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Fix singleplayer maps always being generated with seed 0. (Thanks McBean56545)
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@ -135,7 +135,7 @@ namespace ClassicalSharp {
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void GenerateMap( IMapGenerator gen ) {
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SinglePlayerServer server = (SinglePlayerServer)game.Network;
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int width = GetInt( 0 ), height = GetInt( 1 );
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int length = GetInt( 2 ), seed = GetInt( 3 );
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int length = GetInt( 2 ), seed = GetSeedInt( 3 );
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long volume = (long)width * height * length;
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if( volume > 800 * 800 * 800 ) {
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@ -153,5 +153,14 @@ namespace ClassicalSharp {
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return 0;
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return text == "" ? 0 : Int32.Parse( text );
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}
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int GetSeedInt( int index ) {
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string text = inputs[index].GetText();
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if( text == "" ) return new Random().Next();
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if( !inputs[index].Validator.IsValidValue( text ) )
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return 0;
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return text == "" ? 0 : Int32.Parse( text );
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}
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}
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}
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@ -72,7 +72,7 @@ namespace ClassicalSharp {
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public sealed class SeedValidator : IntegerValidator {
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public SeedValidator() : base( 0, 0 ) { }
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public SeedValidator() : base( int.MinValue, int.MaxValue ) { }
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protected override void SetRange() {
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Range = "&7(an integer)";
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