public void RunFormDay(out WeatherCelliconDisplay[][] IncomingGrid)
        {
            //Parallel.ForEach(worldMap.weatherMap, (cell) =>
            //{
            //    Parallel.ForEach(cell, (cellbody) =>
            //    {
            //        WeatherSim.RunDay(cellbody.Cell);
            //        cellbody.Cell.CurrentTemp = TempetureGeneration.GenerateTempeture(cellbody.Cell, worldMap.currentDay);

            //    });
            //});
            for (int x = 0; x < worldMap.col; x++)
            {
                for (int y = 0; y < worldMap.row; y++)
                {
                    WeatherSim.RunDay(worldMap.weatherMap[x][y].Cell);
                    worldMap.weatherMap[x][y].Cell.CurrentTemp = TempetureGeneration.GenerateTempeture(worldMap.weatherMap[x][y].Cell, worldMap.currentDay);
                }
            }
            worldMap.currentDay++;
            IncomingGrid = worldMap.weatherMap;
            CheckNeighborsRain();
            CheckNeighborsLoopForm();
            CheckNeighborsToRain();
        }
 private void LoadInNewMap()
 {
     for (int i = 0; i < worldMap.col; i++)
     {
         for (int j = 0; j < worldMap.col; j++)
         {
             worldMap.weatherMap[i][j] = new WeatherCelliconDisplay(new CellData(r, i, j));
             worldMap.weatherMap[i][j].OutgoingRainEvent += ContainerMap_OutgoingRainEvent1;
         }
     }
     for (int i = 0; i < worldMap.col; i++)
     {
         for (int j = 0; j < worldMap.col; j++)
         {
             WeatherSim.RunDay(worldMap.weatherMap[i][j].Cell);
             TempetureGeneration.GenerateTempeture(worldMap.weatherMap[i][j].Cell, worldMap.currentDay);
         }
     }
 }