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https://github.com/ClassiCube/MCGalaxy.git
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Merge branch 'master' of github.com:Hetal728/MCGalaxy
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commit
1fdb33efbb
@ -150,18 +150,15 @@ namespace MCGalaxy.Commands
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}
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}
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string[] args = value.Split(' ');
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bool noTypeArg = value == "" || args.Length == 3;
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string type = noTypeArg ? "flat" : args[args.Length - 1];
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if (MapGen.IsRecognisedFormat(type)) {
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Player.SendMessage(p, "Creating a new map for you: " + level);
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string cmdArgs = args.Length <= 1 ? "128 64 128" : value;
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if (args.Length <= 3) cmdArgs += " " + type;
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Command.all.Find("newlvl").Use(p, level + " " + cmdArgs);
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} else {
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Player.SendMessage(p, "Invalid map type was specified.");
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MapGen.PrintValidFormats(p);
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}
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if (value == "") value = "128 64 128 flat";
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else if (value.IndexOf(' ') == -1) value = "128 64 128 " + value;
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string[] args = value.TrimEnd().Split(' ');
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if (args.Length == 3) value += " flat";
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Player.SendMessage(p, "Creating a new map for you: " + level);
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Command.all.Find("newlvl").Use(p, level + " " + value);
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} else if (cmd == "PHYSICS") {
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if (value == "0" || value == "1" || value == "2" || value == "3" || value == "4" || value == "5")
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Command.all.Find("physics").Use(p, p.level.name + " " + value);
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@ -96,7 +96,7 @@ namespace MCGalaxy.Commands
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MapGen.PrintValidFormats(p);
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Player.SendMessage(p, "The seed is optional, and controls how the level is generated.");
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Player.SendMessage(p, "If the seed is the same, the generated level will be the same.");
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Player.SendMessage(p, "The seed does not do anything on flat and pixel type maps.");
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Player.SendMessage(p, "For flat maps the seed (if given) is used for the grass level.");
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}
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}
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}
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@ -1153,7 +1153,7 @@ txtBackupLocation.Text = folderDialog.SelectedPath;
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Command[] commands = null;
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using(FileDialog fileDialog = new OpenFileDialog()) {
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fileDialog.RestoreDirectory = true;
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fileDialog.Filter = "Accepted File Types (*.cs, *.vb, *.dll)|*.cs;*.vb;*.dll|C# Source (*.cs)|*.cs|Visual Basic Source (*.vb)|*.vb|.NET Assemblies (*.dll)|*.dll";
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if ( fileDialog.ShowDialog() == DialogResult.OK ) {
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@ -51,12 +51,19 @@ namespace MCGalaxy {
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switch (type) {
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case "flat":
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for (int y = 0; y <= half; ++y)
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for (int z = 0; z < length; ++z)
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for (int x = 0; x < width; ++x)
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{
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blocks[index++] = y < half ? Block.dirt : Block.grass;
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} return;
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int grassHeight = height / 2;
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if (useSeed && seed >= 0 && seed < height) {
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lvl.EdgeLevel = (short)seed;
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grassHeight = seed;
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}
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int dirtEnd = grassHeight * width * length;
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int grassEnd = (grassHeight + 1) * width * length;
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for (int i = 0; i < dirtEnd; i++)
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blocks[i] = Block.dirt;
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for (int i = dirtEnd; i < grassEnd; i++)
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blocks[i] = Block.grass;
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return;
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case "pixel":
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for (int y = 0; y < height; ++y)
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for (int z = 0; z < length; ++z)
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