using Server.Accounting; using Server.Commands.Generic; using Server.Commands; using Server.Items; using Server.Misc; using Server.Mobiles; using Server.Network; using Server.Regions; using Server; using System.Collections.Generic; using System.Collections; using System.IO; using System; namespace Server.Scripts.Commands { public class BuildWorld { public static void Initialize() { CommandSystem.Register("BuildWorld", AccessLevel.Counselor, new CommandEventHandler( BuildWorlds )); } [Usage("BuildWorld")] [Description("This cleans up the world and rebuilds it, leaving players intact.")] public static void BuildWorlds( CommandEventArgs e ) { Server.Commands.Decorate.Decorate_OnCommand( e ); Server.SpawnGenerator.Parse( e.Mobile, "towns.map" ); Server.SpawnGenerator.Parse( e.Mobile, "graveyards.map" ); Server.SpawnGenerator.Parse( e.Mobile, "land.map" ); Server.SpawnGenerator.Parse( e.Mobile, "dungeons.map" ); Server.SpawnGenerator.Parse( e.Mobile, "labyrinths.map" ); Server.SpawnGenerator.Parse( e.Mobile, "mazes.map" ); if ( Server.Misc.Settings.PopulateTowns() ){ Server.SpawnGenerator.Parse( e.Mobile, "citizens.map" ); } Server.Regions.SpawnEntry.RespawnAllRegions_OnCommand( e ); e.Mobile.SendMessage( "The world has been rebuilt." ); } } }