// Generate and populate the forest public override void Generate(Chunk chunkToPopulate) { // Set the constants name = "ocean"; normalTemperature = 28; normalWindSpeed = 60; associatedColor = "$ba"; // Create a new random generator Random random = new Random(); // Generate the chunks properties chunkToPopulate.windSpeed = (normalWindSpeed * (random.Next(2, 8) / 5)); chunkToPopulate.temperature = (normalTemperature * (random.Next(2, 4) / 3)); #region Add plants // Decide whether to generate Seaweed if (random.Next(1, 3) == 1) { // the amont of seaweed int amontOfSeaweed = random.Next(1, 5); for (int i = 0; i < amontOfSeaweed; i++) { // Create a new seaweed Plants.PlantSeaweed newSeaweed = new Plants.PlantSeaweed(); newSeaweed.identifier.name = "seaweed"; chunkToPopulate.AddChild(newSeaweed); } } #endregion #region Add minerals // the amont of sand int amontOfSand = random.Next(100, 200); for (int i = 0; i < amontOfSand; i++) { // Create a new piece of sand Minerals.MineralSand newSand = new Minerals.MineralSand(); newSand.identifier.name = "sand"; newSand.identifier.isPluralAgnostic = true; chunkToPopulate.AddChild(newSand); } #endregion }
// Generate and populate the forest public override void Generate(Chunk chunkToPopulate) { // Set the constants name = "beach"; normalTemperature = 70; normalWindSpeed = 40; associatedColor = "$oa"; // Create a new random generator Random random = new Random(); // Generate the chunks properties chunkToPopulate.windSpeed = (normalWindSpeed * (random.Next(2, 8) / 5)); chunkToPopulate.temperature = (normalTemperature * (random.Next(2, 4) / 3)); #region Add minerals // the amont of sand int amontOfSand = random.Next(100, 200); for (int i = 0; i < amontOfSand; i++) { // Create a new piece of sand Minerals.MineralSand newIronOre = new Minerals.MineralSand(); newIronOre.identifier.name = "sand"; newIronOre.identifier.isPluralAgnostic = true; chunkToPopulate.AddChild(newIronOre); } // Decide whether to generate flint if (random.Next(1, 8) == 1) { // the amont of flint int amontOfFlint = random.Next(1, 3); for (int i = 0; i < amontOfFlint; i++) { // Create a new piece of boulder Minerals.MineralFlint newFlint = new Minerals.MineralFlint(); chunkToPopulate.AddChild(newFlint); } } // Decide whether to generate rocks if (random.Next(1, 5) == 1) { // the amont of rocks int amontOfRocks = random.Next(1, 5); for (int i = 0; i < amontOfRocks; i++) { // Create a new piece of rock Minerals.MineralBasaltRock newRock = new Minerals.MineralBasaltRock(); chunkToPopulate.AddChild(newRock); } } // Decide whether to generate a shell if (random.Next(1, 100) == 1) { // Create a new shell Minerals.MineralMoonShell newMoonShell = new Minerals.MineralMoonShell(); chunkToPopulate.AddChild(newMoonShell); } // Decide whether to generate a shell if (random.Next(1, 10) == 1) { // Create a new shell Minerals.MineralSandDollar newDollar = new Minerals.MineralSandDollar(); chunkToPopulate.AddChild(newDollar); } // Decide whether to generate a shell if (random.Next(1, 10) == 1) { // Create a new shell Minerals.MineralCalicoScallopShell newScallopShell = new Minerals.MineralCalicoScallopShell(); chunkToPopulate.AddChild(newScallopShell); } #endregion #region Add plants // the amont of palm trees int amontOfPalmTrees = random.Next(0, 3); for (int i = 0; i < amontOfPalmTrees; i++) { // Create a new Palm Trees Plants.PlantPalmTree newPalmTree = new Plants.PlantPalmTree(); newPalmTree.identifier.name = "tree"; // Make it eather short or tall if (random.Next(0, 1) == 0) { newPalmTree.identifier.classifierAdjectives.Add("short"); } else { newPalmTree.identifier.classifierAdjectives.Add("tall"); } newPalmTree.identifier.classifierAdjectives.Add("palm"); chunkToPopulate.AddChild(newPalmTree); } // Decide whether to generate Seaweed if (random.Next(1, 5) == 1) { // the amont of seaweed int amontOfSeaweed = random.Next(1, 3); for (int i = 0; i < amontOfSeaweed; i++) { // Create a new seaweed Plants.PlantSeaweed newSeaweed = new Plants.PlantSeaweed(); newSeaweed.identifier.name = "seaweed"; chunkToPopulate.AddChild(newSeaweed); } } #endregion }