public string GetTownName(InternalRandom random)
        {
            if (townChain == null)
            {
                List <string> townList = TownNames.ToLower().Split(' ').ToList();
                foreach (var str in townList)
                {
                    townChain.Add(str);
                }
            }

            return(new string(townChain.Chain(random.Next()).ToArray()).FirstCharToUpper());
        }
Esempio n. 2
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 public string GetCountryName(InternalRandom random)
 {
     return(new string(countryChain.Chain(random.Next()).ToArray()));
 }
Esempio n. 3
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        public static void AnalizeLandmasses(TimelineLayer timelineLayer, NamelessGame game)
        {
            var            s       = Stopwatch.StartNew();
            InternalRandom rand    = game.WorldSettings.GlobalRandom;
            List <Region>  regions = GetRegions(timelineLayer, game, rand, (tile => tile.Biome != Biomes.Sea &&
                                                                            tile.Continent == null), (tile, region) => tile.Continent = region, () => { return(new string(continentNamesChain.Chain(game.WorldSettings.GlobalRandom.Next()).ToArray()).FirstCharToUpper()); });

            List <Region> forests   = GetRegions(timelineLayer, game, rand, (tile => tile.Biome == Biomes.Forest && tile.LandmarkRegion == null), (tile, region) => tile.LandmarkRegion = region, () => { return(new string(continentNamesChain.Chain(game.WorldSettings.GlobalRandom.Next(int.MaxValue - 1)).ToArray()).FirstCharToUpper() + " forest"); });
            List <Region> deserts   = GetRegions(timelineLayer, game, rand, (tile => tile.Biome == Biomes.Desert && tile.LandmarkRegion == null), (tile, region) => tile.LandmarkRegion = region, () => { return(new string(continentNamesChain.Chain(game.WorldSettings.GlobalRandom.Next(int.MaxValue - 1)).ToArray()).FirstCharToUpper() + " desert"); });
            List <Region> mountains = GetRegions(timelineLayer, game, rand, (tile => tile.Biome == Biomes.Mountain && tile.LandmarkRegion == null), (tile, region) => tile.LandmarkRegion = region, () => { return(new string(continentNamesChain.Chain(game.WorldSettings.GlobalRandom.Next(int.MaxValue - 1)).ToArray()).FirstCharToUpper() + " mountain"); });
            List <Region> swamps    = GetRegions(timelineLayer, game, rand, (tile => tile.Biome == Biomes.Swamp && tile.LandmarkRegion == null), (tile, region) => tile.LandmarkRegion = region, () => { return(new string(continentNamesChain.Chain(game.WorldSettings.GlobalRandom.Next(int.MaxValue - 1)).ToArray()).FirstCharToUpper() + " swamp"); });

            s.Stop();
            timelineLayer.Continents = regions.Where(x => x.SizeInTiles >= 2000).ToList();
            timelineLayer.Islands    = regions.Where(x => x.SizeInTiles < 2000).ToList();
            timelineLayer.Forests    = forests.ToList();
            timelineLayer.Deserts    = deserts.ToList();
            timelineLayer.Mountains  = mountains.ToList();
            timelineLayer.Swamps     = swamps.ToList();
        }