void CreateHomes(Vector3 bounds) { // create random buffer IntBufferedRandom rnd = new IntBufferedRandom(); rnd.AddValueRange(0, c_GridSize * c_GridSize); rnd.Range = Lehmer.Range; // create homes int homeCount = Lehmer.Range(c_MinHomeCount, c_GridSize * c_GridSize); for (int i = 0; i < homeCount; ++i) { CreateHome(GetPosition(rnd.DrawValue(), bounds)); } }
void CreateAIs() { if (m_Gameboard == null) { return; } m_TeamIdToId.Clear(); if (m_AIPerMatch < Gameboard.c_MinHomeCount) { // create a few AIs randomly for (int i = 0; i < m_AIPerMatch; ++i) { int aiId = m_AIPicker.DrawValue(); m_TeamIdToId.Add(i, aiId); CreateAI(aiId); m_PlayedAIs++; } } m_Gameboard.StartGame(); }