Example #1
0
        // 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);
        }
Example #2
0
        // 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);
        }
Example #3
0
        // 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);
        }