// Generate and populate the forest public override void Generate(Chunk chunkToPopulate) { // Set the constants name = "swamp"; normalTemperature = 75; normalWindSpeed = 10; associatedColor = "$ga"; // 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 cattails if (random.Next(1, 3) == 1) { // the amont of cattails int amontOfCattails = random.Next(15, 30); for (int i = 0; i < amontOfCattails; i++) { // Create a new Cattail Plants.PlantCattail newCattail = new Plants.PlantCattail(); newCattail.identifier.name = "cattail"; chunkToPopulate.AddChild(newCattail); } } // Decide whether to generate reeds if (random.Next(1, 3) == 1) { // the amont of reeds int amontOfReeds = random.Next(15, 30); for (int i = 0; i < amontOfReeds; i++) { // Create a new reed Plants.PlantReed newReed = new Plants.PlantReed(); newReed.identifier.name = "reed"; chunkToPopulate.AddChild(newReed); } } // Decide whether to generate lilys if (random.Next(1, 3) == 1) { // the amont of lilys int amontOfLilys = random.Next(3, 8); for (int i = 0; i < amontOfLilys; i++) { // Create a new Lilys Plants.PlantLily newLily = new Plants.PlantLily(); newLily.identifier.name = "lily"; chunkToPopulate.AddChild(newLily); } } #endregion #region Add minerals // the amont of Silt int amontOfSilt = random.Next(20, 50); for (int i = 0; i < amontOfSilt; i++) { // Create a new thing of silt Minerals.MineralSilt newSilt = new Minerals.MineralSilt(); newSilt.identifier.name = "silt"; chunkToPopulate.AddChild(newSilt); } // Decide whether to generate boulder if (random.Next(1, 5) == 1) { // the amont of boulder int amontOfBoulders = random.Next(1, 2); for (int i = 0; i < amontOfBoulders; i++) { // Create a new boulder Minerals.MineralBasaltBoulder newBoulder = new Minerals.MineralBasaltBoulder(); chunkToPopulate.AddChild(newBoulder); } } #endregion }
// Generate and populate the forest public override void Generate(Chunk chunkToPopulate) { // Set the constants name = "bog"; normalTemperature = 30; normalWindSpeed = 15; associatedColor = "$ga"; // 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 // the amont of Tall Fescues int amontOfTallFescues = random.Next(50, 100); for (int i = 0; i < amontOfTallFescues; i++) { // Create a new Tall Fescue Plants.PlantTallFescue newTallFescue = new Plants.PlantTallFescue(); newTallFescue.identifier.name = "grass"; newTallFescue.identifier.descriptiveAdjectives.Add("lush"); newTallFescue.identifier.descriptiveAdjectives.Add("tall"); newTallFescue.identifier.classifierAdjectives.Add("fescue"); chunkToPopulate.AddChild(newTallFescue); } // Decide whether to generate cattails if (random.Next(1, 3) == 1) { // the amont of cattails int amontOfCattails = random.Next(15, 30); for (int i = 0; i < amontOfCattails; i++) { // Create a new Cattail Plants.PlantCattail newCattail = new Plants.PlantCattail(); newCattail.identifier.name = "cattail"; chunkToPopulate.AddChild(newCattail); } } // Decide whether to generate reeds if (random.Next(1, 3) == 1) { // the amont of reeds int amontOfReeds = random.Next(15, 30); for (int i = 0; i < amontOfReeds; i++) { // Create a new reed Plants.PlantReed newReed = new Plants.PlantReed(); newReed.identifier.name = "reed"; chunkToPopulate.AddChild(newReed); } } #endregion #region Add minerals // the amont of Silt int amontOfSilt = random.Next(20, 50); for (int i = 0; i < amontOfSilt; i++) { // Create a new thing of silt Minerals.MineralSilt newSilt = new Minerals.MineralSilt(); newSilt.identifier.name = "silt"; chunkToPopulate.AddChild(newSilt); } #endregion }