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); } }
private void SetIslandCount() { switch (this.NewBias) { case GeneratorBias.Land: this.IslandCounts = 1; break; case GeneratorBias.Island: this.NewBias = GeneratorBias.Island; DetermineIslands(this.NewSizes); break; } }
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; } }