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https://github.com/ClassiCube/MCGalaxy.git
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Prettify output of /map [level].
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8640897d67
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@ -60,7 +60,7 @@ namespace MCGalaxy.Commands.World {
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static bool IsMapOption(string[] args) {
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string opt = args[0].ToLower();
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const string opts = "theme|finite|ai|edge|grass|ps|physicspeed|overload|motd|death|killer|fall"
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+ "|drown|unload|chat|load|loadongoto|flow|randomflow|tree|growtrees|buildable|deletable";
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+ "|drown|unload|chat|load|loadongoto|leaf|leafdecay|flow|randomflow|tree|growtrees|buildable|deletable";
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if (!opts.Contains(opt)) return false;
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bool optHasArg = opt == "ps" || opt == "physicspeed" || opt == "overload" || opt == "fall" || opt == "drown";
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@ -126,29 +126,36 @@ namespace MCGalaxy.Commands.World {
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}
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static void PrintMapInfo(Player p, Level lvl) {
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Player.Message(p, "MOTD: &b" + lvl.motd);
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Player.Message(p, "Finite mode: " + GetBool(lvl.finite));
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Player.Message(p, "Random flow: " + GetBool(lvl.randomFlow));
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Player.Message(p, "Animal AI: " + GetBool(lvl.ai));
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Player.Message(p, "Edge water: " + GetBool(lvl.edgeWater));
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Player.Message(p, "Grass growing: " + GetBool(lvl.GrassGrow));
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Player.Message(p, "Tree growing: " + GetBool(lvl.growTrees));
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Player.Message(p, "Leaf decay: " + GetBool(lvl.leafDecay));
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Player.Message(p, "Physics speed: &b" + lvl.speedPhysics);
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Player.Message(p, "Physics overload: &b" + lvl.overload);
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Player.Message(p, "Survival death: " + GetBool(lvl.Death) + "(Fall: " + lvl.fall + ", Drown: " + lvl.drown + ")");
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Player.Message(p, "Killer blocks: " + GetBool(lvl.Killer));
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Player.Message(p, "Unload: " + GetBool(lvl.unload));
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Player.Message(p, "Load on /goto: " + GetBool(lvl.loadOnGoto));
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Player.Message(p, "Roleplay (level only) chat: " + GetBool(!lvl.worldChat));
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Player.Message(p, "Guns: " + GetBool(lvl.guns));
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Player.Message(p, "Buildable: " + GetBool(lvl.Buildable));
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Player.Message(p, "Deletable: " + GetBool(lvl.Deletable));
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Player.Message(p, "%TPhysics settings:");
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Player.Message(p, " Finite mode: {0}%S, Random flow: {1}",
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GetBool(lvl.finite), GetBool(lvl.randomFlow));
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Player.Message(p, " Animal AI: {0}%S, Edge water: {1}",
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GetBool(lvl.ai), GetBool(lvl.edgeWater));
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Player.Message(p, " Grass growing: {0}%S, Tree growing: {1}",
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GetBool(lvl.GrassGrow), GetBool(lvl.growTrees));
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Player.Message(p, " Leaf decay: {0}%S, Physics overload: {1}",
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GetBool(lvl.leafDecay), lvl.overload);
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Player.Message(p, " Physics speed: &b{0} %Smilliseconds between ticks",
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lvl.speedPhysics);
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Player.Message(p, "%TSurvival settings:");
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Player.Message(p, " Survival death: {0}%S(Fall: {1}, Drown: {2})",
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GetBool(lvl.Death), lvl.fall, lvl.drown);
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Player.Message(p, " Guns: {0}, Killer blocks: {1}",
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GetBool(lvl.guns), GetBool(lvl.Killer));
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Player.Message(p, "%TGeneral settings:");
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Player.Message(p, " MOTD: &b" + lvl.motd);
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Player.Message(p, " Roleplay (level only) chat: " + GetBool(!lvl.worldChat));
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Player.Message(p, " Load on /goto: {0}%S, Auto unload: {1}",
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GetBool(lvl.loadOnGoto), GetBool(lvl.unload));
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Player.Message(p, " Buildable: {0}%S, Deletable: {1}",
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GetBool(lvl.Buildable), GetBool(lvl.Deletable));
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}
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static bool PhysicsSpeedValidator(Player p, int raw) {
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if (raw < 10) { Player.Message(p, "Physics speed cannot be below 10 seconds."); return false; }
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if (raw < 10) { Player.Message(p, "Physics speed cannot be below 10 milliseconds."); return false; }
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return true;
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}
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