internal void OnGameWorldLoaded() { chunksize = api.WorldManager.ChunkSize; worldheight = api.WorldManager.MapSizeY; chunkMapSizeY = api.WorldManager.MapSizeY / chunksize; regionChunkSize = api.WorldManager.RegionSize / chunksize; IAsset asset = api.Assets.Get("worldgen/structures.json"); scfg = asset.ToObject <WorldGenStructuresConfig>(); scfg.Init(api); rnd = new Random(api.WorldManager.Seed + 2132121); }
internal void initWorldGen() { chunksize = api.WorldManager.ChunkSize; worldheight = api.WorldManager.MapSizeY; chunkMapSizeY = api.WorldManager.MapSizeY / chunksize; regionChunkSize = api.WorldManager.RegionSize / chunksize; strucRand = new LCGRandom(api.WorldManager.Seed + 1090); IAsset asset = api.Assets.Get("worldgen/structures.json"); scfg = asset.ToObject <WorldGenStructuresConfig>(); scfg.Init(api); asset = api.Assets.Get("worldgen/villages.json"); vcfg = asset.ToObject <WorldGenVillageConfig>(); vcfg.Init(api); }