// Generate and populate the forest public override void Generate(Chunk chunkToPopulate) { // Set the constants name = "chaparral"; normalTemperature = 70; normalWindSpeed = 25; associatedColor = "$ga"; // Create a new random generator Random random = new Random(); // Generate the chunks properties chunkToPopulate.windSpeed = (normalWindSpeed * (random.Next(2, 8) / 5)); chunkToPopulate.temperature = (normalTemperature * (random.Next(2, 4) / 3)); #region Add minerals // Decide whether to generate boulder if (random.Next(1, 3) == 1) { // the amont of boulder int amontOfBoulders = random.Next(1, 3); for (int i = 0; i < amontOfBoulders; i++) { // Create a new piece of boulder Minerals.MineralBasaltBoulder newBoulder = new Minerals.MineralBasaltBoulder(); chunkToPopulate.AddChild(newBoulder); } } #endregion #region Add plants // the amont of eucalyptus trees int amontOfEucalyptusTrees = random.Next(5, 20); for (int i = 0; i < amontOfEucalyptusTrees; i++) { // Create a new Eucalyptus Trees Plants.PlantEucalyptusTree newEucalyptusTree = new Plants.PlantEucalyptusTree(); newEucalyptusTree.identifier.name = "tree"; // Make it eather short or tall if (random.Next(0, 1) == 0) { newEucalyptusTree.identifier.descriptiveAdjectives.Add("short"); } else { newEucalyptusTree.identifier.descriptiveAdjectives.Add("tall"); } newEucalyptusTree.identifier.classifierAdjectives.Add("eucalyptus"); chunkToPopulate.AddChild(newEucalyptusTree); } #endregion }
// Generate and populate the forest public override void Generate(Chunk chunkToPopulate) { // Set the constants name = "swamp"; normalTemperature = 75; normalWindSpeed = 10; associatedColor = "$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 = "desert"; normalTemperature = 110; normalWindSpeed = 20; associatedColor = "$oa"; // 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 Saguaros if (random.Next(1, 3) == 1) { // the amont of Saguaros int amontOfSaguaro = random.Next(1, 4); for (int i = 0; i < amontOfSaguaro; i++) { // Create a new Saguaro Plants.PlantSaguaro newSaguaro = new Plants.PlantSaguaro(); newSaguaro.identifier.name = "saguaro"; chunkToPopulate.AddChild(newSaguaro); } } // Decide whether to generate yucca if (random.Next(1, 6) == 1) { // the amont of Saguaros int amontOfYucca = random.Next(1, 4); for (int i = 0; i < amontOfYucca; i++) { // Create a new yucca Plants.PlantYucca newYucca = new Plants.PlantYucca(); newYucca.identifier.name = "yucca"; chunkToPopulate.AddChild(newYucca); } } #endregion #region Add minerals // Decide whether to generate iron if (random.Next(1, 5) == 1) { // the amont of iron int amontOfIron = random.Next(1, 4); for (int i = 0; i < amontOfIron; i++) { // Create a new piece of iron Minerals.MineralIronOre newIronOre = new Minerals.MineralIronOre(); chunkToPopulate.AddChild(newIronOre); } } // 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 piece of boulder Minerals.MineralBasaltBoulder newBoulder = new Minerals.MineralBasaltBoulder(); newBoulder.identifier.descriptiveAdjectives.Clear(); newBoulder.identifier.descriptiveAdjectives.Add("large"); chunkToPopulate.AddChild(newBoulder); } } // the amont of sand int amontOfSand = random.Next(100, 200); for (int i = 0; i < amontOfSand; i++) { // Create a new piece of sand Minerals.MineralSand newSand = new Minerals.MineralSand(); chunkToPopulate.AddChild(newSand); } #endregion }
// Generate and populate the forest public override void Generate(Chunk chunkToPopulate) { // Set the constants name = "canyon"; normalTemperature = 85; normalWindSpeed = 20; associatedColor = "$ea"; // 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)); if (random.Next(0, 10) == 0) { Creatures.CreatureGoat newGoat = new Creatures.CreatureGoat(chunkToPopulate.attachedApplication); newGoat.identifier.descriptiveAdjectives.Add("wild"); newGoat.identifier.classifierAdjectives.Add("bearded"); chunkToPopulate.AddChild(newGoat); } #region Add minerals // Decide whether to generate boulder if (random.Next(1, 2) == 1) { // the amont of boulder int amontOfBoulders = random.Next(1, 5); for (int i = 0; i < amontOfBoulders; i++) { // Create a new piece of boulder Minerals.MineralBasaltBoulder newBoulder = new Minerals.MineralBasaltBoulder(); chunkToPopulate.AddChild(newBoulder); } } // Decide whether to generate copper if (random.Next(1, 3) == 1) { // the amont of copper int amontOfCopper = random.Next(3, 10); for (int i = 0; i < amontOfCopper; i++) { // Create a new piece of copper Minerals.MineralCopper newCopper = new Minerals.MineralCopper(); chunkToPopulate.AddChild(newCopper); } } // Decide whether to generate gold if (random.Next(1, 5) == 1) { // the amont of gold int amontOfGold = random.Next(2, 5); for (int i = 0; i < amontOfGold; i++) { // Create a new piece of gold Minerals.MineralGold newGold = new Minerals.MineralGold(); chunkToPopulate.AddChild(newGold); } } #endregion }
// Generate and populate the forest public override void Generate(Chunk chunkToPopulate) { // Set the constants name = "mountain"; normalTemperature = 25; normalWindSpeed = 30; associatedColor = "$pa"; // 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 minerals // the amont of gravel int amontOfGravel = random.Next(100, 200); for (int i = 0; i < amontOfGravel; i++) { // Create a new piece of sand Minerals.MineralGravel newGravel = new Minerals.MineralGravel(); chunkToPopulate.AddChild(newGravel); } // Decide whether to generate boulder if (random.Next(1, 2) == 1) { // the amont of boulder int amontOfBoulders = random.Next(1, 5); for (int i = 0; i < amontOfBoulders; i++) { // Create a new boulder Minerals.MineralBasaltBoulder newBoulder = new Minerals.MineralBasaltBoulder(); chunkToPopulate.AddChild(newBoulder); } } // Decide whether to generate flint if (random.Next(1, 2) == 1) { // the amont of flint int amontOfFlint = random.Next(1, 5); for (int i = 0; i < amontOfFlint; i++) { // Create a new piece of boulder Minerals.MineralFlint newFlint = new Minerals.MineralFlint(); chunkToPopulate.AddChild(newFlint); } } // the amont of rocks int amontOfRocks = random.Next(1, 5); for (int i = 0; i < amontOfRocks; i++) { // Create a new piece of boulder Minerals.MineralBasaltRock newRock = new Minerals.MineralBasaltRock(); chunkToPopulate.AddChild(newRock); } // Decide whether to generate Lead if (random.Next(1, 3) == 1) { // the amont of Lead int amontOfLead = random.Next(1, 4); for (int i = 0; i < amontOfLead; i++) { // Create a new piece of Lead Minerals.MineralLead newLead = new Minerals.MineralLead(); chunkToPopulate.AddChild(newLead); } } // the amont of copper int amontOfCopper = random.Next(0, 5); for (int i = 0; i < amontOfCopper; i++) { // Create a new piece of copper Minerals.MineralCopper newCopper = new Minerals.MineralCopper(); chunkToPopulate.AddChild(newCopper); } // Decide whether to generate a shell if (random.Next(1, 10) == 1) { // Create a new shell Minerals.MineralCalicoScallopShell newScallopShell = new Minerals.MineralCalicoScallopShell(); chunkToPopulate.AddChild(newScallopShell); } #endregion }
// Generate and populate the forest public override void Generate(Chunk chunkToPopulate) { // Set the constants name = "forest"; normalTemperature = 50; normalWindSpeed = 12; associatedColor = "$ca"; // 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)); if (random.Next(0, 10) == 0) { Creatures.CreatureBoar newBoar = new Creatures.CreatureBoar(chunkToPopulate.attachedApplication); newBoar.identifier.descriptiveAdjectives.Add("giant"); newBoar.identifier.descriptiveAdjectives.Add("menacing"); chunkToPopulate.AddChild(newBoar); } #region Add minerals // The amount of earth int amontOfEarth = random.Next(100, 200); for (int i = 0; i < amontOfEarth; i++) { // Create a new piece of Earth Minerals.MineralEarth newEarth = new Minerals.MineralEarth(); chunkToPopulate.AddChild(newEarth); } // Decide whether to generate boulder if (random.Next(1, 3) == 1) { // the amont of boulder int amontOfBoulders = random.Next(1, 2); for (int i = 0; i < amontOfBoulders; i++) { // Create a new piece of boulder Minerals.MineralBasaltBoulder newBoulder = new Minerals.MineralBasaltBoulder(); chunkToPopulate.AddChild(newBoulder); } } #endregion #region Add plants to biome // the amont of oak trees int amontOfOakTrees = random.Next(5, 20); for (int i = 0; i < amontOfOakTrees; i++) { // Create a new Oak Trees Plants.PlantOakTree newOakTree = new Plants.PlantOakTree(); newOakTree.identifier.name = "tree"; // Make it eather short or tall if (random.Next(0, 1) == 0) { newOakTree.identifier.descriptiveAdjectives.Add("short"); } else { newOakTree.identifier.descriptiveAdjectives.Add("tall"); } newOakTree.identifier.classifierAdjectives.Add("oak"); chunkToPopulate.AddChild(newOakTree); } // Decide whether to generate ferns // the amont of ferns int amontOfFerns = random.Next(12, 24); for (int i = 0; i < amontOfFerns; i++) { // Create a new fern Plants.PlantFern newFern = new Plants.PlantFern(); newFern.identifier.name = "fern"; chunkToPopulate.AddChild(newFern); } // the amont of Tall Fescues int amontOfTallFescues = random.Next(100, 200); 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("tall"); newTallFescue.identifier.classifierAdjectives.Add("fescue"); chunkToPopulate.AddChild(newTallFescue); } // the amont of oak Branches int amontOfOakBranches = random.Next(1, 3); for (int i = 0; i < amontOfOakBranches; i++) { // Create a new Oak Branches Plants.PlantParts.PlantPartOakTree.PlantPartOakTreeBranch newOakBranch = new Plants.PlantParts.PlantPartOakTree.PlantPartOakTreeBranch(); newOakBranch.identifier.name = "branch"; // Make it eather short or long if (random.Next(0, 1) == 0) { newOakBranch.identifier.descriptiveAdjectives.Add("short"); } else { newOakBranch.identifier.descriptiveAdjectives.Add("long"); } newOakBranch.identifier.descriptiveAdjectives.Add("fallen"); newOakBranch.identifier.classifierAdjectives.Add("oak"); chunkToPopulate.AddChild(newOakBranch); } #endregion }