/// <summary>
        /// This method will produce a random city with the central region of the city being
        /// specified as a parameter. More parameters need to be made available for this method
        /// to produce a better quality city, note for now the minimum area for a city is a
        /// 3x3 grid of regions. This code is based on the original C++ version called pixel city.
        /// </summary>
        /// <param name="seed_value">Random integer seed value.</param>
        /// <returns>true / false indicator of success or failure.</returns>
        private bool doGenerate(int seed_value)
        {
            int rx, ry;

            //  Based on the initial seed value populate the regions that this shared module
            // is connected to, this means first get a list of the region, determine which
            // region is in the center of all the regions and set this as the hotzone, or
            // central part of the city (this is where the tallest/largest buildings will
            // be created) and will extend out to cover virtually all of the connected
            // regions if desired. No support for aging of the buildings or the city exists
            // yet it is a possible course for the future of this module.

            //  First quick check to see if the module is enabled or not.
            if (!m_fEnabled)
            {
                m_log.Info("[CITY BUILDER]: Disabled, aborting auto generation.");
                return(false);
            }

            m_log.Info("[CITY BUILDER]: Auto generating the city.");

            //  Now we need to ask some basic values for the city generation, we already have
            // the base seed value as this is part of the 'city generate' command, now what
            // about a name, position, size, densities etc. Some of this can be generated
            // based on the seed value, but then, it would need to be confirmed by the user
            // or allow them to change it. TODO move all requested data into the configuration file.
            if (m_UserAccountService == null)
            {
                m_UserAccountService = simulationBase.ApplicationRegistry.RequestModuleInterface <IUserAccountService>();
            }

            //  Decide where the city is to be placed within the server instance.
            int r = this.randomValue(10);

            string regionCount = MainConsole.Instance.CmdPrompt("Region Count ", r.ToString());

            r = Convert.ToInt32(regionCount);
            m_log.InfoFormat("[CITY BUILDER]: City area {0} x {1} regions ", r, r);

            cityName          = MainConsole.Instance.CmdPrompt("City Name ", cityName);
            cityOwner         = MainConsole.Instance.CmdPrompt("City Owner ", cityOwner);
            m_DefaultUserName = cityOwner;

            //  Make sure that the user and estate information specified in the configuration file
            // have been loaded and the information has either been found or has been created.
            m_DefaultUserAccount = m_UserAccountService.GetUserAccount(UUID.Zero, cityOwner);
            if (m_DefaultUserAccount == null)
            {
                m_log.InfoFormat("[CITY BUILDER]: Creating default account {0}", m_DefaultUserName);
                m_UserAccountService.CreateUser(m_DefaultUserName, Util.Md5Hash(m_DefaultUserPword), m_DefaultUserEmail);
                m_DefaultUserAccount = m_UserAccountService.GetUserAccount(UUID.Zero, m_DefaultUserName);
                cityOwner            = m_DefaultUserName;
            }
            else
            {
                m_log.InfoFormat("[CITY BUILDER]: Account found for {0}", m_DefaultUserName);
            }

            // Obtain the scene manager that the server instance is using.
            sceneManager = simulationBase.ApplicationRegistry.RequestModuleInterface <SceneManager>();

            //  Construct the data instance for a city map to hold the total regions in the simulation.
            cityMap               = new CityMap();
            citySeed              = seed_value;
            cityMap.cityRegions   = new Scene[r, r];
            cityMap.cityPlots     = new List <BuildingPlot>();
            cityMap.cityBuildings = new List <CityBuilding>();

            //  Construct land and estate data and update to reflect the found user or the newly created one.
            cityLandData = new LandData();
            RegionInfo regionInfo = new RegionInfo();

            regionInfo.RegionID = UUID.Random();

            //Create an estate
            m_DefaultEstate = new EstateSettings();

            m_log.InfoFormat("[CITY BUILDER]: No estates found for user {0}, constructing default estate.", m_DefaultUserAccount.Name);

            m_DefaultEstate.EstateOwner = m_DefaultUserAccount.PrincipalID;
            m_DefaultEstate.EstateName  = m_DefaultEstateName;
            m_DefaultEstate.EstatePass  = Util.Md5Hash(Util.Md5Hash(m_DefaultEstatePassword));
            m_DefaultEstate.EstateID    = (uint)this.randomValue(1000);

            regionInfo.EstateSettings = m_DefaultEstate; //Just set the estate, this module took care of the loading and the rest will leave it alone

            cityLandData.OwnerID  = m_DefaultUserAccount.PrincipalID;
            cityLandData.Name     = m_DefaultEstateName;
            cityLandData.GlobalID = UUID.Random();
            cityLandData.GroupID  = UUID.Zero;

            int regionPort = startPort;

            //  Construct the region.
            regionInfo.RegionSizeX    = cityConfig.GetInt("DefaultRegionSize", 256);
            regionInfo.RegionSizeY    = regionInfo.RegionSizeX;
            regionInfo.RegionType     = "Mainland";
            regionInfo.ObjectCapacity = 100000;
            regionInfo.Startup        = StartupType.Normal;
            regionInfo.ScopeID        = UUID.Zero;

            IParcelServiceConnector parcelService = Aurora.DataManager.DataManager.RequestPlugin <IParcelServiceConnector>();

            if (r == 1)
            {
                m_log.Info("[CITY BUILDER]: Single region city.");
                IPAddress address = IPAddress.Parse("0.0.0.0");
                regionInfo.ExternalHostName          = Aurora.Framework.Utilities.GetExternalIp();
                regionInfo.FindExternalAutomatically = true;
                regionInfo.InternalEndPoint          = new IPEndPoint(address, regionPort++);
                cityLandData.RegionID = regionInfo.RegionID;
                if (parcelService != null)
                {
                    parcelService.StoreLandObject(cityLandData.LandData);
                }
                regionInfo.RegionName = "Region00";
                regionInfo.RegionLocX = (int)m_DefaultStartLocation.X;
                regionInfo.RegionLocY = (int)m_DefaultStartLocation.Y;
                if (!createRegion(0, 0, regionInfo))
                {
                    m_log.Info("[CITY BUILDER]: Failed to construct region.");
                    return(false);
                }
            }
            else if (r > 1)
            {
                m_log.Info("[CITY BUILDER]: Multi-region city.");
                IPAddress address = IPAddress.Parse("0.0.0.0");
                regionInfo.ExternalHostName          = Aurora.Framework.Utilities.GetExternalIp();
                regionInfo.FindExternalAutomatically = true;
                //  Construct the regions for the city.
                regionPort = startPort;
                for (rx = 0; rx < r; rx++)
                {
                    for (ry = 0; ry < r; ry++)
                    {
                        regionInfo.InternalEndPoint = new IPEndPoint(address, regionPort++);
                        cityLandData.RegionID       = regionInfo.RegionID;
                        if (parcelService != null)
                        {
                            parcelService.StoreLandObject(cityLandData.LandData);
                        }
                        regionInfo.RegionName = "Region" + rx + ry;
                        regionInfo.RegionLocX = (int)(m_DefaultStartLocation.X + rx);
                        regionInfo.RegionLocY = (int)(m_DefaultStartLocation.Y + ry);
                        m_log.InfoFormat("[CITY BUILDER]: '{0}' @ {1},{2}, http://{3}/", regionInfo.RegionName,
                                         regionInfo.RegionLocX, regionInfo.RegionLocY, regionInfo.InternalEndPoint);
                        //We already set the estate before, we don't need to deal with linking it or anything
                        //EstateConnector.LinkRegion(regionInfo.RegionID, (int)m_DefaultEstate.EstateID, m_DefaultEstate.EstatePass);
                        if (!createRegion(rx, ry, regionInfo))
                        {
                            m_log.InfoFormat("[CITY BUILDER]: Failed to construct region at {0},{1}", rx, ry);
                            return(false);
                        }
                    }
                }
            }

            //  Either generate the terrain or loading from an existing file, DEM for example.
            m_log.Info("[CITY BUILDER]: [TERRAIN]");

            //  For each region, just fill the terrain to be 21. This is just above the default
            // water level for Aurora.
            float[,] tHeight = new float[256, 256];
            for (rx = 0; rx < 256; rx++)
            {
                for (ry = 0; ry < 256; ry++)
                {
                    tHeight[rx, ry] = 21.0f;
                }
            }
            //  Construct the new terrain for each region and pass the height map to it.
            for (rx = 0; rx < r; rx++)
            {
                for (ry = 0; ry < r; ry++)
                {
                    Scene           region   = cityMap.cityRegions[rx, ry];
                    ITerrainChannel tChannel = new TerrainChannel(true, region);
                    ITerrain        terrain  = null;
                    try
                    {
                        region.TryRequestModuleInterface <ITerrain>(out terrain);
                        terrain.SetHeights2D(tHeight);
                    }
                    catch
                    {
                    }
                }
            }

            //  Rivers and other waterways.

            //  From the total number of regions pick a number of regions that will be 'centers'
            // for the entire city, record these in the centralRegions list.
            m_log.Info("[CITY BUILDER]: [CENTERS]");
            //  ( region count * region count ) / 3
            int aNum = this.randomValue((cityMap.cityRegions.GetUpperBound(0) * cityMap.cityRegions.GetUpperBound(1)) / 3);

            if (aNum == 0)
            {
                aNum = 1;
            }
            m_log.InfoFormat("[CITY BUILDER]: Total regions {0}, selecting {1} regions for centers.", (r * r), aNum);
            int prevRegionX = 0;
            int prevRegionY = 0;

            while (aNum > 0)
            {
                int currRegionX = randomValue(cityMap.cityRegions.GetUpperBound(0)) / 2;
                int currRegionY = randomValue(cityMap.cityRegions.GetUpperBound(1)) / 2;

                // If the location selected is the same as the previous location try again.
                if (currRegionX == prevRegionX && currRegionY == prevRegionY)
                {
                    aNum--;
                    continue;
                }

                m_log.InfoFormat("[CITY BUILDER]: Region {0}, located {1},{2}", aNum, prevRegionX, prevRegionY);

                try
                {
                    Scene region = cityMap.centralRegions[(prevRegionX * cityMap.cityRegions.GetUpperBound(0)) + prevRegionY];
                    if (region != null)
                    {
                        cityMap.centralRegions.Add(region);
                    }
                }
                catch
                {
                }
                aNum--;
                prevRegionX = currRegionX;
                prevRegionY = currRegionY;
            }

            m_log.Info("[CITY BUILDER]: [DENSITY]");
            float avgDensity = 0.0f;

            avgDensity += cityDensities[0];
            avgDensity += cityDensities[1];
            avgDensity += cityDensities[2];
            avgDensity += cityDensities[3];
            avgDensity /= 4;

            //  Before ANYTHING else is created construct the transport systems, priority is given
            // to the road network before the rail network, perhaps a configuration option to allow
            // for the prioritisation value of the transport system is possible.
            m_log.Info("[CITY BUILDER]: [FREEWAYS]");
            m_log.Info("[CITY BUILDER]: [HIGHWAYS]");
            m_log.Info("[CITY BUILDER]: [STREETS]");
            m_log.Info("[CITY BUILDER]: [RAILWAYS]");

            m_log.InfoFormat("[CITY BUILDER]: [RESIDENTIAL DENSITY] {0}%", cityDensities[0] * 100);
            m_log.InfoFormat("[CITY BUILDER]: [COMMERCIAL DENSITY] {0}%", cityDensities[1] * 100);
            m_log.InfoFormat("[CITY BUILDER]: [CORPORATE DENSITY] {0}%", cityDensities[2] * 100);
            m_log.InfoFormat("[CITY BUILDER]: [INDUSTRIAL DENISTY] {0}%", cityDensities[3] * 100);
            m_log.InfoFormat("[CITY BUILDER]: [AVERAGE DENSITY] {0}%", avgDensity);

            m_log.Info("[CITY BUILDER]: [BLOCKS]");
            m_log.Info("[CITY BUILDER]: [ALLOTMENT PLOTS]");
            m_log.Info("[CITY BUILDER]: [BUILDINGS]");

            return(true);
        }