forked from mirrors/NBTExplorer
104 lines
3.8 KiB
C#
104 lines
3.8 KiB
C#
using System;
|
|
using Substrate;
|
|
|
|
// FlatMap is an example of generating worlds from scratch with Substrate.
|
|
// It will produce a completely flat, solid map with grass, dirt, stone,
|
|
// and bedrock layers. On a powerful workstation, creating 400 of these
|
|
// chunks only takes a few seconds.
|
|
|
|
namespace FlatMap
|
|
{
|
|
class Program
|
|
{
|
|
static void Main (string[] args)
|
|
{
|
|
string dest = "F:\\Minecraft\\test";
|
|
int xmin = -20;
|
|
int xmax = 20;
|
|
int zmin = -20;
|
|
int zmaz = 20;
|
|
|
|
// This will instantly create any necessary directory structure
|
|
BetaWorld world = BetaWorld.Create(dest);
|
|
ChunkManager cm = world.GetChunkManager();
|
|
|
|
// We can set different world parameters
|
|
world.Level.LevelName = "Flatlands";
|
|
world.Level.SetDefaultPlayer();
|
|
|
|
// We'll create chunks at chunk coordinates xmin,zmin to xmax,zmax
|
|
for (int xi = xmin; xi < xmax; xi++) {
|
|
for (int zi = zmin; zi < zmaz; zi++) {
|
|
// This line will create a default empty chunk, and create a
|
|
// backing region file if necessary (which will immediately be
|
|
// written to disk)
|
|
ChunkRef chunk = cm.CreateChunk(xi, zi);
|
|
|
|
// This will suppress generating caves, ores, and all those
|
|
// other goodies.
|
|
chunk.IsTerrainPopulated = true;
|
|
|
|
// Auto light recalculation is horrifically bad for creating
|
|
// chunks from scratch, because we're placing thousands
|
|
// of blocks. Turn it off.
|
|
chunk.AutoRecalcLight = false;
|
|
|
|
// Set the blocks
|
|
FlatChunk(chunk, 64);
|
|
|
|
// Reset and rebuild the lighting for the entire chunk at once
|
|
chunk.RebuildBlockLight();
|
|
chunk.RebuildSkyLight();
|
|
|
|
Console.WriteLine("Built Chunk {0},{1}", chunk.X, chunk.Z);
|
|
|
|
// Save the chunk to disk so it doesn't hang around in RAM
|
|
cm.Save();
|
|
}
|
|
}
|
|
|
|
// Save all remaining data (including a default level.dat)
|
|
// If we didn't save chunks earlier, they would be saved here
|
|
world.Save();
|
|
}
|
|
|
|
static void FlatChunk (ChunkRef chunk, int height)
|
|
{
|
|
// Create bedrock
|
|
for (int y = 0; y < 2; y++) {
|
|
for (int x = 0; x < 16; x++) {
|
|
for (int z = 0; z < 16; z++) {
|
|
chunk.SetBlockID(x, y, z, (int)BlockType.BEDROCK);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create stone
|
|
for (int y = 2; y < height - 5; y++) {
|
|
for (int x = 0; x < 16; x++) {
|
|
for (int z = 0; z < 16; z++) {
|
|
chunk.SetBlockID(x, y, z, (int)BlockType.STONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create dirt
|
|
for (int y = height - 5; y < height - 1; y++) {
|
|
for (int x = 0; x < 16; x++) {
|
|
for (int z = 0; z < 16; z++) {
|
|
chunk.SetBlockID(x, y, z, (int)BlockType.DIRT);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create grass
|
|
for (int y = height - 1; y < height; y++) {
|
|
for (int x = 0; x < 16; x++) {
|
|
for (int z = 0; z < 16; z++) {
|
|
chunk.SetBlockID(x, y, z, (int)BlockType.GRASS);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|