public CaveGenerator(int width, int height, String name, double fillPercentage, int smoothness, Quinoa quinoa) { header = new RegionHeader(name); region = new Region(width, height); header.setRegion(region); entrance = new RegionExit(width / 2, height / 2, 0, 0, "", ExitDecorator.UP_STAIR); exit = new RegionExit(width / 2, (height / 2) + 1, 0, 0, "", ExitDecorator.DOWN_STAIR); header.getExits().Add(entrance); header.getExits().Add(exit); region.setLightingModel(LightingModel.CAVE); this.quinoa = quinoa; this.fillPercentage = fillPercentage; this.smoothness = smoothness; chambers = new List<Chamber>(); //fill with solid rock for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { region.setTerrain(x, y, new Terrain()); region.getTerrain(x, y).setCode(TerrainCode.ROCK); } } }
public TownGenerator(int width, int height, String name, int wiggle, double radius, double treeDensity, OverworldCell overworldCell, Quinoa quinoa) { header = new RegionHeader(name); region = new Region(width, height); header.setRegion(region); header.setName(NameMaker.makeTrivialPlaceName()); this.wiggle = wiggle; this.radius = radius; this.treeDensity = treeDensity; this.quinoa = quinoa; this.overworldCell = overworldCell; }
public ForestGenerator(int width, int height, String name, double treeDensity, Quinoa quinoa) { header = new RegionHeader(name); region = new Region(width, height); header.setRegion(region); region.setLightingModel(LightingModel.ABOVE_GROUND); this.quinoa = quinoa; this.treeDensity = treeDensity; //fill the forest with grass for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { region.setTerrain(x, y, new Terrain()); region.getTerrain(x, y).setCode(TerrainCode.GRASS); } } }