//public static List<TerrainType> GetTerrainTypes() //{ // var terrainTypes = new List<TerrainType>(); // IEnumerable<string> lines = File.ReadLines("TerrainTypes.txt"); // foreach (string line in lines) // { // if (line.StartsWith("--")) continue; // string[] splitLine = line.Split(','); // int id = splitLine[0].ToInt32(); // string name = splitLine[1]; // int movementCost = splitLine[2].ToInt32(); // float foodOutput = splitLine[3].ToFloat(); // float productionPercentage = splitLine[4].ToFloat(); // TerrainType terrainType = TerrainType.Create(id, name, movementCost, foodOutput, productionPercentage); // terrainTypes.Add(terrainType); // } // return terrainTypes; //} public static List <TerrainType> GetTerrainTypes() { var terrainTypes = new List <TerrainType> { TerrainType.Create(0, "Grassland", 1, 1.5f, 0.0f), TerrainType.Create(1, "Forest", 2, 0.5f, 3.0f), TerrainType.Create(2, "Desert", 1, 0.0f, 3.0f), TerrainType.Create(3, "Swamp", 3, 0.0f, 0.0f), TerrainType.Create(4, "River", 2, 2.0f, 0.0f), TerrainType.Create(5, "River Mouth", 2, 2.0f, 2.0f), TerrainType.Create(6, "Hill", 3, 0.5f, 3.0f), TerrainType.Create(7, "Mountain", 4, 0.0f, 5.0f), TerrainType.Create(8, "Volcano", 4, 0.0f, 0.0f), TerrainType.Create(9, "Tundra", 2, 0.0f, 0.0f), TerrainType.Create(10, "Shore", -1, 0.5f, 0.0f), TerrainType.Create(11, "Ocean", -1, 0.0f, 0.0f), TerrainType.Create(12, "SorceryNode", 1, 2.0f, 0.0f), TerrainType.Create(13, "ChaosNode", 4, 0.0f, 5.0f), TerrainType.Create(14, "NatureNode", 2, 2.5f, 3.0f) }; return(terrainTypes); }
public static List <TerrainType> GetTerrainTypes() { var terrainTypes = new List <TerrainType>(); IEnumerable <string> lines = File.ReadLines("TerrainTypes.txt"); foreach (string line in lines) { if (line.StartsWith("--")) { continue; } string[] splitLine = line.Split(','); int id = splitLine[0].ToInt32(); string name = splitLine[1]; int movementCost = splitLine[2].ToInt32(); float foodOutput = splitLine[3].ToFloat(); float productionPercentage = splitLine[4].ToFloat(); TerrainType terrainType = TerrainType.Create(id, name, movementCost, foodOutput, productionPercentage); terrainTypes.Add(terrainType); } return(terrainTypes); }