public override ISector BuildDecorator() { int fireDamage = GenerateRandomValue.GetRandom(101); int temp = GenerateRandomValue.GetRandom(30, 45); int windSpeed = GenerateRandomValue.GetRandom(80, 250); ISector sector = new Sector(fireDamage); if (GenerateRandomValue.NextDouble() < chanceOfDecorate) { sector = FactoryDecorator.CreateDecorator(sector, DecoratorTypeEnum.DryGrass); } if (GenerateRandomValue.NextDouble() < chanceOfDecorate) { sector = FactoryDecorator.CreateDecorator(sector, DecoratorTypeEnum.BigTrees); } if (GenerateRandomValue.NextDouble() < chanceOfDecorate) { sector = FactoryDecorator.CreateDecorator(sector, DecoratorTypeEnum.ScaredPeople); } if (temp > 30) { sector = FactoryDecorator.CreateDecorator(sector, DecoratorTypeEnum.HotDay, temp); } if (windSpeed > 80) { sector = FactoryDecorator.CreateDecorator(sector, DecoratorTypeEnum.WindyDay, windSpeed); } return(sector); }
public override ISector BuildDecorator() { int fireDamage = GenerateRandomValue.GetRandom(101); var sector = new Sector(fireDamage); return(FactoryDecorator.CreateDecorator(sector, DecoratorTypeEnum.Basic)); }
public override ISector BuildDecorator() { int fireDamage = GenerateRandomValue.GetRandom(101); int rain = GenerateRandomValue.GetRandom(1, 500); ISector sector = new Sector(fireDamage); if (rain > 50) { sector = FactoryDecorator.CreateDecorator(sector, DecoratorTypeEnum.RainingDay, rain); } return(sector); }