Пример #1
0
        public static string RandomSign()
        {
            string strSignText = "*|*|*|*";

            switch (rand.Next(9))
            {
            case 0:
            case 1:
            case 2: strSignText = RandomHelper.RandomString("I will", "I can", "Will", "Can") + " " +
                                  RandomHelper.RandomString("trade", "swap", "sell") +
                                  "|" + RandomHelper.RandomString("gold", "iron", "dirt", "glass", "flowers", "cake") +
                                  "|for " + RandomHelper.RandomString("obsidian", "wood", "sand",
                                                                      "coal", "stone", "cookies") +
                                  "|- " + RandomHelper.RandomString("See", "Talk to") + " " +
                                  RandomHelper.RandomLetterUpper() + "." + RandomHelper.RandomLetterUpper() + ".";
                break;

            case 3: strSignText = RandomHelper.RandomString("Church", "Order") + " of the" +
                                  "|Holy " + RandomHelper.RandomString("Pickaxe", "Notch", "Herobrine", "Creeper",
                                                                       "Chicken", "Squid", "Pigman", "Bucket", "Sword") +
                                  "|are meeting" +
                                  "|this " + RandomHelper.RandomDay();
                break;

            case 4: strSignText = "Lost pet|creeper. Last|seen near the|mini crater";
                break;

            case 5: strSignText = "Israphel||Wanted dead|or alive";
                break;

            case 6: strSignText = "Lost|Jaffa Cakes.|Please return|to Honeydew";
                break;

            case 7: strSignText = "|Read note " + rand.Next(500, 999) + "||";
                break;

            case 8: strSignText = "|Squids spotted|in the sewers!|";
                break;
            }
            return(strSignText);
        }
Пример #2
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.");
        }
Пример #3
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.");
        }
Пример #4
0
        private static string RandomSign()
        {
            string strSignText = "*|*|*|*";

            int intRand;

            do
            {
                intRand = RandomHelper.Next(booSignUsed.GetLength(0));
            } while (intRand >= 5 && booSignUsed[intRand]);
            booSignUsed[intRand] = true;

            do
            {
                switch (intRand)
                {
                case 0:
                case 1: strSignText = RandomHelper.RandomString("I will", "I can", "Will", "Can") + " " +
                                      RandomHelper.RandomString("trade", "swap", "sell") +
                                      " " + RandomHelper.RandomString("gold", "iron", "dirt", "glass", "flowers", "cake") +
                                      " for " + RandomHelper.RandomString("obsidian", "wood", "sand",
                                                                          "coal", "stone", "cookies") +
                                      "~- " + RandomHelper.RandomString("See", "Talk to") + " " +
                                      RandomHelper.RandomLetterUpper() + "." + RandomHelper.RandomLetterUpper() + ".";
                    break;

                case 2: strSignText = RandomHelper.RandomString("Church", "Order") + " of the" +
                                      " Holy " + RandomHelper.RandomFileLine(Path.Combine("Resources", "ChurchNoun.txt")) +
                                      " are meeting this " + RandomHelper.RandomDay();
                    break;

                case 3: strSignText = RandomHelper.RandomString("Mrs", "Miss") + " " +
                                      RandomHelper.RandomFileLine(Path.Combine("Resources", "CityAdj.txt")) + " has lost her " +
                                      RandomHelper.RandomString("cat", "dog", "glasses", "marbles") +
                                      RandomHelper.RandomString(". Reward offered", ". Please help");
                    break;

                case 4: strSignText = RandomHelper.RandomString("Armour", "Property", "House", "Weapons", "Gold", "Bodyguard", "Pet wolf", "Books", "Tools") +
                                      " for sale~- " + RandomHelper.RandomString("See", "Talk to") + " " +
                                      RandomHelper.RandomLetterUpper() + "." + RandomHelper.RandomLetterUpper() + ".";
                    break;

                case 5: strSignText = "Lost pet creeper. Last seen near the mini crater";
                    break;

                case 6: strSignText = "Israphel~~Wanted dead~or alive";
                    break;

                case 7: strSignText = "Lost Jaffa Cakes. Please return to Honeydew";
                    break;

                case 8: strSignText = "Read note " + RandomHelper.Next(500, 999);
                    break;

                case 9: strSignText = "Buy one get one free on gravestones!";
                    break;

                case 10: strSignText = "Archery practice this " + RandomHelper.RandomDay() + " afternoon";
                    break;

                case 11: strSignText = "Seen a crime? Tell the nearest city guard";
                    break;

                case 12: strSignText = "New city law: No minors can be miners";
                    break;
                }
            } while (!IsValidSign(strSignText));
            return(strSignText);
        }
Пример #5
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.");
        }
Пример #6
0
        // 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
        }
Пример #7
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.");
        }
Пример #8
0
        public static string RandomValueFromXMLElement(string strFilenameXML, string strParentNode, string strChildNode)
        {
            string strValues = ValueFromXMLElement(strFilenameXML, strParentNode, strChildNode);

            return(RandomHelper.RandomString(strValues.Split(',')));
        }
Пример #9
0
        public static void InsertBuilding(BlockManager bmDest, int[,] intArea, int intBlockStart,
                                          int x1dest, int z1dest, Building bldInsert, int y1dest)
        {
            List <Spawner> lstSpawners = new List <Spawner>();

            _lstInstanceSigns.Clear();
            int intRandomWoolColour = RandomHelper.Next(16);
            int intSourceX = 0, intSourceZ = 0;
            int intRotate = -1;

            if (bldInsert.btThis == BuildingTypes.MineshaftSection)
            {
                intRotate = 0;
            }
            else
            {
                for (int intDistance = 0; intRotate == -1 && intDistance < 10; intDistance++)
                {
                    for (int intCheck = 0; intRotate == -1 && intCheck <= bldInsert.intSizeX; 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.intSizeX + intDistance, z1dest + intCheck) == 1)
                        {
                            intRotate = 2;
                        }
                        else if (CheckArea(intArea, x1dest + intCheck, z1dest + bldInsert.intSizeZ + intDistance) == 1)
                        {
                            intRotate = 3;
                        }
                    }
                }
            }
            if (intRotate == -1)
            {
                intRotate = RandomHelper.Next(4);
            }

            for (int x = 0; x < bldInsert.intSizeX; x++)
            {
                for (int z = 0; z < bldInsert.intSizeZ; z++)
                {
                    switch (intRotate)
                    {
                    case 0:
                        intSourceX = x;
                        intSourceZ = z;
                        break;

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

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

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

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

                    int intSourceEndY;
                    if (bldInsert.btThis == BuildingTypes.MineshaftSection)
                    {
                        intSourceEndY = bldInsert.intSourceStartY + 4;
                    }
                    else
                    {
                        for (intSourceEndY = 128; intSourceEndY > 64; intSourceEndY--)
                        {
                            if (_bmSource.GetID(intSourceX + bldInsert.intSourceX, intSourceEndY,
                                                intSourceZ + bldInsert.intSourceZ) != BlockType.AIR)
                            {
                                break;
                            }
                        }
                    }
                    for (int ySource = bldInsert.intSourceStartY; ySource <= intSourceEndY; ySource++)
                    {
                        int yDest = ySource;
                        if (bldInsert.btThis == BuildingTypes.MineshaftSection)
                        {
                            yDest = y1dest + (ySource - bldInsert.intSourceStartY);
                        }

                        if (bldInsert.btThis == BuildingTypes.MineshaftSection ||
                            ((yDest != 64 || bmDest.GetID(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest) == BlockType.AIR) &&
                             bmDest.GetID(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest) != BlockType.WOOD_PLANK))
                        {
                            int intBlockID = _bmSource.GetID(intSourceX + bldInsert.intSourceX, ySource,
                                                             intSourceZ + bldInsert.intSourceZ);
                            int intBlockData = _bmSource.GetData(intSourceX + bldInsert.intSourceX, ySource,
                                                                 intSourceZ + bldInsert.intSourceZ);
                            bmDest.SetID(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest, intBlockID);
                            bmDest.SetData(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest, intBlockData);

                            #region import paintings
                            // todo: test for mineshaft features
                            foreach (EntityPainting entPainting in _AllEntityPainting)
                            {
                                if (entPainting.TileX == intSourceX + bldInsert.intSourceX &&
                                    entPainting.TileY == ySource &&
                                    entPainting.TileZ == intSourceZ + bldInsert.intSourceZ)
                                {
                                    EntityPainting entNewPainting = (EntityPainting)entPainting.Copy();
                                    entNewPainting.TileX      = intBlockStart + x + x1dest;
                                    entNewPainting.TileY      = yDest;
                                    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();
                                }
                            }
                            #endregion
                            #region Rotation
                            if (intRotate > 0)
                            {
                                switch (intBlockID)
                                {
                                case BlockType.PORTAL:
                                    bmDest.SetData(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest,
                                                   BlockHelper.RotatePortal(intBlockData, intRotate));
                                    break;

                                case BlockType.SIGN_POST:
                                    bmDest.SetData(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest,
                                                   BlockHelper.RotateSignPost(intBlockData, intRotate));
                                    break;

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

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

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

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

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

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

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

                                case BlockType.COBBLESTONE_STAIRS:
                                case BlockType.WOOD_STAIRS:
                                    bmDest.SetData(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest,
                                                   BlockHelper.RotateStairs(intBlockData, intRotate));
                                    break;
                                    // no need for a default - all other blocks are okay
                                }
                            }
                            #endregion
                            #region Handle entities
                            switch (intBlockID)
                            {
                            case BlockType.SPONGE:
                                bmDest.SetID(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest, BlockType.WOOL);
                                bmDest.SetData(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest,
                                               intRandomWoolColour);
                                break;

                            case BlockType.CHEST:
                                TileEntityChest tec = (TileEntityChest)_bmSource.GetTileEntity(
                                    intSourceX + bldInsert.intSourceX, ySource, intSourceZ + bldInsert.intSourceZ);
                                if (_booIncludeItemsInChests)
                                {
                                    if (tec.Items[0] != null)
                                    {
                                        if (tec.Items[0].ID == ItemInfo.Paper.ID &&
                                            tec.Items[0].Count == 3)
                                        {
                                            tec = MakeHouseChest();
                                        }
                                        if (tec.Items[0].ID == ItemInfo.Paper.ID &&
                                            tec.Items[0].Count == 4)
                                        {
                                            tec = MakeTreasureChest();
                                        }
                                    }
                                }
                                else
                                {
                                    tec.Items.ClearAllItems();
                                }
                                bmDest.SetTileEntity(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest, tec);
                                break;

                            case BlockType.FURNACE:
                            case BlockType.MONSTER_SPAWNER:
                            case BlockType.NOTE_BLOCK:
                                bmDest.SetTileEntity(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest,
                                                     _bmSource.GetTileEntity(intSourceX + bldInsert.intSourceX, ySource,
                                                                             intSourceZ + bldInsert.intSourceZ));
                                break;

                            case BlockType.SIGN_POST:
                            case BlockType.WALL_SIGN:
                                #region Determine sign text
                                int            intUniqueType = 0;
                                TileEntitySign tes           = (TileEntitySign)_bmSource.
                                                               GetTileEntity(intSourceX + bldInsert.intSourceX, ySource,
                                                                             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 (tes.Text1.ToLower() == "commentsign" || tes.Text1.ToLower() == "comment sign")
                                {
                                    // these exist to give advice to people in the resource world.
                                    // so we just remove them from the real world
                                    bmDest.SetID(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest,
                                                 BlockType.AIR);
                                    bmDest.SetData(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest, 0);
                                }
                                if (tes.Text1.ToLower() == "spawner" || tes.Text1.ToLower() == "gspawner")
                                {
                                    if (!tes.Text2.ToLower().StartsWith("g") || tes.Text2.ToLower() == "[randomenemy]" || _booIncludeGhostdancerSpawners)
                                    {
                                        Spawner spawnerCurrent = new Spawner();
                                        if (tes.Text2.ToLower() == "[randomenemy]")
                                        {
                                            if (_booIncludeGhostdancerSpawners)
                                            {
                                                spawnerCurrent.strEntityID = RandomHelper.RandomString("Creeper", "Skeleton", "Spider", "Zombie", "GGeist", "GGrim");
                                            }
                                            else
                                            {
                                                spawnerCurrent.strEntityID = RandomHelper.RandomString("Creeper", "Skeleton", "Spider", "Zombie");
                                            }
                                        }
                                        else
                                        {
                                            spawnerCurrent.strEntityID = tes.Text2;
                                        }

                                        if (tes.Text3.Split(' ').GetUpperBound(0) == 2)
                                        {
                                            spawnerCurrent.sy = yDest + Convert.ToInt32(tes.Text3.Split(' ')[1]);
                                            spawnerCurrent.sx = 0;
                                            spawnerCurrent.sz = 0;
                                            switch (intRotate)
                                            {
                                            case 0:
                                                spawnerCurrent.sx = intBlockStart + x + x1dest +
                                                                    (Convert.ToInt32(tes.Text3.Split(' ')[0]));
                                                spawnerCurrent.sz = intBlockStart + z + z1dest +
                                                                    (Convert.ToInt32(tes.Text3.Split(' ')[2]));
                                                break;

                                            case 1:
                                                spawnerCurrent.sx = intBlockStart + x + x1dest +
                                                                    (Convert.ToInt32(tes.Text3.Split(' ')[2]));
                                                spawnerCurrent.sz = intBlockStart + z + z1dest +
                                                                    (-1 * Convert.ToInt32(tes.Text3.Split(' ')[0]));
                                                break;

                                            case 2:
                                                spawnerCurrent.sx = intBlockStart + x + x1dest +
                                                                    (-1 * Convert.ToInt32(tes.Text3.Split(' ')[2]));
                                                spawnerCurrent.sz = intBlockStart + z + z1dest +
                                                                    (Convert.ToInt32(tes.Text3.Split(' ')[0]));
                                                break;

                                            case 3:
                                                spawnerCurrent.sx = intBlockStart + x + x1dest +
                                                                    (-1 * Convert.ToInt32(tes.Text3.Split(' ')[0]));
                                                spawnerCurrent.sz = intBlockStart + z + z1dest +
                                                                    (-1 * Convert.ToInt32(tes.Text3.Split(' ')[2]));
                                                break;
                                            }
                                        }
                                        else
                                        {
                                            spawnerCurrent.sx = intBlockStart + x + x1dest;
                                            spawnerCurrent.sy = yDest - 2;
                                            spawnerCurrent.sz = intBlockStart + z + z1dest;
                                        }
                                        if (tes.Text4.ToLower() == "no")
                                        {
                                            spawnerCurrent.booGrass = false;
                                        }
                                        else if (tes.Text4.Split(' ').GetUpperBound(0) == 2)
                                        {
                                            spawnerCurrent.gy = yDest + Convert.ToInt32(tes.Text4.Split(' ')[1]);
                                            switch (intRotate)
                                            {
                                            case 0:
                                                spawnerCurrent.gx = intBlockStart + x + x1dest +
                                                                    (Convert.ToInt32(tes.Text4.Split(' ')[0]));
                                                spawnerCurrent.gz = intBlockStart + z + z1dest +
                                                                    (Convert.ToInt32(tes.Text4.Split(' ')[2]));
                                                break;

                                            case 1:
                                                spawnerCurrent.gx = intBlockStart + x + x1dest +
                                                                    (-1 * Convert.ToInt32(tes.Text4.Split(' ')[2]));
                                                spawnerCurrent.gz = intBlockStart + z + z1dest +
                                                                    (Convert.ToInt32(tes.Text4.Split(' ')[0]));
                                                break;

                                            case 2:
                                                spawnerCurrent.gx = intBlockStart + x + x1dest +
                                                                    (Convert.ToInt32(tes.Text4.Split(' ')[2]));
                                                spawnerCurrent.gz = intBlockStart + z + z1dest +
                                                                    (-1 * Convert.ToInt32(tes.Text4.Split(' ')[0]));
                                                break;

                                            case 3:
                                                spawnerCurrent.gx = intBlockStart + x + x1dest +
                                                                    (-1 * Convert.ToInt32(tes.Text4.Split(' ')[0]));
                                                spawnerCurrent.gz = intBlockStart + z + z1dest +
                                                                    (-1 * Convert.ToInt32(tes.Text4.Split(' ')[2]));
                                                break;
                                            }
                                            spawnerCurrent.booGrass = true;
                                        }
                                        else
                                        {
                                            spawnerCurrent.gx       = intBlockStart + x + x1dest;
                                            spawnerCurrent.gy       = yDest - 1;
                                            spawnerCurrent.gz       = intBlockStart + z + z1dest;
                                            spawnerCurrent.booGrass = true;
                                        }
                                        lstSpawners.Add(spawnerCurrent);
                                    }
                                    bmDest.SetID(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest, BlockType.AIR);
                                    bmDest.SetData(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest, 0);
                                }
                                else 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;
                                        }
                                        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 = Utils.TextToSign(Utils.ConvertStringToSignText(strSignText));
                                    tes.Text1 = strRandomSign[0];
                                    tes.Text2 = strRandomSign[1];
                                    tes.Text3 = strRandomSign[2];
                                    tes.Text4 = strRandomSign[3];
                                    bmDest.SetTileEntity(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest, tes);
                                }
                                else
                                {
                                    bmDest.SetTileEntity(intBlockStart + x + x1dest, yDest, intBlockStart + z + z1dest, tes);
                                }
                                break;
                                #endregion
                                // no need for a default - all the other blocks are okay
                            }
                            #endregion
                        }
                    }
                }
            }
            foreach (Spawner spnAdd in lstSpawners)
            {
                bmDest.SetID(spnAdd.sx, spnAdd.sy, spnAdd.sz, BlockType.MONSTER_SPAWNER);
                TileEntityMobSpawner tems = new TileEntityMobSpawner();
                tems.EntityID = spnAdd.strEntityID;
                bmDest.SetTileEntity(spnAdd.sx, spnAdd.sy, spnAdd.sz, tems);
                if (spnAdd.booGrass)
                {
                    bmDest.SetID(spnAdd.gx, spnAdd.gy, spnAdd.gz, BlockType.GRASS);
                }
            }
        }
Пример #10
0
        private static void MakeEmblem(int intFarmSize, int intMapSize, string strCityEmblem)
        {
            if (strCityEmblem == "Random")
            {
                strCityEmblem = RandomHelper.RandomString("Cross", "England Flag", "Pride Flag", "Shield", "Yin and Yang");
            }

            switch (strCityEmblem)
            {
            case "None":
                break;

            case "Cross":
                int intCrossBlock = (int)BlockType.IRON_BLOCK;
                switch (rand.Next(3))
                {
                case 0:
                    intCrossBlock = (int)BlockType.IRON_BLOCK;
                    break;

                case 1:
                    intCrossBlock = (int)BlockType.GOLD_BLOCK;
                    break;

                case 2:
                    intCrossBlock = (int)BlockType.DIAMOND_BLOCK;
                    break;
                }
                for (int y = 64; y <= 71; y++)
                {
                    BlockShapes.MakeBlock((intMapSize / 2) - 8, y, intFarmSize + 5, intCrossBlock, 2);
                    BlockShapes.MakeBlock((intMapSize / 2) - 7, y, intFarmSize + 5, intCrossBlock, 2);
                }
                for (int x = (intMapSize / 2) - 10; x <= (intMapSize / 2) - 5; x++)
                {
                    BlockShapes.MakeBlock(x, 69, intFarmSize + 5, intCrossBlock, 2);
                    BlockShapes.MakeBlock(x, 68, intFarmSize + 5, intCrossBlock, 2);
                }
                break;

            case "England Flag":
                for (int x = (intMapSize / 2) - 11; x <= (intMapSize / 2) - 5; x++)
                {
                    for (int y = 66; y <= 70; y++)
                    {
                        int intBlockData = (int)WoolColor.WHITE;
                        if (y == 68 || x == (intMapSize / 2) - 8)
                        {
                            intBlockData = (int)WoolColor.RED;
                        }
                        BlockShapes.MakeBlock(x, y, intFarmSize + 5, (int)BlockType.WOOL, 2, 100, intBlockData);
                    }
                }
                break;

            case "Pride Flag":
                for (int y = 66; y <= 71; y++)
                {
                    int intWoolID = 0;
                    switch (y)
                    {
                    case 71:
                        intWoolID = (int)WoolColor.RED;
                        break;

                    case 70:
                        intWoolID = (int)WoolColor.ORANGE;
                        break;

                    case 69:
                        intWoolID = (int)WoolColor.YELLOW;
                        break;

                    case 68:
                        intWoolID = (int)WoolColor.LIGHT_GREEN;
                        break;

                    case 67:
                        intWoolID = (int)WoolColor.BLUE;
                        break;

                    case 66:
                        intWoolID = (int)WoolColor.PURPLE;
                        break;
                    }
                    for (int x = (intMapSize / 2) - 13; x <= (intMapSize / 2) - 5; x++)
                    {
                        BlockShapes.MakeBlock(x, y, intFarmSize + 5, (int)BlockType.WOOL, 2, 100, intWoolID);
                    }
                }
                break;

            case "Shield":
                for (int x = (intMapSize / 2) - 10; x <= (intMapSize / 2) - 6; x++)
                {
                    for (int y = 66; y <= 70; y++)
                    {
                        if (x == (intMapSize / 2) - 8 || y == 68)
                        {
                            BlockShapes.MakeBlock(x, y, intFarmSize + 5, (int)BlockType.GOLD_BLOCK, 2);
                        }
                        else if ((y >= 69 && x >= (intMapSize / 2) - 7) || (y <= 67 && x <= (intMapSize / 2) - 8))
                        {
                            BlockShapes.MakeBlock(x, y, intFarmSize + 5, (int)BlockType.DIAMOND_BLOCK, 2);
                        }
                        else
                        {
                            BlockShapes.MakeBlock(x, y, intFarmSize + 5, (int)BlockType.IRON_BLOCK, 2);
                        }
                    }
                }
                BlockShapes.MakeBlock((intMapSize / 2) - 8, 65, intFarmSize + 5, (int)BlockType.GOLD_BLOCK, 2);
                BlockShapes.MakeBlock((intMapSize / 2) - 10, 66, intFarmSize + 5, (int)BlockType.AIR, 2);
                BlockShapes.MakeBlock((intMapSize / 2) - 6, 66, intFarmSize + 5, (int)BlockType.AIR, 2);
                break;

            case "Yin and Yang":
                string[] strYinYang = { " WWWB ", "WWBWBB", "WWWWBB", "WWBBBB", "WWBWBB", " WBBB " };
                for (int y = 0; y <= 5; y++)
                {
                    for (int z = 0; z <= 5; z++)
                    {
                        switch (strYinYang[y][z])
                        {
                        case 'W':
                            BlockShapes.MakeBlock(((intMapSize / 2) - 10) + z, 70 - y, intFarmSize + 5, (int)BlockType.WOOL, 2, 100, (int)WoolColor.WHITE);
                            break;

                        case 'B':
                            BlockShapes.MakeBlock(((intMapSize / 2) - 10) + z, 70 - y, intFarmSize + 5, (int)BlockType.WOOL, 2, 100, (int)WoolColor.BLACK);
                            break;
                        }
                    }
                }
                break;
            }
        }