// Generate and populate the forest public override void Generate(Chunk chunkToPopulate) { // Set the constants name = "glacier"; normalTemperature = 10; normalWindSpeed = 30; associatedColor = "$la"; // Create a new random generator Random random = new Random(); // Generate the chunks properties chunkToPopulate.windSpeed = (normalWindSpeed * (random.Next(2, 8) / 5)); chunkToPopulate.temperature = (normalTemperature * (random.Next(2, 4) / 3)); #region Add minerals // the amont of ice int amountOfIce = random.Next(100, 200); for (int i = 0; i < amountOfIce; i++) { // Create a new thing of Ice Minerals.MineralIce newIce = new Minerals.MineralIce(); newIce.identifier.name = "ice"; chunkToPopulate.AddChild(newIce); } // the amont of gravel int amontOfGravel = random.Next(0, 20); for (int i = 0; i < amontOfGravel; i++) { // Create a new piece of gravel Minerals.MineralGravel newGravel = new Minerals.MineralGravel(); newGravel.identifier.name = "gravel"; chunkToPopulate.AddChild(newGravel); } #endregion }
// Generate and populate the forest public override void Generate(Chunk chunkToPopulate) { // Set the constants name = "mountain"; normalTemperature = 25; normalWindSpeed = 30; associatedColor = "$pa"; // 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 gravel int amontOfGravel = random.Next(100, 200); for (int i = 0; i < amontOfGravel; i++) { // Create a new piece of sand Minerals.MineralGravel newGravel = new Minerals.MineralGravel(); chunkToPopulate.AddChild(newGravel); } // Decide whether to generate boulder if (random.Next(1, 2) == 1) { // the amont of boulder int amontOfBoulders = random.Next(1, 5); for (int i = 0; i < amontOfBoulders; i++) { // Create a new boulder Minerals.MineralBasaltBoulder newBoulder = new Minerals.MineralBasaltBoulder(); chunkToPopulate.AddChild(newBoulder); } } // Decide whether to generate flint if (random.Next(1, 2) == 1) { // the amont of flint int amontOfFlint = random.Next(1, 5); for (int i = 0; i < amontOfFlint; i++) { // Create a new piece of boulder Minerals.MineralFlint newFlint = new Minerals.MineralFlint(); chunkToPopulate.AddChild(newFlint); } } // the amont of rocks int amontOfRocks = random.Next(1, 5); for (int i = 0; i < amontOfRocks; i++) { // Create a new piece of boulder Minerals.MineralBasaltRock newRock = new Minerals.MineralBasaltRock(); chunkToPopulate.AddChild(newRock); } // Decide whether to generate Lead if (random.Next(1, 3) == 1) { // the amont of Lead int amontOfLead = random.Next(1, 4); for (int i = 0; i < amontOfLead; i++) { // Create a new piece of Lead Minerals.MineralLead newLead = new Minerals.MineralLead(); chunkToPopulate.AddChild(newLead); } } // the amont of copper int amontOfCopper = random.Next(0, 5); for (int i = 0; i < amontOfCopper; i++) { // Create a new piece of copper Minerals.MineralCopper newCopper = new Minerals.MineralCopper(); chunkToPopulate.AddChild(newCopper); } // 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 }