forked from mirrors/NBTExplorer
Added support for the GeneratorName setting in Anvil worlds
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1 changed files with 22 additions and 0 deletions
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@ -50,6 +50,7 @@ namespace Substrate
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new SchemaNodeScaler("RandomSeed", TagType.TAG_LONG),
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new SchemaNodeScaler("version", TagType.TAG_INT, SchemaOptions.OPTIONAL),
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new SchemaNodeScaler("LevelName", TagType.TAG_STRING, SchemaOptions.OPTIONAL),
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new SchemaNodeScaler("generatorName", TagType.TAG_STRING, SchemaOptions.OPTIONAL),
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new SchemaNodeScaler("raining", TagType.TAG_BYTE, SchemaOptions.OPTIONAL),
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new SchemaNodeScaler("thundering", TagType.TAG_BYTE, SchemaOptions.OPTIONAL),
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new SchemaNodeScaler("rainTime", TagType.TAG_INT, SchemaOptions.OPTIONAL),
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@ -77,6 +78,7 @@ namespace Substrate
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private long _randomSeed;
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private int? _version;
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private string _name;
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private string _generator;
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private byte? _raining;
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private byte? _thundering;
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@ -175,6 +177,16 @@ namespace Substrate
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}
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}
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/// <summary>
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/// Gets or sets the name of the world generator.
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/// </summary>
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/// <remarks>This should be 'default', 'flat', or 'largeBiomes'.</remarks>
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public string GeneratorName
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{
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get { return _generator; }
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set { _generator = value; }
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}
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/// <summary>
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/// Gets or sets a value indicating that it is raining in the world.
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/// </summary>
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@ -273,6 +285,7 @@ namespace Substrate
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//_version = 19132;
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_version = 19133;
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_name = "Untitled";
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_generator = "default";
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_hardcore = 0;
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GameType = GameType.SURVIVAL;
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@ -298,6 +311,7 @@ namespace Substrate
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_randomSeed = p._randomSeed;
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_version = p._version;
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_name = p._name;
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_generator = p._generator;
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_raining = p._raining;
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_thundering = p._thundering;
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@ -408,6 +422,10 @@ namespace Substrate
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_name = ctree["LevelName"].ToTagString();
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}
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if (ctree.ContainsKey("generatorName")) {
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_generator = ctree["generatorName"].ToTagString();
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}
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if (ctree.ContainsKey("raining")) {
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_raining = ctree["raining"].ToTagByte();
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}
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@ -478,6 +496,10 @@ namespace Substrate
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data["LevelName"] = new TagNodeString(_name);
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}
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if (_generator != null) {
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data["generatorName"] = new TagNodeString(_generator);
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}
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if (_raining != null) {
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data["raining"] = new TagNodeByte(_raining ?? 0);
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}
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