    _map.SetDirty(lastChunkPos);
                                    iMCChunkY = iMCChunkInternalY / OCChunk.SIZE_Y;
                                }
                            } // End for (int iMCChunkInternalX = 0; iMCChunkInternalX < mcChunkRef.Blocks.XDim; iMCChunkInternalX++)
                        }     // End if (mcChunkRef.IsTerrainPopulated)
                    }         // End if (mcChunkRef != null)
                }             // End for (int iMCChunkZ = 0; iMCChunkZ < mcAnvilRegion.ZDim; iMCChunkZ++)
            }                 // End for (int iMCChunkX  = 0; iMCChunkX < mcAnvilRegion.XDim; iMCChunkX++)
        } // End foreach( Substrate.AnvilRegion mcAnvilRegion in mcAnvilRegionManager )

        foreach (Vector3i chunkToLight in chunkList.Values)
        {
            OpenCog.Map.Lighting.OCChunkSunLightComputer.ComputeRays(_map, chunkToLight.x, chunkToLight.z);
            OpenCog.Map.Lighting.OCChunkSunLightComputer.Scatter(_map, null, chunkToLight.x, chunkToLight.z);
        }

        foreach (System.Collections.Generic.KeyValuePair <int, int> unmappedBlockData in unmappedBlockTypes)
        {
            UnityEngine.Debug.Log("Unmapped BlockID '" + unmappedBlockData.Key + "' found " + unmappedBlockData.Value + " times.");
        }

        Debug.Log("Loaded level: " + _fullMapPath + ", created " + createCount + " blocks.");

        _map.AddColliders();
    } // End public void LoadLevel()
Esempio n. 10
0
  public static void openFile( Form plcType,
                               Form main,
                               ComboBox height,
                               ToolStripProgressBar mLoad,
                               ToolStripStatusLabel mStatus )
  {
   bool noFile = true, cancel = false;
   OpenFileDialog openDiag;
   DialogResult res;
   String filename;

   mnuHeight = height;
   mnuLoad = mLoad;
   mnuStatus = mStatus;
   init = true;

   plcType.Hide();

   while( noFile ^ cancel )
   {
    openDiag              = new OpenFileDialog();
    openDiag.Multiselect  = false;
    openDiag.AddExtension = true;
    openDiag.DefaultExt   = "dat";
    openDiag.Filter       = "Minecraft Levels (*.dat)|*.dat|" + 
                            "All Files (*.*)|*.*";

    res = openDiag.ShowDialog();

    plcType.Show();

    if( res == DialogResult.Cancel )
     cancel = true;

    else
    {
     filename  = openDiag.FileName;
     
     noFile   = false;
     openDiag.Dispose();

     lvl = AnvilWorld.Open( filename );

     if( lvl == null )
      MessageBox.Show( "That file was not a compatible Minecraft level.",
                       "Open File Error",
                       MessageBoxButtons.OK,
                       MessageBoxIcon.Error );
     
     else
     {
      regDiag = new SelectRegion( lvl.GetRegionManager(), main );
      loadLimits();
      selectRegion( true );

     }     
    }
   }
  }
Esempio n. 11
0
 public BuildingSource(AnvilWorld inputWorld, ModelData md)
 {
     world = inputWorld;
     modelData = md;
     Buildings = new Dictionary<BuildingType, BuildingBlocks>();
 }