示例#1
0
        internal static bool Handle(Player p, Predicate <Player> selector, string opt, string value,
                                    AreaConfig cfg, string area)
        {
            Level lvl = p.level;

            // using if else instead of switch here reduces IL by about 200 bytes
            if (opt == "sky")
            {
                LevelEnv.SetColor(p, value, area, "sky color", ref cfg.SkyColor);
                LevelEnv.UpdateColor(selector, 0, cfg.SkyColor);
            }
            else if (opt == "cloud" || opt == "clouds")
            {
                LevelEnv.SetColor(p, value, area, "cloud color", ref cfg.CloudColor);
                LevelEnv.UpdateColor(selector, 1, cfg.CloudColor);
            }
            else if (opt == "fog")
            {
                LevelEnv.SetColor(p, value, area, "fog color", ref cfg.FogColor);
                LevelEnv.UpdateColor(selector, 2, cfg.FogColor);
            }
            else if (opt == "dark" || opt == "shadow")
            {
                LevelEnv.SetColor(p, value, area, "shadow color", ref cfg.ShadowColor);
                LevelEnv.UpdateColor(selector, 3, cfg.ShadowColor);
            }
            else if (opt == "sun" || opt == "light" || opt == "sunlight")
            {
                LevelEnv.SetColor(p, value, area, "sun color", ref cfg.LightColor);
                LevelEnv.UpdateColor(selector, 4, cfg.LightColor);
            }
            else if (opt == "weather")
            {
                LevelEnv.SetWeather(p, value, area, ref cfg.Weather);
                LevelEnv.UpdateWeather(selector, (byte)cfg.Weather);
            }
            else if (opt == "cloudheight" || opt == "cloudsheight")
            {
                LevelEnv.SetShort(p, value, area, "clouds height",
                                  lvl.Height + 2, ref cfg.CloudsHeight);
                LevelEnv.UpdateAppearance(selector, EnvProp.CloudsLevel, cfg.CloudsHeight);
            }
            else if (opt == "waterlevel" || opt == "edgelevel" || opt == "level")
            {
                LevelEnv.SetShort(p, value, area, "water level",
                                  lvl.Height / 2, ref cfg.EdgeLevel);
                LevelEnv.UpdateAppearance(selector, EnvProp.EdgeLevel, cfg.EdgeLevel);
            }
            else if (opt == "bedrockoffset" || opt == "sidesoffset" || opt == "sideoffset")
            {
                LevelEnv.SetShort(p, value, area, "bedrock offset",
                                  -2, ref cfg.SidesOffset);
                LevelEnv.UpdateAppearance(selector, EnvProp.SidesOffset, cfg.SidesOffset);
            }
            else if (opt == "maxfogdistance" || opt == "maxfog" || opt == "fogdistance")
            {
                LevelEnv.SetShort(p, value, area, "max fog distance",
                                  0, ref cfg.MaxFogDistance);
                LevelEnv.UpdateAppearance(selector, EnvProp.MaxFog, cfg.MaxFogDistance);
            }
            else if (opt == "cloudspeed" || opt == "cloudsspeed")
            {
                LevelEnv.SetFloat(p, value, area, 256, "clouds speed",
                                  256, ref cfg.CloudsSpeed, -0xFFFFFF, 0xFFFFFF);
                LevelEnv.UpdateAppearance(selector, EnvProp.CloudsSpeed, cfg.CloudsSpeed);
            }
            else if (opt == "weatherspeed")
            {
                LevelEnv.SetFloat(p, value, area, 256, "weather speed",
                                  256, ref cfg.WeatherSpeed, -0xFFFFFF, 0xFFFFFF);
                LevelEnv.UpdateAppearance(selector, EnvProp.WeatherSpeed, cfg.WeatherSpeed);
            }
            else if (opt == "weatherfade")
            {
                LevelEnv.SetFloat(p, value, area, 128, "weather fade rate",
                                  128, ref cfg.WeatherFade, 0, 255);
                LevelEnv.UpdateAppearance(selector, EnvProp.WeatherFade, cfg.WeatherFade);
            }
            else if (opt == "horizon" || opt == "edge" || opt == "water")
            {
                LevelEnv.SetBlock(p, value, area, "edge block", Block.Water, ref cfg.HorizonBlock);
                LevelEnv.UpdateAppearance(selector, EnvProp.EdgeBlock, cfg.HorizonBlock);
            }
            else if (opt == "side" || opt == "border" || opt == "bedrock")
            {
                LevelEnv.SetBlock(p, value, area, "sides block", Block.Bedrock, ref cfg.EdgeBlock);
                LevelEnv.UpdateAppearance(selector, EnvProp.SidesBlock, cfg.EdgeBlock);
            }
            else if (opt == "expfog")
            {
                LevelEnv.SetBool(p, value, area, "exp fog", 0, ref cfg.ExpFog);
                LevelEnv.UpdateAppearance(selector, EnvProp.ExpFog, cfg.ExpFog);
            }
            else if (opt == "skyboxhorspeed" || opt == "skyboxhor")
            {
                LevelEnv.SetFloat(p, value, area, 1024, "skybox horizontal speed",
                                  0, ref cfg.SkyboxHorSpeed, -0xFFFFFF, 0xFFFFFF);
                LevelEnv.UpdateAppearance(selector, EnvProp.SkyboxHorSpeed, cfg.SkyboxHorSpeed);
            }
            else if (opt == "skyboxverspeed" || opt == "skyboxver")
            {
                LevelEnv.SetFloat(p, value, area, 1024, "skybox vertical speed",
                                  0, ref cfg.SkyboxVerSpeed, -0xFFFFFF, 0xFFFFFF);
                LevelEnv.UpdateAppearance(selector, EnvProp.SkyboxVerSpeed, cfg.SkyboxVerSpeed);
            }
            else
            {
                return(false);
            }
            Level.SaveSettings(lvl);
            return(true);
        }
示例#2
0
        internal static bool Handle(Player p, string variable, string value)
        {
            Level lvl = p.level;

            switch (variable)
            {
            case "fog":
                LevelEnv.SetColor(p, value, 2, "fog", ref lvl.FogColor); break;

            case "cloud":
            case "clouds":
                LevelEnv.SetColor(p, value, 1, "cloud", ref lvl.CloudColor); break;

            case "sky":
                LevelEnv.SetColor(p, value, 0, "sky", ref lvl.SkyColor); break;

            case "dark":
            case "shadow":
                LevelEnv.SetColor(p, value, 3, "shadow", ref lvl.ShadowColor); break;

            case "sun":
            case "light":
            case "sunlight":
                LevelEnv.SetColor(p, value, 4, "sunlight", ref lvl.LightColor); break;

            case "weather":
                LevelEnv.SetWeather(p, p.level, value); break;

            case "cloudsheight":
            case "cloudheight":
                LevelEnv.SetShort(p, value, EnvProp.CloudsLevel,
                                  "clouds height", (short)(lvl.Height + 2), ref lvl.CloudsHeight); break;

            case "waterlevel":
            case "edgelevel":
            case "level":
                LevelEnv.SetShort(p, value, EnvProp.EdgeLevel,
                                  "water level", (short)(lvl.Height / 2), ref lvl.EdgeLevel); break;

            case "maxfogdistance":
            case "maxfog":
            case "fogdistance":
            case "fogdist":
                LevelEnv.SetShort(p, value, EnvProp.MaxFog,
                                  "max fog distance", 0, ref lvl.MaxFogDistance); break;

            case "cloudspeed":
            case "cloudsspeed":
                LevelEnv.SetFloat(p, value, EnvProp.CloudsSpeed, 256, "clouds speed",
                                  256, ref lvl.CloudsSpeed, -32767, 32767); break;

            case "weatherspeed":
                LevelEnv.SetFloat(p, value, EnvProp.WeatherSpeed, 256, "weather speed",
                                  256, ref lvl.WeatherSpeed, -32767, 32767); break;

            case "weatherfade":
                LevelEnv.SetFloat(p, value, EnvProp.WeatherFade, 128, "weather fade rate",
                                  128, ref lvl.WeatherFade, 0, 255); break;

            case "horizon":
            case "edge":
            case "water":
                LevelEnv.SetBlock(p, value, EnvProp.EdgeBlock,
                                  "edge block", Block.waterstill, ref lvl.HorizonBlock); break;

            case "side":
            case "border":
            case "bedrock":
                LevelEnv.SetBlock(p, value, EnvProp.SidesBlock,
                                  "sides block", Block.blackrock, ref lvl.EdgeBlock); break;

            default:
                return(false);
            }
            Level.SaveSettings(lvl);
            return(true);
        }
示例#3
0
        internal static bool Handle(Player p, string opt, string value)
        {
            Level lvl = p.level;

            // using if else instead of switch here reduces IL by about 200 bytes

            if (opt == "fog")
            {
                LevelEnv.SetColor(p, value, 2, opt, ref lvl.Config.FogColor);
            }
            else if (opt == "cloud" || opt == "clouds")
            {
                LevelEnv.SetColor(p, value, 1, opt, ref lvl.Config.CloudColor);
            }
            else if (opt == "sky")
            {
                LevelEnv.SetColor(p, value, 0, opt, ref lvl.Config.SkyColor);
            }
            else if (opt == "dark" || opt == "shadow")
            {
                LevelEnv.SetColor(p, value, 3, opt, ref lvl.Config.ShadowColor);
            }
            else if (opt == "sun" || opt == "light" || opt == "sunlight")
            {
                LevelEnv.SetColor(p, value, 4, opt, ref lvl.Config.LightColor);
            }
            else if (opt == "weather")
            {
                LevelEnv.SetWeather(p, p.level, value);
            }
            else if (opt == "cloudheight" || opt == "cloudsheight")
            {
                LevelEnv.SetShort(p, value, EnvProp.CloudsLevel,
                                  "clouds height", (short)(lvl.Height + 2), ref lvl.Config.CloudsHeight);
            }
            else if (opt == "waterlevel" || opt == "edgelevel" || opt == "level")
            {
                LevelEnv.SetShort(p, value, EnvProp.EdgeLevel,
                                  "water level", (short)(lvl.Height / 2), ref lvl.Config.EdgeLevel);
            }
            else if (opt == "bedrockoffset" || opt == "sidesoffset" || opt == "sideoffset")
            {
                LevelEnv.SetShort(p, value, EnvProp.SidesOffset,
                                  "bedrock offset", -2, ref lvl.Config.SidesOffset);
            }
            else if (opt == "maxfogdistance" || opt == "maxfog" || opt == "fogdistance")
            {
                LevelEnv.SetShort(p, value, EnvProp.MaxFog,
                                  "max fog distance", 0, ref lvl.Config.MaxFogDistance);
            }
            else if (opt == "cloudspeed" || opt == "cloudsspeed")
            {
                LevelEnv.SetFloat(p, value, EnvProp.CloudsSpeed, 256, "clouds speed",
                                  256, ref lvl.Config.CloudsSpeed, -0xFFFFFF, 0xFFFFFF);
            }
            else if (opt == "weatherspeed")
            {
                LevelEnv.SetFloat(p, value, EnvProp.WeatherSpeed, 256, "weather speed",
                                  256, ref lvl.Config.WeatherSpeed, -0xFFFFFF, 0xFFFFFF);
            }
            else if (opt == "weatherfade")
            {
                LevelEnv.SetFloat(p, value, EnvProp.WeatherFade, 128, "weather fade rate",
                                  128, ref lvl.Config.WeatherFade, 0, 255);
            }
            else if (opt == "horizon" || opt == "edge" || opt == "water")
            {
                LevelEnv.SetBlock(p, value, EnvProp.EdgeBlock,
                                  "edge block", Block.Water, ref lvl.Config.HorizonBlock);
            }
            else if (opt == "side" || opt == "border" || opt == "bedrock")
            {
                LevelEnv.SetBlock(p, value, EnvProp.SidesBlock,
                                  "sides block", Block.Bedrock, ref lvl.Config.EdgeBlock);
            }
            else if (opt == "expfog")
            {
                LevelEnv.SetBool(p, value, EnvProp.ExpFog,
                                 "exp fog", false, ref lvl.Config.ExpFog);
            }
            else if (opt == "skyboxhorspeed" || opt == "skyboxhor")
            {
                LevelEnv.SetFloat(p, value, EnvProp.SkyboxHorSpeed, 1024, "skybox horizontal speed",
                                  0, ref lvl.Config.SkyboxHorSpeed, -0xFFFFFF, 0xFFFFFF);
            }
            else if (opt == "skyboxverspeed" || opt == "skyboxver")
            {
                LevelEnv.SetFloat(p, value, EnvProp.SkyboxVerSpeed, 1024, "skybox vertical speed",
                                  0, ref lvl.Config.SkyboxVerSpeed, -0xFFFFFF, 0xFFFFFF);
            }
            else
            {
                return(false);
            }
            Level.SaveSettings(lvl);
            return(true);
        }