NBTExplorer/SubstrateCS/Examples/GoodyChest/Program.cs
2012-04-28 20:35:57 -04:00

104 lines
3.7 KiB
C#

using System;
using Substrate;
using Substrate.TileEntities;
using Substrate.Core;
// GoodyChest is an example that creates chests filled with random
// items throughout the world, according to a probability of
// appearing per chunk.
// Note: This example picks a random item from Substrate's ItemTable,
// which includes all items up to the current version of MC (if Substrate
// itself is up to date). If a chest gets filled with some of these
// latest items and gets opened in an older MC client, MC will crash.
namespace GoodyChest
{
class Program
{
static Random rand;
static void Main (string[] args)
{
if (args.Length != 2) {
Console.WriteLine("Usage: GoodyChest <world> <prob>");
return;
}
string dest = args[0];
double p = Convert.ToDouble(args[1]);
rand = new Random();
// Open our world
NbtWorld world = NbtWorld.Open(dest);
IChunkManager cm = world.GetChunkManager();
int added = 0;
// Iterate through every chunk in the world
// With proability p, pick a random location
// inside the chunk to place a chest, above the
// first solid block
foreach (ChunkRef chunk in cm) {
if (rand.NextDouble() < p) {
int x = rand.Next(chunk.Blocks.XDim);
int z = rand.Next(chunk.Blocks.ZDim);
int y = chunk.Blocks.GetHeight(x, z);
// Can't build this high (-2 to account for new MC 1.6 height limitation)
if (y >= chunk.Blocks.YDim - 2) {
continue;
}
// Get a block object, then assign it to the chunk
AlphaBlock block = BuildChest();
chunk.Blocks.SetBlock(x, y + 1, z, block);
// Save the chunk
cm.Save();
added++;
}
}
// And we're done
Console.WriteLine("Added {0} goody chests to world", added);
}
// This function will create a new Block object of type 'Chest', fills it
// with random items, and returns it
static AlphaBlock BuildChest ()
{
// A default, appropriate TileEntity entry is created
AlphaBlock block = new AlphaBlock(BlockType.CHEST);
TileEntityChest ent = block.GetTileEntity() as TileEntityChest;
// Unless Substrate has a bug, the TileEntity was definitely a TileEntityChest
if (ent == null) {
Console.WriteLine("Catastrophic");
return null;
}
// Loop through each slot in the chest, assign an item
// with a probability
for (int i = 0; i < ent.Items.Capacity; i++) {
if (rand.NextDouble() < 0.3) {
// Ask the ItemTable for a random Item type registered with Substrate
ItemInfo itype = ItemInfo.GetRandomItem();
// Create the item object, give it an appropriate, random count (items in stack)
Item item = new Item(itype.ID);
item.Count = 1 + rand.Next(itype.StackSize);
// Assign the item to the chest at slot i
ent.Items[i] = item;
}
}
// That's all, we've got a loaded chest block ready to be
// inserted into a chunk
return block;
}
}
}