public WorldManager(Server server) { _Chunks = new ChunkSet(); Server = server; ChunksToRecalculate = new ConcurrentQueue<ChunkLightUpdate>(); Load(); }
public WorldManager(Server server) { EnsureDirectory(); Generator = new ChunkGenerator(this, GetSeed()); ChunkManager = new WorldChunkManager(this); _Chunks = new ChunkSet(); Server = server; InitializeSpawn(); InitializeThreads(); InitializeWeather(); }
public WorldManager(Server server) { _chunks = new ChunkSet(); Server = server; ChunksToRecalculate = new ConcurrentQueue<ChunkLightUpdate>(); ChunksToSave = new ConcurrentQueue<ChunkBase>(); Load(); // Create the light brightness table double d = 0.0; for(int i = 0; i < 16; i++) { double d1 = 1.0 - (double)i / 15.0; _lightBrightnessTable[i] = ((1.0 - d1) / (d1 * 3.0 + 1.0)) * (1.0 - d) + d; } }
public WorldManager(Server server) { _Chunks = new ChunkSet(); Server = server; Load(); }