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Add support for LEV files.
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@ -3,6 +3,7 @@ using System.IO;
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using System.Collections.Generic;
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using Syroot.Worms.Gen2;
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using Syroot.Worms.Gen2.WorldParty;
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using Syroot.Worms.Gen2.Armageddon;
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namespace Syroot.Worms.Test
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{
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@ -19,9 +20,7 @@ namespace Syroot.Worms.Test
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private static void Main(string[] args)
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{
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Image image = new Image(@"D:\Archive\Games\Worms\Worms Armageddon\3.7.2.1\custom.img");
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image.Save(@"D:\Pictures\test.img");
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image.Load(@"D:\Pictures\test.img");
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GeneratedMap genMap = new GeneratedMap(@"D:\Archive\Games\Worms\Worms Armageddon\3.7.2.1\User\SavedLevels\test.LEV");
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Console.WriteLine("Done.");
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Console.ReadLine();
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@ -0,0 +1,25 @@
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using Microsoft.VisualStudio.TestTools.UnitTesting;
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using Syroot.Worms.Gen2.Armageddon;
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using Syroot.Worms.UnitTest.Common;
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namespace Syroot.Worms.UnitTest.Gen2.Armageddon
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{
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/// <summary>
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/// Represents a collection of tests for the <see cref="GeneratedMap"/> class.
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/// </summary>
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[TestCategory("GeneratedMap")]
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[TestClass]
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public class GeneratedMapTests
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{
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// ---- METHODS (PUBLIC) ---------------------------------------------------------------------------------------
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/// <summary>
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/// Loads all files found in any game directories.
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/// </summary>
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[TestMethod]
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public void LoadGeneratedMaps()
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{
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TestHelpers.LoadFiles<GeneratedMap>(Game.Armageddon, "*.lev");
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}
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}
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}
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99
src/Syroot.Worms/Gen2/Armageddon/GeneratedMap.cs
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99
src/Syroot.Worms/Gen2/Armageddon/GeneratedMap.cs
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@ -0,0 +1,99 @@
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using System.IO;
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using System.Text;
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using Syroot.IO;
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using Syroot.Worms.Core;
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namespace Syroot.Worms.Gen2.Armageddon
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{
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/// <summary>
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/// Represents <see cref="MapGeneratorSettings"/> stored in a LEV file.
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/// Used by WA and WWP. S. https://worms2d.info/Monochrome_map_(.bit,_.lev).
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/// </summary>
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public class GeneratedMap : ILoadableFile, ISaveableFile
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{
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// ---- CONSTRUCTORS & DESTRUCTOR ------------------------------------------------------------------------------
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/// <summary>
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/// Initializes a new instance of the <see cref="GeneratedMap"/> class.
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/// </summary>
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public GeneratedMap()
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{
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="GeneratedMap"/> class, loading the data from the given
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/// <see cref="Stream"/>.
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/// </summary>
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/// <param name="stream">The <see cref="Stream"/> to load the data from.</param>
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public GeneratedMap(Stream stream)
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{
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Load(stream);
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="GeneratedMap"/> class, loading the data from the given file.
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/// </summary>
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/// <param name="fileName">The name of the file to load the data from.</param>
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public GeneratedMap(string fileName)
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{
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Load(fileName);
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}
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// ---- PROPERTIES ---------------------------------------------------------------------------------------------
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/// <summary>
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/// Gets or sets the <see cref="MapGeneratorSettings"/>.
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/// </summary>
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public MapGeneratorSettings Settings { get; set; }
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// ---- METHODS (PUBLIC) ---------------------------------------------------------------------------------------
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/// <summary>
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/// Loads the data from the given <see cref="Stream"/>.
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/// </summary>
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/// <param name="stream">The <see cref="Stream"/> to load the data from.</param>
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public void Load(Stream stream)
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{
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using (BinaryDataReader reader = new BinaryDataReader(stream, Encoding.ASCII, true))
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{
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Settings = reader.ReadStruct<MapGeneratorSettings>();
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}
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}
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/// <summary>
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/// Loads the data from the given file.
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/// </summary>
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/// <param name="fileName">The name of the file to load the data from.</param>
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public void Load(string fileName)
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{
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using (FileStream stream = new FileStream(fileName, FileMode.Open, FileAccess.Read, FileShare.Read))
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{
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Load(stream);
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}
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}
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/// <summary>
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/// Saves the data into the given <paramref name="stream"/>.
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/// </summary>
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/// <param name="stream">The <see cref="Stream"/> to save the data to.</param>
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public void Save(Stream stream)
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{
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using (BinaryDataWriter writer = new BinaryDataWriter(stream, Encoding.ASCII))
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{
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writer.Write(Settings);
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}
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}
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/// <summary>
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/// Saves the data in the given file.
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/// </summary>
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/// <param name="fileName">The name of the file to save the data in.</param>
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public void Save(string fileName)
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{
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using (FileStream stream = new FileStream(fileName, FileMode.Create, FileAccess.Write, FileShare.None))
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{
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Save(stream);
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}
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}
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}
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}
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@ -8,7 +8,7 @@ namespace Syroot.Worms.Gen2.Armageddon
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{
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/// <summary>
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/// Represents map configuration stored by the land generator in LAND.DAT files.
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/// Used by WA and WWP. S. https://worms2d.info/Land_Data_file.
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/// Used by WA. S. https://worms2d.info/Land_Data_file.
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/// </summary>
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public class LandData : ILoadableFile, ISaveableFile
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{
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159
src/Syroot.Worms/Gen2/Armageddon/MapGeneratorSettings.cs
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159
src/Syroot.Worms/Gen2/Armageddon/MapGeneratorSettings.cs
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using System.Runtime.InteropServices;
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namespace Syroot.Worms.Gen2.Armageddon
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{
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/// <summary>
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/// Represents the required configuration for the land generator to create a map. This structure appears in LEV
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/// files (being their only content), in BIT files (being the header) and in PNG maps stored by WA (being the data
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/// of the w2lv or waLV chunks).
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct MapGeneratorSettings
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{
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// ---- MEMBERS ------------------------------------------------------------------------------------------------
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/// <summary>
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/// The random seed to generate the land shape (no effect in BIT files).
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/// </summary>
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public int LandSeed;
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/// <summary>
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/// The random seed to generate object placements.
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/// </summary>
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public int ObjectSeed;
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/// <summary>
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/// <c>true</c> treats the generated map as a cavern, otherwise as an island, depending on <see cref="Style"/>.
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/// </summary>
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[MarshalAs(UnmanagedType.Bool)]
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public bool Cavern;
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/// <summary>
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/// The style of the land generated, dependending on <see cref="Cavern"/>
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/// </summary>
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public MapGeneratorStyle Style;
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/// <summary>
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/// <c>true</c> to disable an indestructible border being placed around the map.
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/// </summary>
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[MarshalAs(UnmanagedType.Bool)]
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public bool NoIndestructibleBorders;
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/// <summary>
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/// The probability percentage of map objects to appear on the land, from 0-100.
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/// </summary>
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public int ObjectPercentage;
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/// <summary>
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/// The probability percentage of bridges to appear on the land, from 0-100.
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/// </summary>
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public int BridgePercentage;
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/// <summary>
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/// The height of the water in percent, from 0-99.
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/// </summary>
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public int WaterLevel;
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/// <summary>
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/// The version of the structure, determining the available <see cref="SoilTextureIndex"/> values in Worms
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/// Armageddon.
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/// </summary>
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public MapGeneratorVersion Version;
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/// <summary>
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/// Represents the texture index determining the style of the generated map.
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/// </summary>
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public MapGeneratorSoil SoilTextureIndex;
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/// <summary>
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/// Represents the water color used for the map (deprecated, used only in Worms Armageddon 1.0).
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/// </summary>
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public int WaterColor;
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}
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/// <summary>
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/// Represents the possible land styles.
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/// </summary>
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public enum MapGeneratorStyle : int
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{
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/// <summary>
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/// Represents a single island or a cavern.
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/// </summary>
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OneIslandOrCavern,
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/// <summary>
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/// Represents two islands or a double-layer cavern.
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/// </summary>
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TwoIslandsOrCaverns,
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/// <summary>
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/// Represents one flat island or a cavern open at the bottom.
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/// </summary>
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OneFlatIslandOrCavernOpenBottom,
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/// <summary>
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/// Represents two flat islands or a cavern open at the left or right.
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/// </summary>
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TwoFlatIslandsOrCavernOpenLeftRight
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}
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/// <summary>
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/// Represents the possible versions which can be stored in the <see cref="MapGeneratorSettings.Version"/> field.
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/// </summary>
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public enum MapGeneratorVersion : short
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{
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/// <summary>
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/// Game version 3.0. Special soil texture indices are 26 = Tribal, 27 = Tribal, 28 = Urban. Additionally,
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/// floor and ceiling trimming is more severe.
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/// </summary>
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Version_3_0_0_0 = -1,
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/// <summary>
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/// Game version 3.5. Special soil texture indices are 27 = Urban, 28 = undefined.
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/// </summary>
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Version_3_5_0_0 = 0,
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/// <summary>
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/// Game version 3.6.26.4. Special soil texture indices are 26 = Tools, 27 = Tribal, Urban = 28 (same as in
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/// WWP).
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/// </summary>
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Version_3_6_26_4 = 1
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}
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/// <summary>
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/// Represents the possible soil styles. In case of Worms Armageddon, this list matches
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/// <see cref="MapGeneratorVersion.Version_3_6_26_4"/>.
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/// </summary>
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public enum MapGeneratorSoil : short
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{
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ClassicBeach,
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ClassicDesert,
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ClassicFarm,
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ClassicForest,
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ClassicHell,
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Art,
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Cheese,
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Construction,
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Desert,
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Dungeon,
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Easter,
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Forest,
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Fruit,
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Gulf,
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Hell,
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Hospital,
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Jungle,
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Manhattan,
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Medieval,
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Music,
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Pirate,
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Snow,
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Space,
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Sports,
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Tentacle,
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Time,
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Tools,
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Tribal,
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Urban
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}
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}
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@ -107,7 +107,7 @@ namespace Syroot.Worms.Gen2.WorldParty
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{
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throw new InvalidDataException("Invalid LND file signature.");
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}
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int fileLength = reader.ReadInt32();
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int fileSize = reader.ReadInt32();
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// Read the data.
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Size = reader.ReadStruct<Vector2>();
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@ -111,7 +111,7 @@ namespace Syroot.Worms.Gen2.Worms2
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{
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throw new InvalidDataException("Invalid LND file signature.");
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}
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int fileLength = reader.ReadInt32();
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int fileSize = reader.ReadInt32();
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// Read the data.
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Size = reader.ReadStruct<Vector2>();
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