public void addPropabilities(int _circleFrom, int _circleTo, int amount, planetTypes planetType)
 {
     for (int i = _circleFrom; i < _circleTo; i++)
     {
         for (int j = 0; j < amount; j++)
         {
             planetPropability[i].Add((int)planetType);
         }
     }
 }
        public int getPlanetType(int _circle)
        {
            if (CircleOverride.ContainsKey(_circle))
            {
                return(planetObjectId(CircleOverride[_circle]));
            }

            //circles begin with 1, but our list starts with 0, same with maxcircles
            _circle--;
            int         circleToCheck = (int)((100.0 / (maxCircles - 1)) * _circle);
            planetTypes newType       = (planetTypes)planetPropability[circleToCheck][RandomHelper.GetRandomInt(0, planetPropability[circleToCheck].Count)];



            return(planetObjectId(newType));
        }
        public int planetObjectId(planetTypes planet)
        {
            /*
             * 24	Klasse M
             * 25	Klasse L
             * 26	Klasse N
             * 27	Klasse G
             * 28	Klasse K
             * 29	Klasse H
             * 30	Klasse X
             * 31	Klasse A, Toxic
             * 32	Gasriese
             */
            switch (planet)
            {
            // public enum planetTypes { VeryVolcanic = 0, Volcanic = 1, Desert = 2, Water = 3, Land = 4, Earthlike = 5, Jungle= 6, Barren = 7, Ice = 8, NoAtmosphere = 9, HugeGasGiant = 10, SmallGasGiant = 11, StonyMountain = 12, ThickPosinousAtmosphere = 13 };

            case planetTypes.VeryVolcanic:
                return(30);

            case planetTypes.Volcanic:
                return(30);

            case planetTypes.Desert:
                return(27);

            case planetTypes.Water:
                return(29);     //Barren

            case planetTypes.Land:
                habitablePlanetCount++;
                return(26);

            case planetTypes.Earthlike:
                habitablePlanetCount++;
                return(24);

            case planetTypes.Jungle:     //Todo: is a subtype of land. as well as swamp. should be implemented so
                habitablePlanetCount++;
                return(24);

            case planetTypes.Barren:
                return(29);

            case planetTypes.Ice:
                return(28);

            case planetTypes.NoAtmosphere:
                return(29);

            case planetTypes.HugeGasGiant:
                return(32);

            case planetTypes.SmallGasGiant:
                return(32);

            case planetTypes.StonyMountain:
                return(29);    //Barren

            case planetTypes.ThickPosinousAtmosphere:
                return(31);

            case planetTypes.VerySparseAsteroids:
                return(9);

            case planetTypes.SparseAsteroids:
                return(10);

            case planetTypes.DenseAsteroids:
                return(11);

            case planetTypes.VeryDenseAsteroids:
                return(12);
            }

            return(22);
        }