コード例 #1
0
ファイル: Buildings.cs プロジェクト: RavetcoFX/mace-minecraft
        private static void MakeStreetLight(BlockManager bm, StreetLights slCurrent, int x1, int z1, int x2, int z2)
        {
            if (bm.GetID(x1, 63, z1) == City.GroundBlockID &&
                bm.GetData(x1, 63, z1) == City.GroundBlockData &&
                bm.GetID(x1, 64, z1) == BlockInfo.Air.ID &&
                bm.GetID(x1, 65, z1) == BlockInfo.Air.ID)
            {
                switch (slCurrent)
                {
                case StreetLights.Glowstone:
                    bm.SetID(x1, 64, z1, BlockInfo.Fence.ID);
                    bm.SetID(x1, 65, z1, BlockInfo.Fence.ID);
                    bm.SetID(x1, 66, z1, BlockInfo.Fence.ID);
                    bm.SetID(x1, 67, z1, BlockInfo.Fence.ID);
                    bm.SetID(x1, 68, z1, BlockInfo.Fence.ID);
                    bm.SetID(x2, 68, z2, BlockInfo.Fence.ID);
                    bm.SetID(x2, 67, z2, BlockInfo.Glowstone.ID);
                    break;

                case StreetLights.Torches:
                    bm.SetID(x1, 64, z1, BlockInfo.Fence.ID);
                    bm.SetID(x1, 65, z1, BlockInfo.Fence.ID);
                    bm.SetID(x1, 66, z1, BlockInfo.Fence.ID);
                    bm.SetID(x1, 67, z1, BlockInfo.Fence.ID);
                    bm.SetID(x1, 68, z1, BlockInfo.Fence.ID);
                    bm.SetID(x2, 68, z2, BlockInfo.Fence.ID);
                    bm.SetID(x2, 67, z2, BlockInfo.WoodPlank.ID);
                    if (z1 == z2)
                    {
                        BlockHelper.MakeTorch(x2, 67, z2 - 1, BlockInfo.WoodPlank.ID, 0);
                        BlockHelper.MakeTorch(x2, 67, z2 + 1, BlockInfo.WoodPlank.ID, 0);
                    }
                    else
                    {
                        BlockHelper.MakeTorch(x2 - 1, 67, z2, BlockInfo.WoodPlank.ID, 0);
                        BlockHelper.MakeTorch(x2 + 1, 67, z2, BlockInfo.WoodPlank.ID, 0);
                    }
                    break;
                }
            }
        }
コード例 #2
0
 public static void MakeNoticeBoard(BlockManager bm, int intFarmSize, int intMapSize)
 {
     BlockHelper.MakeSign((intMapSize / 2) - 8, 67, intMapSize - (intFarmSize + 11),
                          "|Public|Notice Board|", (int)BlockType.STONE);
     for (int x = (intMapSize / 2) - 9; x <= (intMapSize / 2) - 7; x++)
     {
         for (int y = 65; y <= 66; y++)
         {
             if (x == (intMapSize / 2) - 7 && y == 66)
             {
                 Version ver = System.Reflection.Assembly.GetEntryAssembly().GetName().Version;
                 BlockHelper.MakeSign(x, y, intMapSize - (intFarmSize + 11), String.Format("Created by|Mace v{0}.{1}.{2}|by Robson.|Have fun :)",
                                                                                           ver.Major, ver.Minor, ver.Build), (int)BlockType.STONE);
             }
             else
             {
                 BlockHelper.MakeSign(x, y, intMapSize - (intFarmSize + 11), RandomSign(), (int)BlockType.STONE);
             }
         }
     }
 }
コード例 #3
0
        private static void MakeGuardChest(BlockManager bm, int x, int y, int z)
        {
            TileEntityChest tec = new TileEntityChest();

            for (int a = 0; a < 5; a++)
            {
                tec.Items[a] = BlockHelper.MakeItem(RandomHelper.RandomNumber(ItemInfo.IronSword.ID,
                                                                              ItemInfo.WoodenSword.ID,
                                                                              ItemInfo.StoneSword.ID), 1);
            }
            tec.Items[6] = BlockHelper.MakeItem(ItemInfo.Bow.ID, 1);
            tec.Items[7] = BlockHelper.MakeItem(ItemInfo.Arrow.ID, 64);
            int intArmourStartID = RandomHelper.RandomNumber(ItemInfo.LeatherCap.ID, ItemInfo.ChainHelmet.ID,
                                                             ItemInfo.IronHelmet.ID);

            for (int a = 9; a < 18; a++)
            {
                tec.Items[a] = BlockHelper.MakeItem(intArmourStartID + rand.Next(4), 1); // random armour
            }
            bm.SetID(x, y, z, (int)BlockType.CHEST);
            bm.SetTileEntity(x, y, z, tec);
        }
コード例 #4
0
ファイル: Buildings.cs プロジェクト: RavetcoFX/mace-minecraft
        private static void MakeStreetLight(BlockManager bm, StreetLights slCurrent, int x1, int z1, int x2, int z2)
        {
            if (bm.GetID(x1, 63, z1) == BlockType.GRASS && bm.GetID(x1, 64, z1) == BlockType.AIR &&
                bm.GetID(x1, 65, z1) == BlockType.AIR)
            {
                switch (slCurrent)
                {
                case StreetLights.Glowstone:
                    bm.SetID(x1, 64, z1, BlockType.FENCE);
                    bm.SetID(x1, 65, z1, BlockType.FENCE);
                    bm.SetID(x1, 66, z1, BlockType.FENCE);
                    bm.SetID(x1, 67, z1, BlockType.FENCE);
                    bm.SetID(x1, 68, z1, BlockType.FENCE);
                    bm.SetID(x2, 68, z2, BlockType.FENCE);
                    bm.SetID(x2, 67, z2, BlockType.GLOWSTONE_BLOCK);
                    break;

                case StreetLights.Torches:
                    bm.SetID(x1, 64, z1, BlockType.FENCE);
                    bm.SetID(x1, 65, z1, BlockType.FENCE);
                    bm.SetID(x1, 66, z1, BlockType.FENCE);
                    bm.SetID(x1, 67, z1, BlockType.FENCE);
                    bm.SetID(x1, 68, z1, BlockType.FENCE);
                    bm.SetID(x2, 68, z2, BlockType.FENCE);
                    bm.SetID(x2, 67, z2, BlockType.WOOD_PLANK);
                    if (z1 == z2)
                    {
                        BlockHelper.MakeTorch(x2, 67, z2 - 1, BlockType.WOOD_PLANK, 0);
                        BlockHelper.MakeTorch(x2, 67, z2 + 1, BlockType.WOOD_PLANK, 0);
                    }
                    else
                    {
                        BlockHelper.MakeTorch(x2 - 1, 67, z2, BlockType.WOOD_PLANK, 0);
                        BlockHelper.MakeTorch(x2 + 1, 67, z2, BlockType.WOOD_PLANK, 0);
                    }
                    break;
                }
            }
        }
コード例 #5
0
        public static void MakeDoor(int x, int y, int z, int intBlockAgainst, bool booIronDoor, int intMirror)
        {
            int intDirection = BlockHelper.DoorDirection(x, y + 1, z, intBlockAgainst);
            int intBlockType = BlockType.WOOD_DOOR;

            if (booIronDoor)
            {
                intBlockType = BlockType.IRON_DOOR;
            }
            BlockShapes.MakeBlock(x, y + 1, z, intBlockType, (int)DoorState.TOPHALF + intDirection);
            BlockShapes.MakeBlock(x, y, z, intBlockType, intDirection);
            if (intMirror > 0)
            {
                MakeDoor(_intMapSize - x, y, z, intBlockAgainst, booIronDoor, 0);
                MakeDoor(x, y, _intMapSize - z, intBlockAgainst, booIronDoor, 0);
                MakeDoor(_intMapSize - x, y, _intMapSize - z, intBlockAgainst, booIronDoor, 0);
                if (intMirror == 2)
                {
                    MakeDoor(z, y, x, intBlockAgainst, booIronDoor, 1);
                }
            }
        }
コード例 #6
0
        public static void MakeDoor(int x, int y, int z, int intBlockAgainst, bool booIronDoor, int intMirror)
        {
            int intDirection = BlockHelper.DoorDirection(x, y + 1, z, intBlockAgainst);
            int intBlockType = BlockInfo.WoodDoor.ID;

            if (booIronDoor)
            {
                intBlockType = BlockInfo.IronDoor.ID;
            }
            BlockShapes.MakeBlock(x, y + 1, z, intBlockType, (int)DoorState.TOPHALF + intDirection);
            BlockShapes.MakeBlock(x, y, z, intBlockType, intDirection);
            if (intMirror > 0)
            {
                MakeDoor(City.MapLength - x, y, z, intBlockAgainst, booIronDoor, 0);
                MakeDoor(x, y, City.MapLength - z, intBlockAgainst, booIronDoor, 0);
                MakeDoor(City.MapLength - x, y, City.MapLength - z, intBlockAgainst, booIronDoor, 0);
                if (intMirror == 2)
                {
                    MakeDoor(z, y, x, intBlockAgainst, booIronDoor, 1);
                }
            }
        }
コード例 #7
0
ファイル: Chunks.cs プロジェクト: RavetcoFX/mace-minecraft
        public static void PositionRails(BetaWorld worldDest, BlockManager bm)
        {
            int intReplaced = 0;

            for (int x = 0; x < City.MapLength; x++)
            {
                for (int z = 0; z < City.MapLength; z++)
                {
                    for (int y = 0; y < 128; y++)
                    {
                        if (bm.GetID(x, y, z) == BlockInfo.Rails.ID)
                        {
                            BlockHelper.MakeRail(x, y, z);
                            if (++intReplaced > 100)
                            {
                                worldDest.Save();
                                intReplaced = 0;
                            }
                        }
                    }
                }
            }
        }
コード例 #8
0
        private static void MakeHelperChest(BlockManager bm, int x, int y, int z)
        {
            TileEntityChest tec = new TileEntityChest();

            tec.Items[0]  = BlockHelper.MakeItem(ItemInfo.DiamondSword.ID);
            tec.Items[1]  = BlockHelper.MakeItem(ItemInfo.DiamondPickaxe.ID);
            tec.Items[2]  = BlockHelper.MakeItem(ItemInfo.DiamondShovel.ID);
            tec.Items[3]  = BlockHelper.MakeItem(ItemInfo.DiamondPickaxe.ID);
            tec.Items[4]  = BlockHelper.MakeItem((int)BlockType.LADDER, 64);
            tec.Items[5]  = BlockHelper.MakeItem((int)BlockType.DIRT, 64);
            tec.Items[6]  = BlockHelper.MakeItem((int)BlockType.SAND, 64);
            tec.Items[7]  = BlockHelper.MakeItem((int)BlockType.CRAFTING_TABLE, 64);
            tec.Items[8]  = BlockHelper.MakeItem((int)BlockType.FURNACE, 64);
            tec.Items[9]  = BlockHelper.MakeItem(ItemInfo.Bread.ID, 64);
            tec.Items[10] = BlockHelper.MakeItem((int)BlockType.TORCH, 64);
            tec.Items[11] = BlockHelper.MakeItem((int)BlockType.STONE, 64);
            tec.Items[12] = BlockHelper.MakeItem((int)BlockType.CHEST, 64);
            tec.Items[13] = BlockHelper.MakeItem((int)BlockType.GLASS, 64);
            tec.Items[14] = BlockHelper.MakeItem((int)BlockType.WOOD, 64);
            tec.Items[15] = BlockHelper.MakeItem(ItemInfo.Cookie.ID, 64);
            bm.SetID(x, y, z, (int)BlockType.CHEST);
            bm.SetTileEntity(x, y, z, tec);
        }
コード例 #9
0
ファイル: Mineshaft.cs プロジェクト: RavetcoFX/mace-minecraft
        public static void MakeMineshaft(BetaWorld world, BlockManager bm, int intFarmLength, int intMapLength, Buildings.structPoint spMineshaftEntrance)
        {
            _intBlockStartBuildings = intFarmLength + 13;
            int intMineshaftSize = (1 + intMapLength) - (_intBlockStartBuildings * 2);

            if (intMineshaftSize % 5 > 0)
            {
                intMineshaftSize += 5 - (intMineshaftSize % 5);
            }
            _intBlockStartBuildings -= 2;
            for (int intLevel = 1; intLevel <= 7; intLevel++)
            {
                MakeLevel(world, bm, intLevel, intMineshaftSize, spMineshaftEntrance);
            }
            int intBlockToReplace = bm.GetID(spMineshaftEntrance.x, 63, spMineshaftEntrance.z + 1);

            BlockShapes.MakeSolidBox(spMineshaftEntrance.x, spMineshaftEntrance.x,
                                     3, 63, spMineshaftEntrance.z + 1, spMineshaftEntrance.z + 1, BlockType.WOOD, 0);
            BlockHelper.MakeLadder(spMineshaftEntrance.x, 4, 63, spMineshaftEntrance.z, 0, BlockType.WOOD);
            BlockShapes.MakeSolidBox(spMineshaftEntrance.x, spMineshaftEntrance.x, 3, 63, spMineshaftEntrance.z + 1,
                                     spMineshaftEntrance.z + 1, BlockType.STONE, 0);
            bm.SetID(spMineshaftEntrance.x, 63, spMineshaftEntrance.z + 1, intBlockToReplace);
        }
コード例 #10
0
ファイル: Chunks.cs プロジェクト: RavetcoFX/mace-minecraft
        public static void PositionRails(BetaWorld worldDest, BlockManager bm, int intCitySize)
        {
            int intReplaced = 0;

            for (int x = 0; x < intCitySize; x++)
            {
                for (int z = 0; z < intCitySize; z++)
                {
                    for (int y = 0; y < 128; y++)
                    {
                        if (bm.GetID(x, y, z) == BlockType.RAILS)
                        {
                            BlockHelper.MakeRail(x, y, z);
                            if (++intReplaced > 100)
                            {
                                worldDest.Save();
                                intReplaced = 0;
                            }
                        }
                    }
                }
            }
        }
コード例 #11
0
ファイル: Mineshaft.cs プロジェクト: RavetcoFX/mace-minecraft
        public static void MakeMineshaft(BetaWorld world, BlockManager bm, Buildings.structPoint spMineshaftEntrance, frmMace frmLogForm)
        {
            _intBlockStartBuildings = City.FarmLength + 13;
            int intMineshaftSize = (1 + City.MapLength) - (_intBlockStartBuildings * 2);

            if (intMineshaftSize % 5 > 0)
            {
                intMineshaftSize += 5 - (intMineshaftSize % 5);
            }
            _intBlockStartBuildings -= 2;
            for (int intLevel = 1; intLevel <= 7; intLevel++)
            {
                MakeLevel(world, bm, intLevel, intMineshaftSize, spMineshaftEntrance, frmLogForm);
            }
            int intBlockToReplace = bm.GetID(spMineshaftEntrance.x, 63, spMineshaftEntrance.z + 1);

            BlockShapes.MakeSolidBox(spMineshaftEntrance.x, spMineshaftEntrance.x,
                                     3, 63, spMineshaftEntrance.z + 1, spMineshaftEntrance.z + 1, BlockInfo.Wood.ID, 0);
            BlockHelper.MakeLadder(spMineshaftEntrance.x, 4, 63, spMineshaftEntrance.z, 0, BlockInfo.Wood.ID);
            BlockShapes.MakeSolidBox(spMineshaftEntrance.x, spMineshaftEntrance.x, 3, 63, spMineshaftEntrance.z + 1,
                                     spMineshaftEntrance.z + 1, BlockInfo.Stone.ID, 0);
            bm.SetID(spMineshaftEntrance.x, 63, spMineshaftEntrance.z + 1, intBlockToReplace);
        }
コード例 #12
0
 public static void MakeWalls(int intFarmSize, int intMapSize)
 {
     // walls
     for (int a = intFarmSize + 6; a <= intFarmSize + 10; a++)
     {
         BlockShapes.MakeHollowLayers(a, intMapSize - a, 58, 71, a, intMapSize - a, (int)BlockType.STONE);
     }
     // outside and inside edges at the top
     BlockShapes.MakeHollowLayers(intFarmSize + 6, intMapSize - (intFarmSize + 6), 72, 72,
                                  intFarmSize + 6, intMapSize - (intFarmSize + 6), (int)BlockType.STONE);
     BlockShapes.MakeHollowLayers(intFarmSize + 10, intMapSize - (intFarmSize + 10), 72, 72,
                                  intFarmSize + 10, intMapSize - (intFarmSize + 10), (int)BlockType.STONE);
     // alternating blocks on top of the edges
     for (int a = intFarmSize + 6; a <= intMapSize - (intFarmSize + 6); a += 2)
     {
         BlockShapes.MakeBlock(a, 73, intFarmSize + 6, (int)BlockType.STONE, 2);
     }
     for (int a = intFarmSize + 10; a <= intMapSize - (intFarmSize + 10); a += 2)
     {
         BlockShapes.MakeBlock(a, 73, intFarmSize + 10, (int)BlockType.STONE, 2);
     }
     // ladder
     BlockHelper.MakeLadder((intMapSize / 2) - 5, 64, 72, intFarmSize + 11, 2);
 }
コード例 #13
0
        private static TileEntityChest MakeTreasureChest()
        {
            TileEntityChest tec = new TileEntityChest();

            for (int intItems = RandomHelper.Next(5, 7); intItems >= 2; intItems--)
            {
                tec.Items[intItems] = BlockHelper.MakeItem(RandomHelper.RandomNumber(
                                                               ItemInfo.GoldenApple.ID,
                                                               ItemInfo.GoldIngot.ID,
                                                               ItemInfo.Diamond.ID,
                                                               ItemInfo.GoldMusicDisc.ID,
                                                               ItemInfo.GreenMusicDisc.ID,
                                                               ItemInfo.IronIngot.ID,
                                                               ItemInfo.Saddle.ID,
                                                               ItemInfo.Compass.ID,
                                                               ItemInfo.Clock.ID,
                                                               ItemInfo.Cake.ID,
                                                               ItemInfo.Cookie.ID
                                                               ), 1);
            }
            tec.Items[0] = BlockHelper.MakeItem(ItemInfo.GetRandomItem().ID, 1);
            tec.Items[1] = BlockHelper.MakeItem(ItemInfo.GetRandomItem().ID, 1);
            return(tec);
        }
コード例 #14
0
ファイル: Paths.cs プロジェクト: RavetcoFX/mace-minecraft
        private static void MakeStreetSign(BlockManager bm, int x1, int z1, int x2, int z2)
        {
            x1 += intBlockStart;
            z1 += intBlockStart;
            x2 += intBlockStart;
            z2 += intBlockStart;
            bm.SetID(x1, 64, z1, (int)BlockType.WOOD_PLANK);
            bm.SetID(x2, 64, z2, (int)BlockType.WOOD_PLANK);
            if (z1 == z2)
            {
                x1--;
                x2++;
            }
            else
            {
                z1--;
                z2++;
            }
            string strStreetName = RandomHelper.RandomFileLine("Resources\\CityStartingWords.txt");
            string strStreetType = RandomHelper.RandomFileLine("Resources\\RoadTypes.txt");

            BlockHelper.MakeSign(x1, 64, z1, "|" + strStreetName + "|" + strStreetType + "|", (int)BlockType.WOOD_PLANK);
            BlockHelper.MakeSign(x2, 64, z2, "|" + strStreetName + "|" + strStreetType + "|", (int)BlockType.WOOD_PLANK);
        }
コード例 #15
0
        private static TileEntityChest MakeHouseChest()
        {
            TileEntityChest tec = new TileEntityChest();

            for (int intItems = RandomHelper.Next(4, 8); intItems >= 0; intItems--)
            {
                switch (RandomHelper.Next(0, 17))
                {
                case 0:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.Apple.ID, 1);
                    break;

                case 1:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.Book.ID, 1);
                    break;

                case 2:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.Bowl.ID, 1);
                    break;

                case 3:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.Bread.ID, 1);
                    break;

                case 4:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.Cake.ID, 1);
                    break;

                case 5:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.Clock.ID, 1);
                    break;

                case 6:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.Compass.ID, 1);
                    break;

                case 7:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.Cookie.ID, 1);
                    break;

                case 8:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.Diamond.ID, 1);
                    break;

                case 9:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.Egg.ID, 1);
                    break;

                case 10:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.Feather.ID, 1);
                    break;

                case 11:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.FishingRod.ID, 1);
                    break;

                case 12:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.GoldMusicDisc.ID, 1);
                    break;

                case 13:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.GreenMusicDisc.ID, 1);
                    break;

                case 14:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.Paper.ID, 1);
                    break;

                case 15:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.Saddle.ID, 1);
                    break;

                case 16:
                    tec.Items[intItems] = BlockHelper.MakeItem(ItemInfo.String.ID, 1);
                    break;
                }
            }
            return(tec);
        }
コード例 #16
0
 public static void MakeDrawbridges(BlockManager bm)
 {
     if (City.HasWalls)
     {
         // drawbridge
         int intBridgeEnd = City.HasMoat ? -2 : 5;
         if (City.MoatType == "Lava" || City.MoatType == "Fire")
         {
             BlockShapes.MakeSolidBox((City.MapLength / 2) - 2, City.MapLength / 2, 63, 63,
                                      City.FarmLength + intBridgeEnd, City.FarmLength + 13, BlockInfo.Stone.ID, 2);
         }
         else
         {
             BlockShapes.MakeSolidBox((City.MapLength / 2) - 2, City.MapLength / 2, 63, 63,
                                      City.FarmLength + intBridgeEnd, City.FarmLength + 13, BlockInfo.WoodPlank.ID, 2);
         }
         BlockShapes.MakeSolidBox((City.MapLength / 2) - 2, City.MapLength / 2, 64, 64,
                                  City.FarmLength + intBridgeEnd, City.FarmLength + 13, BlockInfo.Air.ID, 2);
         // carve out the entrance/exit
         BlockShapes.MakeSolidBox((City.MapLength / 2) - 2, City.MapLength / 2, 64, 67,
                                  City.FarmLength + intBridgeEnd, City.FarmLength + 10, BlockInfo.Air.ID, 2);
         if (Utils.IsValidSign(City.Name))
         {
             BlockHelper.MakeSign((City.MapLength / 2) - 3, 65, City.FarmLength + 5,
                                  Utils.ConvertStringToSignText(City.Name.Replace("City of ", "City of~")),
                                  City.WallMaterialID, 2);
         }
         // add the bottom of a portcullis
         BlockShapes.MakeSolidBox((City.MapLength / 2) - 2, City.MapLength / 2, 67, 67,
                                  City.FarmLength + 6, City.FarmLength + 6, BlockInfo.Fence.ID, 2);
         // add room for murder holes
         BlockShapes.MakeSolidBox((City.MapLength / 2) - 2, (City.MapLength / 2) + 2, 69, 71,
                                  City.FarmLength + 8, City.FarmLength + 9, BlockInfo.Air.ID, 2);
         BlockShapes.MakeSolidBox(City.MapLength / 2, City.MapLength / 2, 69, 72,
                                  City.FarmLength + 8, City.FarmLength + 9, BlockInfo.Air.ID, 2);
         BlockHelper.MakeLadder(City.MapLength / 2, 69, 72, City.FarmLength + 9, 2, City.WallMaterialID);
         BlockShapes.MakeSolidBoxWithData(City.MapLength / 2, City.MapLength / 2, 72, 72,
                                          City.FarmLength + 8, City.FarmLength + 8,
                                          City.WallMaterialID, 2, City.WallMaterialData);
         // murder holes
         BlockShapes.MakeSolidBox((City.MapLength / 2) - 2, (City.MapLength / 2) - 2, 68, 68,
                                  City.FarmLength + 8, City.FarmLength + 8, BlockInfo.Air.ID, 2);
         BlockShapes.MakeSolidBox(City.MapLength / 2, City.MapLength / 2, 68, 68,
                                  City.FarmLength + 8, City.FarmLength + 8, BlockInfo.Air.ID, 2);
         BlockShapes.MakeSolidBox((City.MapLength / 2) + 2, (City.MapLength / 2) + 2, 68, 68,
                                  City.FarmLength + 8, City.FarmLength + 8, BlockInfo.Air.ID, 2);
         // chests
         BlockShapes.MakeBlock((City.MapLength / 2) - 4, 69, City.FarmLength + 9, BlockInfo.Gravel.ID, 2, 100, -1);
         BlockShapes.MakeBlock((City.MapLength / 2) + 4, 69, City.FarmLength + 9, BlockInfo.Gravel.ID, 2, 100, -1);
         BlockShapes.MakeBlock((City.MapLength / 2) - 3, 70, City.FarmLength + 9, BlockInfo.Air.ID, 2, 100, -1);
         BlockShapes.MakeBlock((City.MapLength / 2) + 3, 70, City.FarmLength + 9, BlockInfo.Air.ID, 2, 100, -1);
         TileEntityChest tec = new TileEntityChest();
         if (City.HasItemsInChests)
         {
             tec.Items[0] = BlockHelper.MakeItem(ItemInfo.LavaBucket.ID, 1);
             tec.Items[1] = BlockHelper.MakeItem(ItemInfo.LavaBucket.ID, 1);
             tec.Items[2] = BlockHelper.MakeItem(ItemInfo.LavaBucket.ID, 1);
         }
         BlockHelper.MakeChest((City.MapLength / 2) - 3, 69, City.FarmLength + 9, BlockInfo.Gravel.ID, tec, 2);
         // add torches
         BlockHelper.MakeTorch((City.MapLength / 2) - 1, 70, City.FarmLength + 9, City.WallMaterialID, 2);
         BlockHelper.MakeTorch((City.MapLength / 2) + 1, 70, City.FarmLength + 9, City.WallMaterialID, 2);
         // link to main roads
         //BlockShapes.MakeSolidBox((City.intMapLength / 2) - 1, (City.intMapLength / 2) + 1, 63, 63,
         //                         City.intFarmSize + 11, City.intFarmSize + 13, BlockType.DOUBLE_SLAB, 0);
     }
     else if (City.HasMoat)
     {
         BlockShapes.MakeSolidBox((City.MapLength / 2) - 2, City.MapLength / 2, 63, 63,
                                  City.FarmLength - 2, City.FarmLength + 6, BlockInfo.Stone.ID, 2);
     }
 }
コード例 #17
0
        public static void MakeWalls(BetaWorld world, int intFarmSize, int intMapSize,
                                     string strCityEmblem, string strOutsideLights,
                                     int intWallMaterial)
        {
            // walls
            for (int a = intFarmSize + 6; a <= intFarmSize + 10; a++)
            {
                BlockShapes.MakeHollowLayers(a, intMapSize - a, 58, 72, a, intMapSize - a, intWallMaterial, 0, -1);
                world.Save();
            }
            // outside and inside edges at the top
            BlockShapes.MakeHollowLayers(intFarmSize + 5, intMapSize - (intFarmSize + 5), 72, 73,
                                         intFarmSize + 5, intMapSize - (intFarmSize + 5), intWallMaterial, 0, -1);
            BlockShapes.MakeHollowLayers(intFarmSize + 11, intMapSize - (intFarmSize + 11), 72, 73,
                                         intFarmSize + 11, intMapSize - (intFarmSize + 11), intWallMaterial, 0, -1);
            // alternating blocks on top of the edges
            for (int a = intFarmSize + 6; a <= intMapSize - (intFarmSize + 6); a += 2)
            {
                BlockShapes.MakeBlock(a, 74, intFarmSize + 5, intWallMaterial, 2, 100, -1);
            }
            for (int a = intFarmSize + 10; a <= intMapSize - (intFarmSize + 10); a += 2)
            {
                BlockShapes.MakeBlock(a, 74, intFarmSize + 11, intWallMaterial, 2, 100, -1);
            }
            // ladder
            BlockHelper.MakeLadder((intMapSize / 2) - 5, 64, 72, intFarmSize + 11, 2, intWallMaterial);
            BlockShapes.MakeBlock((intMapSize / 2) - 5, 73, intFarmSize + 11, (int)BlockType.AIR, 2, 100, -1);
            // decorations at the gates
            switch (strOutsideLights)
            {
            case "Fire":
                // fire above the entrances
                BlockShapes.MakeBlock((intMapSize / 2) - 1, 69, intFarmSize + 5, (int)BlockType.NETHERRACK, 2, 100, -1);
                BlockShapes.MakeBlock((intMapSize / 2), 69, intFarmSize + 5, (int)BlockType.NETHERRACK, 2, 100, -1);
                BlockShapes.MakeBlock((intMapSize / 2) - 1, 70, intFarmSize + 5, (int)BlockType.FIRE, 2, 100, -1);
                BlockShapes.MakeBlock((intMapSize / 2), 70, intFarmSize + 5, (int)BlockType.FIRE, 2, 100, -1);
                // fire on the outside walls
                for (int a = intFarmSize + 8; a < (intMapSize / 2) - 9; a += 4)
                {
                    BlockShapes.MakeBlock(a, 69, intFarmSize + 5, (int)BlockType.NETHERRACK, 2, 100, -1);
                    BlockShapes.MakeBlock(a, 70, intFarmSize + 5, (int)BlockType.FIRE, 2, 100, -1);
                }
                break;

            case "Torches":
                // torches above the entrances
                BlockHelper.MakeTorch((intMapSize / 2), 70, intFarmSize + 5, intWallMaterial, 2);
                BlockHelper.MakeTorch((intMapSize / 2) - 1, 70, intFarmSize + 5, intWallMaterial, 2);
                // torches on the outside walls
                for (int a = intFarmSize + 8; a < (intMapSize / 2) - 9; a += 4)
                {
                    BlockHelper.MakeTorch(a, 70, intFarmSize + 5, intWallMaterial, 2);
                }
                break;
            }
            // torches on the inside walls
            for (int a = intFarmSize + 16; a < (intMapSize / 2); a += 4)
            {
                BlockHelper.MakeTorch(a, 69, intFarmSize + 11, intWallMaterial, 2);
            }
            // torches on the wall roofs
            for (int a = intFarmSize + 16; a < (intMapSize / 2); a += 4)
            {
                BlockShapes.MakeBlock(a, 73, intFarmSize + 8, (int)BlockType.TORCH, 2, 100, -1);
            }
            MakeEmblem(intFarmSize, intMapSize, strCityEmblem);
        }
コード例 #18
0
        public static void MakeWalls(AnvilWorld world, frmMace frmLogForm)
        {
            // walls
            for (int a = City.edgeLength + 6; a <= City.edgeLength + 10; a++)
            {
                BlockShapes.MakeHollowLayers(a, City.mapLength - a, 1, 72, a, City.mapLength - a,
                                             City.wallMaterialID, 0, City.wallMaterialData);
                world.Save();
            }
            // outside and inside edges at the top
            BlockShapes.MakeHollowLayers(City.edgeLength + 5, City.mapLength - (City.edgeLength + 5), 72, 73,
                                         City.edgeLength + 5, City.mapLength - (City.edgeLength + 5),
                                         City.wallMaterialID, 0, City.wallMaterialData);
            BlockShapes.MakeHollowLayers(City.edgeLength + 11, City.mapLength - (City.edgeLength + 11), 72, 73,
                                         City.edgeLength + 11, City.mapLength - (City.edgeLength + 11),
                                         City.wallMaterialID, 0, City.wallMaterialData);
            // alternating blocks on top of the edges
            for (int a = City.edgeLength + 6; a <= City.mapLength - (City.edgeLength + 6); a += 2)
            {
                BlockShapes.MakeBlock(a, 74, City.edgeLength + 5, City.wallMaterialID, 2, 100, City.wallMaterialData);
            }
            for (int a = City.edgeLength + 12; a <= City.mapLength - (City.edgeLength + 12); a += 2)
            {
                BlockShapes.MakeBlock(a, 74, City.edgeLength + 11, City.wallMaterialID, 2, 100, City.wallMaterialData);
            }
            // ladder
            BlockHelper.MakeLadder((City.mapLength / 2) - 5, 64, 72, City.edgeLength + 11, 2, City.wallMaterialID);

            BlockShapes.MakeSolidBox((City.mapLength / 2) - 5, (City.mapLength / 2) + 5,
                                     65, 74,
                                     City.edgeLength + 11, City.edgeLength + 11,
                                     BlockInfo.Air.ID, 2);

            // decorations at the gates
            frmLogForm.UpdateLog("Creating wall lights: " + City.outsideLightType, true, true);
            switch (City.outsideLightType)
            {
            case "Fire":
                // fire above the entrances
                BlockShapes.MakeBlock((City.mapLength / 2) - 1, 69, City.edgeLength + 5, BlockInfo.Netherrack.ID, 2, 100, -1);
                BlockShapes.MakeBlock((City.mapLength / 2), 69, City.edgeLength + 5, BlockInfo.Netherrack.ID, 2, 100, -1);
                BlockShapes.MakeBlock((City.mapLength / 2) - 1, 70, City.edgeLength + 5, BlockInfo.Fire.ID, 2, 100, -1);
                BlockShapes.MakeBlock((City.mapLength / 2), 70, City.edgeLength + 5, BlockInfo.Fire.ID, 2, 100, -1);
                // fire on the outside walls
                for (int a = City.edgeLength + 8; a < (City.mapLength / 2) - 9; a += 4)
                {
                    BlockShapes.MakeBlock(a, 69, City.edgeLength + 5, BlockInfo.Netherrack.ID, 2, 100, -1);
                    BlockShapes.MakeBlock(a, 70, City.edgeLength + 5, BlockInfo.Fire.ID, 2, 100, -1);
                }
                break;

            case "Torches":
                // torches above the entrances
                BlockHelper.MakeTorch((City.mapLength / 2), 70, City.edgeLength + 5, City.wallMaterialID, 2);
                BlockHelper.MakeTorch((City.mapLength / 2) - 1, 70, City.edgeLength + 5, City.wallMaterialID, 2);
                // torches on the outside walls
                for (int a = City.edgeLength + 8; a < (City.mapLength / 2) - 9; a += 4)
                {
                    BlockHelper.MakeTorch(a, 70, City.edgeLength + 5, City.wallMaterialID, 2);
                }
                break;

            case "None":
            case "":
                break;

            default:
                Debug.Fail("Invalid switch result");
                break;
            }
            if (City.hasTorchesOnWalkways)
            {
                // torches on the inside walls
                for (int a = City.edgeLength + 16; a < (City.mapLength / 2); a += 4)
                {
                    BlockHelper.MakeTorch(a, 69, City.edgeLength + 11, City.wallMaterialID, 2);
                }
                // torches on the wall roofs
                for (int a = City.edgeLength + 16; a < (City.mapLength / 2); a += 4)
                {
                    BlockShapes.MakeBlock(a, 73, City.edgeLength + 8, BlockInfo.Torch.ID, 2, 100, -1);
                }
            }


            for (int a = City.edgeLength + 16; a < (City.mapLength / 2); a += 24)
            {
                switch (City.npcs)
                {
                case "Ghostdancer's NPCs":
                    EntityVillager eVillager;
                    eVillager        = new EntityVillager(new TypedEntity("GKnight"));
                    eVillager.Health = 20;
                    BlockShapes.MakeEntity(a, 73, City.edgeLength + 8, eVillager, 2);
                    break;

                case "Minecraft Villagers":
                    EntityMob eMob;
                    eMob        = new EntityMob(new TypedEntity("VillagerGolem"));
                    eMob.Health = 100;
                    BlockShapes.MakeEntity(a, 73, City.edgeLength + 8, eMob, 2);
                    break;
                }
            }

            frmLogForm.UpdateLog("Creating wall emblems: " + City.cityEmblemType, true, true);
            MakeEmblem();
        }
コード例 #19
0
        public void Generate(frmMace frmLogForm, bool booIncludeFarms, bool booIncludeMoat, bool booIncludeWalls,
                             bool booIncludeDrawbridges, bool booIncludeGuardTowers, bool booIncludeNoticeboard,
                             bool booIncludeBuildings, bool booIncludePaths,
                             string strCitySize, string strMoatType, string strCityEmblem, string strOutsideLights, string strFireBeacons)
        {
            #region create minecraft world directory from a random unused city name
            string strFolder = "", strCityName = "";
            do
            {
                strCityName = "City of " + RandomHelper.RandomFileLine("Resources\\CityStartingWords.txt")
                              + RandomHelper.RandomFileLine("Resources\\CityEndingWords.txt");
                strFolder = Environment.GetEnvironmentVariable("APPDATA") + @"\.minecraft\saves\" + strCityName + @"\";
            } while (Directory.Exists(strFolder));
            Directory.CreateDirectory(strFolder);
            #endregion

            #region get handles to world, chunk manager and block manager
            BetaWorld    worldDest = BetaWorld.Create(@strFolder);
            ChunkManager cmDest    = worldDest.GetChunkManager();
            BlockManager bmDest    = worldDest.GetBlockManager();
            bmDest.AutoLight = false;
            #endregion

            Random rand = new Random();

            #region determine block sizes
            // first we set the city size by chunks
            int intCitySize = 12;
            switch (strCitySize)
            {
            case "Random":
                intCitySize = rand.Next(8, 16);
                break;

            case "Very small":
                intCitySize = 5;
                break;

            case "Small":
                intCitySize = 8;
                break;

            case "Medium":
                intCitySize = 12;
                break;

            case "Large":
                intCitySize = 16;
                break;

            case "Very large":
                intCitySize = 25;
                break;
            }
            // then we multiply by 16, because that's the x and z of a chunk
            intCitySize *= 16;
            int intFarmSize = booIncludeFarms ? 32 : 16;
            int intMapSize  = intCitySize + (intFarmSize * 2);
            #endregion

            #region setup classes
            BlockShapes.SetupClass(bmDest, intMapSize);
            BlockHelper.SetupClass(bmDest, intMapSize);
            SourceWorld.SetupClass();
            #endregion

            if (strOutsideLights == "Random")
            {
                strOutsideLights = RandomHelper.RandomString("Fire", "Torches");
            }

            #region make the city
            frmLogForm.UpdateLog("Creating chunks");
            Chunks.MakeChunks(cmDest, 0, intMapSize / 16, frmLogForm);
            frmLogForm.UpdateProgress(35);

            // todo: test excluding paths/buildings
            if (booIncludeBuildings || booIncludePaths)
            {
                frmLogForm.UpdateLog("Creating paths");
                int[,] intArea = Paths.MakePaths(worldDest, bmDest, intFarmSize, intMapSize);
                frmLogForm.UpdateProgress(38);
                if (booIncludeBuildings)
                {
                    frmLogForm.UpdateLog("Creating buildings");
                    Buildings.MakeInsideCity(bmDest, worldDest, intArea, intFarmSize, intMapSize, booIncludePaths);
                }
            }
            frmLogForm.UpdateProgress(50);

            if (booIncludeWalls)
            {
                frmLogForm.UpdateLog("Creating walls");
                Walls.MakeWalls(worldDest, intFarmSize, intMapSize, strCityEmblem, strOutsideLights);
            }
            frmLogForm.UpdateProgress(51);

            if (booIncludeMoat)
            {
                frmLogForm.UpdateLog("Creating moat");
                Moat.MakeMoat(intFarmSize, intMapSize, strMoatType, booIncludeGuardTowers);
            }
            frmLogForm.UpdateProgress(52);

            if (booIncludeDrawbridges)
            {
                frmLogForm.UpdateLog("Creating drawbridges");
                Drawbridge.MakeDrawbridges(bmDest, intFarmSize, intMapSize, booIncludeMoat, booIncludeWalls);
            }
            frmLogForm.UpdateProgress(53);

            if (booIncludeGuardTowers)
            {
                frmLogForm.UpdateLog("Creating guard towers");
                GuardTowers.MakeGuardTowers(bmDest, intFarmSize, intMapSize, booIncludeWalls, strOutsideLights, strFireBeacons);
            }
            frmLogForm.UpdateProgress(54);

            if (booIncludeWalls && booIncludeNoticeboard)
            {
                frmLogForm.UpdateLog("Creating noticeboard");
                NoticeBoard.MakeNoticeBoard(bmDest, intFarmSize, intMapSize);
            }
            frmLogForm.UpdateProgress(55);

            if (booIncludeFarms)
            {
                frmLogForm.UpdateLog("Creating farms");
                Farms.MakeFarms(worldDest, bmDest, intFarmSize, intMapSize);
            }
            frmLogForm.UpdateProgress(58);
            #endregion

            #region world settings
            // spawn in a guard tower
            //world.Level.SpawnX = intFarmSize + 5;
            //world.Level.SpawnZ = intFarmSize + 5;
            //world.Level.SpawnY = 74;
            // spawn looking at one of the city entrances
            worldDest.Level.SpawnX = intMapSize / 2;
            worldDest.Level.SpawnZ = intMapSize - (intFarmSize - 10);
            worldDest.Level.SpawnY = 64;
            // spawn default
            //world.Level.SpawnX = 0;
            //world.Level.SpawnY = 65;
            //world.Level.SpawnZ = 0;

            worldDest.Level.LevelName = strCityName;
            worldDest.Level.Time      = rand.Next(24000);

            if (rand.NextDouble() < 0.15)
            {
                worldDest.Level.IsRaining = true;
                // one-quarter to three-quarters of a day
                worldDest.Level.RainTime = rand.Next(6000, 18000);
                if (rand.NextDouble() < 0.25)
                {
                    worldDest.Level.IsThundering = true;
                    worldDest.Level.ThunderTime  = worldDest.Level.RainTime;
                }
            }
            #endregion

#if DEBUG
            MakeHelperChest(bmDest, worldDest.Level.SpawnX + 2, worldDest.Level.SpawnY, worldDest.Level.SpawnZ + 2);
#endif

            frmLogForm.UpdateLog("Resetting lighting");
            Chunks.ResetLighting(worldDest, cmDest, frmLogForm, (int)Math.Pow(intMapSize / 16, 2));

            worldDest.Save();

            frmLogForm.UpdateLog("\r\nCreated the " + strCityName + "!");
            frmLogForm.UpdateLog("It'll be at the end of your MineCraft world list.");
        }
コード例 #20
0
        public static void Generate(frmMace frmLogForm, string strUserCityName,
                                    bool booIncludeFarms, bool booIncludeMoat, bool booIncludeWalls,
                                    bool booIncludeDrawbridges, bool booIncludeGuardTowers, bool booIncludeBuildings,
                                    bool booIncludePaths, bool booIncludeMineshaft, bool booIncludeItemsInChests,
                                    bool booIncludeValuableBlocks, bool booIncludeGhostdancerSpawners,
                                    string strCitySize, string strMoatType, string strCityEmblem,
                                    string strOutsideLights, string strTowerAddition, string strWallMaterial,
                                    string strCitySeed, string strWorldSeed, bool booExportSchematic)
        {
            #region seed the random number generators
            int    intCitySeed, intWorldSeed;
            Random randSeeds = new Random();
            if (strCitySeed.Length == 0)
            {
                intCitySeed = randSeeds.Next();
                frmLogForm.UpdateLog("Random city seed: " + intCitySeed);
            }
            else
            {
                intCitySeed = JavaStringHashCode(strCitySeed);
                frmLogForm.UpdateLog("Random city seed: " + strCitySeed);
            }
            if (strWorldSeed.Length == 0)
            {
                intWorldSeed = randSeeds.Next();
                frmLogForm.UpdateLog("Random world seed: " + intWorldSeed);
            }
            else
            {
                intWorldSeed = JavaStringHashCode(strWorldSeed);
                frmLogForm.UpdateLog("Random world seed: " + strWorldSeed);
            }
            RandomHelper.SetSeed(intCitySeed);
            #endregion

            #region create minecraft world directory from a random unused city name
            string strFolder = String.Empty, strCityName = String.Empty;

            strUserCityName = SafeFilename(strUserCityName);
            if (strUserCityName.ToLower().Trim().Length == 0)
            {
                strUserCityName = "random";
            }

            if (strUserCityName.ToLower().Trim() != "random")
            {
                if (Directory.Exists(Utils.GetMinecraftSavesDirectory(strUserCityName)))
                {
                    if (MessageBox.Show("A world called \"" + strUserCityName + "\" 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.");
                        return;
                    }
                }
                else
                {
                    strCityName = strUserCityName;
                    strFolder   = Utils.GetMinecraftSavesDirectory(strCityName);
                }
            }
            if (strCityName.Length == 0)
            {
                string strStart, strEnd;
                do
                {
                    strStart    = RandomHelper.RandomFileLine(Path.Combine("Resources", "CityAdj.txt"));
                    strEnd      = RandomHelper.RandomFileLine(Path.Combine("Resources", "CityNoun.txt"));
                    strCityName = "City of " + strStart + strEnd;
                    strFolder   = Utils.GetMinecraftSavesDirectory(strCityName);
                } while (strStart.ToLower().Trim() == strEnd.ToLower().Trim() || Directory.Exists(strFolder) || (strStart + strEnd).Length > 14);
            }
            Directory.CreateDirectory(strFolder);
            RandomHelper.SetSeed(intCitySeed);
            #endregion

            #region get handles to world, chunk manager and block manager
            BetaWorld        worldDest = BetaWorld.Create(@strFolder);
            BetaChunkManager cmDest    = worldDest.GetChunkManager();
            BlockManager     bmDest    = worldDest.GetBlockManager();
            bmDest.AutoLight = false;
            #endregion

            #region determine block sizes
            // first we set the city size by chunks
            int intCitySize = 12;
            switch (strCitySize)
            {
            case "Random":
                intCitySize = RandomHelper.Next(8, 16);
                break;

            case "Very small":
                intCitySize = 5;
                break;

            case "Small":
                intCitySize = 8;
                break;

            case "Medium":
                intCitySize = 12;
                break;

            case "Large":
                intCitySize = 16;
                break;

            case "Very large":
                intCitySize = 25;
                break;

            default:
                Debug.Fail("Invalid switch result");
                break;
            }
            // then we multiply by 16, because that's the x and z of a chunk
            intCitySize *= 16;
            int intFarmLength = booIncludeFarms ? 32 : 8;
            int intMapLength  = intCitySize + (intFarmLength * 2);
            #endregion

            #region setup classes
            BlockShapes.SetupClass(bmDest, intMapLength);
            BlockHelper.SetupClass(bmDest, intMapLength);
            if (!SourceWorld.SetupClass(worldDest, booIncludeItemsInChests, booIncludeGhostdancerSpawners))
            {
                return;
            }
            NoticeBoard.SetupClass(intCitySeed, intWorldSeed);
            #endregion

            #region determine random options
            // ensure selected options take priority, but don't set things on fire
            if (strTowerAddition == "Random")
            {
                strTowerAddition = RandomHelper.RandomString("Fire beacon", "Flag");
            }
            if (strWallMaterial.StartsWith("Wood"))
            {
                if (strMoatType == "Lava" || strMoatType == "Fire" || strMoatType == "Random")
                {
                    strMoatType = RandomHelper.RandomString("Drop to Bedrock", "Cactus", "Water");
                }
                strOutsideLights = "Torches";
            }
            if (strWallMaterial == "Random")
            {
                if (strMoatType == "Lava" || strMoatType == "Fire" || strOutsideLights == "Fire")
                {
                    strWallMaterial = RandomHelper.RandomString("Brick", "Cobblestone", "Sandstone", "Stone");
                }
                else
                {
                    strWallMaterial = RandomHelper.RandomString("Brick", "Cobblestone", "Sandstone",
                                                                "Stone", "Wood Planks");
                    if (strWallMaterial.StartsWith("Wood"))
                    {
                        if (strMoatType == "Random")
                        {
                            strMoatType = RandomHelper.RandomString("Drop to Bedrock", "Cactus", "Water");
                        }
                        strOutsideLights = "Torches";
                    }
                }
            }
            if (strOutsideLights == "Random")
            {
                strOutsideLights = RandomHelper.RandomString("Fire", "Torches");
            }
            if (strMoatType == "Random")
            {
                int intRand = RandomHelper.Next(100);
                if (intRand >= 90)
                {
                    strMoatType = "Drop to Bedrock";
                }
                else if (intRand >= 80)
                {
                    strMoatType = "Cactus";
                }
                else if (intRand >= 50)
                {
                    strMoatType = "Lava";
                }
                else if (intRand >= 40)
                {
                    strMoatType = "Fire";
                }
                else
                {
                    strMoatType = "Water";
                }
            }

            int intWallMaterial = BlockType.STONE;
            switch (strWallMaterial)
            {
            case "Brick":
                intWallMaterial = BlockType.BRICK_BLOCK;
                break;

            case "Cobblestone":
                intWallMaterial = BlockType.COBBLESTONE;
                break;

            case "Sandstone":
                intWallMaterial = BlockType.SANDSTONE;
                break;

            case "Stone":
                intWallMaterial = BlockType.STONE;
                break;

            case "Wood Planks":
                intWallMaterial = BlockType.WOOD_PLANK;
                break;

            case "Wood Logs":
                intWallMaterial = BlockType.WOOD;
                break;

            case "Bedrock":
                intWallMaterial = BlockType.BEDROCK;
                break;

            case "Mossy Cobblestone":
                intWallMaterial = BlockType.MOSS_STONE;
                break;

            case "Netherrack":
                intWallMaterial = BlockType.NETHERRACK;
                break;

            case "Glass":
                intWallMaterial = BlockType.GLASS;
                break;

            case "Ice":
                intWallMaterial = BlockType.ICE;
                break;

            case "Snow":
                intWallMaterial = BlockType.SNOW_BLOCK;
                break;

            case "Glowstone":
                intWallMaterial = BlockType.GLOWSTONE_BLOCK;
                break;

            case "Dirt":
                intWallMaterial = BlockType.DIRT;
                break;

            case "Obsidian":
                intWallMaterial = BlockType.OBSIDIAN;
                break;

            case "Jack-o-Lantern":
                intWallMaterial = BlockType.JACK_O_LANTERN;
                break;

            case "Soul sand":
                intWallMaterial = BlockType.SOUL_SAND;
                break;

            case "Gold":
                intWallMaterial = BlockType.GOLD_BLOCK;
                break;

            case "Diamond":
                intWallMaterial = BlockType.DIAMOND_BLOCK;
                break;

            default:
                Debug.Fail("Invalid switch result");
                break;
            }
            #endregion

            #region make the city
            frmLogForm.UpdateLog("Creating underground terrain");
            Chunks.CreateInitialChunks(cmDest, intMapLength / 16, frmLogForm);
            frmLogForm.UpdateProgress(25);

            Buildings.structPoint spMineshaftEntrance = new Buildings.structPoint();

            if (booIncludeWalls)
            {
                frmLogForm.UpdateLog("Creating walls");
                Walls.MakeWalls(worldDest, intFarmLength, intMapLength, strCityEmblem, strOutsideLights, intWallMaterial);
            }
            frmLogForm.UpdateProgress(34);
            if (booIncludeBuildings || booIncludePaths)
            {
                frmLogForm.UpdateLog("Creating paths");
                int[,] intArea = Paths.MakePaths(worldDest, bmDest, intFarmLength, intMapLength, strCitySize,
                                                 booIncludeMineshaft);
                frmLogForm.UpdateProgress(36);
                if (booIncludeBuildings)
                {
                    frmLogForm.UpdateLog("Creating buildings");
                    spMineshaftEntrance = Buildings.MakeInsideCity(bmDest, worldDest, intArea, intFarmLength, intMapLength, booIncludePaths);
                    frmLogForm.UpdateProgress(45);
                    if (booIncludeMineshaft)
                    {
                        frmLogForm.UpdateLog("Creating mineshaft");
                        Mineshaft.MakeMineshaft(worldDest, bmDest, intFarmLength, intMapLength, spMineshaftEntrance);
                    }
                }
            }
            frmLogForm.UpdateProgress(51);

            if (booIncludeMoat)
            {
                frmLogForm.UpdateLog("Creating moat");
                Moat.MakeMoat(intFarmLength, intMapLength, strMoatType, booIncludeGuardTowers);
            }
            frmLogForm.UpdateProgress(52);

            if (booIncludeDrawbridges)
            {
                frmLogForm.UpdateLog("Creating drawbridges");
                Drawbridge.MakeDrawbridges(bmDest, intFarmLength, intMapLength, booIncludeMoat,
                                           booIncludeWalls, booIncludeItemsInChests, intWallMaterial, strMoatType, strCityName);
            }
            frmLogForm.UpdateProgress(53);

            if (booIncludeGuardTowers)
            {
                frmLogForm.UpdateLog("Creating guard towers");
                GuardTowers.MakeGuardTowers(bmDest, intFarmLength, intMapLength, booIncludeWalls,
                                            strOutsideLights, strTowerAddition, booIncludeItemsInChests, intWallMaterial);
            }
            frmLogForm.UpdateProgress(54);

            if (booIncludeFarms)
            {
                frmLogForm.UpdateLog("Creating farms");
                Farms.MakeFarms(worldDest, bmDest, intFarmLength, intMapLength);
            }
            frmLogForm.UpdateProgress(58);

            if (!booIncludeValuableBlocks)
            {
                cmDest.Save();
                worldDest.Save();
                Chunks.ReplaceValuableBlocks(worldDest, bmDest, intMapLength, intWallMaterial);
            }
            frmLogForm.UpdateProgress(60);
            Chunks.PositionRails(worldDest, bmDest, intMapLength);
            frmLogForm.UpdateProgress(62);
            #endregion

            #region world settings
            // spawn looking at one of the city entrances
            if (booIncludeFarms)
            {
                SpawnPoint spLevel = new SpawnPoint(7, 11, 13);
                worldDest.Level.Spawn = spLevel;
                worldDest.Level.Spawn = new SpawnPoint(intMapLength / 2, 64, intMapLength - (intFarmLength - 10));
            }
            else
            {
                worldDest.Level.Spawn = new SpawnPoint(intMapLength / 2, 64, intMapLength - (intFarmLength - 7));
            }
            // spawn in the middle of the city
//#if DEBUG
            //worldDest.Level.Spawn = new SpawnPoint(intMapLength / 2, 64, intMapLength / 2);
//#endif
            if (strWorldSeed.Length > 0)
            {
                worldDest.Level.RandomSeed = intWorldSeed;
            }

#if RELEASE
            worldDest.Level.Time = RandomHelper.Next(24000);

            if (RandomHelper.NextDouble() < 0.15)
            {
                worldDest.Level.IsRaining = true;
                // one-quarter to three-quarters of a day
                worldDest.Level.RainTime = RandomHelper.Next(6000, 18000);
                if (RandomHelper.NextDouble() < 0.25)
                {
                    worldDest.Level.IsThundering = true;
                    worldDest.Level.ThunderTime  = worldDest.Level.RainTime;
                }
            }
#endif
            #endregion

#if DEBUG
            MakeHelperChest(bmDest, worldDest.Level.Spawn.X + 2, worldDest.Level.Spawn.Y, worldDest.Level.Spawn.Z + 2);
#endif

            frmLogForm.UpdateLog("Creating lighting data");
            Chunks.ResetLighting(worldDest, cmDest, frmLogForm, (int)Math.Pow(intMapLength / 16, 2));

            worldDest.Level.LevelName = strCityName;
            worldDest.Save();

            if (booExportSchematic)
            {
                frmLogForm.UpdateLog("Creating schematic");
                AlphaBlockCollection abcExport = new AlphaBlockCollection(intMapLength, 128, intMapLength);
                for (int x = 0; x < intMapLength; x++)
                {
                    for (int z = 0; z < intMapLength; z++)
                    {
                        for (int y = 0; y < 128; y++)
                        {
                            abcExport.SetBlock(x, y, z, bmDest.GetBlock(x, y, z));
                        }
                    }
                }
                Schematic CitySchematic = new Schematic(intMapLength, 128, intMapLength);
                CitySchematic.Blocks = abcExport;
                CitySchematic.Export(Utils.GetMinecraftSavesDirectory(strCityName) + "\\" + strCityName + ".schematic");
            }

            frmLogForm.UpdateLog("\r\nCreated the " + strCityName + "!");
            frmLogForm.UpdateLog("It'll be at the end of your MineCraft world list.");
        }
コード例 #21
0
        public void Generate(frmMace frmLogForm, string strUserCityName, bool booIncludeFarms, bool booIncludeMoat, bool booIncludeWalls,
                             bool booIncludeDrawbridges, bool booIncludeGuardTowers, bool booIncludeBuildings, bool booIncludePaths, bool booIncludeMineshaft,
                             bool booIncludeItemsInChests, bool booIncludeValuableBlocks,
                             string strCitySize, string strMoatType, string strCityEmblem, string strOutsideLights, string strTowerAddition, string strWallMaterial,
                             string strCitySeed, string strWorldSeed)
        {
            #region seed the random number generators
            int    intCitySeed, intWorldSeed;
            Random randSeeds = new Random();
            if (strCitySeed == "")
            {
                intCitySeed = randSeeds.Next();
                frmLogForm.UpdateLog("Random city seed: " + intCitySeed);
            }
            else
            {
                intCitySeed = JavaStringHashCode(strCitySeed);
                frmLogForm.UpdateLog("Random city seed: " + strCitySeed);
            }
            if (strWorldSeed == "")
            {
                intWorldSeed = randSeeds.Next();
                frmLogForm.UpdateLog("Random world seed: " + intWorldSeed);
            }
            else
            {
                intWorldSeed = JavaStringHashCode(strWorldSeed);
                frmLogForm.UpdateLog("Random world seed: " + strWorldSeed);
            }
            RandomHelper.SetSeed(intCitySeed);
            #endregion

            #region create minecraft world directory from a random unused city name
            string strFolder = "", strCityName = "";

            strUserCityName = SafeFilename(strUserCityName);
            if (strUserCityName.ToLower().Trim() == "")
            {
                strUserCityName = "Random";
            }

            if (strUserCityName.ToLower().Trim() != "random")
            {
                if (Directory.Exists(Utils.GetMinecraftSavesDir(strUserCityName)))
                {
                    if (MessageBox.Show("A world called \"" + strUserCityName + "\" 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.");
                        return;
                    }
                }
                else
                {
                    strCityName = strUserCityName;
                    strFolder   = Utils.GetMinecraftSavesDir(strCityName);
                }
            }
            if (strCityName == "")
            {
                string strStart, strEnd;
                do
                {
                    strStart    = RandomHelper.RandomFileLine(Path.Combine("Resources", "CityAdj.txt"));
                    strEnd      = RandomHelper.RandomFileLine(Path.Combine("Resources", "CityNoun.txt"));
                    strCityName = "City of " + strStart + strEnd;
                    strFolder   = Utils.GetMinecraftSavesDir(strCityName);
                } while (strStart.ToLower().Trim() == strEnd.ToLower().Trim() || Directory.Exists(strFolder));
            }
            Directory.CreateDirectory(strFolder);
            RandomHelper.SetSeed(intCitySeed);
            #endregion

            #region get handles to world, chunk manager and block manager
            BetaWorld    worldDest = BetaWorld.Create(@strFolder);
            ChunkManager cmDest    = worldDest.GetChunkManager();
            BlockManager bmDest    = worldDest.GetBlockManager();
            bmDest.AutoLight = false;
            #endregion

            #region determine block sizes
            // first we set the city size by chunks
            int intCitySize = 12;
            switch (strCitySize)
            {
            case "Random":
                intCitySize = RandomHelper.Next(8, 16);
                break;

            case "Very small":
                intCitySize = 5;
                break;

            case "Small":
                intCitySize = 8;
                break;

            case "Medium":
                intCitySize = 12;
                break;

            case "Large":
                intCitySize = 16;
                break;

            case "Very large":
                intCitySize = 25;
                break;
            }
            // then we multiply by 16, because that's the x and z of a chunk
            intCitySize *= 16;
            int intFarmSize = booIncludeFarms ? 32 : 16;
            int intMapSize  = intCitySize + (intFarmSize * 2);
            #endregion

            #region setup classes
            BlockShapes.SetupClass(bmDest, intMapSize);
            BlockHelper.SetupClass(bmDest, intMapSize);
            if (!SourceWorld.SetupClass(worldDest, booIncludeItemsInChests))
            {
                return;
            }
            NoticeBoard.SetupClass(intCitySeed, intWorldSeed);
            #endregion

            #region determine random options
            // ensure selected options take priority, but don't set things on fire
            if (strTowerAddition == "Random")
            {
                strTowerAddition = RandomHelper.RandomString("Fire beacon", "Flag");
            }
            if (strWallMaterial.StartsWith("Wood"))
            {
                if (strMoatType == "Lava" || strMoatType == "Random")
                {
                    strMoatType = RandomHelper.RandomString("Drop to Bedrock", "Cactus", "Water");
                }
                strOutsideLights = "Torches";
            }
            if (strWallMaterial == "Random")
            {
                if (strMoatType == "Lava" || strOutsideLights == "Fire")
                {
                    strWallMaterial = RandomHelper.RandomString("Brick", "Cobblestone", "Sandstone", "Stone");
                }
                else
                {
                    strWallMaterial = RandomHelper.RandomString("Brick", "Cobblestone", "Sandstone", "Stone", "Wood Planks");
                    if (strWallMaterial.StartsWith("Wood"))
                    {
                        if (strMoatType == "Random")
                        {
                            strMoatType = RandomHelper.RandomString("Drop to Bedrock", "Cactus", "Water");
                        }
                        strOutsideLights = "Torches";
                    }
                }
            }
            if (strOutsideLights == "Random")
            {
                strOutsideLights = RandomHelper.RandomString("Fire", "Torches");
            }
            if (strMoatType == "Random")
            {
                int intRand = RandomHelper.Next(100);
                if (intRand >= 90)
                {
                    strMoatType = "Drop to Bedrock";
                }
                else if (intRand >= 80)
                {
                    strMoatType = "Cactus";
                }
                else if (intRand >= 50)
                {
                    strMoatType = "Lava";
                }
                else
                {
                    strMoatType = "Water";
                }
            }

            int intWallMaterial = (int)BlockType.STONE;
            switch (strWallMaterial)
            {
            case "Brick":
                intWallMaterial = (int)BlockType.BRICK_BLOCK;
                break;

            case "Cobblestone":
                intWallMaterial = (int)BlockType.COBBLESTONE;
                break;

            case "Sandstone":
                intWallMaterial = (int)BlockType.SANDSTONE;
                break;

            case "Stone":
                intWallMaterial = (int)BlockType.STONE;
                break;

            case "Wood Planks":
                intWallMaterial = (int)BlockType.WOOD_PLANK;
                break;

            case "Wood Logs":
                intWallMaterial = (int)BlockType.WOOD;
                break;

            case "Bedrock":
                intWallMaterial = (int)BlockType.BEDROCK;
                break;

            case "Glass":
                intWallMaterial = (int)BlockType.GLASS;
                break;

            case "Dirt":
                intWallMaterial = (int)BlockType.DIRT;
                break;

            case "Obsidian":
                intWallMaterial = (int)BlockType.OBSIDIAN;
                break;
            }
            #endregion

            #region make the city
            frmLogForm.UpdateLog("Creating underground terrain");
            Chunks.MakeChunks(cmDest, intMapSize / 16, frmLogForm);
            frmLogForm.UpdateProgress(25);

            if (booIncludeBuildings || booIncludePaths)
            {
                frmLogForm.UpdateLog("Creating paths");
                int[,] intArea = Paths.MakePaths(worldDest, bmDest, intFarmSize, intMapSize);
                frmLogForm.UpdateProgress(34);
                if (booIncludeBuildings)
                {
                    frmLogForm.UpdateLog("Creating buildings");
                    Buildings.MakeInsideCity(bmDest, worldDest, intArea, intFarmSize, intMapSize, booIncludePaths);
                }
            }
            frmLogForm.UpdateProgress(43);

            if (booIncludeMineshaft)
            {
                frmLogForm.UpdateLog("Creating mineshaft");
                Mineshaft.MakeMineshaft(worldDest, bmDest, intFarmSize, intMapSize);
                frmLogForm.UpdateProgress(49);
            }

            if (booIncludeWalls)
            {
                frmLogForm.UpdateLog("Creating walls");
                Walls.MakeWalls(worldDest, intFarmSize, intMapSize, strCityEmblem, strOutsideLights, intWallMaterial);
            }
            frmLogForm.UpdateProgress(51);

            if (booIncludeMoat)
            {
                frmLogForm.UpdateLog("Creating moat");
                Moat.MakeMoat(intFarmSize, intMapSize, strMoatType, booIncludeGuardTowers);
            }
            frmLogForm.UpdateProgress(52);

            if (booIncludeDrawbridges)
            {
                frmLogForm.UpdateLog("Creating drawbridges");
                Drawbridge.MakeDrawbridges(bmDest, intFarmSize, intMapSize, booIncludeMoat, booIncludeWalls, booIncludeItemsInChests, intWallMaterial, strMoatType);
            }
            frmLogForm.UpdateProgress(53);

            if (booIncludeGuardTowers)
            {
                frmLogForm.UpdateLog("Creating guard towers");
                GuardTowers.MakeGuardTowers(bmDest, intFarmSize, intMapSize, booIncludeWalls, strOutsideLights, strTowerAddition, booIncludeItemsInChests, intWallMaterial);
            }
            frmLogForm.UpdateProgress(54);

            if (booIncludeFarms)
            {
                frmLogForm.UpdateLog("Creating farms");
                Farms.MakeFarms(worldDest, bmDest, intFarmSize, intMapSize);
            }
            frmLogForm.UpdateProgress(58);

            if (!booIncludeValuableBlocks)
            {
                cmDest.Save();
                worldDest.Save();
                Chunks.ReplaceValuableBlocks(worldDest, bmDest, intMapSize);
            }
            frmLogForm.UpdateProgress(62);
            #endregion

            #region world settings
            // spawn in a guard tower
            //worldDest.Level.SpawnX = intFarmSize + 5;
            //worldDest.Level.SpawnZ = intFarmSize + 5;
            //worldDest.Level.SpawnY = 82;
            // spawn looking at one of the city entrances
            worldDest.Level.SpawnX = intMapSize / 2;
            worldDest.Level.SpawnZ = intMapSize - (intFarmSize - 10);
            worldDest.Level.SpawnY = 64;
            // spawn in the middle of the city
            //worldDest.Level.SpawnX = intMapSize / 2;
            //worldDest.Level.SpawnZ = (intMapSize / 2) - 1;
            //worldDest.Level.SpawnY = 64;
            // spawn default
            //world.Level.SpawnX = 0;
            //world.Level.SpawnY = 65;
            //world.Level.SpawnZ = 0;
            if (strWorldSeed != "")
            {
                worldDest.Level.RandomSeed = intWorldSeed;
            }

            worldDest.Level.LevelName = strCityName;

#if RELEASE
            worldDest.Level.Time = RandomHelper.Next(24000);

            if (RandomHelper.NextDouble() < 0.15)
            {
                worldDest.Level.IsRaining = true;
                // one-quarter to three-quarters of a day
                worldDest.Level.RainTime = RandomHelper.Next(6000, 18000);
                if (RandomHelper.NextDouble() < 0.25)
                {
                    worldDest.Level.IsThundering = true;
                    worldDest.Level.ThunderTime  = worldDest.Level.RainTime;
                }
            }
#endif
            #endregion

#if DEBUG
            MakeHelperChest(bmDest, worldDest.Level.SpawnX + 2, worldDest.Level.SpawnY, worldDest.Level.SpawnZ + 2);
#endif

            frmLogForm.UpdateLog("Resetting lighting");
            Chunks.ResetLighting(worldDest, cmDest, frmLogForm, (int)Math.Pow(intMapSize / 16, 2));

            worldDest.Save();

            frmLogForm.UpdateLog("\r\nCreated the " + strCityName + "!");
            frmLogForm.UpdateLog("It'll be at the end of your MineCraft world list.");
        }
コード例 #22
0
        public static void Generate(frmMace frmLogForm, BetaWorld worldDest, BetaChunkManager cmDest, BlockManager bmDest, int x, int z)
        {
            #region create a city name
            string strStart, strEnd;
            do
            {
                strStart  = RandomHelper.RandomFileLine(Path.Combine("Resources", City.CityNamePrefixFilename));
                strEnd    = RandomHelper.RandomFileLine(Path.Combine("Resources", City.CityNameSuffixFilename));
                City.Name = "City of " + strStart + strEnd;
            } while (GenerateWorld.lstCityNames.Contains(City.Name) ||
                     strStart.ToLower().Trim() == strEnd.ToLower().Trim() ||
                     (strStart + strEnd).Length > 14);
            GenerateWorld.lstCityNames.Add(City.Name);
            #endregion

            #region determine block sizes
            City.CityLength *= 16; // chunk length
            City.FarmLength  = City.HasFarms ? 32 : 8;
            City.MapLength   = City.CityLength + (City.FarmLength * 2);
            #endregion

            #region setup classes
            BlockShapes.SetupClass(bmDest);
            BlockHelper.SetupClass(bmDest);
            NoticeBoard.SetupClass();
            if (!SourceWorld.SetupClass(worldDest))
            {
                return;
            }
            #endregion

            #region determine random options
#pragma warning disable
            switch (City.WallMaterialID)
            {
            case BlockType.WOOD_PLANK:
            case BlockType.WOOD:
            case BlockType.LEAVES:
            case BlockType.VINES:
            case BlockType.WOOL:
            case BlockType.BOOKSHELF:
                switch (City.OutsideLightType)
                {
                case "Fire":
                    frmLogForm.UpdateLog("Fixing fire-spreading combination", true, true);
                    City.OutsideLightType = "Torches";
                    break;
                }
                switch (City.MoatType)
                {
                case "Fire":
                case "Lava":
                    frmLogForm.UpdateLog("Fixing fire-spreading combination", true, true);
                    City.MoatType = "Water";
                    break;
                }
                break;
            }
#pragma warning restore
            #endregion

            #region make the city
            frmLogForm.UpdateLog("Creating the " + City.Name, false, false);
            frmLogForm.UpdateLog("City length in blocks: " + City.MapLength, true, true);
            frmLogForm.UpdateLog("City position in blocks: " + ((x + 30) * 16) + "," + ((z + 30) * 16), true, true);
            frmLogForm.UpdateLog("Theme: " + City.ThemeName, true, true);
            frmLogForm.UpdateLog("Creating underground terrain", true, false);
            Chunks.CreateInitialChunks(cmDest, frmLogForm);
            frmLogForm.UpdateProgress(0.35);

            Buildings.structPoint spMineshaftEntrance = new Buildings.structPoint();

            if (City.HasWalls)
            {
                frmLogForm.UpdateLog("Creating walls", true, false);
                Walls.MakeWalls(worldDest, frmLogForm);
            }
            frmLogForm.UpdateProgress(0.45);
            if (City.HasBuildings || City.HasPaths)
            {
                frmLogForm.UpdateLog("Creating paths", true, false);
                int[,] intArea = Paths.MakePaths(worldDest, bmDest);
                frmLogForm.UpdateProgress(0.50);
                if (City.HasBuildings)
                {
                    frmLogForm.UpdateLog("Creating buildings", true, false);
                    spMineshaftEntrance = Buildings.MakeInsideCity(bmDest, worldDest, intArea, frmLogForm);
                    frmLogForm.UpdateProgress(0.55);
                    if (City.HasMineshaft)
                    {
                        frmLogForm.UpdateLog("Creating mineshaft", true, false);
                        Mineshaft.MakeMineshaft(worldDest, bmDest, spMineshaftEntrance, frmLogForm);
                    }
                }
            }
            frmLogForm.UpdateProgress(0.60);

            if (City.HasMoat)
            {
                frmLogForm.UpdateLog("Creating moat", true, false);
                Moat.MakeMoat(frmLogForm);
            }
            frmLogForm.UpdateProgress(0.65);

            if (City.HasDrawbridges)
            {
                frmLogForm.UpdateLog("Creating drawbridges", true, false);
                Drawbridge.MakeDrawbridges(bmDest);
            }
            frmLogForm.UpdateProgress(0.70);

            if (City.HasGuardTowers)
            {
                frmLogForm.UpdateLog("Creating guard towers", true, false);
                GuardTowers.MakeGuardTowers(bmDest, frmLogForm);
            }
            frmLogForm.UpdateProgress(0.75);

            if (City.HasFarms)
            {
                frmLogForm.UpdateLog("Creating farms", true, false);
                Farms.MakeFarms(worldDest, bmDest, frmLogForm);
            }
            frmLogForm.UpdateProgress(0.80);

            if (!City.HasValuableBlocks)
            {
                frmLogForm.UpdateLog("Replacing valuable blocks", true, true);
                cmDest.Save();
                worldDest.Save();
                Chunks.ReplaceValuableBlocks(worldDest, bmDest);
            }
            frmLogForm.UpdateProgress(0.90);
            frmLogForm.UpdateLog("Creating rail data", true, false);
            Chunks.PositionRails(worldDest, bmDest);
            frmLogForm.UpdateProgress(0.95);
            frmLogForm.UpdateLog("Creating position data", true, false);

            Chunks.MoveChunks(worldDest, cmDest, x, z);
            frmLogForm.UpdateProgress(1);
            #endregion
        }
コード例 #23
0
        public void Generate(frmMace frmLogForm, string strUserCityName, bool booIncludeFarms, bool booIncludeMoat, bool booIncludeWalls,
                             bool booIncludeDrawbridges, bool booIncludeGuardTowers, bool booIncludeNoticeboard,
                             bool booIncludeBuildings, bool booIncludePaths,
                             string strCitySize, string strMoatType, string strCityEmblem, string strOutsideLights, string strFireBeacons,
                             string strCitySeed, string strWorldSeed)
        {
            #region Seed the random number generators
            int    intCitySeed, intWorldSeed;
            Random randSeeds = new Random();
            if (strCitySeed == "")
            {
                intCitySeed = randSeeds.Next();
                frmLogForm.UpdateLog("Random city seed: " + intCitySeed);
            }
            else
            {
                intCitySeed = JavaStringHashCode(strCitySeed);
                frmLogForm.UpdateLog("Random city seed: " + strCitySeed);
            }
            if (strWorldSeed == "")
            {
                intWorldSeed = randSeeds.Next();
                frmLogForm.UpdateLog("Random world seed: " + intWorldSeed);
            }
            else
            {
                intWorldSeed = JavaStringHashCode(strWorldSeed);
                frmLogForm.UpdateLog("Random world seed: " + strWorldSeed);
            }
            RandomHelper.SetSeed(intCitySeed);
            #endregion

            #region create minecraft world directory from a random unused city name
            string strFolder = "", strCityName = "";

            strUserCityName = SafeFilename(strUserCityName);
            if (strUserCityName.ToLower().Trim() == "")
            {
                strUserCityName = "Random";
            }

            if (strUserCityName.ToLower().Trim() != "random")
            {
                if (Directory.Exists(Environment.GetEnvironmentVariable("APPDATA") +
                                     @"\.minecraft\saves\" + strUserCityName + @"\"))
                {
                    if (MessageBox.Show("A world called \"" + strUserCityName + "\" 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.");
                        return;
                    }
                }
                else
                {
                    strCityName = strUserCityName;
                }
            }
            if (strCityName == "")
            {
                string strStart, strEnd;
                do
                {
                    strStart    = RandomHelper.RandomFileLine("Resources\\CityAdj.txt");
                    strEnd      = RandomHelper.RandomFileLine("Resources\\CityNoun.txt");
                    strCityName = "City of " + strStart + strEnd;
                    strFolder   = Environment.GetEnvironmentVariable("APPDATA") +
                                  @"\.minecraft\saves\" + strCityName + @"\";
                } while (strStart.ToLower().Trim() == strEnd.ToLower().Trim() || Directory.Exists(strFolder));
            }
            Directory.CreateDirectory(strFolder);
            #endregion

            RandomHelper.SetSeed(intCitySeed);

            #region get handles to world, chunk manager and block manager
            BetaWorld    worldDest = BetaWorld.Create(@strFolder);
            ChunkManager cmDest    = worldDest.GetChunkManager();
            BlockManager bmDest    = worldDest.GetBlockManager();
            bmDest.AutoLight = false;
            #endregion

            #region determine block sizes
            // first we set the city size by chunks
            int intCitySize = 12;
            switch (strCitySize)
            {
            case "Random":
                intCitySize = RandomHelper.Next(8, 16);
                break;

            case "Very small":
                intCitySize = 5;
                break;

            case "Small":
                intCitySize = 8;
                break;

            case "Medium":
                intCitySize = 12;
                break;

            case "Large":
                intCitySize = 16;
                break;

            case "Very large":
                intCitySize = 25;
                break;
            }
            // then we multiply by 16, because that's the x and z of a chunk
            intCitySize *= 16;
            int intFarmSize = booIncludeFarms ? 32 : 16;
            int intMapSize  = intCitySize + (intFarmSize * 2);
            #endregion

            #region setup classes
            BlockShapes.SetupClass(bmDest, intMapSize);
            BlockHelper.SetupClass(bmDest, intMapSize);
            SourceWorld.SetupClass(worldDest);
            #endregion

            if (strOutsideLights == "Random")
            {
                strOutsideLights = RandomHelper.RandomString("Fire", "Torches");
            }

            #region make the city
            frmLogForm.UpdateLog("Creating chunks");
            Chunks.MakeChunks(cmDest, 0, intMapSize / 16, frmLogForm);
            frmLogForm.UpdateProgress(35);

            if (booIncludeBuildings || booIncludePaths)
            {
                frmLogForm.UpdateLog("Creating paths");
                int[,] intArea = Paths.MakePaths(worldDest, bmDest, intFarmSize, intMapSize);
                frmLogForm.UpdateProgress(38);
                if (booIncludeBuildings)
                {
                    frmLogForm.UpdateLog("Creating buildings");
                    Buildings.MakeInsideCity(bmDest, worldDest, intArea, intFarmSize, intMapSize, booIncludePaths);
                }
            }
            frmLogForm.UpdateProgress(50);

            if (booIncludeWalls)
            {
                frmLogForm.UpdateLog("Creating walls");
                Walls.MakeWalls(worldDest, intFarmSize, intMapSize, strCityEmblem, strOutsideLights);
            }
            frmLogForm.UpdateProgress(51);

            if (booIncludeMoat)
            {
                frmLogForm.UpdateLog("Creating moat");
                Moat.MakeMoat(intFarmSize, intMapSize, strMoatType, booIncludeGuardTowers);
            }
            frmLogForm.UpdateProgress(52);

            if (booIncludeDrawbridges)
            {
                frmLogForm.UpdateLog("Creating drawbridges");
                Drawbridge.MakeDrawbridges(bmDest, intFarmSize, intMapSize, booIncludeMoat, booIncludeWalls);
            }
            frmLogForm.UpdateProgress(53);

            if (booIncludeGuardTowers)
            {
                frmLogForm.UpdateLog("Creating guard towers");
                GuardTowers.MakeGuardTowers(bmDest, intFarmSize, intMapSize, booIncludeWalls, strOutsideLights, strFireBeacons);
            }
            frmLogForm.UpdateProgress(54);

            if (booIncludeWalls && booIncludeNoticeboard)
            {
                frmLogForm.UpdateLog("Creating noticeboard");
                NoticeBoard.MakeNoticeBoard(bmDest, intFarmSize, intMapSize, intCitySeed, intWorldSeed);
            }
            frmLogForm.UpdateProgress(55);

            if (booIncludeFarms)
            {
                frmLogForm.UpdateLog("Creating farms");
                Farms.MakeFarms(worldDest, bmDest, intFarmSize, intMapSize);
            }
            frmLogForm.UpdateProgress(58);
            #endregion

            #region world settings
            // spawn in a guard tower
            //world.Level.SpawnX = intFarmSize + 5;
            //world.Level.SpawnZ = intFarmSize + 5;
            //world.Level.SpawnY = 74;
            // spawn looking at one of the city entrances
            worldDest.Level.SpawnX = intMapSize / 2;
            worldDest.Level.SpawnZ = intMapSize - (intFarmSize - 10);
            worldDest.Level.SpawnY = 64;
            // spawn in the middle of the city
            //worldDest.Level.SpawnX = intMapSize / 2;
            //worldDest.Level.SpawnZ = (intMapSize / 2) - 1;
            //worldDest.Level.SpawnY = 64;
            // spawn default
            //world.Level.SpawnX = 0;
            //world.Level.SpawnY = 65;
            //world.Level.SpawnZ = 0;
            if (strWorldSeed != "")
            {
                worldDest.Level.RandomSeed = intWorldSeed;
            }

            worldDest.Level.LevelName = strCityName;
            worldDest.Level.Time      = RandomHelper.Next(24000);

            if (RandomHelper.NextDouble() < 0.15)
            {
                worldDest.Level.IsRaining = true;
                // one-quarter to three-quarters of a day
                worldDest.Level.RainTime = RandomHelper.Next(6000, 18000);
                if (RandomHelper.NextDouble() < 0.25)
                {
                    worldDest.Level.IsThundering = true;
                    worldDest.Level.ThunderTime  = worldDest.Level.RainTime;
                }
            }
            #endregion

#if DEBUG
            MakeHelperChest(bmDest, worldDest.Level.SpawnX + 2, worldDest.Level.SpawnY, worldDest.Level.SpawnZ + 2);
#endif

            frmLogForm.UpdateLog("Resetting lighting");
            Chunks.ResetLighting(worldDest, cmDest, frmLogForm, (int)Math.Pow(intMapSize / 16, 2));

            worldDest.Save();

            frmLogForm.UpdateLog("\r\nCreated the " + strCityName + "!");
            frmLogForm.UpdateLog("It'll be at the end of your MineCraft world list.");
        }
コード例 #24
0
        public void Generate(frmMace frmLogForm, bool booIncludeFarms, bool booIncludeMoat, bool booIncludeWalls,
                             bool booIncludeDrawbridges, bool booIncludeGuardTowers, bool booIncludeNoticeboard,
                             bool booIncludeBuildings, bool booIncludeSewers, string strCitySize, string strMoatLiquid)
        {
            string strFolder, strCityName;

            do
            {
                strCityName = "City of " + RandomHelper.RandomFileLine("CityStartingWords.txt")
                              + RandomHelper.RandomFileLine("CityEndingWords.txt");
                strFolder = Environment.GetEnvironmentVariable("APPDATA") + @"\.minecraft\saves\" + strCityName + @"\";
            } while (Directory.Exists(strFolder));

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

            int intFarmSize = 28;

            if (!booIncludeFarms)
            {
                intFarmSize = 2;
            }
            int    intPlotSize = 12;
            int    intPlots    = 15;
            Random rand        = new Random();

            switch (strCitySize)
            {
            case "Random":
                intPlots = rand.Next(10, 20);
                break;

            case "Very small":
                intPlots = 6;
                break;

            case "Small":
                intPlots = 10;
                break;

            case "Medium":
                intPlots = 15;
                break;

            case "Large":
                intPlots = 20;
                break;

            case "Very large":
                intPlots = 23;
                break;

            default:
                Debug.Assert(false);
                break;
            }
            int intMapSize = (intPlots * intPlotSize) + (intFarmSize * 2);

            ChunkManager cm = world.GetChunkManager();

            frmLogForm.UpdateLog("Creating chunks");
            Chunks.MakeChunks(cm, -1, 2 + (intMapSize / 16), frmLogForm);
            frmLogForm.UpdateProgress(34);

            BlockManager bm = world.GetBlockManager();

            bm.AutoLight = false;

            BlockShapes.SetupClass(bm, intMapSize);
            BlockHelper.SetupClass(bm, intMapSize);

            bool[,] booSewerEntrances;
            if (booIncludeSewers)
            {
                frmLogForm.UpdateLog("Creating sewers");
                booSewerEntrances = Sewers.MakeSewers(intFarmSize, intMapSize, intPlotSize);
            }
            else
            {
                booSewerEntrances = new bool[2 + ((intMapSize - ((intFarmSize + 16) * 2)) / intPlotSize),
                                             2 + ((intMapSize - ((intFarmSize + 16) * 2)) / intPlotSize)];
            }
            frmLogForm.UpdateProgress(35);
            if (booIncludeBuildings)
            {
                frmLogForm.UpdateLog("Creating plots");
                Plots.MakeBuildings(bm, booSewerEntrances, intFarmSize, intMapSize, intPlotSize);
            }
            frmLogForm.UpdateProgress(36);
            if (booIncludeWalls)
            {
                frmLogForm.UpdateLog("Creating walls");
                Walls.MakeWalls(intFarmSize, intMapSize);
            }
            frmLogForm.UpdateProgress(37);
            if (booIncludeMoat)
            {
                frmLogForm.UpdateLog("Creating moat");
                Moat.MakeMoat(intFarmSize, intMapSize, strMoatLiquid);
            }
            frmLogForm.UpdateProgress(38);
            if (booIncludeDrawbridges)
            {
                frmLogForm.UpdateLog("Creating drawbridges");
                Drawbridge.MakeDrawbridges(bm, intFarmSize, intMapSize, booIncludeMoat, booIncludeWalls);
            }
            frmLogForm.UpdateProgress(39);
            if (booIncludeGuardTowers)
            {
                frmLogForm.UpdateLog("Creating guard towers");
                GuardTowers.MakeGuardTowers(bm, intFarmSize, intMapSize, booIncludeWalls);
            }
            frmLogForm.UpdateProgress(40);
            if (booIncludeWalls && booIncludeNoticeboard)
            {
                frmLogForm.UpdateLog("Creating noticeboard");
                NoticeBoard.MakeNoticeBoard(bm, intFarmSize, intMapSize);
            }
            frmLogForm.UpdateProgress(41);
            if (booIncludeFarms)
            {
                frmLogForm.UpdateLog("Creating farms");
                Farms.MakeFarms(bm, intFarmSize, intMapSize);
            }
            frmLogForm.UpdateProgress(42);

            world.Level.LevelName = strCityName;
            // spawn in a guard tower
            //world.Level.SpawnX = intFarmSize + 5;
            //world.Level.SpawnZ = intFarmSize + 5;
            //world.Level.SpawnY = 74;
            // spawn looking at one of the city entrances
            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;
                }
            }

            //MakeHelperChest(bm, world.Level.SpawnX + 2, world.Level.SpawnY, world.Level.SpawnZ + 2);

            frmLogForm.UpdateLog("Resetting lighting");
            Chunks.ResetLighting(cm, frmLogForm, (int)Math.Pow(3 + (intMapSize / 16), 2));
            world.Save();

            frmLogForm.UpdateLog("\r\nCreated the " + strCityName + "!");
            frmLogForm.UpdateLog("It'll be at the end of your MineCraft world list.");
        }
コード例 #25
0
        public static void MakeGuardTowers(BlockManager bm, frmMace frmLogForm)
        {
            // remove wall
            BlockShapes.MakeSolidBox(City.EdgeLength + 5, City.EdgeLength + 11, 64, 79,
                                     City.EdgeLength + 5, City.EdgeLength + 11, BlockInfo.Air.ID, 1);
            // add tower
            BlockShapes.MakeHollowBox(City.EdgeLength + 4, City.EdgeLength + 12, 63, 80,
                                      City.EdgeLength + 4, City.EdgeLength + 12, City.WallMaterialID, 1, City.WallMaterialData);
            // divide into two rooms
            BlockShapes.MakeSolidBoxWithData(City.EdgeLength + 4, City.EdgeLength + 12, 2, 72,
                                             City.EdgeLength + 4, City.EdgeLength + 12,
                                             City.WallMaterialID, 1, City.WallMaterialData);
            BlockShapes.MakeSolidBox(City.EdgeLength + 5, City.EdgeLength + 11, 64, 67,
                                     City.EdgeLength + 5, City.EdgeLength + 11, BlockInfo.Air.ID, 1);

            switch (City.OutsideLightType)
            {
            case "Fire":
                BlockShapes.MakeBlock(City.EdgeLength + 5, 76, City.EdgeLength + 3, BlockInfo.Netherrack.ID, 2, 100, -1);
                BlockShapes.MakeBlock(City.EdgeLength + 5, 77, City.EdgeLength + 3, BlockInfo.Fire.ID, 2, 100, -1);
                BlockShapes.MakeBlock(City.EdgeLength + 11, 76, City.EdgeLength + 3, BlockInfo.Netherrack.ID, 2, 100, -1);
                BlockShapes.MakeBlock(City.EdgeLength + 11, 77, City.EdgeLength + 3, BlockInfo.Fire.ID, 2, 100, -1);
                break;

            case "Torches":
                for (int y = 73; y <= 80; y += 7)
                {
                    BlockHelper.MakeTorch(City.EdgeLength + 6, y, City.EdgeLength + 3, City.WallMaterialID, 2);
                    BlockHelper.MakeTorch(City.EdgeLength + 10, y, City.EdgeLength + 3, City.WallMaterialID, 2);
                }
                break;

            case "None":
            case "":
                break;

            default:
                Debug.Fail("Invalid switch result");
                break;
            }
            if (City.HasTorchesOnWalkways)
            {
                // add torches
                BlockHelper.MakeTorch(City.EdgeLength + 6, 79, City.EdgeLength + 13, City.WallMaterialID, 2);
                BlockHelper.MakeTorch(City.EdgeLength + 10, 79, City.EdgeLength + 13, City.WallMaterialID, 2);
                // add torches inside
                BlockHelper.MakeTorch(City.EdgeLength + 6, 77, City.EdgeLength + 11, City.WallMaterialID, 2);
                BlockHelper.MakeTorch(City.EdgeLength + 10, 77, City.EdgeLength + 11, City.WallMaterialID, 2);
                BlockHelper.MakeTorch(City.EdgeLength + 5, 77, City.EdgeLength + 6, City.WallMaterialID, 2);
                BlockHelper.MakeTorch(City.EdgeLength + 5, 77, City.EdgeLength + 10, City.WallMaterialID, 2);
            }
            // add openings to the walls
            BlockShapes.MakeBlock(City.EdgeLength + 7, 73, City.EdgeLength + 12, BlockInfo.Air.ID, 2, 100, -1);
            BlockShapes.MakeBlock(City.EdgeLength + 9, 73, City.EdgeLength + 12, BlockInfo.Air.ID, 2, 100, -1);
            BlockShapes.MakeBlock(City.EdgeLength + 7, 74, City.EdgeLength + 12, BlockInfo.Air.ID, 2, 100, -1);
            BlockShapes.MakeBlock(City.EdgeLength + 9, 74, City.EdgeLength + 12, BlockInfo.Air.ID, 2, 100, -1);
            // add blocks on top of the towers
            BlockShapes.MakeHollowLayers(City.EdgeLength + 4, City.EdgeLength + 12, 81, 81,
                                         City.EdgeLength + 4, City.EdgeLength + 12,
                                         City.WallMaterialID, 1, City.WallMaterialData);

            // alternating top blocks
            for (int x = City.EdgeLength + 4; x <= City.EdgeLength + 12; x += 2)
            {
                for (int z = City.EdgeLength + 4; z <= City.EdgeLength + 12; z += 2)
                {
                    if (x == City.EdgeLength + 4 ||
                        x == City.EdgeLength + 12 ||
                        z == City.EdgeLength + 4 ||
                        z == City.EdgeLength + 12)
                    {
                        BlockShapes.MakeBlock(x, 82, z, City.WallMaterialID, 1, 100, City.WallMaterialData);
                    }
                }
            }
            // add central columns
            BlockShapes.MakeSolidBoxWithData(City.EdgeLength + 8, City.EdgeLength + 8, 73, 82,
                                             City.EdgeLength + 8, City.EdgeLength + 8, City.WallMaterialID, 1,
                                             City.WallMaterialData);
            BlockHelper.MakeLadder(City.EdgeLength + 7, 73, 82, City.EdgeLength + 8, 2, City.WallMaterialID);
            BlockHelper.MakeLadder(City.EdgeLength + 9, 73, 82, City.EdgeLength + 8, 2, City.WallMaterialID);
            // add torches on the roof
            if (City.HasTorchesOnWalkways)
            {
                BlockShapes.MakeBlock(City.EdgeLength + 6, 81, City.EdgeLength + 6, BlockInfo.Torch.ID, 1, 100, -1);
                BlockShapes.MakeBlock(City.EdgeLength + 6, 81, City.EdgeLength + 10, BlockInfo.Torch.ID, 2, 100, -1);
                BlockShapes.MakeBlock(City.EdgeLength + 10, 81, City.EdgeLength + 10, BlockInfo.Torch.ID, 1, 100, -1);
            }
            // add cobwebs
            BlockShapes.MakeBlock(City.EdgeLength + 5, 79, City.EdgeLength + 5, BlockInfo.Cobweb.ID, 1, 30, -1);
            BlockShapes.MakeBlock(City.EdgeLength + 5, 79, City.EdgeLength + 11, BlockInfo.Cobweb.ID, 1, 30, -1);
            BlockShapes.MakeBlock(City.EdgeLength + 11, 79, City.EdgeLength + 5, BlockInfo.Cobweb.ID, 1, 30, -1);
            BlockShapes.MakeBlock(City.EdgeLength + 11, 79, City.EdgeLength + 11, BlockInfo.Cobweb.ID, 1, 30, -1);

            // add chests
            MakeGuardChest(bm, City.EdgeLength + 11, 73, City.EdgeLength + 11);
            MakeGuardChest(bm, City.MapLength - (City.EdgeLength + 11), 73, City.EdgeLength + 11);
            MakeGuardChest(bm, City.EdgeLength + 11, 73, City.MapLength - (City.EdgeLength + 11));
            MakeGuardChest(bm, City.MapLength - (City.EdgeLength + 11), 73, City.MapLength - (City.EdgeLength + 11));

            // add archery slots
            BlockShapes.MakeSolidBox(City.EdgeLength + 4, City.EdgeLength + 4, 74, 77,
                                     City.EdgeLength + 8, City.EdgeLength + 8, BlockInfo.Air.ID, 2);
            BlockShapes.MakeSolidBox(City.EdgeLength + 4, City.EdgeLength + 4, 76, 76,
                                     City.EdgeLength + 7, City.EdgeLength + 9, BlockInfo.Air.ID, 2);
            if (!City.HasWalls)
            {
                BlockHelper.MakeLadder(City.EdgeLength + 13, 64, 72, City.EdgeLength + 8, 2, City.WallMaterialID);
            }
            // include beds
            BlockHelper.MakeBed(City.EdgeLength + 5, City.EdgeLength + 6, 64, City.EdgeLength + 8, City.EdgeLength + 8, 2);
            BlockHelper.MakeBed(City.EdgeLength + 5, City.EdgeLength + 6, 64, City.EdgeLength + 10, City.EdgeLength + 10, 2);
            BlockHelper.MakeBed(City.EdgeLength + 11, City.EdgeLength + 10, 64, City.EdgeLength + 8, City.EdgeLength + 8, 2);
            // make columns to orientate torches
            BlockShapes.MakeSolidBox(City.EdgeLength + 5, City.EdgeLength + 5, 64, 73,
                                     City.EdgeLength + 5, City.EdgeLength + 5, BlockInfo.Wood.ID, 2);
            BlockShapes.MakeSolidBox(City.EdgeLength + 11, City.EdgeLength + 11, 64, 71,
                                     City.EdgeLength + 5, City.EdgeLength + 5, BlockInfo.Wood.ID, 2);
            BlockShapes.MakeSolidBox(City.EdgeLength + 5, City.EdgeLength + 5, 64, 71,
                                     City.EdgeLength + 11, City.EdgeLength + 11, BlockInfo.Wood.ID, 2);
            BlockShapes.MakeSolidBox(City.EdgeLength + 11, City.EdgeLength + 11, 64, 71,
                                     City.EdgeLength + 11, City.EdgeLength + 11, BlockInfo.Wood.ID, 2);
            // add ladders
            BlockHelper.MakeLadder(City.EdgeLength + 5, 64, 73, City.EdgeLength + 6, 2, BlockInfo.Wood.ID);
            // make torches
            if (City.HasTorchesOnWalkways)
            {
                BlockHelper.MakeTorch(City.EdgeLength + 10, 66, City.EdgeLength + 5, BlockInfo.Wood.ID, 2);
                BlockHelper.MakeTorch(City.EdgeLength + 6, 66, City.EdgeLength + 11, BlockInfo.Wood.ID, 2);
                BlockHelper.MakeTorch(City.EdgeLength + 10, 66, City.EdgeLength + 11, BlockInfo.Wood.ID, 2);
            }
            // make columns for real
            BlockShapes.MakeSolidBoxWithData(City.EdgeLength + 5, City.EdgeLength + 5, 64, 73, City.EdgeLength + 5,
                                             City.EdgeLength + 5, City.WallMaterialID, 2, City.WallMaterialData);
            BlockShapes.MakeSolidBoxWithData(City.EdgeLength + 11, City.EdgeLength + 11, 64, 71, City.EdgeLength + 5,
                                             City.EdgeLength + 5, City.WallMaterialID, 2, City.WallMaterialData);
            BlockShapes.MakeSolidBoxWithData(City.EdgeLength + 5, City.EdgeLength + 5, 64, 71, City.EdgeLength + 11,
                                             City.EdgeLength + 11, City.WallMaterialID, 2, City.WallMaterialData);
            BlockShapes.MakeSolidBoxWithData(City.EdgeLength + 11, City.EdgeLength + 11, 64, 71, City.EdgeLength + 11,
                                             City.EdgeLength + 11, City.WallMaterialID, 2, City.WallMaterialData);
            // make cobwebs
            BlockShapes.MakeBlock(City.EdgeLength + 11, 67, City.EdgeLength + 8, BlockInfo.Cobweb.ID, 2, 75, -1);
            // make doors from the city to the guard tower
            BlockShapes.MakeBlock(City.EdgeLength + 11, 65, City.EdgeLength + 11, BlockInfo.GoldBlock.ID, 1, 100, -1);
            BlockShapes.MakeBlock(City.EdgeLength + 11, 64, City.EdgeLength + 11, BlockInfo.GoldBlock.ID, 1, 100, -1);
            BlockHelper.MakeDoor(City.EdgeLength + 11, 64, City.EdgeLength + 12, BlockInfo.GoldBlock.ID, true, 2);
            BlockShapes.MakeBlock(City.EdgeLength + 11, 65, City.EdgeLength + 11, BlockInfo.Air.ID, 1, 100, -1);
            BlockShapes.MakeBlock(City.EdgeLength + 11, 64, City.EdgeLength + 11, BlockInfo.Air.ID, 1, 100, -1);
            BlockShapes.MakeBlock(City.EdgeLength + 11, 64, City.EdgeLength + 11, BlockInfo.StonePlate.ID, 1, 100, -1);
            BlockShapes.MakeBlock(City.EdgeLength + 11, 64, City.EdgeLength + 13, BlockInfo.StonePlate.ID, 2, 100, -1);
            //BlockShapes.MakeBlock(City.intFarmSize + 13, 64, City.intFarmSize + 11, BlockInfo.Stone.ID_PLATE, 1, 100, -1);
            // add guard tower sign
            BlockHelper.MakeSign(City.EdgeLength + 12, 65, City.EdgeLength + 13, "~Guard Tower~~", City.WallMaterialID, 1);
            BlockHelper.MakeSign(City.EdgeLength + 8, 74, City.EdgeLength + 13, "~Guard Tower~~", City.WallMaterialID, 2);
            // make beacon
            frmLogForm.UpdateLog("Creating tower addition: " + City.TowersAdditionType, true, true);
            switch (City.TowersAdditionType)
            {
            case "Fire beacon":
                BlockShapes.MakeSolidBoxWithData(City.EdgeLength + 8, City.EdgeLength + 8, 83, 84,
                                                 City.EdgeLength + 8, City.EdgeLength + 8,
                                                 City.WallMaterialID, 1, City.WallMaterialData);
                BlockShapes.MakeSolidBoxWithData(City.EdgeLength + 6, City.EdgeLength + 10, 85, 85,
                                                 City.EdgeLength + 6, City.EdgeLength + 10,
                                                 City.WallMaterialID, 1, City.WallMaterialData);
                BlockShapes.MakeSolidBox(City.EdgeLength + 6, City.EdgeLength + 10, 86, 86,
                                         City.EdgeLength + 6, City.EdgeLength + 10, BlockInfo.Netherrack.ID, 1);
                BlockShapes.MakeSolidBox(City.EdgeLength + 6, City.EdgeLength + 10, 87, 87,
                                         City.EdgeLength + 6, City.EdgeLength + 10, BlockInfo.Fire.ID, 1);
                break;

            case "Flag":
                BlockShapes.MakeSolidBox(City.EdgeLength + 4, City.EdgeLength + 4, 83, 91,
                                         City.EdgeLength + 12, City.EdgeLength + 12, BlockInfo.Fence.ID, 2);
                BlockShapes.MakeBlock(City.EdgeLength + 4, 84, City.EdgeLength + 13, BlockInfo.Fence.ID, 2, 100, 0);
                BlockShapes.MakeBlock(City.EdgeLength + 4, 91, City.EdgeLength + 13, BlockInfo.Fence.ID, 2, 100, 0);
                int[] intColours = RNG.ShuffleArray(Enumerable.Range(0, 15).ToArray());
                // select a random flag file and turn it into an array
                string[] strFlagLines = File.ReadAllLines(RNG.RandomItemFromArray(Directory.GetFiles("Resources", "Flag_*.txt")));
                for (int x = 0; x < strFlagLines[0].Length; x++)
                {
                    for (int y = 0; y < strFlagLines.GetLength(0); y++)
                    {
                        int WoolColourID = Convert.ToInt32(strFlagLines[y].Substring(x, 1));
                        BlockShapes.MakeSolidBoxWithData(City.EdgeLength + 4, City.EdgeLength + 4,
                                                         90 - y, 90 - y,
                                                         City.EdgeLength + 13 + x, City.EdgeLength + 13 + x,
                                                         BlockInfo.Wool.ID, 2, intColours[WoolColourID]);
                    }
                }
                break;
            }
        }
コード例 #26
0
        public static void MakeGuardTowers(BlockManager bm, int intFarmSize, int intMapSize,
                                           bool booIncludeWalls, string strOutsideLights, string strFireBeacons)
        {
            // remove wall
            BlockShapes.MakeSolidBox(intFarmSize + 5, intFarmSize + 11, 64, 79,
                                     intFarmSize + 5, intFarmSize + 11, (int)BlockType.AIR, 1);
            // add tower
            BlockShapes.MakeHollowBox(intFarmSize + 4, intFarmSize + 12, 63, 80,
                                      intFarmSize + 4, intFarmSize + 12, (int)BlockType.STONE, 1);
            // divide into two rooms
            BlockShapes.MakeSolidBox(intFarmSize + 4, intFarmSize + 12, 2, 72,
                                     intFarmSize + 4, intFarmSize + 12, (int)BlockType.STONE, 1);
            BlockShapes.MakeSolidBox(intFarmSize + 5, intFarmSize + 11, 64, 67,
                                     intFarmSize + 5, intFarmSize + 11, (int)BlockType.AIR, 1);
            switch (strOutsideLights)
            {
            case "Fire":
                for (int y = 72; y <= 79; y += 7)
                {
                    BlockShapes.MakeBlock(intFarmSize + 6, y, intFarmSize + 3, (int)BlockType.NETHERRACK, 2);
                    BlockShapes.MakeBlock(intFarmSize + 6, y + 1, intFarmSize + 3, (int)BlockType.FIRE, 2);
                    BlockShapes.MakeBlock(intFarmSize + 10, y, intFarmSize + 3, (int)BlockType.NETHERRACK, 2);
                    BlockShapes.MakeBlock(intFarmSize + 10, y + 1, intFarmSize + 3, (int)BlockType.FIRE, 2);
                }
                break;

            case "Torches":
                for (int y = 73; y <= 80; y += 7)
                {
                    BlockHelper.MakeTorch(intFarmSize + 6, y, intFarmSize + 3, (int)BlockType.STONE, 2);
                    BlockHelper.MakeTorch(intFarmSize + 10, y, intFarmSize + 3, (int)BlockType.STONE, 2);
                }
                break;
            }
            // add torches
            BlockHelper.MakeTorch(intFarmSize + 6, 79, intFarmSize + 13, (int)BlockType.STONE, 2);
            BlockHelper.MakeTorch(intFarmSize + 10, 79, intFarmSize + 13, (int)BlockType.STONE, 2);
            // add torches inside
            BlockHelper.MakeTorch(intFarmSize + 6, 77, intFarmSize + 11, (int)BlockType.STONE, 2);
            BlockHelper.MakeTorch(intFarmSize + 10, 77, intFarmSize + 11, (int)BlockType.STONE, 2);
            BlockHelper.MakeTorch(intFarmSize + 5, 77, intFarmSize + 6, (int)BlockType.STONE, 2);
            BlockHelper.MakeTorch(intFarmSize + 5, 77, intFarmSize + 10, (int)BlockType.STONE, 2);
            // add openings to the walls
            BlockShapes.MakeBlock(intFarmSize + 7, 73, intFarmSize + 12, (int)BlockType.AIR, 2);
            BlockShapes.MakeBlock(intFarmSize + 9, 73, intFarmSize + 12, (int)BlockType.AIR, 2);
            BlockShapes.MakeBlock(intFarmSize + 7, 74, intFarmSize + 12, (int)BlockType.AIR, 2);
            BlockShapes.MakeBlock(intFarmSize + 9, 74, intFarmSize + 12, (int)BlockType.AIR, 2);
            // add blocks on top of the towers
            BlockShapes.MakeHollowLayers(intFarmSize + 4, intFarmSize + 12, 81, 81,
                                         intFarmSize + 4, intFarmSize + 12, (int)BlockType.STONE, 1);
            // alternating top blocks
            for (int x = intFarmSize + 4; x <= intFarmSize + 12; x += 2)
            {
                for (int z = intFarmSize + 4; z <= intFarmSize + 12; z += 2)
                {
                    if (x == intFarmSize + 4 || x == intFarmSize + 12 || z == intFarmSize + 4 || z == intFarmSize + 12)
                    {
                        BlockShapes.MakeBlock(x, 82, z, (int)BlockType.STONE, 1);
                    }
                }
            }
            // add central columns
            BlockShapes.MakeSolidBox(intFarmSize + 8, intFarmSize + 8, 73, 82,
                                     intFarmSize + 8, intFarmSize + 8, (int)BlockType.STONE, 1);
            BlockHelper.MakeLadder(intFarmSize + 7, 73, 82, intFarmSize + 8, 2);
            BlockHelper.MakeLadder(intFarmSize + 9, 73, 82, intFarmSize + 8, 2);
            // add torches on the roof
            BlockShapes.MakeBlock(intFarmSize + 6, 81, intFarmSize + 6, (int)BlockType.TORCH, 1);
            BlockShapes.MakeBlock(intFarmSize + 6, 81, intFarmSize + 10, (int)BlockType.TORCH, 2);
            BlockShapes.MakeBlock(intFarmSize + 10, 81, intFarmSize + 10, (int)BlockType.TORCH, 1);
            // add cobwebs
            BlockShapes.MakeBlock(intFarmSize + 5, 79, intFarmSize + 5, (int)BlockType.COBWEB, 1, 30);
            BlockShapes.MakeBlock(intFarmSize + 5, 79, intFarmSize + 11, (int)BlockType.COBWEB, 1, 30);
            BlockShapes.MakeBlock(intFarmSize + 11, 79, intFarmSize + 5, (int)BlockType.COBWEB, 1, 30);
            BlockShapes.MakeBlock(intFarmSize + 11, 79, intFarmSize + 11, (int)BlockType.COBWEB, 1, 30);
            // add chests
            MakeGuardChest(bm, intFarmSize + 11, 73, intFarmSize + 11);
            MakeGuardChest(bm, intMapSize - (intFarmSize + 11), 73, intFarmSize + 11);
            MakeGuardChest(bm, intFarmSize + 11, 73, intMapSize - (intFarmSize + 11));
            MakeGuardChest(bm, intMapSize - (intFarmSize + 11), 73, intMapSize - (intFarmSize + 11));
            // add archery slots
            BlockShapes.MakeSolidBox(intFarmSize + 4, intFarmSize + 4, 74, 77,
                                     intFarmSize + 8, intFarmSize + 8, (int)BlockType.AIR, 2);
            BlockShapes.MakeSolidBox(intFarmSize + 4, intFarmSize + 4, 76, 76,
                                     intFarmSize + 7, intFarmSize + 9, (int)BlockType.AIR, 2);
            if (!booIncludeWalls)
            {
                BlockHelper.MakeLadder(intFarmSize + 13, 64, 72, intFarmSize + 8, 2);
            }
            // include beds
            BlockHelper.MakeBed(intFarmSize + 5, intFarmSize + 6, 64, intFarmSize + 8, intFarmSize + 8, 2);
            BlockHelper.MakeBed(intFarmSize + 5, intFarmSize + 6, 64, intFarmSize + 10, intFarmSize + 10, 2);
            BlockHelper.MakeBed(intFarmSize + 11, intFarmSize + 10, 64, intFarmSize + 8, intFarmSize + 8, 2);
            // make columns to orientate torches
            BlockShapes.MakeSolidBox(intFarmSize + 5, intFarmSize + 5, 64, 73, intFarmSize + 5, intFarmSize + 5, (int)BlockType.WOOD, 2);
            BlockShapes.MakeSolidBox(intFarmSize + 11, intFarmSize + 11, 64, 71, intFarmSize + 5, intFarmSize + 5, (int)BlockType.WOOD, 2);
            BlockShapes.MakeSolidBox(intFarmSize + 5, intFarmSize + 5, 64, 71, intFarmSize + 11, intFarmSize + 11, (int)BlockType.WOOD, 2);
            BlockShapes.MakeSolidBox(intFarmSize + 11, intFarmSize + 11, 64, 71, intFarmSize + 11, intFarmSize + 11, (int)BlockType.WOOD, 2);
            // add ladders
            BlockHelper.MakeLadder(intFarmSize + 5, 64, 73, intFarmSize + 6, 2, (int)BlockType.WOOD);
            // make torches
            BlockHelper.MakeTorch(intFarmSize + 10, 66, intFarmSize + 5, (int)BlockType.WOOD, 2);
            BlockHelper.MakeTorch(intFarmSize + 6, 66, intFarmSize + 11, (int)BlockType.WOOD, 2);
            BlockHelper.MakeTorch(intFarmSize + 10, 66, intFarmSize + 11, (int)BlockType.WOOD, 2);
            // make columns for real
            BlockShapes.MakeSolidBox(intFarmSize + 5, intFarmSize + 5, 64, 73, intFarmSize + 5, intFarmSize + 5, (int)BlockType.STONE, 2);
            BlockShapes.MakeSolidBox(intFarmSize + 11, intFarmSize + 11, 64, 71, intFarmSize + 5, intFarmSize + 5, (int)BlockType.STONE, 2);
            BlockShapes.MakeSolidBox(intFarmSize + 5, intFarmSize + 5, 64, 71, intFarmSize + 11, intFarmSize + 11, (int)BlockType.STONE, 2);
            BlockShapes.MakeSolidBox(intFarmSize + 11, intFarmSize + 11, 64, 71, intFarmSize + 11, intFarmSize + 11, (int)BlockType.STONE, 2);
            // make cobwebs
            BlockShapes.MakeBlock(intFarmSize + 11, 67, intFarmSize + 8, (int)BlockType.COBWEB, 2, 75);
            // make doors from the city to the guard tower
            BlockShapes.MakeBlock(intFarmSize + 11, 65, intFarmSize + 11, (int)BlockType.GOLD_BLOCK, 1);
            BlockShapes.MakeBlock(intFarmSize + 11, 64, intFarmSize + 11, (int)BlockType.GOLD_BLOCK, 1);
            BlockHelper.MakeDoor(intFarmSize + 11, 64, intFarmSize + 12, (int)BlockType.GOLD_BLOCK, true, 2);
            BlockShapes.MakeBlock(intFarmSize + 11, 65, intFarmSize + 11, (int)BlockType.AIR, 1);
            BlockShapes.MakeBlock(intFarmSize + 11, 64, intFarmSize + 11, (int)BlockType.AIR, 1);
            BlockShapes.MakeBlock(intFarmSize + 11, 64, intFarmSize + 11, (int)BlockType.STONE_PLATE, 1);
            BlockShapes.MakeBlock(intFarmSize + 11, 64, intFarmSize + 13, (int)BlockType.STONE_PLATE, 2);
            // make beacon
            if (strFireBeacons == "Yes")
            {
                BlockShapes.MakeSolidBox(intFarmSize + 8, intFarmSize + 8, 83, 84,
                                         intFarmSize + 8, intFarmSize + 8, (int)BlockType.STONE, 1);
                BlockShapes.MakeSolidBox(intFarmSize + 6, intFarmSize + 10, 85, 85, intFarmSize + 6, intFarmSize + 10, (int)BlockType.STONE, 1);
                BlockShapes.MakeSolidBox(intFarmSize + 6, intFarmSize + 10, 86, 86, intFarmSize + 6, intFarmSize + 10, (int)BlockType.NETHERRACK, 1);
                BlockShapes.MakeSolidBox(intFarmSize + 6, intFarmSize + 10, 87, 87, intFarmSize + 6, intFarmSize + 10, (int)BlockType.FIRE, 1);
            }
        }
コード例 #27
0
 public static void MakeDrawbridges(BlockManager bm, int intFarmSize, int intMapSize,
                                    bool booIncludeMoat, bool booIncludeWalls, bool booIncludeItemsInChests,
                                    int intWallMaterial, string strMoatType)
 {
     if (booIncludeWalls)
     {
         // drawbridge
         int intBridgeEnd = booIncludeMoat ? -2 : 5;
         if (strMoatType == "Lava")
         {
             BlockShapes.MakeSolidBox((intMapSize / 2) - 2, intMapSize / 2, 63, 63,
                                      intFarmSize + intBridgeEnd, intFarmSize + 13, (int)BlockType.STONE, 2);
         }
         else
         {
             BlockShapes.MakeSolidBox((intMapSize / 2) - 2, intMapSize / 2, 63, 63,
                                      intFarmSize + intBridgeEnd, intFarmSize + 13, (int)BlockType.WOOD_PLANK, 2);
         }
         // carve out the entrance/exit
         BlockShapes.MakeSolidBox((intMapSize / 2) - 2, intMapSize / 2, 64, 67,
                                  intFarmSize + 6, intFarmSize + 10, (int)BlockType.AIR, 2);
         // add the bottom of a portcullis
         BlockShapes.MakeSolidBox((intMapSize / 2) - 2, intMapSize / 2, 67, 67,
                                  intFarmSize + 6, intFarmSize + 6, (int)BlockType.FENCE, 2);
         // add room for murder holes
         BlockShapes.MakeSolidBox((intMapSize / 2) - 2, (intMapSize / 2) + 2, 69, 71,
                                  intFarmSize + 8, intFarmSize + 9, (int)BlockType.AIR, 2);
         BlockShapes.MakeSolidBox(intMapSize / 2, intMapSize / 2, 69, 72,
                                  intFarmSize + 8, intFarmSize + 9, (int)BlockType.AIR, 2);
         BlockHelper.MakeLadder(intMapSize / 2, 69, 72, intFarmSize + 9, 2, intWallMaterial);
         BlockShapes.MakeSolidBox(intMapSize / 2, intMapSize / 2, 72, 72,
                                  intFarmSize + 8, intFarmSize + 8, intWallMaterial, 2);
         // murder holes
         BlockShapes.MakeSolidBox((intMapSize / 2) - 2, (intMapSize / 2) - 2, 68, 68,
                                  intFarmSize + 8, intFarmSize + 8, (int)BlockType.AIR, 2);
         BlockShapes.MakeSolidBox(intMapSize / 2, intMapSize / 2, 68, 68,
                                  intFarmSize + 8, intFarmSize + 8, (int)BlockType.AIR, 2);
         BlockShapes.MakeSolidBox((intMapSize / 2) + 2, (intMapSize / 2) + 2, 68, 68,
                                  intFarmSize + 8, intFarmSize + 8, (int)BlockType.AIR, 2);
         // chests
         BlockShapes.MakeBlock((intMapSize / 2) - 4, 69, intFarmSize + 9, (int)BlockType.GRAVEL, 2, 100, -1);
         BlockShapes.MakeBlock((intMapSize / 2) + 4, 69, intFarmSize + 9, (int)BlockType.GRAVEL, 2, 100, -1);
         BlockShapes.MakeBlock((intMapSize / 2) - 3, 70, intFarmSize + 9, (int)BlockType.AIR, 2, 100, -1);
         BlockShapes.MakeBlock((intMapSize / 2) + 3, 70, intFarmSize + 9, (int)BlockType.AIR, 2, 100, -1);
         TileEntityChest tec = new TileEntityChest();
         if (booIncludeItemsInChests)
         {
             tec.Items[0] = BlockHelper.MakeItem(ItemInfo.LavaBucket.ID, 1);
             tec.Items[1] = BlockHelper.MakeItem(ItemInfo.LavaBucket.ID, 1);
             tec.Items[2] = BlockHelper.MakeItem(ItemInfo.LavaBucket.ID, 1);
         }
         BlockHelper.MakeChest((intMapSize / 2) - 3, 69, intFarmSize + 9, (int)BlockType.GRAVEL, tec, 2);
         // add torches
         BlockHelper.MakeTorch((intMapSize / 2) - 1, 70, intFarmSize + 9, intWallMaterial, 2);
         BlockHelper.MakeTorch((intMapSize / 2) + 1, 70, intFarmSize + 9, intWallMaterial, 2);
         // link to main roads
         //BlockShapes.MakeSolidBox((intMapSize / 2) - 1, (intMapSize / 2) + 1, 63, 63,
         //                         intFarmSize + 11, intFarmSize + 13, (int)BlockType.DOUBLE_SLAB, 0);
     }
     else if (booIncludeMoat)
     {
         BlockShapes.MakeSolidBox((intMapSize / 2) - 2, intMapSize / 2, 63, 63,
                                  intFarmSize - 2, intFarmSize + 6, (int)BlockType.STONE, 2);
     }
 }
コード例 #28
0
ファイル: Mineshaft.cs プロジェクト: RavetcoFX/mace-minecraft
        private static void MakeLevel(BetaWorld world, BlockManager bm, int intDepth, int intMineshaftSize)
        {
            strResourceNames   = ValueFromXMLElement(Path.Combine("Resources", "MineshaftChests.xml"), "level" + intDepth, "names").Split(',');
            intResourceChances = StringArrayToIntArray(
                ValueFromXMLElement(Path.Combine("Resources", "MineshaftChests.xml"), "level" + intDepth, "chances").Split(','));
            int intTorchChance = Convert.ToInt32(ValueFromXMLElement(Path.Combine("Resources", "MineshaftChests.xml"), "level" + intDepth, "torch_chance"));

            int[,] intMap = new int[intMineshaftSize, intMineshaftSize];
            int intXPosOriginal = intMap.GetLength(0) / 2;
            int intZPosOriginal = intMap.GetLength(1) / 2;

            int[,] intArea = new int[intMap.GetLength(0) / MULTIPLIER, intMap.GetLength(1) / MULTIPLIER];
            int intXPos = intXPosOriginal / MULTIPLIER;
            int intZPos = intZPosOriginal / MULTIPLIER;

            intArea[intXPos, intZPos] = 1;
            CreateRouteXPlus(intArea, intXPos + 1, intZPos, 0);
            CreateRouteZPlus(intArea, intXPos, intZPos + 1, 1);
            CreateRouteXMinus(intArea, intXPos - 1, intZPos, 2);
            CreateRouteZMinus(intArea, intXPos, intZPos - 1, 3);
            int  intOffsetX = (intXPosOriginal - (intXPos * MULTIPLIER)) - 2;
            int  intOffsetZ = (intZPosOriginal - (intZPos * MULTIPLIER)) - 2;
            int  intGhostX = 0, intGhostZ = 0;
            bool booGhost = false;

            if (intDepth == 7)
            {
                for (int x = 1; x < intArea.GetLength(0) - 1 && !booGhost; x++)
                {
                    for (int z = 1; z < intArea.GetLength(1) - 1 && !booGhost; z++)
                    {
                        if (intArea[x, z] == 1 && intArea[x + 1, z] == 0 && intArea[x - 1, z] == 0 && intArea[x, z + 1] == 0)
                        {
                            intArea[x, z] = 9;
                            intGhostX     = (x * MULTIPLIER) + intOffsetX;
                            intGhostZ     = (z * MULTIPLIER) + intOffsetZ;
                            booGhost      = true;
                        }
                    }
                }
            }
            for (int x = 4; x < intMap.GetLength(0) - 4; x++)
            {
                for (int z = 4; z < intMap.GetLength(1) - 4; z++)
                {
                    if (intArea.GetLength(0) > x / MULTIPLIER && intArea.GetLength(1) > z / MULTIPLIER)
                    {
                        if (intMap[x + intOffsetX, z + intOffsetZ] < 4)
                        {
                            intMap[x + intOffsetX, z + intOffsetZ] = intArea[x / MULTIPLIER, z / MULTIPLIER];
                        }
                    }
                    if ((x + 3) % 5 == 0 && (z + 3) % 5 == 0 && intArea[x / MULTIPLIER, z / MULTIPLIER] == 1)
                    {
                        if (intArea[(x / MULTIPLIER) + 1, z / MULTIPLIER] == 1)
                        {
                            for (int x2 = 0; x2 < 5; x2++)
                            {
                                if (x2 == 1 || x2 == 3)
                                {
                                    intMap[x + intOffsetX + 3, z + intOffsetZ + x2 - 2] = 8;
                                    intMap[x + intOffsetX + 2, z + intOffsetZ + x2 - 2] = 8;
                                }
                                else
                                {
                                    intMap[x + intOffsetX + 3, z + intOffsetZ + x2 - 2] = 5;
                                    intMap[x + intOffsetX + 2, z + intOffsetZ + x2 - 2] = 5;
                                }
                            }
                            for (int x2 = 0; x2 <= 5; x2++)
                            {
                                if (intMap[x + intOffsetX + x2, z + intOffsetZ] == 5)
                                {
                                    intMap[x + intOffsetX + x2, z + intOffsetZ] = 4;
                                }
                                else
                                {
                                    intMap[x + intOffsetX + x2, z + intOffsetZ] = 7;
                                }
                            }
                        }
                        if (intArea[x / MULTIPLIER, (z / MULTIPLIER) + 1] == 1)
                        {
                            for (int z2 = 0; z2 < 5; z2++)
                            {
                                if (z2 == 1 || z2 == 3)
                                {
                                    intMap[x + intOffsetX + z2 - 2, z + intOffsetZ + 3] = 8;
                                    intMap[x + intOffsetX + z2 - 2, z + intOffsetZ + 2] = 8;
                                }
                                else
                                {
                                    intMap[x + intOffsetX + z2 - 2, z + intOffsetZ + 3] = 5;
                                    intMap[x + intOffsetX + z2 - 2, z + intOffsetZ + 2] = 5;
                                }
                            }
                            for (int z2 = 0; z2 <= 5; z2++)
                            {
                                if (intMap[x + intOffsetX, z + intOffsetZ + z2] == 5)
                                {
                                    intMap[x + intOffsetX, z + intOffsetZ + z2] = 4;
                                }
                                else
                                {
                                    intMap[x + intOffsetX, z + intOffsetZ + z2] = 7;
                                }
                            }
                        }
                        if (intArea[x / MULTIPLIER, z / MULTIPLIER] == 1)
                        {
                            MakeChestAndOrTorch(intArea, intMap, (x - 3) / MULTIPLIER, z / MULTIPLIER, x + intOffsetX - 2, z + intOffsetZ);
                            MakeChestAndOrTorch(intArea, intMap, (x + 3) / MULTIPLIER, z / MULTIPLIER, x + intOffsetX + 2, z + intOffsetZ);
                            MakeChestAndOrTorch(intArea, intMap, x / MULTIPLIER, (z - 3) / MULTIPLIER, x + intOffsetX, z + intOffsetZ - 2);
                            MakeChestAndOrTorch(intArea, intMap, x / MULTIPLIER, (z + 3) / MULTIPLIER, x + intOffsetX, z + intOffsetZ + 2);
                        }
                    }
                }
            }
            intMap[intXPosOriginal, intZPosOriginal] = 3;
            int intSupportMaterial = RandomHelper.RandomNumber((int)BlockType.WOOD, (int)BlockType.WOOD_PLANK, (int)BlockType.FENCE);

            intSupportMaterial = (int)BlockType.WOOD_PLANK;
            for (int x = 0; x < intMap.GetLength(0); x++)
            {
                for (int z = 0; z < intMap.GetLength(1); z++)
                {
                    switch (intMap[x, z])
                    {
                    case 0:
                        break;

                    case 1:
                        for (int y = 39 - (5 * intDepth); y <= 41 - (5 * intDepth); y++)
                        {
                            bm.SetID(x + intBlockStart, y, z + intBlockStart, (int)BlockType.AIR);
                        }
                        break;

                    case 9:
                        for (int y = 39 - (5 * intDepth); y <= 41 - (5 * (intDepth - 1)); y++)
                        {
                            bm.SetID(x + intBlockStart, y, z + intBlockStart, (int)BlockType.AIR);
                        }
                        break;

                    case 2:
                        break;

                    case 4:
                        for (int y = 38 - (5 * intDepth); y <= 41 - (5 * intDepth); y++)
                        {
                            if (y == 38 - (5 * intDepth))
                            {
                                bm.SetID(x + intBlockStart, y, z + intBlockStart, (int)BlockType.GRAVEL);
                            }
                            else if (y == 39 - (5 * intDepth))
                            {
                                bm.SetID(x + intBlockStart, y, z + intBlockStart, (int)BlockType.RAILS);
                            }
                            else if (y == 40 - (5 * intDepth))
                            {
                                bm.SetID(x + intBlockStart, y, z + intBlockStart, (int)BlockType.AIR);
                            }
                            else
                            {
                                bm.SetID(x + intBlockStart, y, z + intBlockStart, intSupportMaterial);
                            }
                        }
                        break;

                    case 5:
                        for (int y = 39 - (5 * intDepth); y <= 41 - (5 * intDepth); y++)
                        {
                            bm.SetID(x + intBlockStart, y, z + intBlockStart, intSupportMaterial);
                        }
                        break;

                    case 6:
                        for (int y = 39 - (5 * intDepth); y <= 41 - (5 * intDepth); y++)
                        {
                            if (y == 39 - (5 * intDepth) &&
                                RandomHelper.NextDouble() > 0.9)
                            {
                                bm.SetID(x + intBlockStart, y, z + intBlockStart, (int)BlockType.CHEST);
                                MakeChestItems(bm, x + intBlockStart, y, z + intBlockStart);
                            }
                            else if (y == 41 - (5 * intDepth) &&
                                     RandomHelper.NextDouble() < (double)intTorchChance / 100)
                            {
                                bm.SetID(x + intBlockStart, y, z + intBlockStart, (int)BlockType.TORCH);
                                if (intMap[x - 1, z] == 0)
                                {
                                    bm.SetData(x + intBlockStart, y, z + intBlockStart, 1);
                                }
                                else if (intMap[x + 1, z] == 0)
                                {
                                    bm.SetData(x + intBlockStart, y, z + intBlockStart, 2);
                                }
                                else if (intMap[x, z - 1] == 0)
                                {
                                    bm.SetData(x + intBlockStart, y, z + intBlockStart, 3);
                                }
                                else
                                {
                                    bm.SetData(x + intBlockStart, y, z + intBlockStart, 4);
                                }
                            }
                            else
                            {
                                bm.SetID(x + intBlockStart, y, z + intBlockStart, (int)BlockType.AIR);
                            }
                        }
                        break;

                    case 7:
                    case 3:
                        for (int y = 38 - (5 * intDepth); y <= 41 - (5 * intDepth); y++)
                        {
                            if (y == 38 - (5 * intDepth))
                            {
                                bm.SetID(x + intBlockStart, y, z + intBlockStart, (int)BlockType.GRAVEL);
                            }
                            else if (y == 39 - (5 * intDepth))
                            {
                                bm.SetID(x + intBlockStart, y, z + intBlockStart, (int)BlockType.RAILS);
                            }
                            else
                            {
                                bm.SetID(x + intBlockStart, y, z + intBlockStart, (int)BlockType.AIR);
                            }
                        }
                        break;

                    case 8:
                        for (int y = 39 - (5 * intDepth); y <= 41 - (5 * intDepth); y++)
                        {
                            if (y == 41 - (5 * intDepth))
                            {
                                bm.SetID(x + intBlockStart, y, z + intBlockStart, intSupportMaterial);
                            }
                            else
                            {
                                bm.SetID(x + intBlockStart, y, z + intBlockStart, (int)BlockType.AIR);
                            }
                        }
                        break;
                    }
                }
            }
            for (int x = 0; x < intMap.GetLength(0); x++)
            {
                for (int z = 0; z < intMap.GetLength(1); z++)
                {
                    switch (intMap[x, z])
                    {
                    case 3:
                    case 4:
                    case 7:
                        BlockHelper.MakeRail(x + intBlockStart, 39 - (5 * intDepth), z + intBlockStart);
                        break;
                    }
                }
            }
            if (booGhost)
            {
                BlockShapes.MakeSolidBox(intBlockStart + intGhostX - 1, intBlockStart + intGhostX + 5,
                                         39 - (5 * intDepth), 46 - (5 * intDepth),
                                         intBlockStart + intGhostZ - 1, intBlockStart + intGhostZ + 5, (int)BlockType.AIR, 0);
                for (int x = intBlockStart + intGhostX; x <= intBlockStart + intGhostX + 4; x++)
                {
                    for (int y = 39 - (5 * intDepth); y <= 44 - (5 * intDepth); y++)
                    {
                        for (int z = intBlockStart + intGhostZ + 3; z <= intBlockStart + intGhostZ + 4; z++)
                        {
                            bm.SetID(x, y, z, (int)BlockType.WOOL);
                            bm.SetData(x, y, z, (int)WoolColor.WHITE);
                        }
                    }
                }
                bm.SetID(intBlockStart + intGhostX + 0, 44 - (5 * intDepth), intBlockStart + intGhostZ + 3, (int)BlockType.TORCH);
                bm.SetID(intBlockStart + intGhostX + 0, 44 - (5 * intDepth), intBlockStart + intGhostZ + 4, (int)BlockType.TORCH);
                bm.SetID(intBlockStart + intGhostX + 4, 44 - (5 * intDepth), intBlockStart + intGhostZ + 3, (int)BlockType.TORCH);
                bm.SetID(intBlockStart + intGhostX + 4, 44 - (5 * intDepth), intBlockStart + intGhostZ + 4, (int)BlockType.TORCH);
                bm.SetData(intBlockStart + intGhostX + 0, 44 - (5 * intDepth), intBlockStart + intGhostZ + 3, (int)TorchOrientation.FLOOR);
                bm.SetData(intBlockStart + intGhostX + 0, 44 - (5 * intDepth), intBlockStart + intGhostZ + 4, (int)TorchOrientation.FLOOR);
                bm.SetData(intBlockStart + intGhostX + 4, 44 - (5 * intDepth), intBlockStart + intGhostZ + 3, (int)TorchOrientation.FLOOR);
                bm.SetData(intBlockStart + intGhostX + 4, 44 - (5 * intDepth), intBlockStart + intGhostZ + 4, (int)TorchOrientation.FLOOR);
                bm.SetID(intBlockStart + intGhostX + 1, 43 - (5 * intDepth), intBlockStart + intGhostZ + 3, (int)BlockType.OBSIDIAN);
                bm.SetID(intBlockStart + intGhostX + 3, 43 - (5 * intDepth), intBlockStart + intGhostZ + 3, (int)BlockType.OBSIDIAN);
                bm.SetID(intBlockStart + intGhostX + 1, 39 - (5 * intDepth), intBlockStart + intGhostZ + 2, (int)BlockType.TORCH);
                bm.SetData(intBlockStart + intGhostX + 1, 39 - (5 * intDepth), intBlockStart + intGhostZ + 2, (int)TorchOrientation.FLOOR);
                bm.SetID(intBlockStart + intGhostX + 2, 39 - (5 * intDepth), intBlockStart + intGhostZ + 2, (int)BlockType.SIGN_POST);
                bm.SetData(intBlockStart + intGhostX + 2, 39 - (5 * intDepth), intBlockStart + intGhostZ + 2, (int)SignPostOrientation.EAST);
                BlockHelper.MakeSignPost(intBlockStart + intGhostX + 2, 39 - (5 * intDepth), intBlockStart + intGhostZ + 2,
                                         "Ghostdancer:|Victim of the|Creeper Rush|of '09");
                bm.SetID(intBlockStart + intGhostX + 3, 39 - (5 * intDepth), intBlockStart + intGhostZ + 2, (int)BlockType.TORCH);
                bm.SetData(intBlockStart + intGhostX + 3, 39 - (5 * intDepth), intBlockStart + intGhostZ + 2, (int)TorchOrientation.FLOOR);
            }
            world.Save();
            //File.WriteAllText("c:\\output.txt", TwoDimensionalArrayToString(intMap));
        }
コード例 #29
0
ファイル: Sewers.cs プロジェクト: RavetcoFX/mace-minecraft
        public static bool[,] MakeSewers(int intFarmSize, int intMapSize, int intPlotSize)
        {
            int intPlots = 1 + ((intMapSize - ((intFarmSize + 16) * 2)) / intPlotSize);

            bool[,] booNewSewerEntrances = MakeSewerEntrances(intPlots, false);

            Maze maze = new Maze();

            // 51, 43, 35, 27, 19, 11, 3
            for (int y = 3; y <= 51; y += 8)
            {
                bool[,] booOldSewerEntrances = booNewSewerEntrances;
                booNewSewerEntrances         = MakeSewerEntrances(intPlots, y == 51);
                bool[,] booMaze = maze.GenerateMaze((intPlots * 2) + 1, (intPlots * 2) + 1);
                booMaze         = maze.CreateLoops(booMaze, booMaze.GetLength(0) / 4);
                if (y == 3)
                {
                    booMaze = maze.DeleteDeadEnds(booMaze, booNewSewerEntrances);
                }
                else
                {
                    booMaze = maze.DeleteDeadEnds(booMaze,
                                                  MergeBooleanArrays(booNewSewerEntrances, booOldSewerEntrances));
                }
                for (int x = 0; x < booMaze.GetUpperBound(0); x++)
                {
                    for (int z = 0; z < booMaze.GetUpperBound(1); z++)
                    {
                        if (booMaze[x, z])
                        {
                            MakeSewerSection(booMaze, x, z, intFarmSize + 18 + (x * intPlotSize / 2),
                                             intFarmSize + 18 + (z * intPlotSize / 2), y, intPlotSize);
                        }
                    }
                }
                for (int x = 0; x < booMaze.GetUpperBound(0); x++)
                {
                    for (int z = 0; z < booMaze.GetUpperBound(1); z++)
                    {
                        if (booMaze[x, z])
                        {
                            if (y > 3 &&
                                x % 2 == 1 && z % 2 == 1 &&
                                booOldSewerEntrances[(x - 1) / 2, (z - 1) / 2])
                            {
                                BlockShapes.MakeSolidBox(intFarmSize + 18 + (x * intPlotSize / 2) - 1,
                                                         intFarmSize + 18 + (x * intPlotSize / 2) + 1,
                                                         y - 7, y + 1,
                                                         intFarmSize + 18 + (z * intPlotSize / 2) - 1,
                                                         intFarmSize + 18 + (z * intPlotSize / 2) + 1,
                                                         (int)BlockType.AIR);
                                BlockShapes.MakeHollowLayers(intFarmSize + 18 + (x * intPlotSize / 2) - 1,
                                                             intFarmSize + 18 + (x * intPlotSize / 2) + 1,
                                                             y, y,
                                                             intFarmSize + 18 + (z * intPlotSize / 2) - 1,
                                                             intFarmSize + 18 + (z * intPlotSize / 2) + 1,
                                                             (int)BlockType.STONE);
                                BlockShapes.MakeSolidBox(intFarmSize + 18 + (x * intPlotSize / 2),
                                                         intFarmSize + 18 + (x * intPlotSize / 2),
                                                         y - 7, y + 1,
                                                         intFarmSize + 18 + (z * intPlotSize / 2) + 1,
                                                         intFarmSize + 18 + (z * intPlotSize / 2) + 1,
                                                         (int)BlockType.STONE);
                                BlockHelper.MakeLadder(intFarmSize + 18 + (x * intPlotSize / 2), y - 7, y + 1,
                                                       intFarmSize + 18 + (z * intPlotSize / 2));
                            }
                        }
                    }
                }
            }
            return(booNewSewerEntrances);
        }
コード例 #30
0
        public static void InsertBuilding(BlockManager bmDest, int[,] intArea, int intBlockStart, int x1dest, int z1dest, Building bldInsert)
        {
            lstInstanceSigns.Clear();
            int intHighestSourceY = 0;
            int intSourceX = 0, intSourceZ = 0;
            int intRotate = -1;

            for (int intDistance = 0; intRotate == -1 && intDistance < 10; intDistance++)
            {
                for (int intCheck = 0; intRotate == -1 && intCheck <= bldInsert.intSize; intCheck++)
                {
                    if (CheckArea(intArea, x1dest + intCheck, z1dest - intDistance) == 1)
                    {
                        intRotate = 0;
                    }
                    else if (CheckArea(intArea, x1dest - intDistance, z1dest + intCheck) == 1)
                    {
                        intRotate = 1;
                    }
                    else if (CheckArea(intArea, x1dest + bldInsert.intSize + intDistance, z1dest + intCheck) == 1)
                    {
                        intRotate = 2;
                    }
                    else if (CheckArea(intArea, x1dest + intCheck, z1dest + bldInsert.intSize + intDistance) == 1)
                    {
                        intRotate = 3;
                    }
                }
            }
            if (intRotate == -1)
            {
                intRotate = RandomHelper.Next(4);
            }
            for (int x = 0; x < bldInsert.intSize; x++)
            {
                for (int z = 0; z < bldInsert.intSize; z++)
                {
                    switch (intRotate)
                    {
                    case 0:
                        intSourceX = x;
                        intSourceZ = z;
                        break;

                    case 1:
                        intSourceX = (bldInsert.intSize - 1) - z;
                        intSourceZ = x;
                        break;

                    case 2:
                        intSourceX = z;
                        intSourceZ = (bldInsert.intSize - 1) - x;
                        break;

                    case 3:
                        intSourceX = (bldInsert.intSize - 1) - x;
                        intSourceZ = (bldInsert.intSize - 1) - z;
                        break;
                    }

                    int intSourceEndY;
                    for (intSourceEndY = 128; intSourceEndY > 64; intSourceEndY--)
                    {
                        if (bmSource.GetID(intSourceX + bldInsert.intSourceX, intSourceEndY, intSourceZ + bldInsert.intSourceZ) != (int)BlockType.AIR)
                        {
                            break;
                        }
                    }
                    if (intSourceEndY > intHighestSourceY)
                    {
                        intHighestSourceY = intSourceEndY;
                    }
                    for (int y = bldInsert.intSourceStartY; y <= intSourceEndY; y++)
                    {
                        if (y != 64 || bmDest.GetID(intBlockStart + x + x1dest, y, intBlockStart + z + z1dest) == (int)BlockType.AIR)
                        {
                            int intBlockID   = bmSource.GetID(intSourceX + bldInsert.intSourceX, y, intSourceZ + bldInsert.intSourceZ);
                            int intBlockData = bmSource.GetData(intSourceX + bldInsert.intSourceX, y, intSourceZ + bldInsert.intSourceZ);
                            bmDest.SetID(intBlockStart + x + x1dest, y, intBlockStart + z + z1dest, intBlockID);
                            bmDest.SetData(intBlockStart + x + x1dest, y, intBlockStart + z + z1dest, intBlockData);

                            foreach (EntityPainting entPainting in AllEntityPainting)
                            {
                                if (entPainting.TileX == intSourceX + bldInsert.intSourceX &&
                                    entPainting.TileY == y &&
                                    entPainting.TileZ == intSourceZ + bldInsert.intSourceZ)
                                {
                                    EntityPainting entNewPainting = (EntityPainting)entPainting.Copy();
                                    entNewPainting.TileX      = intBlockStart + x + x1dest;
                                    entNewPainting.TileY      = y;
                                    entNewPainting.TileZ      = intBlockStart + z + z1dest;
                                    entNewPainting.Position.X = entNewPainting.TileX;
                                    entNewPainting.Position.Z = entNewPainting.TileZ;
                                    entNewPainting.Direction  = BlockHelper.RotatePortrait(entPainting.Direction, intRotate);
                                    ChunkRef chunkBuilding = cmDest.GetChunkRef((intBlockStart + x + x1dest) / 16, (intBlockStart + z + z1dest) / 16);
                                    chunkBuilding.Entities.Add(entNewPainting);
                                    cmDest.Save();
                                }
                            }

                            #region Rotation
                            if (intRotate > 0)
                            {
                                switch (intBlockID)
                                {
                                case (int)BlockType.SIGN_POST:
                                    bmDest.SetData(intBlockStart + x + x1dest, y, intBlockStart + z + z1dest,
                                                   BlockHelper.RotateSignPost(intBlockData, intRotate));
                                    break;

                                case (int)BlockType.STONE_BUTTON:
                                    bmDest.SetData(intBlockStart + x + x1dest, y, intBlockStart + z + z1dest,
                                                   BlockHelper.RotateButton(intBlockData, intRotate));
                                    break;

                                case (int)BlockType.PUMPKIN:
                                case (int)BlockType.JACK_O_LANTERN:
                                    bmDest.SetData(intBlockStart + x + x1dest, y, intBlockStart + z + z1dest,
                                                   BlockHelper.RotatePumpkin(intBlockData, intRotate));
                                    break;

                                case (int)BlockType.IRON_DOOR:
                                case (int)BlockType.WOOD_DOOR:
                                    bmDest.SetData(intBlockStart + x + x1dest, y, intBlockStart + z + z1dest,
                                                   BlockHelper.RotateDoor(intBlockData, intRotate));
                                    break;

                                case (int)BlockType.TRAPDOOR:
                                    bmDest.SetData(intBlockStart + x + x1dest, y, intBlockStart + z + z1dest,
                                                   BlockHelper.RotateTrapdoor(intBlockData, intRotate));
                                    break;

                                case (int)BlockType.BED:
                                    bmDest.SetData(intBlockStart + x + x1dest, y, intBlockStart + z + z1dest,
                                                   BlockHelper.RotateBed(intBlockData, intRotate));
                                    break;

                                case (int)BlockType.REDSTONE_TORCH_OFF:
                                case (int)BlockType.REDSTONE_TORCH_ON:
                                case (int)BlockType.TORCH:
                                case (int)BlockType.LEVER:
                                    bmDest.SetData(intBlockStart + x + x1dest, y, intBlockStart + z + z1dest,
                                                   BlockHelper.RotateTorchOrLever(intBlockData, intRotate));
                                    break;

                                case (int)BlockType.WALL_SIGN:
                                case (int)BlockType.LADDER:
                                case (int)BlockType.DISPENSER:
                                case (int)BlockType.FURNACE:
                                    bmDest.SetData(intBlockStart + x + x1dest, y, intBlockStart + z + z1dest,
                                                   BlockHelper.RotateWallSignOrLadderOrFurnanceOrDispenser(intBlockData, intRotate));
                                    break;

                                case (int)BlockType.COBBLESTONE_STAIRS:
                                case (int)BlockType.WOOD_STAIRS:
                                    bmDest.SetData(intBlockStart + x + x1dest, y, intBlockStart + z + z1dest,
                                                   BlockHelper.RotateStairs(intBlockData, intRotate));
                                    break;
                                }
                            }
                            #endregion
                            #region Handle entities
                            switch (intBlockID)
                            {
                            case (int)BlockType.CHEST:
                                TileEntityChest tec = (TileEntityChest)bmSource.GetTileEntity(intSourceX + bldInsert.intSourceX, y, intSourceZ + bldInsert.intSourceZ);
                                if (tec.Items[0] != null)
                                {
                                    if (tec.Items[0].ID == ItemInfo.Paper.ID &&
                                        tec.Items[0].Count == 3)
                                    {
                                        tec = MakeHouseChest();
                                    }
                                }
                                bmDest.SetTileEntity(intBlockStart + x + x1dest, y, intBlockStart + z + z1dest, tec);
                                break;

                            case (int)BlockType.FURNACE:
                            case (int)BlockType.MONSTER_SPAWNER:
                            case (int)BlockType.NOTE_BLOCK:
                            case (int)BlockType.JUKEBOX:
                            case (int)BlockType.TRAPDOOR:
                                bmDest.SetTileEntity(intBlockStart + x + x1dest, y, intBlockStart + z + z1dest,
                                                     bmSource.GetTileEntity(intSourceX + bldInsert.intSourceX, y, intSourceZ + bldInsert.intSourceZ));
                                break;

                            case (int)BlockType.SIGN_POST:
                            case (int)BlockType.WALL_SIGN:
                                #region Determine sign text
                                int            intUniqueType = 0;
                                TileEntitySign tes           = (TileEntitySign)bmSource.GetTileEntity(intSourceX + bldInsert.intSourceX, y, intSourceZ + bldInsert.intSourceZ);
                                string         strSourceSign = tes.Text1 + " " + tes.Text2 + " " + tes.Text3 + " " + tes.Text4;
                                switch (strSourceSign.Substring(0, 1))
                                {
                                case "2":
                                case "1":
                                case "0":
                                    intUniqueType = Convert.ToInt32(strSourceSign.Substring(0, 1));
                                    strSourceSign = strSourceSign.Remove(0, 1);
                                    break;

                                default:
                                    intUniqueType = 0;
                                    break;
                                }
                                if (strSourceSign.Contains("["))
                                {
                                    string strSignText;
                                    bool   booDuplicate;
                                    int    intFail = 0;
                                    do
                                    {
                                        strSignText  = SignText(strSourceSign);
                                        booDuplicate = false;
                                        switch (intUniqueType)
                                        {
                                        case 1:         // unique by instance
                                            booDuplicate = lstInstanceSigns.Contains(strSignText);
                                            break;

                                        case 2:         // unique by city
                                            booDuplicate = lstCitySigns.Contains(strSignText);
                                            break;
                                        }
                                        intFail++;
                                        if (intFail > 100)
                                        {
                                            Debug.WriteLine("Could not make a unique sign for " + strSourceSign);
                                            booDuplicate = false;
                                        }
                                    } while (booDuplicate);
                                    lstCitySigns.Add(strSignText);
                                    lstInstanceSigns.Add(strSignText);
                                    string[] strRandomSign = BlockHelper.TextToSign(ConvertToSignText(strSignText));
                                    tes.Text1 = strRandomSign[0];
                                    tes.Text2 = strRandomSign[1];
                                    tes.Text3 = strRandomSign[2];
                                    tes.Text4 = strRandomSign[3];
                                }
                                bmDest.SetTileEntity(intBlockStart + x + x1dest, y, intBlockStart + z + z1dest, tes);
                                break;
                                #endregion
                            }
                            #endregion
                        }
                    }
                }
            }
        }