Esempio n. 1
0
func (r RPC) createMap(data data.DefaultMap, generatorSettings string) error {
	if data.Seed == 0 {
		data.Seed = rand.Int63()
	}
	m := r.c.NewMap()
	if m == nil {
		return errors.New("failed to create map")
	}
	m.Lock()
	defer m.Unlock()
	p, err := minecraft.NewFilePath(m.Path)
	if err != nil {
		r.c.RemoveMap(m.ID)
		return err
	}
	l, err := minecraft.NewLevel(p)
	if err != nil {
		r.c.RemoveMap(m.ID)
		return err
	}
	l.GameMode(data.GameMode)
	l.LevelName(data.Name)
	m.Name = data.Name
	switch data.Mode {
	case 0:
		l.Generator(minecraft.DefaultGenerator)
	case 1:
		l.Generator(minecraft.FlatGenerator)
	case 2:
		l.Generator(minecraft.LargeBiomeGenerator)
	case 3:
		l.Generator(minecraft.AmplifiedGenerator)
	case 4:
		l.Generator(minecraft.CustomGenerator)
	}
	l.Seed(data.Seed)
	l.AllowCommands(data.Cheats)
	l.MapFeatures(data.Structures)
	if generatorSettings != "" {
		l.GeneratorOptions(generatorSettings)
	}
	l.Save()
	f, err := os.Create(path.Join(m.Path, "properties.map"))
	if err != nil {
		r.c.RemoveMap(m.ID)
		return err
	}
	defer f.Close()
	ms := DefaultMapSettings()
	ms["gamemode"] = strconv.Itoa(int(data.GameMode))
	if !data.Structures {
		ms["generate-structures"] = "false"
	}
	if data.GameMode == 3 {
		ms["hardcore"] = "true"
	}
	if generatorSettings != "" {
		ms["generator-settings"] = generatorSettings
	}
	ms["level-seed"] = strconv.FormatInt(data.Seed, 10)
	ms["motd"] = data.Name
	switch data.Mode {
	case 0:
		ms["level-type"] = minecraft.DefaultGenerator
	case 1:
		ms["level-type"] = minecraft.FlatGenerator
	case 2:
		ms["level-type"] = minecraft.LargeBiomeGenerator
	case 3:
		ms["level-type"] = minecraft.AmplifiedGenerator
	case 4:
		ms["level-type"] = minecraft.CustomGenerator
	case 5:
		ms["level-type"] = minecraft.DebugGenerator
	}
	if err := ms.WriteTo(f); err != nil {
		return err
	}
	go r.c.Save()
	return nil
}
Esempio n. 2
0
func createMap(o *overlay.Overlay) func(dom.Element) {
	return func(c dom.Element) {
		name := xform.InputText("name", "")
		name.Required = true
		gmOpts := make([]xform.Option, len(gameModes))
		for i, m := range gameModes {
			gmOpts[i] = xform.Option{
				Label: m,
				Value: strconv.Itoa(i),
			}
		}
		gameMode := xform.SelectBox("gamemode", gmOpts...)
		seed := xform.InputText("seed", "")
		structures := xform.InputCheckbox("structures", true)
		cheats := xform.InputCheckbox("cheats", false)
		fs := xdom.Fieldset()
		fs.AppendChild(xjs.SetInnerText(xdom.Legend(), "Create Map"))
		c.AppendChild(xjs.AppendChildren(xdom.Form(), fs))
		dataParser := func(mode int) func() (data.DefaultMap, error) {
			return func() (data.DefaultMap, error) {
				data := data.DefaultMap{
					Mode: mode,
				}
				var err error
				data.Name = name.Value
				si := gameMode.SelectedIndex
				if si < 0 || si >= len(gameModes) {
					return data, errors.New("invalid gamemode")
				}
				if seed.Value == "" {
					seed.Value = "0"
				}
				data.Seed, err = strconv.ParseInt(seed.Value, 10, 64)
				if err != nil {
					return data, err
				}
				data.Structures = structures.Checked
				data.Cheats = cheats.Checked
				return data, nil
			}
		}
		xjs.AppendChildren(fs,
			xform.Label("Name", "name"),
			name,
			xdom.Br(),
			xform.Label("Game Mode", "gamemode"),
			gameMode,
			xdom.Br(),
			xform.Label("Level Seed", "seed"),
			seed,
			xdom.Br(),
			xform.Label("Structures", "structures"),
			structures,
			xdom.Br(),
			xform.Label("Cheats", "cheats"),
			cheats,
			xdom.Br(),
			tabs.New([]tabs.Tab{
				{"Default", createMapMode(0, o, dataParser(0))},
				{"Super Flat", createSuperFlatMap(o, dataParser(1))},
				{"Large Biomes", createMapMode(2, o, dataParser(2))},
				{"Amplified", createMapMode(3, o, dataParser(3))},
				{"Customised", createCustomisedMap(o, dataParser(4))},
			}),
		)
	}
}