// Creates a new arrai of random negative heightpoints private Heightpoint[] ResetLakes(Configuration file, int gridWidth, int gridHeight) { int lakes = file.GetProperty <int>("lakeBottoms"); Heightpoint[] returnlist = new Heightpoint[lakes]; for (int i = 0; i < lakes; i++) { returnlist[i].position.X = (float)MaxOfEmpires.Random.NextDouble() * gridWidth; returnlist[i].position.Y = (float)MaxOfEmpires.Random.NextDouble() * gridHeight; returnlist[i].height = -10 + (MaxOfEmpires.Random.NextDouble() * -1); returnlist[i].width = 1 + (MaxOfEmpires.Random.NextDouble() * 2); } return(returnlist); }
// Creates a new array of random heightpoints private Heightpoint[] ResetMountains(Configuration file, int gridWidth, int gridHeight) { int mountains = file.GetProperty <int>("mountainPeaks"); Heightpoint[] returnlist = new Heightpoint[mountains]; for (int i = 0; i < mountains; i++) { returnlist[i].position.X = (float)MaxOfEmpires.Random.NextDouble() * gridWidth; returnlist[i].position.Y = (float)MaxOfEmpires.Random.NextDouble() * gridHeight; returnlist[i].width = (MaxOfEmpires.Random.NextDouble() * 3) + 3; returnlist[i].height = (MaxOfEmpires.Random.NextDouble() * 20) + 3; } return(returnlist); }
// Creates humiditypoints based on mountains: lakes make their surroundings humid, mountains make their surroundings dry. private Heightpoint[] SetHumidityPoints(Configuration file, Heightpoint[] mountainArray, Heightpoint[] lakeArray, int gridWidth, int gridHeight) { int extraHumidityPoints = file.GetProperty <int>("extraHumidityPoints"); Heightpoint[] HumidityPoints = new Heightpoint[extraHumidityPoints + mountainArray.Length + lakeArray.Length]; for (int i = 0; i < extraHumidityPoints; i++) { HumidityPoints[mountainArray.Length + lakeArray.Length + i].position = new Vector2((float)MaxOfEmpires.Random.NextDouble() * gridWidth, (float)MaxOfEmpires.Random.NextDouble() * gridHeight); HumidityPoints[mountainArray.Length + lakeArray.Length + i].width = MaxOfEmpires.Random.NextDouble() * 30; HumidityPoints[mountainArray.Length + lakeArray.Length + i].height = (MaxOfEmpires.Random.NextDouble() - 1) * 10; } GenerateHumiditySim(file, HumidityPoints, gridWidth, gridHeight); return(HumidityPoints); }