private void btnGenerateCity_Click(object sender, EventArgs e) { tabOptions.SelectedIndex = 2; lblProgress.Visible = true; lblProgressBack.Visible = true; txtLog.Text = ""; UpdateProgress(0); this.Enabled = false; GenerateCity gc = new GenerateCity(); gc.Generate(this, chkIncludeFarms.Checked, chkIncludeMoat.Checked, chkIncludeWalls.Checked, chkIncludeDrawbridges.Checked, chkIncludeGuardTowers.Checked, chkIncludeNoticeboard.Checked, chkIncludeBuildings.Checked, chkIncludeSewers.Checked, cmbCitySize.Text, cmbMoatLiquid.Text); lblProgressBack.Visible = false; lblProgress.Visible = false; this.Enabled = true; }
private void btnGenerateCity_Click(object sender, EventArgs e) { tabOptions.SelectedIndex = 2; lblProgress.Visible = true; lblProgressBack.Visible = true; txtLog.Text = ""; this.Cursor = Cursors.WaitCursor; UpdateProgress(0); this.Enabled = false; GenerateCity gc = new GenerateCity(); startTime = DateTime.Now; gc.Generate(this, chkIncludeFarms.Checked, chkIncludeMoat.Checked, chkIncludeWalls.Checked, chkIncludeDrawbridges.Checked, chkIncludeGuardTowers.Checked, chkIncludeNoticeboard.Checked, chkIncludeBuildings.Checked, chkIncludePaths.Checked, cmbCitySize.Text, cmbMoatType.Text, cmbCityEmblem.Text, cmbOutsideLights.Text, cmbFireBeacons.Text); lblProgressBack.Visible = false; lblProgress.Visible = false; this.Enabled = true; this.Cursor = Cursors.Default; }
private void btnGenerateCity_Click(object sender, EventArgs e) { tabOptions.SelectedIndex = 2; lblProgress.Visible = true; lblProgressBack.Visible = true; txtLog.Text = ""; this.Cursor = Cursors.WaitCursor; UpdateProgress(0); this.Enabled = false; GenerateCity gc = new GenerateCity(); startTime = DateTime.Now; gc.Generate(this, txtCityName.Text, chkIncludeFarms.Checked, chkIncludeMoat.Checked, chkIncludeWalls.Checked, chkIncludeDrawbridges.Checked, chkIncludeGuardTowers.Checked, chkIncludeBuildings.Checked, chkIncludePaths.Checked, chkIncludeMineshaft.Checked, chkItemsInChests.Checked, chkValuableBlocks.Checked, cmbCitySize.Text, cmbMoatType.Text, cmbCityEmblem.Text, cmbOutsideLights.Text, cmbTowerAddition.Text, cmbWallMaterial.Text, txtCitySeed.Text, txtWorldSeed.Text); lblProgressBack.Visible = false; lblProgress.Visible = false; this.Enabled = true; this.Cursor = Cursors.Default; }
static public void Generate(frmMace frmLogForm, string UserWorldName, string strWorldSeed, string strWorldType, bool booWorldMapFeatures, int TotalCities, string[] strCheckedThemes, int ChunksBetweenCities, string strSpawnPoint, bool booExportSchematics, string strSelectedNPCs, string strUndergroundOres) { frmLogForm.UpdateLog("Started at " + DateTime.Now.ToLocalTime(), false, true); worldCities = new WorldCity[TotalCities]; lstCityNames.Clear(); Chunks.biomes.Clear(); RNG.SetRandomSeed(); #region create minecraft world directory from a random unused world name string strFolder = String.Empty, strWorldName = String.Empty; UserWorldName = UserWorldName.ToSafeFilename(); if (UserWorldName.Trim().Length == 0) { UserWorldName = "random"; } if (UserWorldName.ToLower().Trim() != "random") { if (Directory.Exists(UserWorldName.ToMinecraftSaveDirectory())) { if (MessageBox.Show("A world called \"" + UserWorldName + "\" 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.", false, false); return; } } else { strWorldName = UserWorldName; strFolder = strWorldName.ToMinecraftSaveDirectory(); } } if (strWorldName.Length == 0) { strWorldName = Utils.GenerateWorldName(); strFolder = strWorldName.ToMinecraftSaveDirectory(); } Directory.CreateDirectory(strFolder); frmLogForm.btnSaveLogNormal.Tag = Path.Combine(strFolder, "LogNormal.txt"); frmLogForm.btnSaveLogVerbose.Tag = Path.Combine(strFolder, "LogVerbose.txt"); frmLogForm.UpdateLog("World name: " + strWorldName, false, true); #endregion #region get handles to world, chunk manager and block manager AnvilWorld worldDest = AnvilWorld.Create(@strFolder); worldDest.Level.LevelName = "Creating. Don't open until Mace is finished."; RegionChunkManager cmDest = worldDest.GetChunkManager(); BlockManager bmDest = worldDest.GetBlockManager(); bmDest.AutoLight = false; #endregion #region Determine themes // "how does this work, robson?" // well, I'm glad you asked! // we keep selecting a random unused checked theme, until they've all been used once. // after that, all other cities will have a random checked theme int maxFarmSize = 0; strCheckedThemes = RNG.ShuffleArray(strCheckedThemes); for (int CurrentCityID = 0; CurrentCityID < TotalCities; CurrentCityID++) { if (CurrentCityID <= strCheckedThemes.GetUpperBound(0)) { worldCities[CurrentCityID].ThemeName = strCheckedThemes[CurrentCityID]; } else { worldCities[CurrentCityID].ThemeName = RNG.RandomItem(strCheckedThemes); } City.themeName = worldCities[CurrentCityID].ThemeName; worldCities[CurrentCityID].ChunkLength = GetThemeRandomXMLElementNumber("options", "city_size"); int farmSize = GetThemeLastXMLElementNumber("options", "farm_size"); maxFarmSize = Math.Max(maxFarmSize, farmSize); } #endregion GenerateCityLocations(TotalCities, ChunksBetweenCities + maxFarmSize); int intRandomCity = RNG.Next(TotalCities); for (int CurrentCityID = 0; CurrentCityID < TotalCities; CurrentCityID++) { MakeCitySettings(frmLogForm, worldCities[CurrentCityID].ThemeName, CurrentCityID, strSelectedNPCs); if (!GenerateCity.Generate(frmLogForm, worldDest, cmDest, bmDest, worldCities[CurrentCityID].x, worldCities[CurrentCityID].z, booExportSchematics, strUndergroundOres)) { frmLogForm.UpdateLog("World generation failed/cancelled.", false, false); return; } #region set spawn point if (City.id == intRandomCity) { switch (strSpawnPoint) { case "Away from the cities": worldDest.Level.Spawn = new SpawnPoint(0, 65, 0); break; case "Inside a random city": worldDest.Level.Spawn = new SpawnPoint(((worldCities[intRandomCity].x + Chunks.CITY_RELOCATION_CHUNKS) * 16) + (City.mapLength / 2), 65, ((worldCities[intRandomCity].z + Chunks.CITY_RELOCATION_CHUNKS) * 16) + (City.mapLength / 2)); break; case "Outside a random city": worldDest.Level.Spawn = new SpawnPoint(((worldCities[intRandomCity].x + Chunks.CITY_RELOCATION_CHUNKS) * 16) + (City.mapLength / 2), 65, ((worldCities[intRandomCity].z + Chunks.CITY_RELOCATION_CHUNKS) * 16) + 2); break; default: Debug.Fail("invalid spawn point"); break; } frmLogForm.UpdateLog("Spawn point set to " + worldDest.Level.Spawn.X + "," + worldDest.Level.Spawn.Y + "," + worldDest.Level.Spawn.Z, false, true); } #endregion } #region weather frmLogForm.UpdateLog("Setting weather", false, true); worldDest.Level.Time = RNG.Next(24000); if (RNG.NextDouble() < 0.15) { frmLogForm.UpdateLog("Rain", false, true); worldDest.Level.IsRaining = true; // one-quarter to three-quarters of a day worldDest.Level.RainTime = RNG.Next(6000, 18000); if (RNG.NextDouble() < 0.25) { frmLogForm.UpdateLog("Thunder", false, true); worldDest.Level.IsThundering = true; worldDest.Level.ThunderTime = worldDest.Level.RainTime; } } #endregion #region world details worldDest.Level.LevelName = strWorldName; frmLogForm.UpdateLog("Setting world type: " + strWorldType, false, true); switch (strWorldType.ToLower()) { case "creative": worldDest.Level.GameType = GameType.CREATIVE; break; case "survival": worldDest.Level.GameType = GameType.SURVIVAL; break; case "hardcore": worldDest.Level.GameType = GameType.SURVIVAL; worldDest.Level.Hardcore = true; break; default: Debug.Fail("Invalidate world type selected."); break; } frmLogForm.UpdateLog("World map features: " + booWorldMapFeatures.ToString(), false, true); worldDest.Level.UseMapFeatures = booWorldMapFeatures; if (strWorldSeed != String.Empty) { long seed = 0; if (long.TryParse(strWorldSeed, out seed)) { worldDest.Level.RandomSeed = seed; frmLogForm.UpdateLog("Specified world seed: " + worldDest.Level.RandomSeed, false, true); } else { worldDest.Level.RandomSeed = strWorldSeed.ToJavaHashCode(); frmLogForm.UpdateLog("Specified world seed: " + strWorldSeed, false, true); frmLogForm.UpdateLog("Specified world seed converted to a number: " + worldDest.Level.RandomSeed, false, true); } } else { worldDest.Level.RandomSeed = RNG.Next(); frmLogForm.UpdateLog("Random world seed: " + worldDest.Level.RandomSeed, false, true); } worldDest.Level.LastPlayed = (DateTime.UtcNow.Ticks - DateTime.Parse("01/01/1970 00:00:00").Ticks) / 10000; frmLogForm.UpdateLog("World time: " + worldDest.Level.LastPlayed, false, true); #endregion cmDest.Save(); worldDest.Save(); Chunks.SetBiomeData(@strFolder); frmLogForm.UpdateLog("\nCreated the " + strWorldName + "!", false, false); frmLogForm.UpdateLog("It'll be at the top of your MineCraft world list.", false, false); frmLogForm.UpdateLog("Finished at " + DateTime.Now.ToLocalTime(), false, true); }
// todo low: long code is long static public void Generate(frmMace frmLogForm, string UserWorldName, string strWorldSeed, string strWorldType, bool booWorldMapFeatures, int TotalCities, string[] strCheckedThemes, int ChunksBetweenCities, string strSpawnPoint) { worldCities = new WorldCity[TotalCities]; lstCityNames.Clear(); RandomHelper.SetRandomSeed(); #region create minecraft world directory from a random unused city name string strFolder = String.Empty, strWorldName = String.Empty; UserWorldName = Utils.SafeFilename(UserWorldName); if (UserWorldName.Trim().Length == 0) { UserWorldName = "random"; } if (UserWorldName.ToLower().Trim() != "random") { if (Directory.Exists(Utils.GetMinecraftSavesDirectory(UserWorldName))) { if (MessageBox.Show("A world called \"" + UserWorldName + "\" 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.", false, false); return; } } else { strWorldName = UserWorldName; strFolder = Utils.GetMinecraftSavesDirectory(strWorldName); } } if (strWorldName.Length == 0) { strWorldName = Utils.GenerateWorldName(); strFolder = Utils.GetMinecraftSavesDirectory(strWorldName); } Directory.CreateDirectory(strFolder); frmLogForm.UpdateLog("World name: " + strWorldName, false, true); #endregion #region get handles to world, chunk manager and block manager BetaWorld worldDest = BetaWorld.Create(@strFolder); worldDest.Level.LevelName = "Creating. Don't open until Mace is finished."; BetaChunkManager cmDest = worldDest.GetChunkManager(); BlockManager bmDest = worldDest.GetBlockManager(); bmDest.AutoLight = false; #endregion #region Determine themes // "how does this work, robson?" // well, I'm glad you asked! // we keep selecting a random unused checked theme, until they've all been used once. // after that, all other cities will have a random checked theme strCheckedThemes = RandomHelper.ShuffleArray(strCheckedThemes); for (int CurrentCityID = 0; CurrentCityID < TotalCities; CurrentCityID++) { if (CurrentCityID <= strCheckedThemes.GetUpperBound(0)) { worldCities[CurrentCityID].ThemeName = strCheckedThemes[CurrentCityID]; } else { worldCities[CurrentCityID].ThemeName = RandomHelper.RandomString(strCheckedThemes); } Debug.WriteLine(worldCities[CurrentCityID].ThemeName); City.ThemeName = worldCities[CurrentCityID].ThemeName; worldCities[CurrentCityID].ChunkLength = GetThemeRandomXMLElementNumber("options", "city_size"); } #endregion GenerateCityLocations(TotalCities, ChunksBetweenCities); int intRandomCity = RandomHelper.Next(TotalCities); for (int CurrentCityID = 0; CurrentCityID < TotalCities; CurrentCityID++) { MakeCitySettings(frmLogForm, worldCities[CurrentCityID].ThemeName, CurrentCityID); GenerateCity.Generate(frmLogForm, worldDest, cmDest, bmDest, worldCities[CurrentCityID].x, worldCities[CurrentCityID].z); #region set spawn point if (City.ID == intRandomCity) { switch (strSpawnPoint) { case "Away from the cities": worldDest.Level.Spawn = new SpawnPoint(0, 65, 0); break; case "Inside a random city": worldDest.Level.Spawn = new SpawnPoint(((worldCities[intRandomCity].x + 30) * 16) + (City.MapLength / 2), 65, ((worldCities[intRandomCity].z + 30) * 16) + (City.MapLength / 2)); break; case "Outside a random city": if (City.HasFarms) { worldDest.Level.Spawn = new SpawnPoint(((worldCities[intRandomCity].x + 30) * 16) + (City.MapLength / 2), 65, ((worldCities[intRandomCity].z + 30) * 16) + 20); } else { worldDest.Level.Spawn = new SpawnPoint(((worldCities[intRandomCity].x + 30) * 16) + (City.MapLength / 2), 65, ((worldCities[intRandomCity].z + 30) * 16) + 2); } break; default: Debug.Fail("invalid spawn point"); break; } frmLogForm.UpdateLog("Spawn point set to " + worldDest.Level.Spawn.X + "," + worldDest.Level.Spawn.Y + "," + worldDest.Level.Spawn.Z, false, true); } #endregion } City.ID = TotalCities; frmLogForm.UpdateProgress(0); #region weather #if RELEASE frmLogForm.UpdateLog("Setting weather", false, true); worldDest.Level.Time = RandomHelper.Next(24000); if (RandomHelper.NextDouble() < 0.2) { frmLogForm.UpdateLog("Rain", false, true); worldDest.Level.IsRaining = true; // one-quarter to three-quarters of a day worldDest.Level.RainTime = RandomHelper.Next(6000, 18000); if (RandomHelper.NextDouble() < 0.25) { frmLogForm.UpdateLog("Thunder", false, true); 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 #region lighting frmLogForm.UpdateLog("\nCreating world lighting data", false, false); Chunks.ResetLighting(worldDest, cmDest, frmLogForm); frmLogForm.UpdateProgress(0.95); #endregion #region world details worldDest.Level.LevelName = strWorldName; frmLogForm.UpdateLog("Setting world type: " + strWorldType, false, true); switch (strWorldType.ToLower()) { case "creative": worldDest.Level.GameType = GameType.CREATIVE; break; case "survival": worldDest.Level.GameType = GameType.SURVIVAL; break; case "hardcore": worldDest.Level.GameType = GameType.SURVIVAL; worldDest.Level.UseHardcoreMode = true; break; default: Debug.Fail("Invalidate world type selected."); break; } frmLogForm.UpdateLog("World map features: " + booWorldMapFeatures.ToString(), false, true); worldDest.Level.UseMapFeatures = booWorldMapFeatures; if (strWorldSeed != String.Empty) { worldDest.Level.RandomSeed = Utils.JavaStringHashCode(strWorldSeed); frmLogForm.UpdateLog("Specified world seed: " + worldDest.Level.RandomSeed, false, true); } else { worldDest.Level.RandomSeed = RandomHelper.Next(); frmLogForm.UpdateLog("Random world seed: " + worldDest.Level.RandomSeed, false, true); } worldDest.Level.LastPlayed = (DateTime.UtcNow.Ticks - DateTime.Parse("01/01/1970 00:00:00").Ticks) / 10000; frmLogForm.UpdateLog("World time: " + worldDest.Level.LastPlayed, false, true); #endregion worldDest.Save(); frmLogForm.UpdateProgress(1); frmLogForm.UpdateLog("\nCreated the " + strWorldName + "!", false, false); frmLogForm.UpdateLog("It'll be at the top of your MineCraft world list.", false, false); // todo low: export schematic #region export schematic //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"); //} #endregion }