Exemple #1
0
        private void SetBias()
        {
            if (this.GenType == GeneratorType.Official)
            {
                switch (this.WorldBias)
                {
                case World.MapBias.Island:
                    this.NewBias = GeneratorBias.Island;
                    break;

                case World.MapBias.Land:
                    this.NewBias = GeneratorBias.Land;
                    break;

                case World.MapBias.Random:
                    if (SRand.CoinFlip())
                    {
                        this.NewBias = GeneratorBias.Land;
                    }
                    else
                    {
                        this.NewBias = GeneratorBias.Island;
                    }
                    break;
                }
            }
            else
            {
                SetGenType(UserInterface.GeneratorDropValue);
            }
        }
Exemple #2
0
        private void SetIslandCount()
        {
            switch (this.NewBias)
            {
            case GeneratorBias.Land:
                this.IslandCounts = 1;
                break;

            case GeneratorBias.Island:
                this.NewBias = GeneratorBias.Island;
                DetermineIslands(this.NewSizes);
                break;
            }
        }
Exemple #3
0
        public void SetGenType(int value)
        {
            switch (value)
            {
            case 0:     // Official
                this.GenType       = GeneratorType.Official;
                this.RiverStep     = 2f;
                this.RiverJitter   = 1f;
                this.minIslandArea = 64f;
                this.minCircleArea = 80f;

                this.EdgeHole  = 5;
                this.WaterFreq = 10f;
                break;

            case 1:     // Small Islands
                this.GenType = GeneratorType.SmallIslands;
                this.NewBias = GeneratorBias.Island;
                switch (this.NewSizes)
                {
                case GeneratorSizes.Small:
                    SetSimpleVals(2f, 1f, 2f, 4f, 5, WaterMod);
                    break;

                case GeneratorSizes.Medium:         // > 70
                    SetSimpleVals(2f, 1f, 4f, 8f, 5, WaterMod);
                    break;

                case GeneratorSizes.Large:         // > 100
                    SetSimpleVals(2f, 1f, 6f, 20f, 5, WaterMod);
                    break;

                case GeneratorSizes.Huge:         // > 130
                    SetSimpleVals(2f, 1f, 8f, 20f, 5, WaterMod);
                    break;

                case GeneratorSizes.Insane:         // > 160
                    SetSimpleVals(2f, 1f, 10f, 20f, 5, WaterMod);
                    break;
                }
                break;

            case 2:     // LargeIslands
                this.GenType = GeneratorType.LargeIslands;
                this.NewBias = GeneratorBias.Island;
                switch (this.NewSizes)
                {
                case GeneratorSizes.Small:
                    SetSimpleVals(2f, 1f, 30f, 25f, 5, WaterMod);
                    break;

                case GeneratorSizes.Medium:         // > 70
                    SetSimpleVals(2f, 1f, 50f, 35f, 5, WaterMod);
                    break;

                case GeneratorSizes.Large:         // > 100
                    SetSimpleVals(2f, 1f, 80, 100, 5, WaterMod);
                    break;

                case GeneratorSizes.Huge:         // > 130
                    SetSimpleVals(2f, 1f, 150, 150f, 5, WaterMod);
                    break;

                case GeneratorSizes.Insane:         // > 160
                    SetSimpleVals(2f, 1f, 200f, 150f, 5, WaterMod);
                    break;
                }
                break;

            case 3:     //Natural
                this.GenType     = GeneratorType.Natural;
                this.NewBias     = GeneratorBias.Land;
                this.RiverStep   = 2f;
                this.RiverJitter = 1f;

                this.EdgeHole  = 5;
                this.WaterFreq = 10f;
                switch (this.NewSizes)
                {
                case GeneratorSizes.Small:
                    SetSimpleVals(2f, 1f, 30f, 10f, 5, WaterMod);
                    break;

                case GeneratorSizes.Medium:         // > 70
                    SetSimpleVals(2f, 1f, 50f, 35f, 5, WaterMod);
                    break;

                case GeneratorSizes.Large:         // > 100
                    SetSimpleVals(2f, 1f, 130f, 100f, 5, WaterMod);
                    break;

                case GeneratorSizes.Huge:         // > 130
                    SetSimpleVals(2f, 1f, 200f, 150f, 5, WaterMod);
                    break;

                case GeneratorSizes.Insane:         // > 160
                    SetSimpleVals(2f, 1f, 200f, 150f, 5, WaterMod);
                    break;
                }
                break;

            case 4:     // Fractual
                this.GenType = GeneratorType.Fractual;
                this.NewBias = GeneratorBias.Land;

                this.RiverStep   = 2f;
                this.RiverJitter = 1f;

                this.EdgeHole = 5;

                switch (this.NewSizes)
                {
                case GeneratorSizes.Small:
                    SetSimpleVals(2f, 1f, 2f, 4f, 5, 10);
                    break;

                case GeneratorSizes.Medium:         // > 70
                    SetSimpleVals(2f, 1f, 4f, 8f, 5, 10);
                    break;

                case GeneratorSizes.Large:         // > 100
                    SetSimpleVals(2f, 1f, 4f, 8, 5, 10);
                    break;

                case GeneratorSizes.Huge:         // > 130
                    SetSimpleVals(2f, 1f, 4, 20f, 5, 10);
                    break;

                case GeneratorSizes.Insane:         // > 160
                    SetSimpleVals(2f, 1f, 4, 20f, 5, 10);
                    break;
                }
                break;
            }
        }