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📄 mapsettings.java

📁 MegaMek is a networked Java clone of BattleTech, a turn-based sci-fi boardgame for 2+ players. Fight
💻 JAVA
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/* * MegaMek - Copyright (C) 2002,2003 Ben Mazur (bmazur@sev.org) *  *  This program is free software; you can redistribute it and/or modify it  *  under the terms of the GNU General Public License as published by the Free  *  Software Foundation; either version 2 of the License, or (at your option)  *  any later version. *  *  This program is distributed in the hope that it will be useful, but  *  WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY  *  or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License  *  for more details. */package megamek.common;import gd.xml.ParseException;import gd.xml.tiny.ParsedXML;import gd.xml.tiny.TinyParser;import java.util.*;import java.io.*;/** * * MapSettings.java * * Created on March 27, 2002, 1:07 PM * @author  Ben * @version  */public class MapSettings implements Serializable {        public static final String BOARD_RANDOM = "[RANDOM]";    public static final String BOARD_SURPRISE = "[SURPRISE]";    public static final String BOARD_GENERATED = "[GENERATED]";            public static final int MOUNTAIN_PLAIN = 0;    public static final int MOUNTAIN_VOLCANO_EXTINCT = 1;    public static final int MOUNTAIN_VOLCANO_DORMANT = 2;    public static final int MOUNTAIN_VOLCANO_ACTIVE = 3;    public static final int MOUNTAIN_SNOWCAPPED = 4;    public static final int MOUNTAIN_LAKE = 5;        private int boardWidth = 16;    private int boardHeight = 17;    private int mapWidth = 1;    private int mapHeight = 1;        private Vector boardsSelected = new Vector();    private Vector boardsAvailable = new Vector();    //new vector to store all of the mapsetting buildings in.    private Vector boardBuildings = new Vector();         /** Parameters for the Map Generator          Parameters refer to a default map siz 16 x 17, with other size         some of the parameters get linear transformed to give good         result for new size */        /** how much hills there should be, Range 0..99 */    private int hilliness = 40;    /** how much cliffs should there be, range 0-100 (% chance for each cliff candidate)*/    private int cliffs = 0;    /** Maximum difference between highest elevation and lowest sink */    private int range = 5;    /** Probabiltity for invertion of the map, Range 0..100 */    private int probInvert = 5;        /** how much Lakes at least */    private int minWaterSpots = 1;    /** how much Lakes at most */    private int maxWaterSpots = 3;    /** minimum size of a lake */    private int minWaterSize = 5;    /** maximum Size of a lake */    private int maxWaterSize = 10;    /** probability for water deeper than lvl1, Range 0..100 */    private int probDeep = 33;        /** how much forests at least */    private int minForestSpots = 3;    /** how much forests at most */    private int maxForestSpots = 8;    /** minimum size of a forest */    private int minForestSize = 4;    /** maximum Size of a forest */    private int maxForestSize = 12;    /** probability for heavy woods, Range 0..100 */    private int probHeavy = 30;        /** how much rough spots at least */    private int minRoughSpots = 2;    /** how much rough spots  at most */    private int maxRoughSpots = 10;    /** minimum size of a rough spot */    private int minRoughSize = 1;    /** maximum Size of a rough spot */    private int maxRoughSize = 2;        /** how much swamp spots at least */    private int minSwampSpots = 2;    /** how much swamp spots  at most */    private int maxSwampSpots = 10;    /** minimum size of a swamp spot */    private int minSwampSize = 1;    /** maximum Size of a swamp spot */    private int maxSwampSize = 2;        /** how much pavement spots at least */    private int minPavementSpots = 0;    /** how much pavement spots  at most */    private int maxPavementSpots = 0;    /** minimum size of a pavement spot */    private int minPavementSize = 1;    /** maximum Size of a pavement spot */    private int maxPavementSize = 6;        /** how much rubble spots at least */    private int minRubbleSpots = 0;    /** how much rubble spots  at most */    private int maxRubbleSpots = 0;    /** minimum size of a rubble spot */    private int minRubbleSize = 1;    /** maximum Size of a rubble spot */    private int maxRubbleSize = 6;        /** how much fortified spots at least */    private int minFortifiedSpots = 0;    /** how much fortified spots  at most */    private int maxFortifiedSpots = 0;    /** minimum size of a fortified spot */    private int minFortifiedSize = 1;    /** maximum Size of a fortified spot */    private int maxFortifiedSize = 2;        /** how much ice spots at least */    private int minIceSpots = 0;    /** how much ice spots  at most */    private int maxIceSpots = 0;    /** minimum size of a ice spot */    private int minIceSize = 1;    /** maximum Size of a ice spot */    private int maxIceSize = 6;        /** probability for a road, range 0..100 */    private int probRoad = 0;        /** probability for a river, range 0..100 */    private int probRiver = 0;        /** probabilitay for Crater 0..100 */    private int probCrater = 0;        /** minimum Radius of the Craters */    private int minRadius = 2;        /** maximum Radius of the Craters */    private int maxRadius = 7;        /** maximum Number of Craters on one map */    private int maxCraters = 2;        /** minimum Number of Craters on one map */    private int minCraters = 1;        /** which landscape generation Algortihm to use */    /* atm there are 2 different: 0= first, 1=second */    private int algorithmToUse = 0;        /** a tileset theme to apply */    private String theme = "";        /** probability of flooded map */    private int probFlood = 0;    /** probability of forest fire */    private int probForestFire = 0;    /** probability of frozen map */    private int probFreeze = 0;    /** probability of drought */    private int probDrought = 0;    /** special FX modifier */    private int fxMod = 0;    /** Parameters for the city generator */    private int cityBlocks = 16;    private String cityType = "NONE";    private int cityMinCF = 10;    private int cityMaxCF = 100;    private int cityMinFloors = 1;    private int cityMaxFloors = 6;    private int cityDensity = 75;    private int townSize = 60;        private int invertNegativeTerrain = 0;        private int mountainPeaks = 0;    private int mountainWidthMin = 7;    private int mountainWidthMax = 20;    private int mountainHeightMin = 5;    private int mountainHeightMax = 8;    private int mountainStyle = MOUNTAIN_PLAIN;        /** end Map Generator Parameters */    /** Creates new MapSettings */    public MapSettings() {        this(16, 17, 1, 1);    }        /** Create new MapSettings with all size settings specified */    public MapSettings(int boardWidth, int boardHeight, int mapWidth, int mapHeight) {        setBoardSize(boardWidth, boardHeight);        setMapSize(mapWidth, mapHeight);    }        /** Creates new MapSettings that is a duplicate of another */    public MapSettings(MapSettings other) {        this.boardWidth = other.getBoardWidth();        this.boardHeight = other.getBoardHeight();        this.mapWidth = other.getMapWidth();        this.mapHeight = other.getMapHeight();                this.boardsSelected = (Vector)other.getBoardsSelectedVector().clone();        this.boardsAvailable = (Vector)other.getBoardsAvailableVector().clone();        this.invertNegativeTerrain = other.getInvertNegativeTerrain();        this.mountainHeightMin = other.getMountainHeightMin();        this.mountainHeightMax = other.getMountainHeightMax();        this.mountainPeaks = other.getMountainPeaks();        this.mountainStyle = other.getMountainStyle();        this.mountainWidthMin = other.getMountainWidthMin();        this.mountainWidthMax = other.getMountainWidthMax();        this.hilliness = other.getHilliness();        this.cliffs = other.getCliffs();        this.range = other.getRange();        this.probInvert = other.getProbInvert();        this.minWaterSpots = other.getMinWaterSpots();        this.maxWaterSpots = other.getMaxWaterSpots();        this.minWaterSize = other.getMinWaterSize();        this.maxWaterSize = other.getMaxWaterSize();        this.probDeep = other.getProbDeep();        this.minForestSpots = other.getMinForestSpots();        this.maxForestSpots = other.getMaxForestSpots();        this.minForestSize = other.getMinForestSize();        this.maxForestSize = other.getMaxForestSize();        this.probHeavy = other.getProbHeavy();        this.minRoughSpots = other.getMinRoughSpots();        this.maxRoughSpots = other.getMaxRoughSpots();        this.minRoughSize = other.getMinRoughSize();        this.maxRoughSize = other.getMaxRoughSize();        this.minSwampSpots = other.getMinSwampSpots();        this.maxSwampSpots = other.getMaxSwampSpots();        this.minSwampSize = other.getMinSwampSize();        this.maxSwampSize = other.getMaxSwampSize();        this.minPavementSpots = other.getMinPavementSpots();        this.maxPavementSpots = other.getMaxPavementSpots();        this.minPavementSize = other.getMinPavementSize();        this.maxPavementSize = other.getMaxPavementSize();        this.minRubbleSpots = other.getMinRubbleSpots();        this.maxRubbleSpots = other.getMaxRubbleSpots();        this.minRubbleSize = other.getMinRubbleSize();        this.maxRubbleSize = other.getMaxRubbleSize();        this.minFortifiedSpots = other.getMinFortifiedSpots();        this.maxFortifiedSpots = other.getMaxFortifiedSpots();        this.minFortifiedSize = other.getMinFortifiedSize();        this.maxFortifiedSize = other.getMaxFortifiedSize();        this.minIceSpots = other.getMinIceSpots();        this.maxIceSpots = other.getMaxIceSpots();        this.minIceSize = other.getMinIceSize();        this.maxIceSize = other.getMaxIceSize();        this.probRoad = other.getProbRoad();        this.probRiver = other.getProbRiver();        this.probCrater = other.getProbCrater();        this.minRadius = other.getMinRadius();        this.maxRadius = other.getMaxRadius();        this.minCraters = other.getMinCraters();        this.maxCraters = other.getMaxCraters();        this.algorithmToUse = other.getAlgorithmToUse();        this.theme = other.getTheme();        this.probFlood = other.getProbFlood();        this.probForestFire = other.getProbForestFire();        this.probFreeze = other.getProbFreeze();        this.probDrought = other.getProbDrought();        this.fxMod = other.getFxMod();        this.cityBlocks = other.getCityBlocks();        this.cityType = other.getCityType();        this.cityMinCF = other.getCityMinCF();        this.cityMaxCF = other.getCityMaxCF();        this.cityMinFloors = other.getCityMinFloors();        this.cityMaxFloors = other.getCityMaxFloors();        this.cityDensity = other.getCityDensity();        this.boardBuildings = other.getBoardBuildings();    }        public int getBoardWidth() {        return boardWidth;    }    public int getBoardHeight() {        return boardHeight;    }    

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